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 Sanbi: Isobu (Three-Tailed Jinchuriki)

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Sexy-Ninjanitor Minato

Sexy-Ninjanitor Minato

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Join date : 2012-09-09

Sanbi: Isobu (Three-Tailed Jinchuriki) Empty
PostSubject: Sanbi: Isobu (Three-Tailed Jinchuriki)   Sanbi: Isobu (Three-Tailed Jinchuriki) Icon_minitimeSat Sep 29, 2012 9:13 pm


Sanbi: Isobu (Three-Tailed Jinchuriki) Three-Tails
Isobu (磯撫, Isobu), more commonly known as the Three-Tails (三尾, Sanbi). sobu first came into being in the waning days of the Sage of the Six Paths' life; to prevent the Ten-Tails' resurgence, the Sage split up its chakra and used his Creation of All Things (万物創造, Banbutsu Sōzō) ability to create nine separate constructs of living chakra, which would become known as the tailed beasts. Some time after being created, the Sage sat down with all the young tailed beasts and told them that they would always be together even when separated, and that one day they would become one entity again with different names as well as forms than they did then when the time came for them to understand what true power was.

At some point in the past, Isobu fell into the possession of Kirigakure. Isobu speaks in a shy manner, referring to itself as 'boku' (ボク) which is usually used by young boys. Isobu primarily resembles a large turtle, but with a crab-like shell, and three shrimp-like tails. Under its shell, it has red, muscle-like tissue. It has a pair of human-like arms and hands, but no hind-legs. Its lower jaw is rather big and has teeth-like horns, together with its big forehead, which also has horns, it somewhat resembles a mouth with big teeth, making it look like the rest of the face is inside the mouth. Its eyes are dark and have red pupils. In the anime, the eyes are red with green pupils. Its right eye is constantly closed, indicating some sort of injury, and because of this, it is particularly vulnerable to attacks directed at its right eye. During the last remaining days of the Sage of the Six Paths, Isobu was much smaller than it currently is but was still many times larger than the Sage.

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Actual Jinchuriki Bonuses
300 RP Token + DM Team Approval

Power of the Bijuun
The Jinchuriki hold the massive chakra of their tailed beasts within their bodies, this extra amount of chakra is a form of a secondary chakra pool that cannot be targeted by normal means. Such things as the Hyuuga's gentle fist, Genjutsu and more have no form of drain or capabilities when attacking this chakra pool, unlike the jinchruiki's actual amount of chakra. This Chakra pool allows them to hold the tremendous amount of chakra within them.
PvP: The Jinchuriki has a Second Chakra Pool they may Dip into at Any Time. This chakra pool is Calculate in the Following Way: Jinchuriki Level + 40. This second chakra pool is immune to CP Damage/Drain, and has a +1 CP Regeneration a Round.

Chakra Nature of the Bijjun
The Jinchuriki hold the massive chakra of their tailed beasts within their bodies, this chakra can slowly over time bond with them granting them supernatural and somtimes unreal abilities on par with some Advanced Chakra natures other Shinobi must train hard for, such as Sand Release, Ice Release, and More. The host of the Three tails has the elemental combinations of Suiton and Doton.
PvP: The Jinchuriki of the three tails Starts with Water / Earth Elements, and may Submit their own Custom Element combining the Two, along with a Free Custom Jutsu of E / D / C / B / A / S-Ranks.

Durabilility of the Turtle
The Jinchuriki of the three tails is known for its insane speeds and power while in the water, as well as its incredible durability. The jinchuriki of Isobu as such has infact absorbed this same amount of ability and chakra into their very bodies as well, this allowing them to in essence form their chakra as a hardened shell around their bodies, and have a natural advantage while on or in water.

Academy Student: +0 DR vs HP Dmg, +5 HP, +0 Atk/Def Rolls Under or On Water
Genin: +1 DR vs HP Dmg, +10 HP, +1 Atk/Def Rolls Under or On Water
Chunin: +2 DR vs HP Dmg, +15 HP, +2 Atk/Def Rolls Under or On Water
Jounin: +3 DR vs HP Dmg, +20 HP, +3 Atk/Def Rolls Under or On Water

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Jinchuriki Tailed Information
The Jinchuriki passively arn't very powerful or abnormal, just severely endurance with a massive chakra pool and more unqiue elements. However, their true power is unleashed once they have activated their Bijuuns chakra and allowed it to take over their bodies and minds. However, this means that the Jinchuriki can easily loose themselves in this rage, and as such there is a sort of countermeasure, in some way you must become allies, friends with the tailed beast inside you. If this is done, then you will become all the more powerful and even immune to Genjutsu with a constant helper alongside you.

How to Become Allies with the Tailed Beast
Becoming allies with a chakra monster who has grown to detest humans from being used as a weapon is not an easy thing, but it is possible. This is calculated through DM witnessed rolls, Once a Month a DM will run a personal Mini-Event for you in which you roleplay out trying to get the tailed beast to speak to you and open up, allowing you to become more connected and eventually, even if it is gruffy, become more. However, the more tails the harder this is to achieve. Every time the DM runs this mini event for you, you will roll a 1d4+7 for the amount of 'Connection' Points you gain through this event. You start with 0 Connection points. See below chart of Connection point information.

0-10 Connection Points: You take 3 Points of Cell Damage For every Tail beyond 2 that you Activate, and 2d4+2 Damage per Tail Past 1 you Activate.
11-20 Connection Points: You take 2 Points of Cell Damage For every Tail beyond 2 that you Activate, and 2d4+1 Damage per Tail Past 1 you Activate.
21-30 Connection Points: You take 1 Points of Cell Damage For every Tail beyond 2 that you Activate, and 2d4 Damage per Tail Past 1 you Activate.
31-40 Connection Points: You take 0 Points of Cell Damage For every Tail beyond 2 that you Activate, and 1d6 Damage per Tail Past 1 you Activate.
41-50 Connection Points: You take 0 Points of Cell Damage For every Tail beyond 2 that you Activate, and 0 Damage per Tail Past 2 you Activate. May now Enter 'Full Beast Mode' and 'Partial Beast Mode'. (May now spend 3 of the Second CP pool as a Free action at any Time to Automatically-Break out of a Genjutsu.)

Jinchuriki Tailed Forms

Form of Rage
Cost: 3 CP to Activate, Drains 2 CP from Bijuu's CP Pool a Round
The Jinchuriki Releases their chakra in a massive wave of pure chakra and power, their eyes take on the color of their individual bijuun and their inner beasts color. Their fangs elongate, and their claws do as well as chakra radiates from their bodies, causing a tremendous amount of pure power to form from their bodies.
PvP: May now Roll Wisdom to Replace Dexterity/Strength Including Stat Bonuses. Jinchuriki Gains a +1 to Attack/Defense Rolls, +2 HP Regen, and +1d4 to Taijutsu/Ninjutsu Damage Rolls.

First Tail
Cost: Further 3 CP to Activate, Drains 2 CP from Bijuu's CP Pool a Round
The Jinchuriki Releases their bijjuns chakra in a massive wave, thsi wave floods their bodies and forms, causing them to slowly be coated in athick layer of bubbling, chakra like energy. a bubbling chakra-construct, taking on the shape of a one-tailed fox, which is referred to as the "demon fox shroud" (妖狐の衣, yōko no koromo). This chakra is able to move on its own, attacking and protecting the Jinchuriki is is wrapped around as well as granting them even further powers.
PvP: May now Roll a Second Attack using Wisdom to Replace Dexterity/Strength Including Stat Bonuses, however their first attack is normal and no longer gains the Wisdom Replacing Dex/Str Bonus. Jinchuriki Gains a +2 to Attack/Defense Rolls, +2 HP Regen, +1 DR vs HP/CP Damage, and +1d4+1 to Taijutsu/Ninjutsu Damage Rolls.

Second Tail
Cost: Further 3 CP to Activate, Drains 2 CP from Bijuu's CP Pool a Round
The Jinchuriki Releases their bijjuns chakra in a massive wave, thsi wave floods their bodies and forms, causing them to slowly be coated in athick layer of bubbling, chakra like energy. a bubbling chakra-construct, taking on the shape of a one-tailed fox, which is referred to as the "demon fox shroud" (妖狐の衣, yōko no koromo). This chakra is able to move on its own, attacking and protecting the Jinchuriki is is wrapped around as well as granting them even further powers, now a second Tail sprouting slowly from this cloak of chakra
PvP: May now Roll a Second Attack using Wisdom to Replace Dexterity/Strength Including Stat Bonuses, however their first attack is normal and no longer gains the Wisdom Replacing Dex/Str Bonus. Jinchuriki Gains a +3 to Attack/Defense Rolls, +2 HP Regen, +2 DR vs HP/CP Damage, and +1d4+2 to Taijutsu/Ninjutsu Damage Rolls.

Third Tail
Cost: Further 3 CP to Activate, Drains 2 CP from Bijuu's CP Pool a Round
The Jinchuriki Releases their bijjuns chakra in a massive wave, thsi wave floods their bodies and forms, causing them to slowly be coated in athick layer of bubbling, chakra like energy. a bubbling chakra-construct, taking on the shape of a one-tailed fox, which is referred to as the "demon fox shroud" (妖狐の衣, yōko no koromo). This chakra is able to move on its own, attacking and protecting the Jinchuriki is is wrapped around as well as granting them even further powers, now a third Tail sprouting slowly from this cloak of chakra, the Jinshuriki's eyes turning pure red and their hair and body becoming far more bestial and pulsating with whips of chakra around their bodies, suddenly their skin rapidly begins to peal away, revealing a massive turtle that is missing its skin, only within a normal shell isntea dof the hardened spiked form.
PvP: May now Roll a Second Attack using Wisdom to Replace Dexterity/Strength Including Stat Bonuses, however their first attack is normal and no longer gains the Wisdom Replacing Dex/Str Bonus. Jinchuriki Gains a +4 to Attack/Defense Rolls, +3 HP Regen, +3 DR vs HP/CP Damage, and +1d4+3 to Taijutsu/Ninjutsu Damage Rolls.

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Jinchuriki Beast Forms Information

Full Beast Mode
Cost: 20 CP to Activate, Drains 3 CP a Round
The Jinchuriki enters the true form of their Bijuun, their bodies transformin in a burst of massive chakra strait intot he sorroundings area. This chakra allows the Jinchuriki to gain a tremendous amount of pure chakra, energy and rise to the size of mountains ... taking one the exact form of the true bijuun they hold within them.
PvP: Lasts for Only 1d4+4 Rounds, only usable 1x a Fight. All Taijutsu Attack/Defense Rolls are rolled with Wisdom replacing Dexterity/Strength, including Stat Bonuses. The Jinchuriki has 2 Base Actions a Round instead of 1, a -1 to CP Cost (Min of 1), +10 DR, +10 to Attack/Defense Rolls, +4 HP Regen a Round, and +2d4 to Taijutsu/Ninjutsu Damage Rolls, all Taijutsu attacks Deal Large Weapon Damage with no Penalties. (All of This Counts to the Jutsu Max Not the Passive Max) May use the 'Tailed Beast Ball'.

- Tailed Beast Ball: The Tailed Beast Ball is the ultimate technique of a tailed beast. To form the attack, they gather both positive black chakra (+の黒チャクラ, purasu no kuro chakura), and negative white chakra (−の白チャクラ, mainasu no shiro chakura), shape it into a sphere, and then compress it inside their mouth. The black and white chakra needs to be balanced at an 8:2 ratio respectively or it will backfire. The ball can be fired differently, either in sphere form, which gives it a wide area of damage, or as a concentrated beam of energy which gives it explosive penetrative power.
CP Cost: 33 CP
PvP Effect: Targets Everything the direction the Jinchuriki is Facing. Deals 5d10+3d8+1d6 Damage.

Partial Beast Mode
Cost: 15 CP to Activate, Drains 2 CP a Round
The Jinchuriki is able to enter a paritalized form of the Jinchuriki state, able to instead form parts of their full Jinchruiki state around them, such as tentacles, an arm of the beast and th elike, granting them severe power but not quite the true tailed beast form.
PvP: Lasts for Only 1d4+6 Rounds, only usable 1x a Fight. All Taijutsu Attack/Defense Rolls are rolled with Wisdom replacing Dexterity/Strength, including Stat Bonuses. The Jinchuriki has 2 Base Actions a Round instead of 1, a -1 to CP Cost (Min of 1), +8 DR, +6 to Attack/Defense Rolls, +4 HP Regen a Round, and +2d4 to Taijutsu/Ninjutsu Damage Rolls, all Taijutsu attacks Deal Medium Weapon Damage with no Penalties. (All of This Counts to the Jutsu Max Not the Passive Max)
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Sexy-Ninjanitor Minato

Sexy-Ninjanitor Minato

Posts : 499
Join date : 2012-09-09

Sanbi: Isobu (Three-Tailed Jinchuriki) Empty
PostSubject: Re: Sanbi: Isobu (Three-Tailed Jinchuriki)   Sanbi: Isobu (Three-Tailed Jinchuriki) Icon_minitimeSat Sep 29, 2012 9:15 pm

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