Stat Trainings: (22/50)
Prestige Perks: (0/0)
"As a Yamanaka I follow the will of fire by doing my part in whatever team I'm in and being as mentally strong as possible for my family, friends and village. That goes double for all the pretty ladies out there... Oh and lads, I don't mind."
General Information Age: 17
Nao has a cute and charming looking oval like face with alluring, light green eyes and long, sandy-blond/cappuccino coloured hair. He often wears his hair in a loose side ponytail that is tied near the bottom with metallic tubing but typically free at the top, making it flow freely from his head down till it rests on his right shoulder. Any bit of hair not in the ponytail curves round the left side of his face instead in a stylistic messy fashion, as in it is purposefully ruffled up but also maintained to be straight rather than naturally messy.
Nao also maintains thin, straight eyebrows and a rather cute and rounded nose which becomes less cute and more sexy with his smirks (at least he think so anyway).
Nao has a slender, skinny figure that isn't overly toned for his age but still nicely built compared to an average citizen as might be expected of a shinobi. His body is typically triangular shaped and though his shoulders aren't overly broad, if he had more muscle he might be considered a mini dorito in shape since his stomach is clearly small compared to his chest and ribs. His slender figure gives a clear definition to his stomach and you can clearly see its shape and sometimes his ribs if he's stretching, however he is not under weight despite a few jabs at him from people telling him to eat more, in fact quite a few seem to find it sexy or are jealous of how well defined he is. Overall he does give a kind of twinkish like physique that could easily turn into a twunkish like look if he tried.
- Notable Features:
Like any other Yamanaka, Nao is very pale looking and looks like he stays inside all the time and could easily set on fire if he steps in the sun.
Nao often wears various tank tops/vests, his favourite having a diamond patchwork design in various blues and purples, then he also wears with a simple bluish-grey top over these which has 3/4 length sleeves that end in a tighter rim a bit past the elbow. He then wears similar bluish-grey, 3/4 pants that also end in tighter rims at the bottom which he then tucks into his long tabi like socks. These socks are actually toeless and come right up his shin almost like a boot, especially when wearing his ninja sandals which have a split sole design which make them look a bit like high heels but without the extra height.
Nao also tends to wear a fancy looking orange, sleeveless, high collared tunic like top that completes his outfit and drops down at the front and back of his legs about 3/4 of the way down his thighs but otherwise being open and like a pair of extra hanging cloths. This orange tunic has a thick, black, squared zigzag pattern going around the collar and the bottom of the loose cloth, as well as a double line of black that zips down from the left side of the collar a short ways then diagonally right and then down to his waist like a fake fastening.
Finally there is a grey belt that runs through the loops at the waist point of his tunic which is used to fasten it all together and hold his weapons pouches, then there's also his grey gloves that have a fake rolled up rim at the wrist and his blue ninja headband which is wears across his forehead like intended.
If Nao is being completely casual, typically only in his own house, then he can be seen in just his tanks and vests and maybe some more casual yoga like pants or shorts if it ever gets hot. Other than that he does have some supposedly sexy underwear but it's not often he wears them lest he be caught doing so.
Nao can be particularly flirty and a bit cheesy but often knocks himself down over it and quickly retreats if the flirting starts to work, in fact he can suddenly go from flirting with pretty girls to turning to some nearby hot lads instead to get himself out of it. This can then swiftly devolve even further as he embarrasses himself and fleeing the scene altogether.
Part of it could be down to him always wondering why he likes both genders and not knowing what to do with himself, getting worked up about it and then he also gets shocked when people don't mind his pale skin or even love it which flusters him even further.
Naoyukino has an odd balance of warm-heartedness and cold-heartedness, in which he can easily feel sympathy and empathy towards others but can also shut it all down and almost feel nothing for others if he so wishes. Mostly he is a very kind and welcoming person with a cheery attitude but he has a kind of way to push all the sympathetic and empathetic feelings in a deep, dark like place in the back of his mind so that he can steel himself in situations he needs to (e.g. Ripping sad memories from someone in battle or interrogations).
Normally this all takes a moment to focus and settle his mind so he is usually his usual kind-hearted self but he has yet to 100% master such techniques so it's not out of the question for him to snap either way, whether he's being cheery and then seriously moves into a cold anger or trying to steel himself but can't handle the feelings of an opponent. That is an odd occurrence though and he typically seems no different than any other person with great sympathy and empathy; normal seeming emotions that can be kept in check but with an edge of being capable of detect and feel another's feelings. This doesn't necessarily mean he has no emotions when steeling himself, just that he pushes away any sympathy or empathy he has, which means he can still be happy but just disregarding anyone else's feelings.
All that can be very null and void when taking Nao's somewhat absentmindedness into account. Though not completely ditzy and forgetful, he can often get into a daydream if nothing is keeping his attention (e.g. Being in a serious situation like combat). This means he can sometimes go on autopilot and not appear to be paying attention, often just walking along whilst whistling a tune but at the same time not actually often getting into any trouble because of it and easily able to snap out of it once something does grab his attention like that of a pretty woman or fit topless lad.
Not only is Nao a dreamy ponderer but he can also get lost just watching the world and coming up with various scenarios for a given situation, often mindlessly thinking up what everyone around him is doing or thinking and then sometimes he gets so curious he embarrassingly tries to confirm his suspicions with those very people.
Naoyukino also has an helpful nature to match with his kindness and can often find himself helping others, which is typically after watching everyone for awhile and going off to help people he saw getting in trouble. However he can also be a bit sly and tries to get something out of it himself, he doesn't really go too far because of his sympathetic and empathetic nature which is also why he ends up feeling embarrassed trying to chat up others.
Alternatively he can also get behind a good trick, not necessarily any nasty pranks but funny jokes, non-hurtful playfulness and other grand, magical or "tadah" surprises. Nao's favourite kind of tricks involve messing with people using his Yamanaka techniques, though it can sometimes be difficult getting off such jutsu or getting permission from people.
Naoyukino currently wishes to become a powerful Yamanaka that can really lend his skills to Konoha and the will of fire. Most of all he hopes he can reach the pinnacle of ninpou mastery.
Nao can be a little fearful of seriously getting with anyone, not in a failure kind of way but generally anxious about being in a relationship despite being flirty with pretty much any hot person. This adds onto his embarrassment and a big part of why he can suddenly bail if the flirting starts to go well.
There is also a slight fear and disgust of centipedes, millipedes and the like which all really freak Naoyukino out and he daren't touch one or let one touch him.
- Combat Mentality:
Nao isn't currently too great at solo combat but being a Yamanaka has provided him great instinct and tactical awareness, which can be used to try and out manoeuvre the enemy until the perfect moment to strike comes up. Such tactics can often involves confusing and outright confounding the opponent using his conscious control techniques, forcing an opening or allowing him to flee. Though he doesn't like to, he does understand that he can take control of the opponent and cause self harm as a last resort.
He does however always take his pet Parrot Sayuri with him which can aid him in combat and can also help him scout out the area by putting his own consciousness into her.
In a team situation Nao is much better since the same solo tactics can be stepped up greatly as he can track the opponents, then trap and confound them so that his teammates can more easily fight them.
In any combat situation everything is definitely too serious for him to be daydreaming or thinking of other things, as such it always has his full attention despite what others might expect.
Village: Konohagakure no sato
- +Ninjutsu: 25
- -Taijutsu: 6
- -Genjutsu: 1
- -Stamina: 15
- +Control: 23
- -Strength: 6
- +Speed: 11
- +Instinct: 23
- Total: 110
Nao wears a pair of beige weapons pouches that fasten to his belt and come down at either side like extra large pockets, fastening further to his pants to prevent them from flopping about.
In the right side pouch there are 30 Kunai and a 30m Spool of wire.
In the left side pouch there is 15 Explosive Tags, 30 metallic caltrops, another 30m spool of wire and a bird whistle attuned to Sayuri so that she can be called upon.
Nao also wears a blue shuriken holster strapped around the upper middle of his right leg. This holster contains 15 shuriken.
Additionally Nao has 3 small scroll tied along the back of his belt with a bottle of ink and its pens tied to the right of them. These are mostly used for any sealing Naoyukino might perform.
Abilities and Concentrations
Storage & Force Fuuinjutsu:
~Absent Mind, Rigid Body
As the Yamanaka's consciousness leaves their body, they'll force chakra throughout their body in order to make it rigid, preventing it from falling over while their mind is absent. This drains a negligible amount of chakra every post due to being such a low ranked technique.
A staple technique to the Yamanaka Clan, by channelling a small amount of chakra the Yamanaka can expel their consciousness from anything or anyone that it currently inhabits, returning all pieces of their consciousness to their body over the course of a full post.
After the necessary handseals, the Yamanaka will project a portion of their consciousness at a target at a speed of 5 and a range of 10 meters. If the chakra makes contact with a target and the target has a (Control+Instinct)/2 less than the user's (Control+Instinct)/2, the target will forget whatever they were doing or had planned to do. However, it doesn't prevent future processes.
~Stow Away Mind
After the necessary handseals, the Yamanaka projects their consciousness at a target in at a speed of 5 and a range of 10 meters. The Yamanaka does not attempt to take over the target's body, instead they sit in the background experiencing everything that the target does, causing the target to feel a strange presence while affected. This jutsu only functions properly if the target has a (Control+Instinct)/2 less than the user's (Control+Instinct)/2. Since this does not take control over the target's body, the Yamanaka will not receive any damage that the target receives. Lasts for 4 posts, during which the user's body goes limp.
After performing the hand seals, the Yamanaka sends a portion of their consciousness out at a speed of 5 and a range of 10 meters. If it makes contact with the target, the Yamanaka can insert a single thought into the target's head. Things such as "this is a bad idea", "Don't go in there" and "attack this." The target will be unable to discern where the thought appeared from if they have a (Control+Instinct)/2 less than the user's (Control+Instinct)/2
After preforming the hand seals, the Yamanaka will place their hand upon the head of a willing target, and summon up one of their own memories to be transferred into the target's brain. They can only exchange one memory, and it is a one-way transfer as the user can only transfer one memory and cannot receive any other memory. The target will only receive the visual experience of the memory, and will not feel the physical or mental effects of the memory. After the memory has been transferred the technique ends.
After preforming the hand seals, the Yamanaka will shoot off a piece of their conscious that travels at a speed of 5 at their target. If successful the conscious will begin to overwork the target's senses, and overload it by working their senses double time making them hyper sensitive and susceptible to powerful lights, smells, temperatures, and etc. This technique endures for 3 posts while impending a -3 instinct penalty to the user as they focus overloading the target's conscious.
After performing the hand seals, the Yamanaka sends a portion of their consciousness out at a speed of 5 and a range of 10 meters. If the chakra makes contact with a target and the target has a (Control+Instinct)/2 less than the user's (Control+Instinct)/2, then they will be inflicted with a sharp mental pain that often makes people want to scream swiftly followed by a dull headache that can last for 3 posts.
~Piece of Mind
After performing the hand seals, the Yamanaka sends a portion of their consciousness out at a speed of 5 to a range of 10 meters. If it makes contact with the target, the Yamanaka will elicit a debuff of -3 instinct as they fill a portion of the target's consciousness with blank thought to slow down the target's though process. This causes -3 instinct in the Yamanaka themselves for the duration of the technique. The target will be unable to clear the blank spot if they have a (Control+Instinct)/2 less than the user's (Control+Instinct)/2
~Mind Body Change
After the necessary handseals, the Yamanaka projects their consciousness towards a target with a speed of 10 and a range of 15 meters. If this makes contact, the mind of the victim is forced to watch as the Yamanaka controls their actions. If the target has a (Control+Instinct)/2 more than the user's (Control+Instinct)/2, they can overpower the intruder and force them out of their body. Control allows them to control basic movement. It should be noted that any damage the possessed opponent suffers will be reflected on the Yamanaka's original body. If avoided or resisted, the consciousness takes one post to find its way back to the body. Lasts for 4 posts, during which the user's body goes limp.
~Mind Body Wander
After the necessary handseals, a Yamanaka will anchor their consciousness to an inanimate, chakra-less object. While anchored, the Yamanaka's consciousness must remain within three feet of that object and is capable of seeing and hearing what is going on around them. If said object moves, the Yamanaka will be forced to move with it up to a speed of 10 or take an entire post for the consciousness to find its way back to the body. Lasts for 5 posts, during which the user's body goes limp.
~Communion of Mind with Mind
After the necessary handseals, the Yamanaka projects a portion of their consciousness with a speed of 10 and a range of 15 meters. If this makes contact, the Yamanaka and the target will be able to relay their thoughts to one another. Has a maximum range of 20 meters and only works on a willing target. Lasts for 5 posts, eliciting a -5 to Instinct for the duration.
After the necessary handseals, the Yamanaka projects a portion of their consciousness with a speed of 10 and a range of 15 meters. If this makes contact, the Yamanaka can force the target to conjure thoughts based on a single subject or memory. If the user tries to force the target to think of something they have no knowledge of, the jutsu will have no effect. Only works on the target if they have a (Control+Instinct)/2 less than the user's (Control+Instinct)/2. Lasts for 5 posts, eliciting a -5 Instinct for the duration.
After the necessary handseals, the Yamanaka projects a portion of their consciousness with a speed of 10 and a range of 15 meters. If this makes contact, the Yamanaka can read the target's conscious thoughts. While typically this technique can only be used to learn the target's current thoughts, when used in conjunction with ~Forced Thought, this technique can serve as a valuable interrogation method. Only works if the target has a (Control+Instinct)/2 less than the user's (Control+Instinct)/2. Lasts for 5 posts, eliciting a -5 Instinct for the duration.
After performing the necessary hand seals, the Yamanaka will concentrate and perform a consciousness sweep of the surrounding area by extending a portion of their consciousness out around them at a speed of 10 for 1 post. This pulse will reach out to all minds within a range of 15m of the user, eliciting a debuff of -5 instinct during the post as the Yamanaka will get a quick flare-like reading of every mind it touches. This doesn't do anything to those its reaches out to but it picks up on each mind in the area, essentially giving the user a mind count with a very basic idea of each conscious mind (e.g. If it's a human, animal or spirit mind) and for obvious reasons cannot detect unconscious beings.
After the necessary hand seals, the Yamanaka projects their consciousness towards a target with a speed of 20 and a range of 20 meters. If this makes contact, the mind of the victim is forced to watch as the Yamanaka controls their actions. If the target has a (Control+Instinct)/2 more than the user's (Control+Instinct)/2 they will be able to fight off the Yamanaka's control. Control allows them to control movement, speech, and jutsu control based off the restrictions of the Yamanaka. It should be noted that any damage the possessed opponent suffers will be reflected on the Yamanaka's original body. If avoided or resisted, the consciousness takes one post to find its way back to the body. Lasts for 6 posts, during which the user's body goes limp.
After preforming the necessary hand seals, the Yamanaka places their hand upon the target's head as they pull a memory from the target to visualize and experience. From here the Yamanaka copies the memory for themselves being able to recall it at anytime as if it were their own. However the Yamanaka may be resisted if the target has a (Control+Instinct)/2 less than the user's (Control+Instinct)/2. This will cause a painful disconnection for the Yamanaka as they are yanked out of the target's consciousness.
Forceful Out of Body Experience
After the necessary hand seals, the Yamanaka projects their consciousness towards a target with a speed of 20 and a range of 20 meters. If this makes contact, the victim's own consciousness will be slammed with great force and terror in attempt to push it out of their own body. If the target's (Control+Instinct)/2 is higher than the user's (Control+Instinct)/2, then they can resist the attack but if not then their consciousness will be thrown out of the body 5 meters away and the body will collapse and fall limp. Whilst outside the body the consciousness suffers the same downsides as a Yamanaka that missed and must spend at least 1 post finding its way back to the body, though the sudden ejection can be very overwhelming and confusing the first time it happens which can delay the victim's actions but the consciousness will start to be drawn back to the body naturally after 4 posts.
After performing the necessary hand seals, the Yamanaka will fall limp as they begin to communicate with a large body of people. They will be able to transmit messages to friendlies one way for 2 posts to a number of people equal to 1/2 their stamina. This technique is severely draining, and typically leaves the user unconscious if they have a stamina under 10. If they have a stamina 20 and below it will leave them light headed and tired. If they have a stamina of higher than 20 they will not feel any effects.
After the necessary hand seals, the Yamanaka projects their consciousness towards a target with a speed of 25 and a range of 25 meters. If this makes contact, the mind of the victim is forced to watch as the Yamanaka controls their actions. If the target has a (Control+Instinct)/2 more than the user's (Control+Instinct)/2 they will be able to fight off the Yamanaka's control. Control allows them to control movement, speech, jutsu control based off the restrictions of the Yamanaka, and the ability to see memories. It should be noted that any damage the possessed opponent suffers will be reflected on the Yamanaka's original body. If avoided or resisted, the consciousness takes one post to find its way back to the body. Lasts for 8 posts, during which the user's body goes limp.
*[Sensory Style • Beyond Senses]
Prerequisites: Ninjutsu/Control/Instinct stats of 10
This sensor jutsu is used by shinobi to feel chakra sources within a radius of 25 yards. While this jutsu is fairly helpful in sensing chakra, it is unable to actually pinpoint specific chakras outside of 10 feet. This only gives the Shinobi an idea of how many entities with chakra are present in their general area.
*[Sensory Style • Evaluation]
Prerequisites: Beyond Senses
The sensor will activate their sensory jutsu, and then do an additional set of hand seals. By doing so, the user will be able to compare the “strength” of each source of chakra they are able to sense to each other. The “strength” of the individual is determined by the average of each person’s Stamina, Control and Strength stats. The user can determine who has more chakra strength than others, allowing them to pick out possible risks. This technique is not very reliable as a determining factor, however.
*[Sensory Style • [Target Lock]
Prerequisites: Beyond Senses
The sensor will activate their sensory jutsu, and focus on one source of chakra they can sense. By doing an additional hand seal, and holding said hand seal, the user will be able to continue to sense that source of chakra, even if they are moving around, so long as they are holding the hand seal. If they, or the chakra source, moves out of range, the user will lose track of them.
*[Sensory Style • Flare]
Prerequisites: *[Sensory Style • Beyond Senses]
The sensor will activate their sensory jutsu, and then do a second set of hand seals. For the next 5 posts, any time anyone within the range of their sensory activates a jutsu, the user will see their chakra “flare” momentarily. While they won’t know anything about the jutsu, it will give them a better idea of the battle field.
*[Sensory Style • Gauge: Speed]
Prerequisites: *[Sensory Style • [Target Lock]
After activating Target Lock, the user will do a second series of hand seals, releasing the single seal for target lock, and then recreate it once finishing the series of seals for the technique. Doing so, the user will know their targets speed with a deviation of 3 points. Meaning if their speed is 17, the user will know its within the range of 14 to 20.
*[Sensory Style • Broad Sense]
Prerequisites: *[Sensory Style • Beyond Senses], Ninjutsu/Control/Instinct stats of 20
This jutsu is an extension of [Beyond Senses]. With this jutsu initiated, a sensor can focus on individual chakra signatures to get a precise idea of where their opponents are at up to 25 meters. A general sense of the direction and number of chakra sources can be determined at about 50 meters. It should be noted that this jutsu requires intense concentration, often making the user shut their eyes so they can focus on the jutsu solely. Even with high levels of Chakra Control and Instinct, this jutsu can be mentally taxing as it requires the user to sort through the individual chakra sources in the sensor’s range.
*[Sensory Style • Sense: Genjutsu]
Prerequisites: *[Sensory Style • Beyond Senses]
Once their sensory jutsu is active, the user can do a brief series of hand seals, allowing them to notice any abnormalities indicative of genjutsu in any of the sources of chakra they can sense. This can help them determine who needs to be released and who does not.
*[Sensory Style • Evaluation:Jutsu]
Prerequisites: *[Sensory Style • Flare]
Having used the flare, the user will look out for any flares. Upon noticing one, the user will immediately do a single hand seal, allowing them to determine the affinity, strength, and speed if applicable, and sense where that chakra is going specifically. This means if it’s a projectile, they’ll be able to track and see the projectile in their minds eye. If it’s a fuuinjutsu, they are able to see that a fuuinjutsu is activated, but will not be able to follow the result unless they activate this jutsu again. This jutsu is very effective due to it’s broad mechanic.
*[Ninjutsu • Wall]
After performing the correct hand seals the user causes a thin 3x3 meter flat barrier to form directly in front of them at a speed of 5. This barrier can take a hit of up to 5 strength before shattering, otherwise it lasts for 3 posts.
*[Ninjutsu • Tracking Device]
After performing the correct hand seals the user will coat one of their hairs in chakra. Once this has been done, they will place it on their target. The user can track the exact location of the strand of hair for up to 7 meters. For up to twenty meters out, the user can track a rough location. From then out to 100 meters, the user just gets a general idea of where the opponent is. The chakra in the hair will dissipate at the end of 6 posts.
[Ninjutsu • Barrier Cuffs]
After performing the correct hand seals the user forms a tightly fitting barrier directly around a target's hands directly in front of them, pulling them together until they are fully bound. This barrier forms at a speed of 4 and has a strength of 6, binding tightly against the target's hands in attempt to prevent their use. If not broken, the barrier lasts up to 3 posts before fading away.
[Ninjutsu • Mini Shot]
After performing the correct hand seals the user forms a small pebble sized ball of chakra in the palm of their hand which then launches out at 5 speed in whatever direction they are aiming with their hand, flying up to 5m away and striking with 5 strength.
[Ninjutsu • Mini Slam]
After performing the correct hand seals the user forms a small tennis ball sized ball of chakra in the palm of their hand which can be slammed into the opponent with 5 strength worth of force. This ball fades away after 3 posts if it doesn't hit anything.
*[Ninjutsu • Barrier]
After performing the correct hand seals the user forms a 10m3 barrier around a target up to 10m away from their position. The barrier forms at a speed of 12, has a strength of 8, and lasts 4 posts before fading away.
*[Ninjutsu • Binding]
After performing the correct hand seals the user will focus chakra into a rope, wire, or a similar object in their possession. The object will then lash out at a target at a speed of 10 for up to 15 meters attempting to then coil around them and bind them. After coiling around the target, the chakra will cause the object to harden to a strength of 10. After 4 posts the chakra will run out and the bind will break.
[Ninjutsu • Barrier Lockdown]
After performing the correct hand seals the user forms a tightly fitting barrier directly around a target up to 5m away from their position. This barrier forms at a speed of 6, has a strength of 14 and lasts 4 posts before fading. During this time the barrier tightly compresses against the target's body in attempt to completely bind them, leaving only the head free.
[Ninjutsu • Shot]
After performing the correct hand seals the user forms a pebble sized ball of chakra in the palm of their hand which then launches out at 10 speed in whatever direction they are aiming with their hand, flying up to 10m away and striking with 10 strength.
[Ninjutsu • Slam]
After performing the correct hand seals the user forms a tennis ball sized ball of chakra in the palm of their hand which can be slammed into the opponent with 10 strength worth of force. This ball fades away after 4 posts if it doesn't hit anything.
[Ninjutsu • Turbo Shot]
After performing the correct hand seals the user forms a pebble sized ball of chakra in the palm of their hand which then launches out at 20 speed in whatever direction they are aiming with their hand, flying up to 10m away and striking with 20 strength.
[Ninjutsu • Turbo Slam]
After performing the correct hand seals the user forms a tennis ball sized ball of chakra in the palm of their hand which can be slammed into the opponent with 20 strength worth of force. This ball fades away after 4 posts if it doesn't hit anything
*[Ninjutsu • Rattrap]
After performing the correct hand seals the user will imbue an item with their chakra that is no larger than a basketball. The next thing to touch the object within 3 posts will feel the chakra lurch off the object, shocking their body and overwhelming them. For those with less than 20 strength they will find themselves immobile for the next 5 posts. If the target that touches the object has 20 or higher strength, they will find themselves unaffected.
*[Ninjutsu • Iron Walls Barrier]
After performing the correct hand seals the user forms a 10m3 barrier around a target up to 10m away from their position. The barrier forms at a speed of 22, has a strength of 18, and lasts 4 posts before fading away.
*Fuuinjutsu • Tool Storage
D-Rank Storage Fuuinjutsu
After drawing a seal formula on a surface, appropriate in size to the weapon being sealed but no larger than 3x9 inches, the user forms the needed hand seals then may place as many of that singular object into the scroll as desired. When done, the user performs another set of hand seals and touches the seal closing it off as the seal condenses to the shape of the object stored. This seal is the only known sealing applications that allows depth storage and unfortunately this cannot be done at larger sizes. Tools can only be released at a maximum of 10 at a time, and are released with zero force.
*Fuuinjutsu • Explosive Tag
D-Rank Force Fuuinjutsu
After drawing an 2x5 inch seal formula on a surface the user forms the needed hand seals then touches the seal, arming it with their chakra. Upon being kai'd, the tag releases it's stored energy as a D-Rank Explosion of concussive force outward from itself.
*Fuuinjutsu • Tattoo
D-Rank Storage Fuuinjutsu
Developed for clandestine operations originally, instead of using ink and paper, the user draws a seal onto their body the size of the item they are sealing into their body. Upon doing a set of hand seals, the user then slides the item into the tattoo and performs a second seal, causing the seal to go dormant. When kai'd the seal releases the stored item.
*Fuuinjutsu • Air Seal
D-Rank Charge Fuuinjutsu
A truly unique move in that it can be used alongside other Fuuinjutsu, by channeling into their finger as they draw in the air directly in front of them, the user releases raw chakra the lingers for a small amount of time, allowing it to be used as a seal formula. This technique consumes chakra equal to the cost of the technique.
*Fuuinjutsu • Barrier Trap
D-Rank Charge Fuuinjutsu
After placing four exploding tags in a 10 meter radius, the user draws a line connecting each of the tags. When kai'd, all the tags are set off simultaneously.
*Fuuinjutsu • Four Seal Barrier Formation
C-Rank Charge Fuuinjutsu
After drawing 4 approximately 2x5 inch surfaces, the user forms a set of hand seals arming the tags. When finished, they will place the tags into a square formation up to 15x15 meters in size. After setting the seals in their desired locations, the user may kai any one of the seals at anytime to activate the jutsu, causing a barrier the size of the formation to pop up around the area in-between at a speed of 8. The barrier has a strength of 12.
*Fuuinjutsu • Secret Seal
C-Rank Augment Fuuinjutsu
After drawing an approximately 1x2 inch seal formula on a targets tongue, the user will chant off a list of words then after forming the needed hand seals touches the seal to activate it. As long as the seal remains on the targets tongue, their ability to speak those words is removed.
*Fuuinjutsu • Endure
C-Rank Augment Fuuinjutsu
By doing the needed hand seals, the ninja inscribes the fuuinjutsu onto a surface (non-organic). This seal releases chakra into the structure, strengthening it to a durability of 10. If the object is stronger than 10, there is no effect. This effect persists as long as the seal does, or the item is intact.
*Fuuinjutsu • Large Storage
B-Rank Storage Fuuinjutsu
After drawing a seal formula on a surface, up to 7x7 meters in size the user forms the needed hand seals and stores one singular object within the scroll. When done, the user performs another set of hand seals and touches the seal closing it off as the seal condenses to the shape of the object stored. In order to retrieve any stored objects a separate technique is required.
*Fuuinjutsu • Iron Binding Seal
B-Rank Charge Fuuinjutsu
Prerequisite: *Four Seal Barrier Formation
After drawing a seal formula on a surface 2 meters diameter in size, the seal is then placed in the center of a Four Seal Barrier Formation. The user then forms the needed hand seals and touches the seal with their hand arming it. If anything trips the barrier, it will trigger this seal formula to grow and shoot off of it's surface at a speed of 20 in a 10 meter radius. If the seals happen to catch anything, the seals will sprawl onto it locking it down and still at a strength of 20. Unfortunately, after three posts the seal runs out of energy and fades allowing the target to move once more.
Akemino was of the mind that the will of fire meant the whole family should be well connected as a strong and happy family, so growing up meant constant visits with various aunties, uncle and grandparents which included his own dad's even sterner and strict dad Inoryuunosuke aka the Legendary Dragon Swine. Such a grand nickname was a bit over the top really, mostly people messing with the man's name and its double animal meaning but he was one of the top mind torturers back in his day.
Though brought up and taught sternly by a pair strict pillars, Ake and her own flirty mother, Airino, also made sure to nourish the boy with love and made sure he stayed kind and had a more gentle side. Along with the overall large family connection this got Nao to grow up with a good sympathetic and empathetic nature, whilst the sternness made sure he could also distance himself from other if need be and in fact he would often find himself daydreaming to sometimes avoid the strict nature his dad and granddad.
Soon enough Naoyukino found his way into the academy and like always he was part of that year's Yamanaka blooming festival where he was gifted with so many things, way more than he could ever need thanks to his tight connection with the rest of his family but most of all he was granted access to the true knowledge of the Yamanaka.
It was also around this time when his parents decided it was now fine to expand the family even further and as such a younger brother was born about 9 months after he started the academy, though it was a little scary for awhile as the birth caused excessive bleeding inside Akemino but the medical skill of the Konohagakure doctors managed to save her. This little brother was hence named Kenshino, a fusion of the family tradition and the hope for his mother's life.
The academy years where kind of odd with his dreamy like nature sometimes getting him in trouble and him getting the care of his mother but strict response of his father, which became even more odd with his new brother to look after. In the end he became an overall kind-hearted type person but took his dad and granddad's teachings to try and be able to steel himself when the time called for it and he didn't do half bad through the academy and even managed to pass at age 12.
Upon graduating the academy and becoming a genin his uncle who was known to use his Yamanaka skills with animals managed to procure the boy a grey congo parrot egg, which delighted the boy very much and pushed him with confidence to watch over it and help it hatch and then eventually help it grow up himself.
Looking after a pet parrot from an egg was quite the responsibility but his parents where fine with it thanks to skills learned from helping look after his little brother, who was now about ready to join the academy himself. Also the mix of his loving nature and strictness learned form his parents aided in perfectly training the parrot, henceforth known as Sayuri.
Once Sayuri was herself old enough, Naoyukino started teaching her many tricks and how to even fight so that she could become a proper ninja's companion and join him on proper missions. The bird's vocal range and intelligence made her the perfect fit for a Yamanaka but also she seemed interested in the world of genjutsu and so Nao even started to train her in that the best he could.
Of course there was also his genin team which consisted of the typical Ino-Shika-Cho formation with each of their parents acting almost like a group of sensei, teaching them what it means to form such a team, though in the end their real sensei was a Special Jounin woman who had great skill in working with specialized teams.
It was a couple of years before the young Yamanaka decided to take part in the chuunin exams, feeling it was only fair to do them when both he and Sayuri where ready and ready they where. Naoyukino was placed in a relatively new but typical Ino-Shika-Cho team by time since their old Cho went on ahead instead of waiting. The group ended up in a fight versus two chuunin instead of just one but really seemed to ace it with the extra help of Sayuri, though the true star was probably the Nara who had such amazing and precise control of his shadows not that it stopped the other two showing off their own skill.
Over the past couple of years as a Chuunin Naoyukino really started to grow into his own and by this time even started to flourish the flirting skills he seemed to pick up from Airino, though he also trained his own skills as a ninja well too. As a chuunin he not only started to really push his capability as a Yamanaka as he trained to further his ranking but also started to venture into other branches of jutsu, really starting to understand how he seemed to have a knack for ninpou.