Dragon-born50 Tokens-Universal Clan[You must be registered and logged in to see this image.]History and InformationWild as a blazing inferno. Stubborn as a mountain. Carefree as the wind. Dragonborns are this and many more.
Descendants of the great creatures of legend. Many possess the physical traits of the ancient bloodline. Scaly skin, long sharp claws even wings or a long tail. Though being mixture of human and reptile.
Many are considered quite exotic in appearance. Dressed in anything that feels comfortable on them. But don't take their beauty and charm lightly as they can be just as cruel in a fight. Using their bodies as weapon along with their control of the natural elements around them. Dragonborn can inflict great harm with anything at their disposal.
A Dragonborn's elemental power comes the dragon they inheiret the ability from. Some can with skill flood a village, set a forest ablaze or even create a mountain from a hill.______________________________________________________________
Dragon ArmorThe Born appear human for the most with the exception of a few small transparent patches of scales that cover their bodies. Thanks to their ancestry and constant breeding with the dragons. These scales seem to grant them additional protection from the elements.Universal: +10 HP; May never take Medical
Academy Student: +1 HP DR vs First Element
Genin: +2 HP DR vs First Element
Chunin: +3 HP DR vs First Element
Jounin: +4 HP DR vs First Element
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JutsuMost of the techniques employed by the Born are learned at a very young age. As they grow so do those skills. But each is encouraged to be creative and develope a style that is all of their own.Universal: Creates 1 free E/D/C/B/A/S as well as gain
Breath of the dragon, Wings of the dragon and
Dragon's whipAcademy Student:
Breath of the dragon, Wings of the dragon and
Dragon's whip are D rank
Genin:
Breath of the dragon, Wings of the dragon and
Dragon's whip are C rank
Chunin:
Breath of the dragon, Wings of the dragon and
Dragon's whip are A rank
Jounin:
Breath of the dragon, Wings of the dragon and
Dragon's whip are S rank
Breath of the dragonJutus Type: Kinjutsu
Rank: Varies
Chakra Cost: Varies
Description:A Born's breath is one of the most deadly tools the clan has to offer in frontal assaults. Many with hidden surprises. For those that seen it feared the destruction it brings when one unleashes their breath.
PvP Effect: Damage = Rank Medium Weapon (No penalty) + Rank Large Weapon (No penalty)
Special Note: 4 round cooldown
Learning: Gains on creation
Wings of the dragonJutus Type: Kinjutsu
Rank: Varies
Chakra Cost: Varies
Description: By channeling some energy to their wings. Hardening and lightening them to the point of becoming reliable shields for most attacks.
PvP Effect: Grants the user 1/10th Constitution Roll bonus in Defense
Special Note: On a failed roll. Tai/Ken attacker gets 1d4 strike back damage
Special Note: Female only.
Learning: Gains on creation
Dragon's whipJutus Type: Kenjutsu
Rank: Varies
Chakra Cost: Varies
Description: Coating their tails with the destructive power within themselves. The tail becomes a weapon worse than anything forged in existance. A male Dragonborn can shatter rocks with ease.
PvP Effect: Medium Weapon Dmg (No penalty) and the user 1/10th Str (or) Dex Roll bonus in HP DR Pierce
Special Note: Male only.
Learning: Gains on creation
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Intense Training(50 Tokens - Enhanced Clan)
Through blood, sweat and tears. The hard work pays off for one who continues to aim for perfection in the art. So does a Dragonborn in their training of being a warrior.Universal: +1d4 clan bonus damage
Academy Student: +1 Attack/Defense
Genin: +2 Attack/Defense
Chunin: +3 Attack/Defense
Jounin: +4 Attack/Defense
Dragon Care(100 Tokens - Rare Clan)
More focused on helping the helpless and support. Few Dragonborns possess the required skill and patience to excel in the art.Universal: Gains use of Medical and
Regeneration, Virtue and
HasteAcademy Student:
Regeneration, Virtue is D rank
Genin:
Regeneration, Virtue is C rank
Chunin:
Regeneration, Virtue is A rank
Jounin:
Regeneration, Virtue is S rank
RegenerationJutus Type: Medical
Rank: Varies
Chakra Cost: Varies
Description: Channeling some of the Born's own power. Increasing the natural healing rate of the victim. Helping them live longer in the battle against a common foe.
PvP Effect: heals target for 1/10th Heal Roll (Max 10), can be used in battle
Special Note: Effect last for 1d4 which the user can't attack or defend while using the technique
Special Note: Useable once per fight
VirtueJutus Type: Supplemental
Rank: Varies
Chakra Cost: Varies
Description: Hardening the skin and bones of the reciprient. The target can take the extra beating with little fear of defeat.
PvP Effect: Grants the target for 1/10th Heal Roll (Max 10) in bonus HP, can be used in battle
Special Note: Useable once per fight
HasteJutus Type: Supplemental
Rank: C
Chakra Cost: 5
Description: By forcing the target's energy flow in their body. Increasing muscle mass and density. The reciprient gains more speed and power to launch more attacks than they could on their own.
PvP Effect: Grants the target one extra action, can be used in battle
Special Note: Useable once per fight
Multi-mastery(100 Tokens - Rare Clan)
Through a genetic mutation. A Born gains the ability to unite elements to gain more power. Some takes hard work while others are born with it.Universal: Gains two basic element and custom element. Gains no more after that. Dragon armor bonus applies to custom element only. Intense training gains 1d2 damage per base element.
[You must be registered and logged in to see this image.]Son Gokū (孫悟空, Son Gokū), more commonly known as the Four-Tails (四尾, Yonbi), Son Gokū first came into being in the waning days of the Sage of the Six Paths' life in order to prevent the Ten-Tails' resurgence, the Sage split up its chakra and used his ability known as Creation of All Things (万物創造, Banbutsu Sōzō) 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.
Son Gokū eventually fell into the possession of Iwagakure. Son Gokū is a very prideful tailed beast, as it detests being called by the name "Four-Tails" and boasts about its lineage. It uses 'ore' (オレ) when referring to itself. It also hated humans, due to the fact that humans have enslaved it, and believes that apes are more intelligent than humans. However, when talking about the Sage of the Six Paths, it showed him great respect. Son Gokū has yellow irides, white pupils, red fur and green skin. He primarily resembles a monkey, but has the build of a gorilla. It also has horns on its forehead, similar to the Third Tsuchikage's yellow jacket, as well as elongated canine teeth and spike-like protrusions on the four of its tails. Its long canines appear to be broken and are darker at the end. In its mouth it has a big, round opening, from where it spits lava, and it doesn't seem to have a tongue.
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Actual Jinchuriki Bonuses
325 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 + 50. 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 Four tails has the elemental combinations of Katon and Earth.
PvP: The Jinchuriki of the eight tails Starts with Fire / 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.
Durability of the Monkey
The Jinchuriki of the four tails withholds Goku's massive and inhuman physical powers and strength, as well as his insane durability and skill with combat and power. He is a devastating opponent and one of the strongest currently when the Jinchuriki gains enough power, he is rumored to even be able to add Goku's destructive Magma like chakra to his own attacks making them all the more devastating..
Academy Student: +0 to Strength Rolls, +1 DR vs HP/CP Dmg
Genin: +1 to Strength Rolls, +2 DR vs HP/CP Dmg
Chunin: +2 to Strength Rolls, +3 DR vs HP/CP Dmg
Jounin: +3 to Strength Rolls, +4 DR vs HP/CP Dmg
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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+6 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. From this their bodies alter and change, bursting into the form of a skinless and furless great monkey.
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.
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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)
Chakra impact glovesDescription: These gloves are designed to store and charge themselves with the users chakra over small periods of time, allowing for the chakra to expload on impact maximizing the damage that can be done as-well widening the surface area stuck on a single person making it more likely to strike a soft spot.
Pvp: All Taijutsu count as large weapon damage, +2d4 damage, 18-20 crit range.