iconAll times are GMT -4. The time now is 10:07 AM. | Welcome to Forum, please register to access all of our features.
Prev Previous Post   Next Post Next
Old 04-07-2012, 11:20 PM   #1
Jami
Pretentious Douche
 
Jami's Avatar
 
Join Date: Mar 2005
Location: Lawrence, Kansas
Posts: 5,403
Default Jinchuuriki and Bijuu - Beta V0.6

Bijuu - The Beasts

The bijuu are monsters made of pure, raw chakra. They once roamed the land as rampaging forces of nature, leaving death and destruction in their wake, but ancient heroes shattered them and scattered the remains to the winds. Now, however, the bijuu stir again. They grow in the dark corners of the world, gathering strength, but in their still weak state, they can be sealed within human hosts – jinchuuriki. Even imprisoned, the bijuu are far from powerless. Whenever a jinchuuriki is registered, the bijuu he hosts must be registered as well, similar to a beastmaster's pet.

Unlike most other characters, bijuu have just three stats: Force, Finesse, and Fortitude. Force determines the strength of the power that the bijuu can exert over the world. Finesse determines the amount of control the bijuu has over that power. And Fortitude determines how long the bijuu can exert that power before becoming exhausted. No matter the rank of the jinchuuriki, all of his bijuu's stats begin at zero.

In a thread where the jinchuuriki is awarded points, the bijuu also receives an experience point, but if the Jinchuuriki is in multiple threads at once, they can only receive XP for one concurrent thread. Once a bijuu amasses ten experience, he may exchange ten experience for a single stat point in any bijuu stat. Additionally, in any thread where a jinchuuriki defeats and absorbs a bijuu, they may choose to give their own bijuu an additional experience point. In a thread where the bijuu is controlled by a GM, the defeated bijuu gives experience equal to their total stats.



Drive - The Transformation

Within a thread, a jinchuuriki's control over their bijuu is measured by the Drive system. At the start of a thread, most jinchuuriki begin at 0 Drive, which represents total control over the bijuu, or at least total suppression of it. At the other end of the scale, 100 Drive represents losing control over the bijuu, either by being overwhelmed or by surrendering to it. Different actions and triggers can influence Drive by sliding closer to either end of the spectrum. Past certain amounts of Drive, the jinchuuriki's state alters.

25 Drive – Awakened
At this point, the bijuu is roused from slumber, or otherwise actively paying attention. Host features related to the bijuu, such as whiskers, claws, or markings, become exaggerated. All the jinchuuriki's physical levels are raised by one as long as they remain above 25 Drive.

50 Drive – Blended
Now the bijuu and jinchuuriki exert near equal influence over the host body. The bijuu manifests over the jinchuuriki as a shell of chakra that mixes man and beast. The jinchuuriki's movements become feral at this point, and many start to fight on all fours. As long as the jinchuuriki remains above 50 Drive, their physical levels are raised by two. The Jinchuuriki's reliance on the Bijuu's power makes it difficult to mold chakra for more powerful techniques. Jinchuuriki lose access to their highest 1/2/3 (genin, chuunin, jounin and above) available stages of jutsu or special techniques. Jinchuuriki swaps are still available. (ex. A genin Jinchuuriki knows stage 3 leaf ninjutsu, and has specials in stage 2 of their taijutsu. They will have access to stage 2 of both their ninjutsu and their taijutsu)

75 Drive – Overwhelmed
The jinchuuriki borders on losing control to the bijuu. The bijuu's silhouette manifests around its host as the chakra shell glows brighter. Reasoning with the jinchuuriki becomes difficult. While at 75 Drive or higher, the jinchuuriki gains a total of three physical levels, but must attack each post. With the Bijuu overwhelming the thoughts and chakra of the Jinchuuriki, they lose access to all jutsu and special techniques, except Bijuu and Jinchuuriki techniques.

100 Drive – Lost
Whether the jinchuuriki surrenders control or succumbs to the bijuu's coercion, the bijuu wins, at least temporarily. The bijuu's manifestation becomes a miniaturized but near perfect recreation of their true form with the host body floating inside. With 100 Drive, the jinchuuriki has a bonus five taijutsu levels from Drive and may attack twice a post, but they must attack every post until exhausted, defeated, or reduced to 0 Drive. The Jinchuuriki still has no access to their jutsu and special techniques. They also suffer from chakra bleed (see below).

Bleed: Once a Jinchuuriki is Lost, the bijuu begins to express so much of their powerful chakra that it bleeds out of the host. Every post, including the post where they first go into a Lost state, the Jinchuuriki loses 30 drive (at the end of their post). They may continue to use triggers and Bijuu Techniques to gain or lose drive. If Bleed would put the Jinchuuriki at 0 drive, their post ends with them dropping out of the Lost state and collapsing or passing out.

Note: Bonus taijutsu levels from Drive thresholds do not stack.

Triggers – Gaining and Losing Drive

Whenever exposed to particular triggers, the jinchuuriki may adjust their current Drive.

Attacking – Any round where the jinchuuriki attacks, they may gain 10 Drive.

Damage – Any round where the jinchuuriki is hit by a physically damaging attack, they may gain or lose 10 drive.

Hold Back – Any round where the jinchuuriki does not take an offensive action, they may lose 10 Drive.

Protect – Any round where the jinchuuriki witnesses an attack on a loved one, they may gain 10 Drive.

Soothed – Any round where the jinchuuriki is healed, or is calmed by an ally, they may lose 10 Drive.

Delirium – Any round where the jinchuuriki's senses are muddled (by genjutsu, poison, or other effects), they may gain or lose 5 Drive.

In addition, several unique Bijuu Techniques and Jinchuuriki Swaps affect Drive, as listed in each technique's description (See Below). Jinchuuriki archetype bonuses modify how those characters manipulate Drive.

Bijuu Techniques – Demon Arts

As living hosts of the bijuu, all jinchuuriki have access to a number of standard abilities – bijuu techniques. Whenever their Drive passes a particular break point, the jinchuuriki can draw on more of the bijuu's chakra to access bijuu techniques. However, giving in and using the natural weapons of the bijuu is a dangerous process, one which can quickly allow the bijuu to gain control over the jinchuuriki. The attributes of the Bijuu influence how powerful their instinctive Bijuu techniques are.

Passive techniques are always on when the Jinchuuriki reaches the appropriate breaking point. Active techniques must be purposely used as an action.

For the purposes of interacting with other techniques, Bijuu techniques are considered ninjutsu.

Bijuu Claws – Awakened - Passive
When the Jinchuuriki reaches the Awakened level of drive, the chakra of their Bijuu can leak into their physical attacks, giving an extra level of lethality to even basic strikes. This manifests as hazy claws, talons, or fangs, made of pure bijuu chakra. Bijuu Claws manifest on one part of the body, like hands, feet, head. Whenever an attack is made with Bijuu claws, 5 drive is gained on top of any other drive gain.

Force 0 – Strikes as if ninjutsu stage based on rank: genin at stage 1, chuunin at stage 3, and jounin or over at stage five.
Force 1 – Allows the jinchuuriki to fire blades of chakra from the Bijuu Claws, striking up to ten feet away.
Force 3 – Adds another ten feet to the range of the blades, up to twenty feet.

Bijuu Senses – Blended - Passive
Creatures of chakra, the bijuu perceive the world around them different than humans do. Using this technique, the jinchuuriki borrows that bizarre set of senses. Often compared to certain doujutsu, this allows jinchuuriki to feel the very thrum of chakra around them, and is typically disorienting to new hosts. Every post where the Bijuu lends the Jinchuuriki their senses, the Jinchuuriki gains 5 drive. Senses extends out to 40 feet around the Jinchuuriki.

Finesse 0 - The Jinchuuriki can sense chakra around them. They know when ninjutsu, genjutsu, taijutsu specials, puppets, or anything else animated by chakra, is around. They do not distinguish between them though.
Finesse 1 - Once per post, a jinchuuriki can filter their Sense so it only distinguishes one type of chakra: Ninjutsu (constructs), Genjutsu (mental), Taijutsu (internal), or Other.
Finesse 3 - The Jinchuuriki can use Sense to move around, even when deprived of their normal senses.

Bijuu Presence - Overwhelmed - Passive
The intense chakra energy coming off of a jinchuuriki can be intimidating enough. When a Jinchuuriki learns to utilize this, their chakra automatically lashes out at anyone that comes within range. Presence passively activates when Jinchuuriki reaches Overwhelmed Drive. The first time someone comes within 30 feet of the Jinchuuriki and can sense them, they are hit with the effect. Any post where any number of opponents are influenced by Presence, the Jinchuuriki gains 10 drive as the Bijuu's chakra lashes out. Once per thread, Presence can lash out at a specific target in range a second time (but not within two posts of the first effect wearing off).

Fortitude 0 - Presence rattles the target, lowering their taijutsu levels by one each. If this lowers a taijutsu level to 1 or lower, they are paralyzed in fear for the duration.
Fortitude 1 - Presence lasts for two posts.
Fortitude 3 - Their taijutsu levels are lowered by two each, and the first time someone is affected they are paralyzed for at least one post regardless.

Bijuu Shift - Awakened - Active
The form of the Bijuu is a form the Jinchuuriki knows by heart. They see the Bijuu's body when they shut their eyes, in their nightmares, in every technique they use. The form of a Bijuu is something feral, nightmarish, unstable, and it often shifts with their mood and power. With Shift, the Jinchuuriki can harness this mercurial form by giving the bijuu a brief moment in its own skin. Shifting into a Bijuu's natural form taps into their chakra, and gains 10 drive. Every post the Jinchuuriki remains transformed, they gain 10 more drive, and gains another 5 drive whenever hit.

Force 0 - A limb can be shifted, but after one direct hit, the Jinchuuriki loses their shifted form. This limb gives one taijutsu level to strength, stamina, or speed.
Force 2 - The Jinchuuriki can use a limb at full Bijuu size, creating a giant claw, a massive stinger, or big tails. This gives two taijutsu levels, split between strength, stamina, and speed.
Force 3 - After two direct hits, the Jinchuuriki loses their shifted form. This gives three taijutsu levels, split between strength, stamina, and speed.

Finesse 0 - The Jinchuuriki can use the limbs of the bijuu form briefly, usually gaining animal legs, arms, tails, or head, using it for disguise.
Finesse 2 - The Jinchuuriki can now take on a miniature form of the Bijuu, looking exactly like their Bijuu but at their human mass. Bijuu with natural advantages like flight or swimming gain those advantages.
Finesse 3 - The jinchuuriki can now take on the bijuu's form at its full size. While this is different for every bijuu, this could mean the jinchuuriki can transform into an animal the size of a massive house. This comes with all of the weight expected, and can allow the jinchuuriki to simply crush objects that don't get out of the way. This gives two additional taijutsu levels in strength.

Bijuu Recovery - Blended - Active
The Jinchuuriki can tap into the chakra of the Bijuu to recover in dire situations. While a reluctant or angry Bijuu may take offense to having their power stolen, some Jinchuuriki make deals with their Bijuu in exchange for the power they want. Regardless, filling their body with Bijuu chakra is a quick path to the Bijuu gaining control, making Recovery a risky technique. On the post that recovery is used, the Jinchuuriki recovers from any sense of fatigue, but gains 15 drive from the influx of Bijuu chakra.

Finesse 0 - Recovery can be used while on the move, but requires enough concentration that it cannot be used while attacking or being attacked.
Finesse 2 - Recovery can be used in the heat of combat. If the Jinchuuriki uses a jutsu the same post, and it will not use a jutsu usage if it is stage four or lower.
Finesse 3 - The Jinchuuriki can now touch other people and infuse them with Bijuu chakra. This gives them the rejuvenating effects of Recovery, but this can only be maintained for a number of people equal to Force.

Fortitude 0 - Recovery removes simple bruises, and light cuts.
Fortitude 2 - Recovery heals internal wounds and heavy non-lethal cuts over two posts, and cures non-lethal poisons immediately.
Fortitude 3 - Recovery can set bone over 3 posts, and seal up amputations. Small bruises and cuts heal passively without gaining additional drive.

Bijuu Dama - Overwhelmed - Active
Bijuu Dama, or the Bijuu Ball, is a powerful attack made of raw negative chakra. Typically, chakra is charged at the mouth, turning into a solid ball of energy before firing out. Just charging the attack can be enough to disrupt the landscape, and the impact of a Bijuu Dama can cause anywhere between heavy damage, to complete obliteration. The Bijuu Dama is an instinctive Bijuu attack, and Jinchuuriki that are overwhelmed by their Bijuu find that this attack comes natural to them, as long as they give in to more of the Bijuu's control. Using Bijuu Dama gains 15 Drive. Instead of firing out a ball, it can also be used as a wave-beam, a beam attack that comes from the ball and can be swept across a fight.

Force 0 - Dama counts as a Stage 2 ninjutsu for genin, stage 4 for chuunin, stage 6 for jounin and above. The impact is enough to leave an impact crater in soil or stone, and the ball is no bigger than two feet across.
Force 2 - The Dama now counts as Stage 3/5/7 for Genin/Chuunin/Jounin and above respectively. The impact could demolish smaller structures, and is nearly always lethal on a direct hit. The ball has grown to six feet across. The Dama puts off a dangerous amount of heat while charging, enough to cause steam from nearby water sources.
Force 3 - The damage from the Dama now leaves massive craters in all but magically defended surfaces, and it can obliterate most anything caught in the blast. The ball is 10 feet across, and charging it causes the earth to shatter beneath the user's feet.
Force 4 - The Dama now counts as Stage 4 or 6 for Genin or Chuunin. The Dama is now 24 feet across while charging. It creates craters just from building up. This stage of Bijuu Dama warps the landscape, and destroys the land surrounding the point of impact as well, burning away land and vaporizing bodies of water.

Fortitude 0 - The Dama can be used to penetrate approaching ninjutsu attacks of its stage or lower, the Dama explodes on impact with the attack.
Fortitude 2 - The Dama can be charged for one extra post, giving it Force plus one. This gains 5 additional Drive.
Fortitude 3 - If the Dama's stage is 2 higher than the ninjutsu attack, it will not explode on impact, and instead will pierce through and continue.

Tails of the Beast - Bijuuko Ranks

The Bijuu of old were set in their ways. The beasts themselves had tails from one to nine, and all together they formed the ten-tailed beast. In this new world, the Bijuu wrestle for power, and the number of tails on a Bijuu fluctuates as it gains more of the chakra that makes it strong. So every time a Bijuu's stats increase, so does its number of tails. This is also used to rank and describe Bijuu, like status among them.

0 Tail: A no tail is like a child among Bijuu. It is barely more than coalesced chakra that is trying to find its way.
1 Tail: An Ichibi is weak, but has enough intelligence to want more power. In the wild, Ichibi often move in packs.
2 Tails: Nibi are a step above, strong enough to be noticed among a group of Ichibi.
3 Tails: Sanbi start to exhibit power that would concern shinobi one on one. They sometimes lead Bijuuko packs.
4 Tails: Yonbi rarely run with packs, and sometimes could take on a whole group of Bijuuko by themselves.
5 Tails: A Gobi Bijuu would be hard to call a Bijuuko, unleashed they could take on a group of shinobi, and might come out on top.
6 Tails: Rokubi Bijuu start to show weird abilities in the wild, so it is dangerous to confront one without being prepared for the unexpected.
7 Tails: Shichibi are extremely rare outside of a host. This would be a concern for several teams, and should be taken out immediately.
8 Tails: There have been reports of Hachibi, but not for long. They have gained an intelligence and strength that means they should be destroyed.
9 Tails: There has been no sighting of a Kyuubi level new Bijuu, and everyone is thankful for that.


Last edited by merdle; 08-22-2019 at 12:20 AM..
Jami is offline  
 

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump