[You must be registered and logged in to see this image.]Raiden,
more commonly known as the Six-Tails (六尾, Rokubi). Raiden 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. Sometime 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. Raiden eventually
fell into the possession of Kirigakure.
Though not much has been
seen of Raiden’s personality, the giant wolf uses 'ore' (オレ) when
referring to itself, 'ore' being a boastful way of saying 'I'. It also
speaks with a dialect which may possibly be Ōsakaben. Raiden resembles a
large, white wolf, and his fur seems blurry, as if the eye couldn’t
focus on it. During the last remaining days of the Sage of the Six
Paths, Raiden was much smaller but still larger than most humans.
______________________________________________________________
Actual Jinchuriki Bonuses
375 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 + 70. 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 six tails has the elemental
combinations of Suiton and Doton.
PvP: The Jinchuriki of the six
tails Starts with Light / Dark 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.
Time Manipulator
The Jinchuriki of the six
tail has the natural abilities that the Bijuun themselves have,
connecting to the natural amount of pure chakra that resides within the
Bijuun they are able to manipulate, or at least, alter time itself.
Being able to do just that, the Jinchuuriki is naturally faster and has
an increased aim, allowing him to strike where it hurts the most.
Academy Student: +0 to Dex Rolls, When the target is Hit by the Jinchuriki they suffer 2 HP dmg bypassing DR for 1d4 Rounds.
Genin: +1 to Dex Rolls, When the target is Hit by the Jinchuriki they suffer 1d4 HP dmg bypassing DR for 1d4 Rounds.
Chunin: +2 to Dex Rolls, When the target is Hit by the Jinchuriki they suffer 1d6 HP dmg bypassing DR for 1d4+1 Rounds.Jounin: +3 to Dex Rolls, When the target is Hit by the Jinchuriki they suffer 1d8 HP dmg bypassing DR for 1d4+1 Rounds.
______________________________________________________________
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+4 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 3 that you Activate, and 2d4+2 Damage per Tail Past 3 you
Activate.
11-20 Connection Points: You take 2 Points of Cell Damage
For every Tail beyond 3 that you Activate, and 2d4+1 Damage per Tail
Past 3 you Activate.
21-30 Connection Points: You take 1 Points of
Cell Damage For every Tail beyond 3 that you Activate, and 2d4 Damage
per Tail Past 3 you Activate.
31-40 Connection Points: You take 0
Points of Cell Damage For every Tail beyond 3 that you Activate, and 1d6
Damage per Tail Past 3 you Activate.
41-50 Connection Points: You
take 0 Points of Cell Damage For every Tail beyond 3 that you Activate,
and 0 Damage per Tail Past 3 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.
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.
Fourth Tail
Cost: Further 3 CP to Activate, Drains 2 CP from Bijuu's CP Pool a Round
The
Jinchuriki Releases their Bijuuns chakra in such a massive wave that it
scorches their very bodies, causing their skin to shoot into the air
and turn to black chared dust, forming a pitch black orb of pure chakra
around them before it explodes. In this form the Jinchruiki's body
becomes even more beastlike, now looking like a hybrid between the
actual beast and a human, coated in severe half healed burns and
supernatural levels of chakra and suppressing abilities this form is
extremely deadly and incredibly painful to enter.
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 +5 to Attack/Defense
Rolls, +3 HP Regen, +4 DR vs HP/CP Damage, and +1d4+4 to
Taijutsu/Ninjutsu Damage Rolls.
Fifth Tail
Cost: Further 3 CP to Activate, Drains 2 CP from Bijuu's CP Pool a Round
The
Jinchuriki Releases their Bijuuns chakra in such a massive wave that it
scorches their very bodies, causing their skin to shoot into the air
and turn to black chared dust, forming a pitch black orb of pure chakra
around them before it explodes. In this form the Jinchruiki's body
becomes even more beastlike, now looking like a hybrid between the
actual beast and a human, coated in severe half healed burns and
supernatural levels of chakra and suppressing abilities this form is
extremely deadly and incredibly painful to enter, now however a fifth
tail has burst forward ontop of this.
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 +6 to Attack/Defense
Rolls, +3 HP Regen, +5 DR vs HP/CP Damage, and +2d4 to Taijutsu/Ninjutsu
Damage Rolls. If the Jinchuriki fails to Defend against an attack
normally, then they may now Roll Wisdom as if it was Str to try and
Block it a Second Time. If the attack is unblockable this is not usable.
Sixth Tail
Cost: Further 3 CP to Activate, Drains 2 CP from Bijuu's CP Pool a Round
The
Jinchuriki Releases their Bijuuns chakra in such a massive wave that it
scorches their very bodies, causing their skin to shoot into the air
and turn to black chared dust, forming a pitch black orb of pure chakra
around them before it explodes. In this form the Jinchruiki's body
becomes even more beastlike, now looking like a hybrid between the
actual beast and a human, coated in severe half healed burns and
supernatural levels of chakra and suppressing abilities this form is
extremely deadly and incredibly painful to enter, now however a fifth
tail has burst forward ontop of this, as a skeleton suddenly begins to
rapidly form and grow coating the body of the Jinchuriki. Suddenly
exploding into the form of the Six tailed slug missing multiple layers
of its hide.
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 +6 to Attack/Defense Rolls, +4 HP Regen, +6 DR vs
HP/CP Damage, and +2d4 to Taijutsu/Ninjutsu Damage Rolls. If the
Jinchuriki fails to Defend against an attack normally, then they may now
Roll Wisdom as if it was Str to try and Block it a Second Time. If the
attack is unblockable this is not usable.
______________________________________________________________
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
-2 to CP Cost (Min of 1), +11 DR, +10 to Attack/Defense Rolls, +5 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: 37 CP
PvP Effect: Targets Everything the direction the Jinchuriki is Facing. Deals 5d10+4d8+4 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
-2 to CP Cost (Min of 1), +9 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)