Village: Konohagakure
Description of Limit: Power to control shadows. Clan members use this power to primarily hinder opponents from moving. Also, the shadows can be twisted and moved into any direction. The downfall of this bloodline is that the range is limited to the overall surface area of shadows that the user is in contact with. Due to the difference in chakra required to perform shadow manipulation Nara techniques can not physically be learned by non-clan members, however this also limits the Nara to a single elemental affinity.
History: The Nara clan is known for their manipulation of shadows and tending of deer, which graze in a large area of Nara clan forest. The Nara line has kept tomes with medicine preparations and effects for generations. Among the medicines described in this book are the secret pills used by the Akimichi clan. The men from this family are very lazy and tend to be attracted to overbearing women.
In game Stats:
Can only choose one elemental affinity.
Jutsu List:
Kagemane no Jutsu (Shadow Bind Technique)

A skill that originally was used as a delaying tactic, the user is able to control an opponent's movement by connecting his shadow to theirs. The user's shadow is able to move, extend and change shape, but it must maintain the same surface area as the original. Any shadows between the user and opponent can be used to increase the total surface area, thus allowing the user's shadow to extend further than normal. The technique is also known as the Shadow Imitation Skill (Kage Shibari no Jutsu). This jutsu does not harm the ninja using it when their opponent is harmed, unless they're harmed by an outside force. Distortions to the overall shape of either the target or the Nara (if they can maintain the jutsu) can harm the other party, such as breaking an arm. Punctures to the skin however do not transfer between the Nara and the target.
Cp cost: 20 (+5 per round), +1 per opponent level per round
Damage: N/A
Reflex DC: 1D20 + Reflex save vs. 1D20 + users Ninjutsu.
Requirements: Nara Clan, Chakra Control 10, Ninjutsu 8, Int 15
Attack Turns: 2
Rank: D
Training: 2 Stages
Stage I: Int DC 30 Nara combines chakra with shadows in order to manipulate the shadows.
Stage II: Chakra Control DC 25 Nara uses chakra infused shadows to coat and manipulate living creatures.
Special: Foe's dodge bonus is 0 and cannot perform any actions until free of the jutsu.
If caught: Escape attempts are done by foes 1D20 + Will save vs users 1D20 + Chakra Control
Kage Kubi Shibari no Jutsu (Shadow Neck Bind Technique)

After capturing an opponent with the Shadow Imitation Technique, the user can then further extend their shadow up to the target's throat in the shape of a hand, which chokes them to death. Also, if the Shadow Imitation Technique isn't making the opponent copy their movements, this can be used to bind opponent's body in order to restrain them.
Cp cost: 30 (+10 per round), +1 per opponent level per round, initial cost is only 15 if Kagemane is already in use.
Damage: 25 - 40 + chk mod
Reflex DC: 1D20 + Reflex save vs. 1D20 + users Ninjutsu.
Requirements: Nara Clan, Chakra Control 15, Int 18, Ninjutsu 12, Kagemane no Jutsu
Attack Turns: 2
Rank: C
Training: 2 Stages
Stage I: Chakra Control DC 30 “Solidifying” shadows with infused user’s chakra.
Stage II: Chakra Control DC 35 Using solidified shadows to induce pressure on an object.
Special: Foes dodge bonus is 0 and cannot perform any actions until free of jutsu.
If caught: Escape attempts are done by foes 1D20 + Will save vs users 1D20 + Chakra Control
Kagemane Shuriken no Jutsu (Shuriken Shadow Imitation Technique)

By infusing the blades with his own chakra beforehand, they are given the effect of his shadow techniques. By using these weapons to pierce the enemies' shadows, they are paralyzed in place. To pierce the shadow, it is necessary to avoid the target just barely. Since it is more difficult for the enemy to notice it, this ninjutsu compensates for the weak point of the similar Shadow Imitation Technique, being its limited effective range.
Cp cost: 75 Cp per object used
Damage: N/A
Requirements: Nara Clan, Int 30, Ninjutsu 24, Throwing weapon, Kagemane no Jutsu, Chakra Control 35
Attack Turns: 4
Rank: B
Training: 4 Stages
Stage I: Chakra Control DC 50 Imbuing weapon with chakra.
Stage II: Ninjutsu DC 39 Imprinting the chakra in the weapon with Kagemane characteristics.
Stage III: Chakra Control DC 55 Separating chakra from body without losing the Kagemane characteristics.
Stage IV: Ninjutsu+Attack Ranged DC 70 Launching the weapon to connect with an enemy shadow and have the jutsu take effect.
Special: Foes dodge bonus is 0 and cannot perform any actions until free of jutsu. Initiating Nara cannot control enemy body movements until a normal Kagemane no Jutsu link is made.
If caught: Escape attempts are done by foes 1D20 + Will save vs. users 1D20 + Ninjutsu.
Kage Nui no Jutsu (Shadow Sewing Technique)

The user changes the shape of their shadow into several sharp needles and controls each separately. They can then attack several targets simultaneously and at the same time snatch away their ability to move by sewing them stuck with the shadow threads. Because it is a physical attack, it is impossible to capture someone without harming them, but on the other hand, since the speed of invocation and the time of duration are excellent, it can be used when urgent restraint is required. After this technique hits someone, it can then be directly transformed back into the Shadow Imitation Technique.
Cp cost: 50 + 5 per tendril per turn, If restraining +1 per opponent level per tendril per round
Damage: 5-10 + Chakra Mod.
Requirements: Nara Clan, Chakra Control 25, Int 22, Ninjutsu 16, Kage Kubi Shibari no Jutsu
Attack Turns: 3
Rank: C
Training: 3 Stages
Stage I: Ninjutsu DC 31 Fully solidifying chakra imbued shadows.
Stage II: Chakra Control DC 40 Operating tendrils as independent weapons.
Stage III: Chakra Control DC 45 Using tendrils to restrain a target.
Special: The number of tendrils creatable is 1 per 5 Chakra Control points
Each tendril gets one attack per turn at the highest Base Attack Bonus + Chakra Mod to hit.
If caught escape is done by foes 1D20 + Escape Artist vs. users 1D20 + Chakra Control.
Shadow Summoning Technique
After capturing a target with the Shadow Imitation Technique, the user summons shadowy tendrils from their opponent's body, controlling them in the same manner as Shadow Sewing, but from the opponent's body instead of the users.
Cp cost: 40 cp +4 per tendril per round, If restraining +1 per opponent level per tendril per round
Damage: 5-10 + Chakra Mod.
Requirements: Nara Clan, Chakra Control 30, Int 26, Ninjutsu 20, Kage Nui no Jutsu, Kuchiyose no Jutsu
Attack Turns: 3
Rank: C
Training: 3 Stages
Stage I: Ninjutsu DC 35 Capturing a target with any Kagemane derived jutsu.
Stage II: Chakra Control DC 45 Seperating a portion of the targets chakra in order to use for making tendrils.
Stage III: Ninjutsu DC 40 Perform Kage Nui no Jutsu from the shadow of target with portion of their chakra.
Special: Escape is foes 1D20 + Will save vs. users 1D20 + Chakra Control.
The number of tendrils creatable is 1 per 5 Chakra Control points.
Each tendril gets one attack per turn at the highest Base Attack Bonus + Chakra Mod to hit.
Owner: Konohagakure Crew