Nara Ahri
Apr 26, 2012 5:26:16 GMT -8
Post by Nara Ahri on Apr 26, 2012 5:26:16 GMT -8
PERSONOLOGY[/u]
PHYSICALITY[/u]
[/li][li]Weight: 130 lb
[/li][li]Apparel:
[/li][li]Body Appearance:
[/li][li]Blemishes & Scars:
[/li][/ul]
COGNITION[/u]
ARMAMENTS[/u]
Rank:C x 2
Type: Primary / Knife / Melee
Description: The Tanto is a single or double-edged straight knife no longer than fifteen inches. The tantô was designed primarily as a stabbing weapon, but the edge can be used for slashing as well.
Cost: 5,000 Ryo
[/ul][/li][li]SECONDARY WEAPONS:
[li]Kawarimi no Jutsu (Body Replacement Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: Switch is near-instantaneous. Kawarimi can only be used once per thread, plus one more each time retrained. However, the technique itself can only be used once per turn, regardless of retraining. Requires the user to switch with objects equal or smaller in size; cannot switch with other living people or animals.
Description: This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise.
Domain: Academy Ninjutsu.
[/li][li]Henge no Jutsu (Transformation Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Very Low
Special: Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained.
Description: Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.
Domain: Academy Ninjutsu.
[/li][li]Bunshin no Jutsu (Clone Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Very Low
Special: Allows the user to create a clone without substance that resembles the user in every way, including retaining its movement speed. Clones cannot mold chakra nor perform jutsu, nor can they harm. Up to one clone can be made, plus one more each time retrained.
Description: Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance that, although easily seen through by those with doujutsu, can fool the normal eye easily. Why? Simply because although without substance, the copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent, though no real damage can be done by it. Finally, as soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse.
Domain: Academy Ninjutsu
[/li][li]Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: No other technique may be used while creeping. Invisible to the naked eye, but doujutsu and extra-sensorial skill will easily "see through" this technique.
Description: Kakuremino no Jutsu is a very basic Ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background.
Domain: Academy Ninjutsu
[/li][li]Nawanuke no Jutsu (Escaping Skill)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: Ineffective against complex, electronic, or unique binds.
Description: Nawanuke no Jutsu is a very basic Ninjutsu technique that allows a ninja to escape from regular rope binds.
Domain: Academy Ninjutsu[/li][/ul]
NINJUTSU
[li]Shunshin no Jutsu (Body Flicker Technique)
Rank: D
Type: Supplementary / Ninjutsu / High-Speed Movement
Range: 0 - 10 meters
Handseals: No.
Chakra: Low
Special: Shunshin no Jutsu is a high-speed movement in which the user moves in a linear fashion from one point to another. Usually facilitated with some sort of distraction (smoke bomb, explosion, or something of that nature to obscure one's vision), the user of the Shunshin no Jutsu can, in some cases, appear to have simply teleported from one location to another. Shunshin no Jutsu can be used once per thread, plus once more each time it is retrained.
Description: Shunshin no Jutsu is a basic ninjutsu technique used across the shinobi world by all, ranging from the most basic shinobi to the legends of lore. Considered is a high-speed movement technique, it simple combines high mobility with a distraction to give off the appearance of vanishing - to an observer caught in the optical illusion, it appears as if the user has teleported. This allows the user to escape or attack suddenly, should they need to.
Domain: Shunshin - Universal Ninjutsu.
[/li][li]Shunshin-Kawasu (Shimmering Flicker)
Rank: B
Type: Passive / Ninjutsu / High-Speed Movement
Range: Shunshin
Special: Gives the user the option to side-step, curve, shimmy or even shimmer on a whim during a Shunshin, rather than remaining moving forward. Sidestep distance takes away from the Shunshin's total traveling distance.
Description: Although Shunshin is normally executed in a linear fashion, with enough training, the ninja can learn to limit their forward travel speed in exchange for a near-instantaneous sideways move. Useful when evading tricky attacks, or when wishing to confuse opponents.
Domain: Shunshin.
[/li][li]Shunshin-Kakezori (Retracting Flicker)
Rank: B
Type: Passive / Ninjutsu / High-Speed Movement
Range: Shunshin
Special: Gives the user the option to perform Shunshin backwards.
Description: Although Shunshin is normally executed in a linear fashion towards the direction the user is facing, with enough training, the user is able to move perfectly opposite to wherever it is they are looking - that is, a backwards Body Flicker. Its usefulness is limitless, and carry the same rules as the parent technique.
Domain: Shunshin.
[/li][/ul]
TAIJUTSU
[/ul]
GENJUTSU
[/ul]
RAITON RELEASE
[/ul]
CLAN JUTSU
[li]Kage Mane no Jutsu (Shadow Imitation Technique)
Rank: D, C, B, A, S
Type: Supplementary / Ninjutsu / Secret Technique
Range: 0 - 50 meters
Chakra: Very Low - Very High [initial + upkeep]
Handseals: Yes [1]
Special: Allows the clan member to stretch their shadow across the ground so that it may encounter and capture other shadows for the sake of manipulation. When shadow manipulation is active, user must be still. Shadow width never exceeds natural size. Highest rank known determines the maximum range a shadow can move, as well as how fast it can extend. User can capture as many victims as they wish, but they must keep in mind the total amount of shadow length used to do so cannot exceed one's maximum KM range control, and for each extra victim they capture, consumption raises by one.
BREAKING FREE FROM KAGE MANE!
Only a sudden presence of incredible energy, such as the Gates or a Bijuu, will break hold of the ‘Kage Mane’ near-instantly. Otherwise, victims can only break free depending on their Chakra Pool in comparison to the Nara - [1] if their Chakra Pool is on equal grounds, a burst of chakra one rank higher than the rank to the Kage-Mane used will result in the victim breaking free; [2] for every CP level the victim is less than the user, it'll take DOUBLE the amount of chakra to break free (i.e. Joe's CP = Mid. He captures Jimmy, a Low CP, so it'd take him 2x the Kage-Mane chakra consumption to break free!); [3] finally, for every CP level the victim is ABOVE the user, the cost of breaking free is equal to the Nara's current KM consumption, minus a rank.
D: 10 meter range @ 2 meters per second
C: 20 m @ 4 mps
B: 30 m @ 6 mps
A: 40 m @ 8 mps
S: 50 m @ 10 mps
Description: Kage Mane no Jutsu is the first ninjutsu technique developed by the Nara clan, and the root of all its power. Its original purpose was as a skill to help delay any pursuers, though throughout time, their paralyzing skills became a weapon all in its own. 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 clan members shadow reaches the target shadow, it will attach itself. While attached the target will be frozen, only able to replicate in mirror form the actions of the clan member. If the clan member is low on chakra, the Kage Mane will falter and the shadow will return to its normal form.
Domain: Nara.
[/li][li]Kage Kubi Shibari no Jutsu (Shadow Neck Bind Technique)
Rank: D, C, B, A, S
Type: Offensive / Ninjutsu / Secret Technique
Range: See 'Kage Mane'
Chakra: Very Low - Very High
Handseals: Yes
Special: The range is dependent on the user's 'Kage Mane'. Highest rank known determines the delay between the hand being created, extending and finally choking. During this time, the victim may break free, according to the same rules as 'Kage Mane'.
D: Full Turn choke delay
C: 3/4 th of a Turn
B: Half a Turn
A: 1/4 th of a Turn
S: Near-Instant!
Description:: Kage Kubi Shibari no Jutsu is a Ninjutsu technique developed by the Nara clan. To perform the technique the clan member will first bind their target using the Kage Mane no Jutsu technique. Once the target can no longer move, they form the needed hand seal to initiate this technique. The clan member uses their shadow to form a pair of hands which will creep up their opponent’s body to their neck. Once the hand reaches the neck, it will constrict in such a manner so as to strangle the opponent. Domain: Nara. Kage Mane.
[/li][li]Kage Nui (Shadow Sewing)
Rank: D, C, B, A, S
Type: Offensive / Ninjutsu / Secret Technique
Range: See 'Kage Mane'
Chakra: Very Low - Very High
Handseals: Yes
Special: Tendril range, speed and distance it can extend up in the air depends on the user's 'Kage Mane'. Additionally, they can be made into any shape and size, and can even gather items. Can pierce barriers one rank lower than highest rank known.
Description: Kage Nui is a Ninjutsu technique developed by the Nara clan. To perform the technique the caster will first form the needed handseals to extend their shadow. Once the shadows have morphed, a new handseal will cause the shadow to emerge from the ground in tendrils. The tendrils can extend and whip about and are strong enough to pierce nearby targets, even those as hard as rock.
Domain: Nara. Kage Mane.
[/li][li]Kage Bikan no Jutsu (Shadow Vision Technique)
Rank: D
Type: Supplementary / Ninjutsu / Secret Technique
Range: See 'Kage Mane'
Chakra: Low
Handseals: Yes
Special: Range of vision depends on the user's "Kage Mane". Each time retrained, one can add an extra meter to their maximum range.
Description:: Kage Bikan is a simple yet effective jutsu of the Nara clan. Forming and holding a single seal, the user transmits chakra to their eyes, allowing their vision to penetrate the shadows and darkness. Although the range and periphery is limited, one nonetheless can see clearly through the darkest of moments.
Domain: Nara. Kage Mane 'D'.
[/li][li]Kage Shibari no Jutsu (Shadow Foot Bind Technique)
Rank: C
Type: Offensive / Secret Technique
Range: See 'Kage Mane'
Chakra: Mid
Handseals: Yes
Special: User is able to control speed at which victims are dragged, but can never exceed the Kage Mane’s regular movement speed. Can leg-bind and reel up to one victim at a time, plus one more each time retrained.
Description:: The user forms the clan’s handseal, focusing chakra down into the linked shadows of their foe and themselves. Hands of shadow will spread up the foe’s body, similar to the ‘Neck Bind Technique’, but instead they descend, wrapping around their legs and holding them in place, independent of the user’s motions. These hands will knock the foe to the ground, and begin slowly dragging them towards the user.
Domain: Nara. Kage Mane 'C'.
[/li][li]Kage Saibouyuugou (Shadow Fusion)
Rank: B
Type: Supplementary / Ninjutsu / Secret Technique
Range: See 'Kage Mane'
Chakra: High [initial + upkeep]
Handseals: Yes
Special: User is free to move anywhere along a solid surface as long as the conditions allow for a shadow to be present and they have the chakra to sustain their form. Shadow is never larger than a meter in diameter. User cannot attack in this form but is immune to Taijutsu and Genjutsu (as long as the illusion is cast AFTER they enter the shadow - be warned, upon leaving it, if the Genjutsu is still active, the Nara will be hit!). It's main weakness is Ninjutsu, as a direct hit suffered while in their shadow will most likely kill the Nara on the spot. Speed of shadow depends on the user's Kage-Mane. Due to the stress of entering and leaving shadows, this can only be used once per thread, plus one more each time retrained; a "use" is defined as entering and leaving shadow mode, once.
Description:: Continuing with the clan’s tradition of stealth, this technique allows the clan member to essentially become one with their own shadow. Once the Kage Mane handseal is formed, their ability to control the shadows allows them to pack their chakra-covered form within. As they sink in, it appears as if they're diving into a pool, turning them into two-dimensional shadows of their former self. With this, they can now move to places previously unreachable, and suffer little physical damage from most attacks.
Domain: Nara. Kage Mane 'B'.
[/li][li]Daira Kage Ayatsuri no Jutsu (Flat Shadow Control Technique)
Rank: D, C, B, A, S
Type: Supplementary / Ninjutsu / Secret Technique
Range: See 'Kage Mane'
Chakra: Very High [initial + upkeep]
Handseals: Yes
Special: Merge occurs after a successful Kage Mane hold is established, where the user simply disappears into their own shadow as it returns to the opponent. Controlling an opponent grants the user access ONLY to the victim's non-chakra based movements, but may move at speeds equal to half the user's KM shadow speed. During this time, the victim may break free, according to the same rules as 'Kage Mane'. Highest rank known determines the delay between possession and merger.
D: Full Turn merger
C: 3/4 th of a Turn
B: Half a Turn
A: 1/4 th of a Turn
S: Near-Instant!
Description:: Gama Daira Kage Ayatsuri no Jutsu is a Ninjutsu technique that allows the Nara to merge into the shadow of subdued foe. Once inside, the user can then fully control the victim from within their shadow, allowing them to more easily infiltrate foreign territories. If the user has to use any other jutsu, he must emerge from the shadow. Once they fully emerge, the hold over the victim is broken and they regain control of their body.
Domain: Nara. Kage Saibouyuugou.
[/li][/ul]
[/ul][/li][/ul][/size]
- Name: Nara Ahri
- Age: 18
- Clan: Nara
- Country and/or Village: Mizu No Kuni/Kirigakure
- Rank & Profession: Genin/No Job
- Difficulty Setting: Hard
- Releases/Senses: Lightning
- Types:
- Primary: Ninjitsu
- Secondary: Taijutsu
- Tertiary: Genjutsu
- Primary: Ninjitsu
PHYSICALITY[/u]
[/li][li]Weight: 130 lb
[/li][li]Apparel:
She is dressed in an outlandish low-cut fur-lined dark-grey-and-black dress that prominently displays her ample cleavage. She wears a huge collection of interlaced belts below the waist. Her hair is tied up in a knot at the top with long braids dangling from it. She wears many accessories, including several necklaces, rings and many ear piercings, as well as dark purple make up.(See Picture)
[/li][li]Body Appearance:
She has a deceivingly frail thin body. She could be described as a sylph, for she is graceful, elegant, and sleek. (See Picture)
[/li][li]Blemishes & Scars:
There is a small scar across her right eye that tilts to the right. That's why she covers her right eye with her hair. It is a small scar, about the size of her pinky finger. The scar was inflicted during training by Hoshigake Hanzo.
[/li][/ul]
COGNITION[/u]
- Personality:
Calm, Serene, Logical, and Forward Thinking, Ahri tends to be always prepared and always tries to have back up plans to her back up plans. She prefers stealth and cunning over brute force and stupidity. She will manipulate a situation to get things to her as well as her partners advantage so that things go smoothly and effectively.... Lets just hope Hanzo feels the same way..............................
- Alignment: Neutral Good
- Allegiance: By title, Kirigakure... But his only allegiance is to the Nara Clan
- Quirks & Tendencies:
- Loves Ramen
- High Metabolism.... So she will EAT, but will not gain weight
- Will beat someone who calls her emo
- Can Be VERY Flirtatious
- Loves Ramen
- Likes & Dislikes
- Ramen
- Blades... Preferably Knives
- Whips and Chains
- Sex
- Being Called Emo
- People who focus on pure strength without intelligence
ARMAMENTS[/u]
- PRIMARY WEAPONS:
Rank:C x 2
Type: Primary / Knife / Melee
Description: The Tanto is a single or double-edged straight knife no longer than fifteen inches. The tantô was designed primarily as a stabbing weapon, but the edge can be used for slashing as well.
Cost: 5,000 Ryo
[/ul][/li][li]SECONDARY WEAPONS:
- Kiri-Oni (Demon Claws)
Rank: B
Type: Secondary / Melee
Special: 1 per Pack.
Description: Claws are useful weapons for a ninja to have as backup mainly due to their reliability. Though difficult to hide, they are nonetheless effective as a secondary means of attacking. Kiri-Oni even come with modification options, such as ranged options, and even a conjunction system which mixes the power of certain poisons and dispensable items alongside the claw.
Cost: 5,000 Ryo per Pack - Kunai Spring
Rank: C
Type: Modification
Special: May hold only one kunai. Takes up two 'pack' slots. Kunai springs out twice as fast as a kunai travelling through the air, to be used as a melee weapon or for defence.
Description:This item allows the user to instantly extend and retract kunai from their sleeve using a spring-loaded wire.
Cost: 500 Ryo - Kakkou (Retractable Wrist Blade)
Rank: C
Type: Secondary / Melee
Special: 1 per Pack.
Description: As its name implies, the user equips these retractable wrist blades so that the attach to their forearm without risking exposure. These blades can spring forth when needed to surprise any opponent fought in hand to hand combat.
Cost: 500 Ryo per Pack
- Handheld Radio
Rank: C
Type: Universal Accessory / Self
Special: Has a range of up to 50 meters all around the user. Waterproof, as well as built-in surge protection. Each radio takes up one (1) accessory slot.
Description: This handheld device weighs almost nothing, has a small extendable antenna at the end, and is activated by pushing a simple talking button. No more than a few inches in diameter, the radio can accept multiple frequencies, making it simple to use even in the most dire of situations. With a durable carapace, it is designed to withstand water damage and even the pressure of extreme altitudes.
Cost: 10,000 Ryo
[li]Kawarimi no Jutsu (Body Replacement Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: Switch is near-instantaneous. Kawarimi can only be used once per thread, plus one more each time retrained. However, the technique itself can only be used once per turn, regardless of retraining. Requires the user to switch with objects equal or smaller in size; cannot switch with other living people or animals.
Description: This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise.
Domain: Academy Ninjutsu.
[/li][li]Henge no Jutsu (Transformation Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Very Low
Special: Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained.
Description: Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.
Domain: Academy Ninjutsu.
[/li][li]Bunshin no Jutsu (Clone Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Very Low
Special: Allows the user to create a clone without substance that resembles the user in every way, including retaining its movement speed. Clones cannot mold chakra nor perform jutsu, nor can they harm. Up to one clone can be made, plus one more each time retrained.
Description: Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance that, although easily seen through by those with doujutsu, can fool the normal eye easily. Why? Simply because although without substance, the copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent, though no real damage can be done by it. Finally, as soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse.
Domain: Academy Ninjutsu
[/li][li]Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: No other technique may be used while creeping. Invisible to the naked eye, but doujutsu and extra-sensorial skill will easily "see through" this technique.
Description: Kakuremino no Jutsu is a very basic Ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background.
Domain: Academy Ninjutsu
[/li][li]Nawanuke no Jutsu (Escaping Skill)
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Very Low
Special: Ineffective against complex, electronic, or unique binds.
Description: Nawanuke no Jutsu is a very basic Ninjutsu technique that allows a ninja to escape from regular rope binds.
Domain: Academy Ninjutsu[/li][/ul]
NINJUTSU
[li]Shunshin no Jutsu (Body Flicker Technique)
Rank: D
Type: Supplementary / Ninjutsu / High-Speed Movement
Range: 0 - 10 meters
Handseals: No.
Chakra: Low
Special: Shunshin no Jutsu is a high-speed movement in which the user moves in a linear fashion from one point to another. Usually facilitated with some sort of distraction (smoke bomb, explosion, or something of that nature to obscure one's vision), the user of the Shunshin no Jutsu can, in some cases, appear to have simply teleported from one location to another. Shunshin no Jutsu can be used once per thread, plus once more each time it is retrained.
Description: Shunshin no Jutsu is a basic ninjutsu technique used across the shinobi world by all, ranging from the most basic shinobi to the legends of lore. Considered is a high-speed movement technique, it simple combines high mobility with a distraction to give off the appearance of vanishing - to an observer caught in the optical illusion, it appears as if the user has teleported. This allows the user to escape or attack suddenly, should they need to.
Domain: Shunshin - Universal Ninjutsu.
Notice Contrary to popular belief, this technique is by no means instantaneous. While a high-speed movement, if used in broad daylight, you're still quite visible and easily defended against. Simply put, it isn't incomprehensibly fast. Beyond normal, most definitely, but not nearly as fast as it's been portrayed thus far. In order to achieve maximum effect, you'll need to combine it with a distraction of some sort.
[/li][li]Shunshin-Kawasu (Shimmering Flicker)
Rank: B
Type: Passive / Ninjutsu / High-Speed Movement
Range: Shunshin
Special: Gives the user the option to side-step, curve, shimmy or even shimmer on a whim during a Shunshin, rather than remaining moving forward. Sidestep distance takes away from the Shunshin's total traveling distance.
Description: Although Shunshin is normally executed in a linear fashion, with enough training, the ninja can learn to limit their forward travel speed in exchange for a near-instantaneous sideways move. Useful when evading tricky attacks, or when wishing to confuse opponents.
Domain: Shunshin.
[/li][li]Shunshin-Kakezori (Retracting Flicker)
Rank: B
Type: Passive / Ninjutsu / High-Speed Movement
Range: Shunshin
Special: Gives the user the option to perform Shunshin backwards.
Description: Although Shunshin is normally executed in a linear fashion towards the direction the user is facing, with enough training, the user is able to move perfectly opposite to wherever it is they are looking - that is, a backwards Body Flicker. Its usefulness is limitless, and carry the same rules as the parent technique.
Domain: Shunshin.
[/li][/ul]
TAIJUTSU
[/ul]
GENJUTSU
[/ul]
RAITON RELEASE
[/ul]
CLAN JUTSU
[li]Kage Mane no Jutsu (Shadow Imitation Technique)
Rank: D, C, B, A, S
Type: Supplementary / Ninjutsu / Secret Technique
Range: 0 - 50 meters
Chakra: Very Low - Very High [initial + upkeep]
Handseals: Yes [1]
Special: Allows the clan member to stretch their shadow across the ground so that it may encounter and capture other shadows for the sake of manipulation. When shadow manipulation is active, user must be still. Shadow width never exceeds natural size. Highest rank known determines the maximum range a shadow can move, as well as how fast it can extend. User can capture as many victims as they wish, but they must keep in mind the total amount of shadow length used to do so cannot exceed one's maximum KM range control, and for each extra victim they capture, consumption raises by one.
BREAKING FREE FROM KAGE MANE!
Only a sudden presence of incredible energy, such as the Gates or a Bijuu, will break hold of the ‘Kage Mane’ near-instantly. Otherwise, victims can only break free depending on their Chakra Pool in comparison to the Nara - [1] if their Chakra Pool is on equal grounds, a burst of chakra one rank higher than the rank to the Kage-Mane used will result in the victim breaking free; [2] for every CP level the victim is less than the user, it'll take DOUBLE the amount of chakra to break free (i.e. Joe's CP = Mid. He captures Jimmy, a Low CP, so it'd take him 2x the Kage-Mane chakra consumption to break free!); [3] finally, for every CP level the victim is ABOVE the user, the cost of breaking free is equal to the Nara's current KM consumption, minus a rank.
D: 10 meter range @ 2 meters per second
C: 20 m @ 4 mps
B: 30 m @ 6 mps
A: 40 m @ 8 mps
S: 50 m @ 10 mps
Description: Kage Mane no Jutsu is the first ninjutsu technique developed by the Nara clan, and the root of all its power. Its original purpose was as a skill to help delay any pursuers, though throughout time, their paralyzing skills became a weapon all in its own. 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 clan members shadow reaches the target shadow, it will attach itself. While attached the target will be frozen, only able to replicate in mirror form the actions of the clan member. If the clan member is low on chakra, the Kage Mane will falter and the shadow will return to its normal form.
Domain: Nara.
[/li][li]Kage Kubi Shibari no Jutsu (Shadow Neck Bind Technique)
Rank: D, C, B, A, S
Type: Offensive / Ninjutsu / Secret Technique
Range: See 'Kage Mane'
Chakra: Very Low - Very High
Handseals: Yes
Special: The range is dependent on the user's 'Kage Mane'. Highest rank known determines the delay between the hand being created, extending and finally choking. During this time, the victim may break free, according to the same rules as 'Kage Mane'.
D: Full Turn choke delay
C: 3/4 th of a Turn
B: Half a Turn
A: 1/4 th of a Turn
S: Near-Instant!
Description:: Kage Kubi Shibari no Jutsu is a Ninjutsu technique developed by the Nara clan. To perform the technique the clan member will first bind their target using the Kage Mane no Jutsu technique. Once the target can no longer move, they form the needed hand seal to initiate this technique. The clan member uses their shadow to form a pair of hands which will creep up their opponent’s body to their neck. Once the hand reaches the neck, it will constrict in such a manner so as to strangle the opponent. Domain: Nara. Kage Mane.
[/li][li]Kage Nui (Shadow Sewing)
Rank: D, C, B, A, S
Type: Offensive / Ninjutsu / Secret Technique
Range: See 'Kage Mane'
Chakra: Very Low - Very High
Handseals: Yes
Special: Tendril range, speed and distance it can extend up in the air depends on the user's 'Kage Mane'. Additionally, they can be made into any shape and size, and can even gather items. Can pierce barriers one rank lower than highest rank known.
Description: Kage Nui is a Ninjutsu technique developed by the Nara clan. To perform the technique the caster will first form the needed handseals to extend their shadow. Once the shadows have morphed, a new handseal will cause the shadow to emerge from the ground in tendrils. The tendrils can extend and whip about and are strong enough to pierce nearby targets, even those as hard as rock.
Domain: Nara. Kage Mane.
[/li][li]Kage Bikan no Jutsu (Shadow Vision Technique)
Rank: D
Type: Supplementary / Ninjutsu / Secret Technique
Range: See 'Kage Mane'
Chakra: Low
Handseals: Yes
Special: Range of vision depends on the user's "Kage Mane". Each time retrained, one can add an extra meter to their maximum range.
Description:: Kage Bikan is a simple yet effective jutsu of the Nara clan. Forming and holding a single seal, the user transmits chakra to their eyes, allowing their vision to penetrate the shadows and darkness. Although the range and periphery is limited, one nonetheless can see clearly through the darkest of moments.
Domain: Nara. Kage Mane 'D'.
[/li][li]Kage Shibari no Jutsu (Shadow Foot Bind Technique)
Rank: C
Type: Offensive / Secret Technique
Range: See 'Kage Mane'
Chakra: Mid
Handseals: Yes
Special: User is able to control speed at which victims are dragged, but can never exceed the Kage Mane’s regular movement speed. Can leg-bind and reel up to one victim at a time, plus one more each time retrained.
Description:: The user forms the clan’s handseal, focusing chakra down into the linked shadows of their foe and themselves. Hands of shadow will spread up the foe’s body, similar to the ‘Neck Bind Technique’, but instead they descend, wrapping around their legs and holding them in place, independent of the user’s motions. These hands will knock the foe to the ground, and begin slowly dragging them towards the user.
Domain: Nara. Kage Mane 'C'.
[/li][li]Kage Saibouyuugou (Shadow Fusion)
Rank: B
Type: Supplementary / Ninjutsu / Secret Technique
Range: See 'Kage Mane'
Chakra: High [initial + upkeep]
Handseals: Yes
Special: User is free to move anywhere along a solid surface as long as the conditions allow for a shadow to be present and they have the chakra to sustain their form. Shadow is never larger than a meter in diameter. User cannot attack in this form but is immune to Taijutsu and Genjutsu (as long as the illusion is cast AFTER they enter the shadow - be warned, upon leaving it, if the Genjutsu is still active, the Nara will be hit!). It's main weakness is Ninjutsu, as a direct hit suffered while in their shadow will most likely kill the Nara on the spot. Speed of shadow depends on the user's Kage-Mane. Due to the stress of entering and leaving shadows, this can only be used once per thread, plus one more each time retrained; a "use" is defined as entering and leaving shadow mode, once.
Description:: Continuing with the clan’s tradition of stealth, this technique allows the clan member to essentially become one with their own shadow. Once the Kage Mane handseal is formed, their ability to control the shadows allows them to pack their chakra-covered form within. As they sink in, it appears as if they're diving into a pool, turning them into two-dimensional shadows of their former self. With this, they can now move to places previously unreachable, and suffer little physical damage from most attacks.
Domain: Nara. Kage Mane 'B'.
[/li][li]Daira Kage Ayatsuri no Jutsu (Flat Shadow Control Technique)
Rank: D, C, B, A, S
Type: Supplementary / Ninjutsu / Secret Technique
Range: See 'Kage Mane'
Chakra: Very High [initial + upkeep]
Handseals: Yes
Special: Merge occurs after a successful Kage Mane hold is established, where the user simply disappears into their own shadow as it returns to the opponent. Controlling an opponent grants the user access ONLY to the victim's non-chakra based movements, but may move at speeds equal to half the user's KM shadow speed. During this time, the victim may break free, according to the same rules as 'Kage Mane'. Highest rank known determines the delay between possession and merger.
D: Full Turn merger
C: 3/4 th of a Turn
B: Half a Turn
A: 1/4 th of a Turn
S: Near-Instant!
Description:: Gama Daira Kage Ayatsuri no Jutsu is a Ninjutsu technique that allows the Nara to merge into the shadow of subdued foe. Once inside, the user can then fully control the victim from within their shadow, allowing them to more easily infiltrate foreign territories. If the user has to use any other jutsu, he must emerge from the shadow. Once they fully emerge, the hold over the victim is broken and they regain control of their body.
Domain: Nara. Kage Saibouyuugou.
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