iconAll times are GMT -4. The time now is 01:20 PM. | Welcome to Forum, please register to access all of our features.
Old 04-07-2012, 11:20 PM   #1
Jami
Pretentious Douche
 
Jami's Avatar
 
Join Date: Mar 2005
Location: Lawrence, Kansas
Posts: 5,170
Default Jinchuuriki and Bijuu - Beta V0.5

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 any thread where the jinchuuriki is awarded points, the bijuu receives a single experience point. Once a bijuu amasses ten experience, he may exchange ten experience for a single stat point to be spent in any bijuu stat. Additionally, in any thread where a jinchuuriki defeats and absorbs a bijuu, he may choose to give the bijuu experience equal to the sum total of the bijuu's stats. For unstatted bijuu, this is always equal to one experience.



Drive - The Transformation

Within a thread, jinchuuriki control over their bijuu is measured by the Drive system. At the start of a normal thread, the jinchuuriki begins with 0 Drive, representing total control over the bijuu, or at least total suppression. From there, different events and actions trigger an increase in Drive. When Drive reaches or passes particular break points, the bijuu stirs and exerts more influence on the jinchuuriki. These break points offer the jinchuuriki substantial boosts in power at the cost of control.

15 Drive – Awakened
At this point, the bijuu starts to rouse from slumber, or otherwise begins to pay attention. Host features related to the bijuu, such as whiskers, claws, or markings, become exaggerated. The jinchuuriki increases all taijutsu levels by one as long as they remain above 15 Drive.

30 Drive – Borrowed
The bijuu's power bleeds out into the body of the hosting jinchuuriki, and the beast's suggestions and desires hold more weight. Chakra emanates off the jinchuuriki to form a hazy silhouette resembling the bijuu. The jinchuuriki increases all taijutsu levels by two as long as they remain above 30 Drive.

50 Drive – Blended
Now the bijuu and the jinchuuriki exert near equal influence over the host body. The manifestation of the bijuu solidifies into a colored shell that's a mix of man and beast. The host usually drops to all fours, fighting like the animal possessing them. As long as the jinchuuriki has 50 Drive or more, they gain three taijutsu levels, and they must attack a target every post.

75 Drive – Overwhelmed
The jinchuuriki borders on losing control with the bijuu going increasingly wild. The chakra shell increases in size and power, now recognizable as a shadowy, elemental version of the sealed bijuu. At 75 Drive or higher, the jinchuuriki gains four taijutsu levels. If, after reaching this point, the jinchuuriki drops below 50 Drive, they become exhausted and cannot raise their Drive past 50 again for that thread.

100 Drive – Lost
Whether the jinchuuriki surrenders control or simply succumbs to the bijuu's force of will, the bijuu wins. The bijuu's manifestation becomes a near perfect, if miniaturized, image with the host trapped somewhere inside the beast. Temporarily free, the bijuu starts to rampage. With 100 Drive, the jinchuuriki gains five total taijutsu levels, but is no longer in control. They may attack twice a post, but may only attack, and must do so until defeated, exhausted, or reduced to 0 Drive.

Triggers – Gaining and Losing Drive

Whenever exposed to particular triggers, the jinchuuriki adjusts their current Drive, as follows:

Attacked – Any round where the jinchuuriki is targeted by an attack, they gain 5 Drive. If they are hit, they instead gain 10 Drive.

Hold Back – Any round where the jinchuuriki uses only defensive actions, they lose 5 Drive. If they don't use either action for combat, they instead lose 10 Drive.

Protect – Any round where the jinchuuriki witness an attack on a loved one, they gain 10 Drive. The first time per thread a jinchuuriki's actions put a loved one in danger, they lose 20 Drive.

Healing – Any round where the jinchuuriki is healed by someone else, they lose 5 Drive.

In addition, several unique jinchuuriki techniques affect Drive, as listed in each technique's description.

Jinchuuriki Techniques – Bijuu 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 the bijuu's power to use a new bijuu technique. 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. For the purposes of interacting with jutsu, bijuu techniques are considered ninjutsu.

Bijuu Claws – 15 Drive
The bijuu's power manifests as chakra constructed weapons. Usually, this means pointed claws or talons, but can also appear as fangs, spikes, blades, and other obvious threats. Armed with the bijuu's weapon of choice, the jinchuurki adds an extra level of lethality to their attacks.

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 2 – Adds another stage to the base effectiveness.
Force 3 – Adds another ten feet to the range of the blades, up to twenty feet.

Finesse 0 – The Claws can manifest on one part of the body: the hands or the feet.
Finesse 1 – The Claws can manifest on two parts of the body: the hands, feet, head, or chest.
Finesse 2 – The Claws can manifest as any weapon type, and can be changed for free each round.
Finesse 3 – The jinchuuriki may direct Claw attacks at two separate targets as one action.

Fortitude 0 – The second time a Claw attack is made, and every time after that, lose 5 Drive.
Fortitude 1 – Once per thread, the Claws can deflect any ninjutsu of its own stage or lower.
Fortitude 2 – Claw attacks no longer affect Drive.
Fortitude 3 – The Claws may now block ninjutsu one stage higher, using the same thread limit.

Bijuu Senses – 30 Drive
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.

Force 0 – While using Senses, the jinchuuriki can feel chakra around them. They know when ninjutsu, genjutsu, taijutsu specials, puppets, or anything else animated by chakra, is around. They cannot distinguish between them, just feel them.
Force 1 - While using Senses, the jinchuuriki can see chakra. This allows them to see the chakra from, but not distinguish, ninjutsu, genjutsu, taijutsu specials, living creatures, puppets, and anything else animated's chakra.
Force 2 - In addition, the jinchuuriki can see cursed seals, active paper seals, and chakra enhanced weaponry.
Force 3 - While using Senses, the jinchuuriki can smell chakra around them. This allows them to track a 'trail' of chakra. Similar types of chakra throw the trail off, and the trail only exists for a half hour after it is created.

Finesse 0 - The Jinchuuriki can sense chakra.
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 2 - The jinchuuriki can use Sense to move around, even when deprived of their normal senses.
Finesse 3 - The jinchuuriki can now filter their Sense to track two types of chakra, once per post.

Fortitude 0 - Activating Sense gains 10 drive. Can Sense chakra within 30 feet.
Fortitude 1 - Sense chakra within 40 feet.
Fortitude 2 - Sense can notice newly created chakra fast enough to alert the jinchuuriki danger is coming.
Fortitude 3 - Activating sense only gains 5 drive. Can sense chakra within 50 feet.

Bijuu Dama - 50 Drive
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.

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 1 - The Dama could now take a hole out of man-made buildings. The size of the ball is now four feet across, and the soil trembles as it charges.
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 eight 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 16 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 32 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.

Finesse 0 - The Dama can only be ball-shaped, and fires straight out as a ball.
Finesse 1 - The Dama can be reshaped into a wave-beam, firing out from the ball. This doesn't explode on impact, but it can be swept across a battlefield. The size of the Dama is now the width of the beam.
Finesse 2 - Two Dama can now be fired, each one loses a ninjutsu stage of power, and its strength is based on the jinchuuriki's Force minus one.
Finesse 3 - The Dama can be fired as a shotgun-blast of energy. This bursts the Dama, and shoots out small rods of raw chakra. These rods do not explode, but retain their ninjutsu stage of power, and travel in a cone out to twice the distance of the Dama's size.

Fortitude 0 - Using Dama gains 15 drive.
Fortitude 1 - 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 - Using Dama gains 10 drive. The Dama can be charged for one extra post, giving it Force plus one.
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.

Bijuu Presence - 75 Drive
The intense chakra energy coming off of a jinchuuriki can be intimidating enough. When a jinchuuriki learns to utilize this, press out with that chakra to terrify those who would act against them, it can be used to gain an advantage when the enemy least expects it.

Force 0 - Presence rattles the target, lowering their taijutsu levels by one each. If any level goes to one or lower, they are paralyzed in fear.
Force 1 - Their taijutsu levels are lowered by two each.
Force 2 - Their taijutsu levels are lowered by three each.
Force 3 - Their taijutsu levels are lowered by four each, and the first time someone is affected they are paralyzed regardless.

Finesse 0 - The jinchuuriki can target one person within 30 feet, as long as they can see the jinchuuriki, and the jinchuuriki can see them.
Finesse 1 - The jinchuuriki can target two people.
Finesse 2 - Presence can now target anyone that can see the jinchuuriki, as long as the jinchuuriki is aware of them.
Finesse 3 - Presence can target any number of targets.

Fortitude 0 - Using Presence raises drive by 10. Presence lasts one post.
Fortitude 1 - Presence lasts two posts per use.
Fortitude 2 - Using Presence raises drive by 5.
Fortitude 3 - Presence lasts three posts per use.

Bijuu Recovery - 40 Drive
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.

Force 0 - The post that Recovery is used, any offensive jutsu the Jinchuuriki uses will not use up a jutsu usage, up to stage 4.
Force 1 - The post Recovery is used, the Jinchuuriki also recovers from fatigue.
Force 2 - The post that Recovery is used, offensive jutsu the Jinchuuriki uses up to stage 6 will not use up a jutsu usage.
Force 3 - Using Recovery lowers Drive by 5.

Finesse 0 - Using Recovery requires standing still and concentrating on tapping into the chakra of the Bijuu.
Finesse 1 - Recovery can be used while moving, but still requires concentrating.
Finesse 2 - Recovery can be used in the heat of combat.
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 - Using Recovery raises Drive by 25. Recovery removes simple bruises, and light cuts.
Fortitude 1 - Recovery heals heavy but non-lethal cuts, and reduces the effect of poisons.
Fortitude 2 - Using Recovery raises Drive by 15. Recovery heals internal wounds over two posts, and cures poisons.
Fortitude 3 - Recovery can set bone over 3 posts, and seal up amputations.

Bijuu Shift - 30 Drive
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.

Force 0 - While only using the limbs of the bijuu, the Jinchuuriki can gain two additional levels of speed. This speed boost even applies if the jinchuuriki is flying using wings gained from Shift.
Force 1 - While using the claws or body of the bijuu, the jinchuuriki can gain an additional level of strength and stamina.
Force 2 - The jinchuuriki can strike a blow using a bijuu limb, and it will create an impact crater the size of the Jinchuuriki's body. The force of this blow is dangerous if it hits directly, and at the least would send the target flying.
Force 3 - The jinchuuriki can push their bijuu form, and now gain three additional levels in speed, strength, and stamina, regardless of what form they are in.

Finesse 0 - The jinchuuriki can use the limbs of the bijuu form briefly, usually gaining animal legs, arms, tails, or head. This can also be used for disguises or intimidation.
Finesse 1 - The jinchuuriki can take on the bijuu's form in miniature, looking exactly as the bijuu does, but with the same mass and approximate size as their human form.
Finesse 2 - The jinchuuriki can use a limb of the bijuu at its full size, transforming an arm into a giant claw, or spawning massive tails.
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.

Fortitude 0 - When the jinchuuriki uses shift, they lose 5 drive. Every post they remain transformed, they gain 15 drive. A direct hit while in this form gains an additional 5 drive, and throws the Jinchuuriki out of their Shift.
Fortitude 1 - The jinchuuriki can take two direct hits before losing their Shift.
Fortitude 2 - The jinchuuriki only gains 10 drive every post it is transformed, and gains no additional drive from direct hits. They can shrug off one attack below stage 6 per thread, but they immediately transform back to human form that post.
Fortitude 3 - The jinchuuriki no longer transforms back after shrugging off an attack, and direct hits no longer force them to change back.

Tails of the Beast - Bijuu 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 and Bijuuko 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; 03-29-2017 at 03:54 PM..
Jami is offline  
Old 01-04-2016, 03:03 AM   #2
merdle
Robot Admin
 
merdle's Avatar
 
Join Date: Aug 2006
Location: northerly
Posts: 5,591
Default

Creating The Host - Jinchuuriki Creation

ALWAYS GAIN PERMISSION FROM AN ADMIN OR VILLAGE GM BEFORE CREATING A JINCHUURIKI

Jinchuuriki have a lot going for them, but they also have a lot of distractions in life. For this reason, characters created as Jinchuuriki are at certain disadvantages compared to their non-host counterparts. These are problems that are quickly overcome, but represent the distraction of having a chakra demon living inside of you.

Characters created as new Jinchuuriki lose some of the pool of points typically spent on stats. Genin lose 1 point each for primary/secondary/tertiary. Chuunin lose 3, Jounin lose 5, Sennin lose 10.

Characters created as new Jinchuuriki have less starting techniques. Genin have 2 less techniques, Chuunin have 3 less, Jounin have 4 less, and Sennin have 6 less.

Instead of these stats and techniques, a Jinchuuriki can learn different Bijuu Arts. The Jinchuuriki starts with any one Bijuu art known. From there, every threads, they can learn one Bijuu Art during the thread. To do this, their drive must pass the threshold of Drive necessary to use the Bijuu Art, and then they use it in thread as if they knew it. After the thread, they gain that Bijuu Art for good during the rating thread.

Jinchuuriki can be any character type in addition to a jinchuuriki (shinobi, samurai, miko, non-shinobi, etc), but a Jinchuuriki character must have one of the Jinchuuriki archetypes as their primary archetype. Their secondary archetype should be one of the archetypes for their character type.

If a character receives permission to become a Jinchuuriki, despite already being an established character, this takes a harsh toll on them. First they change their primary archetype to a Jinchuuriki archetype, and then they use either their previous primary or their secondary archetype as their new secondary. The torment on their body and chakra makes this especially dangerous the older a person is, and the event is always followed by terrible illness and weakness.

Genin characters lose 3 in all stats, but regain one in each stat the next two threads. Chuunin lose 6 in all stats, but regain one in each stat the next four threads. Jounin lose 9 in all stats, but regain one in each stat the next six threads. Sennin lose 12 in all stats, but regain one in each stat the next eight threads.

A Jinchuuriki character also has a Bijuuko, a spirit creature attached to them. This Bijuu, regardless of the hosts rank, starts with 0 Bijuu stats. The Bijuu should be given a name (or a nickname, if the host doesn't care to know their real name), a personality, and an appearance. Typically, Bijuu look like animals, and often take the form of mythical animals that cannot exist in nature. That isn't always the case, but they never take on the form of a human.

Jinchuuriki Jutsu - Swaps Using Bijuu Stats

Once someone is host to a Bijuu or Bijuuko, their chakra is forever changed. Whether they like it or not, they learn and adapt differently. For this reason, when Jinchuuriki create new techniques, they often incorporate the power of the Bijuu. This leads to dangerous techniques that feed on Bijuu chakra, and can stir the beast further.

Jinchuuriki swaps are registered like any other swaps, cannot use scaling, and are taken like any other technique. The effects should be created with the characters current rank in mind (instead of having variable strength based on character rank), and the base power level of the technique will be used to set the stage of the swap. The creator may choose ONE Bijuu stat (force/finesse/fortitude) for the swap to increase with, giving it an increasing effect based on that Bijuu stat being at 0-3. The balance of these scaling effects should be similar to about .5-1 stage per increase. Effects that start off weaker can get more leeway for growth, while effects that start strong should be reigned into lower growth per increase. Obviously this means that higher level Jinchuuriki swaps may have effects that reach effects similar to stage 7, or beyond, and this should be taken into account when the swap is given a rating. If the scaled effects are too powerful, the technique itself should be placed into stage 7 to compensate.

Every Jinchuuriki swap not only uses a jutsu usage, but it should have an associated Drive gain.

Types of Hosts - Jinchuuriki Archetypes

Jinchuuriki have special archetypes that also help define how they gain and lose drive. These archetypes represent something different than the other archetypes of engi, they represent how the character became a host. Whether they had the bijuu placed inside them with a cursed seal, or they just had an unfortunate meeting in nature, the Jinchuuriki archetype is the key to understanding the relationship between the Bijuu and the Jinchuuriki.

Jinchuuriki archetypes only have a primary stat group set, the secondary and tertiary can be decided. In addition, the stats gained and lost in a Jinchuuriki archetype are set by the creator, but limited to a certain stat group.

Cursed Seal Archetype
Rules:
Sealed Archetype Jinchuuriki must register a Cursed Seal to go with their character. This cursed seal will have as part of its positive effects: "If the user would gain 10 drive, they gain 5 drive instead."

A Sealed Jinchuuriki can 'loosen the barrier' once a thread. They gain 25 drive for 2 posts. After those two posts, they lose 50 drive and become exhausted.

Primary: Chakra or Physical
Stats: +3 in Chakra, -3 in Mental
Description: Most common among those who had a bijuu placed within them as a safety precaution, the cursed seal allows the bijuu's power to be trapped behind a chakra gate. These seals sometimes have other positive or negatives, but their primary purpose is to regulate the beast, or the host. As the host becomes used to the seal, or learns more about it, they can tap into it to gain the power that was hidden away from them.


Spirit-Breeder Archetype
Rules:
Spirit-Breeder Jinchuuriki can use the energy from their own Bijuu to either charm a Bijuuko/Lesser Bijuu, or spawn a Bijuuko. If a Spirit-Breeder destroys or defeats a Bijuu of a lower rank in a thread, they can use their own Bijuu's power to turn it to their side, gaining it as an accomplice. This weaker Bijuu will loyally fight for the Jinchuuriki, using a body of pure chakra.

Spirit-Breeder Jinchuuriki can never have more Bijuu pets than the number of tails on the Bijuu they host. Their Bijuu pets can never rise beyond having one tail. Bijuu pets grow just like a hosted Bijuu does, or the Jinchuuriki can feed the Bijuu pets the power of their hosted Bijuu, losing a point and transferring it to a pet.

If a Bijuu pet is at its maximum stats, it can be consumed by the hosted Bijuu, or another of the Bijuu pets, to give that Bijuu 3 stat points that thread.

Any round where a Bijuu pet is attacked, gain 5 drive. If the Bijuu pet is hit, gain 10 drive.
Any round where a Bijuu pet is destroyed, gain 20 drive.

Primary: Mental or Chakra
Stats: +3 Mental, -3 Physical


Description: Breeders are unique, bijuu have some unnatural attraction to them. Their own bijuu may be a charmer, able to influence their fellow monsters, or maybe it is something that drew the bijuu to the jinchuuriki in the first place. No matter how it happened, now the bijuu is inside the host, and more bijuu want in as well.

Unleashed Archetype *Work In Progress*

Skin-suit Archetype
Rules:
Skin-suit Jinchuuriki starts every thread at 15 drive.
A Skin-suit Jinchuuriki doesn't have to attack every post until 75 drive.
Skin-suit Jinchuuriki gain an extra taijutsu level in every stat while at 50 drive and above.

Skin-suit Jinchuuriki can use Jinchuuriki techniques with 10 less drive than is required.

Primary: Chakra or Physical
Stats: +3 Physical, -3 Mental
Description: Sometimes hosts lose the fight against their bijuu, and are nothing more than skin being ridden by a bijuu. Maybe there is still something of the host in there, fighting to regain control, or begging for release. It doesn't matter, the bijuu is bubbling on the surface, using its powers at will. It isn't the inexperience of the host holding the beast back, the restraint is the bijuu's inexperience with the flesh.

Demon Weapon Archetype
Rules:
Demon Weapon Jinchuuriki must register a weapon with the [0] cost modification 'Bijuu Bound'. This weapon cannot change without plot reasons. It is more durable than most weapons of its type.

Any round where a Demon Weapon Jinchuuriki attacks, they gain 5 drive.
Any round where their Bijuu Bound weapon draws blood, they gain 5 drive.
Any round where the Jinchuuriki is away from their bound weapon, they lose 10 drive.

Attacks from a Bijuu Bound also count as Ninjutsu attacks with a stage equal to the highest stage of taijutsu that is being used. When a Demon Weapon Jinchuuriki begins to transform, their weapon will meld into the chakra form of the Bijuu, so it can continue to be used as a weapon.

Primary: Physical or Mental
Stats: +3 Physical, -3 Chakra
Description: Placing a bijuu within a human host is dangerous, but there is a safer alternative. By forging the beast into a weapon, and then binding the host to that, it is possible to remove some of the complications of jinchuuriki life, supposedly. Demon Weapon jinchuuriki pull the power of the bijuu from their weapon, but they also become fanatical and obsessed with the weapon that feeds them power.

Gourmand Archetype
Rules:
If a Gourmand Jinchuuriki consumes a Bijuu during a thread, its hosted Bijuu gains three extra experience points.
Any thread where a Gourmand Jinchuuriki doesn't consume a Bijuu, its Bijuu loses three experience points (they can lose a stat from this by going below 0).

Any round where a Gourmand Jinchuuriki injures a Bijuu, it gains 10 drive.
Any round where a Bijuu runs away from the Gourmand Jinchuuriki, the Gourmand loses 10 drive.
Any round where the Gourmand Jinchuuriki consumes Bijuu flesh, it loses 30 drive.

Once per thread, the Gourmand Jinchuuriki can use a Jinchuuriki technique as if each of its Bijuu stats are one higher. After this, any Jinchuuriki techniques they use will work as if their Bijuu stats are one lower.

Primary: Physical
Stats: +3 Physical, -3 Mental
Description: It would be a safe assumption that no one would be foolish enough to try to consume a creature made of chakra. Still, it has happened too often to believe. These gourmands find themselves ingesting the essence of the bijuu as they eat, and then become pseudo-hosts. Every bijuu they eat is added to amalgam of chakra within them, morphing their bijuu with every bite. The creature their insane act creates is about as mentally stable as the fool willing to eat a demon.

Last edited by merdle; 01-04-2016 at 03:36 AM..
merdle 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