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 Post subject: Bijū & Jinchūriki
PostPosted: Sun Oct 13, 2019 10:10 pm 
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Bijū & Jinchūriki

Possession - A character becomes the host of a bijū, and is thus possessed, the moment that fūinjutsu is used to seal the bijū into the character. Possession by this means is always affected by the type of seal used to perform this, but the outward effects of a bijū's possession generally are as follows:
Shukaku - Jiton (Magnet Release)
Matatabi - Blue Katon (Fire Release that clashes as a rank higher, grants Fire Release)
Isobu - Coral manipulation, grants Suiton (Water Release)
Son Gokū - Youton (Lava Release)
Kokuō - Futton (Boil Release)
Saiken - Corrosion manipulation, corrosive suiton techniques, bubble techniques
Chōmei - Flight, webs, silk, chitin, other bug-related abilities
Gyūki - Ink techniques and manipulation
Kurama - Negative emotions sensing(1-kilometer range), healing

Healing - Each bijū preserves its own life by rejuvenating the host’s body whenever necessary. Once per topic, a bijū can heal its host of immense, even fatal, levels of damage. Using this healing is to give a certain amount of control to the bijū, and drives the jinchūriki into Version 1. Kurama’s host may use this ability twice per topic. When this healing is used, your Durability if lower than half is set to half.

Chakra Access - Chakra Access by a jinchūriki of the reserves of the bijū they host is typically a special occurrence in which a bijū grants its host a portion of its stamina in return for something. This allows the user to utilize the Stamina Attribute of the bijū rather than their own for the post. This is not something that bijū are willing to grant frequently, especially without some basis for trust of their jinchūriki. To represent this, a jinchūriki will be able to access 10% of their bijū’s Stamina for every 500 Experience they have accumulated since becoming the host (keep track of this separately of Experience and Total Experience). A jinchūriki that has developed either control of or a bond with their bijū may only have Version 1 or 2 active for one post for every 500 Experience they have accumulated since becoming the host, though each post in Version 1 or 2, Tailed Beast Transformation, or Chakra Mode uses up 10% of the bijuu’s Stamina (this is true for those without control/bond as well, but rampaging jinchūriki are not bound by the total post limit).

Jinchūriki States

Initial Jinchūriki Mode - A version of bijū influence that leaks very little power, generally only causing a change in eyes in its more minor cases and faint auras of chakra in major cases. This state increases physical power, but the jinchūrki's base instincts and emotions become much more strong, often clouding the mind, until the jinchūriki has taken control or bonded with their bijū (once controlled or bonded, the jinchū has no Berserking Threshold). If the jinchūriki's Total Experience is at or below the Berserking Threshold, they enter a state of rage and cannot tell friend from foe. Jinchūriki may enter and exit this state at will. Entering this state deals five points of damage to the jinchūriki's seal's Integrity. All jinchūriki receive the same bonuses in this state; 10 Armor and +5 Damage.
Berserking Threshold: 2,500

Version 1 - A stronger version of bijū influence, in terms of chakra cloak, from one tail through half of the tails minus one, rounded down. This state further increases physical power, but erodes away at both the jinchūriki's seal and mind. A jinchūriki may enter this state at will, but they can only leave it at will if they have control of or have bonded with their bijū. If the jinchūriki's Total Experience is at or below the Berserking Threshold, they enter a state of rage and cannot tell friend from foe (this does not apply if control or bond is achieved). Each consecutive post in this state without control or bond treats the character’s Total Experience as an additional 500 Experience lower for resisting the Berserking Threshold. If a character would have their Total Experience treated as 0 in this manner, they collapse. Each post in this state deals five points of damage to the jinchūriki’s seal's Integrity. Jinchūriki receive different bonuses at this stage, depending on their bijū, but they all have the same Berserking Threshold.
Berserking Threshold: 5,000

Version 2 - One of the strongest manifestations of bijū influence, in terms of chakra cloak, from half of the bijū's number of tails rounded down to their maximum. The stage appears initially as a burst of chakra (colored dark red, as the jinchūriki's blood mixes with the bijū's boiling chakra) that incinerates everything in the immediate vicinity and then coats the host’s body. As the cloak's number of tails increases, some parts of the bijū's body might begin to form around the now-bestial jinchūriki (bones, then muscle, then skin, et cetera). This stage causes extensive damage to the body if entered without control or bond. For three topics after use, or until healed, the host is treated as having 75 less Durability. A jinchūriki may enter this state at will, but they can only leave it at will if they have control of or bonded with their bijū. Otherwise, the jinchūriki is trapped in this state as the bijū exerts influence. The only way out while not in control of or bonded with your bijū is to have the bijū suppressed by an appropriate technique from an outside source, certain Traits, or to romp around until your seal is broken, your bijū is released, and the jinchūriki dies. If the jinchūriki's Total Experience is at or below the Berserking Threshold, they enter a state of rage and cannot tell friend from foe (this does not apply if control or bond is achieved). Each consecutive post in this state without control or bond treats the character’s Total Experience as an additional 500 Experience lower for resisting the Berserking Threshold. The Version 2 state can be triggered and forced upon a jinchūriki who has experienced severe emotional trauma. Anything that would cause the appearance of Mangekyou Sharingan will trigger Version 2 in a jinchūriki. Each post in this state deals five points of damage to the jinchūriki’s seal's Integrity. Jinchūriki receive different bonuses at this stage, depending on their bijū, but they all have the same Berserking Threshold.
Berserking Threshold: 7,500

Tailed Beast Mode - The state in which a jinchūriki transforms into their bijū for a limited amount of time. It becomes freely available to a host once control is established, though each post in Tailed Beast Mode costs 10% of the bijuu’s chakra. However, a host can willingly enter Tailed Beast Mode without control. If Tailed Beast Mode is used without control the bijū will have control of the actions of the jinchūriki until the beast has run out of Stamina, at which point Tailed Beast Mode will end, and the jinchūriki will resume control of themselves. All of the bijū’s abilities become available at this point, and the host uses the stats of their bijū. Using Tailed Beast Mode without control of or bond with a bijū results in eight points of damage to the jinchūriki's seal's Integrity per post that it is active.

Chakra Mode - Certain jinchūriki who have developed a bond with their bijū may manifest their bijū's chakra as a shining cloak whose color and appearance vary by host. This cloak, sometimes formed into a haori, grants significant physical boosts without the loss of health or mental stability as is common with the other forms. It becomes freely available to a host once a bond is established, but maintaining this cloak costs 10% per post from the bijū's Stamina. In addition, there is no masking chakra in this mode and all Tailed Beast abilities and techniques become available. Jinchūriki receive different bonuses at this stage, depending on their bijū.

Partial Transformation - This is the ability of a jinchūriki to manifest part of their bijū, tails, claws, (even a smaller version of their bijū!), etc, at will. It is a semi-Tailed Beast Mode. Individual uses of Partial Transformation must be registered by each jinchūriki as custom techniques. Partial Transformation requires control of or bond with a bijū.

Control, Bond, and Seals

Control - Control over a bijū, for a jinchūriki, means the point at which the jinchūriki is able to exercise extraordinary manipulation over the bijū's chakra. In order to do this, the host must confront the Bijū in a one-on-one fight to the death, inside the mind of the jinchūriki. They may only do this after accumulating at least 2,000 Experience while the host of their bijū. Outside influences, such as other jinchūriki that have accomplished this feat already, those able to enter the subconscious (as in Sharingan Genjutsu), etc.,may aid the host in this battle, however, the task of drawing out the bijū's chakra is left to the host. Should they win this fight, they may exert control over the bijuu and gain access to the benefits it entails. This is done by purchasing the [Tailed Beast Control] Trait.

[Tailed Beast Control]
Type: Special Trait - B
Prerequisites: Defeating your Tailed Beast in combat
You exert control over your bijū, gaining the associated perks and abilities, as listed in the Bijū Rules.

Bond - The developed bond is a state in which demon and host are able to see eye to eye, and become emotionally closer than the typical possession. This process requires enormous time and communication, generally taking anywhere from a few months to a few years. There is no word-count requirement to this, however the jinchūriki must accumulate at least 4,000 Experience while possessed with the bijū. A jinchūriki must have gained control before they can develop their bond. However, Experience accumulated before control is achieved is still counted towards the total needed for bond. This is done by purchasing the [Tailed Beast Bond] Trait.

[Tailed Beast Bond]
Type: Special Trait - A
Prerequisites: [Tailed Beast Control], 4,000 accumulated bijū Experience
You form a bond of friendship with your Tailed Beast, gaining the associated perks and abilities, as listed in the Bijū Rules.

Seals - Fūinjutsu are used to place and hold bijū into various host bodies. Seals can range in power and are ranked accordingly. These seals can weaken over time, regardless of strength or number, so it's suggested to reapply certain seals over time and to use the best available. Once a seal reaches 0 or fewer points of Integrity, it is broken and the bijū is set free, killing the host in the process. It should be noted that some seals can stack on top of others, such as the Torii Seal. In these cases, the point values of both seals are combined. All losses in points are negated once a bond is formed between bijū and jinchūriki or control is obtained. When starting with a tailed beast via the Restricted List, the host begins with a Generic Seal, treated as an S-rank seal with 100 Integrity. If you would begin in a village with access to other seals, you may instead opt for that seal, instead.

Shukaku
Version 1 Attributes:
Awareness: +4 Adv
Strength: +2 Adv
+5 Damage, 10 Armor

Version 2 Attributes:
Awareness: +1 Tier
Strength: +1 Tier
+10 Damage, 10 Armor

Tailed Beast Mode Attributes:
Awareness: Epic
Reflex: Heroic
Constitution: Epic
Stamina: Legendary
Strength: Legendary

Chakra Mode Attributes:
Awareness: +2 Tiers
Strength: +1 Tier
+20 Damage, 10 Armor
Matatabi
Version 1 Attributes:
Awareness: +2
Reflex: +4
+5 Damage, 10 Armor

Version 2 Attributes:
Awareness: +1 Tier
Reflex: +1 Tier
+10 Damage, 10 Armor

Tailed Beast Mode Attributes:
Awareness: Epic
Reflex: Legendary
Constitution: Heroic
Stamina: Legendary
Strength: Epic

Chakra Mode Attributes:
Awareness: +1 Tier
Reflex: +2 Tier
+20 Damage, 10 Armor
Isobu
Version 1 Attributes:
Constitution: +1 Tier
Strength: +1
+5 Damage, 10 Armor

Version 2 Attributes:
Constitution: +1 Tier
Strength: +1 Tier
+5 Damage, 15 Armor

Tailed Beast Mode Attributes:
Awareness: Epic
Reflex: Heroic
Constitution: Legendary
Stamina: Legendary
Strength: Epic

Chakra Mode Attributes:
Constitution: +2 Tiers
Strength: +1 Tier
+10 Damage, 20 Armor
Son Goku
Version 1 Attributes:
Constitution: +3
Strength: +3
+5 Damage, 10 Armor

Version 2 Attributes:
Constitution: +1 Tier
Strength: +1 Tier
+10 Damage, 10 Armor

Tailed Beast Mode Attributes:
Awareness: Heroic
Reflex: Epic
Constitution: Epic
Stamina: Legendary
Strength: Legendary

Chakra Mode Attributes:
Constitution: +1 Tier
Strength: +2 Tiers
+15 Damage, 15 Armor
Kokuo
Version 1 Attributes:
Awareness:
Reflex: +3
Constitution: +3
+5 Damage, 10 Armor

Version 2 Attributes:
Reflex: +1 Tier
Constitution: +1 Tier
+10 Damage, 10 Armor

Tailed Beast Mode Attributes:
Awareness: Heroic
Reflex: Legendary
Constitution: Epic
Stamina: Legendary
Strength: Epic

Chakra Mode Attributes:
Reflex: +2 Tiers
Constitution: +1 Tier
+20 Damage, 10 Armor
Saiken
Version 1 Attributes:
Awareness: +4
Constitution: +2
+5 Damage, 10 Armor

Version 2 Attributes:
Awareness: +1 Tier
Constitution: +1 Tier
+10 Damage, 10 Armor

Tailed Beast Mode Attributes:
Awareness: Legendary
Reflex: Heroic
Constitution: Epic
Stamina: Legendary
Strength: Epic

Chakra Mode Attributes:
Awareness: +2 Tiers
Constitution: +1 Tier
+15 Damage, 15 Armor
Chomei
Version 1 Attributes:
Awareness: +3
Constitution: +3
+5 Damage, 10 Armor

Version 2 Attributes:
Awareness: +1 Tier
Constitution: +1 Tier
+5 Damage, 15 Armor

Tailed Beast Mode Attributes:
Awareness: Epic
Reflex: Legendary
Constitution: Legendary
Stamina: Epic
Strength: Heroic

Chakra Mode Attributes:
Awareness: +1 Tier
Constitution: +2 Tiers
+15 Damage, 15 Armor
Gyuuki
Version 1 Attributes:
Awareness: +3
Strength: +3
+5 Damage, 10 Armor

Version 2 Attributes:
Awareness: +1 Tier
Strength: +1 Tier
+10 Damage, 10 Armor

Tailed Beast Mode Attributes:
Awareness: Heroic
Reflex: Epic
Constitution: Epic
Stamina: Legendary
Strength: Legendary

Chakra Mode Attributes:
Awareness: +1 Tier
Strength: +2 Tiers
+15 Damage, 15 Armor
Kurama
Version 1 Attributes:
Reflex: +2
Strength: +4
+5 Damage, 10 Armor

Version 2 Attributes:
Reflex: +1 Tier
Strength: +1 Tier
+10 Damage, 10 Armor

Tailed Beast Mode Attributes:
Awareness: Epic
Reflex: Epic
Constitution: Heroic
Stamina: Legendary
Strength: Legendary

Chakra Mode Attributes:
Reflex: +1 Tier
Strength: +2 Tiers
+20 Damage, 10 Armor

General Rules and Guidelines - There are certain Attributes that all Bijū have in common, as well as general guidelines that jinchūriki are expected to follow:
- Killing a host jinchūriki also kills the hosted bijū.
- When killed, bijū will regenerate at a time and location deemed appropriate by staff.
- Extracting a bijū from a host (by means of breaking their seal or otherwise removing it) will kill the host unless they have Epic or higher Constitution.
- Sealing a bijū into an inanimate object will result in the release of the bijū at a time deemed appropriate by staff, regardless of the quality of the seal used.
- Placing a bijū under a genjutsu is generally ineffective, as they are capable of dispelling most with little more than a thought. Bijū are able to release their host from genjutsu as well, by casting Genjutsu Kai on them, should they be willing. This generally only occurs once a bond is formed.
- "Wild" bijū are not going to be slain or sealed in a single round of posts. Bijū can kill you, as bijū will always scale to be more difficult the better its group of challengers are. As a result, "wild" bijū may occasionally possess stats higher than a player could obtain. You have been warned.


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