BASIC RULES
~By default, the basic universal battle rules will be applied.
~All players start mid-range from each other ( 10 meters ).
~The sponsor wishes for a serious battle so go all out. FIELD OF BATTLE
The battlefield is a vast, open expanse of rolling plains, stretching to the horizon. The grass, a dry, golden-brown, stands waist-high in most places, offering natural cover and a rustling sound that can mask movement. Scattered boulders of varying sizes break the monotony, their mossy surfaces and deep fissures providing excellent vantage points or temporary shields.
A single, crooked river cuts through the center of the plains. Its slow, murky waters can be a hindrance or a strategic asset, depending on the shinobi's abilities. The banks are muddy and slick, and the water itself can be a valuable resource for Water Style users.
As Ulmo walked through the open expanse of rolling plains, his hand gently touching the golden-brown grass which was waist high, a single, crooked and bending river cutting through the landscape. His figure obscured beneath his cloak, as he stood near the river he witnessed he saw a broad individual with a bald head and red eyes, his adversary of the day it seems, as this fight was sponsored by an unknown entity.
“I don’t care who sent you. A river only knows one truth, everything caught in its current. Today, that truth is yours.”
While speaking to his unnamed adversary, he would activate his sensing capabilities allowing him to sense everything around him to great extent. Even to the point that he could pinpoint attacks, chakra natures, his adversary and anything within the battlefields confines. In the same moment, his hand slipped into his pouch, fingers curling around 5 kunai. Without pause, he tagged them with the mark of the Flying Thunder God, the motion hidden beneath his cloak.
Ulmos hands would come out from beneath his cloak forming into a single seal. The world around Ichibe would collapse into a pitch-black void, the Bringer of Darkness technique taking hold of him. Ichibe's sight would be torn from him entirely, leaving him suffocating in the darkness. The instant the void swallowed Ichibe's vision, Ulmo's hand swept the kunai from beneath his cloak. With precision he released them in sequence: one whistling straight for Ichibe's head, two more cutting wide to strike ten meters left and right, a fourth hurled high to descend from above, while the fifth he kept in his pouch.
(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique(Passive)
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.
( Fūin Hirashin no Jutsu ) - Seal of The Flying Thunder God technique
Rank: A-Rank
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: This is the technique through which Senju Tobirama and Namikaze Minato apply the sealing formula, that will allow the use of their trademark space time techniques, to any desired object through physical contact and allowing him to teleport to that desired location through the Flying thunder God Technique and the use of its variations. While Minato carries with him multiple kunais marked with the seal (making the core aspect of his fighting style which revolves around the use of FTG Kunais), Tobirama doesn't. To use the Flying Thunder God technique on kunais, Tobirama has to apply the seal to them though through one use of the technique he can mark up to 5 kunais (this is valid only for kunais and other basic weapons, not enemies or other targets of the seal).
Note: Can only be used by Senju Tobirama and Namikaze Minato bios.
( Kokuangyo no Jutsu ) - Bringer-of-Darkness Technique
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes one handseal, causing the opponent to believe they have been trapped in a world of infinite darkness, where their sense of sight is useless. It is capable of affecting multiple targets within range. However, it does not negate their other senses.
As the kunai flew to their targets, Ulmo's chakra surged, pulling water up from beneath Ichibe and wrapping him in a dense oval sphere. With a sharp clasp of his hands, the prison compressed tighter, crushing down until breath and movement were strangled away.
(Suiton: Mizu Chōeki Tekunikku) - Water style: Water imprisonment Technique
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60 (+15 with lightning added)
Description: The user performs the Tiger → Ram handseals and send their chakra to the water source beneath the target. With this they are able to manipulate the water and shape it. They use their chakra to move the water quickly, covering their opponent from underneath. It starts out by covering their feet and slowly move throughout their whole body. When the target is completely covered with the dense water, (shaped kind of like an 3 dimensional oval), the user will put their hands together and sort of squeeze their hands, so that the orb of water would become more pressurized. When they squeeze their hands together hard and harder, the orb becomes denser and denser. After one turn of adding pressure and such by squeezing your hands together, the water will return back to water because it cannot be squished any further. The effects of this technique makes the victim have harder breathing, sluggish movements, and sore body (because of the pressure applied on them) for the next turn.
Notes & Restrictions:
- Can only be used three times per battle
- Needs to wait two full turns before using again.
- Can only be taught by EdwardSama
- The victim, if they escape before being covered in the water, will not face any side-effects from the technique.
- The victim, if they escape in the middle of the technique, will face the same effect as a victim who was trapped for one whole turn, but on a lesser scale.
- The victim, if they are trapped for one full turn, will take the full effects of this technique (harder breathing, sluggish movements, sore body)
- The user can add a lightning technique after the water completely covers the target, which will add 15 in damage points.
- Requires a water source
As Ulmo walked through the open expanse of rolling plains, his hand gently touching the golden-brown grass which was waist high, a single, crooked and bending river cutting through the landscape. His figure obscured beneath his cloak, as he stood near the river he witnessed he saw a broad individual with a bald head and red eyes, his adversary of the day it seems, as this fight was sponsored by an unknown entity.
“I don’t care who sent you. A river only knows one truth, everything caught in its current. Today, that truth is yours.”
While speaking to his unnamed adversary, he would activate his sensing capabilities allowing him to sense everything around him to great extent. Even to the point that he could pinpoint attacks, chakra natures, his adversary and anything within the battlefields confines. In the same moment, his hand slipped into his pouch, fingers curling around 5 kunai. Without pause, he tagged them with the mark of the Flying Thunder God, the motion hidden beneath his cloak.
Ulmos hands would come out from beneath his cloak forming into a single seal. The world around Ichibe would collapse into a pitch-black void, the Bringer of Darkness technique taking hold of him. Ichibe's sight would be torn from him entirely, leaving him suffocating in the darkness. The instant the void swallowed Ichibe's vision, Ulmo's hand swept the kunai from beneath his cloak. With precision he released them in sequence: one whistling straight for Ichibe's head, two more cutting wide to strike ten meters left and right, a fourth hurled high to descend from above, while the fifth he kept in his pouch.
(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique(Passive)
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.
( Fūin Hirashin no Jutsu ) - Seal of The Flying Thunder God technique
Rank: A-Rank
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: This is the technique through which Senju Tobirama and Namikaze Minato apply the sealing formula, that will allow the use of their trademark space time techniques, to any desired object through physical contact and allowing him to teleport to that desired location through the Flying thunder God Technique and the use of its variations. While Minato carries with him multiple kunais marked with the seal (making the core aspect of his fighting style which revolves around the use of FTG Kunais), Tobirama doesn't. To use the Flying Thunder God technique on kunais, Tobirama has to apply the seal to them though through one use of the technique he can mark up to 5 kunais (this is valid only for kunais and other basic weapons, not enemies or other targets of the seal).
Note: Can only be used by Senju Tobirama and Namikaze Minato bios.
( Kokuangyo no Jutsu ) - Bringer-of-Darkness Technique
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes one handseal, causing the opponent to believe they have been trapped in a world of infinite darkness, where their sense of sight is useless. It is capable of affecting multiple targets within range. However, it does not negate their other senses.
As the kunai flew to their targets, Ulmo's chakra surged, pulling water up from beneath Ichibe and wrapping him in a dense oval sphere. With a sharp clasp of his hands, the prison compressed tighter, crushing down until breath and movement were strangled away.
(Suiton: Mizu Chōeki Tekunikku) - Water style: Water imprisonment Technique
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60 (+15 with lightning added)
Description: The user performs the Tiger → Ram handseals and send their chakra to the water source beneath the target. With this they are able to manipulate the water and shape it. They use their chakra to move the water quickly, covering their opponent from underneath. It starts out by covering their feet and slowly move throughout their whole body. When the target is completely covered with the dense water, (shaped kind of like an 3 dimensional oval), the user will put their hands together and sort of squeeze their hands, so that the orb of water would become more pressurized. When they squeeze their hands together hard and harder, the orb becomes denser and denser. After one turn of adding pressure and such by squeezing your hands together, the water will return back to water because it cannot be squished any further. The effects of this technique makes the victim have harder breathing, sluggish movements, and sore body (because of the pressure applied on them) for the next turn.
Notes & Restrictions:
- Can only be used three times per battle
- Needs to wait two full turns before using again.
- Can only be taught by EdwardSama
- The victim, if they escape before being covered in the water, will not face any side-effects from the technique.
- The victim, if they escape in the middle of the technique, will face the same effect as a victim who was trapped for one whole turn, but on a lesser scale.
- The victim, if they are trapped for one full turn, will take the full effects of this technique (harder breathing, sluggish movements, sore body)
- The user can add a lightning technique after the water completely covers the target, which will add 15 in damage points.
- Requires a water source
NOTE Due to an error on my part, my bio has Ink as its sourceless materialization specialty. That's not a valid option, so I will be changing it to Earth for this battle.
Ichibē emerged from the tall grass, a broad, pleasant smile on his face. His bald head and striking red eyes were a stark contrast to the muted landscape. He strode forward with a confident, almost jaunty gait, stopping just 10 meters from Ulmo. "A river only knows one truth, everything caught in its current. Eh? I love a good metaphor, but never been a fan of in incomplete one. Now I assume you were contacted by the sponsor as well, so let us begin!" As he spoke he took note of the movement of his opponent's shoulders, moving slightly, he was preparing something beneath his cloak. But what. He had no information on this man or his abilities. He relaxed his muscles slightly as he saw his foe make a single hand seal. What could it be? He braced himself and before he knew it, his vision had darkened.
The world around Ichibē didn’t become pitch-black. Instead, it was a faded, grayish gloom—a pale imitation of true darkness. A wide, confident smile stretched across his face as he watched it. He could tell it was an illusion. It lacked the rich, consuming depth of his own Ink Jutsu. "My apologies, but this 'darkness' of yours is a bit watered down," he boomed, his voice echoing in the flawed void. "It's nothing but a bad drawing!" (Mind's Keen Eye)
With a definitive movement, he slammed his hands against the ground. The earth beneath him roared to life. He used his Earth Release: Moving Earth Core to rapidly raise a 5 by 10 sheer cliff face in-between them, starting 5 meters in front of where he last knew his foe to be and ending where Ichibē stood, on the very edge. The wall reached 10 meters on both sides of Ichibē.
The wall of earth would rise, acting as both a vaulting platform for Ichibē and a barrier from sight of his opponent, rising up quickly to a height of 20 meters. As the platform rose, positioned half on the edge of his side of the cliff, the sudden, upward motion of the wall, would propel Ichibē up and backwards into a graceful backflip before continuing to rise to its full height. Whilst in the rotation of his backflip, Ichibē would reach into his pouch and collect a singular green pill, that he would place in his mouth as he landed on the ground 5 meters from his previous position (15 meters from foe).
Type: Supplementary/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user slams his hands on the ground and lowers or raises the ground in the surrounding area at high speeds, allowing them to create giant holes in the ground or avoid attacks. The size of the affected area as well as the depths that it is lowered to is up to the user and rasing earth can be done up to 20 meters tall creating a small cliff or they can create trenches that can be as deep as 20 meters. Other than being moved below ground relative to the surrounding surface the terrain is not altered, plant life and people retaining their same positions.
The moment his feet touched the ground, he crushed the green pill between his teeth, the bitter taste filling his mouth as his smile widening, a wave of immense energy rushing through him. The boost to his physical strength and speed was immediate, a tingling sensation that made his limbs feel lighter and more explosive.
The moment he felt the full effect of the pill's boost, he would punch his own leg. The impact would be immense, far beyond the capabilities of a normal punch. However, tolerable, for the likes of him. The pain would be a real, physical shock that would shatter the illusion. The genjutsu's "infinite darkness" would flicker and break, revealing the battlefield once again. He would have successfully escaped the illusion and would now be in a prime position to counterattack, having gained a significant boost in physical power.
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A ( +20 to +30 )
Description: The Three Coloured Pills are secret medicines used by the Akimichi clan. As the name suggests, there are three pills, each with a different colour. First is the green Spinach Pill (Hōrengan), next is the yellow Curry Pill (Karēgan), and last is the red Chilli Pill (Tongarashigan). By forcibly converting the body's fat reserves into energy, each successive pill ingested gives a tremendous power boost by forcefully pushing the normal metabolism and abilities of the Akimichi clan members beyond their normal limit. However, each pill poses a great risk on the user. Forcing such process upon the body makes the user lose much of his body mass, specially all of the fat. Not only that, but, as the fat is metabolized into energy, it leaves many poisonous and toxic byproducts within the body. While in the normal rate of the metabolism, these are dealt with and eliminated before they can do any harm, in an accelerated metabolism they accumulate in high amounts before the body can expel them. This poisons the body and produces enormous physical damage. As each pill is consumed, more power is released inside the user but more damage he takes from its use. ( Horengan ) Spinach Pill - The first pill and the most basic ones. Any Genin can use this and it grants the user a slightly higher physical strength ( +15 to Taijutsu), increased speed ( x1.5 speed). After eating it, the effects last for 5 turns. While in use, the user suffers 10 damage per turn.
( Karegan ) Curry Pill - The second pill and the first one considered dangerous. Any Chunin Ninja ranked Akimichi can user it. One must have already eaten the Spinach Pill and have it’s effects still active for this to trigger. Once consumed, the user gains an additional 20 damage to Taijutsu as well as a 2.5x speed boost, increasing his sensing at the same level. After eating, these effects last for 4 turns but while in use, the user suffers 15 damage per turn. After the pills wear off, the user cannot use Taijutsu or related fields for 2 turns and have a decrease in base speed by 2.
( Tongarashigan ) Chili Pill - The third and last pill but also the most dangerous of all. This pill can only be used by Jounin and requires the user to still be under the effects off the previous pill. Unlike the previous two, this pill does not directly increase the user’s skills and speed. Instead, this pill allows access to Butterfly Mode, the unique transformation amongst Akimichi otherwise inaccessible. This pill lasts up to 6 turns and deals 20 damage to the user per turn. However, upon this pill’s duration ending, the user suffers an inability to use physical body arts for 3 turns and a reduction of base speed by 4 levels for that same time.
Note: The first and second pills can be used twice, but only after they have timed out and at least 5 turns have passed. The final pill can only be used once, after which no pills can be used.
Note: Damage taken via pills cannot be mitigated, only actively healed afterwards and not via passive abilities.
Type: Offensive
Rank: D
Range: Short
Chakra: N/A
Damage: 20 (20+15+15=50)
Description: One of the simplest moves in Taijutsu, the user will simply use one of his hands to deliver a simple punch by clenching his fist and swinging his arm. The user is free to do variations of a basic frontal punch and the technique though simple, can be deadly for strong users.
STATISTICS
BUFFS/DEBUFFS
NAME Ichibē Hyōsube
RANK Jōnin
HEALTH 160 (50-15=35) -10 =115
CHAKRA 1600 - 30 = 1570
SPEED 12 x 1.5 = 18
TRACKING 30
AP BODY +15 Base Damage of BODY techs, 15 Point Physical Durability
As we talked about my kunai were thrown to either side, while one hit the wall you create with the Moving Earth Core, while one will drop down on top of it.
Ulmo narrowed his eyes as the earth surged upward, a core of stone rising like a pillar and blotting out his view of Ichibe, yet through his heightened sensing he could still track his opponent’s chakra. As Ichibe backflipped and touched down, the ground beneath him shimmered into a pool that erupted violently, launching him skyward (while Ichibe is still blind). In an instant, eight water bullets followed, hammering into his body and spinning him into a chaotic rotation midair. From the spray above, the water coalesced into the gaping maw of a massive dragon, its head descending with crushing force to seize Ichibe in its jaws and slam him down into the earth below.
(Suiton: Suiryū Kōbaku ) - Water Release: Water Dragon Biting Explosion
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 100
Description: The user will clap his hands and slam them on the ground, streaming an incredibly rapid stream of water through it, creating a large pool of water beneath the opponent to form, that gushes upwards in a burst, lifting the opponent high into the air. The user does the Bird → Dog → Snake → Rat hand seals after his opponent is mid air, using the water pool to shoot up to 8 small water bullets, designed to further raise the opponent into the air, disorient him and damage him. The water bullets gather above the opponent after hitting and passing through his position and form into a water dragon which then attacks the target, grabbing it in its jaws and forcefully bringing it crashing into the ground. The dragon comes down from above the target, bites the target and coils down, towards the ground, crushing the target between the ground and the now incredible mass of falling water. Tobirama Senju does this technique with his own specific hand seals, similar to how he does some other water techniques. Despite long and seemingly complex, the technique is quite fast to perform and trigger.
Note: Can only be used by Water Primary Specialists.
Note: Can only be used twice.
In the instant after conjuring the water and casting Ichibe skyward, Ulmo vanished and reappeared atop the earthen pillar, his hand snapping out to seize the falling kunai before it struck stone. With fluid precision he hurled it down at Ichibe, caught in the crushing jaws of the descending water dragon. A rapid chain of seals followed, and the single blade split into a storm of a hundred kunai, raining down in a deadly cascade as both Ichibe and the dragon were driven into the earth below.
( Hiraishin no Jutsu ) - Flying Thunder God Technique
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40 ( +40 for every additional person teleported )
Damage Points: N/A
Description: The Flying Thunder God Technique is a space–time ninjutsu created by Tobirama Senju and used by Minato Namizake. Before the Flying Thunder God Technique can be performed, users must first mark a target with their technique formula. The formula is applied after the merest touch and cannot be removed; it will remain in place even after the user has died. By entering a dimensional void, users can instantly teleport to a formula's location whenever they please, regardless of distance. Anything or anyone that the user is holding, contacting, or that is linked with their chakra will teleport with them, but this requires additional chakra to do; particularly large objects can require so much chakra that a separate technique is required, placing a limit on how far away the user is able to teleport. Users can choose to teleport to a different location than the objects, or they can teleport objects without teleporting themselves. Minato's use of the Flying Thunder God Technique creates a yellow flash, in reference to his moniker.
Note: Can only used by Minato, Tobirama, and custom bios with access to it.
Note: FTG Marks last one entire arc.
(Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: After throwing one shuriken or more against their target, the user creates up to a thousand shadow clones of the shuriken (or kunai, senbon, etc, basically any basic weapon) after performing Ram → Rat → Bird → Boar → Tiger which multiply the damage as its striking down the enemy. This is a technique that combines ninja tools with ninjutsu. Compared to normal shadow clones, clones of material objects are said to be on a far higher level. There is no need for preparations beforehand, like stocking up on shuriken, yet since the shadow clones are real and not illusions, all the shadow blades that fly around are equally lethal. This is valid for any weapon copied and it has been seen that the copied weapons will also have the tags or markings of the original, like sealing or explosive tags or sealing marks.
As we talked about my kunai were thrown to either side, while one hit the wall you create with the Moving Earth Core, while one will drop down on top of it.
Ulmo narrowed his eyes as the earth surged upward, a core of stone rising like a pillar and blotting out his view of Ichibe, yet through his heightened sensing he could still track his opponent’s chakra. As Ichibe backflipped and touched down, the ground beneath him shimmered into a pool that erupted violently, launching him skyward (while Ichibe is still blind). In an instant, eight water bullets followed, hammering into his body and spinning him into a chaotic rotation midair. From the spray above, the water coalesced into the gaping maw of a massive dragon, its head descending with crushing force to seize Ichibe in its jaws and slam him down into the earth below.
(Suiton: Suiryū Kōbaku ) - Water Release: Water Dragon Biting Explosion
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 100
Description: The user will clap his hands and slam them on the ground, streaming an incredibly rapid stream of water through it, creating a large pool of water beneath the opponent to form, that gushes upwards in a burst, lifting the opponent high into the air. The user does the Bird → Dog → Snake → Rat hand seals after his opponent is mid air, using the water pool to shoot up to 8 small water bullets, designed to further raise the opponent into the air, disorient him and damage him. The water bullets gather above the opponent after hitting and passing through his position and form into a water dragon which then attacks the target, grabbing it in its jaws and forcefully bringing it crashing into the ground. The dragon comes down from above the target, bites the target and coils down, towards the ground, crushing the target between the ground and the now incredible mass of falling water. Tobirama Senju does this technique with his own specific hand seals, similar to how he does some other water techniques. Despite long and seemingly complex, the technique is quite fast to perform and trigger.
Note: Can only be used by Water Primary Specialists.
Note: Can only be used twice.
In the instant after conjuring the water and casting Ichibe skyward, Ulmo vanished and reappeared atop the earthen pillar, his hand snapping out to seize the falling kunai before it struck stone. With fluid precision he hurled it down at Ichibe, caught in the crushing jaws of the descending water dragon. A rapid chain of seals followed, and the single blade split into a storm of a hundred kunai, raining down in a deadly cascade as both Ichibe and the dragon were driven into the earth below.
( Hiraishin no Jutsu ) - Flying Thunder God Technique
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40 ( +40 for every additional person teleported )
Damage Points: N/A
Description: The Flying Thunder God Technique is a space–time ninjutsu created by Tobirama Senju and used by Minato Namizake. Before the Flying Thunder God Technique can be performed, users must first mark a target with their technique formula. The formula is applied after the merest touch and cannot be removed; it will remain in place even after the user has died. By entering a dimensional void, users can instantly teleport to a formula's location whenever they please, regardless of distance. Anything or anyone that the user is holding, contacting, or that is linked with their chakra will teleport with them, but this requires additional chakra to do; particularly large objects can require so much chakra that a separate technique is required, placing a limit on how far away the user is able to teleport. Users can choose to teleport to a different location than the objects, or they can teleport objects without teleporting themselves. Minato's use of the Flying Thunder God Technique creates a yellow flash, in reference to his moniker.
Note: Can only used by Minato, Tobirama, and custom bios with access to it.
Note: FTG Marks last one entire arc.
(Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone Jutsu
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: After throwing one shuriken or more against their target, the user creates up to a thousand shadow clones of the shuriken (or kunai, senbon, etc, basically any basic weapon) after performing Ram → Rat → Bird → Boar → Tiger which multiply the damage as its striking down the enemy. This is a technique that combines ninja tools with ninjutsu. Compared to normal shadow clones, clones of material objects are said to be on a far higher level. There is no need for preparations beforehand, like stocking up on shuriken, yet since the shadow clones are real and not illusions, all the shadow blades that fly around are equally lethal. This is valid for any weapon copied and it has been seen that the copied weapons will also have the tags or markings of the original, like sealing or explosive tags or sealing marks.
Ichibe would experience two things as he landed, the first. He would feel a rush of energy as he consumed the Green Spinach Pill, his body tingling and feeling lighter then before, although slightly pained as well. The second, water had appeared under his feet, and though he still couldn't see, he could easily deduce from his years of experience and spatial awareness that this was not here earlier. Therefore his opponent must be making use of the devious genjutsu to attack him from below with some kind of water jutsu.
He didn't panic. He needed to act.
With a definitive movement, he clapped his hands together, using his chakra to initiate the Earth Release: Hardening Technique. A powerful surge of earth chakra erupted from his body, purging his body of the foreign chakra maintaining the illusion, shattering it to pieces around him. Ahhh hello light my old friend.
At the same time, the main effect of the jutsu would apply, a multitude of rough, gray rocks seemingly sprouted from his skin, rapidly forming a large, dense armor that encased his entire body. The armor, much bigger and bulkier than his original frame, immediately protected him from the water that was now gushing upwards from beneath his feet.
Type: Offense/Defence/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: N/A
Description: The user releases a burst of earth chakra from all over his body. As he does this, a multitude of rock seemingly grows from his skin, forming a large, dense armour or rock much bigger and bulkier than the users original size. The armour can be manipulated and used to create extendable weapons to strike a target with like rudimentary swords or hammers. The downside is that the user cannot mold techniques from other elements a part from earth while sustaining the armor. The armor can be manifested in only specific parts of the body if the user so chooses.
Without a moment's hesitation, he channeled his chakra for the Super Multi-size Technique. His body began to expand at an impossible rate, his rocky armor growing alongside him. Muscles swelled, his torso grew to the size of a small building, and his arms became like thick pillars of flesh. He was no longer just a man in armor; he was a giant, towering at a colossal 15 meters, the dry, golden-brown grass barely reaching his ankles. The earth shook with his every movement.
He clenched his massive fist, the size of a small boulder, and with a swift and powerful motion, he swung his arm in a wide, sweeping arc. Sending an earthen armored fist directly towards his foe.
Rank: A
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A ( + 30 damage to taijutsu moves; -10 to the user per turn)
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. The attack method depends on the situation and the user’s inventiveness, but massive punches, kicks and body slamming is common. However, the abnormally extreme physical change also places a large burden on the user’s body. The clothes of the user also expand along with the body. Because of his massive size, the user's speed is slowed as well, moving at -1 base speed level though this is hardly significant as the scale of the user's body allows him to travel more distance with fewer strides.
Note: Only Akimichi Clan members can use this jutsu.
Type: Offensive
Rank: D
Range: Short
Chakra: N/A
Damage: 20 (+15 AP + 30 SMT + 15 Spinach Pill) = 80
Description: One of the simplest moves in Taijutsu, the user will simply use one of his hands to deliver a simple punch by clenching his fist and swinging his arm. The user is free to do variations of a basic frontal punch and the technique though simple, can be deadly for strong users.
STATISTICS
BUFFS/DEBUFFS
NAME Ichibē Hyōsube
RANK Jōnin
HEALTH 150 - 10 - 10 =130
CHAKRA 1570 - 40 - 10 = 1520
SPEED 12 (-1 Base Level = 10) x 1.5 = 15
TRACKING 30
AP BODY +15 Base Damage of BODY techs, 15 Point Physical Durability
SPINACH PILL 1.5x Speed, +15 Taijutsu Damage
SUPER MULTI-SIZE -1 Base Speed Level, +30 Taijutsu Damage
Standing atop the now formed platform of earth, Ulmo’s senses noticed as Ichibe swelled into a giant, muscles ballooning until the man towered over him like a mountain; when the massive fist swept in a crushing arc, Ulmo struck, his hand snapping forward to send his kunai whistling toward the giant’s broad chest, and at the same time he raised a wall of black powder between him and the incoming fist, and the instant the colossal hand grazed it the barrier erupted in a violent blast, flames and concussive force tearing through stone and flesh alike, hurling the arm back in a spray of cracks and embers.
Kayakuton: Kono burō | Gunpowder: Blow This
Type: Offensive/Defensive/Supplementary
Rank: C-S S
Range: Short-Long
Chakra: 15/40 40
Damage: 30/80 80 + 20 = 100
Description: The most rudimentary technique of the element. By focusing Gunpowder chakra throughout their body, into the surrounding ground, the user is able to create tools and constructs made of Gunpowder. These can range from kunais to full length swords and spears for close combat. It may also include different traps such as rising gunpowder from beneath the enemy similarly to the water imprisonment technique. This also includes pillars, walls and other complex constructs. Whenever the user is in physical contact with his creations, he can at will make it change its shape and form; from a sword to a spear or a pillar to an orb etc. (this does not include rank of the jutsu which remains the same no matter what the technique morphs into). The techniques vary in size and power depending on the amount of chakra utilized, where the S-rank version of this technique allows someone to make jutsus as big as the canon ‘Destructive Earth Rising Pillars’. However when these constructs come into contact with any form of fire or an element that can create heat or a flame, these constructs explode immediately. The user can at will cause a weapon in his hand or any construct on the field, which he has made through this jutsu, to immediately explode (costing 5 chakra). The user can make multiple objects but the power is divided between them, for example if the user makes two swords with the A rank use, each sword will be B rank in power.
When these constructs explode, with the explosive power of gunpowder, the release shockwaves around proportional to the size of the technique that was detonated. These shockwaves contain no chakra and are just a result of the detonation, carrying the same rank as the jutsu used. Techniques B rank and below release a shockwave 5m around the gunpowder. A ranks release an shockwave up to 10m around the blast. S ranks and above release a blast 15m around the explosion.Should the user create an A rank construct, when it's detonated but the user or another means, the blast will release a shockwave 10m around, which is a double edge blade, as the user will be struck if within range.
Note:
- S-rank versions can be used 3 times per match. With 2 turns between uses. No gunpowder above A rank in the following turn. A-rank can be used 4 times per battle.
- C-rank can be done with hand gestures. B-ranks require a single hand seal. A-ranks require 2 hand seals. S-ranks require 3 handseals.
( Kayakuton: Kamigami no ikari ) | Gunpowder: Wrath of the God's (Same Timeframe)
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage: N/A ( 20 Damage/+1 Rank to Explosion )
Description: This is a jutsu that is used alongside a Gunpowder technique. This can be used in the same timeframe as a Gunpowder technique being forced to explode or when an outside source causes it to explode. What this technique does is it allows the user to use precise chakra control to control the detonation of the Gunpowder, using their chakra to create their own form of a "gun-like barrel," to channel the explosion and the shockwave itself. Due to using this to focus the explosion, it will increase the damage of the detonation by 1 rank or 20 damage. This technique is used purely to control the blast, allowing the user to focus it in any direction he wishes, be it an 180° angle from where the blast occurred, upwards, etc. This technique can be used to force the denotation through a spark and control the blast and the resulting shockwave in this manor. This technique is usable four times per battle.
As the explosion forced the colossal arm backward in a spray of fractured stone and searing embers, Ulmo wasted no motion; his hands clapped together forming the necessary hand seal, and in a flash of smoke a single shadow clone appeared at his side atop the platform, the duplicate mirroring his stance and ready to move.
(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 4, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 10% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.
Standing atop the now formed platform of earth, Ulmo’s senses noticed as Ichibe swelled into a giant, muscles ballooning until the man towered over him like a mountain; when the massive fist swept in a crushing arc, Ulmo struck, his hand snapping forward to send his kunai whistling toward the giant’s broad chest, and at the same time he raised a wall of black powder between him and the incoming fist, and the instant the colossal hand grazed it the barrier erupted in a violent blast, flames and concussive force tearing through stone and flesh alike, hurling the arm back in a spray of cracks and embers.
Kayakuton: Kono burō | Gunpowder: Blow This
Type: Offensive/Defensive/Supplementary
Rank: C-S S
Range: Short-Long
Chakra: 15/40 40
Damage: 30/80 80 + 20 = 100
Description: The most rudimentary technique of the element. By focusing Gunpowder chakra throughout their body, into the surrounding ground, the user is able to create tools and constructs made of Gunpowder. These can range from kunais to full length swords and spears for close combat. It may also include different traps such as rising gunpowder from beneath the enemy similarly to the water imprisonment technique. This also includes pillars, walls and other complex constructs. Whenever the user is in physical contact with his creations, he can at will make it change its shape and form; from a sword to a spear or a pillar to an orb etc. (this does not include rank of the jutsu which remains the same no matter what the technique morphs into). The techniques vary in size and power depending on the amount of chakra utilized, where the S-rank version of this technique allows someone to make jutsus as big as the canon ‘Destructive Earth Rising Pillars’. However when these constructs come into contact with any form of fire or an element that can create heat or a flame, these constructs explode immediately. The user can at will cause a weapon in his hand or any construct on the field, which he has made through this jutsu, to immediately explode (costing 5 chakra). The user can make multiple objects but the power is divided between them, for example if the user makes two swords with the A rank use, each sword will be B rank in power.
When these constructs explode, with the explosive power of gunpowder, the release shockwaves around proportional to the size of the technique that was detonated. These shockwaves contain no chakra and are just a result of the detonation, carrying the same rank as the jutsu used. Techniques B rank and below release a shockwave 5m around the gunpowder. A ranks release an shockwave up to 10m around the blast. S ranks and above release a blast 15m around the explosion.Should the user create an A rank construct, when it's detonated but the user or another means, the blast will release a shockwave 10m around, which is a double edge blade, as the user will be struck if within range.
Note:
- S-rank versions can be used 3 times per match. With 2 turns between uses. No gunpowder above A rank in the following turn. A-rank can be used 4 times per battle.
- C-rank can be done with hand gestures. B-ranks require a single hand seal. A-ranks require 2 hand seals. S-ranks require 3 handseals.
( Kayakuton: Kamigami no ikari ) | Gunpowder: Wrath of the God's (Same Timeframe)
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage: N/A ( 20 Damage/+1 Rank to Explosion )
Description: This is a jutsu that is used alongside a Gunpowder technique. This can be used in the same timeframe as a Gunpowder technique being forced to explode or when an outside source causes it to explode. What this technique does is it allows the user to use precise chakra control to control the detonation of the Gunpowder, using their chakra to create their own form of a "gun-like barrel," to channel the explosion and the shockwave itself. Due to using this to focus the explosion, it will increase the damage of the detonation by 1 rank or 20 damage. This technique is used purely to control the blast, allowing the user to focus it in any direction he wishes, be it an 180° angle from where the blast occurred, upwards, etc. This technique can be used to force the denotation through a spark and control the blast and the resulting shockwave in this manor. This technique is usable four times per battle.
As the explosion forced the colossal arm backward in a spray of fractured stone and searing embers, Ulmo wasted no motion; his hands clapped together forming the necessary hand seal, and in a flash of smoke a single shadow clone appeared at his side atop the platform, the duplicate mirroring his stance and ready to move.
(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 4, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 10% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.
Seeing his opponent throw a kunai, he would immediately exhale a simple sharp breath, due to his size the kunai would be sent flying back on its trajectory. While exhaling, he would also be able to see his foe form unknown hand seals and a black wall of what seems to be something earthen at its base form in front of his foe, as the kunai is blown back on its trajectory.
With a slight flex of muscle control he would alter his fists original trajectory from a crushing arc, shifting it into an upward strike, aimed now at just below the cliff edge, water chakra flooding his fists and feet for added density. The first strike would aim to break through the cliff edge and continue into his foe, his next strike would be of similar design, indented to break apart his opponents footing while also continuing through to strike him. The third strike, an upward aimed kick would be designed to force his opponent high into the air, while also kicking up debris for added measure. He would then leap up, lifting his leg to drop kick the opponent back down into the ground.
Type: Offensive
Rank: A
Range: Mid
Chakra cost: 30
Damage points: 60 [+ 15 + 15 + 30 = 60] 120
Description: The user charges their fists with water chakra and then attacks the opponent with a combo of five strikes. The first two are to the chest, lifting them off the ground slightly and then with a second blow, lifting them up into the air to follow through with a sweeping hi-kick to the chest, sending them through the air. Then the user will above the enemy and then finish them off with a drop-kick into the stomach, sending them crashing into the ground. All the water hits deposit water onto the target's clothes, creating a heaviness pressing on them from the density of the water. The water attacks cause the enemy to suffer heavy breathing.
For the split moment he would hang in the air, he would be reaching into his pouch grabbing the curry pill and popping it into his mouth as he begun to descend back to the ground, ready to crush the new pill at any given moment.
STATISTICS
BUFFS/DEBUFFS
NAME Ichibē Hyōsube
RANK Jōnin
HEALTH 130 - 10 - 10 =110 [70%]
CHAKRA 1520 - 30 = 1490
SPEED 12 (-1 Base Level = 10) x 1.5 = 15
TRACKING 30 - 5 = 25
AP BODY +15 Base Damage of BODY techs, 15 Point Physical Durability
SPINACH PILL 1.5x Speed, +15 Taijutsu Damage
SUPER MULTI-SIZE -1 Base Speed Level, +30 Taijutsu Damage
Ulmo’s senses read the giant’s shift, the sudden flex of muscle and surge of water-laden chakra redirecting the arc of that massive fist into a crushing upward strike. He felt the cliff groan beneath him, rock erupting in splinters as the blow tore toward his body, yet a split second before it landed, his form blurred and vanished, reappearing in an instant fifteen meters to Ichibe’s left.
( Hiraishin no Jutsu ) - Flying Thunder God Technique
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40 ( +40 for every additional person teleported )
Damage Points: N/A
Description: The Flying Thunder God Technique is a space–time ninjutsu created by Tobirama Senju and used by Minato Namizake. Before the Flying Thunder God Technique can be performed, users must first mark a target with their technique formula. The formula is applied after the merest touch and cannot be removed; it will remain in place even after the user has died. By entering a dimensional void, users can instantly teleport to a formula's location whenever they please, regardless of distance. Anything or anyone that the user is holding, contacting, or that is linked with their chakra will teleport with them, but this requires additional chakra to do; particularly large objects can require so much chakra that a separate technique is required, placing a limit on how far away the user is able to teleport. Users can choose to teleport to a different location than the objects, or they can teleport objects without teleporting themselves. Minato's use of the Flying Thunder God Technique creates a yellow flash, in reference to his moniker.
Note: Can only used by Minato, Tobirama, and custom bios with access to it.
Note: FTG Marks last one entire arc.
As Ulmo steadied himself, the terrain beside Ichibe suddenly convulsed, erupting in a surge of black powder that writhed upward like a nest of serpents. The tendrils lashed around the giant’s armored limbs and torso, twisting tightly as they sought to bind his colossal frame and lock his movements in place.
Without pause, Ulmo thrust his hands forward, chakra crackling as it split into the shapes of massive, horned bulls forged from roaring lightning. Their eyes blazed white as they pawed the ground once before erupting into a full charge, the air splitting with thunder as the stampede bore down on Ichibe. One after another they crashed into his massive frame, horns and hooves slamming into his body as arcs of searing electricity coursed through him.
Kayakuton: Kono burō | Gunpowder: Blow This
Type: Offensive/Defensive/Supplementary
Rank: C-S S
Range: Short-Long
Chakra: 15/40 40
Damage: 30/80 80
Description: The most rudimentary technique of the element. By focusing Gunpowder chakra throughout their body, into the surrounding ground, the user is able to create tools and constructs made of Gunpowder. These can range from kunais to full length swords and spears for close combat. It may also include different traps such as rising gunpowder from beneath the enemy similarly to the water imprisonment technique. This also includes pillars, walls and other complex constructs. Whenever the user is in physical contact with his creations, he can at will make it change its shape and form; from a sword to a spear or a pillar to an orb etc. (this does not include rank of the jutsu which remains the same no matter what the technique morphs into). The techniques vary in size and power depending on the amount of chakra utilized, where the S-rank version of this technique allows someone to make jutsus as big as the canon ‘Destructive Earth Rising Pillars’. However when these constructs come into contact with any form of fire or an element that can create heat or a flame, these constructs explode immediately. The user can at will cause a weapon in his hand or any construct on the field, which he has made through this jutsu, to immediately explode (costing 5 chakra). The user can make multiple objects but the power is divided between them, for example if the user makes two swords with the A rank use, each sword will be B rank in power.
When these constructs explode, with the explosive power of gunpowder, the release shockwaves around proportional to the size of the technique that was detonated. These shockwaves contain no chakra and are just a result of the detonation, carrying the same rank as the jutsu used. Techniques B rank and below release a shockwave 5m around the gunpowder. A ranks release an shockwave up to 10m around the blast. S ranks and above release a blast 15m around the explosion.Should the user create an A rank construct, when it's detonated but the user or another means, the blast will release a shockwave 10m around, which is a double edge blade, as the user will be struck if within range.
Note:
- S-rank versions can be used 3 times per match. With 2 turns between uses. No gunpowder above A rank in the following turn. A-rank can be used 4 times per battle.
- C-rank can be done with hand gestures. B-ranks require a single hand seal. A-ranks require 2 hand seals. S-ranks require 3 handseals.
Ranks:S
Type: Offensive
Range: Short-Mid
Chakra: 40
Damage points: 80
Description: This jutsu entails much in the concept of shape manipulation, the user does it by concentrating on his ration chakra over a period of time building it up in massive amount he then releases the chakra which he got from concentration into the floor and emit the electricity through it its runs and races through the opponents and seemingly takes the shape of several racing bull going towards the opponents which when they impact emit their electricity from them
Note: Can be used twice a battle
Note; Must wait three turns to use again
Note: No A rank Lightning or above the following turn.
Ulmo’s senses read the giant’s shift, the sudden flex of muscle and surge of water-laden chakra redirecting the arc of that massive fist into a crushing upward strike. He felt the cliff groan beneath him, rock erupting in splinters as the blow tore toward his body, yet a split second before it landed, his form blurred and vanished, reappearing in an instant fifteen meters to Ichibe’s left.
( Hiraishin no Jutsu ) - Flying Thunder God Technique
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40 ( +40 for every additional person teleported )
Damage Points: N/A
Description: The Flying Thunder God Technique is a space–time ninjutsu created by Tobirama Senju and used by Minato Namizake. Before the Flying Thunder God Technique can be performed, users must first mark a target with their technique formula. The formula is applied after the merest touch and cannot be removed; it will remain in place even after the user has died. By entering a dimensional void, users can instantly teleport to a formula's location whenever they please, regardless of distance. Anything or anyone that the user is holding, contacting, or that is linked with their chakra will teleport with them, but this requires additional chakra to do; particularly large objects can require so much chakra that a separate technique is required, placing a limit on how far away the user is able to teleport. Users can choose to teleport to a different location than the objects, or they can teleport objects without teleporting themselves. Minato's use of the Flying Thunder God Technique creates a yellow flash, in reference to his moniker.
Note: Can only used by Minato, Tobirama, and custom bios with access to it.
Note: FTG Marks last one entire arc.
As Ulmo steadied himself, the terrain beside Ichibe suddenly convulsed, erupting in a surge of black powder that writhed upward like a nest of serpents. The tendrils lashed around the giant’s armored limbs and torso, twisting tightly as they sought to bind his colossal frame and lock his movements in place.
Without pause, Ulmo thrust his hands forward, chakra crackling as it split into the shapes of massive, horned bulls forged from roaring lightning. Their eyes blazed white as they pawed the ground once before erupting into a full charge, the air splitting with thunder as the stampede bore down on Ichibe. One after another they crashed into his massive frame, horns and hooves slamming into his body as arcs of searing electricity coursed through him.
Kayakuton: Kono burō | Gunpowder: Blow This
Type: Offensive/Defensive/Supplementary
Rank: C-S S
Range: Short-Long
Chakra: 15/40 40
Damage: 30/80 80
Description: The most rudimentary technique of the element. By focusing Gunpowder chakra throughout their body, into the surrounding ground, the user is able to create tools and constructs made of Gunpowder. These can range from kunais to full length swords and spears for close combat. It may also include different traps such as rising gunpowder from beneath the enemy similarly to the water imprisonment technique. This also includes pillars, walls and other complex constructs. Whenever the user is in physical contact with his creations, he can at will make it change its shape and form; from a sword to a spear or a pillar to an orb etc. (this does not include rank of the jutsu which remains the same no matter what the technique morphs into). The techniques vary in size and power depending on the amount of chakra utilized, where the S-rank version of this technique allows someone to make jutsus as big as the canon ‘Destructive Earth Rising Pillars’. However when these constructs come into contact with any form of fire or an element that can create heat or a flame, these constructs explode immediately. The user can at will cause a weapon in his hand or any construct on the field, which he has made through this jutsu, to immediately explode (costing 5 chakra). The user can make multiple objects but the power is divided between them, for example if the user makes two swords with the A rank use, each sword will be B rank in power.
When these constructs explode, with the explosive power of gunpowder, the release shockwaves around proportional to the size of the technique that was detonated. These shockwaves contain no chakra and are just a result of the detonation, carrying the same rank as the jutsu used. Techniques B rank and below release a shockwave 5m around the gunpowder. A ranks release an shockwave up to 10m around the blast. S ranks and above release a blast 15m around the explosion.Should the user create an A rank construct, when it's detonated but the user or another means, the blast will release a shockwave 10m around, which is a double edge blade, as the user will be struck if within range.
Note:
- S-rank versions can be used 3 times per match. With 2 turns between uses. No gunpowder above A rank in the following turn. A-rank can be used 4 times per battle.
- C-rank can be done with hand gestures. B-ranks require a single hand seal. A-ranks require 2 hand seals. S-ranks require 3 handseals.
Ranks:S
Type: Offensive
Range: Short-Mid
Chakra: 40
Damage points: 80
Description: This jutsu entails much in the concept of shape manipulation, the user does it by concentrating on his ration chakra over a period of time building it up in massive amount he then releases the chakra which he got from concentration into the floor and emit the electricity through it its runs and races through the opponents and seemingly takes the shape of several racing bull going towards the opponents which when they impact emit their electricity from them
Note: Can be used twice a battle
Note; Must wait three turns to use again
Note: No A rank Lightning or above the following turn.
As Ichibe would see his opponent vanish he would halt the rest of combination. He could feel his body twinge with achiness, a sign that he was feeling the effects of the pills. Oh well nothing ventured. He would spy the black earthy element appear at his side and immediately POOF out of his Super multi size form leaving him hanging a split second in the air before plummeting. As he began to fall he would whip his brush out and draw a series of 5 magpie designed birds, each one roughly 8 meters tall; one to land on and remain in the air while the other 4 would swoop about to locate their target. As he lands on the back of his ink bird he would pop a curry pill and crush it.
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: A more powerful version of Beast Imitation, this version allows the user to create significantly larger animals though the overall number decreases. Now capable of making 5 creations of varying types up to 10 meters tall, these creations now have the added perk of being able to reduce the target’s speed or vision. Should these animals strike a target directly ( such as a gorilla colliding into a target ), this creation will disperse and leave ink on the target, reducing their AGL by 1 point. Should these targets be destroyed, they are capable of dousing a 3 meter area each with ink, limiting any opponent’s vision for 3 turns if they are within this area, reducing their DEX by 1 point. Ink residue after this cannot be utilized for future attacks, only this initial attack.
Note: Can only be used once every 2 turns.
Note: If a target has had their AGL decreased, then they will not have their DEX reduced should a creation be destroyed.
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A ( +20 to +30 )
Description: The Three Coloured Pills are secret medicines used by the Akimichi clan. As the name suggests, there are three pills, each with a different colour. First is the green Spinach Pill (Hōrengan), next is the yellow Curry Pill (Karēgan), and last is the red Chilli Pill (Tongarashigan). By forcibly converting the body's fat reserves into energy, each successive pill ingested gives a tremendous power boost by forcefully pushing the normal metabolism and abilities of the Akimichi clan members beyond their normal limit. However, each pill poses a great risk on the user. Forcing such process upon the body makes the user lose much of his body mass, specially all of the fat. Not only that, but, as the fat is metabolized into energy, it leaves many poisonous and toxic byproducts within the body. While in the normal rate of the metabolism, these are dealt with and eliminated before they can do any harm, in an accelerated metabolism they accumulate in high amounts before the body can expel them. This poisons the body and produces enormous physical damage. As each pill is consumed, more power is released inside the user but more damage he takes from its use.
( Horengan ) Spinach Pill - The first pill and the most basic ones. Any Genin can use this and it grants the user a slightly higher physical strength ( +15 to Taijutsu), increased speed ( x1.5 speed). After eating it, the effects last for 5 turns. While in use, the user suffers 10 damage per turn. Karegan ) Curry Pill - The second pill and the first one considered dangerous. Any Chunin Ninja ranked Akimichi can user it. One must have already eaten the Spinach Pill and have it’s effects still active for this to trigger. Once consumed, the user gains an additional 20 damage to Taijutsu as well as a 2.5x speed boost, increasing his sensing at the same level. After eating, these effects last for 4 turns but while in use, the user suffers 15 damage per turn. After the pills wear off, the user cannot use Taijutsu or related fields for 2 turns and have a decrease in base speed by 2.
( Tongarashigan ) Chili Pill - The third and last pill but also the most dangerous of all. This pill can only be used by Jounin and requires the user to still be under the effects off the previous pill. Unlike the previous two, this pill does not directly increase the user’s skills and speed. Instead, this pill allows access to Butterfly Mode, the unique transformation amongst Akimichi otherwise inaccessible. This pill lasts up to 6 turns and deals 20 damage to the user per turn. However, upon this pill’s duration ending, the user suffers an inability to use physical body arts for 3 turns and a reduction of base speed by 4 levels for that same time.
Note: The first and second pills can be used twice, but only after they have timed out and at least 5 turns have passed. The final pill can only be used once, after which no pills can be used.
Note: Damage taken via pills cannot be mitigated, only actively healed afterwards and not via passive abilities.
When the other birds locate the target they each will dive bomb at him, one at a time incase he disappears and gives them time to adjust their trajectory with each swoop. Ichibe would coast lower to the ground before allowing his bird to join its comrades int he diving expedition.
STATISTICS
BUFFS/DEBUFFS
NAME Ichibē Hyōsube
RANK Jōnin
HEALTH 110 - 15 =95 [60%]
CHAKRA 1490 - 30 = 1460
SPEED 12 x 2.5 = 30
TRACKING 12 x (2.5 + 2.5) - 5 = 55
AP BODY +15 Base Damage of BODY techs, 15 Point Physical Durability
CURRY PILL 2.5x Speed, +30 Taijutsu Damage (15 from both Spinach and Curry stack)
As Ichibe shrank back to his normal form and plummeted, his brush flashed in hand, scrawling five vast magpies into existence, wings unfurling in sweeping arcs of ink across the sky. Four took flight, circling outward to hunt, while the fifth steadied beneath him. But before the birds could gain momentum, Without so much as a gesture, the black powder still coiled in the battlefield roared to life. The air erupted in a thunderous detonation, a blossom of fire and shrapnel that tore through the conjured flock, annihilating the ink-born creatures in a single shockwave. The force ripped across the field in a directed surge, hammering into Ichibe’s mount and shattering it beneath him, the blast hurling his body down from the sky and driving him violently toward the ground.
( Kayakuton: Kamigami no ikari ) | Gunpowder: Wrath of the God's (Explosion = 100 DMG)
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage: N/A ( 20 Damage/+1 Rank to Explosion )
Description: This is a jutsu that is used alongside a Gunpowder technique. This can be used in the same timeframe as a Gunpowder technique being forced to explode or when an outside source causes it to explode. What this technique does is it allows the user to use precise chakra control to control the detonation of the Gunpowder, using their chakra to create their own form of a "gun-like barrel," to channel the explosion and the shockwave itself. Due to using this to focus the explosion, it will increase the damage of the detonation by 1 rank or 20 damage. This technique is used purely to control the blast, allowing the user to focus it in any direction he wishes, be it an 180° angle from where the blast occurred, upwards, etc. This technique can be used to force the denotation through a spark and control the blast and the resulting shockwave in this manor. This technique is usable four times per battle.
As the explosion ripped Ichibe from the sky and sent him hurtling downward, Ulmo vanished in a flicker, reappearing on the opposite side of his foe’s where his eyes could not follow. The moment Ichibe’s line of sight was broken, Ulmo drew in a sharp breath and unleashed it as a pressurized torrent, a jet of water roaring from his mouth with such speed it cut the air like a blade. The stream struck from behind in mid-descent, shredding through flesh and armor alike as it tore across Ichibe’s back, the force of it turning his fall into a brutal, tearing descent.
( Hiraishin no Jutsu ) - Flying Thunder God Technique
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40 ( +40 for every additional person teleported )
Damage Points: N/A
Description: The Flying Thunder God Technique is a space–time ninjutsu created by Tobirama Senju and used by Minato Namizake. Before the Flying Thunder God Technique can be performed, users must first mark a target with their technique formula. The formula is applied after the merest touch and cannot be removed; it will remain in place even after the user has died. By entering a dimensional void, users can instantly teleport to a formula's location whenever they please, regardless of distance. Anything or anyone that the user is holding, contacting, or that is linked with their chakra will teleport with them, but this requires additional chakra to do; particularly large objects can require so much chakra that a separate technique is required, placing a limit on how far away the user is able to teleport. Users can choose to teleport to a different location than the objects, or they can teleport objects without teleporting themselves. Minato's use of the Flying Thunder God Technique creates a yellow flash, in reference to his moniker.
Note: Can only used by Minato, Tobirama, and custom bios with access to it.
Note: FTG Marks last one entire arc.
(Suiton: Suidan no Jutsu) - Water Release: Water Bullet Technique
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user inhales and molds a great amount of chakra into their chest, exhaling a very large quantity of water in the form of a powerful torrent towards their intended target. The stream of water is so powerful and concentrated it can rip through most obstacles in its path. The stream itself contains so much concentrated water that it can flood medium to large sized depressions of the battle field in relatively short amounts of time.
As Ichibe shrank back to his normal form and plummeted, his brush flashed in hand, scrawling five vast magpies into existence, wings unfurling in sweeping arcs of ink across the sky. Four took flight, circling outward to hunt, while the fifth steadied beneath him. But before the birds could gain momentum, Without so much as a gesture, the black powder still coiled in the battlefield roared to life. The air erupted in a thunderous detonation, a blossom of fire and shrapnel that tore through the conjured flock, annihilating the ink-born creatures in a single shockwave. The force ripped across the field in a directed surge, hammering into Ichibe’s mount and shattering it beneath him, the blast hurling his body down from the sky and driving him violently toward the ground.
( Kayakuton: Kamigami no ikari ) | Gunpowder: Wrath of the God's (Explosion = 100 DMG)
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage: N/A ( 20 Damage/+1 Rank to Explosion )
Description: This is a jutsu that is used alongside a Gunpowder technique. This can be used in the same timeframe as a Gunpowder technique being forced to explode or when an outside source causes it to explode. What this technique does is it allows the user to use precise chakra control to control the detonation of the Gunpowder, using their chakra to create their own form of a "gun-like barrel," to channel the explosion and the shockwave itself. Due to using this to focus the explosion, it will increase the damage of the detonation by 1 rank or 20 damage. This technique is used purely to control the blast, allowing the user to focus it in any direction he wishes, be it an 180° angle from where the blast occurred, upwards, etc. This technique can be used to force the denotation through a spark and control the blast and the resulting shockwave in this manor. This technique is usable four times per battle.
As the explosion ripped Ichibe from the sky and sent him hurtling downward, Ulmo vanished in a flicker, reappearing on the opposite side of his foe’s where his eyes could not follow. The moment Ichibe’s line of sight was broken, Ulmo drew in a sharp breath and unleashed it as a pressurized torrent, a jet of water roaring from his mouth with such speed it cut the air like a blade. The stream struck from behind in mid-descent, shredding through flesh and armor alike as it tore across Ichibe’s back, the force of it turning his fall into a brutal, tearing descent.
( Hiraishin no Jutsu ) - Flying Thunder God Technique
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40 ( +40 for every additional person teleported )
Damage Points: N/A
Description: The Flying Thunder God Technique is a space–time ninjutsu created by Tobirama Senju and used by Minato Namizake. Before the Flying Thunder God Technique can be performed, users must first mark a target with their technique formula. The formula is applied after the merest touch and cannot be removed; it will remain in place even after the user has died. By entering a dimensional void, users can instantly teleport to a formula's location whenever they please, regardless of distance. Anything or anyone that the user is holding, contacting, or that is linked with their chakra will teleport with them, but this requires additional chakra to do; particularly large objects can require so much chakra that a separate technique is required, placing a limit on how far away the user is able to teleport. Users can choose to teleport to a different location than the objects, or they can teleport objects without teleporting themselves. Minato's use of the Flying Thunder God Technique creates a yellow flash, in reference to his moniker.
Note: Can only used by Minato, Tobirama, and custom bios with access to it.
Note: FTG Marks last one entire arc.
(Suiton: Suidan no Jutsu) - Water Release: Water Bullet Technique
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user inhales and molds a great amount of chakra into their chest, exhaling a very large quantity of water in the form of a powerful torrent towards their intended target. The stream of water is so powerful and concentrated it can rip through most obstacles in its path. The stream itself contains so much concentrated water that it can flood medium to large sized depressions of the battle field in relatively short amounts of time.
Ichibe felt the rush of energy from the curry pill, his body was in pain, but nothing that he couldnt manage or anything that would distract him from the tricks of his opponent. As his sights set upon his foe on the ground, he heard an explosive BOOM behind him, where that weird earth jutsu his opponent had used, not taking any chances he claps his hands together and gathers his earth chakra within himself, before launching himself off of his bird and towards where his opponent was.
Releasing the chakra he would make himself 10 times lighter, he would then reposition himself into a dynamic pose with his leg outstretched as he rocketed toward his opponent.
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (-20 if used to boost speed of a physical attack)
Description: Contrary to its counterpart (the Earth Release: Added-Weight Rock Technique), instead of making the target heavier, this technique makes it much lighter, though still using the same principle and mechanics. The user will make direct contact with the given target (through his hands), infusing them with earth chakra and lowering their weight drastically. The technique can lower a targets weight up to 10 times less than it originally had. This allows freer manipulation of the affected objects, which would normally carry considerably more weight and as such, require a greater amount of exertion to move. The technique can be used on the user or other shinobi to increase their speed, but as a consequence of using it this way, it results in the decrease of the physical force of their blows. The same principle applies if used on a physical attack wich will be faster but will carry less momentum and as such, less physical damage. It doesn't change the "strength" of binding techniques (like Sand Release), where the user is manipulating a dynamic element but will decrease the impact damage of techniques that rely on it.
Note: The initial effects last for 2 turns or until countered.
Rank: D
Type:Attack
Range:Short
Chakra Cost:N/A
Damage Points:20 [-20 + 45] 45
Description:A taijutsu attack were the user does a jumping kick into the opponents face.
As my foe disappear before me and i land where he was. I hold my hands up and shout ENOUGH ALREADY! I CONCEDE. Match well fought.
STATISTICS
BUFFS/DEBUFFS
NAME Ichibē Hyōsube
RANK Jōnin
HEALTH 95 - 15 =80 [50%]
CHAKRA 1460 - 30 = 1430
SPEED 12 x 2.5 = 30
TRACKING 12 x (2.5 + 2.5) - 10 = 45
AP BODY
+15 Base Damage of BODY techs, 15 Point Physical Durability
CURRY PILL
2.5x Speed, +30 Taijutsu Damage (15 from both Spinach and Curry stack)
HEALTH DRAWBACKS
50% Health remaining - Should an attack reduce the user’s health this low, it will cause one to lose 10 tracking every 2 turns instead of 5 tracking.