Age: 17
Hair: Black
Clan: Nara
Eyes: Dark Brown
Village: Leaf Village
Rank: Chunin
Job: Border Officer
Elemental Affinity:
Shadow,
Earth NP: 8 (6 in leaf)
HP: 47
CP: 55
Biography: Of the nara clan, sousuke has always been considered the outsider for his "attitude" despite being the youngest son of the clan leader Nara Sokun.
He flunked the chunin exams once, and skipped it 3 times after, having finally gotten a long lecture about his "ambitions" and motivation as a shinobi, sousuke was forced to partake in the chunin exams, graduating this time with a gang of people with pichforks behind him.
Not too long after, having fullfilled his duties, and known to be rash and forward with his personality, he was taken in to the police force as boundry officer, making sure the borders of leaf is always in check and under control at all times.
Being quite talanted in what he is, regardless of his position in the nara clan, he has always been consider to take over the clan in his later years with such intellect and insight of the shinobi world.
Equipment in Tool Bag:9 Kunai (Thrown or used in trap for 1d8 Damage)
9 Shuriken (Thrown or used in trap for 1d8 Damage)
2 Explosion Tag (Set by hand, or used in trap for 2d8 Damage. Combine with kunai for 3d8 Unblockable Damage)
3 Smoke Bomb (Used on self for +5 Hide, or throw at opponent for -1 to all rolls for 1d4 rounds)
4 Ninja Wires (Thrown or used in trap for Stun, 1 round)
3 Windmill Shuriken (Thrown or used in trap for Rank + 1d8 Damage)
2 Caltrops (Thrown or used in trap for -1 Dex for 1d6 rounds, and they also suffer 1d4 damage)
1 Poison Smoke Bomb (Thrown or used in trap. On your next turn, it deals 1d4 damage for 1d6 rounds)
2 Flashlights (Free Action. Gives off light for clan techniques, lasts 2d8 rounds)
2 Military Ration Pills (Military Ration pills restore chakra. Eating a pill takes 1 round. Afterward, each round you recover up to 1+1d4 chakra per round, for 1d8 rounds. You can never go over your max chakra score.)
CLANIntroduction
The Nara clan, or Nara family, are a clan known in Konoha for its unrivaled strategy and use of a secret technique that manipulates shadows. They are also known for raising deers, although this is a more likely unheard of rumor.
They are also known for a natural laziness and superior tactical minds that make of them natural leaders.
They also all have a love for sleeping or playing table games where they exercise their minds.
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Battle system
Default tool bag: a newly created Nara receives a tool bag that composes the following tools: 6 kunai, 6 shuriken, 1 explosion tag, 1 smoke bomb, 2 Ninja wire,2 Windmill shuriken, 2 Caltrops, and 1 poison smoke bomb, 1 Flashlight.
Academy student:
Tactician
Strategy
Shadow barrier
Genin:
Tactician
Strategy
Shadow barrier technique
Shadow imitation technique
Nara use their intelligence modifier for their clan jutsu.
Heika(Tactician): Nara train their logic from birth in an unrivaled way which makes them the brains of Konoha. Depending on experience, the Nara receives the following attributes.
Level 1-19: +1 to intelligence checks on clan jutsu
Level 20-29: +2 to intelligence checks on clan jutsu / +1 flashlights
Level 30-40: +3 to intelligence checks on clan jutsu / +2 flashlights.
Intelligence Tactic Bonus Chart
Intelligence Stat:
30-35 = +2 to the Roll/Tools per trap
36-45 = +3 to the Roll/Tools per trap
46-55 = +4 to the Roll/Tools per trap
56+ = +5 to the Roll/Tools per trap
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Gunryaku(Strategy)
Rank: Unranked
Type: Hijutsu
Chakra cost: None
Description: This is a secret technique of the Nara. From birth they train their minds to become the best leaders to squads. They are able to quickly assess a situation and ennemy weaknesses and adapt to it with superior initiative. Allowing themselves and their allies to take advantage of their ennemy’s weaknesses and the best course of action to achieve victory.
PVP Effect: The Nara is able to grant himself and their allies a +2 to all attack/defence checks for 1d6+1 rounds. He must spend 2 rounds doing this. The first round he assesses the environment, his teammates and the enemy. The second round the ability activates as he explains the plan. If he is damaged before the activation his concentration is lost and the ability fails to activate.
Flashlight
Rank: Unranked
Type: Item/Special
Token cost: 10 tokens
Description: This is a special flash lantern developped by the Nara clan that allows them to illuminate areas for the use of their shadow moves when in night time and there is no other source of light for them to use their shadows from.
PVP Effect: Lasts 2d8 rounds, Allows for use of Shadow moves in dark areas/Nightime. Lighting the lantern is a free action. A clan member can only have up to 3 flashlights, not counting what they get from experience.
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Kage nankan no jutsu(Shadow barrier technique)
Type: Ninjutsu
Rank: D
Cp: 3
Description: The user is able to manipulate his own shadow as it extends and rises into a barrier around himself or an ally in defense of an attack.
PVP Effect: Used to block taijutsu, if successful, the opponent’s attack is blocked away by a shadowy barrier.
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Kage Kubi Shibari no jutsu(Shadow neck bind technique)
Type: Ninjutsu
Rank: D
Cp: 4cp per round maintained.
Description: After performing Kage mane no jutsu, the user is able to extend the shadow holding their victims up their bodies and form into a shadowy hand that will strangle them, causing several damage to their opponents.
PVP Effect: Must have the target immobilized with Kage mane no jutsu. It may affect one target; it does rank damage on hit, then rank damage every following round until the duration of shadow imitation technique ends. It does not lower the Kage Mane duration.
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Kage mane no jutsu(Shadow imitation technique)
Type: Ninjutsu
Rank: C
Cp: 5 +2 per round maintained
Description: Kage Mane no Jutsu is a Ninjutsu technique developed by the Nara clan. Its original purpose was as a skill to help delay any pursuers. After forming the needed hand seals, the clan member is able to manipulate their shadow along any surface. By using other nearby shadows they can further extend the reach of their shadow, however they are limited to the surface area of the original cast shadow. Once the shadow reaches the target it will extend into its own shadow and completely immobilize it. The target will then succumb to the user’s very movements as if they were reflected on a mirror.
PVP Effect: The target is immobilized for 1d6 rounds. It may target up to 4 targets. The targets may then each round make a Strength check against the user’s original DC to reduce one round from the total rounds they are immobilized from. As well, taking damage from anyone else will automatically reduce the numbers of rounds by 1. (Each turn counts in as a round in this case). While held the Nara may not attack (except with special Nara jutsu) any of the targets held. However the Nara may use his turn to control a target to attack a non Kage Maned target.
Special: This jutsu only works during day or in a nearby source of light. As well, should the target be a wielder of a doujutsu, his/her ability to use eye techniques is not stopped unless the doujutsu was inactive at the time he/she was trapped.
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Kage Nui no jutsu(Shadow sewing technique)
Type: Ninjutsu
Rank: B
Cp: 8
Description: The user makes quick handseals as his/her shadow travels rapidly towards his targets and erupt from the ground in form of tendrils to impale into them dangerously.
PVP effect: 3d8 damage to a maximum of 4 targets, this jutsu is unblockable.
On hit, this move will deal the damage dealt by each tool or weapon all together.
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Kage uebu no jutsu(Shadow web technique)
Type: Ninjutsu
Rank : B
Cp: 8
Description : The Nara handseals as they normally would for Kagemane jutsu, though would channel more chakra outwards, manipulating his/her chakra to send the shadow in several directions, with a much more powerful effect.
PVP Effect : Same as effect as Kagemane, though it lasts for 1d6+1 rounds and can target up to 6 different people at once.
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Kage Kyousha no jutsu(Shadow Lance technique)
Type: Ninjutsu
Rank : A
Cp: 13
Description : The Nara handseals a few times, a pike of shadows would raise from the target's own shadow and impale them. The size of the spike is around three inches wide, and can reach up to 10 ft, should their shadow be projected elsewhere.
PVP Effect: Deal 2d10+3d4 damage to a single target.