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The Nara Clan

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"I hereby swear that, as the sixteenth head of the Nara, I will entrust the oath entrusted to me by the fifteenth to the child that will become the seventeenth! In order to protect both the Akimichi and the Yamanaka clans and to protect Konoha, I, Nara Shikamaru, will now take my place at the front of the herd and as a deer, raise my antlers.” – Nara Shikamaru

 

 

 

20px-Nara_Symbol.svg.png The Nara Clan 20px-Nara_Symbol.svg.png

Country Of Origin:
 

18px-Land_of_Fire_Symbol.svg.png Hi No Kuni | The Land Of Fire | 火の国


Village Of Residence:
 

18px-Konohagakure_Symbol.svg.png Konohagakure No Sato | The Village Hidden In The Leaves | 木ノ葉隠れの里


Clan Progenitor:
 

Nara Shikanobu; The Nara Clan predates most of modern shinobi history, and as such, nobody can rightly say who officially reigned in the herders and forged them into a singular clan. Shikanobu, however, is credited as being the first man to master the art of shadow manipulation, so he is credited with being the clan's "progenitor."


Clan Head:
 

Nara Hiei; The Thirty-Fourth Head of the Nara Clan, Hiei was elected during a time of turmoil for the Nara. He is the embodiment of a new age and a new way of thinking, where the past is the past and the future is all that seems important. Hiei is bold, passionate, and young for his appointment. At only thirty-five, many in the clan opposed his promotion to Head, especially those of older generations. But Hiei’s charisma won him enough supporters on the Council to overrule his dissident opponents.


Clan Status:
 

Well-Known; Since Konoha’s inception, the Nara Clan reputations as doctors has kept them in the public eye. As they acquired new traits and abilities, including mastery over poisons, shadows, and battle tactics, their popularity continued to grow. By aligning their youth with those of the Yamanak aand Akimichi Clans, the Nara also ensure they will forever have loyal allies.


Clan Age:
 

Old; The Nara Clan and its people were united before the formation of ninja villages. The Nara began as simple herders and doctors, and have flourished over many centuries of practice.


Clan Emblem:

 

200px-Nara_Symbol.svg.png


Clan Element:

 

18px-Nature_Icon_Yin.svg.png Nara Hijutsu | Nara Secret Techniques | 奈良秘伝

Edited by Cellar Door
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20px-Nara_Symbol.svg.png Clan History:
The Nara clan was born long before the leaf ever existed. The original clan was a group of like-minded deer herders. It was a cluster of exactly three families that grew into an entire clan over the span of six generations. By the time the leaf formed, the Nara Clan had established themselves as wild doctors, who specialized in the medicines to be born of the deer they raised. They were taken on by the budding village as doctors, and became a staple family in Konoha’s history. This addition also increased the physical size of the village, as the village grew to encompass their deer herding grounds, a specialized forest to their sole use.

The growing ninja movement only furthered their sciences. As battles began to be commonplace, the once simple herders were called on to create antidotes for the men and women who succumbed to enemy poisons. Naturally, creating the antidotes caused them to figure out the compositions of most poisons they encountered, and soon the Nara expanded their art to the creation of deadly and inventive poisons, many of whom could kill silently and without pain, aiding in the assassinations that began to be popular. The deer of their forest provided everything they needed, and the forest herbs gave them the rest. Soon, a Nara child was as good for their poisons as their medicines. Their art grew, and the Nara Clan began to train their children to fight, creating field surgeons and hand to hand combat specialists. The change of profession had begun to shift.

The first famous shinobi from the Nara Clan was Nara Kometsu. He began as a medical shinobi, using deer medicines in time with the ninja arts of healing, inventing several of those methods himself. In a battle that would lead to the first Great Shinobi War, Kometsu was captured and taken prisoner. He was tortured to reveal the medicinal secrets, and enemy troops tried to press him into service as a doctor to Konoha’s enemy. Refusing to help, he was locked up in a dungeon for eight years, and was presumed dead by the time the war ended.

After the close of the war, Kometsu was still imprisoned, but was broken. His brethren had never sought him out, and after years in solitary, the once genius man began to lose his grip on reality. Losing his mind to his captivity, Kometsu discovered the secret to his escape. Without hands free to make seals, or weapons to fight with, Kometsu learned to fight with the only thing he was given: the very darkness of his cell. Kometsu invented the precursor to the Kagemane, the Kage Shibari. Two years after the close of the war, Kometsu escaped from the dungeon, killing every guard, and several prisoners, along the way. Those who survived trickled back and told the story of his “greatness” while his family, the Nara Clan, grew divided.

Suddenly, there was this great weapon, but Kometsu was so changed, so violent. The clan nearly had a civil war over whether they should learn this method. One half argued it was a necessary tool, and that no enemy would dare face them if they controlled the very darkness. The rest of the clan argued that the method would spawn violence and hatred in their family, which they did not want. They enjoyed the clan’s peaceful identity.

It was then that Nara Shikanobu, Kometsu’s younger brother, learned the method from Kometsu in secret. He perfected the art of commanding his shadow without being crazy or violent. Shikanobu used the shadow not to kill or injure, but to paralyze deer in the forest and safely harvest their antlers. Once displayed to the clan that the technique was not only not a weapon, but in fact would aid his people, the clan came around and accepted this new way of life. They only requested that it not be a tool of war, nor should they flaunt it. The Kage Shibari, later to evolve into the famous Kagemane, would remain their secret.

The Shadowmasters were born.

Shikanobu’s choice would launch the Clans on a path they could never turn back from, and many regretted the decision to claim the title of Shadowmasters. Elevated from the position of Deer Herders, men and women of the Nara Clan were now expected to fight alongside shinobi from Konoha and die in battle for a land that wasn’t entirely their own. As before, Shikanobu proudly declared his allegiance to Konoha, forming one of the deadliest tri-attack teams that Konoha had ever produced alongside Akimichi Chozaru and Yamanaka Inomoto. Their battle formation, Ino-Shika-Cho, is still feared worldwide today.

Over the years, various shinobi were born that expanded on the idea of the shadow and created new ways of fighting, but the Clan as a whole shifted little. It managed to maintain all of its branches of study, growing more diverse in its Medicinal, Poison, and Shadow arts. It was Nara Gensai, a famed poet and philosopher, who first managed to visist the Summon plane of the Deer, and bring back knowledge of their animal guardians. The forest itself had created a copy of its reaches in the Spiritual Plane, a proof of reward for the clan’s unyielding generations of faithful service. Some even began to summon Deer to fight for them, which led many philosophers to believe that summoned creatures are born of a spiritual bond with a person and a place, not by a single shinobi.


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The Nara’s next tradition would begin, in the largest way, with Nara Shikamaru. Most assuredly the most famous of Nara shinobi, Shikamaru was praised for his genius in battle. He was one of the greatest tacticians Konoha ever spawned, but he was not the only one. Soon it was seen that the genes of the Nara Clan had been sufficiently thinned by war and famine and illness, so much so that every member of the Nara Clan had a high mental capacity, although the gift was favored in men more than women. So the nara clan, in addition with their now inherently deadly series of jutsu, carried a strong tactical advantage over most shinobi. The clan began to change then, growing seriously into espionage and assassinations.

Another split formed in the clan.

While no Nara would speak out against Shikamaru or his methods while he was alive, over the forty years following Shikamaru’s death, the Nara Clan would undergo a political war, with the “Naturalist” faction urging a return to their old ways, and the “Progressive” faction supporting their new way of life. The split would destroy the strength of the clan, and spark a civil war between them. Their forest became red with the blood of their kin, and was almost completely transformed from the safe haven it used to be.

It was then that Nara Cenarus joined the clan in the most unusual of ways. Reaching the pinnacle of his ability to summon, Cenarus released Koudaikou, the monstrous deer summon who was first of his kind. His plan was to summon Koudaikou and order him to eliminate both warring halves of the clan. His plan failed, and he was sentenced to death for treason against his clan, but Cenarus laughed. At his execution, Cenarus was granted his last words.

They saved his life, and were etched on his tombstone after he died of natural causes many years later. His tomb is among one of the most honored graveyards in the nara forest. His words read:

”Yes. Unite and kill me, so that together you may see that both ways exist as part of one being, whole and unstoppable. Never forget.”

The clan united, and while they worked almost entirely as two segregated clans, they elected a leader who was friendly to both halves to direct their clan (Cenarus denied the honor himself, but remained as an advisor to the new leader). Slowly, the two ideals began to merge again, and the clan was ready to serve konoha better. Then the NCIA swept into their lives.

Kumo’s invasion once again divided the clan, although this time, the greatest of majorities favored the resistance. Any Nara defecting to the NCIA was labeled traitor and exiled under pain of death. Many Nara, however, were sent out as spies to destroy the NCIA from within. The only people who had the list of spies were the leader and his hand picked war council. None of them survived the war.

As such, Nara relations were strained when Nara members returned home claiming to have been spies or assassins working for the clan. Many were wrongly exiled, and many were liars, traitors who were later hung. Many of the children were let to return, saying that it was not their fault, even if their parents were traitors. As the clan healed, the forest, which had served as a Resistance Haven during the war, slowly emptied, and life returned to normal, spawning a new host of shinobi to lead their clan… Edited by Kouta
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20px-Nara_Symbol.svg.png Notable Clansmen:


Nara Sennin:


Nara Shikanobu | Deceased
Alias: The Shadowmaster
Gender: Male
Shinobi Rank: Sennin
Specialization: Kagemane
Information: Shikanobu was promoted post-mortem his position of Sennin, but is widely regarded as the Clan's progenitor. He was the first to master the Kagemane and its related shadow manipulation without succumbing to the madness that took his brother. Without him, the clan would never have become what it is today.


Nara Cenarus | Deceased
Alias: None
Gender: Male
Shinobi Rank: Sennin
Specialization: Kuchiyose
Information: Cenarus was granted his title of Sennin before death, as a token of his service to the clan. It was Cenarus who mastered the Summoning of Deer, and was first able to pull the Deer Lord into our realm of existence. His actions once saved the Clan from certain destruction, and he has been honored ever since.


Nara Shikamaru | Deceased
Alias: None
Gender: Male
Shinobi Rank: Sennin
Specialization: Kagemane | Battle Strategy
Information: Regarded as one of the most intelligent shinobi to ever live, Shikamaru hid his genius behind his laziness until the death of his mentor launched him into the realm of legendary shinobi. His ability to think on his feet has never been matched by another living shinobi.


Nara Jōnin:


Nara Kometsu | Deceased
Alias: The Mad Shadow | The Witch Doctor
Gender: Male
Shinobi Rank: Jōnin
Specialization: Kagemane | Medical
Information: Kometsu was Kagemane's inventor. He crafted the jutsu out of the darkness of his cell where he was kept for several years. Using the jutsu, however, drove him slowly mad until he was only a shell of his former self. Thus he was never granted the title and honors that his brother held, despite being the more talented of the two.


Nara Shikaku | Deceased
Alias: None
Gender: Male
Shinobi Rank: Jōnin
Specialization: Kage Kubishibari | Battle Strategy
Information: Father of Nara Shikamaru, and vicious combatant in his own right, Shikaku was one of the most fearsome ninja the Nara ever created. He was immortalized by his sacrifice during the Ten-Tails War. His plan ultimately brought success to the ninja army, and he delivered it to his son at the cost of his own life.


Nara Hiei | Alive
Alias: Herald of Tomorrow
Gender: Male
Shinobi Rank: Jōnin
Specialization: Kagemane | Battle Strategy
Information: Hiei is the 34th Head of the Nara Clan. He claimed his title despite being so young, for he reminded most of the clan of Shikamaru himself. Hiei is impulsive, but is incredibly bright, and looks to the Clan's future, not its past, for answers.


Nara Shikanto | Alive
Alias: The Silent Sentinel
Gender: Male
Shinobi Rank: Jōnin
Specialization: Medical | Poison
Information: Shikanto was the other candidate for Clan Head. He lost to Hiei, who championed the future and was able to sway support with his charisma. Shikanto is a proponent of the old ways, and is a master in the Medical and Poison arts the Nara originally were famous for.


Nara Chūnin:


Nara Shikala | Alive
Alias: The Black Widow
Gender: Female
Shinobi Rank: Chūnin
Specialization: Kagemane | Poison
Information: Shikala is a rare breed of Nara, one chose to focus on the poison arts of the clan, and succeeded tremendously. She has gained fame for using a unique method of assassination. She will entrap her victims in the Kagemane, and then feed her victims a deadly poison. She'll watch as they die, unable to stop themselves.


Nara Genin:


None

Edited by Kouta
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20px-Nara_Symbol.svg.png Cultural Information:


Clan Traits:


• While clansmen can come in any shape or size, the Nara's characteristics are pretty hard to miss. Traditionally, Nara Clan members have dark hair and eyes that range from dark browns to pure black. The more exotic colors are far more rare and have been almost entirely bred out of their genepool by war and famine. Nara men typically wear their hair in a top knot, and their women generally follow suit if they are pursuing a life as a ninja. More domestic Nara tend to wear their hair down, as the topknot is a sign of a warrior. The Nara have no real distinct clothing options, and instead almost always try to blend in. Their vests or shirts may occasionally carry their clan emblem, but Nara attempt to attract as little attention as possible. All Nara tend to have a "thinking pose" which may vary from clansmen to clansmen, but all of them have one.


Clan Outlook:


• The Nara Clan sits in the middle of reclusive and helpful. They constantly supply Konoha with poisons and medicines to better do their jobs, but the Nara never allow anyone near their forests without special permission. They guard their secrets carefully, and expect everyone to respect their isolation on that matter. Despite this trait, there is always a Nara present when big decisions are being made, and they are more than eager to fight for Konoha's defense.


Clan Professions:


• The Nara Clan was first and foremost a clan of Deer Herders, so those who do not enter the Ninja way of life find this to be their calling. Several others find lives of mediocrity as doctors and veterinarians. Those who show an aptitude for molding chakra are moved into the Shinobi lifestyle and are taught the secrets of their clan, but very few families push their children into that life if they wish to do otherwise since they have a plethora of options within the clan.


Clan Estates:


• The Nara Clan make their home in their Forest. a small village has been buitl there over the years with an estate building. The Nara Clan also has an official estate building in Konoha proper, but that is considered more of their workplace or as a temporary place to stay when business demands it. Almost the entire clan lives in the forest on a regular basis.



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20px-Nara_Symbol.svg.png Clan Relations:


20px-Aburame_Symbol.svg.png Aburame Clan | Neutral
Though respectful of each other's abilities as a clan, neither the Aburame nor the Nara are particularly friendly.


20px-Akimichi_Symbol.svg.png Akimichi Clan | Allied
The Nara aqnd the Akimichi are two thirds of the Ino-Shika-Cho. Their children are fast friends and usually become friends for life.


22px-Haruno_Symbol.png Haruno Clan | Neutral
Many Nara find Haruno women to be acceptable mates, and often their children date. Still, the clans themselves do not interact much outside of these fleeting romances.


22px-Logo_pakun.svg.png Hatake Clan | Friendly
Both being clans that do not possess advanced bloodlines, the Nara and the Hatake usually strive to support one another. Together they prove that skill is just as important as birthright.


20px-Hy%C5%ABga_Symbol.svg.png Hyūga Clan | Neutral
The Hyūga are a reserved clan. The Nara are of a similar mind, so while the two clans acknowledge the power of each other, they rarely interact outside of official business.


20px-Inuzuka_Symbol.svg.png Inuzuka Clan | Friendly
The Inuzuka understand nature like few clans in Konoha do. It has earned them the friendship of the Deer Herders. Inuzuka puppies and their children are often welcomed into the Nara's forest early in their training to help them learn to hunt as one.


20px-Namikaze_symbol.png Namikaze Clan | Friendly
The Nara and the Namikaze rarely interact, so the Nara has no high or low opinion of them. However, their union with the Uzumaki causes them to look more favorably on the Namikaze, who are essentially an offshoot of the same clan.


18px-Uzushiogakure_Symbol.svg.png Uzumaki Clan | Allied
The Nara were surprised at the vocal support from the Uzumaki Clan, but they welcomed the clan's support and began to foster a powerful bond between the two. The high spirits of the Uzumaki serve to lighten the mood of the more serious Nara children.


20px-Sarutobi_Symbol.svg.png Sarutobi Clan | Allied
The Nara Clan has always had an unspoken alliance with the Sarutobi. They include them as part of their ceremonies, and the clans usually prove mutually beneficial to the other. Sarutobi leaders often have Nara advisors over their shoulder.


35px-Senju_Symbol.svg.png Senju Clan | Neutral
The Nara Clan respects the might and age of the Senju, but disagrees with their stances on many issues. So they maintain a professional outlook on them, but rarely dig deeper than that.


20px-Uchiha_Symbol.svg.png Uchiha Clan | Enmity
The Nara Clan does not forgive wounds easily, and the pain the Uchiha has caused Konoha has not been forgotten. The Nara tend to disassociate from the Uchiha, and dislike their heavy hand in Konoha's politics.


20px-Yamanaka_Symbol.svg.png Yamanaka Clan | Allied
Like the Akimichi and Nara, the Yamanaka are part of their age-old trio. They grow up together, fight together, and would happily die for each other. Their alliance is as deep the roots in their forest.

Edited by Kouta
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20px-Nara_Symbol.svg.png Clan Skills:


۰ Nara Shadow Arts
Effect: Characters with this skill may purchase techniques with the ‘Hijutsu: Nara’ descriptor. Response Phase techniques used to counter techniques with the ‘Hijutsu: Nara’ descriptor have a +10% chance to fail, and additional +5% chance to fail for each combatant from the ‘Akimichi’ or ‘Yamanaka’ clans on the battlefield. This effect may not be increased beyond 20%. This skill may be taken at character creation for the cost of 0 SP instead of a village element.
Description: As far back into the annals of history as even the eldest in Leaf Village can recall, the Nara have practiced an obscure branch of ninjutsu that makes them a great asset to their village. By utilizing yin natured chakra, Nara are able to control their shadows, and use them to immobilize their foes. This makes them among the most skilled scouts and assassins in the world. When combined with their age-old allies, the Akimichi, and Yamanaka clansmen, the Nara are able to use their techniques to the greatest effect.
Cost: -1

۰ Shadow Mastery
Clan: Nara Clan
Description: As a Nara grows with their shadows, it becomes clear exactly how much chakra is required to manipulate the world’s shadows. This exact ratio helps the ninja reduce the chakra required to launch the initial punch of a Shadow based Jutsu, making the ninja more efficient.
Effect: For every rank in this skill, The Activation Costs of all jutsu with the "Hijutsu; Nara" descriptor cost 5% less chakra to perform.
Cost: -1
Ranks: 5

۰ Experienced Binding
Clan: Nara Clan
Description: The Kagemane is an easy technique for a Nara to learn, but is nearly impossible for a Nara to master. As the shinobi grows in experience and wisdom, their ability to hold fast stronger opponent’s becomes clear.
Effect: “Kagemane no Jutsu” is no longer a Chunnin-Rank technique. Its rank is now equal to the rank of the ninja who is using it.
Cost: -1

۰ Maruchi Kagemane
Clan: Nara Clan
Description: As a Nara Clan member grows more confident in their ability to mold shadows, the idea of capturing several enemies at once becomes very attractive. They will learn to branch out not only with their clan’s signature jutsu, but with all the jutsu tied to it as well.
Effect: “Kagemane no Jutsu” is now considered a Multi-Strike jutsu, and the maximum number of targets is dependent on the user’s ninja rank (Chunnin = 2, Jounin = 4, Sennin = 8). The user must pay the activation cost of the jutsu for each additional strike, and may choose to have strikes target different opponents in battle, or spend multiple strikes on the same opponent. If at any point an enemy is hit by two strikes of Kagemane at the same time, the strike in which the target rolled lowest becomes the active instance of Kagemane.
In addition, any single-strike jutsu that requires Kagemane to be active may also be cast as if it were a multi-strike jutsu, but each strike MUST target a different enemy, and all targets must be under the effects of Kagemane. The user will pay the activation cost for each target selected in this way. Jutsu cast in this way will divide all relevant modifiers across all strikes of the jutsu, as per multi-strike rules.
Cost: -2
Requirements: Chunnin Rank

۰ Shadowed Affinity
Bloodline: Nara Clan
Description: Many of the Nara Clan members are naturals at blending in with their environment. With the use of natural shadows and their own hybrid shadow, the Nara have grown used to seeing in low-light conditions, and slinking around in the darkness while trying to hide. Thus, ninja who attempt to defeat them with darkness based genjutsu, or try and fight them in low-light terrain to reduce their ability to see, often find themselves thoroughly surprised, and often doomed.
Effect: The user receives no negative effects for any darkened terrain or any low-light conditions. The user is capable of seeing in the dark for all intents and purposes. The user ignores the effects of any Genjutsu that are based on creating darkness, feigned darkness, or lack of sight due to darkness. The user cannot be rendered “blind” by any effect that creates darkness or exploits darkness.
Cost: -2

۰ Shadow Influx
Bloodline: Nara Clan
Description: From young ages Nara clan members have been taught to become one with the shadows. Mastering that fact can be a difficult path to take but is well worth the struggle if matched with an equal amount of tactics. Through constant use of the Nara Hijutsu whether it is just Kagemane no Jutsu or a higher art, the person in question sometimes realizes that their jutsu becomes easy to detect when opponents know what to look for. This is why some Nara members find that when a shadow has missed, quickly creating an influx, some of that chakra can be put back in their reserves.
Effect: When a jutsu with the "Hijutsu; Nara" descriptor misses, 1/4 of the chakra spent is returned to the user. This skill does not stack with any other skill that returns chakra to the user from a failed jutsu. This skill takes place AFTER any reductions or alterations in the jutsu's cost.
Cost: -2

Edited by Kouta
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20px-Nara_Symbol.svg.png Clan Techniques:

 

 

Genin Jutsu:

 

 

• Kage Genshi no Jutsu [Shadow Thread]
Type: Ninjutsu [ Void | Hijutsu; Nara ]
Rank: Genin
Cost: 45 Chakra
Damage: 15
Effect: If any barrier-type, shield-type, or living-wall type jutsu, shield-type items, or damage-reducing/negating armor is used against Kage Genshi, only ½ of this jutsu's total damage can be blocked. The remainder of this technique's damage bypasses any of the above items and the hits the enemy. Modifiers are applied BEFORE the halving takes effect, and before any equipment or jutsu are used.
Description: The invention of the series of jutsu known by the more common version, Kage Nui, were a work in progress for some time. First the control was very simple, and extended only to creating a single "thread” of shadow, sharpened to a razor sharp point. The shadow was mentally launched across a battlefield. These shadow threads could extend almost three times as far as a normal shadow, and the incredible razor point of the technique could easily rip through defensive barriers, walls, and even armor that would hold most other jutsu at bay.
Cost: 3

 

• Kage Zashi No Jutsu | Shadow Stabbing Technique | 影刺しの術
Type: Ninjutsu [ Void | Hijutsu; Nara ]
Rank: Genin
Cost: 70 Chakra
Damage: 50
Effect: This technique may performed while the user is under the effects of the technique 'Kagemane No Jutsu'. This technique has a +20% chance to deal Critical damage to its target.
Description: The ability of the Nara clan to manipulate their own shadows is not an easy skill to master. Many young Nara struggle with just moving their shadow along flat surfaces, let alone moving their shadow in three dimensions. As a method of practice, the Shadow Stabbing Technique was devised. The jutsu is performed by utilizing chakra to create tendrils of shadow that shoot out toward a target. Less experienced users can often create only a single tendril, while masters of the Nara shadow arts are able to create many. Regardless of the number of shadowy needles, all are very sharp and when accurately aimed can be deadly.
Points: 4

 

Chunin Jutsu:

 

•  Kagemane no Jutsu | Shadow Imitation Technique | 影真似の術
Type: Ninjutsu [ Hijutsu; Nara ]
Rank: Chunnin
Cost: 150 Chakra
Damage: N/A
Effects: The user may end this jutsu during their Set-up Phase or Response Phase as a free action. During this jutsu the user may not use any other jutsu or perform any Main Phase actions except those which require “Kagemane no Jutsu” to be active. This jutsu’s maximum duration is 3 turns.
For the duration of the jutsu the target has their Evasion set to 0 and the user loses 25% of their total Evasion. At the start of each of the target’s turns, they will roll a D(100 - E), where E is the difference between this jutsu's hit chance (when it succeeded) and the target's dodge roll to evade this jutsu. If no dodge roll was made against this jutsu, their dodge roll is considered to have been 0. The target will then proceed with their turn according to the following:

1-20: Target can take no actions this turn.
21-40: Target can take actions that do not involve the legs, but all actions have a 50% Fail Chance.
41-60: Target can move normally, but all actions have a 30% Fail Chance.
61-75: Target can move normally, but suffers from “Distracted” during this turn.
76+: Target breaks free of Kagemane, and this jutsu ends.

Description: ”If the body’s reflection is the shadow, then is the shadow’s reflection not the body?” - Nara Proverb
The user, long trained in the art of manipulating their own shadow through chakra, will stretch and swell their shadow however is necessary in order to get it to touch the opponent’s shadow. Immediately once connection is made, the user’s shadow will flow into the enemy’s, causing the user to take possession of it through chakra. The user will then move their body, and as their shadow moves, the user’s chakra that has synched with the opposing shadow will force it react in a similar fashion. Ultimately, this means that the enemy will be forced to obey the laws of existence, moving in an exact mirror of the user.
Points: 5

•  Kage Kubishibari no Jutsu | Shadow Neckbind | 影首縛りの術
Type: Ninjutsu [ Hijutsu; Nara ]
Rank: Chunnin
Cost: 160 Chakra
Damage: 60; 40 [Turn 1; Turn 2]
Special: Kagemane no Jutsu, Maruchi Kagemane no Jutsu, or a Suitable Replacement must be active to use this jutsu
Effect: This jutsu takes up two (2) main phases, and each phase receives full modifiers from both participants involved with this jutsu. While this jutsu resolves, Kagemane no Jutsu, Maruchi Kagemane, or the acceptable Kagemane replacement (henceforth referred to as "Kagemane") remains active. This includes all of its effects, upkeep costs, and chances to break free. On the second turn of this jutsu, the target will roll a D20 in their Response Phase. They will suffer effects based on their roll (listed below). When this jutsu ends, Kagemane also ends. If the target breaks free of Kagemane at any point during this jutsu, both jutsu will end simultaneously. Usable twice per battle.

1-3: Target is “Clobbered” for 2 Turns.
4-7: Target is “Dizzy” for 2 Turns.
8-9: Target has a “Migraine” for 2 Turns.
10: Damage from this Technique on this Turn is treated as a Critical Hit.
11-12: The Base Damage of this Technique this turn increases by 80.
13-14: Opponent is Slow for 2 Turns.
15: Opponent Skips their Next Turn.
16-20: No Additional Effect

Description: In the history of the Nara Clan, the Kagemane no Jutsu was originally thought to be a support type jutsu, and it kept the clan in a rather weak standing among other of the nation's clans. As the Kagemane began to be revolutionized, and the Nara Clan Shinobi focused more on being a mobile force capable of bringing down an army, the Kage Kubishibari was developed to give the Nara Clan its first real weapon to be created out of their Shadow Jutsu. The Kage Kubishibari requires that the Kagemane no Jutsu be attached to the opponent. Then the Kage Kuishibari, its victim unlikely to move at all, will begin to creep up the body, slowly wrapping itself around the victim, squeezing the body like a boa constrictor. Eventually, the shadow will reach the throat, and the shadow will grow a five-fingered hand, which will grip the opponent was if they were being strangled. Within moments, the opponent will either die of a broken neck, or find themselves suddenly succumbing to asphyxiation by the shadow hand.
Cost: 5

 

• Kage Zashi No Jutsu II | Shadow Stabbing Technique II | 影刺しの術 II
Type: Ninjutsu [Void | Hijutsu; Nara | Evolving; Kage Zashi No Jutsu]
Rank: Chūnin
Cost: 135 Chakra
Damage: 120
Effect: This technique may performed while the user is under the effects of the technique 'Kagemane No Jutsu'. This technique has a +20% chance to deal Critical damage to its target.
Description: The ability of the Nara clan to manipulate their own shadows is not an easy skill to master. Many young Nara struggle with just moving their shadow along flat surfaces, let alone moving their shadow in three dimensions. As a method of practice, the Shadow Stabbing Technique was devised. The jutsu is performed by utilizing chakra to create tendrils of shadow that shoot out toward a target. Less experienced users can often create only a single tendril, while masters of the Nara shadow arts are able to create many. Regardless of the number of shadowy needles, all are very sharp and when accurately aimed can be deadly.
Points: 5 [Evolving; 1]

• Kage Nui no Jutsu | Shadow Stitching
Type: Ninjutsu [ Hijutsu; Nara ]
Rank: Chunnin
Cost: 40 Chakra Per Hit
Damage: 15 Per Hit
Effect: Multi-Hit Jutsu. This jutsu follows all Multi-Hit Rules. This jutsu is capable of targeting multiple opponents if the user chooses to do so, but is not required to target more than one opponent. Each opponent targeted by this jutsu can be attacked with up to 5 needles at once. If any barrier-type, shield-type, or living-wall type jutsu, shield-type items, or damage-reducing/negating armor is used against Kage Nui or any of its needles, only ½ of that needle's total damage can be blocked. The remainder of that needle's damage bypasses any of the above items and the hits the enemy. Modifiers are applied BEFORE the halving takes effect, and before any equipment or jutsu are used.
Description: The Kage Nui is the far more common version of the first truly offensive jutsu implemented by the Nara Clan. After the creation of the Kage Genshi, it was easily determined that such a thin piece of shadow could never truly kill an enemy unless pinpoint accuracy were obtain, and a vital spot in the brain targeted. The remedy was simple. Instead of a single thread, the members of the Nara Clan, almost immediately after the invention of the Kage Genshi, had developed the Kage Nui, and had almost completely ceased using the Kage Genshi, using it only for their smaller children whose chakra control would not permit them to use the multiple stranded version.
Cost: 4

• Kage Zensou no Jutsu | Shadow Overture 
Type: Ninjutsu [ Hijutsu; Nara ]
Rank: Chunnin
Cost: 2X Chakra
Damage: N/A
Effect: This jutsu is used in the Set-Up Phase, and X is equal to the initial cost of one “Nara Hijutsu” chosen by the user. If the user activates that “Nara Hijutsu” in the main phase of this turn, it is considered an Area of Effect Jutsu only in terms of dodging. The jutsu is still only capable of targeting the number of enemies that are designated by the jutsu itself.
Description: The Overture, or the Prelude, is the essential beginning to any masterpiece. Holding his battles in extreme regard, Nara Shikamaru began to use this strategy before he ever gave it a name. He realized that his lack of reach in battle caused his techniques to fail, and so at first it was as simple as merging his shadow with other shadows to enhance his reach. Next, Shikamaru increased the power of that strategy, and invented the Kage Zensou. Shikamaru will touch his own shadow, which will stretch as far as it can in all directions, touching onto one or more shadows in the area. Eventually, Shikaramaru will stretch these shadows, and link to more shadows, eventually claiming the shadow of every non-living object in the battlefield. This mass of controlled shadows enables Shikamaru to launch his jutsu from anyplace on the battlefield, making it nigh on impossible to predict the angle of attack, and therefore nigh on impossible to avoid the jutsu at all.
Cost: 4

 

Jonin Jutsu:

 

• Kage Zukami no Jutsu | Shadow Clutch Technique | 影掴みの術
Type: Ninjutsu [ Hijutsu; Nara ]
Rank: Jounin
Cost: 200 Chakra
Damage: N/A
Effect: This jutsu may only target the user’s allies. This jutsu’s duration is 3 turns. This jutsu may be cancelled during the user’s Set-Up Phase as a free action. As long as this jutsu is active, the user cannot use “Kagemane no Jutsu,” “Maruchi Kagemane no Jutsu,” or any suitable replacements. Target 1 ally on the field. For the duration of this jutsu, treat the target ally’s Evasion and Accuracy as if they were equal to the user’s Evasion and Accuracy. In addition, the target ally cannot lose any phases due to effects unless they are self-inflicted. Instead, they will lose phases anytime the user of this jutsu loses phases from effects that are not self-inflicted.
Description: The strength in Kagemane is that it forces the opponent to obey your physical movements, but the Nara have long since learned to use their jutsu for more constructive measures. By sending their shadow out and latching onto that of a willing ally, the user can impart their own speed and reflexes into a less agile partner, using their shadow to push and pull them away from danger. Using the shadow in this way allows the partner to retain their range of motion and autonomy, but the link forged between the two shinobi allows a higher level of communication, almost to the point where joint attacks are launched without any warning whatsoever.
Cost: 7 JP

 

•  Kage Kubishibari no Jutsu II | Shadow Neckbind II | 影首縛りの術 II
Type: Ninjutsu [ Hijutsu; Nara ]
Rank: Jounin
Cost: 300 Chakra
Damage: 100; 80 [Turn 1; Turn 2]
Special: Kagemane no Jutsu, Maruchi Kagemane no Jutsu, or a Suitable Replacement must be active to use this jutsu
Effect: This jutsu takes up two (2) main phases, and each phase receives full modifiers from both participants involved with this jutsu. While this jutsu resolves, Kagemane no Jutsu, Maruchi Kagemane, or the acceptable Kagemane replacement (henceforth referred to as "Kagemane") remains active. This includes all of its effects, upkeep costs, and chances to break free. On the second turn of this jutsu, the target will roll a D20 in their Response Phase. They will suffer effects based on their roll (listed below). When this jutsu ends, Kagemane also ends. If the target breaks free of Kagemane at any point during this jutsu, both jutsu will end simultaneously. Usable twice per battle.

1-3: Target is "Stunned" for one turn, and then “Clobbered” with a "Headache" for 2 Turns.
4-6: Target is “Dizzy,” "Distracted," and "Afraid" for 2 Turns.
7-9: Target has a “Migraine” for 3 Turns, and is simultaneously "Confused" for two turns.
10: Damage from this Technique on this Turn is treated as a Critical Hit.
11-13: Opponent is "Petrified" for 3 turns.
14-16: Opponent is "Slow" for 2 Turns and suffers "Impaired Hearing" and "Impaired Eyesight" for 3 turns.
17: Opponent's HP is set to 0.
18-20: No Additional Effect

Description: After mastering the Kage Kubishibari, a skillful ninja will move on to the Kage Kubirezugai. Aptly titled the Shadow Skull Constriction, this level of the stranglehold involves moving the hand up to the head and squeezing down, attempting to crush the skull entirely. Many enemies die instantly under such assault, and other find themselves heavily impaired for a few minutes after.
Cost: 7; Evolving 2 (Evolves from Kage Kubishibari no Jutsu)

 

• Kage Zashi No Jutsu III | Shadow Stabbing Technique III | 影刺しの術 III
Type: Ninjutsu [Void | Hijutsu; Nara | Evolving; Kage Zashi No Jutsu]
Rank: Jōnin
Cost: 295 Chakra
Damage: 320
Effect: This technique may performed while the user is under the effects of the technique 'Kagemane No Jutsu'. This technique has a +20% chance to deal Critical damage to its target.
Description: The ability of the Nara clan to manipulate their own shadows is not an easy skill to master. Many young Nara struggle with just moving their shadow along flat surfaces, let alone moving their shadow in three dimensions. As a method of practice, the Shadow Stabbing Technique was devised. The jutsu is performed by utilizing chakra to create tendrils of shadow that shoot out toward a target. Less experienced users can often create only a single tendril, while masters of the Nara shadow arts are able to create many. Regardless of the number of shadowy needles, all are very sharp and when accurately aimed can be deadly.
Points: 7 [Evolving; 2]

• Kage Kachuu no Jutsu | Shadow Maelstrom |
Type: Ninjutsu [ Hijutsu; Nara ]
Rank: Jounin
Cost: 380 Chakra
Damage: 100
Effect: Area of Effect Jutsu. The User is not targeted by this jutsu. Any of the user’s allies who are forced to evade this technique do not treat this attack as an Area of Effect when calculating dodge chances. If any barrier-type, shield-type, or living-wall type jutsu, shield-type items, or damage-reducing/negating armor is used against Kage Kachuu, only ½ of this technique’s total damage can be blocked, unless the jutsu is of the Senin or Forbidden Rank, which would then constitute 3/4 of the damage being reduced. The remainder of this technique’s damage bypasses any of the above items and the hits the enemy. Modifiers are applied BEFORE the halving takes effect, and before any equipment or jutsu are used.
Description: The word Malestrom itself brings fear into somebody’s heart, but when combined with elements of Nara Warfare, the word Maelstrom can bring utter doom into the picture. The Kage Kachuu, or Shadow Maelstrom, is the pinnacle of the development of the Kage Nui. The jutsu itself is performed by standing in the near-center of a battlefield, and is ideal when surrounded by enemies. The user will then flash handseals before their shadow leaps up from the ground in a rain of hundreds of tiny needles, which arc out and pierce through any object that attempts to get in its way. These needles have very little direction, and simply leap out at everything and everyone in a specific range, and while the user has a rudimentary control over the needles’ paths, they cannot react fast enough to move all of the needles out of the way to avoid a teammate, although the ninja can easily make the most dangerous needles miss, leaving the rest up to the ally they are attempting to save. This seems to be a jutsu that emphasizes solo combat in overwhelming odds.
Cost: 5

 

Sennin Jutsu:

 

۰ Kage Kubishibari no Jutsu III | Shadow Neckbind III | 影首縛りの術 III
Type: Ninjutsu [ Hijutsu; Nara ]
Rank: Sennin
Cost: 860 Chakra
Damage: 600; 300 [Turn 1; Turn 2]
Special: Kagemane no Jutsu, Maruchi Kagemane no Jutsu, or a Suitable Replacement must be active to use this jutsu
Effect: This jutsu takes up two (2) main phases, and each phase receives full modifiers from both participants involved with this jutsu. While this jutsu resolves, Kagemane no Jutsu, Maruchi Kagemane, or the acceptable Kagemane replacement (henceforth referred to as "Kagemane") remains active. This includes all of its effects, upkeep costs, and chances to break free. On the second turn of this jutsu, the target will roll a D20 in their Response Phase. They will suffer effects based on their roll (listed below). When this jutsu ends, Kagemane also ends. If the target breaks free of Kagemane at any point during this jutsu, both jutsu will end simultaneously. Usable twice per battle.

1-3: Target is "Stunned" and "Exposed" for one turn, and then “Clobbered” with a "Migraine" for 2 Turns.
4-6: Target is “Blind" while also suffering from "Impaired Smell" "Impaired Touch" and "Impaired Hearing" for 3 turns.
7-9: Target has a “Migraine” and is "Confused" for 3 Turns, then has a "Headache" for 3 turns.
10: Damage from this technique on this turn is treated as if it were a Critical Hit with 3x Damage.
11-13: Opponent is "Vulnerable" for 1 turn, then "Immobilized" for 1 turn, then "Petrified" for 3 turns.
14-16: Opponent is "Slow" for 4 Turns and simultaneously "Sickened" for 3 turns.
17-18: Opponent's HP is set to 0.
19-20: No Additional Effect

Description: The very pinnacle of this jutsu line, the Cerebral Strangle takes no prisoners. Opponents who face this jutsu will themselves bound by Kagemane as the five-fingered hand slowly morphs into five black tentacles, which will penetrate the inner ear and grip the brain, crushing the tender organ and almost assuredly killing the victim. Those who manage to survive through some miracle will find their ability to fight back almost entirely obliterated, since those who don't die instantly find themselves facing a host of physical problems brought on by directly damaging key parts of the brain (like the Motor Cortex or the Sensory Input Lobes).
Cost: 9; Evolving 2 (Evolves from 'Kage Kubishibari No Jutsu II')

 

• Kage Zashi No Jutsu | Shadow Stabbing Technique | 影刺しの術( * )
Type: Ninjutsu [Void | Hijutsu; Nara | Evolving; Kage Zashi No Jutsu]
Rank: Sennin
Cost: 460 Chakra
Damage: 500
Effect: This technique may performed while the user is under the effects of the technique 'Kagemane No Jutsu'. This technique has a +20% chance to deal Critical damage to its target.
Description: The ability of the Nara clan to manipulate their own shadows is not an easy skill to master. Many young Nara struggle with just moving their shadow along flat surfaces, let alone moving their shadow in three dimensions. As a method of practice, the Shadow Stabbing Technique was devised. The jutsu is performed by utilizing chakra to create tendrils of shadow that shoot out toward a target. Less experienced users can often create only a single tendril, while masters of the Nara shadow arts are able to create many. Regardless of the number of shadowy needles, all are very sharp and when accurately aimed can be deadly.
Points: 7 [Evolving; 1] 

Edited by Kouta
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20px-Nara_Symbol.svg.png Clan Items:

۰ Nara Medical Satchel
Item Slots Taken: 5
Effect: Allows the user to hold up to three horns of Deer Antler Paste, four cases of Rejuvenating Antler Pills (or Akimichi Curry Pills, if the user possesses any), and four Shots of the user’s choice (the four shots may be replaced with any Needles the user may possess). Satchel has an extra 4 Item Slots worth of space for the owner to place anything they desire.
Description: Just as the name suggests, the satchel hangs down from a strap, usually running diagonally across the chest. The satchel itself is made of natural fibers found in the forest, with the Nara Clan crest emblazoned on the top flap. The bag is divided into sections for each item. Around the outside of the satchel, three loops are designated for the horn-shaped containers of the Antler Paste, while on the inside of the bag, there are four more loops, made for holding the needles that carry the steroid shots of the Nara. Finally, there are a few pockets designed to hold the pillboxes that house the Rejuvenating Antler Pills. The extra space in the bag, of course, is in case the owner needs to carry about any extra medical supplies which may be relevant.
Cost: $25

۰ Nara Medicine: Deer Antler Paste
Item Slots Taken: 1
Effect: 2 Uses Per Purchase. Negates the Status Effect(s): “Bleeding,” “Burned,” and/or “Bruised.” Target recovers 100 HP. This number cannot bring the user above their Max HP. If Placed in a Medical Bandolier, or a Nara Medical Satchel, this item takes up no Item Slots. Paste is used in the Set-Up Phase.
Description: The simplest and most well known of the Nara Remedies, though not the most potent, the traditional Deer Horn paste is a compilation of several secret ingredients, combined with the obvious crushed horns of the deer the Nara Look after. The paste is thick and pinkish in color, and is usually applied directly to a wound, where latent chakra imbued by the Medicinal Artists seeks out the damaged area, either stitching together a bleeding wound, healing burns, or removing ugly bruises from the surface of the wound. Afterwards, the targeted location feels tingly and refreshed, and has a minty smell. This specific paste even comes in a holder that looks like a large horn, with a little plastic cap on the top, and a removable plastic tip for fine application.
Cost: $55
Restrictions: Nara Clan Item. Must be bought IC from a Nara NPC or a Nara Clan Member with the skill “Nara Pharmaceutical Artist” unless the buyer is IN the Nara Clan.

۰ Nara Medicine: Rejuvenating Antler Pill [stamina]
Item Slots Taken: 1
Effect: 5 Uses Per Purchase. If Placed in a Medical Bandolier, or a Nara Medical Satchel, this item takes up no Item Slots. Item cannot be activated in the same turn as it is used. When used, pill is “Swallowed” in the Set-Up Phase, and may be “Activated” during any phase beginning with the user’s Response Phase on the turn AFTER the pill is swallowed. When “Activated,” the pill will instantly recover 100 Stamina, not bringing the user’s Stamina above its maximum. “Activating” the pill is counted as a Free-Action. If the user does not “Activate” the pill, and their Stamina reaches or falls below 0, then the pill will automatically “Activate” and recover 100 Stamina, even if the tank stat is depleted in the middle of an action.
Description: An adaptation on the traditional Soldier Pill, the Nara Clan has invented a dual-purpose series of pills that target the body’s internal chemistry. The pills both look like wooden marbles with a single black strip across the middle. While the original pills were designed to increase a ninja’s maximum effectiveness, by providing extra bursts of energy, the Nara Pills are a delayed-reaction operation. The ninja swallows the pill in anticipation of a difficult series of actions. The pill then hibernates in the ninja’s body as they fight, and, when the body’s reserves grow low, or the user plans to use more of their reserves than they possess, they can break the pill inside of their body, releasing a flow of energy-producing hormones, which will immediately latch onto the tenketsu or the muscles, depending on the nature of the pill. Regardless, travelling to the desired location will take time, so the pills cannot be used immediately after being swallowed, emphasizing the Nara’s Strategic battle-style. These pills come in a small plastic case, reminiscent of their brother clan, the Akimichi, and their Curry Pillbox.
Cost: $50
Restrictions: Nara Clan Item. Must be bought IC from a Nara NPC or a Nara Clan Member with the skill “Nara Pharmaceutical Artist” unless the buyer is IN the Nara Clan.

۰ Nara Medicine: Rejuvenating Antler Pill [Chakra]
Item Slots Taken: 1
Effect: 5 Uses Per Purchase. If Placed in a Medical Bandolier, or a Nara Medical Satchel, this item takes up no Item Slots. Item cannot be activated in the same turn as it is used. When used, pill is “Swallowed” in the Set-Up Phase, and may be “Activated” during any phase beginning with the user’s Response Phase on the turn AFTER the pill is swallowed. When “Activated,” the pill will instantly recover 100 Chakra, not bringing the user’s Chakra above its maximum. “Activating” the pill is counted as a Free-Action. If the user does not “Activate” the pill, and their Chakra reaches or falls below 0, then the pill will automatically “Activate” and recover 100 Chakra, even if the tank stat is depleted in the middle of an action.
Description: An adaptation on the traditional Soldier Pill, the Nara Clan has invented a dual-purpose series of pills that target the body’s internal chemistry. The pills both look like wooden marbles with a single black strip across the middle. While the original pills were designed to increase a ninja’s maximum effectiveness, by providing extra bursts of energy, the Nara Pills are a delayed-reaction operation. The ninja swallows the pill in anticipation of a difficult series of actions. The pill then hibernates in the ninja’s body as they fight, and, when the body’s reserves grow low, or the user plans to use more of their reserves than they possess, they can break the pill inside of their body, releasing a flow of energy-producing hormones, which will immediately latch onto the tenketsu or the muscles, depending on the nature of the pill. Regardless, travelling to the desired location will take time, so the pills cannot be used immediately after being swallowed, emphasizing the Nara’s Strategic battle-style. These pills come in a small plastic case, reminiscent of their brother clan, the Akimichi, and their Curry Pillbox.
Cost: $50
Restrictions: Nara Clan Item. Must be bought IC from a Nara NPC or a Nara Clan Member with the skill “Nara Pharmaceutical Artist” unless the buyer is IN the Nara Clan.

۰ Nara Medicine: Buck Shot
Item Slots Taken: 1
Effect: 2 Uses per Purchase. Increases the Target’s Dodge Chance by 15% for the next three turns, applied before modifiers. Used in the Set-Up Phase. If Placed in a Medical Bandolier, or a Nara Medical Satchel, this item takes up no Item Slots.
Description: The nature of deer antlers have always been medicinal. When removed and pulverized, deer antlers provide a series of pleasant affects in humans, including anti-aging agents and, of course, heightened reflexes. Taking these factors to their best levels, the Nara have developed a temporary stimulant shot, aptly named a “Buck Shot” in their small attempts at humor, which heightens the responsive nerves in the body, causing an overall temporary boost is reflexive performance. The shot is delivered in a high-density needle, and comes a small plastic box with the Nara crest on its lid.
Cost: $70
Restrictions: Nara Clan Item. Must be bought IC from a Nara NPC or a Nara Clan Member with the skill “Nara Pharmaceutical Artist” unless the buyer is IN the Nara Clan.


20px-Nara_Symbol.svg.png Clan Weapons:

۰ None

Edited by Kouta
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20px-Nara_Symbol.svg.png Clan Rules:


20px-Nara_Symbol.svg.pngClan Positions 20px-Nara_Symbol.svg.png


• The Nara clan has a maximum of three available positions at any time.
• Upon reaching a total of three active characters, the clan will be locked and new character applications will not be accepted.


20px-Nara_Symbol.svg.pngClan Character Rules 20px-Nara_Symbol.svg.png


• Nara Clan characters may never possess the skills 'Feeble Minded' or 'Slow Learner'.
• Nara Clan characters may not be created outside of Konoha. Any who are created outside of Konoha will be considered Missing Ninja by the Clan and the Village.
• Any missing ninja of the Nara Clan will be marked for death by the clan, and village.


20px-Nara_Symbol.svg.pngClan Skill, Technique, and Item Rules 20px-Nara_Symbol.svg.png



• Nara clan skills may not be taught to, or stolen by, characters outside of the Nara clan.
• Nara clan techniques may be taught to characters outside of the Nara clan, but must be taught by a ninja who possesses the techniques.
• Nara clan items may be given out as gifts or sold to ninja outside of the Nara Clan.
• The Akimichi Pill Set (or "Three Color Pill Set") may only be given to members of the Akimichi Clan.
• Teaching a Nara Clan technique to someone outside the Clan without Clan Permission will result in exile from the Clan and Missing Ninja status.


20px-Nara_Symbol.svg.pngClan Roster 20px-Nara_Symbol.svg.png


• Position One | Nara Kaidomaru [Kouta]
• Position Two | Open
• Position Three | Open

Edited by Kouta
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