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| | Nara, Yasunari | |
| | Author | Message |
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DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: Nara, Yasunari Mon Dec 29, 2014 2:30 am | |
| YASUNARI NARA .: Table Of Contents :..: I - Table Of Contents :.
.: II - General Information :.
.: III - Bingo Book Information :.
.: IV - Ability Information :.
.: V - Custom Items :.
.: VI - Known Jutsu :.
.: VII - Custom Extras :.
.: VIII - Purchases :.
.: IX - Inspirations :.
.: X - Other Information :.
Last edited by DM Konohamaru on Tue Feb 10, 2015 8:38 am; edited 7 times in total | |
| | | DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: Re: Nara, Yasunari Mon Dec 29, 2014 2:36 am | |
| .: General Information :..: Name :. Nara Yasunari .: Alias :. Yasu .: Birthday :. 13th April .: Age :. 10 .: Eye color :. Brown .: Hair colour :. Brown .: Height :. 5' 5" .: Weight :. 117 lbs .: Blood Type :. O+ .: Likes :.Naps, Reading, Games, and Costumes .: Dislikes :.Sweet Foods, Spicy Foods, Exotic Foods, and Alcohol. .: Family :.(Editing) .: Sexual Orientation :.Straight .: Marital Status :.Single .: Scars :. None .: Friends / Foes :.Rated on a -10 to +10 Scale -10 Being Hate, +10 Being Love.: Friends :.Kegawa Inuzuka:+10 Midorimaru: +10 Ana Aburame: +8 .: Foes :..: Background :.EDITING ~ Chapter 1 - EDITING- .: Theme Songs :.- :
Last edited by DM Konohamaru on Tue Jan 27, 2015 9:33 pm; edited 9 times in total | |
| | | DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: Re: Nara, Yasunari Mon Dec 29, 2014 2:36 am | |
| .: Bingo Book Information :..: Village :. Konoha .: Rank :. Genin .: Element(s) :. Inton.: Attack Style :. Hijutsu, Ninja Tools, Genjutsu .: Toolbag :..: Squad :.None .: Sensei :.None .: Goals :.-Get daily nap -Eat at least twice a day -Daydream as much as possible .: Life Goals :.-Live a normal life .: Nindo :.Will of Fire .: Databook :.Databook | Ninjutsu | Taijutsu | Kenjutsu | Intelligence | Strength | Speed | Stamina | Hand Seals | Total | Genin | X | X | X | X | X | X | X | X | X | Chuunin | - | - | - | - | - | - | - | - | - | Jounin | - | - | - | - | - | - | - | - | - |
Last edited by DM Konohamaru on Tue Jan 27, 2015 9:38 pm; edited 5 times in total | |
| | | DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: Re: Nara, Yasunari Tue Dec 30, 2014 8:24 pm | |
| .: Ability Information :.[Yasunari Nara]- Spoiler:
The Nara clan are a well known and respected group of individuals that reside within Konohagakure. Their sharp mindset to anything tactical and mysterious use of manipulating the Shadows make them a unique and one of a kind-clan. However, they also possess a flaw and that is their extreme laid back and lazy behavior - which can be easily overcome when they are given a task with which they believe is worthy of persueing. The Nara hold a close bond with the Yamanaka and Akimichi clans, occassionally placing their shinobi together in squads forming a powerful squad utilizing a combination of attacks. Nara clansmen are viewed as natural born leaders and in times like these with War in Konoha's midst, their skillsets are needed. [Nara]- Spoiler:
[Master Strategists] 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 enemy weaknesses and adapt to it with superior initiative. Allowing themselves and their allies to take advantage of their enemy weaknesses and the best course of action to achieve victory.
Universal: All Nara start with Shadow Element. Clan Jutsu are Learnt / Used with INT Genin: +1 INT Rolls, -1 Shadow / Element-less Jutsu CP Costs Chunin: +2 INT Rolls, -2 Shadow / Element-less Jutsu CP Costs Jounin: +3 INT Rolls, -2 Shadow / Element-less Jutsu CP Costs
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[Intellectual Minds] The Nara are well known for their intelligence, but little to those outside the Nara clan know, just how in depth the intelligence of the Nara are. Most of the Nara study for hours every day to keep on top of the knowledge that flows through the world. This allows them to have insight on most things that happen on the battle field, giving them the upper hand.
Universal: Whilst Strategy is not Active, the Nara gains +1 to DEF Rolls Genin: Strategy - 3 CP) Nara and Allies gain +1 ATK/DEF Rolls for 1d4+1 Rounds (Free Action, Nara's Turn Only) Chunin: Strategy - 4 CP) Nara and Allies gain +2 ATK/DEF Rolls for 1d4+1 Rounds (Free Action, Nara's Turn Only) Jounin: Strategy - 5 CP) Nara and Allies gain +3 ATK/DEF Rolls for 1d4+1 Rounds (Free Action, Nara's Turn Only)
[Above 200 IQ] (50 Tokens - Enhanced Clan) A few rare of the Nara are born with such an intense Mindset and skill that as time passes, they are able to bend and melt their chakra to far greater levels and do so with far less effort and time. These Nara are considered prodigies, and exerts at Teamwork and coordination, as well as an infinite skill set and strategic ability, to top it off able to sue this to use their Clans Jutsu to even more devastating effects.
Universal: -2 to Strategy CP Cost, Ninja tools do +1d4 DMG and +1 to Duration Effects Genin: +10 to Lore / Set Trap, +1d4 to Clan Jutsu Damage Chunin: +20 to Lore / Set Trap, +1d6 to Clan Jutsu Damage Jounin: +30 to Lore / Set Trap, +1d8 to Clan Jutsu Damage
Last edited by DM Konohamaru on Fri Feb 06, 2015 9:12 am; edited 2 times in total | |
| | | DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: Re: Nara, Yasunari Tue Jan 27, 2015 9:55 pm | |
| | |
| | | DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: Re: Nara, Yasunari Tue Jan 27, 2015 10:06 pm | |
| .: Known Jutsu :..:Academy:.- Spoiler:
Academy Jutsu Note: All Academy Jutsu must be learnt before you are able to become Genin. However, you may learn 2 a day and all 8 in a single week, unlike the normal Jutsu Rules. You must still be an Academy Student for a minimum of 1 week to graduate. (DM Discretion)
Wall/Tree Walking Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: The user covers their feet with at thin layer of chakra, which acts as a stick substance to allow them to walk up solid surfaces PVP Effect: Rolepaly Jutsu Only. Teaching/Learning:Learned.
Water Walking Jutsu Type: Ninjutsu Rank: E Chakra Cost: 1 RP Description: The user covers their feet with a thin layer of chakra, which acts as a solid surface to allow them to walk on water PVP Effect: Rolepaly Jutsu Only. Teaching/Learning: Learned.
Rope Escape Technique Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: This jutsu is a simple technique, which can be several different ways. It's taught to all Academy students on how to break out of anything that is keeping them tied up PVP Effect: This jutsu is used without hand seals. It is the simple concentration of chakra to rippple around the body in effort to release yourself from ninja wire and other such bindings. WIS is rolled vs the attacker's initial Roll. In the event of Set trap skill being used in combat the user must roll the appropriate skill other wise Break DC is decided by active DM. Teaching/Learning: Learned.
Cloak of Invisibility Technique Jutsu Type: Genjutsu Rank: E Chakra Cost: 1 (+1 per round maintained) RP Description: A basic technique all Academy Students learn. Taking a simple piece of fabric, they can channel; a small amount of chakra into the fabric and change the fibers to the same as their surroundings PVP Effect: +5 Hide Roll Teaching/Learning: Learned.
Clone Technique Jutsu Type: Ninjutsu Rank: E Chakra Cost: 4 + 2 per round maintained RP Description: The ability to create a basic clone of themselves. Unlike other types of clones, these clones are not solid clones, so they cannot do any damage or attack the Enemy PvP Effect: As long as the bunshin is maintained when being attacked the attacker must roll 1d6. On a 1-3 the bunshin is attacked, on a 4-6 the real target is attacked. Teaching/Learning: Learned.
Henge Technique Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 +1 per round it remains active RP Description: This jutsu is a simple one, that changes the users body into one of which they choose PVP Effect: +5 Hide (Disguise) Special Note: Must learn before becoming Genin (Rolled with WIS) Special Note: Doesnt Stack with any Hide bonuses that are not specifically noted for disguising. Teaching/Learning: Learned.
Substitution Technique Jutsu Type: Ninjutsu Rank: E Chakra Cost: 3 RP Description: A simple technique all Shinobi need to learn. It is simple replacing their body with a nearby object in place of an incoming attack PVP Effect: Wisdom based Dodge Teaching/Learning: Learned.
Kai Jutsu Type: Ninjutsu Rank: E Chakra Cost: 2 RP Description: This jutsu is a simple two handed seal and then you focus your chakra to try and break off a genjutsu. This can also be used to harmlessly break a genjutsu's effect off another target. PVP Effect: This jutsu is used without hand seals. It is the simple concentration of chakra to rippple around the body in effort to release yourself from genjutsu and other "stuns". WIS is rolled vs the attacker's initial Roll. Teaching/Learning:Learned. .:Hijutsu:.- Spoiler:
Nara Style Substitution Jutsu Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: The Nara Clan often has a certain few which knows a way to enhance ease on the Substitution Jutsu, however their style is different to there typical village technique. They're body would turn into a shadowy form before melting into the ground. PvP: Substitution, If it fails gain 1d4 DR. Teaching/Learning: Learned
Kage nankan no jutsu - Shadow barrier technique Jutsu 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: Block + 1 (Doesn't Exceed Cap) , If successful Vs Tai / Ken attacks deal 1d4 Damage Teaching/Learning: Learned
Kage Kubi Shibari no jutsu - Shadow neck bind technique Jutsu Type: Ninjutsu Rank: C Cp: + 3 Cp Maintenance 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: Requires Kage Mane no Jutsu to affect target. Deal Unarmed Rank DMG per round for Duration of Kage Mane no Jutsu. (Does not break Kage Mane no Jutsu's hold or lower Duration.). Teaching/Learning: Learned
Kage mane no jutsu - Shadow imitation technique Jutsu Type: Ninjutsu Rank: C Cp: 5 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: Stun up to 3 Targets for 1d4 Rounds. (STR Vs ATK DC to break free) While stunned each time target gets hit the Stun does not break but Duration does lower by 1. While maintaining this Jutsu the Nara cannot Attack unless a clan Jutsu permits. Teaching/Learning: Learned
Shadow Trap Jutsu Type: Ninjutsu Rank: C Cp: 5 +Tool used Description: The nara stores a tool in a nearby shadow, concealing it until the enemy attacks. Once the enemy strikes, the nara can "activate" the shadow to launch the tool at the enemy as a free action. PvP: Set Trap vs Spot. Nara may use Intelligence to activate the stored tool on an enemy's turn. Activating the trap does not take the Nara's turn. (Works like a counter limited to using the tool and doesnt take the nara's turn) Teaching/Learning: Learned
Perfect Kage Bunshin Jutsu Type: Ninjutsu Rank: B Cp: 8 + 2 Cp Maintenance Description: The Nara clan of Konohagakure are masters of the shadow element and all techniques that involve shadow manipulation. The famed "Kage Bunshin" or "Shadow Clone" is believed to have stemmed from this clan. Though many know Kage Bunshin now, those of the Nara clan seem to be able to conjure a more "real" and potent clone compared to those who do not derive from the clan. Though, the Nara seems to only be able to control one of these perfect clones at a time. PvP: Same Rules as Kage bunshin (Max. 1 Perfect Kage-Bunshin Active) Can Attack / Defend Via User's INT at additional + 2 to Roll. Perfect Kage Bunshin's take 3 hits to destroy, rather than 1. Note: A Natural roll of 15-19 counts as 2 hits and a Natural Crit dispurses the clone. (Natural Cirt means no lowered crit range.)
Shadow Pitfall Jutsu Type: Ninjutsu Rank: B CP: 10 Description: The nara hand seals and expands an enemy's shadow, the shadow growing into a circular shape, acting like a pitfall as the enemy and all those around the enemy fall into the pitch black abyss. Once this is complete, the nara changes up the hand seals and turns the abyss into a death trap, forming spikes all inside the shadow pit. PvP: Unblockable. Target enemy and those within AoE range fall into the pit and are held for 1d4+1 rounds. Each round, the nara deals 3 dmg to those in the pit. Dmg ignores DR.
Kage Nui no jutsu - Shadow sewing technique Jutsu 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: Unblockable, Attack up to 4 Targets dealing 3d8 DMG.
Kage Yose no jutsu - Shadow gathering technique Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: This technique functions similarly to the Kage Nui. The user is able to extend his shadows towards a previously setup object or trap, gathering it and then fastly summoning it towards their target. It can gather about any ninja tool, even weapons to be attached to shadows and summoned towards the target. PvP: User can reuse up to 3 Ninja Tools via Intelligence. (Ninja Tools can be used from either User / Allies / Enemies) Can be Set as Trap.
Kage uebu no jutsu - Shadow Web Technique Jutsu Type: Ninjutsu Rank : A Cp: 13 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 : Same effect as Kage-Mane no Jutsu, except Attack up to 6 targets and duration is 1d4+2 Rounds. (Counts as Kage-Mane no Jutsu as well)
Kage Kyousha no jutsu - Shadow Lance technique Jutsu Type: Ninjutsu Rank : A Cp: 15 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: Unblockable, Deal 5d6+1d4 Damage Bypassing 3 DR.
Silhouette Recreation Jutsu Type: Ninjutsu Rank: A Cp: 13 Description: The Nara copies their very own silhouette and applies it onto an enemy, changing their image into that of the nara. Highly confusing the enemies allies as to which Nara is their teammate and which Nara is their enemy. PvP: Int vs Int/Wis. For 1d4+2 rounds, enemy must roll a 1d4 when attacking. On a 1-2 they hit the real Nara. On a 3-4 they hit their teammate who looks like the Nara.
Kage Shibai no Jutsu - Shadow Play Technique Jutsu Type: Ninjutsu Rank : S Cp: 20 + 2 Cp Maintenance per Jester Summon Description : The Nara handseals a few times, All light in the surrounding area luminates to give off perfect silhouettes of every person around. The silhouettes would soon wiggle free from their 2D forms and rise up, thanks to the Nara's jutsu, into the proper 3 dimensions. These silhouettes would soon draw forth pure shadowy weapons, inevitably becoming Shadow Jesters, ready to destroy those who threaten the Nara that brought them to life. PvP: Summon 1 "Jester" per person in the area, except User (Max. 3). "Jester's" take User's turn, ATK / DEF via INT and gain the following benefits: Duration 1d6+1 Rounds or until User dispels as a free action. 1) 30 HP 2) Deals Small Weapon DMG 3) Up to 2 Jesters; may use their turn to add + 1 ATK / DEF to the remaining Jester. .:Taijutsu:.- Spoiler:
Leaf Whirlwind Jutsu Type: Taijutsu Rank: D Chakra Cost: 2 RP Description: The user focuses their chakra to increase their speed while twisting making it harder to hit the user, or can utilized for a basic attack doing an enhanced round house kick. PVP Effect: Regular Damage + 2 Damage Special Note: Can be used to block dealing 1d4 damage Teaching/Learning: Learned.
Leaf Great Whirlwind Jutsu Type: Taijutsu Rank: C Chakra Cost: 4 RP Description: The user focuses enough chakra into their spinning motion that utilizes a dual leg spinning attack that is directed at several points of the opponent’s body. PVP Effect: Rank Damage + 1d6 Damage Special Note: Due to the difficulty of learning this technique, It is learned as B rank rather than C rank. Teaching/Learning: Learned.
Leaf Rising Wind Jutsu Type: Taijutsu Rank: C Chakra Cost: 4 RP Description: The user focuses enough chakra into their kick, that when they kick the opponents jaw they go flying into the air. PVP Effect: Rank Damage + 1d4/2 (Min. 1) + One Round Stun Special Note: Due to the difficulty of learning this technique, It is learned as B rank rather than C rank. Teaching/Learning: Learned.
.:Ninjutsu:.- Spoiler:
Inton: Shifting Blade Jutsu Type: Ninjutsu Rank: C Chakra Cost: 5 RP Description: The user creates a blade of shadows to be wielded. PVP Effect: the blade does 4d4+2 damage for 1d4+3 rounds Special Note: Strength Bonus does not apply Special Note 2: Attacks are rolled with Dex/Str Teaching/Learning: Gate System - C Rank .:Genjutsu:.- Spoiler:
Fogu (Fog) Rank: E Chakra Cost: 2 RP Description: The user completes three hand-seals creating the illusion of a dense fog that disorient the target stunning them. PVP: Stunned for 1 Round, or Until Hit. Teaching/Learning: Learned.
Kasumi Juusha no Jutsu "Mist Servant Technique" Rank: C Chakra Cost: 5 RP Descriotion: Kasumi Juusha no Jutsu is a Genjutsu technique that creates false attackers to delay and confuse the enemy. Though these servants are not real, the actual ninja is able to remain hidden and throw kunai and shuriken matching the movements of the servants. This makes it appear the false servants are capable of attacking. When the enemy attempts to attack the servant, they will merely disrupt the servants illusion body but not destroy it. PVP: Target is stunned for 1d4 rounds or until hit. Taking damage from Kunai or Shuriken does not break it. Only one Kunai or Shuriken at a time can be thrown. Special Note: Only the Genjutsu user can throw shuriken/kunai without breaking the stun. Teaching/Learning: Learned.
Last edited by DM Konohamaru on Fri Feb 06, 2015 9:20 am; edited 2 times in total | |
| | | DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: Re: Nara, Yasunari Tue Jan 27, 2015 10:07 pm | |
| .: Custom Extras :.
-Editing-
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| | | DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: Re: Nara, Yasunari Tue Jan 27, 2015 10:10 pm | |
| .: Purchases :. Nara (100 Tokens DM Sasori) Above 200 I.Q (50 Tokens DM Sasori) 2 Dex Stats (20 Tokens) (DM Sasori)(Rule Change)
Total: 170 Tokens Ability Cap: 150 / 700 Item Cap: 0 / 500
Last edited by DM Konohamaru on Sun Feb 15, 2015 12:07 am; edited 4 times in total | |
| | | DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: Re: Nara, Yasunari Tue Jan 27, 2015 10:10 pm | |
| .: Inspirations :.
- Editing -
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| | | DM Konohamaru
Posts : 159 Join date : 2014-12-27
| Subject: Re: Nara, Yasunari Tue Jan 27, 2015 10:13 pm | |
| .: Other Information :. Yasunari
Chakra:X Current Level + 10 + Constitution Mod + Intelligence Mod + Rank Mod + Ability/Clan/Bloodline Extras 16+10+8 +12+10=56
Hitpoints:X Current Level + 20 + Constitution Mod + Rank Mod + Ability/Clan/Bloodline Extras 16+20+8+5=49
Init:2 Escape Rolls:2
DR: 0 Hijutsu/Taijutsu- ATK/DEF Bonus: 1 Damage Bonus: +2 Crit Range: 20
Skill Rolls:+5
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