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Anhouri

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PostPosted: Sun Sep 16, 2012 1:30 am


Akimichi Clan
The Road in the Season of Autumn
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Owned by Anhouri and the Konohagakure Crew


Element: The Akimichi Clan is not affiliated with any specific element. Members of the Akimichi clan may only have one element affiliation.
Indigenous: Konohagakure and Otogakure*
Village Status: The Akimichi clan is one of the ten founding clans of Konohagakure, and respected warriors and members of the village. The members of Otogakure are smaller in number, but still respected in the culture.
Abilities: Members of the Akimichi clan hold the power to quickly convert their calories into chakra, which in return allows the member to use various, high chakra, clan techniques. The continuous use of the clan's technique in battle can be very strenuous, and in effect, over many generations, members of the Akimichi clan have adapted to having large chakra reserves, and a hearty appetite, members of the clan eating up to six meals a day! The clan also has a gift for alchemy, creating special 'Akimichi Clan Pills,' That replenish either the consumer's chakra or health and give the consumer a temporary boost of strength. Member's of the clan have also been rumored to be extremely strong.
Apperance: Usually seen with varying colors of red and brown hair, the Akimichi clan, both male and female, are heavy built, in fat and muscle, necessary for the clan members to use their high-calorie burning jutsus. The usually tall ninjas, normally stand with a slight slouched giving outsiders the impression of them being sluggish or lazy, neither one being remotely true. The unique markings under a clan member's cheek seem to be random to anyone outside the clan, with no pattern to the color or design, with only the latter being true, everyone in the clan knowing the colors of the markings under a member's cheeks represent the standing of a member within their clan hierarchy, Purple or red being for the head family while blue, green, and orange is distributed equally between the rest of the clan, and being heavily built, the members of the clan are often clumsy and slower than the average ninja.
Personality: Although members of the clan will fight to the death to defend their clan's honor, their village, or the Hokage, most of the Akimichi clan despises conflict, and will go out of their way to mend mistakes, in fear that their clumsy actions will start a fight. The head family has been rumored to go as far as only having a single child, to avoid a conflict between siblings, fighting who will inherit the Head of Clan position next, whether this is the truth is unknown to anyone outside the clan. The Akimichi clan members are also warm, friendly, outgoing people, with loud and energetic personalities, in favor of celebrating life. But some may say the Akimichi clan is too friendly, having many members of the clan unaware of a sense of personal space, usually stand uncomfortably close to whoever they are speaking too. Although the clan is loud and outgoing in a social setting, when on a mission, in school, or training, the ninjas are extremely focused on the task at hand, and are quiet and respectful.
History: Before the formation of Konohagakure, the Akimichi clan was a nomadic clan of seven siblings, five brothers and two sisters, finally settling in a small compound in the woods outside of the territory, unaware of the many feuding clans settling near them. The siblings began a relatively care-free life, starting to tend to the earth for food and perfect their calorie-manipulating jutus. After about three seasons, many of the clans around the area began to take notice in the new family, wondering if another player was introduced in their struggle for power, a nameless power-hungry clan, feeling threatened by the arrival of the Akimichis and their growing power, decided to take action against the clan. On the third night of autumn, the enemy clan sent an assassin to murder the siblings while they were sleeping. Sneaking quietly into their compound, the assassin quickly killed the three eldest of the family, awaking the remaining four kids, one of them using the deadly red pill, killing the assassin but leaving the Akimichi in critical condition, passing away three days later. After hearing of the tragedy, the Nara Clan, knowing a good deal of medicine, reached out to the Akimichis, hoping to save the sibling in critical condition. For the three days before the Akimichi passed, the two clans worked endlessly to stabilize the condition of the shinobi, but ultimately being too late to save the girl. After the attack, the Nara continuously reached out to the remaining members of the clan, trying to learn more about their mysterious pills, and introducing the Yanmaka clan to the Akimichis. After a few more seasons, the Yanmaka clan and Nara clan, happily welcomed the Akimichis to their alliance, forming the first powerhouse alliance of Konohagakure. Slightly more than two seasons later, in the winter, one of the most powerful clans of the area, the Senjus, proposed a treaty to form a village between the ten remaining clans in the area, the Akimichi being the first to sign it, both in hopes of it to ending all hostile feelings between the clans, after it being passed, with the Hyuugas signing the treating last, the Clan moved into the actual perimeters of the city, choosing a location for their compound towards the center of the city. After many more years, the remaining clan members, two brothers and one sister, had found spouses and all had started a family, their clan moving to the next generation, there had been some talks about who's offspring would be considered the heir, since the three eldest siblings and the youngest had passed away, the three finally deciding on the eldest brother's child to be the heir. The sister, being the most clever of the siblings, decided she wanted her child to be the heir of the clan, invited her brother over to gamble with her, knowing that she could get him drunk, ultimately tricking him into gambling away his leadership over the clan, and lost, the eldest brother give congratulation to her for her quick wit, and cleverness. Through the years, the clan split more and more into three branches, each coming from one of the three siblings, The main coming from the daughter, Choneka, then the son who had lost his claim to the heir, Choji, and then the youngest son, Choza, starting the Royal Family, Head Family, and Cadet family, respectively. Through the years, the clan has maintained a relatively calm lifestyle, even through dark spots in history such as shinobi world wars and mutiny in Konohagakure.
Clan Structure: The Akimichi clan is lead by a council of elders, three members from the cadet branch, and three members of the head branch, elected by those of the same social standings they are in. The council of elders is headed by the leader of the clan, belonging the royal family, which consists of the Clan's Leader, being either male or female, their spouse, and a single child, the future head of the clan. On the child's 25th birthday, a huge ceremony is held, pronouncing the heir the new head of the clan, inviting all members to a huge feast in the clan's main event hall. Otogakure is still governened by the same head that live in Konohagakure, but then have a head of their own with more immediate access.
Dress: Members of the clan wear specifically made clothes that are able to absorb chakra and form to the clan member's form changes. Most clan members wear armor on their shoulders, and after reaching the chunnin rank, members of the clan receive a vest with a kanji design for "food" red in color with silver armor on the shoulders
Compound and Housing: Protected within tall, stone walls, the Akimichi Clan compound is in the shape of a perfect square, with streets in a grid pattern, opening to a large marketplace in the center of the compound, lined mostly with restaurants, though a small number of shops are randomly placed throughout the market, and a huge festival hall near the right side of the marketplace. An open training area lay in the back left corner of the compound with sparse plant life and a small pond towards the back right corner of the park, with a small alchemy lab standing close to the body of water, in case of a fire caused by a learning student. The Royal family resides in a beautiful two story house between the training grounds and the open market, while the head family lives in a single large barrack-like housing area, each family having their own house, different houses provided for those with different amount of children, with a large communal dining area in the center, also available to the royal family, for upper class events. The remaining members of the clan, also known as the cadet branch, live in single story houses randomly placed through the compound. The Otogakure compound is a smaller compound in the outskirts of the city, with many of the same features as the bigger, Konohagakure compound. A small strip in the middle of the compound acts as the main shopping grounds for the members, with a large dojo off of the main strip, and an alchemy lap not far beyond that. The rest of the compound is scattered with houses that run in the individual's family lineage rather then the individual's branche lineage.
Notable Facts: The Akimichi family has followed a naming rule for centuries, similar to the Nara and Yanmaka clan, where every newborn child is named with the prefix 'cho' followed by the suffix of the parent's choosing. Choji, Choza or Choneka would be examples of names following this system

In-Game Bonuses:
1.2x Constitution
1.1x Strength
0.8x Dexterity
0.9x Charisma


*Members wishing to join the Otogakure leg of the clan must first get permission from the konohagakure crew, and then permission from the otogakure crew.

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PostPosted: Sun Sep 16, 2012 1:33 am


Clan Jutsus


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Karorī Kontorōru no Jutsu (Calorie Control Technique)
Description: This ability grants members of the Akimichi clan free control of their body's calories, which they convert into chakra in order to perform their techniques. The most common application of this technique is for a clan member to force chakra to their hands, increasing their taijutsu damage. This is usally referred to as the basis for the Chōdan Bakugeki no Jutsu.
Rank: E
Cp Cost: 10 to activate; 4 per turn to continue the technique.
Attack Turns: N/A
Reflex DC: N/A
Damage: Base Taijutsu + 2 per 5 in Chakra Control
Requirements: Member of the Akimichi Clan; Chakra control 5
Training:
Stage I: [Chakra Control] DC 15, The Character focuses on moving chakra to their hands, or other parts of their body.
Special: N/A


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Baika no Jutsu (Multi Size Technique)
Description: This is a secret technique passed down through the Akimichi clan that takes advantage of the the clan's chakra control, allowing the user to control their body by will, for an extensive period of time. A very common application of this technique gives the user a 'ball' like appearance by mostly increasing the size of their abdominal section, which is used in Nikudan Sensha no Jutsu (Human Bullet Tank Technique). The technique can also be used to increase the size of the user's entire body by three, turning the user into a giant of sorts.
Rank: D
Cp Cost: 20 to activate; 8 per turn to hold the form
Attack Turns: N/A
Reflex DC: N/A
Damage: +4 Base Taijutsu Damage (Added to both top and bottom)
Requirements: Member of the Akimichi Clan; Karorī Kontorōru; Taijutsu 12; Chakra control 8
Training:
Stage I: [Chakra Control] DC 18, The Character focuses on how their chakra moves throughout their body.
Stage II: [Taijutsu] DC 22, The Character Concentrates on forcing their Chakra into calories, allowing them to increase their body size.
Special:
+2 Strength
+4 Constitution
-6 Dexterity


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Bubun Baika no Jutsu (Partial Multi-Size Technique)
Description: A practical application of the Multi-Size Technique, which allows one to expand their own body, but instead increasing the size of only a single part of the user's body, increasing the power of one's physical attacks. Any bodily part may be augmented this way, but mostly and arm or a leg are increased in size for ease.
Rank: D
Cp Cost: 10 to Activate; 4 per turn to hold the form
Attack Turns: N/A
Reflex DC: N/A
Damage: Base Taijutsu + Strength Mod + 2 per 10 in Chakra Control
Requirements: Member of the Akimichi clan; Baika no Jutsu; Taijutsu 14; Concentration 10; Chakra Control 12
Training:
Stage I: [Concentration] DC 20, The character concentrates on their hands and feet, this technique takes a great deal of thought to maintain!
Stage II:[Chakra Control] DC 22, The Character focuses on how their chakra moves throughout their limbs, focusing the body part they intend to multiply
Stage III: [Taijutsu] DC 24, The Character practices their coordination with the enlarged limb
Special:
+2 Strength
-2 Dexterity


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Nikudan Sensha no Jutsu (Human Bullet Tank Technique)
Description: First using Baika no Jutsu, expanding the user's core and shaping the character into a ball-form, the user tucks in their lumbs and uses chakra to propel them self forward into a powerful roll. Though appearing dangerous to the naked eye, the technique is much more powerful then what appearances would let on, enough to pulverise one's hand with just a touch. Due to the momentum of the user's weight and the user's speed, it's very difficult for the user to turn while using this attack.
Rank: D
Cp Cost: 25
Attack Turns: 2
Reflex DC: N/A
Damage: Base Taijutsu + 2 per 5 in athletics
Requirements: Member of the Akimichi clan; Baika no Jutsu; Athletics 12; Acrobatics 12
Training:
Stage I: [Athletics] DC 22, The user runs short, fast distances, building up their speed
Stage II: [Acrobatics] DC 22 The user runs, and then tucks them self into a roll, getting use to the feeling.
Stage III: [Acrobatics] DC 24 The performs Baika no Jutsu, running, and tucking themself into a roll.
Special:
-2 Dexterity (This stacks on top of the Dexterity loss from Baika no Jutsu)


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Nikudan Hari Sensha (Spiked Human Bullet Tank Technique)
Description: After wrapping themselves in ropes with kunais attached, the user uses Nikodan Sensha no Jutsu, hurling them self at their opponent. Thanks to the weapons, the technique's effectiveness is raised significantly. The user also uses increased chakra to hold the ropes in place, increasing the rotation power as well as the attack power.
Rank: C
Cp Cost: 35
Attack Turns: 2
Reflex DC: 12 + 2 per 10 in Taijutsu
Damage: Base Taijutsu + 2 per 5 in athletics + Kunai Damage (Base kunai damage x amount of kunais / 2)
Requirements: Member of the Akimichi Clan; Nikudan Hari Sensha no Jutsu; Kunai Melee 15; Escape Artist 15; Awareness 19; Acrobatics 20
Training:
Stage I: [Kunai Melee] DC 25, The user practices tying kunais on ropes.
Stage II: [Escape Artist] DC 25, The user practices getting in and out of the ropes, trying not to get cut
Stage III: [Awareness] DC 29, The user practices rolling with the kunais on, making sure not to poke them self.
Stage IV: [Acrobatics] DC 30, The user practices using Baika no Jutsu with the ropes tied around them.
Special: The user must first prep them self by tying ropes with kunais around their body. (Two posts, unless helped, dropping the prep time to one post.)
The user can only use the ropes for one attack, after that, the ropes are considered mangled, and unable to use.


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Mizudan Suisha no Jutsu (Ballistic Waterwheel Technique)
Description: The user swallows a great amount of water to make themselves into a human-sized ball, similar to the effect of Baika no Jutsu, the user then tucking their limbs inside their clothes and using chakra to propel themselves forward in a powerful roll.The added water gives the user extra weight causing more damage to the opponent. This technique is ranked amount the most useful against Suiton-based attacks, because it not only nullifies the user's attack, but turns it against them.
Rank: C
Cp Cost: 45
Attack Turns: 2
Reflex DC: 12 + Chakra mod + 2 per 10 in Chakra control
Damage: Base Taijutsu + 1/3 attack of opponent's water damage
Requirements: Member of the Akimichi Clan; Concentration 15; Athletics 18; Acrobatics 21; Chakra Control 15
Training:
Stage I: [Concentration] DC 25, The user practices holding his breath underwater.
Stage II: [Chakra control] DC 25, The user practices 'absorbing' the water turning it into chakra
Stage III: [Athletics] DC 28, The user practices walking under the pressure of the water
Stage IV: [Acrobatics] DC 31, The user practices rolling around with the water's weight
Special:To perform this technique, the user must pass a Reflex DC, to 'swallow' the water.


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Chō Baika no Jutsu (Super Mutli-Size Technique)
Description: The Super Multi-Size Technique is the height of the Multi-Size Technique, which multiplies the user’s body to a size beyond belief, usually having the user kick, punch, or throw random fits of attacks to deal damage. This technique can also be used to scope out a scene, though not very discretely. However, the abnormally extreme physical change also places a large burden on the user’s body, making the user extremely unsteady on their feet. The clothes of the user also expand along with the body.
Rank: B
Cp Cost: 120 to Activate; 70 per turn to maintain form
Attack Turns: 4 post to Activate
Reflex DC: N/A
Damage: x2 Base Taijutsu
Requirements: Member of the Akimichi Clan; Baika no Jutsu; Taijutsu 30; Chakra Control 25; Concentration 26
Training:
Stage I: [Chakra Control] DC 35, The user focuses on spreading chakra equally throughout their body.
Stage II: [Concentration] DC 36, The user practices holding their attention; This form takes a lot of thought to mantain!
Stage III: [Chakra Control] DC 38, The user performs Baika no Jutsu, trying to increase the size of their transformation each time.
Stage IV: [Taijutsu] DC 40, The user practices moving while in the form, not use to the weight of their body
Special:
-5 Dexterity mod


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Chōharite no Jutsu
Description: After using Cho Baika no Jutsu, the user funnels chakra into their hands, similar to Karorī Kontorōru no Jutsu, causing special marks to appear in them. The weight and the power of the hands are greatly increased because of the larger size, and the muscles are further activated with concentrated chakra, along with increased thickness. With the increased chakra and power, the users hands become like giant, iron hammers, holding power enough to even cave the earth, causing extensive damage to whomever's being attacked. The attack also has an increased range because of the pure size of the user's palms.
Rank: B
Cp Cost: 65
Attack Turns: 3
Reflex DC: 15 + str mod + 2 per 10 in Taijutsu
Damage: 3x Taijutsu
Requirements: Member of the Akimichi Clan; Cho Baika no Jutsu; Taijutsu 28; Chakra Control: 25
Training:
Stage I: [Chakra Control] DC 35, The user focuses on spreading chakra equally throughout their hands.
Stage II: [Taijutsu] DC 38, The user builds up their strength.
Stage III: [Chakra Control] DC 38, The user focuses on spreading chakra evenly through their hands while in their enlarged form.
Stage IV: [Taijutsu] DC 40, The user practices hitting their hands down, trying to hit a specific point on the ground, causing slight tremors.
Special: N/A

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Chōdan Bakugeki no Jutsu (Butterfly Bullet Bombing Technique)
Description: This is a life threatening technique if used in combination with the red Akimichi food pill, which burns away all of a ninja's excess fat and converts it into chakra. Because the members of the Akimichi clan tend to be overweight to support their techniques, this pill can give them 100 times their normal chakra level. The intensely concentrated chakra that is gained leaks out from the backbone and becomes visible through friction with the shoulder blade, appearing like a butterfly wing. The user then concentrates the unique chakra into their fist, and then puts all their body weight behind the punch. The massive amount of chakra concentrated is enough to change the user's body structure, and the user will die unless given medical attention as described in the medical encyclopedia from the Nara clan soon thereafter. This technique can be used without consuming a red pill, if the character has enough chakra.
Rank: A
Cp Cost: 300
Attack Turns: 5
Reflex DC: N/A
Damage: 7x Base Taijutsu Damage
Requirements: Member of the Akimichi Clan; Karorī Kontorōru no Jutsu; Taijutsu 40; Chakra Control 39; Athletics 39
Training:
Stage I: [Chakra Control] DC 49, The user feels the surplus of energy, and tries to control it. (The User takes a White Akimichi Chakra Pill to Provide an effect similar to that of the Red Akimichi Pill, though less deadly)
Stage II: [Chakra Control] DC 39, The user channels the surplus of energy, and tries to use it (The User takes a White Akimichi Chakra Pill to Provide an effect similar to that of the Red Akimichi Pill, though less deadly)
Stage III: [Athletics] DC 49, The user feels channels the surplus of energy, trying to use their strength to their advantage; Very similar to Karorī Kontorōru no Jutsu (The User takes a White Akimichi Chakra Pill to Provide an effect similar to that of the Red Akimichi Pill, though less deadly)
Stage IV: [Taijutsu] DC 50, The user feels channels the surplus of energy, trying to use their new-found speed to their advantage (The User takes a White Akimichi Chakra Pill to Provide an effect similar to that of the Red Akimichi Pill, though less deadly)
Stage V: [Chakra Control] DC 51, The user feels channels the surplus of energy, and masters controlling it, using it to their advantage (The User takes a White Akimichi Chakra Pill to Provide an effect similar to that of the Red Akimichi Pill, though less deadly)
Special:
+5 Strength
+5 Dexterity
Usage of this technique leaves the user with 1HP. It also leaves the user unconscious until they receive medical attention to wake them up. (Can be asleep indefinably)
Usage of this technique, in addition to taking the red pill, requires the user to receive medical attention more quickly (10 posts) before the user passes away.
When learning the technique, the user doesn't have to deal with the after effects of taking the White Akimichi Chakra Pill.

Anhouri

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Anhouri

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PostPosted: Sun Sep 16, 2012 1:34 am


Akimichi Pill Creation Method:
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The Akimichi Pill Creation Method is a secrect method of making medicines used by the clan, posionious to anyone outside of the family. Each pill forcibly coverts the body's fat reserves into chakra, or in reverse the body's chakra into calories, giving the member a health point boost. The pills are also rumored to give the consumer a raw power boost. But in effect, each pill takes a toll on the body, leaving behind a slight trace of poison, that when taken in combination with another pill, is fatal. Pills above an Akimichi member's crafting level can be bought by the elder of the clan, but they cost a great deal of money.


Gray Akimichi Chakra Pill
Consumption of this pill produces an effect similar to the Warrior Pill, for the Akimichi clan.
Ingredients: Myrrh, Ginkgo, Plantain, Turmeric
Requirements: Member of the Akimichi Clan
Effects: Replenishes 10 chakra, and boosts the consumer's strength by 4 for 5 turns, but in return, you lose 5 HP, and after 5 turns your strength is decreased by 2 for 5 turns.
To Make It: DC 20 One Myrrh, Two Ginkgos, One Plantain, and One Turmeric


Blue Akimichi Health Pill
Consumption of this pill produces an effect similar to the Warrior Pill, for the Akimichi clan.
Ingredients: Aloe Stalk, Coffee Beans, Myrrh, Shepherd's Purse
Requirements: Member of the Akimichi Clan
Effects: Replenishes 10 health points, and boosts the consumer's strength by 4 for 5 turns, but in return, you lose 5 CP, and after 5 turns your strength is decreased by 2 for 5 turns.
To Make It: DC 20, One Aloe Stalk, Five Coffee Beans, One Myrrh, and One Shepherd's Purse


Green Akimichi Chakra Pill
Consumption of this pill produces an effect similar to the Warrior Pill, for the Akimichi clan.
Ingredients: Myrrh, Ginkgo, Plantain, Turmeric, Aloe
Requirements: Member of the Akimichi Clan
Effects: Replenishes 20 chakra, and boosts the consumer's strength by 8 for 5 turns, but in return, you lose 10 HP, and after 5 turns your strength is decreased by 4 for 5 turns.
To Make It: DC 30, Two Myrrhs, Four Ginkgos, Two Plantains, and Two Turmerics


Orange Akimichi Health Pill
Consumption of this pill produces an effect similar to the Warrior Pill, for the Akimichi clan.
Ingredients: Aloe Stalk, Coffee Beans, Myrrh, Shepherd's Purse
Requirements: Member of the Akimichi Clan
Effects: Replenishes 20 health points, and boosts the consumer's strength by 8 for 5 turns, but in return, you lose 10 CP, and after 5 turns your strength is decreased by 4 for 5 turns.
To Make It: DC 30, Two Aloe Stalks, Ten Coffee Beans, Two Myrrhs, and Two Shepherd's Purse


Yellow Akimichi Chakra Pill
Consumption of this pill produces an effect similar to the Warrior Pill, for the Akimichi clan.
Ingredients: Myrrh, Ginkgo, Plantain, Turmeric.
Requirements: Member of the Akimichi Clan
Effects: Replenishes 40 chakra, and boosts the consumer's strength by 12 for 5 turns, but in return, you lose 20 HP, and after 5 turns your strength is decreased by 6 for 5 turns.
To Make It: DC 38, Four Myrrhs, Eight Ginkgos, Four Plantains, and Four Turmerics.


Purple Akimichi Health Pill
Consumption of this pill produces an effect similar to the Warrior Pill, for the Akimichi clan.
Ingredients: Aloe Stalk, Coffee Beans, Myrrh, Shepherd's Purse
Requirements: Member of the Akimichi Clan
Effects: Replenishes 40 Health Points, and boosts the consumer's strength by 12 for 5 turns, but in return, you lose 20 CP, and after 5 turns your strength is decreased by 6 for 5 turns.
To Make It: DC 38, Four Aloe Stalks, Twenty Coffee Beans, Four Myrrh, and Four Shepherd's Purses.


White Akimichi Chakra Pill
Consumption of this pill produces an effect similar to the Warrior Pill, for the Akimichi clan.
Ingredients: Myrrh, Ginkgo, Plantain, Turmeric.
Requirements: Member of the Akimichi Clan
Effects: Replenishes 60 chakra, and boosts the consumer's strength by 16 for 5 turns, but in return, you lose 30 HP, and after 5 turns your strength is decreased by 8 for 5 turns.
To Make It: DC 45, Eight Myrrhs, Sixteen Ginkgos, Eight Plantains, and Eight Turmerics.


Turquoise Akimichi Health Pill
Consumption of this pill produces an effect similar to the Warrior Pill, for the Akimichi clan.
Ingredients: Aloe Stalk, Coffee Beans, Myrrh, Shepherd's Purse
Requirements: Member of the Akimichi Clan
Effects: Replenishes 60 Health points, and boosts the consumer's strength by 16 for 5 turns, but in return, you lose 30 CP, and after 5 turns your strength is decreased by 8 for 5 turns.
To Make It: DC 45, Eight Aloe Stalks, Thirty Coffee Beans, Eight Myrrhs, and Eight Shepherd's Purses.


Red Akimichi Ultimate Pill
Consumption of this pill produces an effect similar to the Warrior Pill, for the Akimichi clan.
Ingredients: Aloe Stalk, Coffee Beans, Myrrh, Shepherd's Purse, Ginkgo, Plantain, Turmeric.
Requirements: Member of the Akimichi Clan
Effects: Replenishes 100 HP and 100 CP, and boosts the consumer's attack by 20 for five posts. Using this pill burns all of the chakra and fat supply in the consumer's body, leaving the consumer unconscious after five posts, with only 1 HP. After 10 turns of being unconscious, the user will pass away unless they are revived by a Eseinin, of Special Jonin or higher rank.
To Make It: DC 50, Eight Aloe Stalks, Thirty Coffee Beans, Eight Myrrhs, Eight Shepherd's Purses, Sixteen Ginkgos, Eight Plantains, and Eight Turmerics




*Note: Before taking a second pill, you must let the effects, and after effects, of a pill wear off. This concerns all pills. Failure to let all poisons leave the body before mixing them with that of another pill will kill the user unless regurgitated before two posts
PostPosted: Sun Sep 16, 2012 8:03 am


It looks really good. biggrin
I do have a few commentaries on the Jutsu though.

Baika no Jutsu - Do you mean the +4 base goes on both the minimum and maximum end of the damage equation?

Bubun Baika no Jutsu - I see no reason for the Dexterity con. They're just enlarging one fist right? Damage should also be with Chakra mod. instead of Constitution mod.

Nikudan Sensha no Jutsu - It's better not to use a Reflex DC here, and say that this uses a Taijutsu check (1d20 + Attack Melee). As for damage, it should be Base Taijutsu + 2 per 5 Acrobatics to max damage

Nikudan Hari Sensha - Same as the above over the Rex DC. Damage should be Base Taijutsu + 2 per 5 Acrobatics to max damage. As for kunai, I would say it's (kunai damage * # used) to the max damage logically but that could potentially lead to a lot of damage depending on how many the Akimichi's carrying.

In that case, a compromise may be the kunai deal could only be used once, because the wires get tangled up or something. So maybe add [(kunai damage * #)/2] to the max damage instead of full kunai damage since this is more random piercing type attacks.

(On another note I don't get how the Akimichi don't poke themselves full of holes. o_O)

You got censored for the next two lines there, but I think you mean the Needle Guardian technique? Why do they get a free Hari usage??

Mizudan Suisha no Jutsu - Rex check should be 12 + Chakra mod. + 2 per 10 Chakra Control

Cho Baika no Jutsu - Should cost 4 Attack Turns to use. As for damage, x3 Taijutsu damage. Cp cost should probably go up since they're turning into a humungo giant.

Choharite no Jutsu - Should use the Taijutsu equation (1d20 + Attack Melee).

Chodan no Jutsu - x5 Taijutsu damage

Training

Should be based off of the Jutsu requirements, and 10-15 DC above the minimum ability/skill requirement.

Pill Creation Method

I like how you progressively strengthened the pills (a good thing too that training has lesser pills for use).

I'm assuming you mean +100 Chakra stat for 5 posts. That means elsewhere for the other pills you should respecify (if you mean Chakra Stat for the lesser pills as well).

I'll leave it to Kour on the +100 part. :<

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PostPosted: Sun Sep 16, 2012 11:12 am


If this is your first time making something in the guild Kudo's. Very well put together. I honestly like how everything is.
PostPosted: Sun Sep 16, 2012 11:59 am


ProtoXtreme
It looks really good. biggrin
I do have a few commentaries on the Jutsu though.

Baika no Jutsu - Do you mean the +4 base goes on both the minimum and maximum end of the damage equation?

Yes, sorry for the confusion, I added that in parenthesis at the end saying that it's added to both

Bubun Baika no Jutsu - I see no reason for the Dexterity con. They're just enlarging one fist right? Damage should also be with Chakra mod. instead of Constitution mod.

I thought that the enlarged limb would make it harder for someone to move, especially if it were a enlarged leg, but I took your suggestion and took out the Dex stat change.
I also changed it to take out constitution mod and replaced it with the chakra mod.


Nikudan Sensha no Jutsu - It's better not to use a Reflex DC here, and say that this uses a Taijutsu check (1d20 + Attack Melee). As for damage, it should be Base Taijutsu + 2 per 5 Acrobatics to max damage

Fixed to your suggestions

Nikudan Hari Sensha - Same as the above over the Rex DC. Damage should be Base Taijutsu + 2 per 5 Acrobatics to max damage. As for kunai, I would say it's (kunai damage * # used) to the max damage logically but that could potentially lead to a lot of damage depending on how many the Akimichi's carrying.

Yeah, I see what you're saying, I fixed that. I also assumed that an experienced shinobi would carry the ropes with kunais already pre-tied on them.

In that case, a compromise may be the kunai deal could only be used once, because the wires get tangled up or something. So maybe add [(kunai damage * #)/2] to the max damage instead of full kunai damage since this is more random piercing type attacks.

I added at the end that after a single use that the ropes would get tangled, whether people interpret that as their gone forever or they can be untangled and used again, I don't know what it would be, your opinion on that? I also fixed the kunai damage you suggested instead of just having it as base kunai damage, your way makes a lot more sense

(On another note I don't get how the Akimichi don't poke themselves full of holes. o_O)

I don't know, but that's why I made one of the training stages an awareness check so that they can practice not getting cut by the kunais!

You got censored for the next two lines there, but I think you mean the Needle Guardian technique? Why do they get a free Hari usage??

That is what I meant, but after listening to your suggestions over meebo and stuff I just completely took out the idea all together.

Mizudan Suisha no Jutsu - Rex check should be 12 + Chakra mod. + 2 per 10 Chakra Control

Fixed

Cho Baika no Jutsu - Should cost 4 Attack Turns to use. As for damage, x3 Taijutsu damage. Cp cost should probably go up since they're turning into a humungo giant.

I raised the CP cost to 120 to start it and 40 per turn after word to hold the technique, raising the taijutsu damage to x3 instead of x2
And also about the attack turns, does it take 4 turns to get to the 'giant' form, or can they only hold it for four turns? I don't understand what you're saying by that, honestly.


Choharite no Jutsu - Should use the Taijutsu equation (1d20 + Attack Melee).

Fixed.

Chodan no Jutsu - x5 Taijutsu damage

Fixed

Training

Should be based off of the Jutsu requirements, and 10-15 DC above the minimum ability/skill requirement.

I fixed that, and changed a few things to make the learning of the jutsus slightly more 'realistic'

Pill Creation Method

I like how you progressively strengthened the pills (a good thing too that training has lesser pills for use).

I'm assuming you mean +100 Chakra stat for 5 posts. That means elsewhere for the other pills you should respectivly (if you mean Chakra Stat for the lesser pills as well).

I'll leave it to Kour on the +100 part. :<

Thanks, Kours actually already looked at them when I first did them, like you had, and I think that she didn't mind it, since in the anime the pill is said to give the consumer 100x their chakra and strength.



Hademaru
If this is your first time making something in the guild Kudo's. Very well put together. I honestly like how everything is.

Thanks! I'm redoing quite a few canon clans from konhagakure by request from proto, so you'll be seeing some more stuff coming from me soon ;D
And yes, this is my first time making something in the guild!

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PostPosted: Sun Sep 16, 2012 1:30 pm


On Cho Biaka, is thre 3x Taijutsu damage for each of thier attacks while in that form? If it is they you should probaly bring it down to 2x.
PostPosted: Sun Sep 16, 2012 1:42 pm


Gideon Commando
On Cho Biaka, is thre 3x Taijutsu damage for each of thier attacks while in that form? If it is they you should probaly bring it down to 2x.

Yes, 3x Taijutsu damage for each of their attacks in that form.
AND NOW I DON'T KNOW WHAT TO DO D:
I had it at x2 and then proto suggested x3 so I made it that
AND NOW YOU'RE SAYING x2
I'm so confused crying

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PostPosted: Sun Sep 16, 2012 1:52 pm


Anhouri
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On Cho Biaka, is thre 3x Taijutsu damage for each of thier attacks while in that form? If it is they you should probaly bring it down to 2x.

Yes, 3x Taijutsu damage for each of their attacks in that form.
AND NOW I DON'T KNOW WHAT TO DO D:
I had it at x2 and then proto suggested x3 so I made it that
AND NOW YOU'RE SAYING x2
I'm so confused crying

Well are you intending for it to only last one turn, ex. Senpu, or do you intened to be maintainable, ex. Eight Gates?

See I think Proto saw it as something like Senpu, in that they expand and attack and then go back to normal.
PostPosted: Sun Sep 16, 2012 2:03 pm


Gideon Commando
Anhouri
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On Cho Biaka, is thre 3x Taijutsu damage for each of thier attacks while in that form? If it is they you should probaly bring it down to 2x.

Yes, 3x Taijutsu damage for each of their attacks in that form.
AND NOW I DON'T KNOW WHAT TO DO D:
I had it at x2 and then proto suggested x3 so I made it that
AND NOW YOU'RE SAYING x2
I'm so confused crying

Well are you intending for it to only last one turn, ex. Senpu, or do you intened to be maintainable, ex. Eight Gates?

See I think Proto saw it as something like Senpu, in that they expand and attack and then go back to normal.


I feel like it would be kinda in between those two- one turn to 'grow' and then the user being able to use basic attacks (i.e punch, kick, etc) but not any attacks (i.e the gates or lotuses) that give extra taijutsu bonuses (though they still are allowed to use Choharite no Jutsu). I think it's sorta like, byakugan or Sharingan that it has an initial 'activation' cost and then each turn after that it costs additional CP to maintain the form.

Edit: I misread your post, It would be like the eight gates where it is maintainable

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PostPosted: Tue Sep 18, 2012 11:51 am


Nikudan Hari Sensha - For the untangling, I guess, maybe a Sleight of Hand check? But the question is what will the DC be... Maybe if the Sleight of Hand check matches the Attack Melee DC of this technique, you can free the knots in the wires holding the kunai or something (yes that costs you 1 of your Attack Turns to do that Skill Check).

Cho Baika no Jutsu - We sorta discussed this over meebo, 4 attack turns is basically a coin system for Jutsu usage. A Jounin will get 30/25/20/15/10/5 (6 attack turns) so he can use Jutsus that will take him up to that max potential number (usually a 2 C ranks, 1 A rank, 1 B rank, and 1 D rank, combos like that).

Once you add in the chakra maintenance to hold on to the form, it should be all good.

Pill Creation Method - I looked at Hachimon with Hademaru. It should be ok.

+1 it is.
PostPosted: Thu Sep 20, 2012 10:47 am


Looking good!

Anhouri
Clan Jutsus


User Image
Karorī Kontorōru no Jutsu (Calorie Control Technique)
Description: This ability grants members of the Akimichi clan free control of their body's calories, which they convert into chakra in order to perform their techniques. The most common application of this technique is for a clan member to force chakra to their hands, increasing their taijutsu damage. This is usally referred to as the basis for the Chōdan Bakugeki no Jutsu.
Rank: E
Cp Cost: 10 to activate; 4 per turn to continue the technique.
Attack Turns: N/A
Reflex DC: N/A
Damage: Base Taijutsu + Chakra Control Is this per hit? If so, it's too much. I'd say +2 per 10 points in Chakra. Since it's about amount rather than precise manipulation of chakra. (It's not that difficult comparatively speaking to move chakra to the hands/whatever body part..)
Requirements: Member of the Akimichi Clan; Chakra control 5
Training:
Stage I: [Chakra Control] DC 15, The Character focuses on moving chakra to their hands Different parts of the body used in combat? Not just hands? razz
Special: N/A


User Image
Baika no Jutsu (Multi Size Technique)
Description: This is a secret technique passed down through the Akimichi clan that takes advantage of the the clan's chakra control, allowing the user to control their body by will, for an extensive period of time. A very common application of this technique gives the user a 'ball' like appearance by mostly increasing the size of their abdominal section, which is used in Nikudan Sensha no Jutsu (Human Bullet Tank Technique). The technique can also be used to increase the size of the user's entire body by three, turning the user into a giant of sorts.
Rank: D
Cp Cost: 10 to activate; 4 per turn to hold the form I'd say that this would cost more than Bubun Baika.
Attack Turns: N/A
Reflex DC: N/A
Damage: +4 Base Taijutsu Damage (Added to both top and bottom)
Requirements: Member of the Akimichi Clan; Karorī Kontorōru; Taijutsu 12; Chakra control 8
Training:
Stage I: [Chakra Control] DC 18, The Character focuses on how their chakra moves throughout their body.
Stage II: [Taijutsu] DC 22, The Character Concentrates on forcing their Chakra into calories, allowing them to increase their body size.
Special:
+2 Strength
+2 Constitution
-1 Dexterity How about something like +2 Str +4 Con -6 Dex?


User Image
Bubun Baika no Jutsu (Partial Multi-Size Technique)
Description: A practical application of the Multi-Size Technique, which allows one to expand their own body, but instead increasing the size of only a single part of the user's body, increasing the power of one's physical attacks. Any bodily part may be augmented this way, but mostly and arm or a leg are increased in size for ease.
Rank: D
Cp Cost: 20 to Activate; 8 per turn to hold the form
Attack Turns: N/A
Reflex DC: N/A
Damage: Base Taijutsu + Strength Mod + Chakra Mod
Requirements: Member of the Akimichi clan; Baika no Jutsu; Taijutsu 14; Strength 10; Chakra Control 12
Training:
Stage I: [Strength] DC 20, The character builds up strength in their hands and feet; greater original strength leads to stronger attacks
Stage II:[Chakra Control] DC 22, The Character focuses on how their chakra moves throughout their limbs, focusing the body part they intend to multiply
Stage III: [Taijutsu] DC 24, The Character practices their coordination with the enlarged limb
Special: N/A I'd still think that a Dex penalty (though smaller than Baika) is necessary.


User Image
Nikudan Sensha no Jutsu (Human Bullet Tank Technique)
Description: First using Baika no Jutsu, expanding the user's core and shaping the character into a ball-form, the user tucks in their lumbs and uses chakra to propel them self forward into a powerful roll. Though appearing dangerous to the naked eye, the technique is much more powerful then what appearances would let on, enough to pulverise one's hand with just a touch. Due to the momentum of the user's weight and the user's speed, it's very difficult for the user to turn while using this attack.
Rank: D
Cp Cost: 25
Attack Turns: 2
Reflex DC: N/A
Damage: Base Taijutsu post Baika no Jutsu + 2 per 5 in acrobatics Athletics would be better since that's more about brute strength, power and speed
Requirements: Member of the Akimichi clan; Baika no Jutsu; Athletics 12; Acrobatics 12
Training:
Stage I: [Athletics] DC 22, The user runs short, fast distances, building up their speed
Stage II: [Acrobatics] DC 22 The user runs, and then tucks them self into a roll, getting use to the feeling.
Stage III: [Acrobatics] DC 24 The performs Baika no Jutsu, running, and tucking themself into a roll.
Special:
-2 Dexterity We'll see about this depending on how the Baika changes go!


User Image
Nikudan Hari Sensha (Spiked Human Bullet Tank Technique)
Description: After wrapping themselves in ropes with kunais attached, the user uses Nikodan Sensha no Jutsu, hurling them self at their opponent. Thanks to the weapons, the technique's effectiveness is raised significantly. The user also uses increased chakra to hold the ropes in place, increasing the rotation power as well as the attack power.
Rank: C
Cp Cost: 35
Attack Turns: 2
Reflex DC: 12 + 2 per 10 in Taijutsu
Damage: Base Taijutsu + 2 per 5 in acrobatics + Kunai Damage (Base kunai damage x amount of kunais / 2)
Requirements: Member of the Akimichi Clan; Nikudan Hari Sensha no Jutsu; Craft 15; Escape Artist 15; Awareness 19; Acrobatics 20
Training:
Stage I: [Craft] DC 25, The user practices tying kunais on ropes.
Stage II: [Escape Artist] DC 25, The user practices getting in and out of the ropes, trying not to get cut
Stage III: [Awareness] DC 29, The user practices rolling with the kunais on, making sure not to poke them self.
Stage IV: [Acrobatics] DC 30, The user practices using Baika no Jutsu with the ropes tied around them.
Special: The user must first prep them self by tying ropes with kunais around their body. (Two posts, unless helped, dropping the prep time to one post.)
The user can only use the ropes for one attack, after that, the ropes are considered mangled, and unable to use.

Can we not consider this jutsu... the kunai would just cut painfully into the Akimichi's bulk......

User Image
Mizudan Suisha no Jutsu (Ballistic Waterwheel Technique)
Description: The user swallows a great amount of water to make themselves into a human-sized ball, similar to the effect of Baika no Jutsu, the user then tucking their limbs inside their clothes and using chakra to propel themselves forward in a powerful roll.The added water gives the user extra weight causing more damage to the opponent. This technique is ranked amount the most useful against Suiton-based attacks, because it not only nullifies the user's attack, but turns it against them.
Rank: C
Cp Cost: 45
Attack Turns: 2
Reflex DC: 12 + Chakra mod + 2 per 10 in Chakra control
Damage: Base Taijutsu + 1/2 attack of opponent's water attack Do you mean 1/2 damage? If so, that's a bit much, esp considering that damage in water jutsus comes more from (imo) the water pressure/speed of spray and not from the sheer volume/weight.
Requirements: Member of the Akimichi Clan; Constitution 15; Athletics 18; Acrobatics 21; Chakra Control 15
Training:
Stage I: [Constitution] DC 25, The user practices holding his breath underwater.
Stage II: [Chakra control] DC 25, The user practices 'absorbing' the water turning it into chakra
Stage III: [Athletics] DC 28, The user practices walking under the pressure of the water
Stage IV: [Acrobatics] DC 31, The user practices rolling around with the water's weight
Special:To perform this technique, the user must pass a Reflex DC, to 'swallow' the water.


Imma ask about the rest later XD

kouri-chan_xx
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PostPosted: Sat Sep 29, 2012 1:39 pm


ProtoXtreme
Nikudan Hari Sensha - For the untangling, I guess, maybe a Sleight of Hand check? But the question is what will the DC be... Maybe if the Sleight of Hand check matches the Attack Melee DC of this technique, you can free the knots in the wires holding the kunai or something (yes that costs you 1 of your Attack Turns to do that Skill Check).

I think that's a good thing, I should add that into the 'special' section of the jutsu?

Cho Baika no Jutsu - We sorta discussed this over meebo, 4 attack turns is basically a coin system for Jutsu usage. A Jounin will get 30/25/20/15/10/5 (6 attack turns) so he can use Jutsus that will take him up to that max potential number (usually a 2 C ranks, 1 A rank, 1 B rank, and 1 D rank, combos like that).

Once you add in the chakra maintenance to hold on to the form, it should be all good.

I'm still confused a bit. Sometime over meebo you'll have to explain this to me a bit more over.

Pill Creation Method - I looked at Hachimon with Hademaru. It should be ok.

+1 it is.
Thank you so much for your input! I feel like it make this clan even better!


kouri-chan_xx
Looking good!

Anhouri
Clan Jutsus


User Image
Karorī Kontorōru no Jutsu (Calorie Control Technique)
Description: This ability grants members of the Akimichi clan free control of their body's calories, which they convert into chakra in order to perform their techniques. The most common application of this technique is for a clan member to force chakra to their hands, increasing their taijutsu damage. This is usally referred to as the basis for the Chōdan Bakugeki no Jutsu.
Rank: E
Cp Cost: 10 to activate; 4 per turn to continue the technique.
Attack Turns: N/A
Reflex DC: N/A
Damage: Base Taijutsu + Chakra Control Is this per hit? If so, it's too much. I'd say +2 per 10 points in Chakra. Since it's about amount rather than precise manipulation of chakra. (It's not that difficult comparatively speaking to move chakra to the hands/whatever body part..)
Fixed
Requirements: Member of the Akimichi Clan; Chakra control 5
Training:
Stage I: [Chakra Control] DC 15, The Character focuses on moving chakra to their hands Different parts of the body used in combat? Not just hands? razz
fixed
Special: N/A


User Image
Baika no Jutsu (Multi Size Technique)
Description: This is a secret technique passed down through the Akimichi clan that takes advantage of the the clan's chakra control, allowing the user to control their body by will, for an extensive period of time. A very common application of this technique gives the user a 'ball' like appearance by mostly increasing the size of their abdominal section, which is used in Nikudan Sensha no Jutsu (Human Bullet Tank Technique). The technique can also be used to increase the size of the user's entire body by three, turning the user into a giant of sorts.
Rank: D
Cp Cost: 10 to activate; 4 per turn to hold the form I'd say that this would cost more than Bubun Baika.
I switched the cost of Bunbun Baika with the cost of this one.
Attack Turns: N/A
Reflex DC: N/A
Damage: +4 Base Taijutsu Damage (Added to both top and bottom)
Requirements: Member of the Akimichi Clan; Karorī Kontorōru; Taijutsu 12; Chakra control 8
Training:
Stage I: [Chakra Control] DC 18, The Character focuses on how their chakra moves throughout their body.
Stage II: [Taijutsu] DC 22, The Character Concentrates on forcing their Chakra into calories, allowing them to increase their body size.
Special:
+2 Strength
+2 Constitution
-1 Dexterity How about something like +2 Str +4 Con -6 Dex?
Fixed


User Image
Bubun Baika no Jutsu (Partial Multi-Size Technique)
Description: A practical application of the Multi-Size Technique, which allows one to expand their own body, but instead increasing the size of only a single part of the user's body, increasing the power of one's physical attacks. Any bodily part may be augmented this way, but mostly and arm or a leg are increased in size for ease.
Rank: D
Cp Cost: 20 to Activate; 8 per turn to hold the form
Attack Turns: N/A
Reflex DC: N/A
Damage: Base Taijutsu + Strength Mod + Chakra Mod
Requirements: Member of the Akimichi clan; Baika no Jutsu; Taijutsu 14; Strength 10; Chakra Control 12
Training:
Stage I: [Strength] DC 20, The character builds up strength in their hands and feet; greater original strength leads to stronger attacks
Stage II:[Chakra Control] DC 22, The Character focuses on how their chakra moves throughout their limbs, focusing the body part they intend to multiply
Stage III: [Taijutsu] DC 24, The Character practices their coordination with the enlarged limb
Special: N/A I'd still think that a Dex penalty (though smaller than Baika) is necessary.
I added in
+2 Strength
-2 Dex


User Image
Nikudan Sensha no Jutsu (Human Bullet Tank Technique)
Description: First using Baika no Jutsu, expanding the user's core and shaping the character into a ball-form, the user tucks in their lumbs and uses chakra to propel them self forward into a powerful roll. Though appearing dangerous to the naked eye, the technique is much more powerful then what appearances would let on, enough to pulverise one's hand with just a touch. Due to the momentum of the user's weight and the user's speed, it's very difficult for the user to turn while using this attack.
Rank: D
Cp Cost: 25
Attack Turns: 2
Reflex DC: N/A
Damage: Base Taijutsu post Baika no Jutsu + 2 per 5 in acrobatics Athletics would be better since that's more about brute strength, power and speed
Fixed
Requirements: Member of the Akimichi clan; Baika no Jutsu; Athletics 12; Acrobatics 12
Training:
Stage I: [Athletics] DC 22, The user runs short, fast distances, building up their speed
Stage II: [Acrobatics] DC 22 The user runs, and then tucks them self into a roll, getting use to the feeling.
Stage III: [Acrobatics] DC 24 The performs Baika no Jutsu, running, and tucking themself into a roll.
Special:
-2 Dexterity We'll see about this depending on how the Baika changes go!
I Made it a -2 Dex that stacked on top of the -6 from Baika


User Image
Nikudan Hari Sensha (Spiked Human Bullet Tank Technique)
Description: After wrapping themselves in ropes with kunais attached, the user uses Nikodan Sensha no Jutsu, hurling them self at their opponent. Thanks to the weapons, the technique's effectiveness is raised significantly. The user also uses increased chakra to hold the ropes in place, increasing the rotation power as well as the attack power.
Rank: C
Cp Cost: 35
Attack Turns: 2
Reflex DC: 12 + 2 per 10 in Taijutsu
Damage: Base Taijutsu + 2 per 5 in acrobatics + Kunai Damage (Base kunai damage x amount of kunais / 2)
Requirements: Member of the Akimichi Clan; Nikudan Hari Sensha no Jutsu; Craft 15; Escape Artist 15; Awareness 19; Acrobatics 20
Training:
Stage I: [Craft] DC 25, The user practices tying kunais on ropes.
Stage II: [Escape Artist] DC 25, The user practices getting in and out of the ropes, trying not to get cut
Stage III: [Awareness] DC 29, The user practices rolling with the kunais on, making sure not to poke them self.
Stage IV: [Acrobatics] DC 30, The user practices using Baika no Jutsu with the ropes tied around them.
Special: The user must first prep them self by tying ropes with kunais around their body. (Two posts, unless helped, dropping the prep time to one post.)
The user can only use the ropes for one attack, after that, the ropes are considered mangled, and unable to use.

Can we not consider this jutsu... the kunai would just cut painfully into the Akimichi's bulk......
I was talking to Proto to this before and we talked about how since it is canonically supported that I could say that the akimichi uses their calorie control jutsu to harden their bulk, so the kunai's wouldn't cut them.

User Image
Mizudan Suisha no Jutsu (Ballistic Waterwheel Technique)
Description: The user swallows a great amount of water to make themselves into a human-sized ball, similar to the effect of Baika no Jutsu, the user then tucking their limbs inside their clothes and using chakra to propel themselves forward in a powerful roll.The added water gives the user extra weight causing more damage to the opponent. This technique is ranked amount the most useful against Suiton-based attacks, because it not only nullifies the user's attack, but turns it against them.
Rank: C
Cp Cost: 45
Attack Turns: 2
Reflex DC: 12 + Chakra mod + 2 per 10 in Chakra control
Damage: Base Taijutsu + 1/2 attack of opponent's water attack Do you mean 1/2 damage? If so, that's a bit much, esp considering that damage in water jutsus comes more from (imo) the water pressure/speed of spray and not from the sheer volume/weight.
Switched it to a 1/3 instead of 1/2
Requirements: Member of the Akimichi Clan; Constitution 15; Athletics 18; Acrobatics 21; Chakra Control 15
Training:
Stage I: [Constitution] DC 25, The user practices holding his breath underwater.
Stage II: [Chakra control] DC 25, The user practices 'absorbing' the water turning it into chakra
Stage III: [Athletics] DC 28, The user practices walking under the pressure of the water
Stage IV: [Acrobatics] DC 31, The user practices rolling around with the water's weight
Special:To perform this technique, the user must pass a Reflex DC, to 'swallow' the water.


I'll await the rest of your responses!
PostPosted: Sat Sep 29, 2012 5:02 pm


No arguments here, +1.

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PostPosted: Sat Sep 29, 2012 7:02 pm


Yeah I'm good too +1
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