Basic Information said:![]()
♫ "Jasmine" - Jai Paul ♫<i></i>
Name: Byakko Asagao
Alias: Cricket
Age: 23
Height: 6'2
Weight: 185lbs
Body Frame: Athletic/Toned
Gender: Male
Day of Birth: February 14th
Blood Type: A+
Hair Color: Blue
Eye Color: Violet/Blue
Village: Sunagakure
Alignment: Neutral Good
Rank: Jounin
Appearance:
The first thing you may notice about Asagao is his uniquely colored eyes. He has a form of Heterochromia, which gives him the unusual, yet striking appearance of having two different color iris shades. His left eye is a light blue, while his right eye is a soft violet. He is in incredible shape and prides himself on being so; training rigorously to keep himself in perfect health. He wears plainly colored clothes as to not stand out when in a crowd, though it usually proves to be quite the difficult task for him to blend in. Standing at 6'2 and with his bright blue hair, it is almost nearly impossible not to notice him when he is among a large group of people.
Personal Information said:![]()
Hobbies/Interests:
- Reading
- Playing the Shakuhachi --> ♫ Example ♫
- Painting
- Meditation
- Origami
- Weapon Collecting
Likes:![]()
- Insects
- Flowers
- Fine Sake
- Beautiful Woman
Dislikes:![]()
- Confined Spaces
- Tobacco Smoke
- Being Interrupted
- Sweets
Personality:
Mild mannered and soft spoken, Asagao is extremely polite and respectful. He is a person of artistic taste, with a deep love for music and art. He is an avid painter and is a skilled musician; his instrument of choice being the Shakuhachi, a wooden wind flute. He is as loyal as they come and values friendship above all else. He is highly competitive and hates to lose, often making excuses for his failure to claim victory. Being a student of meditation, it is his goal to find inner peace and forget his troubled past; he seeks redemption, and to carve out a new path for himself in the world, one that will cleanse him of his early and troubled youth.
History:
</LEFT>On the day before his fifth birthday Asagao was used as collateral by his father to pay off a substantial financial debt. Having borrowed a large sum of money with the plans of one day opening up his own business. It came to no real surprise (to anyone who truly knew the man, that is) that the money had actually been lost the very same day; a weakness for alcohol, woman and gambling will do that to you. Now, this was most definitely an unusual situation and not at all a common practice in the world of money lending, to accept a child as repayment. But the loan shark just found the man's offer to be so extremely dishonorable, that he couldn't, in good conscious, allow the young boy to be raised by a man who was so irresponsible with money, and who was also comfortable with bargaining off his own flesh and blood just to clear his tab.
Accepting the man's proposal, the loan shark would strike his name from the books, and his debt would officially be erased - so long as he never had contact with his son ever again. Without a moment of hesitation, the man quickly and graciously agreed to these terms, signing over all rights to his only child.
This would be Asagao's first official experience with betrayal.
Having no actual need or use for the boy, the loan shark immediately pawned him off and put him in the care of his employee, an ex-Yamanaka clan member by the name of Isaka. Ten years prior to these events, Isaka had been stripped of his name and banished from his own home; he was charged and convicted of treason. A once proud and respected individual, he now found himself reduced to being a lowly enforcer for a local, small time Shylock. Knowing and having a familiar understanding of Asagao's unique position, he could relate to the young boy's sudden predicament of being displaced and forced from the life he had always known.
He would embrace the child and quickly take him under his wing, becoming his official mentor and surrogate father.
Being no stranger to the life of teaching, the prospect of once again having a pupil under his tutelage rejuvenated Isaka. Understanding that this endeavor would be quite a different experience, then what he was typically used to, Isaka had never before trained someone who was not of the Yamanaka bloodline; though he was quite confident it would not matter - but, in this regard he would be wrong. Having absolutely no knack for Genjutsu - one of the Yamanaka's most prominent skills - he would instead have to focus specifically on the other trades his clan was well know for; Weaponry and poison.
Everything Asagao might of lacked in Genjutsu, he completely made up for in the art of projectiles, swordplay, and the deadly mixing of toxins. Excelling at a rapid pace, he took to these talents accomplishing in only a few short months what Isaka had trained other students in for years - it was incredible. The boy was not only accurate and precise, but he was also patient and astute, as well. He quickly understood concepts that reached far beyond his years; he was a true prodigy, the sky was now the limit. Knowing he had something special in Asagao, it would not be long before he would put his student's gifts to use for his own personal gain.
This would be Asagao's second official experience with betrayal.
Under the guidance of his master, a now young teenager, Asagao would do unspeakable things in the name of loyalty. After the old loan shark who had saved Asagou from his father mysteriously disappeared, Isaka naturally inherited the business - which meant Asagao was now the new enforcer. What had started off as a true apprenticeship, had suddenly transformed into something else entirely. The compassion that the old loan shark was well known for, was not something Isaka continued as he took over. If you missed a payment or a deadline, you would not be shown mercy like in the past; it was considered to be an unforgivable breach in contract to be late. A finger, a hand, an eye, or even a tongue - depending on how much was owed - would be the first installment. If you missed your next due date, you would pay dearly; your account would be closed....permanently.
Blinded by his love for Isaka; a man who had raised him since the tender age of five, Asagao could not see, nor did he want to, the evil he was truly surrounded by - this was the only life he had ever known. He had faith in his mentor, and the bond shared between a master and his student was unbreakable - or so he thought. The first time Asagao questioned his duty, he only received a sharp slap for his insolence and backtalk. It was unlike the boy to challenge Isaka's authority and judgement, but the once thriving business they were a part of no longer brought in any revenue; people would rather starve or go homeless than borrow from them, because of Isaka's reputation for ruthlessness.
As the business slowly began to transition from money lending to contract killing, Asagao was beginning to be able to think for himself. He was no longer a young child, or even a ripe, inexperienced teenager; even though he was still only seventeen, he had lived a life full of more death and sorrow than any one person should have to witness or endure. After a contract came in to assassinate a child (a man wanted to teach his former associate a lesson by killing his daughter) enough was enough. Rebelling against his sensei, Asagao would use his abilities for one last kill - he would murder his teacher...his father, and finally put an end to all the death and carnage he had been assisting for years.
Turning himself over to the authorities, Asagao would be tried and convicted of murdering his mentor. He would spend the next six years in a prison cell atoning for all of the sins he had committed, hoping that one day, when his release finally came, he would be able to live a life full of honor and integrity; officially burying his bloody past with Isaka.
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</i>Relationships said:Character Relationships
- Just Met![]()
- Hate![]()
- Dislike![]()
- Acquaintance![]()
- Respect![]()
- Friend![]()
- Good Friend![]()
- Best Friend![]()
- Crush![]()
- Family![]()
- Love![]()
- Hanako Aori, Oba Kinnaku, Takahashi Sousuke, Uchiha Kumiko, Okayama Roku, Okibi, Sagasu Yume![]()
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- Nenogami, Takahashi Shiori![]()
- Toraono Kuro![]()
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Player Stats said:<LEFT>STATISTICS<i></i>![]()
Class:
Flying Lotus: Vet
HP: (60+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: Kinjutsu: Chimera
High: Ranged Accuracy
Average: Evasion, Genjutsu Save, Ninjutsu Accuracy
Low: Genjutsu DC, Melee Accuracy
Level: 20
HP: 48000
CP: 36000
Agility: 600 (600)
Stamina: 600 (600)
Ninjutsu: 600 (600)
Taijutsu: 600 (600)
Genjutsu: 600 (600)
Chakra Control: 600 (600)
Power Level: 3600
AP: 12
Capped Points: 622
Nature Type:
- Wind![]()
- Lightning![]()
Elemental Affinities:
- Poison![]()
- Shadow![]()
- Ink![]()
Core Ability/Bloodlines:
Hawkeye:
Hawkeye's are said to have the gaze of a raptor, able to see farther and with greater detail than any normal person. With uncanny aim and precision, Hawkeye's are able to riddle an enemy with arrows, kunai, and other thrown weapons.
Vital Strike - Passive (3 points)
Restrictions - C Rank and up
Taking their training to the next level, the Hawkeye masters to art of attacking enemy weak points, hitting them at an alarming rate.
Effect: +2 chance to score a critical hit with ranged/projectile weapons..
Rapid Assault - Modifcation (2 points)
Restriction - Requires Quickshot Jutsu
By training ceaselessly with the Quickshot technique, a Hawkeye gains the speed and precision to fire off even more arrows in a short period of time.
Effect: When using Quickshot, you may take an extra shot.
Flickering Shadow Shuriken - Modification (2 points)
Restriction - Requires Shadow Shuriken Jutsu
By repeatedly experimenting with the Shadow Shuriken technique, the Hawkeye learns to turn it towards a more versatile use, throwing multiple small shuriken rather than a few large ones.
Effect: Should the first set of Projectiles hit, the second gains an additional +1 Accuracy and +10% Damage.
Composite - Boost (1 point)
Restriction - may only be purchased a maximum of three times
The Hawkeye’s bows are tensed and well - balanced, and their kunai and shuriken have been sharpened for hours on end. Ranged weapons used by the Hawkeye are simply better and more effective.
Effect: +5% damage with ranged/projectile weapons.
Precise Strike - Dependent Special Move (2 points)
By taking their time to aim and waiting for environmental factors or an enemy opening, the Hawkeye is able to set up a shot far more accurate and deadly than normal. Through patience and discipline, they can deal a ferocious hit.
Effect: For every .5 AP they spend aiming (to a maximum of 1.5 AP), the Hawkeye can add +1 Accuracy and +10% damage to a shot or throw. The attack can be combined with ranged jutsu and must be made that round to take effect.
Full Shot - Dependent Special Move (3 points)
Restriction- C Rank and up
That archers are frail and possess little strength is a myth, encouraged by those who wish a little edge against their opponents. In fact, a ranged fighter must possess a great deal of strength to wield a bow--and even greater to use it to its maximum power.
Effect: By sacrificing -1 accuracy, the user may add 5% base damage to a shot or jutsu. Can sacrifice up to -3 accuracy this way.
Sureshot - Passive (2 points)
The focus of a Hawkeye is intense. When they're on their game, the world narrows down to a single target and they are able to land a hit, no matter how many factors go against them.
Effect: All ranged attacks have a 10% chance to auto-hit the intended target. Attacks that auto-hit override any type of auto-dodge or auto-miss effect and land a 100% hit, regardless of whether or not the attack would have hit otherwise. Does not override auto-fail or stun effects.
Keen Sight - Boost (1 point)
Restriction - May only be purchased up to three times.
With their sharp senses, a Hawkeye's shots tend to be far more accurate than the average bowman's. They are said to be dead shots, able to knock a fly off a target without brushing the target.
Effect: +1 accuracy with ranged/projectile weapons.
Shot on the Run - Style (3 points)
Restriction - C Rank and up
Often quick movement is a Hawkeye's only defense while holding onto a bow. This tends to hinder their accuracy as they move in evasive patterns at greater speeds.
Effect: The user gains a +3 dodge bonus and gain +15% Ranged/Projectile damage. Non-Ranged/Projectile are used at -10% damage and -2 accuracy.
Notes:
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack there of. Counts as a Physical Style.
- All CP costs are increased by 15% while active
Bounce Shot - Dependent Special Move (3 Points)
Restriction - C Rank and up
Often what looks like it missed is merely a surprise, trick shot. Hawkeyes can do funny things to their shots, making them bounce off obstacles or even thin air before hitting their targets.
Effect: The specified ranged attack can be re-rolled with a +2 bonus to hit at -10% damage for surprise on the bounce. If the original target completely dodges, a secondary target may be chosen instead. Does not apply if it hits the first time. Applies individually to each hit of a multi-hit jutsu.
Bounce Shot - Dependent Special Move (3 Points)
Restriction - C Rank and up
Often what looks like it missed is merely a surprise, trick shot. Hawkeyes can do funny things to their shots, making them bounce off obstacles or even thin air before hitting their targets.
Effect: The specified ranged attack can be re-rolled with a +2 bonus to hit at  -10% damage for surprise on the bounce. If the original target completely dodges, a secondary target may be chosen instead. Does not apply if it hits the first time. Applies individually to each hit of a multi-hit jutsu.
Sniper - Passive (2 Points)
By their innate knowledge of how the human body moves and where to aim, a Hawkeye is able to make their critical hits that much more devastating.
Effect: Critical hits done by the user do 3x damage instead of 2x with projectile/ranged weapons.
See The Wind - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This jutsu is the pinnacle of Hawkeye secret techniques, allowing the user for a brief moment to see the exact trajectory, pull, and timing required to make the perfect shot. When used, the entire world seems to slow down as they aim and fire, allowing them to determine exactly what to do. Once fired, the projectile speeds through the air and becomes nigh unstoppable, as anything that the opponent might try to do was probably already factored in.
Rank 1: A single strike dealing 2,970 Damage at +2 Accuracy. Cannot be stopped by Wind Jutsu, Shielding Jutsu, the Deflection ability, or instant block effects.
Rank 2: A single strike dealing 3,795 Damage at +2 Accuracy. Cannot be stopped by Wind Jutsu, Shielding Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction.
Costs:
Rank 1: 1,485 Cp; 2.75 Ap
Rank 2: 1,900 Cp; 2.75 Ap
Yamanaka:
The Yamanaka are a tranquil people, possessing some of the most sharp mentalities. This clan of Florists is known for several aspects, such as having Blonde Hair and Blue Eye's, or more interestingly, their Telepathy and other Mental Skills. The Yamanaka tend to use their Mental Powers and knowledge of poisons to take a more indirect path of a shinobi, often using their Powerful illusions and Toxins from the sidelines, or even using some of their techniques to become expert spies and infiltrators. Whichever the Lifestyle, the Yamanaka are a unique Clan emphasizing "Flower Power".
014% Control - Mental Tranquility (Rank 1)/ Blossoming Toxin(Rank 1)
028% Control - Botany (Rank 1)
042% Control - Hanabuki (Rank 1)
056% Control - Floral Razor (Rank 1)
070% Control - Mental Tranquility (Rank 2)
084% Control - Hanabuki (Rank 2)
098% Control - Blossoming Toxin (Rank 2)/ Body Mind Switch (Rank 1)
112% Control - Botany (Rank 2)/ Profusion of Flowers (Rank 1)
126% Control - Mental Tranquility (Rank 3)/ Floral Razor (Rank 2)
140% Control - Hanabuki (Rank 3)/ Profusion of Flowers (Rank 2)
154% Control - Body Mind Switch (Rank 2)
168% Control - Botany (Rank 3)/ Profusion of Flowers (Rank 3)
182% Control - Blossoming Toxin (Rank 3)/ Body Mind Switch (Rank 3)
196% Control - Floral Razor (Rank 3)
210% Control - Name of the Rose (Rank 1)
224% Control - Body Mind Disturbance (Rank 1)
238% Control - Name of the Rose (Rank 2)
252% Control - Cherry Blossom Typhoon (Rank 1)
266% Control - Name of the Rose (Rank 3)/ Body Mind Disturbance (Rank 2)
280% Control - Body Mind Disturbance (Rank 3)/ Cherry Blossom Typhoon (Rank 2)
294% Control - Cherry Blossom Typhoon (Rank 3)
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Mental Tranquility- Passive
The Yamanaka have been known to posses a higher state of mind, having a clear and sharp mentality one might even call "Enlightened". This is due to the calm and tranquil enviroment they often surround themselves within, a world of flowers. This enhanced mental Awareness, aside from giving them Telepathic Abilities to communicate with others directly within their minds, also makes it much easier for them to toy with the minds of others through the use of Genjutsu.
Rank 1: +1 Genjutsu DC, +1 Gen Save
Rank 2: +1.5 Genjutsu DC, +1.5 Gen Save
Rank 3: +2 Genjutsu DC, +2 Gen Save
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Blossoming Toxin - Passive
The Yamanaka, a Clan of Florists, are adept in the creation and usage of poisons. Because of the variety of Flowers and plants they study and immerse themselves with, they have discovered and developed several types of Poisons unique to only those within the clan, each powerful and giving them an edge in combat.
Rank 1: Gains the Kimberlily Poison
Rank 2: Gains the Bellahana Poison
Rank 3: Gains the Castorenome Poison
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Botany - Passive
The Yamanaka are a clan often associated with Flowers of all types, and many Yamanaka live the life of Florists surrounding themselves witht he Beauty of a wide variety of Flora. However, these flowers are not just for show, and the Yamanaka spend much time studying and analyzing the many types of herbs and plants at their disposal. Because of this, the Yamanaka have a superior talent in the knowledge and creation of Poisons, able to create much more potent poisons then the kinds commonly available to a shinobi.
Rank 1: All poisons last 1 round Longer.
Rank 2: All poisons get a +1 poison strength.
Rank 3: All Poisons get a +2 poison strength
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Hanabuki - Passive Modification
A Flower is the symbol of the Yamanaka Clan, and rightly so. Among the many unique traits of the clan, one of the most unique is the Clans usage of Flowers in Battle. They have the unique ability to apply and infuse their chakra with flowers of all types, both hardening and sharpening them into weapons more powerful than the most common tools available to shinobi. Their unique choice of weaponry is not just for show however, but also has a reason; Much of their flowers contain dangerous Toxins, just waiting to enter the bloodstream through the smallest cut.
Rank 1: All Projectile Weapons are treated as having flowers/stems/petals/etc, and gain 1 free poison slot.
Rank 2: Projectile Attacks gain +1 Accuracy.
Rank 3: Projectile Attacks gain +10% Damage.
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Floral Razor - Shredding Flower Jutsu
A visually appealing technique using the Yamanaka's affinity to Flowers, this technique involves the user tossing several flowers into the air, before having the flowers blossom into hundreds of petals. Each Petal is small, but as sharp as a razor, and when combined, can easily shred the opponent to ribbons with the hundreds of petals, not only giving them a plethora of Bleeding cuts, but causing excruciating pain as well.
Rank 1: 1,140 Slashing Damage with a +5% chance to increase bleeding rank.
Rank 2: 1,420 Slashing Damage with a +10% chance to increase bleeding rank. 50% of normal chance to cause bleeding damage one rank further.
Rank 3: 2,230 Slashing Damage with a +15% chance to increase bleeding rank. 50% normal bleed chance to cause bleeding damage one Rank further, and 25% of a normal chance to inflict an additional bleeding rank.
Costs:
Rank 1: 380 CP, 2 AP
Rank 2: 470 CP, 2 AP
Rank 3: 740 CP, 2 AP
Notes:
- Percentage chances to increase Bleeding Ranks are based on the Bleed Percentage requirements.
- Uses 1 full volley of flower weapons.
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Body Mind Switch - Reconnaissance Technique
A Unique ability only able to be performed by those with the mental sharpness found in the Yamanaka Clan, this ability allows the Yamanaka to actually expel their own consciousness within their Body, in an attempt to enter the mentality of another, even animals. However, this skill is risky due to the inaccurate transfer of the user's spirit, and a miss results in the delayed return to the user's Body. Even if successful, the opponents Body is still a helpless target, and the Yamanaka's body takes damage if the target does, due to the linked Lifeforce. However, if successful, the Payoffs are worth it, the Target Moves slower, their mind weighed down with the Yamanaka's presence, and at times even hampered or restricted by the Yamanaka. A Yamanaka with advanced mental control have been known to even possess a body completely...
Rank 1: Attempts to enter the opponent at -4 Nin Accuracy. If successful, The Yamanaka enters the body of the target with the victim unaware of their presence. While within, the Yamanaka gains +1 Gen DC and the victim loses -2 Dodge. Additionally, by sacrificing their own Ap, the user may interfere and reduce the Ap of the victim by an equal amount, up to 3 Ap's worth of actions, however doing this alerts the victim to the presence of the Yamanaka, negating the Gen DC bonus of this technique. 40% of all damage done to the target is also inflicted to the user.
Rank 2: Attempts to enter the opponent at -3 Nin Accuracy. If successful, The Yamanaka enters the body of the target with the victim unaware of their presence. While within, the Yamanaka gains +1.5 Gen DC and the victim loses -2.5 Dodge. Additionally, by sacrificing their own Ap, the user may interfere and reduce the Ap of the victim by an equal amount, up to 2 Ap's worth of actions, however doing this alerts the victim to the presence of the Yamanaka, negating the Gen DC bonus of this technique. 30% of all damage done to the target is also inflicted to the user.
Rank 3: Attempts to enter the opponent at -2 Nin Accuracy. If successful, The Yamanaka enters the body of the target with the victim unaware of their presence. While within, the Yamanaka gains +2 Gen DC and the victim loses -3 Dodge. Additionally, by sacrificing their own Ap, the user may interfere and reduce the Ap of the victim by an equal amount, up to 3 Ap's worth of actions, however doing this alerts the victim to the presence of the Yamanaka, negating the Gen DC bonus of this technique. 20% of all damage done to the target is also inflicted to the user. The user can now attempt to take over the Targets Body.
Special Action: For 2 Ap, the user can shanghai the opponent's body. If the Yamanaka successfully takes over the victims body, several things occur:
- 30% of all damage the host receives is inflicted to the user.
- The user takes on the targets physical stat (Agility, Stamina, Taijutsu) but keep their own mental stats (Ninjutsu, Genjutsu, Chakra Control)
- The caster may not use ANY BL/CA/Kinjutsu techniques UNLESS it is completely passive, or their host is another Yamanaka, in which case they use their own BL Stat.
-Can use other Jutsu normally. (Their own, not the targets) Uses both the user's, and target's Chakra.
- If the Yamanaka's body takes x2 and self-inflicted damage while in possession of another.
- The Yamanaka cannot target the body they are in possession of when utilizing this jutsu.
Costs:
Rank 1: 1,000 CP to initiate, 250 CP/rnd. 2 AP
Rank 2: 1,250 CP to initiate, 325 CP/rnd. 2.5 AP
Rank 3: 1,500 CP to initiate, 375 CP/rnd. 3 AP
Notes:
- User is vulnerable to all techniques during this time.
- If the technique initially misses, User loses Half their Remaining Ap.
- Every round within the Target, the Target makes a Gen Save against the User's Dc, in an attempt to Dispell their spirit.
- Taking over The Opponents Body Requires a Genjutsu Roll, after which the Target receives +2 Gen save against this technique until it is dispelled.
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Profusion of Flowers - Sensual Genjutsu
A Powerful Genjutsu used by the Yamanaka, made to stimulate the victim's senses and enthrall them within a world of colorful flowers and mystifying scents. Flowers cover the ground in this illusionary world, and sakura blossoms shower down gracefully all around. A calming Genjutsu, reducing the opponent's awareness to the true area around them and lowering their reactions. This has been known to set up further flower techniques by the Yamanaka, using the illusionary flowers and petals to camouflage their true intents of other, more real skills.
Rank 1: Can target 1 person. -2 Dodge and -1 Awareness, +1 Exhaustion per round.
Rank 2: Can target up to 2 people. -2.5 Dodge and -2 Awareness, +2 Exhaustion per round.
Rank 3: Can target up to three people. -3 Dodge and -3 Awareness, +3 Exhaustion per round.
Costs: 400 chakra to initiate, 120 Cp per target each round maintained.
Notes:
- This is treated as a Visual/Will Genjutsu
- Targeting additional people reduce the user's Gen DC by -1 for each person aside from the first.
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Name of the Rose - Spiritual Manifestation Jutsu
A secret ability of the Yamanaka Clan, showing the true power of their Mentality. This ability allows the Yamanaka to convert their body into a form of their choosing created purely out of intangible chakra, with a glowing Halo of Flower Petals floating over their head. In this form, the user's mental capabilities are significantly increased, and they gain access to much more powerful illusionary techniques. However, this form can only be held shortly, and the Halo above their heads rapidly wilts away as their time shortens.
Rank 1: User takes 80% damage from physical attacks, and 90% damage from Elemental attacks.User gains +.5 Genjutsu DC. Genjutsu used in this form cost -10% Cp. Lasts up to three rounds.
Rank 2: User takes 75% damage from physical attacks, and 85% damage from Elemental attacks. User gains +1 Genjutsu DC and +.5 Gen Save. Genjutsu used in this form cost -15% Cp, and give an additional -1 Accuracy/dodge debuff. Lasts up to four rounds.
Rank 3: User takes 70% damage from physical attacks, and 80% damage from Elemental attacks. User gains +1 Genjutsu DC/Save. Genjutsu used in this form cost -20% Cp, give an additional -1 debuff. Lasts up to five rounds.
Costs:
Rank 1: 1,250 Cp to Initiate, 3 Ap
Rank 2: 1,700 Cp to Initiate, 3 Ap
Rank 3: 2,300 Cp to Initiate, 3 Ap
Notes:
- All damage taken in this form is subtracted from the user's Chakra pool rather than HP.
- User may reduce the Number of Rounds remaining in their chakra form by 1, restoring 5% of their Max Chakra Pool. Costs 1 Ap.
- Chakra cannot be restored above what it originally was at the time of the techniques initiation.
- Should the user's Chakra pool go negative during this time, user reverts to their normal form, with their Hp taking the negative amount x2.
- If Body Mind Switch is successful in this form, the User's chakra body merges with the target, unable to be targeted separately.
- This counts as a Chakra Armor.
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Body Mind Disturbance - Mind Destruction Genjutsu
An advanced usage of Body Mind Switch, this technique is performed a bit differently. Instead of transferring their consciousness within a target, the Yamanaka can instead manipulate the mind of a target to send the victim's mentality into a confusion, rendering them unable to differentiate between friend and foe. Additionally, instead of Damaging the opponents mind and perception, the Yamanaka can instead paralyze the target's body, rendering them unable to move. More Skilled Yamanaka can learn to affect multiple targets, though with their attention diverted their power is a bit weaker.
Rank 1: Effects 1 Target. If Successful, The Target has a 40% chance of being unable to choose the target of their actions. Additionally, instead of impairing the targets ability to choose their targets, the user may attempt to paralyze the opponent at a 40% success rate.
Rank 2: Effects up to 2 Targets. If Successful, The Target has a 50% (50% if used on two targets) chance of being unable to choose the target of their actions. Additionally, instead of impairing the targets ability to choose their targets, the user may attempt to paralyze the opponents at a 50% (40% for two) success rate.
Rank 3: Effects up to 3 Targets. If Successful, The Target has a 60% (60% for two, 50% for three) chance of being unable to choose the target of their actions. Additionally, instead of impairing the targets ability to choose their targets, the user may attempt to paralyze the opponent at a 60% (50% for 2, 40% for 3) success rate.
Costs: 3.5 AP, 1800 CP per target to initiate, 400 CP/rnd per target.
Notes:
- Counts as a Kinetic Genjutsu
- Requires a Gen Roll every Round Maintained.
- When unable to choose their Targets, a roll is made to see who is targeted, including themselves.
- Even if the target resists paralysis for a round, they are still under the effects of this Jutsu until the Resist the Main Genjutsu Roll.
- Opponent loses 2 AP when paralyzed
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Cherry Blossom Typhoon - Shredding Flower Petal Jutsu
The peak of the Yamanaka's Flower Jutsu, this technique can be considered a Higher form of Floral Razors. Initiated in the same way, involving the user summoning a array of flowers all around them, sprouting out of the ground and dispersing thousands of flower petals into the air, each controlled mentally by the Yamanaka, allowing for complete control over the flowers.
Rank 1: Creates 4 Streams of Flower Petals, each dealing 1210 Slashing Damage at -1 Accuracy, or blocking 850 damage each.
Rank 2: Creates 6 Streams of Flower Petals, each dealing 900 Slashing Damage at -1 Accuracy, or blocking 630 Damage Each.
Rank 3: Creates 8 Streams of Flower Petals, each dealing 760 Slashing Damage at -1 Accuracy, or blocking 530 Damage Each.
Costs:
Rank 1: 3 Ap, 2,420 Cp, 800 CP/rnd.
Rank 2: 3 Ap, 2,700 CP, 900 CP/rnd.
Rank 3: 3 Ap, 3,040 CP, 1,010 CP/rnd.
Notes:
- Uses 2 full volleys of Flower Weaponry upon initiation.
- Streams are dispersed upon hitting the opponent, or shielding from an attack. Missed streams remain on the battle field.
- Can only be used once per Round, but all remaining streams attack/Defend once again the next round automatically.
- For every stream that misses, the next gains +1 Accuracy, stacking up to +2. This resets when the opponent is hit.
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Bloodline Poisons
Kimberlily
An effective Poison made from the mixture of several Toxins, This Compound has been known to Impair the Perceptions of those under this poison's effect, The Victim's perception is reduced innearly All Aspects, both their physical and mental quickness. In Large Doses, this can leave the Victim significantly disoriented.
Type: Injury
Strength: Weak
Effect: -.5 Dodge, -.5 Genjutsu Save. Lasts Three Rounds.
Special: Can stack up to four Times.
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Bellahana
A Poison found within the roots of a Beautiful Flower, this poison is a recently discovered poison which has escaped the eye's of the general population for the fact that for most things, its harmless. However, for those trained in the Use of Chakra, it's effects can be quiet crippling indeed. Instead of impairing or harming the Victim's physical aspects, this Poison restricts the Use of Chakra, and eats away at he Victim's Chakra Coils.
Type: Injury
Strength: Strong
Effect: -1% Max Cp a Round. +3% to Chakra Cost to All Jutsu. Lasts 3 Rounds.
Special: Can Stack up to three times.
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Castorenum
One of the most Advanced Poisons created, This is a Secret poison of the Yamanaka Clan, Created from applying several compounds from a wide variety of Flowers. This poison makes the Victim Sluggish, every action seeming to take a little longer to execute, no matter how simple. Though for the most part in everyday life this would be an unnoticed change, in the heat of battle one or two seconds can make all the difference. Unfortunately for the Yamanaka, this compound is quickly broken down within the Body.
Type: Injury
Strength: Heavy
Effect: Increases the AP use for each action by 10%. Lasts for 3 Rounds.
Special: Can stack Twice, But once it's effects wear off it cannot be used on that Target for the remainder of Battle.
Inuzuka:
It is said that the Inuzuka are descendants from from canine themselves in ages long past, though this may simply be a legend sprouted within the clan's days as nomads. The Inuzuka is a clan originating in the Land of Fire, dating back before the formation of any shinobi villages as a nomadic clan that lived in the wilderness together with their canine companions. Though some of the more primitive like qualities and habitats of the clan have been substituted for a more humane lifestyle, the clan itself has never separated, or even weakened it's bonds with their canine kin, and view their canine's as family members, even as close as siblings rather than simple pets. Few possess such strong attachment and loyalty that can compare to the bond of an Inuzuka and their counterpart, and fewer still can stand to this perfect combination in battle.
014% Control - Canine Companion (Rank 1), Loyalty to the Pack (Rank 1)
028% Control - Wolf Visage (Rank 1)
042% Control - Enhanced Smell (Rank 1)
056% Control - Air Dynamic Marking (Rank 1)
070% Control - Canine Companion (Rank 2)
084% Control - Enhanced Smell (Rank 2)
098% Control - Loyalty to the Pack (Rank 2), Beast Clone (Rank 1)
112% Control - Wolf Visage (Rank 2), Double Piercing Fang (Rank 1)
126% Control - Canine Companion (Rank 3), Air Dynamic Marking (Rank 2)
140% Control - Enhanced Smell (Rank 3), Double Piercing Fang (Rank 2)
154% Control - Beast Clone (Rank 2)
168% Control - Wolf Visage (Rank 3), Double Piercing Fang (Rank 3)
182% Control - Loyalty to the Pack (Rank 3), Beast Clone (Rank 3)
196% Control - Air Dynamic Marking (Rank 3)
210% Control - Feral Charge (Rank 1)
224% Control - Howl of the Pack (Rank 1)
238% Control - Feral Charge (Rank 2)
252% Control - Double Headed Wolf (Rank 1)
266% Control - Feral Charge (Rank 3), Howl of the Pack (Rank 2)
280% Control - Howl of the Pack (Rank 3), Double Headed Wolf (Rank 2)
294% Control - Double Headed Wolf (Rank 3)
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Canine Companion - Passive
Perhaps the most distinguishable aspect of the Inuzuka clan is the fact that they seem to have an unbreakable bond with a companion that is far more than your average pet. Their companion is is bonded so close to the Inuzuka, and the Inuzuka to it that the two could be said to be two halves of a whole, or even share a soul. Whichever the case, the Inuzuka and their pet are inseparable, and can perfectly understand and communicate with each other even through the most complex words/barks, to the simplest body gestures..
Rank 1: The user gains a pet! This pet has Hp equal to 30% of the Inuzuka's Max Hp. Pet's base damage is 75% of the user's, and has -5 of the User's Secondaries.
Rank 2: The Inuzuka's pet becomes stronger, having Hp equal to 40% of the Inuzuka's Max Hp. Pet's base damage is 80% of the user's, and has -4 of the User's Secondaries.
Rank 3: The Inuzuka's pet becomes perfectly trained, having Hp equal to 50% of the Inuzuka's Max Hp. Pet's base damage is 85% of the user's Unarmed Damage, and has -3 of the User's Secondaries.
Notes:
- A player Gains a pet upon gaining this bloodline.
- Pet has Ap equal to half the user's. Minimum of 1 Ap.
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Loyalty to the Pack - Passive
There is little stronger than the kinship felt between a canine and it's pack, and so too does this apply to the incredibly deep loyalty an Inuzuka feel's with their companions. During time's of danger, the Inuzuka are prone to experiencing incredible surges of adrenaline that seem to give them super-human capabilities for a short moment, enough to protect harm from befalling their companion.
Rank 1: If their pet takes damage equal to 30% of it's max Hp during a round, the Inuzuka gains +1 Secondaries for a full round. If the Inuzuka takes damage equal to 30% of their max Hp during a round, the pet gains +1 Secondaries for a full round.
Rank 2: If their pet takes damage equal to 25% of it's max Hp during a round, the Inuzuka gains +1.5 Secondaries for a full round. If the Inuzuka takes damage equal to 25% of their max Hp during a round, the pet gains +1.5 Secondaries for a full round.
Rank 3: If their pet takes damage equal to 20% of it's max Hp during a round, the Inuzuka gains +2 Secondaries for a full round. If the Inuzuka takes damage equal to 20% of their max Hp during a round, the pet gains +2 Secondaries for a full round.
Notes:
- This effect does not stack.
- For .5 Ap, The user may switch the target source of this ability, their pet, with an ally in battle with them. The ally does not gain buffs, however if they take the required amount of damage, the Inuzuka will gain the bonus.
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Wolf Visage - Passive
Just as their canine companion seems to be far more than your average pet, seeming to possess human-level intelligence, so too does the Inuzuka seem to lean towards a more Animalistic instinct, possessing razor sharp claws in place of frail nails, and sharp canine teeth, as well as a more beast-like personality.
Rank 1: Unarmed Attack's gain +5% Damage.
Rank 2: Unarmed Attack's gain +10% Damage.
Rank 3: Unarmed Attack's gain +15% Damage.
Notes:
- At all ranks, the Inuzuka's Unarmed attack's deal Slashing damage with a chance to inflict bleeding penalties.
- The user is able to use Slashing Taijutsu with their Unarmed Weapons.
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Enhanced Smell - Activated Passive
The animalistic traits of the Inuzuka do not simply end at their physical appearance, but stems deeper into their senses. Canines have a far more acute sense of smell that can perceive the world around them far more sharply than vision or hearing, and the Inuzuka have the ability to increase their sense of smell to such a degree, tht thy can clearly smell and identify the area through various scents, and even pin point the location of others by smell alone.
Rank 1: User can smell 100 times better than normal humans. Grants +1 Awareness.
Rank 2: User can smell 150 times better than normal humans. Grants +2 Awareness.
Rank 3: User can smell 200 times better than normal humans. Grants +3 Awareness.
Costs:
Rank 1: .5AP, 200 Chakra and 100/round.
Rank 2: .5AP, 360 Chakra and 180/round.
Rank 3: .5AP, 500 Chakra and 250/round.
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Air Dynamic Marking - Pet Jutsu
Though both the Inuzuka and their companion possess a sharpen sense of smell, this creative technique seems to take advantage of their sense by the canine spraying and "Marking" a target with urine, allowing them to track them far more clearly than even by sight. The Urine itself, however, possesses a slightly acidic quality that can sting on contact, but even so it is an amusing to witness a canine perform this technique. How they manage such a feat in the middle of an acrobatic maneuver is unknown to even those with shinobi dexterity, however.
Rank 1: Urinates upon a unfortunate target, dealing 250 Damage.
Rank 2: Urinates upon a unfortunate target, dealing 500 Damage.
Rank 3: Urinates upon a unfortunate target, dealing 750 Damage.
Cost: 1AP (Pet)
Notes:
- Does not stack on the same target, but resets the timer.
- Inuzuka and Pet gain +1 acc against the marked target for three rounds.
- An opponent hit by this jutsu can be tracked easier by smell, but the Inuzuka must have enhanced Smell Activated to gain the buff.
- May only be used once every other round.
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Beast Clone - Specialty Clone Jutsu
A technique which allows the user and canine to morph to be more akin to the other, the familiar will becoming larger and more humanoid, while the user gains even more canine features. This technique results in 2 identical 'clones,' although the familiar is still not as strong as the Inuzuka, though they both possess a feral appearance.
Rank 1: Pet gains +1 secondaries. The Inuzuka Gains +1 Dodge.
Rank 2: Pet gains +1.5 secondaries and +5% Damage. The Inuzuka Gains +1.5 Dodge and +5% Unarmed Damage.
Rank 3: Pet gains +2 secondaries and +10% Damage. The Inuzuka Gains +2 Dodge and +10% Unarmed Damage.
Cost: 1.5 AP; 500 chakra, 250/round.
Notes:
- This is treated as a fighting style, and does not count for the 'Clone' Jutsu limit.
- The user and their pet both appear as identical feral versions of the user.
- Exhausts at an Average Rate.
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Double Piercing Fang - Jutsu
The Gatsuuga, or Double Piercing Fang, is a ferocious move performed in combo between dog and master for a spinning explosion of power used to devastate opponents. Due to the spinning, it's hard to accurately track the opponent with the eyes while this is in use, so it is best used in combo with Dynamic Air Marking.
Rank 1: Rapidly spins into a tunneling fang, dealing 1,725 Unarmed Slashing Damage at -3 Accuracy.
Rank 2: Rapidly spins into a tunneling fang, dealing 2,025 Unarmed Slashing Damage at -2 Accuracy.
Rank 3: Rapidly spins into a tunneling fang, dealing 2,325 Unarmed Slashing Damage at -1 Accuracy.
Special Action - Wolf Fang Over Fang Technique: This Can only be done while under the effects of Double Headed Wolf. This deals an additional 50% Base damage -3 Accuracy. This costs 2.75 Ap and 2,310 Cp.
Costs:
Rank 1: 625 Cp; 2.25 Ap
Rank 2: 735 Cp; 2.25 Ap
Rank 3: 845 Cp; 2.25 Ap
Notes:
- Beast Clone Must be activated.
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Feral Charge - Pet Jutsu
An Inuzuka's companion possesses far more strength than common pet's, and upon their master's command, the pet can charge forth at a target, and attempt to rip out their throat or shred them to pieces using their same super-canine strength.
Rank 1: Pet attacks causing 1,425 Damage at +1 Accuracy.
Rank 2: Pet attacks causing 1,725 of its Damage at +2 Accuracy.
Rank 3: Pet attacks causing 2,025 Damage at +3 Accuracy.
Costs:
Rank 1: 520 Cp (User); 2.25 Ap (Pet)
Rank 2: 625 Cp (User); 2.25 Ap (Pet)
Rank 3: 735 Cp (User); 2.25 Ap(Pet)
Notes:
- May only be used once every round.
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Howl of the Pack - Summoning Jutsu
A pack contains more than two members, and upon unleashing a howl of strong emotion, an Inuzuka and their pet can call upon canines from around the land to come and assist them in battle. Though untrained in any shinobi combat, wild animals can be particularly ferocious and especially so when they feel like a member of the pack is threatened.
Rank 1: Summons 5 Wolves that will attempt to attack the enemy for 500 dmg each.
Rank 2: Summons 6 Wolves that will attempt to attack the enemy for 500 dmg each.
Rank 3: Summons 8 Wolves that will attempt to attack the enemy for 550 dmg each.
Costs:
Rank 1: 2.5AP, 180 Cp per Wolf
Rank 2: 2.5AP, 180 Cp per Wolf
Rank 3: 3 AP, 280 Cp per Wolf
Notes:
- Wolves use the user's melee accuracy, and can be buffed by the user's melee buffs.
- If a wolf misses, it will attempt again next round and then once more the round after.
- User may send each wolf at a different target, or even change targets each round.
- Once a wolf hits it flees the scene
- Cannot be scared off
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Double Headed Wolf - Transformation Jutsu
It is said that and Inuzuka and their pet share the same soul, and through their bond of trust and companionship, the Inuzuka clansmen and their pet can merge to share a body, becoming a monstrously huge two headed wolf. While this prevents them from doing jutsu, their sheer size and strength more then make up for it.
Rank 1: User's melee attack now does 700 slashing damage at +1 accuracy, gain a bite attack of 850 piercing damage at -1 accuracy. User takes -4 dodge. All Suppression, Bleeding and Called shot chances are reduced by -5%.
Rank 2: User's melee attack now does 800 slashing damage at +1 accuracy, gain a bite attack of 980 piercing damage at -1 accuracy. User takes -3 dodge. All Suppression, Bleeding and Called shot chances are reduced by -10%.
Rank 3: User's melee attack now does 900 slashing damage at +1 accuracy, gain a bite attack of 1,100 piercing damage at -1 accuracy. User takes -2 dodge. All Suppression, Bleeding and Called shot chances are reduced by -15%.
Costs:
Rank 1: 3 AP and 2200 Cp to initiate, 1100 Cp/Rnd
Rank 2: 3 AP and 2750 Cp to initiate, 1375 Cp/Rnd
Rank 3: 3 AP and 3300 Cp to initiate, 1650 Cp/Rnd
Notes:
- When fused with their pet, the Inuzuka takes 80% of the Damage, while their pet takes 50%. Should either be knocked out, this jutsu is dispelled.
- Attacks cost 1 AP, and may be buffed by melee buffs.
- While in Double Headed Wolf Form, and the user loses access to all their equipment and cannot use of any jutsu. Loyalty to the Pack is constantly Active.