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 Kyuubi: Kurama (Nine-Tailed Jinchuriki)

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Sexy-Ninjanitor Minato

Sexy-Ninjanitor Minato

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Kyuubi: Kurama (Nine-Tailed Jinchuriki) Empty
PostSubject: Kyuubi: Kurama (Nine-Tailed Jinchuriki)   Kyuubi: Kurama (Nine-Tailed Jinchuriki) Icon_minitimeSat Sep 29, 2012 9:58 pm


Kyuubi: Kurama (Nine-Tailed Jinchuriki) Kurama___kyuubi__the_nine_tails_by_s0apii-d4oydgx
Kurama (九喇嘛, Kurama), more commonly known as the Nine-Tails (九尾, Kyūbi), is a tailed beast currently sealed within Konohagakure, as one of the only Jinchuriki in which they currently own. Kurama 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.[4][5] 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 is. Over the centuries, Kurama has gained a reputation as an age-old natural disaster, appearing suddenly out of nowhere to attack areas wherever human malice had collected and festered.

Kurama is characterised as cynical and shrewd, with a distinct sense of honour and pride. It uses 'washi' (ワシ) when referring to itself, which is generally used by older men. In a flashback, it is revealed that Kurama cares greatly about the Sage of the Six Paths, viewing him with great respect for the way he treated the tailed beasts and even shed tears after the Sage had imparted his final words to them. However, this sentiment was not extended to its brethren, as Gyūki mentioned that they, especially Shukaku, hated Kurama for its belief that their strength is determined by their number of tails. Kurama even told Naruto that he should be ashamed for having Gyūki help him in their battle over its chakra. Because of its long history of both its forced subjugation to the Sharingan and being sealed within the Uzumaki jinchūriki, Kurama expressed intense hatred and distrust for humans, Although Kurama is a kitsune with red-orange fur and red eyes, it possesses the upper-body structure of a human, complete with opposable thumbs on its clawed hands. Out of all the tailed beasts, Kurama's form most closely relates to the Ten-Tails'. During the last remaining days of the Sage of the Six Paths, Kurama was a young kit much smaller than its present-day self, but Kurama was still much larger than the Sage. As time passed, Kurama's size increased to be around the same height, if not taller, as the Hokage Monument.

Being the strongest of the nine tailed beasts, it is said that Kurama can create tsunamis and flatten mountains with just a single swipe from one of its tails. With its massive supply of chakra, it can turn its roar into a powerful shock wave that can repel and destroy anything within its radius, increase its physical strength and speed, and fire Tailed Beast Balls. Kurama also has the ability to sense negative emotions, to which Naruto also gained after gaining control of its chakra, it was shown to be able to create twisters and breathe fire. Even though it is extremely durable, Kurama, when caught off guard, can be weakened by attacks that deals with massive physical impacts. It is also susceptible to control by the Sharingan.

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Actual Jinchuriki Bonuses
450 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 + 100. 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 Kurama has the power to create chakra of pure energy and rage that they can manipulate and create with their natural Fuuton abilities.
PvP: The Jinchuriki of Kurama Starts with Wind / Fire 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.

Kurama's Regeneration
The Jinchuriki of Kurama has their entire body riddled with his excess chakra, this causes them to have a severe amount of Regenerative abilities on a passive scale far beyond any others. Allowing them to heal and recover at a far more rapid rate, however it isnt on par with the Kaguya whom can regrow limbs, its still useful and assists greatly with injuries.

Academy Student: +5 Total HP, +0 HP Regen a Round, -2 to RP Token Cost of Cellular Damage Healing
Genin: +10 Total HP, +1 HP Regen a Round, -3 to RP Token Cost of Cellular Damage Healing
Chunin: +15 Total HP, +2 HP Regen a Round, -4 to RP Token Cost of Cellular Damage Healing
Jounin: +20 Total HP, +3 HP Regen a Round, -5 to RP Token Cost of Cellular Damage Healing

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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 acheive. Every time the DM runs this mini event for you, you will roll a 1d4+1 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 1 CP from Bijuu's 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.
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.

Seventh 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.
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, -1 to CP Cost (Min 1), +4 HP Regen, +7 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.

Eighth 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.
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, -2 to CP Cost (Min 1), +4 HP Regen, +7 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.

Ninth 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.The Jinshuriki is now in the form of the tailed Fox with all nine tails, missing only the layer of skin and fur ontop of the muscle and body.
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 to CP Cost (Min 1), +5 HP Regen, +12 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 still usable.
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Jinchuriki Beast Forms Information

Full Beast Mode
Cost: 20 CP to Activate, Drains 3 CP a Round
Unlike other Jinchuriki, the host of the kyuubi never truly becomes the 'physical form' of Kurama, instead when this level si reached they become somthing more, a beast of pure chakra and energy that has a semi-solid form, The Tailed Beast Mode (尾獣モード, Bijū Mōdo) is a form the Jinchuriki gained after he unrestrained Kurama melded their chakra together, allowing the Jinchuriki to complete the tailed beast transformation. However, rather than becoming a true flesh-replica of the fox, the chakra shroud from the enhanced Nine-Tails Chakra Mode instead enlarged and recreated Kurama's overall form, while retaining the exact same seal that was previously present on the Jinchruiki's body. As opposed to the normal nature of the chakra, it no longer burns those who touch it, and as it is also translucent, The Jinchuriki can be seen inside the replica's head throughout the transformation.
PvP: Lasts for Only 1d4+1 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 -3 to CP Cost (Min of 1), +14 DR, +12 to Attack/Defense Rolls, +8 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: 45 CP
PvP Effect: Targets Everything the direction the Jinchuriki is Facing. Deals 1d20+5d10+3d8+10 Damage.

Partial Beast Mode
Cost: 15 CP to Activate, Drains 2 CP a Round
Unlike other Jinchuriki, the host of the kyuubi never truly becomes the 'physical form' of Kurama, Instead the Jincuriki doesnt gain a partial beast mode, but instead what is known as The Nine-Tails Chakra Mode (九尾チャクラモード, Kyūbi Chakura Mōdo) is a form that the Jinchuriki will have gained after they have separated and sealed Kurama from its chakra. He can access its chakra directly whenever he needs it without interacting with the beast at all. In doing so, he gains a chakra shroud that resembles the Sage of the Six Paths' silhouette. The colour of his eyes changes from blue to orange when he is in this form and while the demon fox shroud is red and releases chakra as acidic bubbles, this form's shroud is yellow and releases chakra as flickering flames. With Kurama's power under his control, the Jinchuriki's strength is significantly increased to the point where he can push a fully formed Tailed Beast Ball through a multiple layered barrier. In this form, Though he can still feel pain, this form's chakra shroud gives the Jinshuriki a great amount of protection; regular swords are unable to pierce it, it protects him from extreme heat temperatures and extreme physical attacks do little damage.
PvP: Lasts for Only 1d4+3 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 -3 to CP Cost (Min of 1), +12 DR, +8 to Attack/Defense Rolls, +6 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

Kyuubi: Kurama (Nine-Tailed Jinchuriki) Empty
PostSubject: Re: Kyuubi: Kurama (Nine-Tailed Jinchuriki)   Kyuubi: Kurama (Nine-Tailed Jinchuriki) Icon_minitimeSat Sep 29, 2012 9:59 pm

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