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Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Bijuu & Jinchuriki Information 9th September 2013, 10:20 am | |
| Bijuu InformationUnlike most sites you'll find that each of the 9 Bijuu have their own custom Chakra Nature Releases while the first Eight have 3 additional Primary Chakra Nature Releases which comprise their custom one. The Kyuubi and the Juubi use custom Complex Chakra Nature Releases while likewise utilizing Yin and Yang Release. There are 9 Bijuu on the forum and the Juubi, after the events of the Juubi arc all of the Bijuu had almost all of their Yin energy drained out of them to form the Juubi. Over the years they have managed to regain the balance between their Yin and Yang while the Juubi is currently at half of it's true power which is what is currently up. - Spoiler:
Jinchuriki are able to tap into the power of their Bijuu in addition upon having a Bijuu sealed inside of them they gain abilities in addition to markings which showcase the fact that they hold the Bijuu.
Initial Stage:refers to when the Bijuu is just implanted in the host and no tails have been mastered this is the base state of any Jinchuriki and is also when they are at their weakest. They are able to tap into the base chakra cloak but have not obtained mastery over all the tails and because of such are limited in power.
Dominance Stage: refers to when the Host has obtained control over all of the tails and has fought their Bijuu to gain the ability to harness more of their chakra. This Unlocks Version 2 of the Chakra Cloak which is able to utilize more Bijuu-like abilities in comparison to version one which was merely a cloak surrounding the Host allowing them to use their natural techniques but none of the Bijuu's more destructive ones. In addition to this they gain the Dominance Ability and this is when the Jinchuriki is beginning to obtain their full power.
Mastery Stage refers to when the Host has obtained complete mastery of both Version one and Version Two and has either obtain the Bijuu's Friendship or Earned their Respect through a second battle in their mindscape. Once either has been obtained the Jinchuriki gains the ability to harness their Full Bijuu Transformation allowing them to utilize their full power as a Jinchuriki. In addition they gain the Mastery Ability and now possess the ability to partially transform their body into parts of their Bijuu temporarily.
The List of the Bijuu and the 3 Abilities gained upon Initial, Dominance & Mastery of said Bijuu is below: Shukaku of the Desert- Spoiler:
Title: The Ichibi Name: Shukaku Custom Nature Release: Sand Primary Nature Release: Earth Secondary Nature Release: Life Tertiary Nature Release: Lightning Appearance:Trait given to Jinchuriki: Thick Black Rings around their Eyes Sealed within an S-rank or below Seal: Insomnia with Shukaku emerging from the Seal if host sleeps. Sealed within an SS-rank Seal: Insomnia. Tailed Cloak triggered upon sleeping. Sealed within an SSS-rank: Host is able to sleep normally. Initial Sealing Ability - Code:
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[b]Name:[/b] Shield of Sand [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Ichibi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] The Host of Shukaku is granted a unique and powerful defensive tool in the form of a sand barrier much like that which the tanuki himself uses. This shield is autonomous, acting independently of the Jinchuuriki's will to protect them from all forms of damage, even that which they would inflict upon themselves. The shield completely negates all physical damage, whether normal or piercing, while it simply blocks damage of other types. While the shield moves to protect Shukaku's host, the speed at which it moves and the amount of damage it is capable of defending against is based on two separate Weekly Trainings the Jinchuuriki must perform. This shield, once trained to its peak, can result in the host of the Ichibi becoming, in theory, almost unrivaled in defensive capability, focusing the natural durability of the sturdiest of the Bijuu within them. [u]Weekly Training - Speed of Shield - Defense (Physical/Other)[/u] None (None) - Swift Release - D/E (None) 500 (750) - Bullet Release - C/D 500 (750) - Crashing Ground - B/C 500 (750) - Vacuum Release - A/B 500 (750) - Blinding Light - S/A 1000 (1500) - Ripping Discord - SS/S 1500 (2000) - Echoing Flash - SSS/SS [Insert Name]'s Current Speed = Swift Release (0 Trainings Completed) [Insert Name]'s Current Defense = D-Rank Physical Negation; E-Rank Non-Physical Blocking (0 Trainings Completed)
Dominance - Code:
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[b]Name:[/b] Psychosis Resistance [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Ichibi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Req. Bijuu Dominance to obtain. The Host of Shukaku has been granted powerful defenses in many forms, though none of them are born from any kind of altruism in any way, shape or form. The second is actually born from the Ichibi's torment, as any creature exposed to the horrors of the most savage of the Tailed Beasts could be driven to the edges of insanity and beyond. As a result the Jinchuriki has gained a boosted Sanity Limit, as well as modified thresholds for insanity, allowing them to maintain their head through any kind of torture, especially the kind that makes it so one cannot sleep for inhuman stretches of time. Finally, their resistance to foreign influence on their Sanity has also increased, effectively reducing the effects of any Statuses that target the Sanity Limit so long as they are not self inflicted. Just how strong their mind becomes is determined by how long they have spent with the Ichibi within them. [u]Time (IC) - Sanity Limit - Sanity Threshold - Statuses Affected (Tolerant, Resistant, Immune)[/u] 1 Year or Less - 1/4th Stamina - Normal - N/A 2 Years - 1/4th Stamina - Unaffected up to 3/4ths - D, N/A 3 Years - 1/3rd Stamina - Unaffected up to 3/4ths - C, D, N/A 4 Years - 1/3rd Stamina - Unaffected up to 1/2 - B, C, D 5 Years - 1/2 Stamina - Unaffected up to 1/2 - A, B, C 6 Years - 1/2 Stamina - Unaffected up to 1/4th - S, A, B 7 Years - 3/4ths Stamina - Unaffected up to 1/4th - SS, S, A 8 Years - 3/4ths Stamina - Unaffected up to Near Empty - SSS, SS, S 9 Years - Equal to Stamina - Unaffected up to Near Empty - SSS, SSS, SS 10 Years or More - Equal to Stamina - Unaffected up to Empty - SSS, SSS, SSS
Mastery Ability - Code:
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[b]Name:[/b] Cursed Siphoning [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Ichibi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Req. Bijuu Mastery to obtain. The Host of the Ichibi is granted the ability to utilize Juinjutsu, and just as the Tanuki they possess an almost inherent knowledge of curse seals and how they function. It is with this that their connection with Juinjutsu is truly exemplified, as the host's body has become naturally inclined towards analyzing and breaking down hostile Juinjutsu that may attempt to affect them. Through contact, the user is capable of Weakening (Juinjutsu's effect is reduced), Disrupting (Juinjutsu disabled for a period of time), Removing (Juinjutsu dispelled from target) or even Destroying (Juinjutsu incapable of being used on the same target for a period of time) any Juinjutsu they see fit, however at the cost of eroding their Sanity slowly but surely. These methods occur at different speeds, and thus exact Sanity Prices at different intervals: Weakening or Disruption occur in an instant (Post) and thus only exacts its price once, Removal occurs quickly (Post Total) while Destruction takes longer (Turns) though in either case Sanity is drawn from the user until the process is completed. The rank of the Juinjutsu determines how long the seal is Weakened or how long it takes to return to functionality after being Disabled, or how long it takes to Remove or Destroy it, while the user's Barrier Tier determines how much Sanity is drawn from them during these processes. [u]Rank (Barrier) - Duration (Weakened, Disrupted) - Time (Removal, Destruction) - Sanity Price (Post, P.T., Turns)[/u] D - 1 P.T. - 2 P.T. - 3 P.T. - 1 Turn - 35, 7, 21 C - 3 P.T. - 4 P.T. - 5 P.T. - 2 Turns - 30, 6, 18 B - 6 P.T. - 6 P.T. - 7 P.T. - 3 Turns - 25, 5, 15 A - 9 P.T. - 8 P.T. - 9 P.T. - 4 Turns - 20, 4, 12 S - 12 P.T. - 10 P.T. - 11 P.T. - 5 Turns - 15, 3, 9 SS - 15 P.T. - 12 P.T. - 13 P.T. - 6 Turns - 10, 2, 6 SSS - 18 P.T. - 14 P.T. - 15 P.T. - 7 Turns - 5, 1, 3
One-Tailed Beast Cloak: Version One = Grants Vibration Sensory One-Tailed Beast Cloak: Version Two = Shield of Sand can be replenished using Bone Materia Ichibi Jinchuriki Chakra Reserve Limits- Spoiler:
Academy: 7 C-ranks, 4 B-ranks, 2 A-ranks and 1 S-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Genin: 9 C-ranks, 5 B-ranks, 3 A-ranks and 2 S-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Chunin: 11 C-ranks, 7 B-ranks, 4 A-ranks, 3 S-ranks and 1 SS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Tokubetsu: 12 C-ranks 8 B-ranks, 6 A-ranks or 4 S-rank, 2 SS-rank and 1 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Jonin: 13 C-ranks, 9 B-ranks, 7 A-ranks, 5 S-ranks, 3 SS-ranks, and 1 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Med-Nin: 14 C-ranks, 10 B-ranks, 8 A-ranks, 6 S-ranks, 4 SS-ranks, and 2 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Hunter-Nin: 15 C-ranks, 11 B-ranks, 9 A-ranks, 7 S-ranks, 5 SS-ranks, and 3 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Head Ninja: 16 C-ranks, 12 B-ranks, 10 A-ranks, 8 S-ranks, 6 SS-ranks, and 4 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Sannin: 17 C-ranks, 13 B-ranks, 11 A-ranks, 9 S-ranks, 7 SS-ranks, and 5 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Kage: 18 C-ranks, 14 B-ranks, 12 A-ranks, 10 S-ranks, 8 SS-ranks, and 6 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Max Jinchuriki: 21 C-ranks, 17 B-ranks, 15 A-ranks, 13 S-ranks, 11 SS-ranks, and 9 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Matatabi of the Afterlife- Spoiler:
Title: The Nibi Name: Matatabi Custom Nature Release: Smoke Primary Nature Release: Fire Secondary Nature Release: Lightning Tertiary Nature Release: Life Appearance:Trait given to Jinchuriki: Hetero-chromia (One Eye is a different color than the other) Sealed within an S-rank or below Seal: High libido, Intercourse triggers Matatabi emerging from seal. Sealed within an SS-rank Seal: High libido. Tailed Cloak triggered during intercourse. Sealed within an SSS-rank: Host is has a normal libido. Initial Sealing Ability - Code:
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[b]Name:[/b] Hellcat's Strength [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Nibi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] The Host of Matatabi is granted an increase in their natural strength which far outstrips anything normal shinobi are capable of, when they utilize this monstrous strength depending on their mastery they are capable of lifting heavier objects and display more impressive feats of strength. Initially in it's raw form it grants the Host to Base Tier strength, however as they grow into their might they mature and their strength increases to Tier+, finally in it's mastered state it allows the host Tier++ Strength on par with the Tier Chains of other shinobi. This is their base strength without the addition of Tier Chains, as such the Jinchuriki of the Nibi can in theory become almost unrivaled in physical prowess, focusing the natural primal ferocity of the strongest of the Bijuu within them as the perfect conduit for it. [u]Age - Strength Tier[/u] 0-5 - Base 6-10 - Tier+ 10+ - Tier++
Dominance - Code:
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[b]Name:[/b] Eyes of Death [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Nibi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Req. Bijuu Dominance to obtain. The Host of Matatabi is granted access to a little known ability that the Nibi possesses. Where most attention is drawn to her devastating strength or overpowering elements, very little is dedicated to figuring out just how exactly she is capable of detecting her foe within her smoke. This is owed to her ability to actually see the balance of life and death, something which is gifted to her Jinchuriki as they grow in power. When reaching Dominance, the Nibi Jinchuriki is granted the ability to sense life and death, as Spiritual Sensory in either eye. The exact parameters of the sensory varies, as their right eye specializes in sensing the denizens of the Physical Plane (3rd Dimension) while the left eye specializes in sensing the inhabitants of the Afterlife (5th Dimension). The level of their sensory is always equal to their rank, however they are capable of gaining information on a sensed target or sensing different types of beings as they grow in skill. [u]Rank - Sensory[/u] D - Basic (i.e. whether a target is alive or dead & their position) C - Race or Type (i.e. Nova, Spirit etc) B - Class or Subtype (i.e. Ninja, 3rd Level etc) A - Primary Tier, Primary Reserve (i.e. highest tier or most used reserve) S - Primary Technique Type (i.e. most used technique type) "Z" - Favored Tiers, Favored Reserves (i.e. two most used tiers or reserves) "X" - Favored Technique Types (i.e. three most used technique types)
Mastery Ability - Code:
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[b]Name:[/b] Smoke Trails [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Nibi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Req. Bijuu Mastery to obtain. The Host of the Nibi is gifted with powers unique to the beast, and upon achieving the highest level of respect from the Nekomata they are granted a physiology close to her own. While her body is made of smoke and blue flame, that of her Jinchuriki becomes wreathed in billowing smoke, lessening or increasing in intensity as the user desires. This smoke denotes a marked change in their body: the fact that they are now rendered Semitangible. The Semitangibility granted by Matatabi is much different than what is normally obtained, as it doesn't grant immunity to Physical attacks but rather causes sources of Defense Bypassing Damage to be treated as though they were normal damage. The main benefit of their new bodily state is their ability to bypass the physical immunity of others, allowing them to strike Intangible (for Standard Damage), Semitangible (Double Damage) or even Phase Release Intangible (Halve Damage) targets with their Physical techniques.
Two-Tailed Beast Cloak: Version One = Grants Heat Signature Masking Two-Tailed Beast Cloak: Version Two = Grants Chakra and Heat Sensory centered in the Right and Left Eyes respectively Nibi Jinchuriki Chakra Reserve Limit- Spoiler:
Academy: 8 C-ranks, 5 B-ranks, 3 A-ranks and 1 S-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Genin: 10 C-ranks, 7 B-ranks, 5 A-ranks, 3 S-ranks and 1 SS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Chunin: 12 C-ranks, 8 B-ranks, 6 A-ranks, 4 S-ranks and 2 SS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Tokubetsu: 13 C-ranks 9 B-ranks, 7 A-ranks or 5 S-rank, 3 SS-rank and 1 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Jonin: 14 C-ranks, 10 B-ranks, 8 A-ranks, 6 S-ranks, 4 SS-ranks, and 2 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Med-Nin: 15 C-ranks, 11 B-ranks, 9 A-ranks, 7 S-ranks, 5 SS-ranks, and 3 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Hunter-Nin: 16 C-ranks, 12 B-ranks, 10 A-ranks, 8 S-ranks, 6 SS-ranks, and 4 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Head Ninja: 17 C-ranks, 13 B-ranks, 11 A-ranks, 9 S-ranks, 7 SS-ranks, and 5 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Sannin: 18 C-ranks, 14 B-ranks, 12 A-ranks, 10 S-ranks, 8 SS-ranks, and 6 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Kage: 19 C-ranks, 15 B-ranks, 13 A-ranks, 11 S-ranks, 9 SS-ranks, and 7 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Isobuu of the Silence- Spoiler:
Title: The Sanbi Name: Isobuu Custom Nature Release: Sound Primary Nature Release: Life Secondary Nature Release: Water Tertiary Nature Release: Wind Appearance:Trait given to Jinchuriki: Non-healing scar near, through, or below right eye. Sealed within an S-rank or below Seal: Mute, Speech triggers Isobuu emerging from seal. Sealed within an SS-rank Seal: Mute. Tailed Cloak triggered upon speech Sealed within an SSS-rank: Host is able to speak normally. Initial Sealing Ability - Code:
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[b]Name:[/b] Illusory Mist [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Sanbi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self (Mist Generation), AoE (Mist Area)
[b]Description:[/b] The Host of Isobu is granted her ability to produce a thick mist from their chakra, however to a much lesser extent than the beast herself. This mist is passively produced from the Host's body on their prompting and thus requires no chakra upkeep, however in such a case it is capable of being blown away by any area clearing technique equal to or below the user's rank. Alternatively, the Jinchuuriki is capable of cycling their chakra through the mist as a form of chakra flow to make it more stable, requiring an area clearing technique equal to their Endurance Tiers and strong against Water Release to disperse it. The Endurance used for the check is equal to the chakra paid, which is taken from their max rather than expended outright. This allows the Host to end the flow to regain their chakra, however if disrupted by pain, damage or a concentration breaking technique equal to their rank (1-Rank above in the case of pain resistance or immunity), then the chakra is lost. This mist muffles sound within, resulting in all sound based concealment techniques being boosted by a rank. This mist is naturally capable of being utilized by the Jinch to cast visionary, olfactory, taste and touch based Genjutsu depending on if a victim is unable to see through it (visionary), breaths in through the nose (scent) or mouth (taste) or comes in contact with the mist (touch). The radius of the mist and the number of PT the mist takes to return after it is dispersed is based on the user's rank, while the victim's Reaction determines how far they can see through the mist. [u]Rank - Radius - PT to Return - Reaction = Distance Visible[/u] D - 40ft - 32 PT - D = 1/16th C - 80ft - 16 PT - C = 1/8th B - 120ft - 8 PT - B = 1/4th A - 160ft - 4 PT - A = 1/2 S - 200ft - 2 PT - S = 3/4ths *Note: Those with X-Ray vision are naturally capable of seeing 1/2 way through the mist, while those with X-Ray Vision + Reaction are capable of seeing through it fully.
Dominance - Code:
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[b]Name:[/b] Eye Trauma [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Sanbi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Req. Bijuu Dominance to obtain. The Host of the Sanbi is marked by her presence in their body by a scar in the area of their right eye, but the nature of this scar is actually misconceived by many. The Ningen believe that this scar was inflicted upon Isobu in a battle long past, however the truth is that she inflicted it upon herself, imbuing her claws with chakra before raking them across her own face in order to weaken her visual prowess on the surface, but also grant herself an immunity to Visual Genjutsu. This is transferred to her Jinchuriki, though it is unknown whether or not this is intentional. Due to the "trauma" to their eyes, the Jinchuriki is granted a Resistance to all Visual Genjutsu, lowering their effective ranks by 1 when attempting to affect them, however this shines when faced with Illusions that originate from or are empowered by Dojutsu. The Jinchuriki is completely Immune to said Genjutsu, as well as any of their add-ons, equal to their rank or below, while all others are reduced by 2-Ranks in effectiveness instead.
Mastery Ability - Code:
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[b]Name:[/b] Killing Silence [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Sanbi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Req. Bijuu Mastery to obtain. The Host of Isobu is a master of Sound Release, thanks to the Tailed Beast sealed within them. This mastery has imparted its own affect onto their body, causing them to mimic all the prowess of the stealthiest Bijuu. As such, upon deepening their relationship the Jinchuriki becomes completely Inaudible. Their movements generate absolutely no sound, unless they replicate these sounds through Sound Release, rendering them immune to any sensory mediums revolving around hearing to track. As they produce no sound, they also produce extremely muted vibrations, reducing the effectiveness of Vibration Sensory techniques by a rank when attempting to track them. They are capable of extending this inaudibility to objects or individuals they are in contact with, while also being capable of causing it to linger on objects after they are no longer in contact with them, all for a simple Stamina Price. The Size of the target determines the price while the user's Endurance tiers determines how long it lingers. [u]Size = Price - Endurance (Linger)[/u] Tiny = 2 - None = 0 P.T. (Fades at End of Post) Small = 5 - D = 1 P.T. Humanoid = 8 - C = 2 P.T. Medium S & M = 10 - B = 3 P.T. Medium L & XL = 15 - A = 4 P.T. Large S & M = 20 - S = 5 P.T. Large L & XL = 25 - SS = 6 P.T. Bijuu Sized = 30 - SSS = 7 P.T.
Three-Tailed Beast Cloak: Version One = Grants Echolocation Three-Tailed Beast Cloak: Version Two = Doubled Lung Capacity while Underwater (If Breathing is unnecessary for Jinchuriki instead they get halved stamina depletion underwater) Sanbi Jinchuriki Chakra Reserve Limit- Spoiler:
Academy: 9 C-ranks, 6 B-ranks,4 A-ranks, 2 S-ranks and 1 SS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Genin: 11 C-ranks, 7 B-ranks, 6 A-ranks, 3 S-ranks and 2 SS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Chunin: 13 C-ranks, 9 B-ranks,7 A-ranks, 4 S-ranks, 3 SS-ranks and 1 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Tokubetsu: 14 C-ranks 10 B-ranks, 8 A-ranks or 6 S-rank, 4 SS-rank and 2 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Jonin: 15 C-ranks, 11 B-ranks, 9 A-ranks, 7 S-ranks, 5 SS-ranks, and 3 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die..
Med-Nin: 16 C-ranks, 12 B-ranks, 10 A-ranks, 8 S-ranks, 6 SS-ranks, and 3 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Hunter-Nin: 17 C-ranks, 13 B-ranks, 11 A-ranks, 9 S-ranks, 7 SS-ranks, and 5 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Head Ninja: 18 C-ranks, 14 B-ranks, 12 A-ranks, 10 S-ranks, 8 SS-ranks, and 6 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Sannin: 19 C-ranks, 15 B-ranks, 13 A-ranks, 11 S-ranks, 9 SS-ranks, and 7 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Kage: 20 C-ranks, 16 B-ranks, 14 A-ranks, 12 S-ranks, 10 SS-ranks, and 8 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Son Goku of the Inferno- Spoiler:
Title: The Yonbi Name: Son Goku Custom Nature Release: Lava Primary Nature Release: Fire Secondary Nature Release: Earth Tertiary Nature Release: Life Appearance:Trait given to Jinchuriki: Hair Color changes to exactly match the shade of red of Son Goku's fur. Sealed within an S-rank or below Seal: Violent, Destruction triggers Son Goku emerging from seal. Sealed within an SS-rank Seal: Violent, Tailed Cloak triggered upon sight of destruction. Sealed within an SSS-rank: Host has a normal amount of violent tendencies. Initial Sealing Ability - Code:
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[b]Name:[/b] Degrees of Manipulation [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Yonbi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self (Temperature), Long (Temperature Control)
[b]Description:[/b] The Host of Son Goku is granted a higher than average body temperature, much like that of the Great Howler. It is through this body temperature that they are capable of manipulating the amount of heat they produce, which in turn allows them to control the temperature of Lava and Earth Release for two specific effects: in the case of Lava the Host is capable of rapidly cooling it in order to turn it into Earth Materia while in the case of Earth Release the Host is capable of melting it in order to produce Lava Materia. They are capable of imposing this control upon not only their own Lava and, if they possess the element, Earth, but also naturally occurring Lava and Earth Materia and the Earth Release of others. The Jinchuuriki possesses "levels" to the amount of heat they produce, the user advancing through them either with time or by paying a chakra price to heat themselves, which determines the effects of the heat they produce as well as what they can melt. When melting natural materia, the Jinchuuriki must simply enter within range of the materia to control its temperature but in regards to the Earth Release of other Shinobi, they must come in contact with the jutsu and pay a chakra price based on the rank of the technique and modified by their Heat Level to impose control over it. The range of the user's control is determined by their age, and modified by their Endurance Tiers. [u]Heat Level (P.T. to Advance) - Materia Melted (Heat) - Heat Effect - Chakra to Advance[/u] 1st Degree (5) - Dirt (D) - Subtle heating of air, slight heat mirages - D 2nd Degree (10) - Mud (C) - Heating of air, warming of body - 3 D 3rd Degree (20)- Rock/Stone (B) - Moisture begins to slowly evaporate, targets beginning to sweat more with exertion (+2 to Fatigue when tiers are in use unless in possession of C-Rank Endurance/Cold Based technique to cool body) - C 4th Degree (30) - Brick/Marble (A) - Light fog begins to fill the air due to the evaporation of nearby liquids, targets sweat more profusely (+3 to Fatigue when tiers are in use unless in possession of B-Rank Endurance/Cold Based technique to cool body) - B 5th Degree (40) - Volcanic Crust (S) - Heat mirages fill the air, hyperthermia begins to take effect requiring either an A-Rank Endurance or an A-Rank Cold Based technique to resist the Hypothermia Limit being overfilled (amount added is based on the rank of heat the user is produces: D = 1, S = 5, SS = 10, SSS = 15). Fatigue is increased by +4 now unless one possesses the above to resist it. - A 6th Degree (50) - Bedrock (SS) - Surroundings seam to "melt" wherever the user steps and strong heat distortions fill the air around them, hyperthermia is almost unavoidable requiring S-Rank Endurance or an S-Rank Cold Based technique to resist their Hypothermia Limit being overfilled (when the H.L. is doubled the target requires SS-Rank Endurance or S-Rank Barrier to resist their body shutting down and slipping into unconsciousness due to heat). Fatigue is increased by +5 now unless one possesses the above to resist it. - S 7th Degree (60) - Mantle (SSS) - Everything around the user begins to "sweat" visibly as they are slowly but surely melted, while objects with moisture within them show signs of desiccation requiring SS-Rank Endurance or an SS-Rank Cold Based technique to resist their Hypothermia Limit being overfilled (when the H.L. is tripled the target requires SSS-Rank Endurance Tiers to resist the liquids in their body becoming completely evaporated, reducing their Stamina Reserves to a quarter of what it is currently). Fatigue is increased by +6 now unless one possesses the above to resist it. - SS
[u]Age (Range) - Endurance Mod. (D to SSS)[/u] 0-5 (Short) - 5/10/15/20/25/30/35ft 6-10 (Mid) - 10/20/30/40/50/60/70ft 10+ (Long) - 20/40/60/80/100/120/140ft
Dominance - Code:
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[b]Name:[/b] Cold Resistance [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Yonbi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Req. Bijuu Dominance to obtain. The Host of the Yonbi is the only Jinchuriki that doesn't gain additional abilities as they become more in-tune with their beast, instead the initial ability they were granted is increased in scope. With Dominance of their beast, the heat they produce is used as a natural insulation against the cold even if they aren't actively increasing how hot they are. This doubles their Hypothermia Limit, making it much harder to freeze them, but also grants them an immunity to cold that reduces the effectiveness of all Cold-based assaults upon them, rendering the user immune to Statuses equal to their rank or below, while others have their activation time tripled or their duration quartered (must choose). Similarly, Cold-based Releases have a harder time affecting them, reducing their power by 1-Rank while also doubling the activation time or halving the duration (must choose) of any of those techniques upon the user.
Mastery Ability - Code:
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[b]Name:[/b] Heat Immunity [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Yonbi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Req. Bijuu Mastery to obtain. The Host of Son Goku doesn't obtain new powers as they master Seiten Taisei, rather having their initial power advanced to its peak. As their body has grown they have become more and more accustomed to heat, now rendering them immune to external sources of it. This immunity is nigh total, though advances with how long the Bijuu has been sealed inside the user, granting them an immunity to Heat-based Materia, Status Effects and Illusion triggers up to a certain level. At its apex, this grants the Jinchuriki an unrivaled resistance to heat that makes them the strongest Jinchuriki in regards to defending against Heat-based assaults. [u]Time (IC) = Immunity Level - Materia - Statuses - Illusion[/u] 1 Year or Less = D-Rank - Fire (Ghost Fire) - D - Physical 2 Years = C-Rank - Heat - C - Genjutsu 3 Years = B-Rank - Blaze - B - Fabrication 4 Years = A-Rank - Explosion (Exothermic) - A - Genjutsu (Nen) 5 Years = S-Rank - Storm (Fire/Heat) - S - Nen Tech 6 Years = SS-Rank - Lava - SS - Nuinjutsu 7 Years or More = SSS-Rank - Yugure - SSS - Nen Tech (Psycho)
Four-Tailed Beast Cloak: Version One = Grants Heat Sensory Four-Tailed Beast Cloak: Version Two = Grants Natural Sensory Yonbi Jinchuriki Chakra Reserve Limit- Spoiler:
Academy: 10 C-ranks, 7 B-ranks,5 A-ranks, 3 S-ranks and 2 SS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Genin: 12 C-ranks, 8 B-ranks, 7 A-ranks, 4 S-ranks and 3 SS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Chunin: 14 C-ranks, 10 B-ranks,8 A-ranks, 5 S-ranks, 4 SS-ranks and 2 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Tokubetsu: 15 C-ranks 11 B-ranks, 9 A-ranks or 7 S-rank, 5 SS-rank and 3 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Jonin: 16 C-ranks, 12 B-ranks, 10 A-ranks, 8 S-ranks, 6 SS-ranks, and 4 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die..
Med-Nin: 17 C-ranks, 13 B-ranks, 11 A-ranks, 9 S-ranks, 7 SS-ranks, and 4 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Hunter-Nin: 18 C-ranks, 14 B-ranks, 12 A-ranks, 10 S-ranks, 8 SS-ranks, and 5 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Head Ninja: 19 C-ranks, 15 B-ranks, 13 A-ranks, 11 S-ranks, 9 SS-ranks, and 6 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Sannin: 20 C-ranks, 16 B-ranks, 14 A-ranks, 12 S-ranks, 10 SS-ranks, and 7 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Kage: 21 C-ranks, 17 B-ranks, 15 A-ranks, 13 S-ranks, 11 SS-ranks, and 8 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Kokou of the Haze- Spoiler:
Title: The Gobi Name: Kokou Custom Nature Release: Steam Primary Nature Release: Wind Secondary Nature Release: Water Tertiary Nature Release: Fire Appearance:Trait given to Jinchuriki: Red puffy bags under the eyes. Sealed within an S-rank or below Seal: Depression, Happiness triggers Kokou emerging from seal. Sealed within an SS-rank Seal: Depression. Tailed Cloak triggered by experiencing joy. Sealed within an SSS-rank: Host is free from constant depression. Initial Sealing Ability - Code:
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[b]Name:[/b] Light's Speed [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Gobi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] The Host of Kokou is granted an increase in their natural speed which far outstrips anything normal shinobi are capable of, when they move depending on their mastery it leaves behind no sign of movement other than specific tells. Initially in it's raw form it allows the Host to move at Base Tier speeds, however as they grow into their strength they mature and their movement speed increases to Tier+ Speeds, finally in it's mastered state it allows the host to move at Tier++ Speeds on par with the Tier Chains of other shinobi. This is their base speed without the addition of Tier Chains, as such the Jinchuriki of the Gobi can in theory become almost unrivaled in movement speed, focusing the natural primal ferocity of the fastest of the Bijuu within them as the perfect conduit for it. [u]Age - Speed Tier[/u] 0-5 - Base 6-10 - Tier+ 10+ - Tier++
Dominance - Code:
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[b]Name:[/b] Liquid Locomotion [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Gobi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Req. Bijuu Dominance to obtain. The Host of the Gobi, as they grow and become more akin to their beast, are granted a body that is quick, sleek and powerful, one that is uniquely suited to travel. One such change makes the Jinchuriki more suited to aquatic combat, resulting in the host being capable of not only walking or running on water without the assistance of chakra, but also being able to "run" rather than swim while underwater. When moving in this manner, they are capable of catching footholds on water currents in order to enable them to move normally, though the most helpful feature of this ability lay in the fact that they experience no extra friction from water as they move through it, slicing through the waves like a powerful fish. As such, they are capable of using the full power of their Speed, Strength or both while underwater and experience no penalties when moving through various states of water (ex: against the current, during a storm etc.)
Mastery Ability - Code:
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[b]Name:[/b] Pain Repository [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Gobi Jinchuriki Only [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Req. Bijuu Mastery to obtain. The Five Tailed Dolphin Horse could be called a masochist, though to do so would bring certain death to anyone who was bold enough. She draws upon pain inflicted upon her to initiate or empower techniques, and as her Jinchuriki becomes fully in-tune with her they are granted the same ability. The Jinchuriki is granted a Pain Reserve, through which they are capable of expending pain in order to use or empower techniques and as a result have a massively increase Pain Limit in comparison to others. This Reserve begins empty and is filled as the user receives damage (or is afflicted with pain), the Pain Reserve filling an equal amount to the damage they are dealt within a topic. The Pain Reserve can be used to fully replace the price of up to two technique types of their choice from the Gobi's list (Choose two from: Nintaijutsu, Genjutsu, Energy Tech, Kinjutsu, Taijutsu) and a single type from their own list, or split the price of any technique in the user's arsenal, allowing them to lessen the strain on their reserves the longer the battle rages. The Pain Reserves empties once the user exits the topic (unless the user is capable of carrying over effects between topics), though will not be decreased as the user is healed. [Insert Name]'s Current Pain Reserve: Empty [Insert Name]'s Max Pain Reserve: 10 D, 8 C, 6 B, 4 A, 3 S, 2 SS, & 1 SSS
Five-Tailed Beast Cloak: Version Two = Grants Wind Displacement Sensory Five-Tailed Beast Cloak: Version Two = Grants Moisture Displacement Sensory Gobi Jinchuriki Chakra Reserve Limit- Spoiler:
Academy: 11 C-ranks, 8 B-ranks,6 A-ranks, 4 S-ranks and 3 SS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Genin: 13 C-ranks, 9 B-ranks, 8 A-ranks, 5 S-ranks and 4 SS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Chunin: 15 C-ranks, 11 B-ranks,9 A-ranks, 6 S-ranks, 5 SS-ranks and 3 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Tokubetsu: 16 C-ranks 12 B-ranks, 10 A-ranks or 8 S-rank, 6 SS-rank and 4 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Jonin: 17 C-ranks, 13 B-ranks, 11 A-ranks, 9 S-ranks, 7 SS-ranks, and 5 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die..
Med-Nin: 18 C-ranks, 14 B-ranks, 12 A-ranks, 10 S-ranks, 8 SS-ranks, and 5 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Hunter-Nin: 19 C-ranks, 15 B-ranks, 13 A-ranks, 11 S-ranks, 9 SS-ranks, and 6 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Head Ninja: 20 C-ranks, 16 B-ranks, 14 A-ranks, 12 S-ranks, 10 SS-ranks, and 7 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Sannin: 21 C-ranks, 17 B-ranks, 15 A-ranks, 13 S-ranks, 11 SS-ranks, and 8 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Kage: 22 C-ranks, 18 B-ranks, 16 A-ranks, 14 S-ranks, 12 SS-ranks, and 9 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Last edited by Aurielle on 9th July 2021, 4:01 am; edited 7 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Bijuu & Jinchuriki Information 9th September 2013, 10:06 pm | |
| Bijuu Information Cont.Saiken of the Marsh- Spoiler:
Title: The Rokubi Name: Saiken Custom Nature Release: Bubble Primary Nature Release: Water Secondary Nature Release: Earth Tertiary Nature Release: Wind Appearance:Trait given to Jinchuriki: Constantly moist slimy hair Sealed within an S-rank or below Seal: Paranoia, extreme fear triggers Kokou emerging from seal. Sealed within an SS-rank Seal: Paranoia. Tailed Cloak triggered by being put in grave danger. Sealed within an SSS-rank: Host is free from constant paranoia. Initial Sealing Ability - Code:
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[b]Name:[/b] Barrier of Slime [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Rokubi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] The Host of Saiken is granted a unique and powerful defensive tool in the form of a barrier of foamy slime much like that which covers the namekuji's body. This barrier is autonomous, acting independently of the Jinchuuriki's will to protect them from other life forms that possess chakra. Rather than negating damage, it deters foes from making contact with it or the user as the foam drains chakra from whomever comes in contact with it and transfers the chakra drained to the user's own reserves. The defensive properties of the barrier other wise follows the Jinchuuriki's defensive tiers (Defense = Physical, Barrier = Mental, Chakra = Chakra, Endurance = Hybrid) for what kind of damage is protected against, while said damage is always halved rather than negated or absorbed as detailed by the tiers themselves. While the barrier moves to protect Saiken's host, the speed at which it moves and the amount of chakra it is capable of draining each post (total) in contact with a target is based on two separate Weekly Trainings the Jinchuuriki must perform. [u]Weekly Training - Speed of Barrier - Chakra Draining[/u] None (None) - Swift Release - 2 D 500 (750) - Bullet Release - 3 D 500 (750) - Crashing Ground - 4 D 500 (750) - Vacuum Release - 5 D 500 (750) - Blinding Light - C 1000 (1500) - Ripping Discord - B 1500 (2000) - Echoing Flash - A [Insert Name]'s Current Speed = Swift Release (0 Trainings Completed) [Insert Name]'s Current Chakra Drain = 2 D per PT (0 Trainings Completed)
Dominance - Code:
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[b]Name:[/b] Sanguine pH [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Rokubi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Req. Bijuu Dominance to obtain. The Host of the Rokubi is one of the few that is altered on an internal level, though that alteration only comes with the progression of the bond with Saiken. When they achieve dominance over them, they are granted a unique feature that is unknown to most because of how hard it is to damage the namekuji: Orange hued blood that is actually caustic in nature. The color of their blood causes them to turn orange when they flush, rather than the natural color of their race, but the strength of the blood lay in the fact that it is capable of corroding organic material it comes into contact with. The changed nature of their blood renders blood transfusions impossible and extremely dangerous for anyone who accepts the Jinchuriki's blood, but also makes it similarly dangerous to wound them in battle. Their blood grants them a passive defense against diseases and viruses, as they are organic matter, causing them to be corroded the longer they remain in the user's blood stream. [u]Age - Disease/Virus Immunity - Substance = P.T. to Corrode[/u] 0-1 - Tolerance (Disease) - D = 5 2-3 - Tolerance (Virus) - C = 10 4-5 - Resistance (Disease) - B = 15 6-7 - Resistance (Virus) - A = 20 8-9 - Immunity (Disease) - S = 25 10+ - Immunity (Virus) - SS = 30 N/A - N/A - SSS = 40 *Note: The time to corrode is in reference to how long it takes a single D-Rank of Blood to corrode a substance of that rank, with each additional D-Rank of blood expended lowering this count down by 1 P.T. (ex: it would take 5 P.T. to corrode a C-Rank if one expends 6 Ds of Blood to do so).
Mastery Ability - Code:
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[b]Name:[/b] Gel Physique [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Rokubi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Req. Bijuu Mastery to obtain. The Namekuji Saiken is one of the beasts that enact the greatest change on the user's physical body, and the one that exacts the most notable change. With Mastery, as the user becomes as close to Saiken as possible, the Jinchuriki is granted a unique physiology that is made of a semi-solid slime-like material than flesh and bone. The user gains a curvier physique regardless of gender, becoming more androgynous as this takes effect. Their new physiology grants them a variable resistance to Physical Damage and their by product as their new form absorbs physical impacts more easily than their previous. The user becomes completely Immune to all Blunt or Bludgeoning Physical Damage, absorbing and negating it either equal to their rank or equal to the rank of their Defense Tiers or Tier Chains, they become Resistant to Piercing and Slicing Physical Damage with all sources of it being halved. Finally they gain a Tolerance to all sources of Pain or Bleed Damage, resulting in any they receive being halved while their duration is capped based on the Jinchuriki's rank and the disparity between their rank and the technique inflicted upon them. [u]Rank - Cap (Lower, Equal, Higher)[/u] D - 6, 7, 8 Turns (Pain) - 8, 10, 12 P.T. (Bleed) C - 5, 6, 7 Turns (Pain) - 6, 8, 10 P.T. (Bleed) B - 4, 5, 6 Turns (Pain) - 4, 6, 8 P.T. (Bleed) A - 3, 4, 5 Turns (Pain) - 2, 4, 6 P.T. (Bleed) S - 2, 3, 4 Turns (Pain) - 1, 2, 4 P.T. (Bleed) "Z" - 1, 2, 3 Turns (Pain) - 0, 1, 2 P.T. (Bleed) "X" - 0, 1, 2 Turns (Pain) - 0, 0, 1 P.T. (Bleed) *Note: if the Cap is reduced to 0 they are only affected by Pain or Bleed of that rank or below for the first post it was afflicted, after which the user doesn't suffer its effects unless reapplied.
Six-Tailed Beast Cloak: Version One = Grants Chakra Sensory Six-Tailed Beast Cloak: Version Two = Grants Pheromone Sensory Rokubi Jinchuriki Chakra Reserve Limit- Spoiler:
Academy: 12 C-ranks, 9 B-ranks,8 A-ranks, 5 S-ranks and 4 SS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Genin: 13 C-ranks, 10 B-ranks, 9 A-ranks, 6 S-ranks and 5 SS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Chunin: 15 C-ranks, 12 B-ranks,10 A-ranks, 7 S-ranks, 6 SS-ranks and 4 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Tokubetsu: 16 C-ranks 13 B-ranks, 11 A-ranks or 9 S-rank, 7 SS-rank and 5 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Jonin: 18 C-ranks, 14 B-ranks, 12 A-ranks, 10 S-ranks, 8 SS-ranks, and 6 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die..
Med-Nin: 19 C-ranks, 15 B-ranks, 13 A-ranks, 11 S-ranks, 9 SS-ranks, and 6 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Hunter-Nin: 20 C-ranks, 16 B-ranks, 14 A-ranks, 12 S-ranks, 10 SS-ranks, and 7 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Head Ninja: 21 C-ranks, 17 B-ranks, 15 A-ranks, 13 S-ranks, 11 SS-ranks, and 8 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Sannin: 22 C-ranks, 19 B-ranks, 16 A-ranks, 14 S-ranks, 12 SS-ranks, and 9 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Kage: 23 C-ranks, 19 B-ranks, 17 A-ranks, 15 S-ranks, 13 SS-ranks, and 10 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Chomei of the Stratosphere- Spoiler:
Title: The Nanabi Name: Chomei Custom Nature Release: Venom Primary Nature Release: Life Secondary Nature Release: Lightning Tertiary Nature Release: Water Appearance:Trait given to Jinchuriki: Compound Eye in place of pupils. Sealed within an S-rank or below Seal: Hyperactivity. Inactivity triggers Chomei emerging from seal. Sealed within an SS-rank Seal: Hyperactivity. Tailed Cloak triggered from inactivity. Sealed within an SSS-rank: Host is free from erratic behavior. Initial Sealing Ability - Code:
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[b]Name:[/b] Compound Eyes [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Nanabi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] The Host of Choumei has been granted a unique ability that ties in with the mark all Bijuu leave on their Jinchuriki when they are sealed. In the case of the Kabutomushi, her host is granted with unique compound eyes, each of the user's eyes possessing different photoreception units that are capable of processing visual sensory information. These unique eyes empower the user's visual acuity, granting them a few strengths the most notable being the negation of the additive effects (such as motion blur, Reaction check increases etc) of maneuvers or techniques that revolve around using multiple hits to overwhelm an opponent. Additionally, the user is granted a wider range of vision due to their eyes essentially being comprised of multiple eyes. [u]Rank - Effects Negated - Vision Range[/u] D - Multi-Hit Techniques - +36° C - Multiple Opponents - +36° B - Swarms - +36° A - Numerous Projectiles - +36° S - Consecutive Blows - +36° [b]*Note:[/b] The Vision Range modifier is accumulative, granting the user an additional 72° to their Field of View at C-Rank for example.
Dominance - Code:
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[b]Name:[/b] Toxic Lifeblood [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Nanabi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Req. Bijuu Dominance to obtain. The Host of the Nanabi is one of the few which receives an internal change to their body, theirs coming once they achieve Dominance of their beast and affecting their circulatory system. Their blood turns a neon green coloration and actually becomes poisonous in nature, weakening those who have the misfortune of having the blood enter their system. This blood naturally deals Venom Release Damage of a type depending on how it is administered: when inhaled the blood deals Physical, when ingested the blood deals Hybrid while injection directly into the blood stream of another deals Spiritual, all of which are equal to the blood price paid. This blood has two additional unique effects: the first being that it grants the user a passive defense to poisons both natural and man-made based on the user's rank as well as allowing the host to use Venom Release in conjunction with their blood in order to modify the type of poison that courses through their veins, allowing for a variety of effects to be added to it.
Mastery Ability - Code:
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[b]Name:[/b] Regenerative Molting [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Nanabi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Req. Bijuu Mastery to obtain. The Host of Choumei, when they are brought the closest to the Nanabi's physiology, gain the ability to shed their skin like an insect would shed their exoskeleton. This shedding allows them to benefit in two ways; the first to shed their skin likewise relieving themselves of status effects currently afflicting them, and the second to restore damage done to their body as they leave behind the damaged flesh in a dry husk to reveal renewed flesh beneath. While the first method is tiring to the body, requiring a stamina price for each shedding, the second use is more intensive while at the same time leaving them as though they hadn't been damaged in the first place. The first method can have multiple stamina prices if the Jinchuriki is affected by more than one status at one time, with them paying the full price for the highest rank status with the others only needing to pay half the usual stamina price. The second method acts as a psuedo-Get Out of Jail Free Card, enabling the user to save themselves from even fatal damage. However, unlike actual GOoJFC due to the power of the Bijuu the user is capable of using it up to seven times within the topic: each time after the first consuming 1/7th of the user's Max Chakra Reserves to facilitate its use. Upon the third, fifth and seventh uses of this technique in a topic, the user must perform a Success Chance Roll (Success 1, 5 or 7 on Third, 1 or 7 for Fifth, 7 for Seventh) whereupon a failure results in the death of the Jinchuriki and the release of Choumei. [u]Rank - Statuses Shed - Stamina Price to Shed[/u] D - Hybrid Only - 2 C - Hybrid, Physical - 4 B - Hybrid, Physical, Mental - 6 A - Hybrid, Physical, Mental, Chakra - 8 S - Hybrid, Physical, Mental, Chakra, Spiritual - 10
Seven-Tailed Beast Cloak: Version One = Grants Flight via Wings Seven-Tailed Beast Cloak: Version Two = Poison Sensory Nanabi Jinchuriki Chakra Reserve Limit- Spoiler:
Academy: 13 C-ranks, 10 B-ranks,9 A-ranks, 6 S-ranks and 5 SS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Genin: 14 C-ranks, 11 B-ranks, 10 A-ranks, 7 S-ranks and 6 SS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Chunin: 16 C-ranks, 13 B-ranks,11 A-ranks, 8 S-ranks, 7 SS-ranks and 5 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Tokubetsu: 17 C-ranks 14 B-ranks, 12 A-ranks or 10 S-rank, 8 SS-rank and 6 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Jonin: 19 C-ranks, 15 B-ranks, 13 A-ranks, 11 S-ranks, 9 SS-ranks, and 7 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die..
Med-Nin: 20 C-ranks, 16 B-ranks, 14 A-ranks, 12 S-ranks, 10 SS-ranks, and 7 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Hunter-Nin: 21 C-ranks, 17 B-ranks, 15 A-ranks, 13 S-ranks, 11 SS-ranks, and 8 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Head Ninja: 22 C-ranks, 18 B-ranks, 16 A-ranks, 14 S-ranks, 12 SS-ranks, and 9 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Sannin: 23 C-ranks, 19 B-ranks, 17 A-ranks, 16 S-ranks, 13 SS-ranks, and 10 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Kage: 24 C-ranks, 21 B-ranks, 18 A-ranks, 17 S-ranks, 14 SS-ranks, and 11 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Gyuki of the Sea- Spoiler:
Title: The Hachibi Name: Gyuki Custom Nature Release: Ink Primary Nature Release: Lightning Secondary Nature Release: Earth Tertiary Nature Release: Water Appearance:Trait given to Jinchuriki: Pure White Eyes with no Pupils Sealed within an S-rank or below Seal: Eccentricity. Calm Triggers Gyuki emerging from seal. Sealed within an SS-rank Seal: Eccentricity. Tailed Cloak triggered from feeling calm or apathy. Sealed within an SSS-rank: Host is free to experience peace and tranquility, Initial Sealing Ability - Code:
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[b]Name:[/b] Ox's Stamina [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Hachibi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] The Host of Gyuki is not only granted Spirit Tiers, making them unique among Jinchuuriki, but their Spirit Tiers are also increased so that they surpass that which others who possess it are capable of. Initially in it's raw form it grants the Host Base Tier Spiritual defenses, however as they grow into their strength they mature and their defense increases to Tier+, finally in it's mastered state it allows the host Tier++ Spiritual Defenses on par with the Tier Chains of other shinobi. This is their base Spirit without the addition of Tier Chains, as such the Jinchuuriki of the Hachibi is among the most difficult beings to harm when it comes to Spiritual Damage and effects, as they focus the natural spiritual durability of the mos spiritual of the Bijuu within them as the perfect conduit for their mastery. [u]Age - Speed Tier[/u] 0-5 - Base 6-10 - Tier+ 10+ - Tier++
Dominance - Code:
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[b]Name:[/b] Malleable Body [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Hachibi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Req. Bijuu Dominance to obtain. The Host of the Hachibi is one that gains a very noticeable physical change upon their body later on in their development as a Jinchuriki, and the only change that is capable of modifying their body as the user sees fit. The user's body becomes softer, more malleable tissue in all areas giving the user a body much like that of an octopus. Due to the unique structure of their body, the Jinchuriki is capable of shaping and molding their body as they like, allowing them to extend their limbs, compress or expand their size, or even shapeshift in a sense. This "shapeshifting" renders user capable of controlling their body's physicality like none other, allowing them to lower one of their tiers to increase another. The distances that the user can extend their body, the minimum size they can compress themselves to or the maximum size they can expand themselves to and the maximum shifting between tiers is all dependent on the Jinchuriki's rank. [u]Rank - Distance - Min/Max Size - Tier Shift[/u] D - Contact - Humanoid - +/- 1 Tier Level C - Contact-Short - Small/Humanoid - +/- 2 Tier Levels B - Short - Small/Medium S - +/- 3 Tier Levels A - Short-Mid - Chibi/Medium S - +/- 4 Tier Levels S - Mid - Chibi/Medium M - +/- 5 Tier Levels "Z" - Mid-Long - Tiny/Medium M - +/- 6 Tier Levels "X" - Long - Tiny/Medium L - +/- 7 Levels *Note: Tier Shifting allows for one to take from multiple tiers to give to one, or to take from a single tier to give to multiple, but the total number cannot exceed the maximum detailed above.
Mastery Ability - Code:
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[b]Name:[/b] Enriched Lifeforce [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Hachibi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Req. Bijuu Mastery to obtain. Gyuki the Ushioni is the Bijuu with the strongest spiritual essence, this lending to him being one of the few entities in existence with the access to Spirit Tiers. As his Jinchuriki becomes closer in essence to himself, they are capable of adopting some of his spiritual potency. On the surface, this appears as a simple increase to how much blood flows through the Jinchuriki's veins, increasing their Max Reserves based on how long the Bijuu has been sealed within them. However the user's Lifeforce also becomes stronger, with a single drop of the Jinch's blood being equivalent to a vial of someone else's in terms of Spiritual power. As their Blood Reserves grow, the amount of Lifeforce contained within their blood increases as well. [u]Time (IC) - Blood Reserves - Lifeforce Ratio[/u] 1 Year or Less - +1 S-Rank - 1:2 2 Years - +1 S-Rank - 1:2 3 Years - +2 S-Ranks - 1:2 4 Years - +2 S-Ranks - 1:4 5 Years - +3 S-Ranks - 1:4 6 Years - +3 S-Ranks - 1:4 7 Years or More - +4 S-Ranks - 1:6 *Note: The Hachibi Jinchuriki's Lifeforce Ratio refers to how much of their blood is equivalent to an amount of someone else's blood when used in Blood Prices (for example at 3 Years 1 D-Rank of the Jinchuriki's Blood is worth 3 D-Ranks of someone else's when used in prices). Additionally, the Blood Reserve increase is not accumulative, with the higher levels replacing the lower ones fully.
Eight-Tailed Beast Cloak: Version One = Grants Underwater Respiration Eight-Tailed Beast Cloak: Version Two = Doubled Stamina Recovery Hachibi Jinchuriki Chakra Reserve Limit- Spoiler:
Academy: 14 C-ranks, 11 B-ranks,10 A-ranks, 7 S-ranks and 6 SS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Genin: 15 C-ranks, 12 B-ranks, 11 A-ranks, 8 S-ranks and 7 SS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Chunin: 17 C-ranks, 14 B-ranks,12 A-ranks, 9 S-ranks, 8 SS-ranks and 6 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Tokubetsu: 18 C-ranks 15 B-ranks, 13 A-ranks or 11 S-rank, 9 SS-rank and 7 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Jonin: 20 C-ranks, 16 B-ranks, 14 A-ranks, 12 S-ranks, 10 SS-ranks, and 8 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die..
Med-Nin: 21 C-ranks, 17 B-ranks, 15 A-ranks, 13 S-ranks, 11 SS-ranks, and 8 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Hunter-Nin: 22 C-ranks, 18 B-ranks, 16 A-ranks, 14 S-ranks, 12 SS-ranks, and 9 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Head Ninja: 23 C-ranks, 19 B-ranks, 17 A-ranks, 15 S-ranks, 13 SS-ranks, and 10 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Sannin: 24 C-ranks, 20 B-ranks, 18 A-ranks, 16 S-ranks, 14 SS-ranks, and 11 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Kage: 25 C-ranks, 22 B-ranks, 19 A-ranks, 18 S-ranks, 15 SS-ranks, and 12 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Kurama of the Wastelands- Spoiler:
Title: The Kyuubi Name: Kurama Custom Nature Release: Death Primary Nature Release: Yang Secondary Nature Release: Yin Tertiary Nature Release: Yin-Yang Appearance:Trait given to Jinchuriki: 3 Thin lines resembling whiskers on each cheek. Sealed within an S-rank or below Seal: Hot Tempered. Anger results in Kyuubi destroying seal. Sealed within an SS-rank Seal: Hot Tempered. Rage results in Kyuubi emerging from seal. Sealed within an SSS-rank: Hot Tempered. Tailed Cloak State triggered by feelings of intense anger. Initial Sealing Ability - Code:
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[b]Name:[/b] Demonic Regeneration [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Kyuubi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] The Host of Kurama is granted a powerful form of natural regeneration as the beasts' chakra permeates their body. While this seems as though the beast is attempting to help their host in some capacity, this couldn't be further from the truth as the user's lifespan is shortened the more they are healed by the chakra within them. As such, whenever they are damaged a blood price is forcibly taken from them in order to facilitate their healing, meaning the beast is fully capable of killing his host through exsanguination if they are damaged too much. Additionally, for every time the user's Blood Reserves drop below a specific threshold, a year is removed from their overall lifespan. When reaching Dominance over Kurama, the Host is capable of reasoning with the Beast when it comes to forcibly healing them resulting in a Day/Night Dice Roll to determine whether or not Kurama heals them without permission (Day = He heals, Night = He doesn't), while once the Jinchuuriki reaches Mastery over Kurama they are capable of initiating the healing on their own rather than at the Beasts' behest. Those who gain Kurama's Friendship however gain an improved regenerative ability which consumes a stamina price rather than a blood price, this not only lessens the chance of lowering the Jinchuriki's lifespan but likewise gives a larger pool for healing injuries in battle. The amount of blood required to heal wounds and the threshold for taking away the user's lifespan is dependent on the user's skill level. [u]Rank - Blood/Stamina Price for Regen - Threshold for Lifespan Price[/u] D - Equal to Damage - Any Below Full C - 1-Rank Below Damage - 3/4th Blood Reserves/Below Half Stamina Limit B - 1-Rank Below Damage - 1/2 Blood Reserves/One-Third S. L. A - 2-Ranks Below Damage - 1/4th Blood Reserves/One-Quarter S. L. S - 2-Ranks Below Damage - Near Empty Blood Reserves/One-Eighth S. L. "Z" - 3-Ranks Below Damage - Empty Blood Reserves*/Empty S. L. "X" - 3-Ranks Below Damage - Below Empty Blood Reserves*/Below Empty S.L.* *Note: At "Z" & "X" Rank, the Kyubi Jinchuuriki becomes incapable of being killed outright through exsanguination, as instead of their body shutting down their lifespan is instead shortened. While those who have Kurama's friendship will start using blood to heal after completely running out of stamina similar to the Dominance usage of this ability. The amount shortened is dependent on rank as well as Bijuu Dominance: Z-Rank at Initial will lose 20 Years from their Lifespan each time this occurs, at Dominance they will lose 10 Years, while at Mastery they will lose 5 Years; X-Rank at Initial will lose 10 Years from their Lifespan each time this occurs, at Dominance they will lose 5 Years while at Mastery they will lose 1 Year.
Dominance - Code:
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[b]Name:[/b] Negative Emotion Sensory [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Kyubi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Req. Bijuu Dominance to obtain. The Host of the Kyubi, having such an aggressive and murderous creature sealed within them, is used to being surrounded by malicious energies and malevolent intent. This combined with the Bijuu's chakra has actually made the Jinchuriki more sensitive to those emotions within others. The user gains the ability to sense the Anger, Fear, Disgust and Sadness of those within a 120ft Radius (240ft Diameter) around them, giving them the ability to gauge the emotional states of others so long as the emotion is somewhat negative in nature. This has an additional affect of allowing the user to sense Killing Intent within the same radius, enabling them to sense danger to themselves as well as the origin of this danger so long as the individual that is attacking the Jinchuriki does not possess an Emotion or Intent Concealing Technique equal to or greater than the Jinchuriki's rank. It likewise renders any techniques which harness negative emotions to be detected by the wielder regardless of the technique type involved unless they possess a mental based Emotion Concealing Technique equal or greater than the Jinchuriki's rank.
Mastery Ability - Code:
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[b]Name:[/b] Tailed Chakra Mode [b]Classification:[/b] Bijuu Tech [b]Rank:[/b] D-rank (Kyubi Jinchuriki Only) [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] Req. Bijuu Mastery to obtain. Kurama, known as the Kitsune or the Demon Fox, is often seen as the strongest of all the Bijuu. While this isn't strictly true, as each Bijuu outstrips the others in an area specific to themselves, Kurama does possess the most potent chakra of all his siblings. As such, when his Jinchuriki grows close enough to him to draw upon the full power of the Kyubi their chakras actually align and synchronize. This allows the Bijuu's chakra to flow fully into his Jinchuriki and gives them access to a unique state of heightened power known as Tailed Chakra Mode. This is similar to other Chakra Modes in capabilities, however not in achievement: due to the power of these modes the user must perform Weekly Trainings after unlocking this technique in order to gain full access to them. The levels of the Tailed Chakra Mode, their ranks and the WC required to unlock them are as follows: [u]Name (WC) - Rank of Slot Consumed[/u] Kyubi Mode (1000) - S-Rank Description: ??? Kurama Mode (2000) - SS-Rank Description: ??? Baryon Mode (3000) - SSS-Rank Description: ???
Nine-Tailed Beast Cloak: Version One = Grants Corrosive Chakra (cloak deals spiritual corrosive damage to anything it comes in contact with, including the user; when mastery is reached the user is no longer affected) Nine-Tailed Beast Cloak: Version Two = Physical Illusion Resistance Kyuubi Jinchuriki Chakra Reserve Limit- Spoiler:
Academy: 15 C-ranks, 12 B-ranks,11 A-ranks, 8 S-ranks and 7 SS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Genin: 16 C-ranks, 13 B-ranks, 12 A-ranks, 9 S-ranks and 8 SS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Chunin: 18 C-ranks, 15 B-ranks,13 A-ranks, 10 S-ranks, 9 SS-ranks and 7 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Tokubetsu: 19 C-ranks 16 B-ranks, 14 A-ranks or 12 S-rank, 10 SS-rank and 8 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Jonin: 21 C-ranks, 17 B-ranks, 15 A-ranks, 13 S-ranks, 11 SS-ranks, and 9 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die..
Med-Nin: 22 C-ranks, 18 B-ranks, 17 A-ranks, 14 S-ranks, 12 SS-ranks, and 9 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Hunter-Nin: 23 C-ranks, 19 B-ranks, 17 A-ranks, 15 S-ranks, 13 SS-ranks, and 10 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Head Ninja: 24 C-ranks, 20 B-ranks, 18 A-ranks, 16 S-ranks, 14 SS-ranks, and 11 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Sannin: 25 C-ranks, 21 B-ranks, 19 A-ranks, 17 S-ranks, 15 SS-ranks, and 12 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Kage: 26 C-ranks, 23 B-ranks, 20 A-ranks, 19 S-ranks, 16 SS-ranks, and 13 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Shinju of the Rift- Spoiler:
Title: The Juubi Name: Shinju Custom Nature Release: Time Primary Nature Release: Yin Secondary Nature Release: Yang Tertiary Nature Release: Yin-Yang Appearance:Trait given to Jinchuriki: Hair color changes to Taupe and skin color changes to grey. Upon attaining Dominance they gain 10 protrusions from their body, which can be located anywhere symmetrically or asymmetrically (Day or Night Roll) Sealed within an S-rank or below Seal: Unable to be sealed within it instant failure of said seal. Sealed within an SS-rank Seal: Apathy, feeling any emotion results in the Shinju breaking out upon entering Tailed Beast Cloak.. Sealed within an SSS-rank Seal: Apathy, feeling any emotion triggers Tailed Beast Cloak. Shinju is able to break out upon entering full tailed beast mode. Sealed within a Z-rank Seal: Jinchuriki is able to feel emotions and bond with people without risking the Shinju escaping. Initial Sealing Ability - Code:
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Dominance - Code:
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Mastery Ability - Code:
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Ten-Tailed Beast Cloak: Version One = ??? Ten-Tailed Beast Cloak: Version Two = ??? Juubi Jinchuriki Chakra Reserve Limit- Spoiler:
Academy: 16 C-ranks, 13 B-ranks,12 A-ranks, 9 S-ranks and 7 SS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Genin: 17 C-ranks, 14 B-ranks, 13 A-ranks, 10 S-ranks and 9 SS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Chunin: 19 C-ranks, 16 B-ranks,14 A-ranks, 12 S-ranks, 10 SS-ranks and 8 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Tokubetsu: 20 C-ranks 17 B-ranks, 15 A-ranks or 13 S-rank, 11 SS-rank and 9 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Jonin: 22 C-ranks, 18 B-ranks, 16 A-ranks, 14 S-ranks, 12 SS-ranks, and 10 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die..
Med-Nin: 23 C-ranks, 19 B-ranks, 18 A-ranks, 15 S-ranks, 13 SS-ranks, and 10 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Hunter-Nin: 24 C-ranks, 20 B-ranks, 18 A-ranks, 16 S-ranks, 14 SS-ranks, and 11 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Head Ninja: 25 C-ranks, 21 B-ranks, 19 A-ranks, 17 S-ranks, 16 SS-ranks, and 12 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Sannin: 26 C-ranks, 22 B-ranks, 20 A-ranks, 18 S-ranks, 16 SS-ranks, and 13 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Kage: 27 C-ranks, 24 B-ranks, 21 A-ranks, 20 S-ranks, 17 SS-ranks, and 14 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die.
Last edited by Aurielle on 9th July 2021, 4:23 am; edited 7 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Bijuu & Jinchuriki Information 9th July 2021, 4:02 am | |
| Bijuu Information Cont.Tailed Cloak Unlocking and Mastery- Spoiler:
Jinchuriki are able to harness the more destructive abilities of their Bijuu by becoming enshrouded in their tailed beast state. Depending on the state of the seal they are in this can be easy, moderate or difficult.
How to unlock a tail is by fulfilling the trigger necessary to trigger the Tailed Beast Cloak based on the Host Seal's strength while a Bijuu which emerges out of the Seal unlocks all of the Tails upon being forced back at the cost of weakening the seal and of course the possibility that it is not forced back inside by outside help and thus killing the Jinchuriki.
Uncontrolled Tails are dangerous and going past 2 tails over your controlled tailed state will result in an inability to forcibly repress the Bijuu on your own and your body merely becomes an a puppet for them to wreck their havoc. If the max tail is reached without the Bijuu being repressed back inside by an outside force the Bijuu will break out of the seal killing the Jinchuriki as it makes it escape. Depending on the Strength of the Seal used after a set duration of posts (total) another tail will manifest due to the uncontrolled nature of the technique and if said seal is not equiped with a failsafe the Bijuu will escape, (if it is then it triggers but the next time it happens the Bijuu will escape unless a completely different fail safe was made into the seal upon initially sealing away the Bijuu) "Weak" Seals result in Jinchuriki gaining an additional tail after every 10 posts (total) when in an uncontrolled state. "Standard" Seals result in Jinchuriki gaining an additional tail after every 15 posts (total) when in an uncontrolled state. "Strong" Seals result in Jinchuriki gaining an additional tail after every 20 posts (total) when in an uncontrolled state.
Jinchuriki Seal Types- Spoiler:
Training to control Version One Tails Vary in word count depending on the type of seal on the Bijuu. There are three types, "Weak", "Standard", "Strong" the quotations being due to the fact that a Bijuu can if given the opportunity break free of the seal binding it to a host. There is no universal way to ensure a Bijuu can never escape, once can only hope to Master it before it becomes more desperate to regain its freedom. "Weak" Seals are seals which do their best to ensure the Bijuu doesn't break free but give the most influx of the Bijuu's power to the Jinchuriki, ensuring that they gain power quickly but leaving them highly susceptible to the Bijuu's manipulations. "Standard" Seals are seals which balance ensuring the Bijuu doesn't break free and providing a steady influx of the Bijuu's power to the Jinchuriki, ensuring that they gain power at a moderate pace while having some susceptibility to the Bijuu's manipulations. "Strong" Seals are seals which focus almost exclusively on making sure the Bijuu does not break free and provide the lowest influx of the Bijuu's power to the Jinchuriki, ensuring that while protected from the Bijuu's manipulations they gain power slowly. Note: Tail training takes up the spot of one's Weekly Training. "Weak" Seals cause Version 1 Tails to require 500 Words each tail upon being unlocked. "Standard" Seals cause Version 1 Tails to require 1000 Words each tail upon being unlocked. "Strong" Seals cause Version 1 Tails to require 1500 Words each tail upon being unlocked. - Code:
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Name: Power of a Living Sacrifice Classification: Bijuu Tech/Fuinjutsu Rank: D-rank Class: Passive Range: Self
Description: Every Jinchuriki possesses a seal on their body which serves to contain the Bijuu within them imprisoning them so as to keep them from breaking free and allowing the Jinchuriki to harness the powers of their tenant. This Jinchuriki's seal is (Insert Seal Name) it is a (Weak/Standard/Strong PICK ONE) seal being used to imprison the (Insert Number) Tailed Bijuu. Due to being a (Weak/Standard/Strong) seal the Jinchuriki possesses (Insert Jinchuriki Trait) as well as (Insert sealed effect). The seal is located on (Pick Location of Choice, Seal must be located one of the Eight Gates but the most common is stomach). The Jinchuriki of (Insert Bijuu moniker i.e Ichibi) possesses the ability to use the following technique styles: (Insert the 5 Technique types Pm'd to you upon becoming a Jinchuriki). Likewise due to their own efforts they can master two additional types at a later date while they have one type innate to them. Initial - (Insert Choice) Dominance - (Insert Choice) Mastery - (Insert Choice)
Jinchuriki InfoJinchuriki is a Class rather than simply a title, it refers to the power of sacrifice originally only human but now has been expanded to include Human, Nova and Zireh. Jinchuriki can be made from any of the three races, however it is not limited to them as The Lower Tails (1-3) can be sealed within Sealing Pots and Living Weapons (With Souls), The Mid Tails (4-6) can be sealed within Beasts (Faunus, Animal & Creature), finally the Higher Tails (7+) can be sealed only within one of the 3, whether Human, Nova or Zireh simply due to them being corrupted by Datara. The Jinchuriki Class receives the following benefits. - Spoiler:
-Variable Elemental Nature Transformation Choices based on Race of Jinchuriki *Human - Bijuu Signature Element + 1 Primary Release at B-rank + 1 Primary Release at A-rank. *Nova - Bijuu Signature Element + 1 Dual-Combination Release at B-rank.OR 2 Primsry Release at S-Rank *Zireh - Bijuu Signature Element + 1 Specialized Primary Release at B-rank + 1 Specialized Primary Release at A-rank.OR 1 Primary Release at S-rank *Beast - Bijuu Signature Element.+ 1 Primary Release at A-rank -Custom Technique Pool Dependent on Bijuu In Question (Always 5 Technique Types) -Optional Technique Pool Based on Initial, Dominance & Mastery Depending on Race. (Meaning Upon Having the Bijuu Sealed with then them the Jinchuriki can pick 1 to learn, after Dominating one's Bijuu the Jinchuriki can pick 1 more to learn, and upon Mastering one's Bijuu the user can pick a final 1 to learn.) *Universal - Ninjutsu, Taijutsu, Genjutsu, Hojutsu (Pirate Only), Chi Art (Yakuza Only) *Human Only - Ronin Tech, Kenjutsu, Shurikenjutsu. *Nova Only - Soul Tech, Fabrication, Fuinjutsu. *Zireh Only - Kyujutsu, Energy Tech, Kugujutsu. *Beast Only - Beast Art, Kinjutsu, Medical Ninjutsu. -1 Starter Passive Based on Bijuu, 1 Starter Passive Based on Seal, 1 Dominance Passive & 1 Mastery Passive. -Unique Chakra Reserve Limit Based on Bijuu -Secondary Chakra Reserve Limit Accessible via transformations (Note - This secondary reserve is shared between all three forms of TBC 1-2 and FBT) : 1. Initial (One-Eighth of Bijuu Chakra Reserve limit only accessible during Version 1 Tailed Beast Cloak) 2. After Dominance of Bijuu (Quarter of Bijuu Chakra Reserve limit only accessible during Version 2 Tailed Beast Cloak.) 3. After Mastery of Bijuu (Half of Bijuu Chakra Reserve Limit only accessible during Full Tailed Beast Transformation) -Tailed Beast Cloak for Diverse Tier Gains -Natural Tiers being the 1st, 2nd & Third Tiers all learnable up to S-rank. -Awakening only Capable to Race Awakening (Acolyte, Zenith, Xeres or Giant) or they can sacrifice Awakening (or Revert if they possess it) upon acquiring Truth Seeking Balls. - Those Bijuu who have never awakened are able to enter Full Tailed Beast Mode Multiple Times during a topic as long as upon having the duration depleted the Jinchuriki enters a cool-down for half the total amount of time spent in Full Tailed Beast Mode in that topic. -Mastery of Bijuu or Bijuu Friendship Unlocks Bijuu's Technique List which is capable of being used in Full Tailed Beast Mode. 4. If unlock conditions are fulfilled (Mastery & Friendship) a Jinchuriki can manifest Truth Seeking Orbs equivalent to the number of tails their Bijuu possesses (Total amount of chakra the collective are comprised of is equal to Quarter of the Bijuu's chakra reserves). Those Jinchuriki who obtain this are unable to awaken while those Jinchuriki who have awakened will undergo reversion. This can only be obtained through two methods: -If the Bijuu Sealed within them is placed in a Z-rank Seal. -If they have fought (ICly) against a set number of Jinchuriki intensely enough to utilize either their TBC or FBT. This is dependent on the number of tails their Bijuu possesses and must be completed prior to the unlock conditions being fulfilled.
*Note: At max, after fulfilling every unlock requirement a Jinchuriki can only access up to three-quarters of their Bijuu's Chakra Reserves (Full Tailed Beast Mode = Half, Truth Seeking Orbs = Quarter). This is because some of it's reserves have filtered into their system to increase their natural reserves. Furthermore if a Jinchuriki is revived they lose access to their Bijuu's reserves albeit still retaining their own increased reserves unless the Bijuu is sealed within their revived body.
Tailed Beast Cloak Time Limits- Spoiler:
While in their Version 1 Tailed Beast Cloak, Jinchuriki have a time limit before the Bijuu Chakra damages their bodies beyond repair:
Shinobi Human - 35 posts (Total) Nova - 30 posts (Total) Zireh - 20 posts (Total) Beast - 15 posts (Total)
Pirate Human - 20 posts (Total) Nova - 25 posts (Total) Zireh - 15 posts (Total) Beast - 10 posts (Total)
Other Beast - 5 posts (Total) Human - 10 posts (Total) Nova - 15 Posts (Total) Zireh - 20 Posts (Total)
*Pre-Awakenings slip into coma's upon running out in Version One mode if Mastery/Friendship has not been obtained with Bijuu. Post Awakenings die upon running out in Version One mode if Mastery/Friendship has not been obtained with Bijuu. In addition Pre-awakenings can increase the duration of their version one to a max of 60 posts (Total) getting a +5 upon doing a weekly 500 word training. Version One have limited amounts of Bijui specific techniques available to them such as chakra arms and tail specific techniques with nk boost to the scale unlike when a Bijuu uses it. Jinchuriki require Dominance to utilize Tier-Chains with the Tiers available in Version One, these chains can only be accessed while TBC 1 is active.
*Version 2 Tailed Beast Cloaks are beefed up versions of the normal tailed beast cloak evident by the deeper shade of color completely concealing the body of the Jinchuriki within the chakra cloak along with them being much more defined in structure. In addition more Bijuu intensive techniques can only be utilized in such form such as manifesting chakra skeletons of the Bijuu to assist in attacks and boost the scale of normal techniques, firing the base version of a Menacing ball. Version Two Tailed Beast Mode always start at 10 posts (Total) for those Jinchuriki who obtain them, in addition Pre-Awakenings can increase the duration of their Version 2 to a max of 30 posts (Total) getting a +5 upon doing a weekly 1000 word training. Jinchuriki require Mastery to utilize Tier Chains with the tiers available in Version Two, these chains can only be accessed while TBC 2 is active
"Weak" Seals Version 2 Cost 1000 Words each tail once version two has been unlocked upon defeating one's Inner Bijuu the first time. "Standard" Seals Version 2 Cost 1500 Words each tail once version two has been unlocked upon defeating one's Inner Bijuu the first time. "Strong" Seals Version 2 Cost 2000 Words each tail once version two has been unlocked upon defeating once's Inner Bijuu the first time.
The Colors of the Tailed Beast Cloaks are as following: Shukaku - Beige Matatabi - Purple Isobu - Cyan Son Goku - Red Kokuo - Yellow Saiken - Pink Choumei - Green Gyuki - Navy Kurama - Orange Shinju - White
Full Tailed Beast Mode Information- Spoiler:
Full Tailed Beast Mode is only acquired after defeating the Bijuu within one's mindscape Once and then being able to befriend it or Twice and being able to earn its respect resulting in Mastery in both instances. Upon unlocking Full Tailed Beast mode it also allows the user to manifest their Bijuu's traits and physical features by transforming their body allowing them to utilize Bijuu Tech or techniques utilized by their Bijuu without transforming to Full Tailed Beast Mode, of course at a much smaller scale.
Befriending a Bijuu is not an instant thing in fact before it even acknowledges your potential you must have already completed the following requirements.
#1 At least 1 Promotion since becoming a Jinchuriki. #2 At least 1 Branching Mission Chain Completed/At Least 5 instances with Jinchuriki entering Uncontrolled State/Have ICly met at least 3 Other Jinchuriki in one's lifetime and fought at least 1 of those 3. #3 At least 1 Plot participating or have participated in during the time as a Jinchuriki/At Least 10 CD topics involving Jinchuriki entering Seal to talk to Bijuu each topic being at least 20 posts long. #4 Have learned the name of your Bijuu (Requires bare minimum of 1 Year to have passed ICly or At Least 20 CD topics involving Jinchuriki entering Seal to talk to Bijuu each topic being at least 20 posts long) #5 Have Mastered All Version 1 & Version 2 Tails.
Earning their Respect however can be obtained much quicker but at the same it is much more difficult due to having to fight the Bijuu a second time this time in it's actual form rather than the alternate you version.
The time limit one can spend in Full Tailed Beast Mode is equal to half the total amount of time one spends in both Version 1 & Version 2 of their tailed beast cloak mode. Unlike Tailed Beast Cloak mode running out of time in Full Tailed Beast Mode does nothing to the user save for being unable to re-enter it until a new topic. In addition being forcibly repressed out of it likewise uses up the number of times one can go Full Tailed Beast Mode. Note - This only applies to Jinchuriki who have not chosen to permanently be unable to awaken.
*Note if one befriends a Bijuu then utilizing Version 1 & 2 no longer puts on in a common/kills the Jinchuriki if the time-limit runs out respectively. Instead running out completely places one in a coma for a number of topics (1) times the number of tails used, while running out in Version 1 knocks one unconscious for a number of posts (10 in total) times the number of tails used. Those capable of Version 2 instantly slip back into Version 1 upon running out but if one runs out of Version 1 they are unable to utilize Version 2. For example if one utilizes the 7 cloak version 1 and runs out they are knocked out for 70 posts (total) including new topics while their body recovers from the strain however if one utilizes the 7 cloak version 2 and runs out after slipping back into Version 1 as well they are in a coma for 7 topics starting from the next topic onward. *Note earning a Bijuu's respect does not mean one has befriended them, however only only needs to fill half the requirements needed to befriend a Bijuu after they have earned it's respect.
In Battle Training:- Spoiler:
This is same as Dual training but can be done in the middle of battle. This is Jinchuriki exclusive and can only be done for tails. This doesn't count towards ones training due to the fact that In Battle Training simply counts towards unlocking tails. This type of training can be done in any IC topic including Dual & Team Training topics, however Tails can not be obtained through Solo Training. The result of this type of training is the Jinchuriki being locked in their mindscape while the Bijuu emerges and rampages around in the newly unlocked state. In this state the Bijuu attacks everyone in the following levels based on the type of seal it has. "Weak" Seals - Everyone no exceptions. "Standard" Seals - Everyone but loved ones (5 CD Relationship topics) &/or Family (Blood Relation) "Strong Seals" - Everyone but Allies as long as they don't get in the way.
*Note: In order to train for mastery for tails they must first be unlocked through In-Battle Training. As a result the training of a Jinchuriki is highly dangerous as it is common knowledge that even the best Jinchuriki will rampage occasionally until they have fully mastered their Bijuu.
- Jinchuriki Tiers while utilizing Tailed Beast Cloaks:
Version 1 Tails.
1st Tail - B-rank Main Tier, Second Tier & Third Tier 2nd Tail - A-rank Main Tier, B-rank Second Tier & Third Tier 3rd Tail - A-rank Main Tier, Second Tier & B-rank Third Tier (Shukaku's, Matatabi's and Isobu's Jinchuriki get + 2 to their titular tail's tiers. In additional the 1st-3rd Tailed Jinchuriki's Cloak have Tier++ as their base.)
4th Tail - A-rank Main Tier, Second Tier & Third Tier 5th Tail - S-rank Main Tier, A-rank Second Tier & Third Tier 6th Tail - S-rank Main Tier, Second Tier & A-rank Third Tier (Son Goku's, Kokou's and Saiken's Jinchuriki get + 1 to their titular tail's Tiers. In addition the 4th-6th Tailed Jinchuriki's Cloak have Tier+ as their base)
7th Tail - S-rank Main Tier, Second Tier & Third Tier 8th Tail - SS-rank Main Tier, S-rank Second Tier & Third Tier 9th Tail - SS-rank Main Tier, Second Tier & S-rank Third Tier (Choumei's Jinchuriki gets +1 to his/her titular tail's 1st & 2nd Tiers while Gyuki's Jinchuriki get's +1 to his/her titular tails 2nd tier.)
10th Tail - SS-rank Main Tier Second Tier & Third Tier
Version 2 Tails (Includes Version 1 Tiers albeit giving all kf them a +1 rank boost) 1st Tail - B-rank Fourth Tier, Fifth Tier & Sixth Tier 2nd Tail - A-rank Fourth Tier, B-rank Fifth Tier & Sixth Tier 3rd Tail - A-rank Fourth Tier, Fifth Tier & B-rank Sixth Tier (Shukaku's, Matatabi's and Isobu's Jinchuriki get + 2 to their titular tail's tiers)
4th Tail - A-rank Fourth Tier, Fifth Tier & Sixth Tier 5th Tail - S-rank Fourth Tier, A-rank Fifth Tier & Sixth Tier 6th Tail - S-rank Fourth Tier, Fifth Tier & A-rank Sixth Tier (Son Goku's, Kokou's and Saiken's Jinchuriki get + 1 to their titular tail's Tiers)
7th Tail - S-rank Fourth Tier, Fifth Tier & Sixth Tier 8th Tail - SS-rank Fourth Tier, S-rank Fifth Tier, Sixth Tier 9th Tail - SS-rank Fourth Tier, Fifth Tier & S-rank Sixth Tier (Choumei's Jinchuriki gets +1 to her titular tail's 4th & 5th Tiers while Gyuki's Jinchuriki get's +1 to his titular tail's 2nd tier.)
10th Tail - SS-rank Fourth Tier, Fifth Tier, Sixth Tier
Tailed Beast Mode Same Tiers as Bijuu
Shukaku - Spoiler:
Jinchuriki Technique Pool = Ninjutsu, Juinjutsu, Barrier Fuinjutsu, Barrier Ninjutsu, Nintaijutsu Tailed Beast Cloak Color = Beige Version 1 - Dust Tail Version 2 - Sand Tail
Matatabi - Spoiler:
Jinchuriki Technique Pool = Erojutsu, Taijutsu, Genjutsu, Beast Art, Senjutsu Tailed Beast Cloak Color = Purple Version 1 - Dream Tail Version 2 - Nightmare Tail
Isobu - Spoiler:
Jinchuriki Technique Pool = Genjutsu, Kugujutsu, Taijutsu, Ninjutsu, Fabrication Tailed Beast Cloak Color = Cyan Version 1 - Mist Tail Version 2 - Echo Tail
Son Goku - Spoiler:
Jinchuriki Technique Pool = Kenjutsu, Senjutsu, Taijutsu, Nintaijutsu, Kinjutsu Tailed Beast Cloak Color = Red Version 1 - Molten Tail Version 2 - Magma Tail
Kokou - Spoiler:
Jinchuriki Technique Pool = Nintaijutsu, Genjutsu, Energy Tech, Kinjutsu, Taijutsu Tailed Beast Cloak Color = Yellow Version 1 - Evaporation Tail Version 2 - Steam Tail
Saiken - Spoiler:
Jinchuriki Technique Pool = (Will Add when Jinchuriki is made) Tailed Beast Cloak Color = Pink Version 1 - Slimy Tail Version 2 - Foamy Tail
Choumei - Spoiler:
Jinchuriki Technique Pool = (Will Add when Jinchuriki is made) Tailed Beast Cloak Color = Green Version 1 - Shell Tail Version 2 - Shed Tail
Gyuki - Spoiler:
Jinchuriki Technique Pool = (Will Add when Jinchuriki is made) Tailed Beast Cloak Color = Navy Version 1 - Inky Tail Version 2 - Tentacle Tail
Kurama - Spoiler:
Jinchuriki Technique Pool = (Will Add when Jinchuriki is made) Tailed Beast Cloak Color = Orange Version 1 - Life Tail Version 2 - Death Tail
Shinju - Spoiler:
Jinchuriki Technique Pool = (Will Add when Jinchuriki is made) Tailed Beast Cloak color = White Version 1 - Disaster Tail Version 2 - Destroyer Tail
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