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Hardcore Skittlez

Yamanaka Clan

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He lusted, her pursued, and when he had her tangled in his sheets... only then did he learn;

Affection is sweeter without the knife.

The Yamanaka Clan

Village Of Origin;

Konohagakure No Sato

Country Of Origin;

Hi No Kuni

Clan Progenitor;

Clan Head;

Yamanaka Minamoto

Age;

Approximately 200

Status;

Yamanaka is a name that commands respect in Konohagakure No Sato. Their unique techniques make them immensely valuable as shinobi, and even their civilian families are well thought of, especially among gardners.

Clan Bloodline;

None

Clan Element;

None (Clan techniques receive -2 on the JP of all techniques to a minimum of one.)

Clan Emblem;

Attributed;
Sunflower

Official;
None

Physical Traits;

Most Yamanaka members seem to have very dominate genes. Yamanaka children are generally born with very blue eyes and blonde hair. There is also a long lasting stereotype that all clansmen of both genders are extremely sexy. This of course is entirely a matter of opinion, but the majority of Leaf Village school boys do spend their time chasing after the Yamanaka girls.

Clan Alliances;

Nara; Comrades In Arms (Customers)

Akimichi; Comrades In Arms

Clan Housing;

The families of the Yamanaka clan occupy nearly two city blocks around the flower shop that bears their surname. Most family members keep modest-sized apartments that are lavishly decorated and equipped with all the luxuries available to them. A few of the more wealthy family units have larger homes, but the average is a two bedroom apartment.

Clan History;

There are conflicting histories regarding the origin of the Yamanaka clan. The most widely accepted of the varying accounts follows the story of a family of refugees from Grass Country. During one of the numerous ninja wars that laid waste to the land before a lasting peace was established, a group of people from the Land of Grass left their home seeking greener pastures. The renegade Kusagakurans sought amnesty in the capable hands of the Leaf Village. They were cautiously accepted into the ranks of Konoha citizenry. The road to social acceptence was long and arduous for the clan. Early during their tenure in Konohagakure, many believed the Yamanaka to be a cell of spies and informants sent to gather information on the movements of Leaf Village. It was time that dispersed these vicious rumors, that and their willingness to apply their clan's trademark skills in the name of the Will Of Fire. As the years progressed the clan came to be known as a house-hold name, being that many villagers shopped at the flower shop opened up in the clan's name. A second historical account that is rarely brought up believes that the Yamanaka are a Kusagakure sleeper cell, sent to leak information to their home village. Of course, this idea is only held by a select few conspiracy theorists.

The actions began by Yamanaka Inoichi initiated a lasting friendship between the Akimichi and Nara clans. This friendship lasted through ages, and is still present now.

Clan Techniques

Shintenshin No Jutsu [Mind-Body Transfer Technique] 心転身の術

Type; Ninjutsu/Genjutsu [Clan]

Rank; Gennin

Cost; 60 Chakra + 5% Total Chakra/turn

Effect; For every turn after the first turn in which this jutsu is in effect, the user must roll a D100. On a roll of:

* 40 or less; The technique's effects continues.

* 41-60; The users' turn is sacrificed.

* 61-100; The victim breaks free.

While the Jutsu is effective, the opponent loses control of their character, and the user gains control of the opponent's character at the loss of control over their own. While the victim is under the control of this techniqe, the user is able to see the victim's Health, Stamina, and Chakra statistics. The user of this technique, may utilize any techniques that the controlled character had displayed during battle. Any damage sustained by one of the two bodies involved in the usage of this technique is reciprocated to the other body. Should the victim be under the effect of the Kagemane No Jutsu during this techniques activation, then it may not be dodged or avoided. If this technique misses the victim, then the user forfeits their next turn. Each succesful application of this technique on an opponent grants them the benefit of a +5% dodge bonus the next time they attempt to avoid it's effects.

Description: A technique borne with subterfuge in mind, the signature jutsu of the Yamanaka clan is one capable of controlling the actions of the opponents. By releasing their spirit from their own mortal coil, a member of the Yamanaka clan is capable of inhabiting the minds of their opponents, thereby gaining dominance over their victim's body. There are draw backs associated with such an endeavor. By jettisoning one's consciousness, they lose function of their own body. It's standard practice to be surrounded by allies while this technique is in effect. In addition to being effectively helpless, when the Shintenshin No Jutsu happens to miss it's opponent the Yamanaka must spend time traveling back to their own mind.

Restrictions: When used against shinobi of a higher rank, reduce all minimum roll amounts by 10 per respective rank the opponent has over the user. May not be used more than twice per battle at the Genin Rank.

JP; 5

Ishidenshin No Jutsu [Telepathy Technique] いしでんしん

Type; Ninjutsu/Genjutsu [Clan]

Rank; Chuunin

Cost; 70 + 15x/turn (x equals the number of allies effected.) [Maximum of 4 turns]

Effect; The user designates a number of allies on the battlefield. Each of these combatants receives +10% to both Accuracy and Evasion during each turn that this technique is active. While this technique is active the user may not make any offensive actions without ending the effects of this technique. When an attack is directed at the user of Ishidenshin No Jutsu they are allowed to either make their dodge roll per usual, and end the effects of the technique or they may continue the effects and forego their dodge roll. This technique has a cool-down period of two turns before it may be used again after it is used in combat.

Description; A less forceful form of mental connection, the Telepathy Technique allows Yamanaka clansmen to link their consciousness with that of their allies with the purpose of communicating without the needs of speech. Of course, when communicating with non-Yamanaka the user is the only one capable of relaying information to others. This technique requires much concentration, meaning that the user is unable to attack or even defend incoming attacks. This also leaves the user open to watch the battlefield and offer mental advice to those more involved in combat.

JP; 4

Shinranshin No Jutsu [Mind-Body Disturbance Technique] 心乱身の術

Type; Ninjutsu/Genjutsu [Clan]

Rank; Jounin

Cost; 1.5X where x is the cost of the applied Jutsu (See effect)

Damage; 60 (Ghost Dmage)

Effect; Usable twice per battle. On the turn following the succesful activation of this technique the effected opponent must attack one of his or her allies. (ie; Any other shinobi in combat not allied with the user of this technique) The user of Shinranshin No Jutsu selects a Taijutsu or Ninjutsu technique that has already performed by the opponent during combat, and the victim must perform that technique with an ally as the target. The user must have witnessed the attack performed for it to be applicable. If the opponent has no allies on the battlefield, the technique is still preformed, but it has a 0% chance to hit either the user or the user's allies. The effects of this technique when used on an enemy of Sennin rank act in a special manner. A Sennin has a 50% chance to ignore effects of the technique, and instead attack as per normal. (This grants them a roll to dodge, and a second response phase roll to overcome the attack.)

Description; The Yamanaka of old claimed that this technique called down a spirit of confusion upon their foe, causing them to attack their own comrades while they watched in horror. The more recent generations of the clan have admitted that the technique is a variation of the Shintenshin No Jutsu, but where the Yamanaka would force their entire being into the opponent, instead only a fragment of their consciousness is required to preform the Shinranshin No Jutsu. The mental effects of this attack have always been rather disturbing as the initial attack causes some damage to the brain, and the aftermath of attacking their allies can be equally traumatizing. This technique has caused many a person to question the morality of the Yamanaka clan for that reason.

JP; 4

Yamanaka Subtle Arts: False Poisoning

Type: Genjutsu/Taijutsu

Rank: Genin

Cost: 30 Chakra, 5 Stamina

Damage: 5

Effect: Opponent is sickened for one turn. Requires a Ranged weapon of some sort. Accuracy Is applied as the "To hit” mod, in place of Genjutsu. Apply ranged-attack modifiers.

Sickened: Can't maintain a genjutsu longer than 1 round. Can't move and attack in the same round.

Max Duration: 3 turns

DP: 30/turn

Description: After the forming of a small number of seals, A Yamanaka clan memember proceeds to launch a single projectile. Upon the successful hit with this projectile, the opponent begins to believe that they have been fatally poisoned.

JP: 2

Yamanaka Subtle Arts; Binding String

Type: Ninjutsu

Rank: Genin

Cost: 20 Chakra

Effect: If successful, the next Shintenshin no Jutsu used has an additional 5 to-hit. Used in the setup phase before the Shintenshin no jutsu is activated

Description: A concept first implemented by Yamanaka Ino, a Yamanaka clansmen drops a string of chakra between themselves and their opponent, using it as a medium through which they may stop the opponent and transfer their spirit.

JP: 1

Yamanaka Sex Appeal; Flash!

Type: Taijutsu

Rank: Chuunin

Cost: 120 Stamina

Effect: Opponent is inflicted with the status effect "Stunned". After the initial turn of Stun, The opposing character rolls a D10, if the result ends in 1, 3, 5 he is inflicted with "Bound [Paired Arms]" (2 turns). Only usable by female Yamanaka above the age of 18, and only applies to characters with the skill 'Pervert; Female' of the same or lesser rank than the user, the opponent in question must be 16 years or older. User is infliced with "Exposed" the turn after this is used.

Stunned: Lose your next Main Phase. Opponent is not affected by stun if they were stunned in the previous post. May only be used once a battle per enemy by Genin, three times by Chuunin and six times by Jounin.

Max Duration: 1 turn

DP: 50

Bound [Paired Arms]: Any action requiring hands may not be used in battle until effect has worn off. Opponent is not affected by bound if used consecutively after the previous attack which used it went to its maximum duration.

Max Duration: 3

DP: 50/turn

Exposed: Defense is set to 50% of its base next turn.

Max Duration: 1 turn

DP: 40

Description: Originally designed by the first woman that realized perverts love breasts. A Yamanaka clanswoman fully exposes her breasts to a perverted male. The opponent is not only stunned by the sight, but must spend a short amount of time resisting the lunge-and-grab impulse.

JP: 3

Clan Skills

Yamanaka Ninjutsu Ace

Availability: Yamanaka Exclusive

Description: The Yamanaka are masters of a very difficult art. Mastering the matters of the brain is a very applied science, one which often requires a good deal of guess work and experimentation. Not always do those experimentations lead to the most perfect theories, but often one that suits the purpose. Those who are not perfect at Genjutsu are not barred from their clans techniques, but they must expend more effort to learn them.

Effect: May not be taken in conjunction with Yamanaka Genjutsu Ace. This skill may not be taken with Sealed Genjutsu or Sealed Ninjutsu. Members of the Yamanaka clan who do not have the necessary Genjutsu statistic may still learn and preform clan hybrid techniques as long as they have double the necessary amount in their Ninjutsu statistic, and could otherwise learn the technique in question. The modifier from Ninjutsu cannot exceed 1.5x the modifier for Genjutsu.

Cost: -1

Yamanaka Genjutsu Ace

Availability: Yamanaka Exclusive

Description: The Yamanaka are masters of a very difficult art. Mastering the matters of the brain is a very applied science, one which often requires a good deal of guess work and experimentation. Not always do those experimentations lead to the most perfect theories, but often one that suits the purpose. Those who are not perfect at Genjutsu are not barred from their clans techniques, but they must expend more effort to learn them.

Effect: May not be taken in conjunction with Yamanaka Ninjutsu Ace. This skill may not be taken with Sealed Genjutsu or Sealed Ninjutsu. Members of the Yamanaka clan who do not have the necessary Ninjutsu statistic may still learn and preform clan hybrid techniques as long as they have double the necessary amount in their Genjutsu statistic, and could otherwise learn the technique in question. The modifier for Genjutsu cannot exceed 1.5x the modifier for Ninjutsu

Cost: -1

Horticultural Mastery

Bloodline : No (Yamanaka clan)

Description : With the knowledge of nearly every herb in the world and the exact details of each one, it is no child's play to make extremely potent remedies and poisons with ease. Considered as one of the most flippant talents ever, it is a highly guarded secret.

Effects:

Case Studies

The user may perform Plant/Wood Jutsu without the necessary elements or twisted colours.

Cost: -1 skill point

Further Studies

The effects of all Medicines of the herbal sort, whether Remedy or Poison, have their duration increased by an additional one turn.

Cost: -1 skill point

Advanced Studies

The effects of Medicines of the herbal sort, whether Remedy or Poison, are an additional 10% more.

Cost: -1 skill point

Horticultural Studies

The effect of all Medicines of the herbal sort, whether Remedy or Poison, have their duration increased by an additional one turn.

Cost: -2 skill point

Horticultural Mastery

The effects of all Medicines of the herbal sort, whether Remedy or Poison, are an additional 10% more.

Cost: -2 skill point

Yamanaka Technique ~ Mental Fortitude

Bloodline: Yamanaka Clan

Desciption: Yamanakas pride themselves on the degree to which they have mastered the discipline of their own minds. Firmly routed in their beliefs, is the fact that before leaving their own minds, they must have full knowledge of what lies inside themselves. Yamanakas will commonly meditate to learn everything that is within them before going without them. Once such meditation has been mastered, greater heights may be reached, such as the blocking of invading outside forces upon their own mind.

Effect: User of this skill is immune to any attempts at invading or reading the their own mind. The information stored there cannot be accessed forcefully. This skill does not hinder Yamanaka jutsu used by ninja of a higher rank, nor does it affect the effects of genjutsu in battle.

Cost: -2

Restrictions: Must have Yamanaka Meditation

Yamanaka Meditation

Bloodline: Yamanaka Clan Skill

Description: Through intense mental training from childhood, a Yamanaka's mind is intensly organized, and it is not uncommon for one to relax through meditation when in stressful situations. The Yamanakas jutsu and clan secrets all delve into the rescesses of their own minds, so they must have an intricate knowledge of their own thought process.

Effect: User may now purchase two ranks of Inner Calm for one skill point every 10 levels. Training for both ranks must be completed at the time of purchasing.

Cost: 2

Edited by Hardcore Skittlez
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