Chōmei (重明, Chōmei), more commonly known as the Seven-Tails (七尾, Nanabi). Chōmei 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. Chōmei seems to have a happy, go-lucky persona, eferring to itself as "Lucky Seven Chōmei" (ラッキーセブン重明, Rakkī sebun Chōmei) which might be an allusion to the fact that it has seven tails and the number seven having long been seen as a lucky as well as happy number.
Chōmei resembles a blue, armoured kabutomushi, with six of its seven tails resembling green insect wings, along with the seventh tail, all growing from the end of its abdomen. The stem of the tail is green but the wings are orange. Its eyes seem to be covered by a helmet-like skull, from inside of which, an orange glow can be seen. It also has spike protrusions on its shoulders and a row of slits on each shoulder, and six legs — three on each side. The legs are also covered by the blue armour, however the last segment on each leg is not covered and therefore green. During the last remaining days of the Sage of the Six Paths, Chōmei was just in its larval stage of development but still had its tails.
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Actual Jinchuriki Bonuses
400 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 + 80. 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 seven tails has the elemental combinations of Fuuton and Yoton.
PvP: The Jinchuriki of the eight tails Starts with Wind / Light 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.
Lucky Number Seven
The Jinchuriki of the Seven tail has what could only be called insane luck, the lucky creature is seen to have a supernatural level of luck that could possibly be based on the odd chakra fluxes that react to the things that happen around the Bijuuns Host, this means that an attack that should have hit, or should have hit, suddenly miss, or hit instead.
Academy Student: Whenever the Jinchuriki Fails an Defense Roll, Roll a 1d10, On a 6-10 Reroll the Defense.
Genin: Whenever the Jinchuriki Fails an Defense Roll, Roll a 1d8, On a 5-8 Reroll the Defense.
Chunin: Whenever the Jinchuriki Fails an Defense Roll, Roll a 1d6, On a 4-6 Reroll the Defense.
Jounin: Whenever the Jinchuriki Fails an Defense Roll, Roll a 1d4, On a 3-4 Reroll the Defense.
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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+3 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.
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. Their body changing into that or a massive bttle missing the top layer of its shell.
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.
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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+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, +10 to Attack/Defense Rolls, +6 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: 40 CP
PvP Effect: Targets Everything the direction the Jinchuriki is Facing. Deals 5d10+5d8+6 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+5 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), +10 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)