Clan Name: Ketsueki no Sera
Village: None.
Element Affinity: Water
Description of Clan:
Physical Appearance: Those of the Ketsueki bloodline bear a mark on their chests, a spiraling design of veins, starting over the heart in black and gradually lightening to match the tone of the skin as they branch out. Also those of the Bloodline Branch Genzon Oboe are born with two spiraling designs starting from their temples and twining to meet on the forehead like a cornet.
History:When Sera was a child she was good friends with the Kyuubi Host who was a Chunin of Kirigakure while she was a Genin, most people feared him for his power, but she judged him on his actions rather then his potential for destruction. He was her first love and when he left without a word she was heart broken, but she recovered. Shortly after Sera was appointed as a Chunin she was made an Oinin for her excellent skills a tracker, derived from her, still secret, bloodline techniques. She was informed one of the top targets to be hunted and returned to the village alive or dead was Edric, the Kyuubi host who had been declared rogue. Sera found her faith in her medical skills wavering as well as her faith in her village for how strict it was with it's people. After she passed her Jounin Exams she went traveling to Amegakure taking on the false name of Belladonna Ketsueki, lest her association with one of the Five Great Villages endanger her life. She met Sunsan there and when word reached her that the Mizukage had gone missing she returned post haste to her village with a better understanding that a strong front for a village protected it's people from being run down by those who would see the land only as a monetary gain, as they had in Amegakure. She was elected as a canidate for Kage by the council and shorly after they discovered the great shinobi pair who had been gaining quite the reputation in Amegakure and the surrounding areas, the "Lady Belladonna" and her companion were actually Sera and her companion Sunsan, she was elected as Mizukage.

At Airi's parents' wedding an old friend appeared, Edric, coming long after anyone recognized him he danced with his childhood friend at her wedding, bringing with him his then ward, Sumire Miyake. They were greeted warmly and in the glow of the festivities none questioned them since they were clearly friends of the bride, and approved by the Mizukage all in one. After the wedding three months passed before the attack in which Sera was captured and Sunsan was presumed dead. A year later a young girl named Hoshi, after reading the journals Sera had kept since she was a young girl, left the village to retrieve the Mizukage's memories from her blood. When Hoshi reached the Mizukage's body however she found it in a state of stasis, mostly dead but able to be revived, she sacrificed her life to revive the Mizukage's blood which in turn restored her body.

Sera then returned to Kirigakure and took over as Mizukage once more, leaving the Nidai Mizukage, Mbizi Lara to turn to his own pursuits and reunite the Mist's Seven Swordsmen. Weeks later when rumors of the Shodai Mizukage's revival spread many came to her seeking miracle healings, for ailments all others had deemed hopeless; among those who came was a young man who had lost his memory and was slowly dying of a wasting disease no one seemed to recognize and more healing, chakra or otherwise seemed able to cure. He came before the Mizukage and was given both a cure: a transfusion of her blood long overdue, but his memories as well, as his wife returned their time together to his mind.

During an excursion to the Land of Snow for a rare flower for her garden Sera encountered the Nibi, already weakened by the cold, the demon still managed to bring Sera to within an inch of her life before she managed to weaken it enough to seal. But in that state of near death, the child within her was dying and needed power to survive, power Sera did not have that she could give, so instead Sera sealed the spirit of the Nibi to the unborn child using her Bloodline limit technique Blood Script in combination with the Demon's Sealing Technique. The Demon's power bolstered the child's drained life chakra and became strangely attached to the infant, and when she was born the seal weakened and the demon almost broke free but it was contained.

Airi's mother, Sera, was born to two bloodline limited parents (Hyuuga and Fuuma) but she herself bore neither bloodline, instead over the course of her young life she trained her body and her chakra and at Chunin she was finally able to develop Academy and Genin level bloodline techniques based on the alteration she had done to her own body. Airi's father, Sunsan, bore a mutation of the Accursed bloodline which gave him astonishing powers but also killed his body by being the vessel of such power. Transfusions of Sera's blood helped counteract the side effects of Sunsan's bloodline and he became the only one able to care for Sera when she was wounded, because Sera's blood burned all those who touched it, other then those who bore the same blood, and he kept a high enough concentration of her blood in his veins from the transfusions it didn't burn him.

Airi as a child learned quickly how to manipulate chakra since the circulation of chakra rich blood within the womb she had resided in for nine months had made the flow second nature to her senses. Growing up with the Nibi was a difficult task for such a young child and made more difficult by her selective training. Sera would not allow Airi to attend the Academy with the rest of the students because she began what would have been a comparable level of study when she was barely a year old, and after that to have allowed Airi to join the children her age in training would have been inappropriate considering the power differential in both raw strength and finesse. At five years Airi decided to take herself to the Academy and see if they would let her in, since her mother had not taken Airi to be enrolled as the parent's of Airi's friends had. The Instructor at the Academy when Airi arrived knew the Mizukage's daughter on sight but was shocked by the level of proficiency in such a young child. Acting as sponsor the Instructor took and enrolled Airi in the Chunin Exams which were just then beginning, She had been instructed by her mother never to use her bloodline outside of training since it required shedding blood and Sera was concerned excessive bloodloss and possible anemia might damage her physical development; so Sera always transfused her blood into Airi after ever lesson to avoid this effects. Airi did extremely well in the earlier stages of the Exam, both on knowledge and ingenuity but during the one on one fights she faltered, most of her directly combative techniques were bloodline limited. After losing her first fight of the tournament her mother came down to see her, not exactly thrilled that her daughter was competing but certainly proud of her thus far success. Sera gave Airi permission to use her bloodline techniques and wished her luck in the next fight. While she did not win the tournament she came close and qualified to be promoted to Chunin.

[Insert Dramatic Event That Destroyed the Demons]

Due to the Ketsueki's super human ability to heal, Airi unlike many of the Demon Hosts survived the horror, but she wanted no more part in the shinobi world. Mourning the passing of her parents, she fled to Rice Country and made a life there, working as a traveling medic, and using the knowledge her mother had passed to her of chakra-less healing techniques and herbs. But occasionally when she could do so without being overt, she used her bloodline to save those basic healing alone would not have helped. After she had been traveling for a few years, she had gathered quite a reputation since her skills were superb and yet she asked so little in return for her healings many folks of poorer means were able to get the medical attention they might not otherwise have been able. Several nobles attempted to persuade her to make their district home, but she continued to wander until after five years the Daimyo called her to his home. He as many before him intended to persuade her to set down roots and serve both him and his court, but as before she politely refused. But there was another who caught her, and offered such a sweet trap she hesitated to refuse; a young noble man asked what wages had been offered to Airi, and at her answer addressed the Daimyo. He proposed that medic of each district be offered a portion of those wages to travel for one season out of the year to help the people at no cost, and that medics in training be obligated to make a year of such rounds as a part of their training before they could become fully accredited. That would allow not only the people to continue to get the care she had given them, but more, since there would be many healers available rather then simply herself. The Daimyo saw the hesitation in Airi as she looked at the young nobleman and immediately declared that if she would stay he would do just that. Airi yielded at last and agreed to serve the Daimyo and Court so long as such measures were maintained. The young nobleman, it turned out was the Daimyo's b*****d son from before his assent to Warlord, and a months after she joined the court, they were wed; much to the Daimyo's delight. At the announcement of their first born child, a strong son, the Daimyo declared Airi's husband his heir, since he had no legitimate children, and he approved of both his son's wife and the fact he alone, among the Daimyo's progeny had produced a male heir.

Airi's youngest daughter, the youngest of a pair of twins, left the Samurai life her mother and siblings had settled into and fallen in love with and married a wandering warrior.

(I will be adding to the history as I write it, but it will not effect the current state of it. Justs further details about the generations between Sera and Ikari)

Thrirty-one generations seperate Ikari from Sera. Seeing as the Ketsueki bloodline can be learned (like a clan) as well as naturally inherited by blood, there might be others of the bloodline who learned from the far flung generations but none of the blood descendants remain, making Ikari both the last of the Genzon Oboe as well as those who relate back to Sera in any way.

Habits and Social Structure: Among the Ketsueki bloodline the closer the bloodline is to the original the higher the rank is considered; and within that 'generation' blood trumps marriage which in is held in higher regard then training. As an example, a student of a 16th generation Ketuseki, would be held in higher regard then the husband of a 17th generation Ketsueki. The only exception to this structure being the Genzon Oboe; among the 'Living Memory' the most recent generation is revered for the sake of having the vastest reaching memory.
Quirks and Special Features: Sera drained her power at the end of a day and storing it in her blood she wished to optimize her body's ability to regenerate chakra by draining it at the end of a day. Sera formed her meditation around the beat of her heart and over time shifted her chakra flows to overlay her blood circulatory system, as the chakra flows were drawn to the chakra already in her blood.

Spilled blood then allows the user to access the chakra stored within the blood that has gradually built over time with exposure to the chakra circulatory system. But regardless of healed damage, blood-loss has to be recouped outside of battle with the exception of techniques that allow reclaiming of blood. Damage due to blood-loss still applies, in the formal fashion, but damage from chakra withdrawal due to Ketsueki blood-loss is an additional handicap.

Bloodloss Chart:
1000/1000 Units
-Peak Condition (100% Chakra available)

900/1000 Units
-Mild Fatigue (115% Chakra available)

800/1000 Units
-Exhaustion & Increased Appetite [2x] (130% Chakra available)

750/1000 Units
-Unconsciousness following cessation of adrenaline flow.

700/1000 Units
-Vision blurs. Accuracy drops to 80%, 1/5 chance of missing target, but the technique is still activated. [roll percentiles] (145% Chakra available)

600/1000 Units
-Reaction Time drops to 80% [roll percentiles], 1/5 chance of being unable to dodge. Must be rerolled every time a dodge is attempted. (190% Chakra available)

500/1000 Units
-Concentration drops to 80% [roll percentiles], 1/5 chance using the chakra but being unable to for the technique's result. Must be rerolled every time a dodge is attempted. (205% Chakra available)

400/1000 Units
-Vision, Reaction Time, and Concentration drop to 60%. (220% Chakra available)

300/1000 Units
-Vision, Reaction Time, and Concentration drop to 40%. Body ceases to function. (235% Chakra available)

200/1000 Units
-Vision, Reaction Time, and Concentration drop to 20%. No chance of survival. Mind and Body cease to function. (250% Chakra available)

100/1000 Units
-Mind and Body collapse. 1 shot. 50% chance of concentration, followed by 50% chance of properly aiming followed by the immediate death of the user. Target receives a 50% chance to dodge. (265% Chakra available)

The Ketsueki bloodline can be learned by those not born to it but daily practice is required to begin altering the person's body to the bloodline's specifications. At Chunin the first E-Ranked bloodline techniques can be learned; at Jounin D-Ranked and C-Ranked techniques become applicable and at Sennin bloodline techniques share the same learnable spread as standard bloodline distribution. Children of a Ketsueki mother, inherit the bloodline and can begin training with techniques becoming available at the standard times. Those children with a Ketsueki father, are set back a rank in the learning curve since their body is given the predisposition of genetics but not the exemption of training, gestation in a Ketsueki mother's womb would have provided; they also do not gain the F-Ranked skills unless they train everyday until Chunin Rank.

Any chakra and/or memories stored in blood are destroyed when they come into contact with fire.


In game Stats: STR -2,
DEX +2
WIS -2
CON +2

Because of the chakra present in the blood and it's easy access to internal damages, Ketsueki's healing is not only more rapid but stands a far smaller chance of infection since the blood will burn it out with the inherent chakra. But the loss of blood, more then the damage it would normally do, puts the tissues into a hypotonic state in regards to chakra saturation, and hinder the natural healing process to the point it may even reverse it.

At 1000/1000 Blood Units 200% Healing Rate
At 900/1000 Blood Units 160% Healing Rate
At 800/1000 Blood Units 120% Healing Rate
At 750/1000 Blood Units 100% Healing Rate
At 700/1000 Blood Units 80% Healing Rate
At 600/1000 Blood Units 40% Healing Rate
At 500/1000 Blood Units 0% Healing Rate
At 400/1000 Blood Units -40% Healing Rate (40% of the rate at which the Ketsueki would heal if at a standard healing rate is added on in damage. And this continues being added every turn until the blood is replaced or the Ketsueki dies.)
At 300/1000 Blood Units -80% Healing Rate
At 200/1000 Blood Units -120% Healing Rate
At 100/1000 Blood Units -160% Healing Rate (Anything less then 100 Units of blood results in the irrefutable death of the Ketsueki with no chance of revival. This includes techniques that would normally be capable of such.)

Technique List:
Name: Blood Pathing
Description: Those of the bloodline merely need a moment of concentration to judge the exact levels of how much blood remains, how much chakra is inherent in it and if there is any damage in the body.
Rank: F-Rank (Inborn Technique of Born-Ketsueki or Adopted Traits of Fully Trained Ketsueki)
Cp Cost: 0 Cp
Attack Turns: 0
Reflex DC: None
Damage: None
Requirements: Bloodline Limit
Training: 0 stages.
Special:
Owner: Reservoir of Memory

Name: Natural Defense
Description: The blood of Ketsueki users is exceptionally resistant to any blood-borne pathogens and toxins, only those of nearly double a fatal dosage will effect the user, but the defense draws on chakra in the blood to eliminate the threat. It is a reflexive action and takes no conscious thought on the user's behalf.
Rank: F-Rank (Inborn Technique of Born-Ketsueki or Adopted Traits of Fully Trained Ketsueki)
Cp Cost: 1 chakra/level of poison/round (for 3 rounds)
Attack Turns: 0
Reflex DC: Instant
Damage: None
Requirements: Bloodline Limit
Training: 0 stages.
Special:
Owner: Reservoir of Memory

Name: Blood Burn
Description: Ketsueki blood, from birth, will burn those who do not have chakra under their control equal to that of the bearer of the blood. The burn is mild even if the difference is great but it takes a while to heal and more often then not, if not treated by a Ketsueki healer it will leave a scar.
Rank: F-Rank (Inborn Technique of Born-Ketsueki or Adopted Traits of Fully Trained Ketsueki)
Cp Cost: 0 Cp
Attack Turns: 0
Reflex DC: None
Damage: .25 Hp per inch squared of contacted surface area
Requirements: Bloodline Limit
Training: 0 stages.
Special: Scars if not treated by a Ketsueki who can remove the blood from the skin and then heal it.
Owner: Reservoir of Memory

Name: Energy Shot
Description: If a Ketsueki drinks their own blood, if by accident or on purpose, it acts as quick acess to that chakra. User gains chakra equal to the volume of blood consumed.
Rank: F-Rank (Inborn Technique of Born-Ketsueki or Adopted Traits of Fully Trained Ketsueki)
Cp Cost: 0
Attack Turns: 0
Reflex DC: None
Damage: 0
Requirements: Bloodline Limit
Training: 0 stages.
Special: None.
Owner: Reservoir of Memory

Name: Like Calls to Like
Description: Ketsueki's are aware of other Ketsueki blood nearby, be it still in a person, in a blood pool, or even faint traces remaining from an internal injury. The older or the smaller the bloodstain the fainter the feeling. There is no way to block or hide this awareness.
Rank: F-Rank (Inborn Technique of Born-Ketsueki or Adopted Traits of Fully Trained Ketsueki)
Cp Cost: 0
Attack Turns: 0
Reflex DC: None.
Damage: 0
Requirements: Bloodline Limit
Training: 0 stages.
Special: None.
Owner: Reservoir of Memory

Name: Temperature Control
Description: With minute uses of power the blood in a user's body can be warmed or cooled, over the entire body or restricted to certain parts like the hands for medical massage.
Rank: E-Ranked
Cp Cost: 3 Cp (whole body)/ 1 Cp (region)
Attack Turns: 1
Reflex DC: None.
Damage: 0
Requirements: Bloodline Limit, Chakra Control 5
Training: 1 stages.
Stage I: [Chakra Control] DC 15, Starting with liquids outside the body mixed with a drop of blood to effect temperature, the user then begins subtle shifts of temperature to counter environmental effects.
Special: None.
Owner: Reservoir of Memory

Name: Blood Sense
Description: Once basic chakra training and control begins Ketsueki learn to expand their blood awareness beyound just their Bloodline. They come to sense bruises, internal bleeding and circulatory anomalies more easily.
Rank: E-Ranked
Cp Cost: 3 Cp
Attack Turns: 1
Reflex DC: None.
Damage: 0
Requirements: Bloodline Limit, Chakra Control 6, Blood Pathing (Bloodline Limit Technique [F-Ranked]), Visual Contact
Training: 2 stages.
Stage I: [WIS] DC 16, The User must train with Blood Pathing to understand the 'feel' and awareness of damages and particular wounds. [3 successful checks.]
Stage II: [WIS] DC 18, The User must train with reading another person's injuries by feeling for deviations in flow of blood or pools as such that might denote old bruises no longer colored or visible. [5 successful checks]
Special: None.
Owner: Reservoir of Memory

Name: Renewal
Description: Renewal is a long series of handsigns that accelerate the body's ability to regenerate blood while being proformed, but this can also wear out the body physically and should be used sparingly.
Rank: E-Ranked
Cp Cost: 10Cp/100 Units of Blood
Attack Turns: 1 (Non-Combat ONLY)
Reflex DC: None.
Damage: None.
Requirements: Bloodline Limit, Chakra Control 5, CON 9
Training: 1 stages.
Stage I: [CON] DC 20, A meditative state in which control is turned inward to maximize the body's peak capabilities by accelerating them with chakra.
Special: None.
Owner: Reservoir of Memory

Name: Hardened Strike
Description: Once activated the blood will harden in the fist making the punch as if made by a rock, the jutsu has a short duration however since the hand will eventually begin to go numb (which might be helpful) but after a few minutes the tissue will begin to die from lack of circulation. (Lasts 45 seconds.)
Rank: E-Ranked
Cp Cost: 10 Cp
Attack Turns: 0 turns to activate/ 1 turn duration
Reflex DC: None.
Damage: 2x standard punch
Requirements: Bloodline Limit, Chakra Control 5, STR 10
Training: 2 stages.
Stage I: [STR] DC 20, The User must train the focus of hardening the blood in just the hand and then releasing the control to allow blood to circulate once more.
Stage I: [STR] DC 25, The User must train the focus of hardening the blood in the instant before the strike lands and then releasing once contact and initial damage has been done.
Special: None.
Owner: Reservoir of Memory

Name: Heart Heat
Description: By warming the heart and surrounding area slightly, it speads warmth with every beat to both the surface and internal aspects of the body, the extra heat lasts only so long as the hand sign is maintained.
Rank: E-Ranked
Cp Cost: 2 Cp/round
Attack Turns: 0 turns to activate/ 2 turn duration (max)
Reflex DC: None.
Damage: 0
Requirements: Bloodline Limit, Chakra Control 5
Training: 1 stages.
Stage I: [Chakra Control] DC X, Chakra is used to ever so gently raise the temperature of the tissues of the heart and sourrounding blood vessels to effect the blood being pumped through.
Special: Excellent countermeasure to hypothermia and damaged from cold.
Owner: Reservoir of Memory

Name: Patch
Description: Ketsuekis by having an extreme control over their blood can harden it in an instant over a wound, clotting without losing a single unnecessary drop of blood, as well as hardening to harder then a scab, allowing for further protection for the wound. (Cannot cover more then 2" sq. of surface area)
Rank: E-Ranked
Cp Cost: 2 Cp
Attack Turns: 0 turns to activate/ 3 week duration (max)
Reflex DC: None.
Damage: None.
Requirements: Bloodline Limit, Chakra Control 6
Training: 1 stages.
Stage I: [Chakra Control] DC 17, The User practices hardening blood.
Special: Ceases damage due to bloodloss.
Owner: Reservoir of Memory

Name: Blood Needles
Description: The user can through a series of hand signals, use blood from within their own system to form slim, razor sharp, needle-shaped projectiles, or they can use their own blood that has fallen. After a minute the needles melt back into a liquid form.
Rank: D-Ranked
Cp Cost: 5 Cp/dozen
Attack Turns: 1
Reflex DC: Reflex Save
Damage: 2 + DEX mod
Requirements: Bloodline Limit, Chakra Control 6, DEX 10,
Training: 2 stages.
Stage I: [Chakra Control] DC 17, The User must learn to focus the chakra outside their body to form the needles.
Stage II: [DEX] DC 21, The needles, similar to senbon but mush smaller can be thrown, and the motion to be able to aim and successfully have the needles reach their target requires practice and patience.
Special: The needles dissolve back into liquid form after making the maximum contact they can with the surface they were thrown at.
Owner: Reservoir of Memory

Name: Poisonous Blood
Description: A series of hand signs can activiate the latent chakra held within their blood and any body containing even a drop of Ketsueki blood will find that drop reacting violently and causing anywhere from a slight discomfort to vomit enducing pain, depending on the volume contained within the target.
Rank: D-Ranked
Cp Cost: 5 Cp
Attack Turns: 1
Reflex DC: None.
Damage: [0 Hp damage] [1/4 MHp/Unit of Blood from pain]
Requirements: Bloodline Limit, Chakra Control 10
Training: 2 stages.
Stage I: [WIS] DC 8, The User must focus their mind on becoming aware of every drop of their blood within the activation range of 40'.
Stage II: [Chakra Control] DC 21, The User must learn to focus on the force of the power being activated in the blood, limited to the target they intend to cause harm to.
Special: None.
Owner: Reservoir of Memory

Name: Detox
Description: Once releasing their blood into another person's system they can activate it to seek, and sourround the poison within the blood stream and then with another manipulation the blood containing the poison can be drawn out through any open wound.
Rank: D-Ranked
Cp Cost: 10 Cp
Attack Turns: 1 round to Detox/ 2 Rounds the Poison has been circulating in the target
Reflex DC: None.
Damage: None.
Requirements: Bloodline Limit, Chakra Control 6,
Training: 2 stages.
Stage I: [Chakra Control] DC 18, The User learns to surround the toxin or anomaly in the blood stream with the blood they have inserted into the target.
Stage I: [Chakra Control] DC 22, The User learns to maintain their blood's hold on the toxin on the molecular level, as the blood is carefully withdrawn from the wound.
Special: Removes Poison from the target.
Owner: Reservoir of Memory

Name: Hardened Form
Description: Requiring first a mastery of Hardened Strike, Hardened Form is a more advanced technique allowing the body to harden when in close proximity to another blood, so the blood is only hard the moment before impact with another body. The hardening will eventually wear down the body but depending on the rate of strikes it will take a long time.
Rank: D-Ranked
Cp Cost: 5 Cp/ round activated + 1 Cp/ strike
Attack Turns: 1 turn to activate
Reflex DC: None.
Damage: 2x normal strike damage
Requirements: Bloodline Limit, STR 12, Hardened Strike, Chakra Control 15
Training: 3 stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Stage II: [Skill/Stat] DC X, Description of stage.
Stage III: [Skill/Stat] DC X, Description of stage.
Special: This technique will continue until the User loses consciousness unless intentionally deactivated. After the 20th strike every strike causes damage to the user (i.e. 21st strike is -1Hp, 22nd strike is -2 Hp, 23rd strike is -4 Hp, etc.)
Owner: Reservoir of Memory

Name: Regenerative Sleep
Description: By slipping into a special meditative state users can increase their blood production to 100 Units rebuilt/hour, the technique lasts a maximum of 6 hours and gives no real rest. Upon awakening the user will be ravenous their body having used concentrated amounts of energy to rebuild the blood.
Rank: D-Ranked
Cp Cost: 10 Cp/hour
Attack Turns: None.
Reflex DC: None.
Damage: None.
Requirements: Bloodline Limit,
Training: 1 stages.
Stage I: [Chakra Control] DC 15, The User must focus entirely on the marrow of their bones to rapidly increase their production.
Special: The number of hours is decided before the sleep is begun, and until that number is complete anything can be done to the User without breaking Regenerative Sleep, the only exception being bloodloss, food must be consumed upon waking or the stomach will begin making noises loud enough to hinder sneak checks.
Owner: Reservoir of Memory

Name: Warrior of the Fallen
Description: A series of hand signs activates all the Ketsueki blood on the feild and causes it to join and create a clone, starting with the outward form and thickening the 'shell' depending on how much blood is available.
Rank: C-Ranked
Cp Cost: 15 Cp
Attack Turns: 1 full turn, and half the action of a 2nd turn.
Reflex DC: None.
Damage: None.
Requirements: Bloodline Limit, Water Clone Jutsu, Chakra Control 17, WIS 11, requires a minimum 100 Units of Ketsueki Blood on the field, and minimum of 250 total Units of blood on the Field.
Training: 3 stages.
Stage I: [WIS] DC 21, The User learns to read the amount of blood on the field to be sure the technique can be performed.
Stage II: [Chakra Control] DC 23, The User learns to gather the blood into the shape of the clone.
Stage III: [Chakra Control] DC 25, The User learns to imbues the clone with the ability to reform the basic shape if hit with physical attacks.
Special: Basic taijutsu attacks will not destroy the clone because the blood will simply reform after the erring limb is removed.
Owner: Reservoir of Memory

Name: Blood Blade
Description: Ketsueki blood on the field can be summoned to the user with a series of hands signs, and hardened into a blade that was designed, to it's users ideals.
Rank: D-Ranked
Cp Cost: 10 Cp
Attack Turns: 1 Full Action
Reflex DC: Depends on the blade formed.
Damage: Depends on the blade formed.
Requirements: Bloodline Limit, Chakra Control 15, WIS 11, requires a minimum 75 Units of Ketsueki Blood on the field,
Training: 3 stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Stage II: [Skill/Stat] DC X, Description of stage.
Stage III: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Technique List:
Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:

Name:
Description:
Rank:
Cp Cost:
Attack Turns:
Reflex DC:
Damage:
Requirements:
Training: X stages.
Stage I: [Skill/Stat] DC X, Description of stage.
Special:
Owner:
Owner: Reservoir of Memory

Personal Checks:
The Sensibility Test: Check, there is a well thought out back story and history reaching all the way back to it's founding. And the bloodline does not include pink fluffy bunnies or butt faced monkeys.
The Science Test: The basis upon which the technique is based starts with the assumption that chakra flows like other systems of the body are movable and vary from person to person, if my only a slight margin. This then follows the laws of natural progression and evolution in which the body is trained to it's peak capabilities and in the next generation, the body retains a greater shift toward the train deviation then other bloodlines. This continues until the shift is a genetic trait. The chaka bonding to blood is also a self-procreating cycle if one assumes the changes begin during gestation.
The Canon Test: Correct me if I am wrong, because I am not completely up to date on the manga and I don't watch the anime, but there is no Canon bloodline or technique similar to this to support it, but there is nothing close enough to disprove it, and all above mentioned criteria fit well within the limited levels of chakra description that we have been given thus far in the manga, excluding the deviations available with Bijuus' chakra interference.
Balancing: Great range of techniques available, but with a singular, limited medium. Massive amounts of power available, every use, no matter how small carries with it danger of death.