Alright, here's my shot at making Wakahisa Noburi. Or maybe the female character; it makes no difference to me. Since we don't need a full character sheet I'm skipping putting down any hard numbers.

[] Patchwork man.

Bloodline: Patchwork Man. This lets him transplant limbs and organs, but he can't use the chakra. Body parts start out strong, then slowly rot inside him. He is immune to all rot, never gets sick from rotting meat or the like. If wounded, he clots instantly and never bleeds out. He can walk around with giant open wounds without issue. Transplanted limbs rot and attract maggots and the like, but slower than is natural. Think a couple weeks instead of days or hours.

He lost his left leg below the knee in a fight. He is currently using a fresh gator limb. He carved out his own eye to put in a hawks eye instead. Same for an ear. Both organs are fresh enough to not be rotting. For now. He's currently missing his entire left shoulder, which he removed because it was rotting and making them easy to track.

Mental
He's nothing special mentally.

Physical
Strength and dexterity vary depending on the condition of his limbs. So fresh transplants have excellent strength and stamina, since he doesn't feel pain ("undead strength"). Dexterity is generally a bit less, but not terrible. He's spent years training how to kill animals and people without damaging the parts he wants.
He still has his original right arm. That arm has good dexterity, since he needs to be able to stitch veins and stuff together.

Social
Good composure. All the rest of his social skills are terrible, since people generally refused to socialize with him.

Chakra

Decent.

His medical skills are poor, because no one lets a guy with rotting body parts near sick people. Also, what medical knowledge he does have is about preserving things from rotting, not caring for living things.

Can we please not go with transplant guy?

If you don't want to vote for something, that's fine. But I think we would all be happier if you either provided clear specific criticisms, or just voted for something else.
 
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Whoa now, you never said anything about instant clotting or walking around with giant open wounds, or immunity to rot for that matter.
 
Although while we're on the subject of useful bloodlines for allies, how about a bloodline that lets them buff our taijutsu?

Something like "Able to transfer their own physical abilities via imbueing their allies with their yang chakra (can grant one ally at a time +1d per Strength point they have for skill checks of skills that use Strength. Takes 1 chakra point to use per skill check the ally performs with this buff)."?
 
Although while we're on the subject of useful bloodlines for allies, how about a bloodline that lets them buff our taijutsu?

Something like "Able to transfer their own physical abilities via imbueing their allies with their yang chakra (can grant one ally at a time +1d per Strength point they have for skill checks of skills that use Strength. Takes 1 chakra point to use per skill check the ally performs with this buff)."?
Too useful to the village, unfortunately. Jounin would fight for such a one in their squad, even if they were a genin.
 
Whoa now, you never said anything about instant clotting or walking around with giant open wounds, or immunity to rot for that matter.

I figured both those things were sort of a given. And besides, if you cut his throat or stab his heart he'll still die like normal.

Anyways, I'll wait and see what the GM in charge of okaying character builds has to say about it.
 
Hm. By the way, do we know if there was a Kaguya massacre or if that clan has been integrated into Mist? Because their idiotic death does not really fit into a rational world. Charging an entire ninja village by themselves...
 
He'll sabotage any social encounters by virtue of his presence.

We're trying to build a village.

No one wants to join the same village as transplant guy.

Good point. Though I would say that we're currently a village of rejects, and he'd fit in nicely. People aren't joining us for their health, after all. Everyone who comes will be, in some way, a reject, cast-out, or rebel. Willing to risk death for freedom. I'd imagine bad smell is the least of the problems any newcomers will bring.

Anyways, ideas are cheap, so here's another:

A bloodline that allows for past life memories. This character has some skill at just about everything, but can be a bit of a know-it-all. Kicked out of village because they started remembering S-class secrets.
+ Gives us access to lots of hidden mist village intel and blackmail material. Gives us options when Leaf comes knocking.
- Good at everything, but no special skills.
 
@Pahan: Why get rid of him at all? The guy should be put into T&I and forced to access his previous previous previous life memories to get ancient ninja powers to share with the Mizukage.

Anyway...I think this one was brought up before, but:

A bloodline that lets you imbue chakra into your various body parts to improve their function. Like buffing arm muscles to increase your punches, leg muscles for speed/kicks, heart muscles for circulation...

It'd be a strong power so maybe limiting it to buffing one aspect at a time, or making it have low baseline buffs with exponentially increasing chakra costs for larger buffs.
 
I think ninjas do that naturally. Just look at Sasuke or Lee, there's no way they have the strength they do with limbs that thin.
 
A bloodline that lets you imbue chakra into your various body parts to improve their function. Like buffing arm muscles to increase your punches, leg muscles for speed/kicks, heart muscles for circulation...
That's not a bloodline, that's regular usage of chakra. In the Wave arc, Sasuke figured out how to imbue his legs with chakra for a ninja-level jump. eaglejarl and I think Velorien use that in their stories.
 
Edit (12/18/2015): This post was used to compile and search through QM approved bloodlines during character creation. As character creation has been completed, this is an utterly skippable post, though I will leave it here in case it becomes necessary in the future - the world is a scary and violent place, who knows if this will become relevant again.

Can someone find and link to the posts where bloodlines were approved? Would help for brainstorming. Tentatively, I'm thinking one Aburame knockoff for intel/support, and one bloodline that synergizes heavily with us. We should also think about alternate money-generating missions we could attempt instead of hunting or going to town.

Here's a list of the approved bloodlines I found (note that I may have missed some, I just surveyed every post by the QMs about bloodlines). If it's helpful, I can edit this list as times goes on to include future approved bloodlines as well. Most of these come from post #222. Wording and phrasing is weird for some of these because I combined QM reply with proposal. Feel free to look through the thread for these, most of the wording is directly pulled, so you should be able to do a ctrl-F search pretty easy.

Updated (12/13/2015 6:40 PM PST): Removed vetoed bloodlines, newly approved bloodlines at top of list
Updated (12/13/2015 9:50 PM PST): Added Light Release, Mind Meld, Hawkeye, Chakra Shell, and Demon hands (pending QM discussion)
Updated (12/14/2015 6:00 AM PST): Added pending section for bloodlines pending QM approval/revision. Newt Enhancement Method and Bottomless Bag put in pending. Demon hands moved to pending.
Updated (12/14/2015 4:45 PM PST): Added water drain bloodline (name pending), removed bottomless bag
Updated (12/15/2015 6:00 AM PST): Renamed water drain bloodline Aquaman, added Will of Water to pending list.
Updated (12/15/2015 3:55 PM PST): Added emotional manipulation, skintight forcefield, Mah Swamp, Mist Affinity, Water Whip
  • Water Whip
    Fluff: A single column of water chakra or water wrapped in the user's chakra, attached to one hand. When actually water, the Mizuhakeru bloodline can drain through this column and the bodies of water contacting it (picture a straw lifting water out of a greater body). The column can be thickened for greater force (up to something like a straight-up ball of water/chakra, which could also be called a Water Fist or something) or lengthened for greater reach. It can wrap around things and hold its shape around them, and be contracted (and pulled) to pull the object in its grip closer to the user. It maintains its columnar shape on impact, putting the full force of the water chakra or water's mass behind the blow.
    Example volume/length: 7cm * 7cm * 70cm = 3.43 L, kg. 6cm * 6cm * 100cm = 3.6 L, kg.
    And let's say anything thinner than 4cm by 4cm breaks under tension.
    Max Level: Control*4, Water*3
    Initial cost 17 CP with no source of water, 14 CP with a source of real water. 5 CP to maintain for 10 mins. 1 xp for the first level, scales normally.
    Note that chakra-drain attacks do not work through water created from chakra, only real water.
    Also, the cantrip that condenses water from atmospheric air is now 1 xp to acquire.
  • Mist Affinity: A Bloodline user can only have a so called Mist chakra affinity. This is not a true affinity, but a chakra coil mutation that causes all water chakra the user generates to express itself as Mist. Thus they cannot use ordinary Water style jutsu but gain a boost to techniques relating to Mist (1d) as well as a small chakra discount.
    Approved. +1d on Mist techniques, -5 CP cost on all techniques related to Mist, minimum of 1. No non-Mist water jutsu allowed.
    Bloodline users are usually the Mist generators of Kiri forces if available. Techniques include Mist generation, Mist clones, a peculiar style of creating illusions by using Mist as a medium, and changing the properties of Mist. A legendary clan technique allows a user to turn their own body into Mist (like Konans paper emissary).
    Approved, although it may turn out that the "turn to mist" one is not available. Decision TBD.
    and because once Mist guy figures out the Mist Form they can constantly and freely exchange their chakra. No drinking needed, just put the chakra enhanced water into his body.
    Approved in that if you permit him to drain you, the chakra transfers immediately instead of at his usual slow-drain speed. You start with the ability to let him drain you like this. This is *NOT* mist-form, it's just that your Mist affinity allows this synergy.
    Needless to say, this guy should start out with Hiding in Mist at 5.
    Approved.
  • This Is Mah Swamp (can replace the ground around them with swampland in an effect that slowly emmanates from them if standing still).
    The fluff is approved. Give us some crunch.
    Don't like that one, to be brutally honest. Oh well, some kind of summoning-style spacetime link to a swampy part of summon realm or something could work, I guess. I'm not vetoing this, if people decide to go for it, we'll work some fluff and crunch out.
    Well, keep in mind the fact that even should you choose this swamp-creation thingy, it's most likely not going to be fast enough for battlefield use, should you want it to be permanent. It could be a temporary effect, in which case it'll be chakra based and not viable as a drain medium. But if it's true terraforming, then it's certainly not going to work fast enough to be any use during a battle.
    Non-combat you can generally do it freely. In combat, you'll get a few uses. Story and environment will determine exceptions and numbers.
  • Can expend chakra to create a skintight forcefield that blocks any attack once and then dissipates instantly.
    Approved. Be advised that some hyperpowered attacks (e.g. bijuudama, possibly jutsu thrown by people on Hiruzen's level) will still penetrate.
  • Would some sort of localized emotion manipulation bloodline be permitted? Probably some sort of magic ninja pheromone thing as opposed to what I suggested earlier. At lower levels, it would be fairly subtle. Everyone in the general area being a little more agreeable or a little more aggressive, etc.
    Penalty for crossing the species barrier, so no noticeable effects on the death swamp wildlife at this level.
    I like the sound of this. Endless potential for hilarity to ensue.
  • Aquaman
    Attributes: Control * 3, Water * 3.
    Your max chakra capacity is 30x your Control attribute. The Regeneration attribute and Capacity attribute are almost useless to you.
    Innate chakra of 1, (yes 1, not 10 re-scaled) every other point in the water. He can still do all normal techniques, he just has to use his water as a literal chakra pool. No regen, but a skill to drain chakra from those touching water he is also touching, may eventually increase to mist.
    May transfer chakra to others by having them drink his water in .5 L quantities which hold arbitrary amounts of chakra he may decide, from 1 to all of it. Quantities less than than critical mass (.5 L) of water swiftly lose charge outside of his barrel. Quantities over .5 L lose charge at a rate dependent on how much chakra was originally in the water, with more chakra lasting longer for times between 30 minutes and 2 hours.
    How quickly do things notice they're being drained?
    dumb animals, never
    smart animals, eventually
    ninja, variable
    User can very roughly sense magnitude and direction of chakra sources he is draining within his range, but he is still unskilled. The difference between a school of fish, a giant gator and a patch of leeches will require more training, and distance will also take time. Water currents are disruptive to sensing direction, fortunately swamps are mostly stagnant and still. Such matters can be expected to improve with training.
    Bloodline user carries around 10L of water with him at all times in a special barrel which would take him a week of specialised work to replace, the barrel helps keep the chakra from escaping. He had spares at home and would quite like to get to work making one here as well at some point.
    If you run out of water you are screwed, so you may choose to make extra barrels of various sizes to hold extra water, though it will affect your maneuverability and such to lug around too much. At start you can drain 1 chakra point every minute, worst case scenario you can drain your team mates without permanent ill effect so long as you don't suck them dry. Final drain rate TBD: Jounin level we want him to be able to suck genin dry and possibly chuunin but not jounin.
    There exist simple techniques to condense moisture out of the humidity of the air at a slow rate in all but the most arid of locales, which you may acquire for 3xp.
    He can absorb it straight from the barrel, no need for drinking. Everyone else has to drink.
  • Light release: This person can emanate various light frequencies. I don't mean like lasers, I mean like glow in the dark. Should the person get really, really good at this and have big stores of chakra, the light can be turned into an intensity too bright to look at and would generate a big amount of heat the user is immune to. Alternatively a short burst of chakra can create a blinding flash. Otherwise this is just glow-in-the-dark power.
  • Mind-meld: This person can control one mammal no bigger than their fist per each arbitrary chakra point per hour(or something like that). Is good for scouting, but shit for combat since I don't know any threatening mammals that are this small.
    If you're burning 30 points on it I'd give you fish and birds as well, and let it be up to the size of an average person's head (so you can get large housecats and small dogs too [think "Pomeranian"). The critter won't fight for you, though. For a cheap chakra price you'd get the ability to replay its recent memories whenever you were touch it, allowing you to see through its senses. Subject to discussion with the other GMs, I'd let you have at-range sight and sound through its sense, but it requires you to stand still, concentrate, and your local awareness goes almost to zero.
  • Hawkeye: This dojutsu has a really good eyesight, complete with zoom and the processing power so that you aren't confused by what you see when zoomed. Essentially a shittier byakugan, since there's no chakra or X-ray vision.
  • Chakra-shell: Chakra constructs from this person start getting some physical properties that make them not dispell after one hit. This greatly enhances the viability of henge and shadow clones, but not much else.
  • Learning Intuition Aura (gain a small bonus to xp in their presence when outside of actual combat)
  • Biochemistry Intuition (reroll failed medical knowledge checks)
  • Chakra battery:
    This is a bloodline-assisted skill.
    Pretty self-explanatory. The user can store and redistribute chakra. Although achievable through a teachable skill, the user's particular bloodline makes this skill very easy to use. A chakra battery with stealth or evasion skills and keep the two other members of the team topped up for longer engagements, or multiple engagements per day.
    ---->There is an upper limit on chakra capacity, and it is only regenerated up to the natural limit. If the natural capacity is 1d, it can be overfilled by an external source up to 3d, but only regenerates to 1d afterwards.
    Uses: Straightforward uses are powering up the other two team members so that they have an easier time in the swamp strategy. Depending on how civilian chakra networks are different from ninja networks, the other two team members can dump their chakra in the battery and walk into a crowd with a much lower chakra signature.
  • Steel Skeleton: A bastardized, low level variant of the Shikotsumyako that only allows you to harden your bones without manipulating them whatsoever.
  • Poison Claw: Your clan has somehow gotten glands capable of producing a variety of poisons attached to their fingertips, just beneath their sharpened fingernails.
  • Mindcloud Grasp: Bad Touch effect that makes people more and more dizzy the longer you hold skin contact, eventually knocking them out.
  • Internal Chakra control
  • Chakra sensing so damn good we can detect people up to a kilometer away, judge their power, numbers, and pinpoint their location with practice. It wouldn't be an always-on thing, you'd have to pay for it...say, 1 CP to run it for an hour. I'd also give you a skill, "Understand What The Hell I'm Sensing". It would start at 2 and would do just what it says on the tin. I don't know what target numbers would be involved but in the normal case detecting that something is there would be an auto-success and you'd be rolling to see how much more information you could get. As a general rule I'd only ask you to roll when it mattered, and would normally give a fair bit of info.
  • Some kind of intuitive understanding of the processes by which techniques are created and modified (mechanically it might work by rolling twice for technique mod/dev and picking the higher result).
  • Some kind of altered or additional sense which genjutsu users can't account for that gives other small benefits (seeing colour differently in a way that renders camouflage useless, exceptionally sharp sense of smell for tracking, able to hear ultrasound and use it for echolocation if we can make a technique that emits it, ranged sense of touch that extends 1m from our skin, etc.)
  • Immunity to certain poisons + able to do the same thing poison dart frogs do, and eat poisonous plants and excrete the poison through our skin for a touch based weapon (or maybe have venom glands under our fingernails to inject the poison through scratches).
  • No need to do a certain biological function (eat, sleep, breathe, etc.) or reduced need to do multiple biological functions.
  • Instinctive perfect voice mimicry.
  • One second precog danger sense (mechanically might allow rerolls of tactical moving).
  • Bioluminescence (as a light source or blinding flash weapon).
  • Volt Absorb a la pokemon (getting hit by lightning element attacks heals us instead of hurting us).
  • Emotion sense.
  • We can emit a field that disrupts chakra use, anyone that gets within a few meters of us gets massive penalties when trying to use techniques, within a meter they simply can't use techniques and trying injures them.
    Change that last part to "when you're touching them" instead of "1m" and I would approve it.
  • Ability to manufacture poisons within our body and exhale clouds of them (poison element?).
  • Surface thought telepathy.
    Approved, but only within a short range and only when concentrating. Send and receive.
  • Can project an aura that decomposes elemental chakra back into neutral chakra, making us immune to elemental jutsu while active.
    Approved, with a couple provisos: the field shuts down all elemental chakra inside it, including you and your allies. We can talk about how big the field is and how long it lasts after it's got traction, but my off-the-cuff answers would be "a few tens of meters" and "a few minutes".
  • An especially weak strain of the sharingan that lets us copy techniques that we've seen a few times.
    Approved, but you need good viewing conditions. It's not likely to work in a pouring rain or if you and the other person are both dodging around. If you can be hidden somewhere watching them do it several times in a battle, that would be fine. And you don't need to see it in quick succession -- if it's over the course of several weeks, that's fine.
  • The ability to absorb peoples souls after killing them to gain echoes of their talents (get a skill point in their best skill, randomly decided if multiple skills had equally highest scores, absorbing a soul takes several minutes of concentration and can't be done mid-battle).
  • Bloodline name: Lizard Tail. In battle, small wounds can be healed in a matter of minutes, restoring the person to full vitality even in the midst of battle. This is, however, a very uncomfortable process and too many wounds being healed at once can, in the untrained, cause a complete incapacitation. However, if given time to rest, entire limbs can be regenerated in as little as a few days. Note: broken bones do not set themselves and, given how quickly they heal (hours), it is more often than not necessary to rebreak a limb just so it can be set properly. Killing ninja with this ability involves complete destruction of the head, heart, or any other vital organ that cannot be regenerated quickly enough to sustain the body.
    It does not come with an automatic pain tolerance. That has to be gained the hard way.
    I'd give it a chakra cost, I think. Free regeneration sounds a bit too useful.
    Re-growing limbs outside of combat on the other hand is much more reasonable. They'd need to first seal the wound so they're not bleeding out, then enter a coma-like regenerative trance that they can't wake up from till it's done. Then eat a lot of food to make up for the lost mass and chakra.
Pending QM approval/further revision
  • Bloodline GatoradeWill of Water:
    This bloodline has the ability to infuse chakra with water, and can make certain manipulations to it, governed by their available Will of Water Style skills (developed through generations).
    The following skills are what our genin would start with, presumably each around levels 1 or 2.
    Will of Water Style Water Infusion:
    Water touched by the user can be infused with chakra which they can manipulate. Infusing the water with chakra is a prerequisite for any other Will of Water Style techniques they use. Infused water slowly loses chakra, until it reverts to normal water. Infused water mixed with regular water is difficult to manipulate, but with dedicated practice, is possible (read, level 4 and above).
    Will of Water Style Water Flick:
    This technique accelerates 1 kg of cohesive infused water up to 100 m/s in the direction the user desires. Differentiation between infused water is markedly difficult, and any connected infused water is sent flying. Water may be at any range from user, so long as user's chakra is infused in the water (note that if they don't have line of sight, they'll be incredibly inaccurate). Additional levels increase mass and velocity rates and allow the user to begin separating portions of their infused water from each other. Unless otherwise reinforced (e.g. with Iron Water), this water will act as normal (infused) water once accelerated.
    Will of Water Style Iron Water:
    This technique immobilizes water infused with the user's chakra relative to each other (it can make a breastplate, not a levitating platform), subject to certain breaking conditions. 10 CP will grant up to 10 kg of chakra infused water with the durability of iron. The target must be a continuous body of water, and breaking any portion of it dispels the entire spell. Once formed, the iron water consumes 1 CP per hour to maintain. Maintenance chakra comes from the chakra infused in the water, or the user if the water is in contact with the user. Additional levels improve the numbers, and rumors say high level users may be able to separate distinct portions of infused water, but genin level users have no ability to manipulate the water aside from hardening it, so must use forms to build armor for instance. One-piece armor sets are similarly impossible to non-masters because they need joints.
    Will of Water Style Water Forming:
    This technique allows the user to create a chakra construct equivalent to infused water in their cupped hands. Formation of this chakra constructed water takes twice the chakra to regularly infuse water. It has twice the chakra drain rat and when its chakra is all lost, it vanishes instead of reverting to water. Can be reinforced with other skills, including general chakra infusion. Additional levels reduce the cost of forming the water.
    As to separating water from itself into different things, I figure water flick could do that at level 3 or so, iron water not until level 6 or so. Keeping infused water distinct from noninfused water would require the base infusion skill to be around level 4.
  • The user of the Newt Enhancement Method can choose to produce a slick slime from their skin, which is both insulating and fire-retardant. Despite the similarity to certain biological functions, the Newt Enhancement Method is based in the chakra, not in the sweat glands. With the aid of a skilled medic-nin qualities can be added or removed to the slime produced.
    The additional qualities thing should be limited by amount of chakra, so as to keep balance.
  • Demon-hands: This person has six, freaky fingers on each hand making standard handseals impossible. On the other hand they can use an entirely new set of handseals they were forced to figure out and can cast two jutsu independantly with each hand (provided they can split the attention) Pros: two actions simultaneously Cons: Can't learn existing techniques from anyone else and has to invent their own.
    You mean two jutsu total, right? One in each hand? What you actually wrote was "two jutsu...with each hand" which adds up to four.
    Assuming you meant two, I'd be inclined to say yes. I'd need to talk to the others, though.
 
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Non-combat bloodline ideas:

Organic Alchemy (can transmute any kind of generic dead organic matter into any other kind, eg. leaves into bread)

Learning Intuition Aura (gain a small bonus to xp in their presence when outside of actual combat)

Emotion Sense (already approved)

Surface Thought Telepathy (already approved)

Biochemistry Intuition (reroll failed medical knowledge checks)
 
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Well, the idea is that normally a person is incapable of controlling their various chakra points (which is what the Gentle Fist style targets). It's mentioned the points can be closed off or opened up, thus altering the body's ability to manage chakra. The closest thing we ever see to any sort of conscious control is the Eight Inner Gates, which is still just being battered down on willpower alone as opposed to any conscious, direct control.

What it'd lead to is some jutsu that rely entirely on internal manipulation of chakra (such as the Raikage's lightning cloak thing) would be much easier as the Kekkei Genkai would minimize any risk that'd come from manipulating chakra within one's own body. Kabuto's Regeneration or Tsunade's muscle enhancement would also be viable options, if we had the appropriate medical knowledge to use it, and taijutsu is also easier since we can artificially enhance how much chakra we can send through our body at once. But this would still have a negative effect on our body, as our chakra capacity would be as small as normal (control is enhanced, not capacity or regeneration), and making something like a Water Dragon or a shadow clone, since that involves manipulating chakra outside of the body, would be as difficult as ever.
Apologies, this is what I meant.
 
Hi, just putting out a few ideas:

[]Chakra Shock:

This is a skill.
The user can project chakra like electricity and scramble an opponent's chakra wiring. The effects range from missing a step to coma. The effects are stronger with increasing chakra flow in the target. It will momentarily paralyze a jonin or knock out a super-alligator, but prove a mild annoyance to a genin.
---> This is not a chakra overload. It does not require a huge amount of chakra, since it only chaotically redirects chakra instead of halting it.
Uses: Immobilize targets for our Main Character to kill with Taijutsu. With a moment's forewarning, it removes alligators' chakra enhancements and reverts them into the lumbering meat mountains they should normally be. Basically, it stops instakills, and removes targets when used in conjunction with support (our main character).

[]Hand holding:

This is a bloodline.
Essentially, it is genjutsu without genjutsu. It is closer to medical jutsu than psychological. When the user touches the target, they gain access to the central nervous system and physically modify how their brain functions. It acts on the brain's biochemistry, controlling higher level functions like thoughts and intentions by gaining access to endorphins and neurone function. The effects last as long as the two are in contact and the target needs a few seconds to recover after contact is lost.
----->This is not genjutsu. It doesn't act upon the target's thoughts or perception on things.
Uses: Perfect for a village strategy, but can work on animals. In a village strategy, it turns anyone into a submissive puppet as long as the two are in contact. You can convince a villager, or even a ninja, to do something by controlling their mental state when the orders are suggested to them. Since it is not genjutsu, it does not leave the traces, and the suggestion endures as long as someone doesn't question their own hard-coded beliefs.

[]Chakra battery:

This is a bloodline-assisted skill.
Pretty self-explanatory. The user can store and redistribute chakra. Although achievable through a teachable skill, the user's particular bloodline makes this skill very easy to use. A chakra battery with stealth or evasion skills and keep the two other members of the team topped up for longer engagements, or multiple engagements per day.
---->There is an upper limit on chakra capacity, and it is only regenerated up to the natural limit. If the natural capacity is 1d, it can be overfilled by an external source up to 3d, but only regenerates to 1d afterwards.
Uses: Straightforward uses are powering up the other two team members so that they have an easier time in the swamp strategy. Depending on how civilian chakra networks are different from ninja networks, the other two team members can dump their chakra in the battery and walk into a crowd with a much lower chakra signature.

[]Bottomless Bag:

A skill this time.
A severely restricted space-time ninjutsu technique. With careful preparation, the user can shunt objects into a pocket dimension. People, too. Taking things out of this dimension is easier and faster than putting things in. It works by slowly assimilating matter that has been coated by the user's chakra. This prevents huge objects, moving objects, fluid objects and concentrated chakra from being transferred.
----->Unlike sharingan jutsu, it doesn't teleport anything the user sees, forcefully, into this dimension. The object has to be immobile, prepared and usually unconscious or willing to be transferred into the pocket dimension. This dimension is timeless, so no magical training grounds.
Uses: Simple. This is a very versatile jutsu despite its slow action and various limitations. You can store weapons and seals and walk into an enemy village without being worry. You can hide your teammates in this pocket dimension, and turn a 1 vs 1 into a 3 vs 1. This is also perfect for a Smuggler-archetype character.

[]Strategy: Agents
Instead of sending Mist ninja into a leaf village and expect them to remain undetected and unnoticed, send villagers. Capture a villager, convince them that they are working for a bunch of friendly guys, and have THEM go into the village and interact with their own kind.

[]Strategy: Meat
Kill a giant animal, feed the camp for days. Skin it, and try to sell an exclusive product.

[]Strategy: Bad Men.
Pose as criminals being hunted by Leaf police, and do some work for the seedier parts of the village. Smuggling, assassination, protection detail... things thugs would do, not ninja. Build a reputation, convince the villagers that it is in their vested interest to help them escape for the 'law', and eventually try and gain employ for a criminal underworld boss. This mafia gang, not ninja village. If a mafia exists, then it has its own ninja we can join up with, and has proven, effective methods to escape Konoha patrols.
 
[]Strategy: Bad Men.
Pose as criminals being hunted by Leaf police, and do some work for the seedier parts of the village. Smuggling, assassination, protection detail... things thugs would do, not ninja. Build a reputation, convince the villagers that it is in their vested interest to help them escape for the 'law', and eventually try and gain employ for a criminal underworld boss. This mafia gang, not ninja village. If a mafia exists, then it has its own ninja we can join up with, and has proven, effective methods to escape Konoha patrols.

So many things will go wrong with this...
 
Alright, I think we should go for a balanced team that isn't over-specialized, but prioritizes staying alive in combat conditions.

Support: No bloodline to get more skills, High Awareness, Uses Genjutsu and throwing weapons. Maybe some basic social skills for interacting with outsiders.

Combat: Bloodline that increases offensive capability in a visible way. Ninjutsu focused, but decent Taijutsu. Most skills built around flat-out combat.

I think following Velorien's "Team Ten" team concept from LUTD is a decent starting strategy.
 
Body Horror Bloodline Ideas [jk]

Corrosive blood in endless supply. They can severe their own arteries to spray it everywhere and can never bleed out.

Can projectile vomit drugs of various descriptions (paralytics, hallucinogens, toxins, anaesthetics, depressants, stimulants, amnesiogens). The vomit spray easily forms aerosol particles that are effective if inhaled. Immune to own drugs.

Can continue to manipulate severed limbs after detachment. Severed limbs do not rot and can be reattached by simply pushing them back onto the stump. Vital organ damage still kills as normal, but decapitation alone does not.

Can mimic someone's personality, mannerisms, appearance, and voice perfectly by wearing their skin.
 
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This post brought to you by the power of insomnia. Don't expect anything nearly this long in the future, or this early.

This was great. So much useful information to chew on. If we go the new minor village route, I suggest Villiage Hidden in the Swamp (沼隠れの里, Numagakure no Sato) for the name (沼, numa, being the character for swamp).
Your bloodline would indeed allow you to learn an instrument much quicker than a normal person. Though it would be less transferable than normal between instruments. The strings would be in different places between a smaller and larger instrument. Me and Aug are inclined to allow you to already know a few songs on a particular instrument that for some strange reason you didn't bring with you to the death swamp, if only because we like Kung Fu Hustle. You would know those songs very well. We're waiting input from @eaglejarl and @Velorien before deciding for sure though.
Geez, that's a Sound Village style if I've ever seen one.

On the subject of missions:
I lean towards the swamp mission as we know everything is trying to kill us. Village mission comes with the added complexity of identifying friend or foe.

On the subject of teammates:

It's worth keeping in mind that ninja team construction philosophy aims to cover short, medium and long ranges, and also have taijutsu, ninjutsu and genjutsu covered. Leaf seems to replace genjutsu with either other Yin chakra abilities (Nara and Yamanaka clan hiden jutsus) or medics.

We currently are a short range taijutsu fighter so if our sensei saw any value in that (though he seems like the sort to kick it to the Curb if it's useless), our teammates are cover the other two thirds.

With that in mind, and recognizing that sensors and medics have been vetoed, here's my suggestions for the sorts of abilities our teammates should have.

Our long range specialist seems like a good one to handle battlefield control and overwatch. Hidden in the Mist technique is a signature Kiri-nin ability, and is fits in the battlefield control. While sensors are out, a teammate with high awareness isn't. If we pair that with a Genjutsu focus they can keep our opposition muddled. Since genjutsu involves convincing someone of something, intimidation and Seduction/fast talk seems like similar skills, so making this teammate the face of the group would likely be a good synergy. Water or Wind would be good affinities here.

Our other teammate then would fall into a midrange ninjutsu specialist, with the role of coordinating our pinpoint attacks with the state of the battlefield, effectively our team's combat leader. Tactical movement and technique modification/development seem to be along the same lines as knowing where we need to be, and how to deploy our skills in an effective and surprising manner, intelligence and wits are this teammate's strength. Effectively the brains of the team, and likely the first to make chunin on our team. While Fire is the go-to affinity for mid-range attacks, Wind would be more likely given that we come from Kiri and have to deal with the damp.

If we can go for a Water, Wind, Lightning spread, that gives us a nice spread on the elemental weakness chart , and lends itself to some nice stormy imagery for our team (though it seems more appropriate for a team from Cloud).
 
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