Ninpocho Chronicles

Ninpocho Chronicles is a fantasy-ish setting storyline, set in an alternate universe World of Ninjas, where the Naruto and Boruto series take place. This means that none of the canon characters exists, or existed here.

Each ninja starts from the bottom and start their training as an Academy Student. From there they develop abilities akin to that of demigods as they grow in age and experience.

Along the way they gain new friends (or enemies), take on jobs and complete contracts and missions for their respective villages where their training and skill will be tested to their limits.

The sky is the limit as the blank page you see before you can be filled with countless of adventures with your character in the game.

This is Ninpocho Chronicles.

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Akimichi

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Akimichi
Akimichi.png

Chubby, big boned, but never fat, the Akimichi are a sturdy people with roots stemming from the Fire Country. Those of the Akimichi clan have a unique ability that allows them to manipulate the size of their body and limbs, and possess the unique trait of transforming all the calories stored within their bodies into raw energy. Though generally goodhearted, the Akimichi have little tolerance for words relating to their weight, which generally tends to be a bit more than little above standards. This comes from the fact that all Akimichi possess a nearly insatiable appetite, their sense of taste far more acute than others.

Big Boned - Passive
The Akimichi clan's number one recognizable trait is their size. They enjoy eating and it seems to be a genetic trait rather than a conscious decision. Naturally, all this extra food tends to build up quickly within their bodies, and they tend to be rather chonky. Though this extra weight leaves them as some of the slower shinobi in the land, they are also all more resilient and durable than normal.

Rank 1/2/3:+5%/+10%/+15% Damage Reduction and -6% / -8% / -10% Primary Effect chance against the user.

Notes:
  • Damage Reduction gained by Akimichi's Big Boned Passive cannot be reduced or ignored by any means.
---
Bear Hug - Passive
The Akimichi’s large size contributes to many things. Wearing larger clothing, taking multiple seats in a booth, and being able to take the hit from something that would cripple a normal man. Despite their size, they are also incredibly quick; fast to scoop up whatever dared to strike them.

Rank 1/2/3: When the User enters Defensive Mode, they gain a Barrier that blocks up to 500/750/1000 Physical Damage. At rank 3, the user gains access to the special action Grab.

Special action - Grab: The user may reflexively spend 1 AP to attempt to Bind a Hostile Target that comes into Melee contact with the User.

Notes:
  • The special action is a Physical Binding Technique.
  • The special action may be maintained for up to 10 seconds.
  • The special action is a Binding Technique has Two Escape Conditions:
    • Damage: The Bound Target taking any damage will break this bind.
    • Escape Chance: The Bound Target has a 25% chance to escape per 1 Ap.
  • Grab has a 15 second cooldown after use
  • The Barrier lasts 10 Seconds or until destroyed.
  • If the user is in Defensive Mode at the start of a round, the Barrier is refreshed.

---

Heavyweight - Bloodline Style
An Akimichi’s strength can be measured in pounds and one best get out the way when they start fighting. Their weight is such an important part of their fighting style that they can choose to utilize their massive frame and weight to dish out the damage instead of relying on their own chakra to do it.

Rank 1/2/3: While in this Style, they have a -3 Dodge Debuff and gain +1/+2/+3 Taijutsu Accuracy, +5%/+10%/+15% Taijutsu Damage and ignore up to +5/+10/+15% DR.

Cost: 0.5 AP

Notes:
  • May be used as a Chakra or Physical style.
  • The Dodge Debuff lasts as long as the user is in the style.

---

Elephant Gun - Unarmed Taijutsu
By circulating the chakra already patiently waiting stored up in their fat cells, an Akimichi can increase the size of their body parts into the colossal limbs of something out of a fairy tale. The size is so terrifyingly massive that they can sweep aside multiple opponents with a simple brush of their hand; as if sweeping loose dirt off a surface.

Rank 1/2/3: The user targets up to 1/2/3 opponents dealing 430/540/645 Damage at -2 Accuracy.

Special Action: Slap the Heavens - The user may pay +10% CP to use this technique against a Hostile Target with the Airborne Status.

Cost: 1.75 AP and 180 CP

Notes:
  • Use of the special action allows Melee Contact against Airborne targets.

---

Partial Expansion - Buffing Taijutsu
The most well known ability of an Akimichi. By manipulating the chakra of their coils to leak into their muscular structure, the big boned protagonists can increase the size of a single limb at whim; turning a straight punch into being hit by a car in a split second.

Rank 1/2/3: The user chooses up to 1/2/3 Called Shot Locations to become Expanded. The User gains a +1 Taijutsu Acc/-1 Dodge for each Location. The user must spend the initial CP cost for each Called Shot Location that is Expanded.

Cost: 1.75 AP and 340 CP, 160 Cp/rnd

Notes:
  • This technique may be maintained for a maximum of 30 Seconds
  • While a Called Shot Location is Expanded the Called Shot chance is halved.
  • The user cannot choose the Heart, Neck and Weapon Called Shot locations for this technique.

----
Calorie Control Mastery
Calorie Control is a two word taboo within the ranks of the Akimichi, preferring to eat and intake as many calories as possible to convert into chakra for combat. However, within the clan is a special set of food pills that allow them to take the two word taboo and turn it into a weapon. By burning the calories stored up in their body at hypersonic speeds, they gain unrivaled strength and chakra reserves far beyond their base power. Those who digest the pills in full are often granted chakra wings that are shaped from the energy held outside of their body so that they don’t self explode from the raw power of suddenly burning their fat for fuel. This power comes at a price, and those who ingest the first set of pills rarely have the constitution for a second round.

Papilio Antimachus - Passive
More than just being able to make oneself thin, the Akimichi use Calorie Control to burn their weight into raw chakra that stabilizes itself through their body for the explosive use of a string of Taijutsu. However, the process in which they burn themselves for the upper edge has a rebound that often slowly tears apart their insides over time.

Rank 1/2/3: AP timing of all Bloodline Taijutsu are reduced by 0.25/0.5/0.75 and Bloodline Taijutsu have increased Called Shot Chance by 5%/10%/15%.

Notes:
  • AP cannot be lowered below 0.5 for any Taijutsu

---

Houren Pills - Passive
The secret technique of Complete Metabolic Control is one learned through trial and error, and it is said to be impossible to fully master. The start of any Akimichi’s training in this powerful technique starts with the Houren Pills; three colored pills that force calorie burn at rates that would kill a normal man. These pills are used as a method to train the basics of the secret techniques, but the Red Pill is often a forbidden food, used only as a last resort as it can easily cause the death of the one who eats it.

Rank 1/2/3: The user gains a Akimichi Pouch inventory slot. The Akimichi Pouch contains the following Pills:
Green Spinach Pill: Restores 5% Max CP, grants +1 Melee Accuracy and +5% Damage to all Taijutsu Techniques that use Melee Accuracy.
Yellow Curry Pill: Restores 10% Max CP, grants +2 Melee Accuracy, +10% Damage to all techniques that use Melee Accuracy, and +5% Called Shot Chance
Red Chili Pepper Pill: Restores 15% Max CP, grants +3 Melee Accuracy, +15% Damage to all techniques that use Melee Accuracy, +10% Called Shot Chance, and doubles the effects of Partial Expansion.

Costs: 1 AP and 2% Max HP

Notes
  • Each Pill lasts for 10 seconds
  • Must be taken in order of Green/Yellow/Red.
  • The user can only have one pill active at a time, if the next pill in the sequence is consumed before the previous ends the effects are overwritten.
  • The user may repeat the pill sequence twice per battle.

---

One-Inch Strike - Unarmed Taijutsu
With their bodies no longer having the weight that their chunkier cousins proudly hoist, Akimichi who take to total calorie control find themselves lacking the same “umph” to a punch they’d normally have. To make up for this they have developed a technique that uses their entire remaining body weight in a single strike that can be thrown from even an inch away from the target with full force; meaning they can strike anything in their range at full force without losing any momentum.

Rank 1/2/3: The user makes an attack that deals 1450/1810/2715 Damage at -1/+0/+1 accuracy with +5%/+10%/+15% chance to cause a Called Shot Location to become “Useless” for the next 10 Seconds. At Rank 3 the User may use the Special Action. The user selects the Called Shot Location.

Special Action - Bullet with Butterfly Wings: The User may spend HP instead of CP to have this attack Target every Hostile Target in battle with a Called Shot Location of Rank 2 or Higher.

Cost: 2.25AP and 545/680/850cp

Notes:
  • Useless uses the same penalties as Broken status but cannot be healed. After 10 Seconds the Called Shot Location returns to it's original Called Shot level.
  • A Hostile Target can only have 1 Useless Called Shot location from this technique at a time.

---

Monarch Stinger Strike - Unarmed Taijutsu
The Calorie Control technique does more than just burn fat. At a higher mastery it can also burn the toxins in the body to tilt the Akimichi’s natural chakra to become tainted. This causes every strike infused with their chakra to leave a burning fist imprint on their opponents and a feeling of ill invading their systems.

Rank 1/2/3: The user targets a Hostile Target at -2/-1/0 Accuracy six times. Each attack that is a Full Hit lowers the Opponent’s Accuracy by -1 for 10 seconds, stacking up to -4. If four attacks hit, the Opponent takes 800 Damage per Called Shot Location that is above Rank 2.

Cost: 2.25ap 850cp

Notes:
  • Called Shot: Weapon ranks do not count towards damage.

---

Butterfly Bullet Bomb - Unarmed Taijutsu
The chemicals inside of the Red Pill force the metabolism into overtime to burn nearly every calorie it can force the body to find and then convert it directly into chakra. The chakra created by this violent act is so strong that it often explodes outside of the user’s body in a shape; often the wings of a butterfly. It is then converted into a single devastating attack that carries not only all of the explosive chakra, but the Akimichi’s very life force.

Rank 1/2/3: The user makes an attack dealing 3465/4330/5410 Physical Damage at -3/-2/-1 Accuracy. A full hit raises all the hostile target’s Called Shot locations by 1.

Special Action - Morbid Resolve: The user may spend HP instead of CP to increase their Taijutsu Damage buff to 50% for this technique.

Costs: 2.75 Ap, 2580 Cp

Notes:
  • This technique may only be used after the Red Chili Pepper Pill has been used.
  • The Red Chilli Pepper Pill does not have to be active to use this technique.

---

Behemoth
Some Akimichi refuse to follow the path of Calorie Control, taking the word taboo to heart and focus purely on being the biggest man in the room; literally. These of the clan focus on mastering the Partial Expansion technique until they can expand their entire body all at once to become a literal giant on the battlefield. Known widely through the world as "human titans", the Behemoths are the go-to guards most royalty within the world hire out due to their threatening size. With their height and weight to match, these Akimichi can swipe aside entire platoons with the back of their hand, and even 1v1 kaiju-level Jinchuruki forms.
Extra Padding - Passive
Taking their weight and size far more seriously than the most casual of their clan, these Akimichi tend to be a bit larger than most and have found a way to weaponize it. By constantly shuffling chakra between their flesh and muscle to strengthen both, they infuse their very fat cells with chakra to a point that, sometimes, even a sword can’t seem to cut through their rolls.

Rank 1/2/3: Increases HP Mod by 2/4/6

---

Fat Absorption - Passive
By having a constant flow of chakra outside of their coil infecting their fat cells, wounds and broken bones seem to heal themselves. Sometimes it will even appears that a wound will simply be absorbed by their ample flesh into a healed state with no scar.

Rank 1/2/3: Whenever the User recovers health from any source, they may heal one rank of Bleeding or Called Shot with a 10/15/20% chance to recover from second rank. They gain 10% DR Per Rank healed this way, up to 20%.

Notes:
  • Bleed/Called Shots may only be healed this way once every 10 seconds.
  • Damage Resist gained this way lasts 10 seconds.

---

Super Expansion - Buffing Taijutsu
The ultimate goal of any Akimichi who adheres to this path. With the mastery of chakra control spread through their bodies, they can expand their entire body all at once to become a giant and wreck upon the battlefield the exact kind of carnage one would expect of a creature of their size.

Rank 1/2/3: The User gains Gigantic and may use Offensive Techniques using Melee Acc at Airborne Targets at -2/-1/-0 Melee Acc.

Special Action - Gigantamax: By paying 1AP and 500CP, the user may use Partial Expansion to Expand a Called Shot Location immediately and attack after activating this Technique.

Cost: 2.25ap 545/680/850cp and 275/340/425cp per round.

Note:
  • This technique may be maintained for up to 30 seconds.
  • This technique has a 10 second cooldown. .
  • This is a Chakra Armour Technique.
  • The Special Action - Gigantamax has 0AP Timing.

---

Giant’s Stomp - Unarmed Taijutsu
While already considered powerful by the testament of their size alone, a Behemoth can even change the very landscape of a battlefield simply by putting their foot down. The few brave enough to tangle with one of these human kaiju know to avoid their feet, but to also watch for the debris falling from the sky.

Rank 1/2/3: The user deals 1200 damage up to 3 targets and sends 1/2/3 rocks into the air for 10 seconds. At the end of 10 seconds these rocks drop and deal 375/500/675 damage each with a 10%/15%/20% chance of being a sneak attack.
Special Action - Shotput: The user may reflexively pay 10% of the CP cost to instantly drop any rock, up to 30% CP cost, for all three.
Cost: 2.25ap/545CP

---

Human Bullet Tank - Unarmed Taijutsu
By using the strength of the Partial Expansion technique at its maximum, the Akimichi expands their entire torso into a veritable wrecking ball, then uses their limbs and head to shove chakra out like tiny jet engines to rush themselves at their opponent; often turning their foes into roadkill.

Rank 1/2/3: The user makes 3 attacks dealing 1210/1440/1650 Physical Damage at -2/-1/+0 accuracy with +5%/+10%/+15% chance to increase the damage by 5% for every Called Shot Location that is Expanded. At Rank 2, the user unlocks the Keep on Rollin Special Action. At Rank 3, the user unlocks the Needle Bullet Tank Special Action..
Special Action - Keep on Rollin: If the technique used before this was Human Bullet Tank, the user may pay +20% CP to gain +1 Acc.
Special Action - Needle Bullet Tank: The user may replace the Damage Increase chance with Bleeding chance.

Cost: 2.75AP and 2475 CP

Notes:
  • The Acc bonus from the special action caps at +5 Acc
  • Uses of the Special Action - Keep on Rollin allows the user to use this technique more than once per round.
  • Acc gained from the Special Action drops off by -1 Acc every 5 Seconds
 
Code:
[QUOTE]
[b][u]Akimichi[/u][/b]
[img]http://www.ninpocho.com/images/BattleSystem/Bloodlines/Akimichi.png[/img]
Chubby, big boned, but never fat, the Akimichi are a sturdy people with roots stemming from the Fire Country. Those of the Akimichi clan have a unique ability that allows them to manipulate the size of their body and limbs, and possess the unique trait of transforming all the calories stored within their bodies into raw energy. Though generally goodhearted, the Akimichi have little tolerance for words relating to their weight, which generally tends to be a bit more than little above standards. This comes from the fact that all Akimichi possess a nearly insatiable appetite, their sense of taste far more acute than others.

[spoiler=Base Bloodline:]
[B][U]Big Boned[/U][/B] - Passive
The Akimichi clan's number one recognizable trait is their size. They enjoy eating and it seems to be a genetic trait rather than a conscious decision. Naturally, all this extra food tends to build up quickly within their bodies, and they tend to be rather chonky. Though this extra weight leaves them as some of the slower shinobi in the land, they are also all more resilient and durable than normal.

[B]Rank 1/2/3:[/B]+5%/+10%/+15% Damage Reduction and -6% / -8% / -10% Primary Effect chance against the user.

[I]Notes:[/I]
[list]Damage Reduction gained by Akimichi's Big Boned Passive cannot be reduced or ignored by any means.[/list]
---
[B][U]Bear Hug[/U][/B] - Passive
The Akimichi’s large size contributes to many things. Wearing larger clothing, taking multiple seats in a booth, and being able to take the hit from something that would cripple a normal man. Despite their size, they are also incredibly quick; fast to scoop up whatever dared to strike them.

[B]Rank 1/2/3: [/B]When the User enters Defensive Mode, they gain a Barrier that blocks up to 500/750/1000 Physical Damage. At rank 3, the user gains access to the special action Grab.

[I]Special action - Grab:[/I] The user may reflexively spend 1 AP to attempt to Bind a Hostile Target that comes into Melee contact with the User.

[I]Notes:[/I]
[list][*]The special action is a Physical Binding Technique.
[*]The special action may be maintained for up to 10 seconds.
[*]The special action is a Binding Technique has Two Escape Conditions:
[list][*]Damage: The Bound Target taking any damage will break this bind.
[*]Escape Chance: The Bound Target has a 25% chance to escape per 1 Ap.[/list]
[*]Grab has a 15 second cooldown after use
[*]The Barrier lasts 10 Seconds or until destroyed.
[*]If the user is in Defensive Mode at the start of a round, the Barrier is refreshed.[/list]

---

[U][B]Heavyweight -[/B][/U] Bloodline Style
An Akimichi’s strength can be measured in pounds and one best get out the way when they start fighting. Their weight is such an important part of their fighting style that they can choose to utilize their massive frame and weight to dish out the damage instead of relying on their own chakra to do it.

[B]Rank 1/2/3: [/B]While in this Style, they have a -3 Dodge Debuff and gain +1/+2/+3 Taijutsu Accuracy, +5%/+10%/+15% Taijutsu Damage and ignore up to +5/+10/+15% DR.

Cost: 0.5 AP

[I]Notes:[/I]
[list][*]May be used as a Chakra or Physical style.
[*]The Dodge Debuff lasts as long as the user is in the style.[/list]

---

[B][U]Elephant Gun[/U][/B] - Unarmed Taijutsu
By circulating the chakra already patiently waiting stored up in their fat cells, an Akimichi can increase the size of their body parts into the colossal limbs of something out of a fairy tale. The size is so terrifyingly massive that they can sweep aside multiple opponents with a simple brush of their hand; as if sweeping loose dirt off a surface.

[B]Rank 1/2/3:[/B] The user targets up to 1/2/3 opponents dealing 430/540/645 Damage at -2 Accuracy.

[I]Special Action: Slap the Heavens[/I] - The user may pay +10% CP to use this technique against a Hostile Target with the Airborne Status.

Cost: 1.75 AP and 180 CP

[I]Notes:[/I]
[list]Use of the special action allows Melee Contact against Airborne targets.[/list]

---

[B][U]Partial Expansion[/U][/B] - Buffing Taijutsu
The most well known ability of an Akimichi. By manipulating the chakra of their coils to leak into their muscular structure, the big boned protagonists can increase the size of a single limb at whim; turning a straight punch into being hit by a car in a split second.

[B]Rank 1/2/3: [/B]The user chooses up to 1/2/3 Called Shot Locations to become Expanded. The User gains a +1 Taijutsu Acc/-1 Dodge for each Location. The user must spend the initial CP cost for each Called Shot Location that is Expanded.

Cost: 1.75 AP and 340 CP, 160 Cp/rnd

[I]Notes:[/I]
[list][*]This technique may be maintained for a maximum of 30 Seconds
[*]While a Called Shot Location is Expanded the Called Shot chance is halved.
[*]The user cannot choose the Heart, Neck and Weapon Called Shot locations for this technique.[/list]
[/spoiler]

----
[U][B]Calorie Control Mastery[/B][/U]
Calorie Control is a two word taboo within the ranks of the Akimichi, preferring to eat and intake as many calories as possible to convert into chakra for combat. However, within the clan is a special set of food pills that allow them to take the two word taboo and turn it into a weapon. By burning the calories stored up in their body at hypersonic speeds, they gain unrivaled strength and chakra reserves far beyond their base power. Those who digest the pills in full are often granted chakra wings that are shaped from the energy held outside of their body so that they don’t self explode from the raw power of suddenly burning their fat for fuel. This power comes at a price, and those who ingest the first set of pills rarely have the constitution for a second round.

[spoiler=Calorie Control Mastery:]

[B][U]Papilio Antimachus[/U][/B] - Passive
More than just being able to make oneself thin, the Akimichi use Calorie Control to burn their weight into raw chakra that stabilizes itself through their body for the explosive use of a string of Taijutsu. However, the process in which they burn themselves for the upper edge has a rebound that often slowly tears apart their insides over time.

[B]Rank 1/2/3:[/B] AP timing of all Bloodline Taijutsu are reduced by 0.25/0.5/0.75 and Bloodline Taijutsu have increased Called Shot Chance by 5%/10%/15%.

[I]Notes:[/I]
[list]AP cannot be lowered below 0.5 for any Taijutsu[/list]

---

[B]Houren Pills [/B]- Passive
The secret technique of Complete Metabolic Control is one learned through trial and error, and it is said to be impossible to fully master. The start of any Akimichi’s training in this powerful technique starts with the Houren Pills; three colored pills that force calorie burn at rates that would kill a normal man. These pills are used as a method to train the basics of the secret techniques, but the Red Pill is often a forbidden food, used only as a last resort as it can easily cause the death of the one who eats it.

[B]Rank 1/2/3:[/B] The user gains a Akimichi Pouch inventory slot. The Akimichi Pouch contains the following Pills:
[I][U]Green Spinach Pill:[/U][/I] Restores 5% Max CP, grants +1 Melee Accuracy and +5% Damage to all Taijutsu Techniques that use Melee Accuracy.
[I][U]Yellow Curry Pill:[/U][/I] Restores 10% Max CP, grants +2 Melee Accuracy, +10% Damage to all techniques that use Melee Accuracy, and +5% Called Shot Chance
[I][U]Red Chili Pepper Pill:[/U][/I] Restores 15% Max CP, grants +3 Melee Accuracy, +15% Damage to all techniques that use Melee Accuracy, +10% Called Shot Chance, and doubles the effects of Partial Expansion.

Costs: 1 AP and 2% Max HP

[I]Notes[/I]
[list][*]Each Pill lasts for 10 seconds
[*]Must be taken in order of Green/Yellow/Red.
[*]The user can only have one pill active at a time, if the next pill in the sequence is consumed before the previous ends the effects are overwritten.
[*]The user may repeat the pill sequence twice per battle.
[/list]

---

[U][B]One-Inch Strike[/B][/U] - Unarmed Taijutsu
With their bodies no longer having the weight that their chunkier cousins proudly hoist, Akimichi who take to total calorie control find themselves lacking the same “umph” to a punch they’d normally have. To make up for this they have developed a technique that uses their entire remaining body weight in a single strike that can be thrown from even an inch away from the target with full force; meaning they can strike anything in their range at full force without losing any momentum.

[B]Rank 1/2/3: [/B]The user makes an attack that deals 1450/1810/2715 Damage at -1/+0/+1 accuracy with +5%/+10%/+15% chance to cause a Called Shot Location to become “Useless” for the next 10 Seconds. At Rank 3 the User may use the Special Action. The user selects the Called Shot Location.

[I]Special Action - Bullet with Butterfly Wings:[/I] The User may spend HP instead of CP to have this attack Target every Hostile Target in battle with a Called Shot Location of Rank 2 or Higher.

Cost: 2.25AP and 545/680/850cp

[I]Notes:[/I]
[list][*]Useless uses the same penalties as Broken status but cannot be healed. After 10 Seconds the Called Shot Location returns to it's original Called Shot level.
[*]A Hostile Target can only have 1 Useless Called Shot location from this technique at a time.[/list]

---

[B][U]Monarch Stinger Strike[/U][/B] - Unarmed Taijutsu
The Calorie Control technique does more than just burn fat. At a higher mastery it can also burn the toxins in the body to tilt the Akimichi’s natural chakra to become tainted. This causes every strike infused with their chakra to leave a burning fist imprint on their opponents and a feeling of ill invading their systems.

[B]Rank 1/2/3: [/B]The user targets a Hostile Target at -2/-1/0 Accuracy six times. Each attack that is a Full Hit lowers the Opponent’s Accuracy by -1 for 10 seconds, stacking up to -4. If four attacks hit, the Opponent takes 800 Damage per Called Shot Location that is above Rank 2.

Cost: 2.25ap 850cp

[I]Notes:[/I]
[list][*]Called Shot: Weapon ranks do not count towards damage.[/list]

---

[U][B]Butterfly Bullet Bomb[/B][/U] - Unarmed Taijutsu
The chemicals inside of the Red Pill force the metabolism into overtime to burn nearly every calorie it can force the body to find and then convert it directly into chakra. The chakra created by this violent act is so strong that it often explodes outside of the user’s body in a shape; often the wings of a butterfly. It is then converted into a single devastating attack that carries not only all of the explosive chakra, but the Akimichi’s very life force.

[B]Rank 1/2/3:[/B] The user makes an attack dealing 3465/4330/5410 Physical Damage at -3/-2/-1 Accuracy. A full hit raises all the hostile target’s Called Shot locations by 1. 

[I]Special Action - Morbid Resolve:[/I] The user may spend HP instead of CP to increase their Taijutsu Damage buff to 50% for this technique. 

Costs: 2.75 Ap, 2580 Cp

[I]Notes:[/I]
[list][*]This technique may only be used after the Red Chili Pepper Pill has been used.
[*]The Red Chilli Pepper Pill does not have to be active to use this technique.[/list]
[/spoiler]

---

[U][B]Behemoth[/B][/U]
Some Akimichi refuse to follow the path of Calorie Control, taking the word taboo to heart and focus purely on being the biggest man in the room; literally. These of the clan focus on mastering the Partial Expansion technique until they can expand their entire body all at once to become a literal giant on the battlefield. Known widely through the world as "human titans", the Behemoths are the go-to guards most royalty within the world hire out due to their threatening size. With their height and weight to match, these Akimichi can swipe aside entire platoons with the back of their hand, and even 1v1 kaiju-level Jinchuruki forms.
[spoiler=Second Branch:]

[B][U]Extra Padding[/U][/B] - Passive
Taking their weight and size far more seriously than the most casual of their clan, these Akimichi tend to be a bit larger than most and have found a way to weaponize it. By constantly shuffling chakra between their flesh and muscle to strengthen both, they infuse their very fat cells with chakra to a point that, sometimes, even a sword can’t seem to cut through their rolls.

[B]Rank 1/2/3:[/B] Increases HP Mod by 2/4/6

---

[B][U]Fat Absorption[/U][/B] - Passive
By having a constant flow of chakra outside of their coil infecting their fat cells, wounds and broken bones seem to heal themselves. Sometimes it will even appears that a wound will simply be absorbed by their ample flesh into a healed state with no scar.

[B]Rank 1/2/3: [/B]Whenever the User recovers health from any source, they may heal one rank of Bleeding or Called Shot with a 10/15/20% chance to recover from second rank. They gain 10% DR Per Rank healed this way, up to 20%.

[I]Notes:[/I]
[list][*]Bleed/Called Shots may only be healed this way once every 10 seconds.
[*]Damage Resist gained this way lasts 10 seconds.[/list]

---

[B][U]Super Expansion[/U][/B] - Buffing Taijutsu
The ultimate goal of any Akimichi who adheres to this path. With the mastery of chakra control spread through their bodies, they can expand their entire body all at once to become a giant and wreck upon the battlefield the exact kind of carnage one would expect of a creature of their size.

[B]Rank 1/2/3: [/B]The User gains Gigantic and may use Offensive Techniques using Melee Acc at Airborne Targets at -2/-1/-0 Melee Acc.

[I]Special Action - Gigantamax[/I]: By paying 1AP and 500CP, the user may use Partial Expansion to Expand a Called Shot Location immediately and attack after activating this Technique.

Cost: 2.25ap 545/680/850cp and 275/340/425cp per round.

[I]Note:[/I]
[list][*]This technique may be maintained for up to 30 seconds.
[*]This technique has a 10 second cooldown. .
[*]This is a Chakra Armour Technique.
[*]The Special Action - Gigantamax has 0AP Timing.[/list]

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[B][U]Giant’s Stomp[/U][/B] - Unarmed Taijutsu
While already considered powerful by the testament of their size alone, a Behemoth can even change the very landscape of a battlefield simply by putting their foot down. The few brave enough to tangle with one of these human kaiju know to avoid their feet, but to also watch for the debris falling from the sky.

[B]Rank 1/2/3:[/B] The user deals 1200 damage up to 3 targets and sends 1/2/3 rocks into the air for 10 seconds. At the end of 10 seconds these rocks drop and deal 375/500/675 damage each with a 10%/15%/20% chance of being a sneak attack.
[I]Special Action - Shotput:[/I] The user may reflexively pay 10% of the CP cost to instantly drop any rock, up to 30% CP cost, for all three.
Cost: 2.25ap/545CP

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[U][B]Human Bullet Tank[/B][/U] - Unarmed Taijutsu
By using the strength of the Partial Expansion technique at its maximum, the Akimichi expands their entire torso into a veritable wrecking ball, then uses their limbs and head to shove chakra out like tiny jet engines to rush themselves at their opponent; often turning their foes into roadkill.

[B]Rank 1/2/3:[/B] The user makes 3 attacks dealing 1210/1440/1650 Physical Damage at -2/-1/+0 accuracy with +5%/+10%/+15% chance to increase the damage by 5% for every Called Shot Location that is Expanded. At Rank 2, the user unlocks the Keep on Rollin Special Action. At Rank 3, the user unlocks the Needle Bullet Tank Special Action..
[I]Special Action - Keep on Rollin:[/I] If the technique used before this was Human Bullet Tank, the user may pay +20% CP to gain +1 Acc.
[I]Special Action - Needle Bullet Tank:[/I] The user may replace the Damage Increase chance with Bleeding chance.

Cost: 2.75AP and 2475 CP

[I]Notes:[/I]
[list][*]The Acc bonus from the special action caps at +5 Acc
[*]Uses of the Special Action - Keep on Rollin allows the user to use this technique more than once per round.
[*]Acc gained from the Special Action drops off by -1 Acc every 5 Seconds[/list]
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