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 Jinchūriki - 400 / 200 Tokens - Universal

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PostSubject: Jinchūriki - 400 / 200 Tokens - Universal   Sat Feb 28, 2015 4:59 pm

[Jinchuriki]
[New Character]
(Requirements: 7,500 Word Story. Must be Excellent quality with Back Story / Sealing story etc. FULL DM TEAM PERMISSION, this means if one person says no, the application is denied. If an application is denied, you will be rewarded for the story and effort put into it.)



(400 Tokens + 25 Tokens per 1 Tail)
(Max 200 Tokens for Tails)
(NOTE: Jinchuriki are open for perma 24/7. If you make as stupid decision, your character can and probably will be killed on the spot, Normal refund rules apply.)
The jinchuriki are shinobi who have tailed beasts sealed within them. They exhibit extraordinary powers due to the immense chakra reserves they possess. The biju and jinchuriki must have some sort of compatibility between them.  If the tailed beast is removed from its jinchuriki's body, the jinchuriki will likely die. Only re-sealing the tailed beast or immediate medical attention can keep them from dying. Each Biju have been sealed with a unique technique. e.g. Eight Trigrams Sealing, Iron Armour Seal, etc. With the jinchuriki's access to the tailed beasts' massive chakra reserves, they make use of the tailed beasts' considerable abilities to develop their own unique fighting style and often adapt to use the bijuu's abilities. I.e. Manipulating sand, producing ink, regeneration, etc.mAs the jinchuriki transform themselves into the likeness of their tailed beasts, it further increases the power of their abilities. The jinchuriki have the potential to control their tailed beasts' power, but require intense training and sheer willpower in order to properly wield it. Whenever the jinchuriki draws out a certain amount of the tailed beasts' chakra, the beasts' very own psyche will fuse along with it, which involves an inner struggle between them as the jinchuriki goes deeper into their tailed beasts' forms. If a jinchuriki were to completely give into its influence, the seal will break and the tailed beast will be released. The jinchuriki may eventually find how to control the tailed beast with training.
Universal: Jinchuriki gain 2x Elements of their Choice + 1 Custom ACN (If Medical is Chosen the Jinchuriki must take Docile focus and they gain 2 standard elements without an ACN)
Universal: Jinchuriki pick 1 Physical Focus and 1 Spiritual Focus that they can not change, These must be stated on creation. (Focus Bonuses that grant an additon to ATK/DEF Rolls do not stack (This includes +Kenjutsu/Ninjutsu stacking with +to ATK/DEF etc). All Focuses Stack to passive character cap)
Genin: +10 XX, + 30 XX, +3 HP / CP DR +10 to Three Chosen Skills (Must be stated at Creation, Cannot be changed)
Chuunin: +20 XX, + 40 XX, +4 HP / CP DR, +20 to Three Chosen Skills (Must be stated at Creation, Cannot be changed)
Jounin: +30 XX, + 50 XX, +5 HP / CP DR, +30 to Three Chosen Skills (Must be stated at Creation, Cannot be changed)
(The Jinchurki chooses if they want to have higher HP or CP. The +10/20/30 XX and +20/30/40 XX are the HP/CP bonuses. One must be HP and one must be CP. This is chosen by the Jinchuriki on creation, and cannot be changed.)

[Physical Focuses]

[Kenjutsu]
Universal: Kenjutsu pierce 1/2 of the targets total HP DR.
Universal: User may choose to go last in the iniative order. If they do this, They can +1 to ATK/DEF Rolls for each person in the fight (Burst Cap, Maximum +6), till the end of the users first turn,
Genin: +1 Kenjutsu Rolls, +1 HP Regen, +1d4 DMG on Kenjutsu, No Weapon Negatives, 19-20 Crit Range on Kenjutsu Attacks
Chuunin: +2 Kenjutsu Rolls, +2 HP Regen, +1d6 DMG on Kenjutsu, No Weapon Negatives, 18-20 Crit Range Nn Kenjutsu Attacks
Jounin: +3 Kenjutsu Rolls, +3 HP Regen, +1d8 DMG on Kenjutsu, No Weapon Negatives, 18-20 Crit Range On Kenjutsu Attacks

[Taijutsu]
Universal: Taijutsu DMG is equal to Single Wield Small Weapon Rank DMG
Universal: User may choose to do 2x Basic Attacks in a round, instead of using a jutsu.
Genin: +1 Taijutsu Rolls, +1 HP Regen, +1d4 DMG on Taijutsu, 19-20 Crit Range on Taijutsu Attacks
Chuunin: +2 Taijutsu Rolls, +2 HP Regen, +1d6 DMG on Taijutsu, 18-20 Crit Range on Taijutsu Attacks
Jounin: +3 Taijutsu Rolls, +3 HP Regen, +1d8 DMG on Taijutsu, 18-20 Crit Range on Taijutsu Attacks

[Offensive]
Universal: If user is successfully countered, they roll a 1d20. If they roll a natural 15+, they are able to make a Basic Taijutsu or Kenjutsu ATK against the person that attacked them. Target may DEF freely.
Genin: +1 ATK Rolls, +0 HP Regen, +10 HP, If hit by physical Stun - rolled round duration is -1 (Min 1)
Chuunin: +2 ATK Rolls, +1 HP Regen, +10 HP, If hit by physical Stun - rolled round duration is -2 (Min 1)
Jounin: +3 ATK Rolls, +2 HP Regen, +10 HP, If hit by physical Stun - rolled round duration is -3 (Min 1)

[Defence]
Universal: User may DEF against Genjutsu with CON. User may break any phyiscal stun with CON. 1/2 of the users total HP DR is unpierceable.
Genin: +2 DEF Rolls, +6 HP DR (Replaces Jinchuriki HP / CP DR), +10 HP
Chuunin: +4 DEF Rolls, +8 HP DR (Replaces Jinchuriki HP / CP DR), +15 HP
Jounin: +6 DEF Rolls, +10 HP DR (Replaces Jinchuriki HP / CP DR), +20 HP

[Spiritual Focuses]

[Ninjutsu]
Universal: Every Consicutive Ninjutsu hit onto targets lowers the Ninjutsu Crit Range by 1. On a successful crit / Ninjutsu missing, Crit range is reset. (15-20 Crit Range Maximum)
Genin: +1 Ninjutsu Rolls, + 1 CP Regen, -1 CP Costs on Ninjutsu, +1d4 DMG on Ninjutsu, May turn any Ninjutsu into an AoE (Max 2 Targets)
Chuunin: +2 Ninjutsu Rolls, +2 CP Regen, -2 CP Costs on Ninjutsu, +1d6 DMG on Ninjutsu, May turn any Ninjutsu into an AoE (Max 3 Targets)
Jounin: +3 Ninjutsu Rolls, +3 CP Regen, -3 CP Costs on Ninjutsu, +1d8 DMG on Ninjutsu, May turn any Ninjutsu into an AoE (Max 4 Targets)

[Genjutsu]
Universal: User may spend 1/2 the CP Cost of the genjutsu they are trapped in, to automatically remove themselves from it.
Genin: +1 Genjutsu Rolls, +1 CP Regen, +1d4 Burst CP DMG on Genjutsu, +1 Genjutsu Stun Rounds, +2 Genjutsu DC
Chuunin: +2 Genjutsu Rolls, +2 CP Regen, +1d6 Burst CP DMG on Genjutsu, +2 Genjutsu Stun Rounds, +4 Genjutsu DC
Jounin: +3 Genjutsu Rolls, +3 CP Regen, +1d8 Burst CP DMG on Genjutsu, +3 Genjutsu Stun Rounds, +6 Genjutsu DC

[Fuuinjutsu]
Universal: User is able to learn / Use Fuuinjutsu from 10 WIS MOD. User may Seal Jutsu they know into a scroll, and activate them during a fight as a free Action. (3x Per Fight Only)
Genin: +1 Fuuinjutsu Rolls, +1d4 DMG or Duration on Fuuinjutsu, 10 Unremoveable Trust Points
Chuunin: +2 Fuuinjutsu Rolls, +1d6 DMG or Duration on Fuuinjutsu, 20 Unremoveable Trust Points
Jounin: +3 Fuuinjutsu Rolls, +1d8 DMG or Duration on Fuuinjutsu, 30 Unremoveable Trust Points

[Docile]
Universal: CHA is used for all Medical Ninjutsu and gains bonus heal according to the Ninjutsu Burst Chart using CHA
Genin: +1 CHA Rolls, +1 DEF Rolls, +1d4 Healing Rolls, 2 DMG Return to all those that hit them with Taijutsu / Kenjutsu / Close Range Ninjutsu (Bypasses HP DR)
Chuunin: +2 CHA Rolls, +2 DEF Rolls, +1d6 Healing Rolls, 3 DMG Return to all those that hit them with Taijutsu / Kenjutsu / Close Range Ninjutsu (Bypasses HP DR)
Jounin: +3 CHA Rolls, +3 DEF Rolls, +1d8 Healing Rolls, 4 DMG Return to all those that hit them with Taijutsu / Kenjutsu / Close Range Ninjutsu (Bypasses HP DR)

[Jutsu]
The Jinchuriki gain 1x E-S Rank Jutsu for each of their focuses. They also gain 1x E-S Rank Jutsu to go with there base ability, these can be any type of jutsu they choose, and if they have an ACN they are to be used for this.

______________________________________________________________

[Trust Points]
Universal: Users gain trust points as they grow in strength and become familiar with their Biju. (1 trust point per week. May gain more from DM events.) Jinchuuriki require a certain amount of trust points (10 times tail amount) to access their tailed form while still in control. I.e. A Jinchuuriki with 30 trust points may stay in control with 3 tails. Jinchuuriki loses control with 4 tails.
Universal: Tail x 10 = Trust points needed to access (E.G 7 Tails = 70 Trust points) User may never have more then 100 trust points at any single time.
Universal: When enterting Bijuu form, user looses Trust points. Tail x 1 = Trust Points lost. (E.G If user goes to 4 tails, they lose 10 Trust points. 1 for 1 tail, 2 for 2 tails etc.)

[Bijuu Chakra Cloak]
10 HP Activation Cost
Universal: User gains a secondary amount of Chakra in the form of Jinchuriki Chakra (JP). JP Pool = 1/2 of their total normal CP Pool. This pool can be targetted as if it was a normal chakra pool. This pool does not regenrate unless the user is in a Tailed Form. This pool can be used as a source of CP for any jutsu / ability that user desires.
Universal: +2 ATK/DEF rolls.
Note: Free action

[Tailed Forms]
Universal: User must be in Partial Bijuu Form to access any of the tails.
Universal: If the user falls below 1/2 the trust points needed to access the tail, they must roll a 1d6. On a one, their attack is redirected to the closest character- friendly or not.
1-2 Tails: +2 ATK/DEF, +1d4 DMG Rolls, +2 DR vs HP / CP, +1 JP Regen - User Takes 1 DMG per round (Bypassing ALL DR), 1 Extra Action Per Round
3-4 Tails: +3 ATK/DEF, +1d6 DMG Rolls, +3 DR vs HP / CP, +2 JP Regen - User Takes 1d4 DMG per round (Bypassing ALL DR), 1 Extra Action Per Round
5-6 Tails: +4 ATK/DEF, +1d8 DMG Rolls, +4 DR vs HP / CP, +3 JP Regen - User Takes 1d6 DMG per round (Bypassing ALL DR), 2 Extra Actions Per Round
7-8 Tails: +5 ATK/DEF, +1d10 DMG Rolls, +5 DR vs HP / CP, +4 JP Regen - User Takes 1d8 DMG per round (Bypassing ALL DR), 2 Extra Actions Per Round
9 Tails: +6 ATK/DEF, +2d4 DMG Rolls, +6 DR vs HP / CP, +5 JP Regen - User Takes 1d10 DMG per round (Bypassing ALL DR), 3 Extra Actions Per Round

Note: Free action for a single tail. More than 1 tail count as a full action, however can be used as an extra action. I.e. with 1 tail already active, may activate another -2- tails, using a free action and extra action.
Note 2: These bonuses are additional to Biju Chakra Cloak.
EXPLANATION:(Extra Actions refer to, but are not limited to, Rerolling a Failed ATK/DEF Roll, Buffing yourself using an enhancement jutsu, Defending for another without the loss of turn etc. It may not be used to make more then 1 ATK per round, unless the jutsu states so.)


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PostSubject: Re: Jinchūriki - 400 / 200 Tokens - Universal   Sat Feb 28, 2015 4:59 pm

[Jinchuriki]
[Existing Character]
(Requirements: 7,500 Word Story. Must be Excellent quality with Back Story / Sealing story etc. FULL DM TEAM PERMISSION, this means if one person says no, the application is denied. If an application is denied, you will be rewarded for the story and effort put into it.)



(200 Tokens + 25 Tokens per Tail)
(Max 200 Tokens for Tails)
(NOTE: Jinchuriki are open for perma 24/7. If you make as stupid decision, your character can and probably will be killed on the spot, Normal refund rules apply.)
The jinchuriki are shinobi who have tailed beasts sealed within them. They exhibit extraordinary powers due to the immense chakra reserves they possess. The biju and jinchuriki must have some sort of compatibility between them.  If the tailed beast is removed from its jinchuriki's body, the jinchuriki will likely die. Only re-sealing the tailed beast or immediate medical attention can keep them from dying. Each Biju have been sealed with a unique technique. e.g. Eight Trigrams Sealing, Iron Armour Seal, etc. With the jinchuriki's access to the tailed beasts' massive chakra reserves, they make use of the tailed beasts' considerable abilities to develop their own unique fighting style and often adapt to use the bijuu's abilities. I.e. Manipulating sand, producing ink, regeneration, etc.mAs the jinchuriki transform themselves into the likeness of their tailed beasts, it further increases the power of their abilities. The jinchuriki have the potential to control their tailed beasts' power, but require intense training and sheer willpower in order to properly wield it. Whenever the jinchuriki draws out a certain amount of the tailed beasts' chakra, the beasts' very own psyche will fuse along with it, which involves an inner struggle between them as the jinchuriki goes deeper into their tailed beasts' forms. If a jinchuriki were to completely give into its influence, the seal will break and the tailed beast will be released. The jinchuriki may eventually find how to control the tailed beast with training.
Universal: Jinchuriki gain 2x Elements of their Choice + 1 Custom ACN (If Medical is Chosen the Jinchuriki must take Docile focus and they gain 2 standard elements without an ACN*)
Genin: +1 to One Chosen Stat (Must be stated at Creation), +10 HP/CP, +1 HP / CP DR +10 to Two Chosen Skills (Must be stated at Creation)
Chuunin:+2 to One Chosen Stat (Must be stated at Creation), +20 HP/CP, +2 HP / CP DR, +20 to Two Chosen Skills (Must be stated at Creation)
Jounin: +3 to One Chosen Stat (Must be stated at Creation), +30 HP/CP, +3 HP / CP DR, +30 to Two Chosen Skills (Must be stated at Creation)

(Chosen stats and Skills can not be changed after they are chosen at creation.)

(* If added to a pre existing Character, must include the element / Elements that the character already currently posses.)

[Jutsu]
(RP)
The Jinchuriki gain 1x E-S Rank Jutsu for each of their focuses. They also gain 1x E-S Rank Jutsu to go with there base ability, these can be any type of jutsu they choose, and if they have an ACN they are to be used for this.

______________________________________________________________

[Trust Points]
Universal: Users gain trust points as they grow in strength and become familiar with their Biju. (1 trust point per week. May gain more from DM events.) Jinchuuriki require a certain amount of trust points (10 times tail amount) to access their tailed form while still in control. I.e. A Jinchuuriki with 30 trust points may stay in control with 3 tails. Jinchuuriki loses control with 4 tails.
Universal: Tail x 10 = Trust points needed to access (E.G 7 Tails = 70 Trust points) User may never have more then 100 trust points at any single time.
Universal: When enterting Bijuu form, user looses Trust points. Tail x 1 = Trust Points lost. (E.G If user goes to 4 tails, they lose 10 Trust points. 1 for 1 tail, 2 for 2 tails etc.)

[Bijuu Chakra Cloak]
[10 HP Activation Cost]
Universal: User gains a secondary amount of Chakra in the form of Jinchuriki Chakra (JP). JP Pool = 1/2 of their total normal CP Pool. This pool can be targetted as if it was a normal chakra pool. This pool does not regenrate unless the user is in a Tailed Form. This pool can be used as a source of CP for any jutsu / ability that user desires.
Universal: +2 ATK/DEF rolls.
Note: Free action

[Tailed Forms]
Universal: User must be in Partial Bijuu Form to access any of the tails.
Universal: If the user falls below 1/2 the trust points needed to access the tail, they must roll a 1d6. On a one, their attack is redirected to the closest character- friendly or not.
1-2 Tails: +2 ATK/DEF, +1d4 DMG Rolls, +2 DR vs HP / CP, +1 JP Regen - User Takes 1 DMG per round (Bypassing ALL DR), 1 Extra Action Per Round
3-4 Tails: +3 ATK/DEF, +1d6 DMG Rolls, +3 DR vs HP / CP, +2 JP Regen - User Takes 1d4 DMG per round (Bypassing ALL DR), 1 Extra Action Per Round
5-6 Tails: +4 ATK/DEF, +1d8 DMG Rolls, +4 DR vs HP / CP, +3 JP Regen - User Takes 1d6 DMG per round (Bypassing ALL DR), 2 Extra Actions Per Round
7-8 Tails: +5 ATK/DEF, +1d10 DMG Rolls, +5 DR vs HP / CP, +4 JP Regen - User Takes 1d8 DMG per round (Bypassing ALL DR), 2 Extra Actions Per Round
9 Tails: +6 ATK/DEF, +2d4 DMG Rolls, +6 DR vs HP / CP, +5 JP Regen - User Takes 1d10 DMG per round (Bypassing ALL DR), 3 Extra Actions Per Round

Note: Free action for a single tail. More than 1 tail count as a full action, however can be used as an extra action. I.e. with 1 tail already active, may activate another -2- tails, using a free action and extra action.
Note 2: These bonuses are additional to Biju Chakra Cloak.
EXPLANATION:(Extra Actions refer to, but are not limited to, Rerolling a Failed ATK/DEF Roll, Buffing yourself using an enhancement jutsu, Defending for another without the loss of turn etc. It may not be used to make more then 1 ATK per round, unless the jutsu states so.)


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PostSubject: Re: Jinchūriki - 400 / 200 Tokens - Universal   Sat Feb 28, 2015 5:00 pm

Current Jinchuriki:

1 Tail) -NPC-
2 Tails) -NPC-
3 Tails) -NPC-
4 Tails) -NPC-
5 Tails) -NPC-
6 Tails) -NPC-
7 Tails) Hitori Kikken
8 Tails) -NPC-
9 Tails) -NPC-
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