Tailed Beast Techniques

Zenryoku

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General Tailed Beast Techniques

OVERWHELMING PRESENCE​

( Attōteki Sonzai ) – Overwhelming Presence
Type: Skill
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: This landmark is filled with the presence of one of the nine Tailed Beasts. Referred to as Chakra Monsters, the beasts were formed form the Sage of the Six Paths splitting the power of the Ten-Tails hundreds of years ago. Each beast carries with it an overwhelming presence, wielding primordial chakra that itself is stronger than most normal humans. When in the presence of a Tailed Beast, one’s damage is reduced by 20 and their base speed is reduced by 20%. Overwhelming Presence is negated by the Fallen Star meteorite, its power able to diffuse the chakra of a Tailed Beast.
Note: This is always active when in the presence of a Tailed Beast.

( Attōteki Sonzai ) – Overwhelming Presence
Type: Skill
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: This landmark is filled with the presence of one of the nine Tailed Beasts. Referred to as Chakra Monsters, the beasts were formed form the Sage of the Six Paths splitting the power of the Ten-Tails hundreds of years ago. Each beast carries with it an overwhelming presence, wielding primordial chakra that itself is stronger than most normal humans. When in the presence of a Tailed Beast, one’s damage is reduced by 30 and their base speed is reduced by a quarter. Overwhelming Presence is negated by the Fallen Star meteorite, its power able to diffuse the chakra of a Tailed Beast. These beasts are more powerful than their lower tiered contemporaries, being able to ignore the powerful suppression abilities of the Sharingan if more than 20% health remain.
Note: This is always active when in the presence of the 5 - 8 Tailed Beasts.

( Busō Sunaarashi ) - Fortified Sandstorm
Type: Skill
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: When the foul Chakra Beast that is Shukaku is summoned, his natural power causes a massive sandstorm to erupt and create beating sand that rages across the terrain. Not only does this prevent vision outside of mid range unless the user has Mangekyou level visual prowess, it also deals a low but steady amount of damage to targets and tools exposed to it. This means every turn, enemies and allies will suffer 10 damage and reduce physical movement by 1 Speed Level every 2 turns.
Note: This is always active when in the presence of the One-Tails and cannot be deactivated unless killed/sealed.

( Tamashī Jigoku ) - Netherworld's Hellfire
Type: Skill
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: When the foul Chakra Beast that is Matatabi is summoned, it's natural power releases a powerful wave of Spiritual Flames that reaches long range, passing through any living being. These flames deal no initial damage, marking targets with the Hellfire Burn. This Burn prevents targets from using space/time techniques to teleport/move their body, binding their souls to the dimension currently in. In addition to this, the Hellfire Burn affects the target's spirit, slowly burning it. These Burns lower damage done by Spiritual techniques by 10 damage, increasing by 5 damage per additional spiritual technique used. Should their Total Heath ever decrease to 0, any damage done will cause an immediate knock out. In addition to this initial burst, Matatabi creates flames as it moves around. These flames deal 10 damage to anything in short range of it per turn and cannot be extinguished, only sealed.
Note: This is always active when in the presence of the Two-Tails and cannot be deactivated unless sealed/killed.

( Genkaku Kiri ) - Illusionary Mist
Type: Skill
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: When the foul Chakra Beast that is Isobu is summoned it's natural power creates a massive thick light blue mist that fills the entire landmark. This mist has powerful Chakra suppressing abilities that reduces the vitality of all within, causing them to lose Chakra every turn present in the mist as well as expend more Chakra without increasing its effectiveness. Every turn, those present will lose 10 Chakra, doubling every turn as well as losing 1 Speed Level per turn, increasing by the same amount each turn ( e.g. -1 Levels 1st turn, -2 Levels 2nd turn, -3 Levels 3rd turn, -4 Levels 4th turn, etc ).
Note: This is always active when in the presence of the Three-Tails and cannot be deactivated unless killed/sealed.

( Pompeii Isan ) - Pompeii's Legacy
Type: Skill
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: When the foul Chakra Beast that is Son Goku is summoned, its natural power superheated the terrain, turning the very earth into lava around it. This lava is extremely dangerous, preventing physical contact with the earth regardless of how it is accomplished (such as using chakra as a proxy to not directly touch it). Being within 1 meter of the earth will cause 25 damage from the heat alone while direct contact will deal 40 damage. In addition to this, a thick hot vog or Volcanic Fog, is created. This poisonous smoke causes damage when inhaled, weakening physical durability by 5 per turn.
Note: This is always active when in the presence of the Four-Tails and cannot be deactivated unless killed/sealed.

( Jigoku Kanketsusen ) - Hell’s Geyser
Type: Skill
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: When the foul Chakra Beast that is Kukuo is summoned, its natural power causes massive geyser’s of hot steam to erupt, causing a thick but transparent cloud of steam to hang over the battlefield. This Steam is extremely hot and damaging, causing 10 damage per turn to targets within long range of the user. Should a target be within this hot steam for more than 5 turns, they begin to experience Heat Visions, seeing optical chakra illusions that prevent genjutsu and other techniques based on line of sight. This prevents jutsu based on line of sight as well as triggers the 80% Health System drawbacks after the same amount of time.
Note: This is always active when in the presence of the Five-Tails and cannot be deactivated unless sealed/killed.

( Sansei Ame ) - Acid Rain
Type: Skill
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: When the foul Chakra Beast that is Saiken is summoned, its natural power causes a powerful downpour of acid rain around the battlefield. This acid is extremely damaging to all around, causing 15 damage per turn to living targets, burning through any physical armor present. This acid weakens physical techniques by 10 damage from the acid. Should a user take damage, the damage taken will increase by 5 each subsequent turn as well as the damage reduced.
Note: This is always active when in the presence of the Six-Tails and cannot be deactivated unless sealed/killed.

( Hikaru Kafun ) - Shining Pollen
Type: Skill
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: When the foul Chakra Beast that is Chomei is summoned, its natural power causes a burst of pollen and Scale Powder to spread, seemingly suspended within the air as it falls slowly. This pollen carries one of three randomized version of Scale Powder with it, spreading a weakened version of this. If St Trina’s Slumber, it causes targets to become drowsy and having a 10% chance of falling asleep every turn. If Vile Fume, targets suffer 5 damage per turn and minus 15 chakra per turn. If Winds of Zamor, targets suffer a reduction in base speed by 2 levels and -5 damage to their Ninjutsu.
Note: This is always active when in the presence of the Seven-Tails and cannot be deactivated unless defeated/sealed.

( Shiden Arashi ) - Amethyst Inkstorm
Type: Skill
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: When the foul Chakra Beast that is Gyuki is summoned, its natural power causes a massive thunderstorm to erupt around the field, raining heavily and dark lightning raining around and above. This thunderstorm rains Black Lightning enhanced Ink drops instead of rain, creating a unique rain of lightning that suppresses a target's max chakra capacity by 10% in the initial turn and another 5% each additional turn and causes a reduction of 10 chakra efficiency within techniques.
Note: This is always active when in the presence of the Eight-Tails and cannot be deactivated unless sealed/killed.


( Bijutsu: Biju Shōgekiha ) - Tailed Beast Skill: Tailed Beast Shockwave
Type: Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: A basic skill available to all Tailed Beasts and their Jinchuriki, the chakra shockwave is as dramatic as it is useful. A Tailed Beast uses its massive chakra reserve to turn anything from a roar or a simple wave of a limb into a powerful force of pressure and destruction. The ability varies in power, depending on the chakra mode the user is in and the chakra he puts into it but can only be used from time to time and never in focused or precise ways. In their Chakra Shroud state, the technique gains a +20 damage increase. In their Incomplete Mode, the technique gains a +30 damage increase. In Complete Transformation, the technique gains +40 damage increase.
Note: Can be used by Pseudo Jinchuriki's in their Final Pseudo Mode
Note: Jinchurikis can use this skill in their Initial and Complete Transformations
Note: Can only be used once every 2 turns

( Bijutsu: Biju Rendan ) - Tailed Beast Skill: Tailed Beast Barrage
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: In their Incomplete Jinchuuriki form, the user slashes the opponent with their chakra arm and then strikes them down into the ground.
Note: Can only be used in Incomplete Form.

( Bijutsu: Chakra Ude ) - Tailed Beast Skill: Chakra Arm
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This is one of the basic abilities of every jinchuuriki when they are shrouded by chakra. The user will shape their chakra into up to 4 arms of bijuu chakra that they can extend to attack the enemy or even to help him perform techniques or do handseals.
Note: Can be used by Pseudo Jinchuuriki's in their Pseudo Transformations
Note: Naruto can use it in both 9 Tails Chakra Mode and Bijuu Mode, creating 6 arms in each.
Note: Can be used in Chakra Shroud and Initial Transformations.

( Bijutsu: Chakra Tensõ no Jutsu ) - Tailed Beast Skill: Chakra Transfer Technique
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: N/A
Description: This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by 100 points per turn.
Note: Cannot be used to power the users own techniques.
Note: All Jinchuriki can use this technique.
Note: Usable 3 times per battle.

( Chakra no Koromo ) - Chakra Shroud
Type: Mode
Rank: A-Rank
Range: Short
Chakra: 30 ( -10 per turn, adds 175 chakra points )
Damage: N/A ( +20 to Taijutsu and Bijuu Techniques )
Description: The Jinchūriki accesses his Bijuu's chakra and releases a portion of it into his body, triggering this initial transformation. By doing this, red chakra oozes from his skin, engulfing him in a chakra shroud that resembles a miniature, translucid version of his Bijuu ( although with little detail ), with a variable number of tails ( depends on which Bijuu it is ) and certain unique traits like the Kyuubis ears or Hachibi's horns. The jinchūriki gains a drastic increase in speed, being capable of fighting on par with almost any ninja and gets his Taijutsu damage boosted not only by the increased strength behind his chakra shroud but also by the chakra shroud itself, which damages enemies to the touch. In certain situations, the jinchūriki can also gain more animalistic abilities, such as running tremendously fast on all fours or viciously clawing on his enemies. The chakra shroud protects the jinchūriki from damage and grants him a damage shaving immunity of 40 damage.
Note: Can only be used 3 times and lasts for a maximum of 5 turns.

( Bijutsu: Biju Tatsumaki ) - Tailed Beast Skill: Tailed Beast Twister
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user while in Incomplete jinchuuriki form will swipe their claws to whip up a tornado of wind that can deal devastating power to the target.
Note: Can only be used by Jinchuuriki in Incomplete forms.

( Bijutsu: Biju Gekido ) - Tailed Beast Skill: Tailed Beast Berserk
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: While in his incomplete biju form, the user will performs a sequence of slashes with his claws and finishes the attack with a red chakra aura explosion covering the entirety of short range, though leaving him unscathed.
Note: Can only be used by Jinchuriki in their Incomplete Bijuu form

( Bijutsu: Bijudama ) - Tailed Beast Skill: Tailed Beast Ball
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 60
Damage: 120
Description: The Tailed Beast Ball is the ultimate technique of a tailed beast, which can also be used by a jinchūriki while transformed. Tailed Beast Balls are made from an 8:2 ratio of positive black chakra (+の黒チャクラ, purasu no kuro chakura) and negative white chakra (−の白チャクラ, mainasu no shiro chakura). Users must gather and balance this chakra in their mouths, shape it into a sphere (or a conical shape in the case of the Ten-Tails in its second form), and then fire it at their target. Tailed Beast Balls are very destructive, creating explosions that are visible from far away and that vaporise almost everything in the blast area.
Note: Can only be used 3 times per battle, requiring at least a 2 turn break in between uses.
Note: If 2 or more Jinchuriki collaborate in the creation of a Bijudama, the power of it multiplies by the number of Jinchuriki.

( Bijutsu: Renzoku Bijudama ) - Tailed Beast Skill: Continuous Tailed Beast Menacing Ball
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: 60 per Ball
Description: The Continuous Tailed Beast Menacing Ball is a barrage of multiple consecutive Bijudamas shot at the enemy. Unlike normal Bijudamas, these are less compressed due to the faster rate as which they are created, allowing the user to release them all in the time he would otherwise require to release a normal Bijudama. They can overcome the power weakness in sheer number and speed. Each of these projectiles is equivalent to A-Rank and the user can shoot up to 5 in a consecutive, wide or narrow, spread attack.
Note: Can only be used in complete form.

( Bijutsu: Chūtohanpa Bijudama ) Biju Technique: Incomplete Tailed Beast Ball
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: An incomplete, smaller and less powerful version of the full Tailed Beast Ball, this attack can be used by Jinchurikis and Pseudo Jinchuriki's while in their incomplete transformations. Like its original full version, the Tailed Beast Ball is a statement of the massive amount of powerful chakra contained inside the Bijuu but manifested into a massive chakra ball or into a beam of destructive chakra. To form the attack, they gather both positive black chakra (+の黒チャクラ, purasu no kuro chakura), and negative white chakra (−の白チャクラ, mainasu no shiro chakura), shape it into a sphere, and then compress it in front of their mouth. Then they can either release it as a sphere attack or swallow it, releasing afterwards a massive beam of chakra much faster than the projectile version. The black and white chakra needs to be balanced at an 8:2 ratio respectively or it will backfire.
Note: Can only be used in Initial Transformations in the case of Jinchuriki's or in the final pseudo-transformation for Pseudo Jinchuriki's

( Bijutsu: Chō Mini Bijūdama ) Tailed Beast Skill: Mini Tailed Beast Ball
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: While in either Nine-Tails Chakra Mode or Tailed Beast Mode, Naruto will gather and balance the necessary black and white chakra to form a condensed, miniaturised version of the Tailed Beast Ball. After the ball is formed, Naruto then creates a single chakra arm to carry towards the target, creating a very powerful explosion upon impact. The ball lacks the massive scale of the original Menacing Ball but is lethal and devastating, mainly because, due to how its compressed and condensed, once it impacts, it expands and destroys the area short-range around its impact point.
 
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Zenryoku

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One-Tailed Beast Techniques​

( Yūgata Suna ) - Dusk Sand
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short – Long
Chakra: 20 - 40
Damage: 40 - 80
Description: A skill unique to the One-Tails and it's Jinchuriki, this skill allows the user to manipulate dark red sand in an assortment of ways. This Sand carries the same S/W of normal Sand with the exception of Lightning weaknesses. Attacks used with this sand inflict Bloodlust on targets.
Note: This can only be used by Shukaku and it's Jinchuriki under the Sand Pathway.

( Sabaku Sōtaisō Fūin ) - Desert Layered Imperial Funeral Seal
Type: Offensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 60 ( -10 per turn to sustain the binding, -20 for higher rank )
Damage: N/A
Description: Using a large quantity of sand, the user covers the enemy with several successive layers of the material, before compressing it into the form of a huge pyramid which serves to imprison the target upon its completion. Shukaku can strengthen the seal with the cursed seal that cover its body, creating a prison strong enough to bind and withstand Susano'o attacks. The shape variants of this technique differs to fit the size of the target. A simple pyramid is used for smaller opponents, while a step pyramid is used for larger or more powerful foes.
Note: Can only be used by One-Tails Jinchuriki who have the Iron Sand or Petrified Sand Skills.

( Fūton: Sasandan ) - Wind Release: Sand Buckshot
Type: Offensive
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: After scattering and compressing numerous sand particles, Gaara then expels a giant gust of wind, with the impact of a bomb to increase the force of the sand, creating a large-scale sandstorm. This attack is powerful enough to pierce through flesh with ease, and is difficult to dodge, due to the technique's speed and size. An additional benefit of this attack is that it pushes the target away from the user. Despite lacking lethal potential, the true purpose of the jutsu is to manipulate and immobilize the target by manipulating the sand in his bloodstream. However, this can't be used offensively or for any purpose other than preventing movement. After 1 turn, the dormant sand becomes uncontrollable and causes no additional harm to the opponent.

( Ichibi Fukanzen Henji no Justu ) - One Tailed Initial Transformation Technique
Type: Mode
Rank: S
Range: Short
Chakra: 50 ( +600 Chakra, -20 per turn )
Damage: N/A ( +30 to Sand Jutsu/Bijuu Techniques )
Description: When the incomplete form is activated, Gaara is engulfed in a massive amount of sand as he gains a sand armour and begins taking on Shukaku-like features underneath. He gradually piles sand onto his body, giving him an increasingly closer similarity to Shukaku with changing eyes to match. In many ways it is similar to other Version 1 forms: his defenses are nigh-impenetrable wherever the sand is applied and he can stretch his sand-limbs beyond their normal reach, using them as Chakra Arm substitutes. Being sand, he can detach parts of his "body" from himself that will retain their shape for as long as he exerts the chakra to maintain them. Once the transformation is completed, a chakra burst sends all the excessive sand outwards in a short ranged burst, revealing a miniature version of the Shukaku.
Note: This form only lasts a maximum of 10 turns.
Note: Can only be used twice, after each usage the user cannot activate it for at least 6 turns. Should it end, the user is left unable to use any Bijuu jutsu above A rank for two turns.

( Ichibi Chon Hengi no Jutsu ) - One Tailed Full Transformation Technique
Type: Mode
Rank: S
Range: Short
Chakra: 100
Damage: N/A ( +40 damage to Bijuu , Wind, and Sand techniques )
Description: Similar to his Incomplete Transformation, the user will cover themselves in a giant amount of sand and form the body of the One-Tails Tanuki, Shukaku. Entering Complete Transformation creates a great deal of energy, producing craters beneath the user and destroying any restraints that might have been placed upon them beforehand while pushing other users back to mid range. Standing massively, this powerful beast is deceptively quick and agile and gains a notable speed increase. If the user does not have the Harmonized Jinchuriki Skill, he will fall sleep and though immune to Genjutsu and other spiritual techniques targeting him while sleep, is still susceptible to physical attacks and can be forced woke. While sleep, Shukaku will be in control, capable of causing massive destruction. While active, Shukaku can only utilize Wind, Sand, and Magnetism Ninjutsu. Much like all other Tailed Beast, Shukaku has 80 damage reduction as well as a damage increase to its techniques by +40. Shukaku is also capable of ignoring the Health System in regards to its sand body and physical attacks, not suffering any of the drawbacks of health loss. Shukaku has 500 Health, moves at twice the speed of a Apex Speed Sage and is able to track up to 4 times his base speed. When the One Tailed Complete Transformation is used, the user gains a separate pool of chakra to draw from. Shukaku's Chakra pool is 1000 Chakra and when roaming free/unsealed, this pool is doubled though this means a Ninja World Mod is controlling it.
Note: Each use lasts up to 10 turns before the user wakes up. After waking, he cannot make use of any Jinchuriki or Tailed Beast skills above the basic Chakra Shroud state for 5 turns. Can only be activated twice per arc.
Note: The user is capable of summoning Shukaku at any stage of mastery; during initial stages, this causes him to release Shukaku in an enraged state, temporarily boosting his powerful higher than normally but relinquishing all control over him which causes a Ninja World Moderator to then control his actions, gaining a damage boost to a +60 instead of 40. The user is also rendered KO for the remainder of the event. This, however, does not mean he will lose the Bijuu and will retain it the next arc.

( Biju Kontorōru ) - Tailed Beast Control
Type: Skill
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The One-Tailed Tanuki known as Shukaku was once part of an entity called the Ten Tails but now resides within a sealing formula marked on a vessel. This seal, known as the Imperial Desert Seal, can allow the Jinchuriki to gain the abilities of the Tailed Beast in varying levels, depending on his own mastery and connection with the beast. As more experience and control is gained, new skills awaken, each maintained under a specific threshold. These are divided into Passive Effects, Bijuu States and Bijuu Skills. The first of the three contains two different passive effects, one shared between Bijuu known as Overwhelming Presence. This can only be triggered when the Bijuu itself is activated in regardless of mastery. The second, unique to Shukaku, is known as Fortified Sandstorm. Both can be found as their own technique.

Bijuu States, also known as Jinchuriki Transformations, are transformations that occur when the Jinchuriki draws upon the chakra and influence of it's Tailed Beast. Depending on their level of control, only certain states can be accessed regularly. Regardless of the Jinchuriki Path chosen, there are certain abilities and techniques that are shared across each path, shown below:
Level 1​
  • Chakra Arms - Gain the ability to use Chakra Arms via the Bijuu shroud. These are formed via sand unless the user chooses the Harmonized Jinchuriki Path, creating the red chakra arms normally seen when in the shroud. Requires Chakra Shroud access first.
  • Chakra Shroud - Borrow chakra from Shukaku, forming a red chakra shroud with one tail.
  • Chakra Shockwave - Release a massive wave of chakra that pushes forces back. Requires Chakra State to use.
Level 2​
  • Chakra Transfer - Gain the ability to transfer large amounts of the Bijuu chakra to others without having to enter any state.
  • Genjutsu Immunity - Gain the ability to be immune to none Doujutsu or higher level Genjutsu by having your Bijuu passively break you from it.
  • Incomplete Tailed Beast Bomb - Gain the ability to fire a weaker variant of the Tailed Beast Bomb when in Incomplete Mode.
  • Sand/Magnetism Usage: Depending on Path, you can gain access to one skill at the Chakra Shroud state. This allows the second skill without any of the special abilities associated with it.
  • Incomplete State: The user can transform into a larger incomplete version of Shukaku, piling more sand on to gain more strength and force.
Level 3​
  • Complete Transformation - The user releases Shukaku, allowing it to rampage around the field. Obtaining this skill allows the user to maintain control and power and end it at will without risk of harm. Note: This state can be forcibly triggered by the user regardless of control. If the user has not achieved the highest control, then the beast will be let free at max power and rampage for one full arc. It cannot be stolen nor sealed during this time and the user will be unable to battle and is considered KOed for an arc. The beast will then be controlled by NW Moderators to their discretion.
  • Tailed Beast Bomb - Allows the user to fire off the powerful technique of Bijuu. Requires Complete Transformation

Outside of these shared abilities, Shukaku's Jinchuriki are capable of connecting with the Beast differently which allows them to have varying Bijuu Skills and abilities gained from it, chosen by the different paths one can go. Each Path has abilities unique to it, requiring missions of varying difficulty before it can be obtained.

Sand Awakening:
Level One - Chakra Shroud
  • Sand Usage - Gain the ability to use Sand Ninjutsu. This allows the user to store sand in an item, gaining access to it at any time. Cannot be the KG/AN/HA chosen when the bio is created if Dual Abilities are chosen. If other KG/AN/HA or Modes are chosen, Magnetism skills cannot be gained later.
  • Enhanced Sand - The user's sand has strengthened, gaining a +20 damage boost. Requires Sand Usage skill.
  • Sand Coffin - The user can crush B rank and lower earthen techniques to turn them into sources of sand. This allows him to defend against low ranking techniques with ease by simply destroying them. Requires Sand Usage skill.
  • Sand of the Desert - The user gains a sand armor that can protect him from damage. It cannot be noticed nor detected, shaving 40 damage from attacks. Afterwards, the sand armor falls off. This lasts for 2 turns each use and cannot combine with other durability increases.
Level Two - Incomplete Transformation
  • Fortified Sand - The user's sand has strengthened over time, gaining a notable +30 damage boost. Requires the user to have first obtained Incomplete Transformation stage.
  • Sand Landmine - The user can crush any opposing Earth based Jutsu of S rank and lower to create Sand. This includes CE and KG that are Earth based and solids, unless strong to Sand or has more than 40 chakra. This also ceases enemy control. Can only be done once per turn and counts as a move per turn, usable up to 4 times per battle.
  • Blood Dust - The user gains access to Dusk Sand, a dark red sand that inflicts a unique status effect on targets known as Bloodlust upon usage. This effect does not use a scale, functioning similarly to Scarlet Rot, and each affliction causes an increase in damage of 15 Bonus damage towards the last offensive field used, lasting for 4 turns. However, this causes their durabilities to decrease on the same level as well as become unable to target anyone other than the user and himself, including familiars. Bloodlust can be ended early through self-inflicted damage with Lightning or electric currents, requiring at least 40 damage to oneself. Requires the user to have first obtained Incomplete Transformation level.
  • Desert Oasis - The user can heal damage by piling sand over the wound, healing up to 60 damage. Counts as a move and can only be done three times a battle.
Level Three - Complete Transformation
  • Hellzone Buckshots - The user releases a massive tidal wave of Dusk Sand, moving at 35 speed. This sand deals 100 damage to targets and causes any opponents within the landmark and 1 adjacent landmark to suffer from augmented Bloodlust. If hit, afflicted targets gain an increase of 30 damage to their last used skill while being unable to use multiple techniques at the same time. Should they be 1 landmark away, targets suffer from the normal effects of Bloodlust and suffer 40 damage as well. These effects last 2 turns due to their enhancements. Can only be used once per battle.
  • Phoenix of the Desert - The user can regenerate high amounts of damage, regenerating as long as a source of sand is nearby. This allows the user to regenerate from anything short of complete destruction once per battle and heal up to 120 damage twice at the cost of a move per turn. Requires Desert's Oasis.

Magnetism Binding
Level One - Chakra Shroud
  • Magnetic Fields - The user gains access to basic Magnetism skill. If other KG/AN/HA or Modes are chosen, Sand skills cannot be gained later.
  • Enhanced Magnetism - The user's Basic Magnetism jutsu have strengthened over time, gaining a +20 damage boost. Requires Magnetism Usage first.
  • Cursed Magnetism - The user extends Shukaku's Cursed Seal ability to his sealing jutsu that slow movement or speed. These black markings spread over targets and slow their speed by an additional 20% once ever two turns.
  • Disruption Touch - The user augment's his Taijutsu with Magnetism chakra, allowing him to magnetize targets on physical contact and disrupt neural networks. This causes tracking lost of 5 after each strike and stacks up to 4 times, lasting 3 turns each usage.
Level Two - Incomplete Transformation
  • Fortified Magnets - The user's Magnetism has strengthened over time, gaining a notable +30 damage boost. Requires the user to have first obtained Incomplete Transformation.
  • Iron Desert - The user Magnetism skills allow him to gain access to Iron Sand or Gold Dust, jutsu list of the chosen skill. These techniques are not enhanced by Fortified Magnets or Enhanced Magnetism.
  • Magnetic Repulsion - The user can change the polarity of a targeted object up to mid range away from him. This allows him to pull anything of 30 chakra or lower towards it. This can also be used on himself, changing his polarity to push targets of 30 chakra and lower away from him. In both instances, objects move at A rank speeds. Any usage can only be done once every 2 turns.
  • Cursed Sand - The user's Cursed Seal markings spread through their Iron Sand/Gold Dust, granting them sealing and suppressing abilities. When activated, this causes all of these techniques to be capable of preventing any chakra usage lower than that of the technique as well as preventing any physical movement if covering a target. This can be activated 2 times and lasts for 4 turns each usage.
Level Three - Complete Transformation
  • Golden Iron - The user spreads Gold Dust or Iron Sand across the battlefield, creating a massive field that erupts into the sky, raining drops down. This rain, while dealing minimum damage of 5 per turn, is used as a suppressant across the field and slows targets by 5 base speed and increases the user's Gold Dust or Iron Sand damage by 25 damage. Costs as a move per turn but lasts 4 turns each use, requiring at least 3 turns in between it's 2 usages.
  • Magnetic Paradigm - The user's fuuinjutsu and barrier Jutsu that bind targets now prevent full movement and require 20 more chakra to break than before depending on seal functionality, except the case of Forbidden ranked seals. This cannot be combined with Advanced Fuinjutsu seals or seals of more than 50 chakra. Can only be done 4 times per battle.

Harmonized Jinchuriki
  • Perfect Chakra Shroud - Instead of gaining a sand like body, the user gains the characteristic red chakra shroud enveloping his body and the red tail emanating from it. This form is also stronger than normally, gaining +10 damage and a +0.5x speed increase over the original technique.
  • Chakra Arm Extension - The user can create more chakra arms than normally, capping at 6 that also can cause 20 additional damage when used.
  • Shrouded Dimension - The user extends the time his Chakra Shroud state lasts by 3 turns and shortens the chakra cost per turn by half.
Level Two - Incomplete Transformation
  • Sand Demon - The user gains the characteristic Incomplete Transformation state with the dense red body and skeletal outline atop it. While in this state, he maintains abilities of the Incomplete Transformation without needing Sand piled on to enter or use them.
  • Empowered Incomplete State - When transformed, the user gains an additional 20 damage to their Bijuu derived techniques. These do not include Magnetism or Sand based skills.
Level Three - Complete Transformation
  • Magnetic Sand Bijuudama - The user mixes his magnetism chakra into a Tailed Beast Bomb to pull targets target within a 15 meter distance towards the massive ball, changing their polaritys as it travels towards them. It travels at 35 meters and pulls targets at similar speeds, dealing 120 damage as targets are pulled into the Bijuudama.
  • Hellzone Buckshots - The user adds sand chakra to his Bijuudama, enhancing its destructive capabilities as well as prevent movement, similar to Sand Buckshot. While released, this causes a burst of sand to erupt ahead of the Bijuudama and prevent targets targets and prevent heavy movement due to the sand flowing through targets. This means targets cannot physically move out of range of the attack or flee using movement based jutsu such as body flicker or Free Dodging. This doesn't prevent usage of hand seals, however. This attacks deals 120 damage and travels at 35 speed and can only be used once at the cost of a move per turn
  • Paired Transformation - The user gains the ability to summon the One-Tails to the field without transforming into him. For this to happen, the user must keep at least half of the Bijuu chakra within him and summon it which leaves it at its base power level but allows the user to access the Chakra Shroud state as well as Bijuu and Jinchuriki skills related to it.
 
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Two-Tailed Beast Techniques​

( Aoi Katon ) - Blue Fire Release
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short – Long
Chakra: 20 - 40
Damage: 40 - 80
Description: A skill unique to the Two-Tails and it's Jinchuriki, this jutsu allows the user to manipulate Blue Fire in an assortment of ways. Formed after making the appropriate handseals, this allows the user to release blue flames in the form of fireballs, streams of fire, and even blue flame based familiars to attack on the user's command. These Flames carry no properties of Blue Fire beside the basic variant which shares the same traditional properties of normal Fire Release except the weakness to Water.
Note: This can only be used by Matatabi and it's Jinchuriki.
Note: Intangible or Spiritual Blue Flames can only be utilized if their respective skills have been acquired.

( Aoi Katon: Nibi Byōen Hōka ) - Blue Fire Release: Two-Tailed Cat Flame Roaring Fire
Type: Offensive
Rank: B
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user releases a huge Blue Fire fireball at the target that explodes on contact. Aimed at causing concussive damage, these fireballs, shaped like rats, are capable of exploding to cause short range damage to targets.
Note: Can only be used by Jinchuriki of the Two-Tails.

( Aoi Katon: Aoi honoo Hikari ) - Blue Fire Release: Blue Flame Beam
Type: Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user concentrates fire chakra into its lungs and breathes out a unique blue flame from its mouth that converges on its target in a straight line before spreading out and burning them and the surrounding area.
Note: Can only be used by Jinchuriki of the Two-Tails.

( Nibi Fukanzen Henji no Justu ) - Two Tailed Initial Transformation Technique
Type: Mode
Rank: S
Range: Short
Chakra: 50 ( +600 Chakra, -20 per turn )
Damage: N/A ( +30 to Fire, Bijuu Techniques and Taijutsu )
Description: When the incomplete form is activated, the user borrows chakra from Matatabi before a dark red, nearly black layer of chakra envelops them. The Jinchuriki's muscle mass increases as cat ears and large nails as well as two distinctive tails are created. Entering Version 2 creates a great deal of energy, producing craters beneath the user and destroying any restraints that might have been placed upon them beforehand while pushing other users back to mid range. The user becomes capable of reducing up to 40 damage per attack and can ignore the drawbacks of the Health System while in this form.
Note: This form only lasts a maximum of 10 turns.
Note: Can only be used twice, after each usage the user cannot activate it for at least 6 turns. Should it end, the user is left unable to use any Bijuu jutsu above A rank for two turns.

( Nibi Chon Henji no Justu ) - Two Tailed Full Transformation Technique
Type: Mode
Rank: S
Range: Short
Chakra cost: 100
Damage points: N/A ( +40 to Fire, Blue Fire and Taijutsu Techniques )
Description: The user begins to borrow chakra from Matatabi and releases a large amount of dark blue chakra pours out of her body as the Two-Tailed Beast is released into the world. Matatabi is a gigantic two-tailed cat and is completely engulfed in flames that are cobalt blue and black. It also has heterochromatic eyes, the right being yellow and the left being green. Entering Complete Transformation creates a great deal of energy, producing craters beneath the user and destroying any restraints that might have been placed upon them beforehand while pushing other users back to mid range. While active, Matatabi is capable of using Fire Ninjutsu, Taijutsu, and Tailed Beast Techniques. Much like all other Tailed Beast, Matatabi has 80 damage reduction as well as a damage increase to its techniques by +40. Despite it's large size, Matatabi is deceptively quick - much quicker than most of it's fellow Tailed Beasts. Matatabi has 550 Health, moves at x4 times her speed and is able to track up to 4 times her speed. When the Two-Tailed Complete Transformation is used, the user gains a separate pool of chakra to draw from. Matatabi's Chakra pool is 1500 Chakra and when roaming free/unsealed, this pool is doubled though this means a Ninja World Mod is controlling it.
Note: Each use lasts up to 10 turns. After ending, he cannot make use of any Jinchuriki or Tailed Beast skills above the basic Chakra Shroud state for 5 turns. Can only be activated twice per arc.
Note: The user is capable of summoning the Tailed Beast at any stage of mastery; during initial stages, this causes him to release it in an enraged state, temporarily boosting his powerful higher than normally but relinquishing all control over him which causes a Ninja World Moderator to then control his actions, gaining a damage boost to a +60 instead of 40. The user is also rendered KO for the remainder of the event. When done through this manner, the NW Mod in question can decide which Path the Bijuu uses and is capable of using the skills as if mastered. This, however, does not mean he will lose the Bijuu and will retain it the next arc.

( Biju Kontorōru ) - Tailed Beast Control
Type: Skill
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Two-Tailed Monster Cat known as Matatabi was once part of an entity called the Ten Tails but now resides within a sealing formula marked on a vessel. This seal, known as the Blazing Monster Seal, can allow the Jinchuriki to gain the abilities of the Tailed Beast in varying levels, depending on his own mastery and connection with the beast. As more experience and control is gained, new skills awaken, each maintained under a specific threshold. These are divided into Passive Effects, Bijuu States and Bijuu Skills. The first of the three contains two different passive effects, one shared between Bijuu known as Overwhelming Presence. This can only be triggered when the Bijuu itself is activated in regardless of mastery. The second, unique to Matatabi, is known as Inferno’s Tempest. Both can be found as their own technique.

Bijuu States, also known as Jinchuriki Transformations, are transformations that occur when the Jinchuriki draws upon the chakra and influence of it's Tailed Beast. Depending on their level of control, only certain states can be accessed regularly. Regardless of the Jinchuriki Path chosen, there are certain abilities and techniques that are shared across each path, shown below:
Level 1 - Chakra Shroud​
  • Chakra Arms - Gain the ability to use Chakra Arms via the Bijuu shroud. Requires Chakra Shroud access first.
  • Chakra Shroud - Borrow chakra from Matatabi, forming a red chakra shroud with two tails.
  • Chakra Shockwave - Release a massive wave of chakra that pushes forces back. Requires Chakra Shroud access first.
Level 2 - Incomplete Transformation​
  • Chakra Transfer - Gain the ability to access large amounts of the Bijuu chakra without having to enter any state.
  • Genjutsu Immunity - Gain the ability to be immune to none Doujutsu or higher level Genjutsu by having your Bijuu break you from it passively.
  • Incomplete Tailed Beast Bomb - Gain the ability to fire a weaker variant of the Tailed Beast Bomb when in Incomplete Mode.
  • Blue Fire/Enhanced Taijutsu: Depending on Path, you can gain access to one skill at the Chakra Shroud state. This allows the second skill without any of the special abilities associated with it.
  • Incomplete State: The user can transform into an incomplete version of Matatabi, gaining elongated cat tails as well as ears that resemble cat ears. This shroud appears as a dark red and black chakra cloak.
Level 3​
  • Complete Transformation - The user releases Matatabi, allowing it to rampage around the field. Note: This state can be forcibly triggered by the user regardless of control. If the user has not achieved the highest control, then the beast will be let free at max power and rampage for one full arc. It cannot be stolen nor sealed during this time and the user will be unable to battle and is considered KOed for an arc. The beast will then be controlled by NW Moderators to their discretion.
  • Tailed Beast Bomb - Allows the user to fire off the powerful technique of Bijuu. Requires Complete Transformation

Outside of these shared abilities, Matatabi's Jinchuriki are capable of connecting with the Beast differently which allows them to have varying Bijuu Skills and abilities gained from it, chosen by the different paths one can go. Each Path has abilities unique to it, requiring missions of varying difficulty before it can be obtained. At each of the Complete Transformation Stages, only 2 of the 3 available skills can be gained.

Blue Fire
Level One - Chakra Shroud
  • Blue Fire Usage - Gain the ability to use Blue Fire. If another KG/AN/HA or Mode is chosen for Dual Abilities, Spiritual Tai skills cannot be gained later.
  • Enhanced Flames - The user's Blue Fire has strengthened, gaining an additional 20 damage. Requires Blue Fire Usage skill.
  • Heated Conversion - The user's B rank and lower Fire techniques can now be used as Basic Blue Fire jutsu. This does not apply to techniques explicitly stated to enhance Fire jutsu or similar descriptions. This allows him to enhance his normal Katon techniques with Blue Fire. Requires Blue Fire Usage skill.
  • Burn Heal - Blue Flames that impact the target causes an additional 10 damage per turn until they're healed. Requires Blue Fire Usage skill.
Level Two - Incomplete Transformation
  • Fortified Flames - The user's Blue Fire has strengthened over time, gaining a notable +30 damage boost. Requires the user to have first obtained Incomplete Transformation level.
  • Intangible Flames - The user gains the ability to make use of Intangible Blue Flames, maintaining a rare element of intangibility that allows them to control its state and allow it to pass through physical objects up to 4 meters in size. Can be altered once per turn. Requires the user to have first obtained Incomplete Transformation level and cannot be used at the same time as Spiritual Flames.
  • Spiritual Flames - The user gains the ability to make use of Spiritual Blue Flames, physical flames that deal significant spiritual burns to targets. Flames deal 25% of their original damage as bonus spiritual damage, unable to be heal by non Yang based healing. Requires the user to have first obtained Incomplete Transformation level and cannot be used at the same time as Intangible Flames.
  • Engulfed Transmutation - The user's A rank and lower Fire techniques can now be used as Basic Blue Fire jutsu. This does not apply to techniques explicitly stated to enhance Fire jutsu or similar descriptions. This allows him to enhance his normal Katon techniques with Blue Fire. Requires Blue Fire Usage skill.
Level Three - Complete Transformation
  • Phantom Flames - The user's flames carry intangible Blue Flames properties, allowing them to also be capable of releasing a massive burst of Blue Flames that spreads up to 2 landmarks at 35 speed and deal 120 base damage to all enemies around, passing harmlessly over allies. If injured, these flames will burn until sealed and deal an additional 40 damage per turn. Can only be used once and in Complete Transformation.
  • Sozin's Comet - The user creates a massive Spiritual Blue Comet to appear across the sky, greatly enhancing his techniques for a short period. All of their Spiritual Blue Fire techniques deal 50% of their damage as Bonus Spiritual damage now and pass through any non-spiritual defense of any size. Can only be used once, lasting 3 turns.

Spiritual Taijutsu
Level One - Chakra Shroud
  • Spiritual Tai Usage - Gain the ability to use Spiritual Taijutsu. Taijutsu techniques the user interacts with physical targets normally but deal force to their spirit and chakra system, causing spiritual damage. Can only be used against living entities. NinTaijutsu and Elemental Taijutsu will not be augmented in this way. If another KG/AN/HA or Mode is chosen for Dual Abilities, Blue Fire skills cannot be gained later.
  • Spiritual Conversion - The user's B rank and lower pure Taijutsu techniques can now be used as Spiritual Taijutsu. This allows his physical Taijutsu to cause damage to the target’s soul instead of physical body. Requires Spiritual Tai Usage skill first.
  • The user's Blue Fire has strengthened, gaining an additional 20 damage. Requires Spiritual Taijutsu Usage skill.
  • Enraged Yokai - A skill given through it’s unique ability to control its durability and muscles, the user’s base speed is increased by a bonus 4 points and their tracking increased by a bonus 10.
Level Two - Incomplete Transformation
  • Sharpened Eye - The user’s increased durability and flexibility allow the user to stretch and tense the muscles when touched, allowing him to reduce the effectiveness of critical attacks. This does not include those the user cannot sense nor see, i.e. attacks he is completely blind to. This reduces damage dealt by critical attacks by 20%.
  • The user's Spiritual Taijutsu has strengthened over time, gaining a notable +30 damage boost. Requires the user to have first obtained Incomplete Transformation level.
  • Ethereal Assault - Once the equivalent of 50 spiritual taijutsu damage has occurred, the target will have an inability to defend against Spiritual Taijutsu properly, taking 20% of the damage from them even if they are blocked properly. This only applies to Spiritual Taijutsu if the user makes any contact with the foe
  • Yokai’s Separation - Should 100 Spiritual damage be inflicted from Spiritual Tai, the user becomes capable of striking the target and causing a separation of their body from their spirit, causing them to float outside of their being unable to utilize any chakra for 2 turns. However, when this is in effect, the user also annot use any other chakra based techniques. Can only be used once per opponent.
Level Three - Complete Transformation
  • Will-o-Wisp - Matatabi swings and deal 100 damage to targets within short range, seizing their spirits if landed. Those ensnared can be willed to utilize any spiritual or Fire jutsu they know and increase the user’s available Jutsu per turn following Tag Rules. Each soul possessed requires 70 chakra from the user per turn to sustain. These projectiles deal 100 damage to non-living entities and cost a move per turn to use. To break free, a chakra surge of at least 60 chakra is required, 50 if strong to Spiritual techniques.
  • Feigning Giant - The user's physicality and maneuverability increases to it's peak. This allows the user to control the size of Matatabi, becoming as large as he needs it to be while maintaining it's power and speed. This also allows for Matatabi's Complete Form to be 10 speed levels faster than normally as well as reduce the damage from critical attacks by 30%. This does not stack with other critical damage reduction modifiers.

Harmonized Bijuu
Level One - Chakra Shroud​
  • Perfect Chakra Shroud - The user’s Chakra Shroud form is now black and blue, resembling the Two-Tails’ full form. This form is also stronger than normally, gaining +10 damage and a +0.5x speed increase.
  • Chakra Arm Extension - The users Chakra Arms are augmented by Basic Blue Fire, causing 15 more damage on contact.
  • Shrouded Dimension - The user extends the time his Chakra Shroud state lasts by 3 turns and shortens the chakra cost per turn by half.
Level Two - Incomplete Transformation​
  • Burning Explosion - The user gains the ability to release the Incomplete Tailed Beast Bomb outside of the transformed state, coated with Blue Fire whenever it is used. This causes an additional 10 damage per turn until healed.
  • Spectral Shinigami - The user's incomplete transformation becomes much faster than normal, having a x3.5 boost instead of the normal x3.
  • Empowered Incomplete State - When transformed, the user's state is enhanced by Blue Fire and allows him to deal basic Spiritual Taijutsu attacks to the target's body, resulting in direct spiritual damage that does not trigger Health System drawbacks.
Level Three - Complete Transformation​
  • Infernal Bijudama - The user gains the ability to infuse Blue Fire into his TBBs, causing them to carry the Intangible and Spiritual aspects of Blue Fire, allowing the user to once per turn alter the state of his released Tailed Beast Bombs as well as cause the targets hit direct spiritual damage. This allows their physical body to remain unharmed and disable techniques that would trigger upon their death.
  • Paired Transformation - The user gains the ability to summon the Two-Tails to the field without transforming into him. For this to happen, the user must keep at least half of the Bijuu chakra within him and summon it which leaves it at its base power level. He also gains a chakra cloak reminiscent of his Perfect Chakra Shroud without the attribute boosts.
 
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Three-Tailed Beast Techniques​

( Sangoton ) - Coral Release
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short – Long
Chakra: 20 - 40
Damage: 40 - 80
Description: A skill unique to the Three-Tails and it's Jinchuriki, this jutsu allows the user to manipulate Coral in an assortment of ways. Formed after making the appropriate handseals, this allows the user to release coral in the form of spikes, pillars, walls, and even Coral based familiars to attack on the user's command. These Coral creations carry no other properties of Coral beside the basic variant.
Note: This can only be used by Isobu and it's Jinchuriki.
Note: Poisonous Coral can only be utilized if the skill has been acquired.

( Sanbi Fukanzen Henji no Justu ) - Three Tailed Initial Transformation Technique
Type: Mode
Rank: A
Range: Short
Chakra cost: ( +600 Chakra, -20 per turn )
Damage points: +30 to Water, Bijuu and Coral Techniques
Description: When the incomplete form is activated, the user borrows chakra from Isobu before a dark red, nearly black layer of chakra envelops them. The Jinchuriki's muscle mass increases and the user gains a large turtle shell like armor as well as three distinctive tails. Entering Version 2 creates a great deal of energy, producing craters beneath the user and destroying any restraints that might have been placed upon them beforehand while pushing other users back to mid range. The user becomes capable of reducing up to 50 damage per attack and can ignore the drawbacks of the Health System while in this form. Due to the shell on his back, the user's form is more durable than most Bijuu and allows him to survive more damage. However, his underside is more exposed and as such, attacks landing there are considered critical.
Note: Note: This form only lasts a maximum of 10 turns.
Note: Can only be used twice, after each usage the user cannot activate it for at least 6 turns. Should it end, the user is left unable to use any Bijuu jutsu above A rank for two turns.

( Sanbi Chon Hengi no Jutsu ) - Three Tailed Final Transformation Technique
Type: Mode
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A ( +40 to Water, Coral and Bijuu Techniques )
Description: The user begins to borrow chakra from Isobu and releases a large amount of dark blue chakra pours out of her body as the Three-Tailed Beast is released into the world. Isobu resembles a large turtle, but with a crab-like shell, spikes all over its body, and three shrimp-like tails. Under its shell, it has red, muscle-like tissue. It has a pair of human-like arms and hands, but no hind-legs. His face is concealed between a large forehead and lower jaw — both of which have spikes. Entering Complete Transformation creates a great deal of energy, producing craters beneath the user and destroying any restraints that might have been placed upon them beforehand while pushing other users back to mid range. While active, Isobu is capable of using Water Ninjutsu, Coral, and Tailed Beast Techniques. Much like all other Tailed Beast, Isobu has 100 damage reduction as well as a damage increase to its techniques by +40. Despite it's large size, Isobu is deceptively quick yet still the slowest of the Tailed Beast, only moving at x3 speeds. Isobu has 650 Health and is able to track up to 4 times his speed. When the Three-Tailed Complete Transformation is used, the user gains a separate pool of chakra to draw from. Isobu's Chakra pool is 2000 Chakra and when roaming free/unsealed, this pool is doubled though this means a Ninja World Mod is controlling it.
Note: Note: Each use lasts up to 10 turns before the user wakes up. After waking, he cannot make use of any Jinchuriki or Tailed Beast skills above the basic Chakra Shroud state for 5 turns. Can only be activated twice per arc.
Note: The user is capable of summoning Isobu at any stage of mastery; during initial stages, this causes him to release Isobu in an enraged state, temporarily boosting his powerful higher than normally but relinquishing all control over him which causes a Ninja World Moderator to then control his actions, gaining a damage boost to a +60 instead of 40. The user is also rendered KO for the remainder of the event. This, however, does not mean he will lose the Bijuu and will retain it the next arc.

( Biju Kontorōru ) - Tailed Beast Control
Type: Skill
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Three-Tailed Beast, known as Isobu, was once part of an entity called the Ten Tails but now resides within a sealing formula marked on a vessel. This seal, known as the Minogame Temple Seal, can allow the Jinchuriki to gain the abilities of the Tailed Beast in varying levels, depending on his own mastery and connection with the beast. As more experience and control is gained, new skills awaken, each maintained under a specific threshold. These are divided into Passive Effects, Bijuu States and Bijuu Skills. The first of the three contains two different passive effects, one shared between Bijuu known as Overwhelming Presence. This can only be triggered when the Bijuu itself is activated in regardless of mastery. The second, unique to Isobu, is known as Illusionary Mist. Both can be found as their own technique.

Bijuu States, also known as Jinchuriki Transformations, are transformations that occur when the Jinchuriki draws upon the chakra and influence of it's Tailed Beast. Depending on their level of control, only certain states can be accessed regularly. Regardless of the Jinchuriki Path chosen, there are certain abilities and techniques that are shared across each path, shown below:
Level 1​
  • Chakra Arms - Gain the ability to use Chakra Arms via the Bijuu shroud. Requires Chakra Shroud access first.
  • Chakra Shroud - Borrow chakra from your tailed beasts and allow it to empower you with a mini replication of the Tailed Beast.
  • Chakra Shockwave - Release a massive wave of chakra that pushes forces back. Requires Chakra Shroud to use.
Level 2​
  • Chakra Transfer - Gain the ability to access large amounts of the Bijuu chakra without having to enter any state.
  • Genjutsu Immunity - Gain the ability to be immune to none Doujutsu or higher level Genjutsu by having your Bijuu break you from it.
  • Incomplete Tailed Beast Bomb - Gain the ability to fire a weaker variant of the Tailed Beast Bomb when in Incomplete Mode.
  • Coral/Shockwave Usage: Depending on Path, you can gain access to one skill at the Chakra Shroud state. This allows the second skill without any of the special abilities associated with it.
  • Incomplete State: The user can transform into a larger incomplete version of the Tailed Beast.
Level 3​
  • Complete Transformation - The user releases Isobu, allowing it to rampage around the field. Note: This state can be forcibly triggered by the user regardless of control. If the user has not achieved the highest control, then the beast will be let free at max power and rampage for one full arc. It cannot be stolen nor sealed during this time and the user will be unable to battle and is considered KOed for an arc. The beast will then be controlled by NW Moderators to their discretion.
  • Tailed Beast Bomb - Allows the user to fire off the powerful technique of Bijuu. Requires Complete Transformation
Outside of these shared abilities, Isobu's Jinchuriki are capable of connecting with the Beast differently which allows them to have varying skills and abilities gained from it, chosen by the different paths one can go. Each Path has abilities unique to it, requiring missions of varying difficulty before it can be obtained.​

Pathway 1: Turtle Hermit
Level One - Chakra Shroud
  • Turtle's Blessing - The user gains a small durability increase, gaining the ability to reduce a bonus 10 physical damage from attacks. This does not count towards user limits.
  • Shell Shock - The user is capable of manifesting a hardened shell along his body to block small scale attacks quickly. These shells can range from 2 meters tall and smaller and shave 30 physical damage per use. This can be used once every two turns. Cannot be combined with Hard Body, Lion Turtle, and Minogame.
  • Enhanced Shockwave Usage - Gain the ability to use Enhanced Shockwaves, allowing him to use the Tailed Beast Shockwave with 20 additional power as well as once per turn. If another KG/AN/HA or Mode is chosen for Dual Abilities, Basic Coral skills cannot be gained later.
  • Shaped Shockwaves - The user is capable of releasing the shockwaves he creates with raw shapes such as balls, spikes, walls, and more.
Level Two - Incomplete Transformation
  • Lion Turtle - The user’s resistance to Critical Attacks increases, lowering the damage done by critical attacks by 25%.
  • Hard Body - The user creates a replica of Isobu's shell around his own body, allowing him to survive significant damage if aimed at the shell. This shell, capable of blocking a total of 80 physical damage and lower, does not protect the underside of the shell, causing attacks aimed there to be considered critical. While this shell is in use, the user's speed is decreased by 25%. This can only be done 2 times per battle, once every 4 turns.
  • Masenko - The user gains the ability to augment his shockwaves with new properties, granting them a concussive and explosive aspect that allows the user to release the shockwaves in forms of projectiles and streams from his mouth, hand or legs now. These shockwaves cause explosions of 3 meters wide on contact with targets.
  • Banshee's Calling - The user becomes capable of passively releasing shockwaves from different parts of his body to allow for movement. This allows the user to gain a form of movement akin to hovering 2 meters from the ground and allows him to move at his max speed.
Level Three - Complete Transformation
  • Kamehameha Shockwave - Once per battle, the user creates a gigantic stream of energized waves at the target, composed of highly concussive energy. This wave deals 120 damage, bypassing normal damage shaving abilities and carry Enhanced Shockwave and Masenko properties.
  • Minogame - The user creates a gigantic shell around their being that allows them to have extreme durability, covering their entire short range. This allows them to be capable of reducing a massive 140 physical damage per attack while the armor is in place. Due to the size of the armor, the user is considered within it's shell, healing his own body at a heightened rate of 30 health per turn. The user, however, cannot attack during the use of this shell. This shell lasts at max of 3 turns and can only be summoned once.

Pathway 2: Armored Coral
Level One - Chakra Shroud
  • Coral Usage - Gain the ability to use Coral Release. If another KG/AN/HA or Mode is chosen for Dual Abilities, Advanced Shockwave skills cannot be gained later.
  • Enhanced Reef - The user's Corals have strengthened, gaining an additional 20 damage. Requires Coral Usage Skill.
  • Barrier Reef Expansion - The user's B rank and lower Earth techniques can now be used as Basic Coral jutsu. This does not apply to techniques explicitly stated to enhance Earth jutsu or similar descriptions. This allows him to enhance his normal Earth Techniques into Coral. Requires Coral Usage Skill.
  • Coral Slash - Due to the living nature of Coral, when targets are struck or cut by any Coral source, small amounts are broken off in the wound, causing 5 piercing damage per turn. The user cannot control the Coral left in the wound, however and this lasts up to 4 turns.
Level Two - Incomplete Transformation
  • Empowered Coral - The user's Coral has strengthened over time, gaining a notable +30 damage boost. Requires the user to have first obtained Incomplete Transformation stage.
  • Poison Coral - The user gains the ability to make use of poisonous Coral. This poison is notably more powerful than normal poison and the effects are more lethal and hindering. This Poison causes an additional 20 damage per turn as well as lowers their ability to track by 8 per turn. This lasts for up to 3 turns per encounter. Does Not combine with Empowered Coral.
  • Toxic Touch - The user secretes poison through a thin Coral armor, coating him entirely. Should physical contact be made with him, targets will suffer burns in the area touched, lowering their overall health by 25% until healed. This armor lasts 3 turns and can only be used three times. Requires Poison Coral skills first.
  • Great Barrier Reef - The user's S rank and lower Earth techniques can now be used as Basic Coral jutsu. This does not apply to techniques explicitly stated to enhance Earth jutsu or similar descriptions. This allows him to enhance his normal Earth Techniques into Coral. Requires Barrier Reef Expansion Skill.
Level Three - Complete Transformation
  • Toxic Spikes - The user releases spikes from across his entire body, moving at 35 speed and aiming to impact everything in short. These spikes deal 80 damage to anything touched, including targets and objects and deals an additional 35 damage per turn indiscriminately. This additional damage lost cannot be healed for 3 turns. This can only be done once per battle.
  • Island Turtle's Haze - The user creates a single poison filled coral spike before making it erupt, dealing massive damage to any besides the user withing mid range while also releasing a powerful mist that covers 2 landmarks with a thick faint blue mist. This poison causes targets exposed to it to as the poison slowly lowers their overall health by 25 per turn as well as removing 50 chakra per turn. Due to the initial Coral bomb, this technique also deals 100 damage. Can only be used once.

Pathway 3: Harmonized Bijuu
Level One - Chakra Shroud
  • Perfect Chakra Shroud - The user’s Chakra Shroud form is now black and blue, resembling the Three-Tails’ full form. This form is also stronger than normally, gaining +10 damage and a +10 durability increase.
  • Chakra Arm Extension - The users Chakra Arms are augmented by Basic Coral, causing 15 more damage on contact.
  • Shrouded Dimension - The user extends the time his Chakra Shroud state lasts by 3 turns and shortens the chakra cost per turn by half.
Level Two - Incomplete Transformation
  • Coral Explosion - The user gains the ability to release the Incomplete Tailed Beast Bomb outside of the transformed state, coated with Coral whenever it is used. This causes an additional 10 damage per turn until healed.
  • Phantom Shell - The user becomes capable of opening tears into S/T with his claws, allowing him to rip holes and travel to new locations instantly. This follows standard S/T travel rules of the WSE. Can only be done once per turn.
  • Empowered Incomplete State - When transformed, the user's state is enhanced by S/T and allows him to open rips in space that he sends attacks through, reducing the travel time. This allows him to attack and send up to A rank attacks at targets near instantly, appearing 5 meters away. This is done passively, automatically teleporting said techniques once per turn. Can only be used with projectile based techniques within reason and up to 4 times total.
[*]Level Three - Complete Transformation
  • Coral Reef Bijudama - The user gains the ability to infuse Coral into his TBBs, causing them to carry the Poisonous Coral side effects. When this Tailed Beast Bomb is fired, the coral surrounding it allows it to gain unique damage shaving properties unattached to it's damage and reduce incoming damage by 40 before the damage clash starts, dealing 120 damage on contact. This powerful poison, spreading up to 6 meters away from the point of impact, is capable of paralyzing targets with no damage done for the rest of battle unless healed completely by Yang in 1 turn.
  • Paired Transformation - The user gains the ability to summon the Three-Tails to the field without transforming into him. For this to happen, the user must keep at least half of the Bijuu chakra within him and summon it which leaves it at its base power level. He also gains a chakra cloak reminiscent of his Perfect Chakra Shroud without the attribute boosts.
 
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Four-Tailed Beast Techniques​

( Midori Katon ) - Green Fire Release
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short – Long
Chakra: 20 - 40
Damage: 40 - 80
Description: A skill unique to the Four-Tails and it's Jinchuriki, this jutsu allows the user to manipulate Green Fire in an assortment of ways. Formed after making the appropriate handseals, this allows the user to release Green Fire in the form of streams, fireballs, and even Green Fire based familiars to attack on the user's command. These Green Fire creations carry no other properties of Green Fire beside the basic variant.
Note: This can only be used by Son Goku and it's Jinchuriki.
Note: Laze Flames can only be utilized if the skill has been acquired.

( Yonbi Fukanzen Henji no Justu ) - Four Tailed Initial Transformation Technique
Type: Mode
Rank: A
Range: Short
Chakra cost: ( +600 Chakra, -20 per turn )
Damage points: ( +30 to Lava, Green Fire, and Bijuu Techniques )
Description: When the incomplete form is activated, the user borrows chakra from Son Goku before a dark red, nearly black layer of chakra envelops them. The Jinchuriki's muscle mass increases as a monkey’s tail as well as four distinctive tails are created. Entering Version 2 creates a great deal of energy, producing craters beneath the user and destroying any restraints that might have been placed upon them beforehand while pushing other users back to mid range. The user becomes capable of reducing up to 40 damage per attack and can ignore the drawbacks of the Health System while in this form.
Note: This form only lasts a maximum of 10 turns.
Note: Can only be used twice, after each usage the user cannot activate it for at least 6 turns. Should it end, the user is left unable to use any Bijuu jutsu above A rank for two turns.

( Yonbi chon Henji no Jutsu ) - Four Tailed Full Transformation Technique
Type: Mode
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A ( +40 to Lava, Green Fire and Bijuu Techniques )
Description: The user begins to borrow chakra from Son Gokū and releases a large amount of dark red chakra out of their body as the Four-Tailed Beast is released into the world. Son Gokū is a red-furred and green-skinned monkey, with a body-build of a gorilla. It has eyes with yellow irides and white pupils, spike-like protrusions along the length of its tails, elongated blunt fangs, and two long horns curving upwards on its forehead like a crown (both its fangs and horns are dark-tipped). Entering Complete Transformation creates a great deal of energy, producing craters beneath the user and destroying any restraints that might have been placed upon them beforehand while pushing other users back to mid range. While active, Son Gokū is capable of using Lava Ninjutsu, Green Fire, and Tailed Beast Techniques. Much like all other Tailed Beast, Son Gokū has 80 damage reduction as well as a damage increase to its techniques by +40. Son Gokū is extremely agile, having the ability to move at 40 speed. He also has 650 Health and is able to track up to 4 times his speed. When the Four-Tailed Complete Transformation is used, the user gains a separate pool of chakra to draw from. Son Gokū's Chakra pool is 2500 Chakra and when roaming free/unsealed, this pool is doubled though this means a Ninja World Mod is controlling it.
Note: Each use lasts up to 10 turns before the user wakes up. After waking, he cannot make use of any Jinchuriki or Tailed Beast skills above the basic Chakra Shroud state for 5 turns. Can only be activated twice per arc.
Note: The user is capable of summoning Isobu at any stage of mastery; during initial stages, this causes him to release Son Gokū in an enraged state, temporarily boosting his powerful higher than normally but relinquishing all control over him which causes a Ninja World Moderator to then control his actions, gaining a damage boost to a +60 instead of 40. The user is also rendered KO for the remainder of the event. This, however, does not mean he will lose the Bijuu and will retain it the next arc.

( Biju Kontorōru ) - Tailed Beast Control
Type: Skill
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Four-Tailed Beast, known as Son Gokū, was once part of an entity called the Ten Tails but now resides within a sealing formula marked on a vessel. This seal, known as the Seiten Taisei seal, can allow the Jinchuriki to gain the abilities of the Tailed Beast in varying levels, depending on his own mastery and connection with the beast. As more experience and control is gained, new skills awaken, each maintained under a specific threshold. These are divided into Passive Effects, Bijuu States and Bijuu Skills. The first of the three contains two different passive effects, one shared between Bijuu known as Overwhelming Presence. This can only be triggered when the Bijuu itself is activated in regardless of mastery. The second, unique to Son Gokū, is known as Pompeii’s Legacy. Both can be found as their own technique.

Bijuu States, also known as Jinchuriki Transformations, are transformations that occur when the Jinchuriki draws upon the chakra and influence of it's Tailed Beast. Depending on their level of control, only certain states can be accessed regularly. Regardless of the Jinchuriki Path chosen, there are certain abilities and techniques that are shared across each path, shown below:

Level 1
  • Chakra Arms - Gain the ability to use Chakra Arms via the Bijuu shroud. Requires Chakra Shroud access first.
  • Chakra Shroud - Borrow chakra from your tailed beasts and allow it to empower you with a mini replication of the Tailed Beast.
  • Chakra Shockwave - Release a massive wave of chakra that pushes forces back. Requires Chakra Shroud to use.
Level 2
  • Chakra Transfer - Gain the ability to access large amounts of the Bijuu chakra without having to enter any state.Genjutsu Immunity - Gain the ability to be immune to none Doujutsu or higher level Genjutsu by having your Bijuu break you from it.
  • Incomplete Tailed Beast Bomb - Gain the ability to fire a weaker variant of the Tailed Beast Bomb when in Incomplete Mode.
  • Lava/Green Fire Usage: Depending on Path, you can gain access to one skill at the Chakra Shroud state. This allows the second skill without any of the special abilities associated with it.
  • Incomplete State: The user can transform into a larger incomplete version of the Tailed Beast.
Level 3
  • Complete Transformation - The user releases Son Gokū, allowing it to rampage around the field. Note: This state can be forcibly triggered by the user regardless of control. If the user has not achieved the highest control, then the beast will be let free at max power and rampage for one full arc. It cannot be stolen nor sealed during this time and the user will be unable to battle and is considered KOed for an arc. The beast will then be controlled by NW Moderators to their discretion.
  • Tailed Beast Bomb - Allows the user to fire off the powerful technique of Bijuu. Requires Complete Transformation
Outside of these shared abilities, Son Gokū's Jinchuriki are capable of connecting with the Beast differently which allows them to have varying skills and abilities gained from it, chosen by the different paths one can go. Each Path has abilities unique to it, requiring missions of varying difficulty before it can be obtained.

Pathway 1: Magmatic Eruptions
Level One - Chakra Shroud
  • Lava Usage - Gain the ability to use Lava. If another KG/AN/HA or Mode is chosen for Dual Abilities, Green Fire skills cannot be gained later.
  • Enraged Lava - Gains the ability to convert B rank Earth techniques of the user’s within reason into Lava at will, converting them into molten earth after use. Requires Lava Usage skill.
  • Enhanced Lava - The user's Lava Release techniques have strengthened, gaining an additional 20 damage. Requires Lava Usage skill.
  • Volcanic Fog - Once every 3 turns, the user creates a toxic cloud of volcanic particles and smoke up to mid range around him. This cloud does not impair vision but causes 10 damage to those who inhale it for 4 turns.
Level Two - Incomplete Transformation
  • Dual Lava - The user’s expertise in lava increases, allowing him to access a secondary form of Lava. The user can use the canon techniques of one other form of Lava. This form cannot change later.
  • Fortified Lava - The user’s Lava has strengthened over time, gaining a notable +30 damage boost. Requires the user to have first obtained Incomplete Transformation level.
  • Superheated Magma - The user's A rank and lower Earth techniques can now be used as Basic Magma Lava jutsu. This does not apply to techniques explicitly stated to enhance Earth jutsu or similar descriptions. Requires Enraged Lava skill.
  • Tephra Missiles - Once per turn, the user can release a tephra cannon of lava rocks and shards alongside any projectile they create. This cannon allows the combination to function as neutral to any target. These superheated rocks cause deep cuts that also deal an additional 15 damage to targets per turn for 2 turns.
Level Three - Complete Transformation
  • Pompeii’s Eruption - The user releases mass amounts of lava chakra underground before causing a massive eruption to occur. This eruption releases powerful and fast moving magma up to 40 meters in the air at 35 speed, dealing 120 damage on eruption and 45 damage per turn afterwards if untreated or contact is made with the magma terraformed earth. This eruption takes 2 turns to trigger but covers adjacent landmarks as well unless an oceanic landmark.
  • Tephra Toxic Plume - The user creates a gigantic mid ranged sized volcano that erupts and rains down explosive tephra as toxic gas fills the landmark and one landmark adjacent. This volcanic smog deals massive internal damage, causing 40 damage per turn and restricts tracking by 20%. Likewise, the raining tephra cannon also deal 50 damage if left to rain down from above for 2 turns. This gas bypasses damage shaving capabilities.

Pathway 2: Wrathful
Level One - Chakra Shroud
  • Green Fire Usage - Gain the ability to use Green Fire. If another KG/AN/HA or Mode is chosen for Dual Abilities, Lava skills cannot be gained later.
  • Heated Conversion- Gains the ability to convert A rank Fire techniques of the user’s into Basic Green Fire at will. Requires Green Fire Usage skill.
  • Emerald Flames - The user's Green Fire has strengthened, gaining an additional 20 damage. Requires Blue Fire Usage skill.
  • Enraged Shroud - The user’s Chakra Shroud has notable differences compared to the normal one, gaining a light green-yellow Shroud as well as enhancing physical damage by 25 damage instead of 20.
Level Two - Incomplete Transformation
  • Wrathful - When the user enters his Incomplete Transformation form, his body does not undergo the normal changes. Instead, he appears as normal with a slightly bulkier form while gaining yellow eyes and a green, sparking aura. The user becomes capable of surviving physical damage as long as he doesn't hit lower than 20% base, continuing at no adverse effects.
  • Berserk State - The user gains a passive rare primal rage known as going Berserk. This Berserk state allows him to increase his power and speed through taking physical damage. For every 10 damage he suffers, he gains a bonus 5 damage to his physical attacks as well as a 0.5x speed increase. These increases count as Bonus and do not count towards normal stacking limit, lasting until the user is healed and resets and cannot be self inflicted damage.
  • Fortified Flames - The user's Green Fire has strengthened over time, gaining a notable +30 damage boost. Requires the user to have first obtained Incomplete Transformation level.
  • Laze Flames - The user's Green Fire becomes enhanced and carries explosive traits with it on contact with living beings. This causes all Green Fire techniques that land to deal critical damage to living beings, doubling it's damage to them. Because of this, Green Fire with these effects can only be used once per turn.
Level Three - Complete Transformation
  • Eraser Cannon - The user creates a meter sized Tailed Beast Bomb orb within his palm enhanced with Green Fire. The user then fires it at a target at 35 speed and upon contact, detonates in a fiery explosion of mid range that deals 80 damage to non living being and deals critical damage to any target found in the flames from the poisonous nature of it.
  • Legendary Wrathful - Accessing the full power of Son Goku, the user enters a form unique to him in which he does not actually change form. Instead, he takes on a massively bulkier form which enlarges him to 3 meters tall. This irisless form grants the user a yellowish Green aura and spiked hair with all of the normal Complete Form boosts given to this human state. This form has immunity to stamina loss as well as Health Drawbacks. He also gains a golden monkey tail as well as the ability to once per turn fire off poisonous Green Fire projectiles of 100 damage.

Pathway 3: Harmonized Bijuu

Level One - Chakra Shroud
  • Perfect Chakra Shroud - The user’s Chakra Shroud form is now red and green, resembling the Four-Tails’ full form. This form is also stronger than normally, gaining +10 damage and a +10 durability increase.
  • Chakra Arm Extension - The users Chakra Arms are augmented by Basic Lava, causing 15 more damage on contact.
  • Shrouded Dimension - The user extends the time his Chakra Shroud state lasts by 3 turns and shortens the chakra cost per turn by half.
Level Two - Incomplete Transformation
  • Magmatic Bombs - The user gains the ability to release the Incomplete Tailed Beast Bomb outside of the transformed state, coated with Lava whenever it is used. This causes an additional 10 damage per turn until healed.
  • Empowered Incomplete State - When transformed, the user gains an additional 20 damage to their Bijuu derived techniques. These do not include Green Fire or Lava based skills.
Level Three - Complete Transformation
  • Vulcanized Destruction - The user gains the ability to mix the Laze Fire variant with their Tailed Beast Bomb, creating a poisonous Green Fire Tailed Beast Bomb that sacrifices initial power for enhanced critical damage. Should contact be made with opposing techniques, it will deal 100 damage while this is doubled should contact with a foe be made.
  • Volcanic Destruction - The user enhances his Tailed Beast Bomb with Lava, increasing the damage it deals as well as causing second degree burns on contact. These burns deal 25 damage per turn until healed. In addition to this, the TBB is capable of terraforming the earth as it travels, turning it into lava capable of inflicting S rank damage on contact.
  • Paired Transformation - The user gains the ability to summon the Four-Tails to the field without transforming into him. For this to happen, the user must keep at least half of the Bijuu chakra within him and summon it which leaves it at its base power level. He also gains a chakra cloak reminiscent of his Perfect Chakra Shroud without the attribute boosts.
 
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Five-Tailed Beast Techniques​

( Sāmisuto ) - Searmist
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short – Long
Chakra: 20 - 40
Damage: 40 - 80
Description: A skill unique to the Five-Tails and it's Jinchuriki, this skill allows the user to manipulate a rustic-colored enhancement of Boil that causes heavy internal damage long after exposure. Formed after making the appropriate handseals, this allows the user to release Searmist in the form of blasts of air, gusts and vortexes, and even Searmist-based familiars that causes 10 internal damage that increases per jutsu, increasing by 5 additional damage per turn until healed by Yang ( -10 per turn after 1 jutsu lands, -15 per turn after 2, -20 per turn after 3, etc ) or 4 turns pass, whichever is shorter.
Note: This can only be used by Kokuo and it's Jinchuriki under the Boil Pathway.

( Gobi Fukanzen Henji no Justu) - Five Tailed Initial Transformation Technique
Type: Mode
Rank: A
Range: Short
Chakra cost: ( +600 Chakra, -20 per turn )
Damage points: ( +30 to Steam, Water and Fire techniques )
Description: When the incomplete form is activated, the user borrows chakra from Kukuo before a blinding white layer of chakra and steam envelops them. The user is then covered in a chakra shroud with four horns protruding from the head and having 5 the tails. He constantly releases steam from his body and mouth with can burn targets that come in contact with it. Entering Version 2 creates a great deal of energy, producing craters beneath the user and destroying any restraints that might have been placed upon them beforehand while pushing other users back to mid range. The user becomes capable of reducing up to 40 damage per attack and can ignore the drawbacks of the Health System while in this form.
Note: This form only lasts a maximum of 10 turns.
Note: Can only be used twice, after each usage the user cannot activate it for at least 6 turns. Should it end, the user is left unable to use any Bijuu jutsu above A rank for two turns.

( Gobi chon Hengi no Jutsu ) - Five Tailed Full Transformation Technique
Type: Mode
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A ( +40 to Boil/Steam Techniques, Water and Fire Techniques)
Description: user borrows chakra from Kukuo before a blinding white layer of chakra and steam envelops them as the Five-Tailed Beast is released into the world. Kukuo primarily resembles a white horse but with a dolphin's head. It has two long horns and two short horns, which are very pointy. The ends of its horns, hooves, and tails are light brown, with some of the same-coloured spots before the brown areas of its horns and hooves. It also has red markings under its dark blue-green eyes. Entering Complete Transformation creates a great deal of energy, producing craters beneath the user and destroying any restraints that might have been placed upon them beforehand while pushing other users back to mid range. While active, Kukou is capable of using Steam Ninjutsu, Water, Fire, and Tailed Beast Techniques. Much like all other Tailed Beast, Kukuo has 80 damage reduction as well as a damage increase to its techniques by +40. Kukuo is extremely agile, having the ability to move at 40 speed. He also has 650 Health and is able to track up to 4 times his speed. When the Five-Tailed Complete Transformation is used, the user gains a separate pool of chakra to draw from. Kukuo's Chakra pool is 3000 Chakra and when roaming free/unsealed, this pool is doubled though this means a Ninja World Mod is controlling it, as well as the user’s Rampage gain per turn, starting at max amounts.
Note: Each use lasts up to 10 turns before the user wakes up. After waking, he cannot make use of any Jinchuriki or Tailed Beast skills above the basic Chakra Shroud state for 5 turns. Can only be activated twice per arc.
Note: The user is capable of summoning Isobu at any stage of mastery; during initial stages, this causes him to release Kukuo in an enraged state, temporarily boosting his power higher than normally but relinquishing all control over him which causes a Ninja World Moderator to then control his actions, gaining a damage boost to a +60 instead of 40. The user is also rendered KO for the remainder of the event. This, however, does not mean he will lose the Bijuu and will retain it the next arc

( Biju Kontorōru ) - Tailed Beast Control
Type: Skill
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Five-Tailed Beast, known as Kokuō,was once part of an entity called the Ten Tails but now resides within a sealing formula marked on a vessel. This seal, known as the Equine Chamber Seal, can allow the Jinchuriki to gain the abilities of the Tailed Beast in varying levels, depending on his own mastery and connection with the beast. As more experience and control is gained, new skills awaken, each maintained under a specific threshold. These are divided into Passive Effects, Bijuu States and Bijuu Skills. The first of the three contains two different passive effects, one shared between Bijuu known as Overwhelming Presence. This can only be triggered when the Bijuu itself is activated in regardless of mastery. The second, unique to Kokuō, is known as Hell’s Geyser. Both can be found as their own technique.

Bijuu States, also known as Jinchuriki Transformations, are transformations that occur when the Jinchuriki draws upon the chakra and influence of it's Tailed Beast. Depending on their level of control, only certain states can be accessed regularly. Regardless of the Jinchuriki Path chosen, there are certain abilities and techniques that are shared across each path, shown below:
Level 1​
  • Chakra Arms - Gain the ability to use Chakra Arms via the Bijuu shroud. Requires Chakra Shroud access first.
  • Chakra Shroud - Borrow chakra from your tailed beasts and allow it to empower you with a mini replication of the Tailed Beast.
  • Chakra Shockwave - Release a massive wave of chakra that pushes forces back. Requires Chakra Shroud to use.
Level 2​
  • Chakra Transfer - Gain the ability to access large amounts of the Bijuu chakra without having to enter any state.
  • Genjutsu Immunity - Gain the ability to be immune to none Doujutsu or higher level Genjutsu by having your Bijuu break you from it passively.
  • Incomplete Tailed Beast Bomb - Gain the ability to fire a weaker variant of the Tailed Beast Bomb when in Incomplete Mode.
  • Boil/Rampage Usage: Depending on Path, you can gain access to one skill at the Chakra Shroud state. This allows the second skill without any of the special abilities associated with it.
  • Incomplete State: The user can transform into a larger incomplete version of the Tailed Beast.
Level 3​
  • Complete Transformation - The user releases Kokuō, allowing it to rampage around the field. Note: This state can be forcibly triggered by the user regardless of control. If the user has not achieved the highest control, then the beast will be let free at max power and rampage for one full arc. It cannot be stolen nor sealed during this time and the user will be unable to battle and is considered KOed for an arc. The beast will then be controlled by NW Moderators to their discretion.
  • Tailed Beast Bomb - Allows the user to fire off the powerful technique of Bijuu. Requires Complete Transformation

Outside of these shared abilities, Kokuō’s Jinchuriki are capable of connecting with the Beast differently which allows them to have varying skills and abilities gained from it, chosen by the different paths one can go. Each Path has abilities unique to it, requiring missions of varying difficulty before it can be obtained.

Pathway 1: Boil Usage
Level One - Chakra Shroud
  • Boil Usage - Gain the ability to use Steam Release. If another KG/AN/HA or Mode is chosen for Dual Abilities, Rampage Skills cannot be gained later.
  • Enhanced Steam- The user's Boil Release techniques have strengthened, gaining an additional 20 damage. Requires Boil Usage skill.
  • Boiling Conversion - The user's B rank and lower Wind techniques can now be used as Basic Boil jutsu. This does not apply to techniques explicitly stated to enhance Wind jutsu or similar descriptions. Requires Boil Usage skill.
  • Steam Cannon - Four times per battle, the user can release a burst of steam during another jutsu. This burning steam propels his steam to boost a technique’s movement speed by 4 speed levels and adding a bonus 15 damage, not counting towards stacking rules or jutsu per turn.
Level Two - Incomplete Transformation
  • Fortified Boil - The user’s Boil techniques have strengthened over time, gaining a notable +30 damage boost. Requires the user to have first obtained Incomplete Transformation level.
  • Engulfed Transmutation - The user's S rank and lower Wind techniques can now be used as Basic Boil jutsu. This does not apply to techniques explicitly stated to enhance Wind jutsu or similar descriptions. Requires Boil Usage skill.
  • Searmist- The user gains access to Searmist, a rustic enhancement of Boil that causes corrosive properties against solids as well as deals heavy internal damage long after exposure. This Boil variant is strong to Earth and Fire based elements but weak to Water and causes 10 internal damage per jutsu, increasing by 5 additional damage per turn until healed by Yang ( -10, -15, -20, etc ).
  • Acidic Eruptions - Once every 3 turns, the user can coat a technique in Steam, causing a 20 damage reduction from opposing techniques prior to clashing. This does not count as a debuff and can be done a total of 3 times.
Level Three - Complete Transformation
  • Ruins of Caelid - Releasing massive amounts of Searmist across the field, a heavy rust colored and corrosive steam fills the field, hanging heavy as it burns and slowly kills all organic life inside. This deals an additional 10 damage per turn, increasing by 15 per turn in the landmark while the initial burst only deals 80 damage. This Searmist can only be used once, lasts up to 3 turns, reaches up to 1 additional landmark and cannot be healed while still within the gas, only contained ( will not heal damage, but will stop the additional damage ).
  • Boiled Missiles - The user releases three meter wide and long Steam bombs affixed to enemy chakra and moving at 40 speed, and travels up to 2 landmarks away tracking it’s target, capable of evading techniques slower than it and dealing 120 heated physical damage, requiring Yang to heal. For each additional missile created, 15 damage will be added on while losing 5 speed for a max of 4 missiles. This can only be used once per battle.

Pathway 2: Rampage
Level One - Chakra Shroud
  • Steam Furnace - The user gains an armor covering his entire body with a furnace in its back, where the steam is stored. This also grant its wielder access to a resource called Rampage, a passive skill that fuels all of this Path's abilities. At Chakra Shroud level, the user’s Rampage can accumulate up to ten (10) points and starts with 5. One point of Rampage is awarded passively per turn. When the user unlocks Incomplete Transformation, their amount of Rampage they can hold increases to fifteen points and increases to twenty when in Complete Transformation. Point Regeneration is increased to 2 passively per turn at Incomplete Transformation. These points can also be spent on boosting damage, speed, and other perks. During use of any of these techniques, sources of other Bonus Boosts are disabled. If another KG/AN/HA or Mode is chosen for Dual Abilities, Steam Skills cannot be gained later.
  • Steam Dash - The user’s CQC attacks are empowered by bursts of steam, increasing the speed behind them. This increases the user’s CQC speed by 0.5x Bonus Speed per 1 point, not counting towards stacking rules. This propels him forward in straight movements, unable to make intricate movements with this. This can combine with Propulsion Fist but must spend Rampage Points equal to the sum of both skills. This skill usage caps at 4 units at Chakra Shroud, 6 at Incomplete and 8 in Complete Transformation.
  • Propulsion Strike - The user’s CQC attacks are empowered by bursts of steam, increasing the damage behind them. This increases any of the user’s Taijutsu/Kenjutsu by 5 Bonus Damage per point. This can combine with Steam Dash but must spend Rampage Points equal to the sum of both skills. This skill usage caps at 3 units at Chakra Shroud, 4 at Incomplete and 6 in Complete Transformation.
  • Heatstroke - The user can release a directional mid ranged wave of Steam from his furnace, designed to cause disorientation. Should a target be caught within this wave, moving at 15 speed and deals 40 damage, they will suffer a 50% chance of causing projectiles or streaming attacks to hit allies ( or self if no allies/familiars are around ) instead and receive half the damage and lasts 3 turns. Costs 5 Points and a move per turn to use. This also lowers tracking by 10% at Incomplete Transformation for 2 additional Points.
Level Two - Incomplete Transformation
  • Enhanced Heatstroke - At the base cost of 6 points and a move per turn the user is now able to target multiple opponents at once with Heatstroke, requiring an additional 2 Rampage per target. In addition, it lowers tracking by 25% instead of 10%. This can only be used twice per battle, it's effects lasting for 3. This can increase the damage dealt by 10 damage or speed by 4 speed levels for each additional point spent, capping at 6 additional points.
  • Steam Engine - The user can use his Furnace armor to release Steam techniques through it, though this does not augment it's damage. However, he is capable of increasing the speed behind these techniques by 3 speed levels for every 1 additional point spent, capping at 6 Rampage Points.
  • Fanned Heat - The user can generate 2 points of Rampage per turn passively. Usage of Fire based techniques increase the Rampage pool by an additional 1 point per technique while Steam techniques increase this by 2 points. Requires Incomplete Transformation.
  • The Inferno - Allows the user to spend Rampage points and increase the temperature of Hell’s Geyser’s, increasing fatigue to those within it. This causes exhaustion and triggers a 5% drop in overall health and chakra per 1 Rampage Point. This lowers their health and chakra cap while fighting the user. Up to 4 Points can be spent on this at Chakra Shroud and up to 6 at Incomplete Transformation. Lasts up to 4 turns each use, restoring health and chakra at the end unless unconscious. Can only be used once per battle.
Level Three - Complete Transformation
  • Overheat - The user releases a massive burst of Steam from his furnace, dealing 120 damage and moving at 35 speed for 8 Rampage points. This steam covers two landmarks and causes superheated damage to foes, burning them for an additional 10 damage per turn until healed. The user is able to increase the speed by 5 levels for every point added, however this reduces the range by 1 range ( first reducing to 1 landmark, then down to mid range and finally short range ) and maxes at 3 additional points. Can only be used once per battle.
  • Horn Breaker - At the cost of 10 points, the user is able to superheat his furnace to tremendous levels, allowing it to propel him forward at significant speeds to deliver a massive steam enhanced blow. This burst enhances his speed by 4x Speed creating a 5 meter Kukuo head shaped steam shroud around the user as he strikes. This attack causes 120 damage. For each additional point spent, the damage increases by 5 damage but loses 0.5x speed or vice versa. Up to 14 points can be spent in total and Horn Breaker cannot be used at same time as other techs or Rampage skills. Can only be used outside of Complete Transformation and once total.

Pathway 3: Harmonized Bijuu
Level One - Chakra Shroud
  • Perfect Chakra Shroud - The user’s Chakra Shroud form is now shades of white and grey, resembling the Five-Tails’ full form. This form is also stronger than normally, gaining +10 damage and a +10 durability increase.
  • Chakra Arm Extension - The users Chakra Arms are augmented by Steam, causing 15 more damage on contact.
  • Shrouded Dimension - The user extends the time his Chakra Shroud state lasts by 3 turns and shortens the chakra cost per turn by half.
Level Two - Incomplete Transformation
  • Yellowstone Eruption- The user gains the ability to release the Incomplete Tailed Beast Bomb outside of the transformed state, coated with Steam whenever it is used. This grants the technique 5 Speed Levels to it’s speed.
  • Empowered Incomplete State - When transformed, the user gains an additional 20 damage to their Bijuu derived techniques. These do not include Steam based skills.
Level Three - Complete Transformation
  • Hazy Bijuudama - The user gains the ability to mix the Steam with their Tailed Beast Bomb, creating a powerful Tailed Beast Bomb capable of traveling at 40 speed while burning everything in it’s path. A powerful trail of steam covering mid range is left behind after this technique, causing 15 damage per turn to those caught in the steam as well as obscuring vision outside of mid range. This lasts up to 3 turns.
  • Paired Transformation - The user gains the ability to summon the Five-Tails to the field without transforming into him. For this to happen, the user must keep at least half of the Bijuu chakra within him and summon it which leaves it at its base power level. He also gains a chakra cloak reminiscent of his Perfect Chakra Shroud without the attribute boosts.
  • Enhanced Transformation - The user's transformed state is notably more powerful than before with the user in control, gaining a +50 to it's Bijuu techniques. He is also capable of using the Tailed Beast Bomb outside of his Bijuu State.
 
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Six-Tailed Beast Techniques​

( Shabondama Ninjutsu ) - Soap Bubble Technique
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short – Long
Chakra: 20 - 40
Damage: 40 - 80
Description: A skill unique to the Six-Tails and it's Jinchuriki, this jutsu allows the user to manipulate SOap Bubble Ninjutsu in an assortment of ways. Formed after making the appropriate handseals, this allows the user to release bubbles with the purpose of defending constructs of amplifying defenses. These bubbles can range in both size and shape, being capable of forming elaborate shapes and constructs. Bubbles require more force than normal to burst when created on their own and extending part of this to other techniques, augmenting the damage they can defend from. These bubbles carry no properties of Bubble Ninjutsu beside the basic variant described above.
Note: This can only be used by Rokubi and it's Jinchuriki.
Note: Healing Bubbles can only be utilized if the skill has been acquired.

( Acidic Slime ) - Acidic Slime
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short – Long
Chakra: 20 - 40
Damage: 40 - 80
Description: A skill unique to the Six-Tails and it's Jinchuriki, this jutsu allows the user to manipulate Acidic Slime in an assortment of ways. Formed after making the appropriate handseals, this allows the user to release acid in the form of waves, oceans, and even slime based familiars to attack on the user's command. This acid carry no properties of Acidic Slime beside the basic variant which shares the same traditional properties of normal Water Release except the weakness to Lightning.
Note: This can only be used by Rokubi and it's Jinchuriki.
Note: Soulsburn can only be utilized if the skill has been acquired.

( Rokubi Fukanzen Henji no Justu) - Six-Tailed Initial Transformation Technique
Type: Mode
Rank: A
Range: Short
Chakra cost: ( +650 Chakra, -20 per turn )
Damage points: ( +30 to Soap Bubble Ninjutsu, Water and Acid techniques )
Description: When the incomplete form is activated, the user borrows chakra from Saiken before a blinding blue layer of chakra and acid envelops them. The user is then covered in a chakra shroud with horns protruding from the head and having 6 Tails. He constantly secretes a layer of slime which can cause high burns on contact, dealing 40 damage per turn. Entering Version 2 creates a great deal of energy, producing craters beneath the user and destroying any restraints that might have been placed upon them beforehand while pushing other users back to mid range. The user becomes capable of reducing up to 40 damage per attack and can ignore the drawbacks of the Health System while in this form.
Note: This form only lasts a maximum of 10 turns.
Note: Can only be used twice, after each usage the user cannot activate it for at least 6 turns. Should it end, the user is left unable to use any Bijuu jutsu above A rank for two turns.

( Rokubi chon Hengi no Jutsu ) - Six-Tailed Full Transformation Technique
Type: Mode
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A ( +40 to Soap Bubble/Acid Techniques and Water Techniques)
Description: The user borrows chakra from Saiken before a blinding white layer of chakra and acid envelops them as the Six-Tailed Beast is released into the world. Saken is an enormous white — with a light blueish tint — bipedal slug with stubby arms, feet and six long tails. It has two prominent optical tentacles (eyes) and hole-like openings as a mouth. Its entire body is covered in a thick, slimy substance Entering Complete Transformation creates a great deal of energy, producing craters beneath the user and destroying any restraints that might have been placed upon them beforehand while pushing other users back to mid range. While active, Saiken is capable of using Acid and Soap Bubble Ninjutsu, Water, and Tailed Beast Techniques. Much like all other Tailed Beast, Saiken has 80 damage reduction as well as a damage increase to its techniques by +40. Saiken is not known for being agile, having the ability to move at only 30 speed. However, he and his body leaves behind great amounts of acid that cause 80 damage per turn. He also has 700 Health and is able to track up to 4 times his speed. When the Six-Tailed Complete Transformation is used, the user gains a separate pool of chakra to draw from. Saiken’s Chakra pool is 3000 Chakra and when roaming free/unsealed, this pool is doubled though this means a Ninja World Mod is controlling it.
Note: Each use lasts up to 10 turns before the user wakes up. After waking, he cannot make use of any Jinchuriki or Tailed Beast skills above the basic Chakra Shroud state for 5 turns. Can only be activated twice per arc.
Note: The user is capable of summoning Saiken at any stage of mastery; during initial stages, this causes him to release Saiken in an enraged state, temporarily boosting his power higher than normally but relinquishing all control over him which causes a Ninja World Moderator to then control his actions, gaining a damage boost to a +60 instead of 40. The user is also rendered KO for the remainder of the event. This, however, does not mean he will lose the Bijuu and will retain it the next arc.

( Biju Kontorōru ) - Tailed Beast Control
Type: State
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Six-Tailed Beast, known as Saiken, was once part of an entity called the Ten Tails but now resides within a sealing formula marked on a vessel. This seal, known as the Encompassing Bubble, can allow the Jinchuriki to gain the abilities of the Tailed Beast in varying levels, depending on his own mastery and connection with the beast. As more experience and control is gained, new skills awaken, each maintained under a specific threshold. These are divided into Passive Effects, Bijuu States and Bijuu Skills. The first of the three contains two different passive effects, one shared between Bijuu known as Overwhelming Presence. This can only be triggered when the Bijuu itself is activated regardless of mastery. The second, unique to Saiken, is known as Acid Rain. Both can be found as their own technique.

Bijuu States, also known as Jinchuriki Transformations, are transformations that occur when the Jinchuriki draws upon the chakra and influence of it's Tailed Beast. Depending on their level of control, only certain states can be accessed regularly. Regardless of the Jinchuriki Path chosen, there are certain abilities and techniques that are shared across each path, shown below:
Level 1
  • Chakra Arms - Gain the ability to use Chakra Arms via the Bijuu shroud. Requires Chakra Shroud access first.
  • Chakra Shroud - Borrow chakra from your tailed beasts and allow it to empower you with a mini replication of the Tailed Beast.
  • Chakra Shockwave - Release a massive wave of chakra that pushes forces back. Requires Chakra Shroud to use.

Level 2
  • Chakra Transfer - Gain the ability to access large amounts of the Bijuu chakra without having to enter any state.
  • Genjutsu Immunity - Gain the ability to be immune to none Doujutsu or higher level Genjutsu by having your Bijuu break you from it.
  • Incomplete Tailed Beast Bomb - Gain the ability to fire a weaker variant of the Tailed Beast Bomb when in Incomplete Mode.
  • Acid/Bubble Usage: Depending on Path, you can gain access to one skill at the Chakra Shroud state. This allows the second skill without any of the special abilities associated with it.
  • Incomplete State: The user can transform into a larger incomplete version of the Tailed Beast.

Level 3
  • Complete Transformation - The user releases Saiken, allowing it to rampage around the field. Note: This state can be forcibly triggered by the user regardless of control. If the user has not achieved the highest control, then the beast will be let free at max power and rampage for one full arc. It cannot be stolen nor sealed during this time and the user will be unable to battle and is considered KOed for an arc. The beast will then be controlled by NW Moderators to their discretion.
  • Tailed Beast Bomb - Allows the user to fire off the powerful technique of Bijuu. Requires Complete Transformation

Outside of these shared abilities, Saiken’s Jinchuriki are capable of connecting with the Beast differently which allows them to have varying skills and abilities gained from it, chosen by the different paths one can go. Each Path has abilities unique to it, requiring missions of varying difficulty before it can be obtained.

Pathway 1: Acidic Slime
Level One - Chakra Shroud
  • Acid Usage - Gain the ability to use Acid. If another KG/AN/HA or Mode is chosen for Dual Abilities, Bubble Skills cannot be gained later.
  • Enhanced Acid - The user's Acid techniques have strengthened, gaining an additional 20 damage. Requires Acid Usage skill.
  • Acidic Conversion - The user's B rank and lower Water techniques can now be used as Basic Acid jutsu. This does not apply to techniques explicitly stated to enhance Water jutsu or similar descriptions. Requires Acid Usage skill.
  • Acidic Strike - Once every 4 turns, the user coats a weapon in Acid. While this weakens his physical power and loses the passive damage boost gained from Enhanced/Fortified Acid, the user’s weapon strikes gain the ability to bypass physical defenses within reason such as armors or physical cloaks and deal direct damage to the target.
Level Two - Incomplete Transformation
  • Acid Water - The user's S rank and lower Water techniques can now be used as Basic Acid jutsu. This does not apply to techniques explicitly stated to enhance Water jutsu or similar descriptions. Requires Acid Usage skill
  • Fortified Acid - The user’s Acid techniques have strengthened over time, gaining a notable +30 damage boost. Requires the user to have first obtained Incomplete Transformation level.
  • Soulsburn - The user exchanges initial damage for continued damage, causing spiritual burns to targets. Creating spiritual acid that glows brighter than normal, the user causes his acid techniques for the next three turns to deal spiritual damage instead of physical. However, this does not prevent it’s acidic nature from burning through solids and other jutsu as normal. This can be used 3 times a battle.
  • Acid Amaterasu - The user creates 2 fast moving spiraling streams of acid that drills through targets, carrying 100 damage though on direct contact, it causes only 40 damage. While this technique deals low damage, it cannot be reduced and will cause acid burns, inflicting 20 physical damage per turn that requires S rank Medical or Yang jutsu to heal. These streams move at 40 speed, spawning 10 meters away from the target.
Level Three - Complete Transformation
  • Acidic Gorgons - The user creates a giant pool of acid at his feet that rises around him, creating a giant monstrosity shaped like a miniature 6-Tails around him. This 10 meter tall guardian grants the user the ability to burn incoming attacks with acid, reducing their effectiveness without counting as a debuff. This melts away 50 damage from attacks. This can only be done once per battle, costing a move per turn.
  • Storm of Acid - The user spawns a massive maelstrom of acid that begins to ravage and launch acid in multiple directions. This hurricane is unique in it’s composition, being capable of burning through any physical obstacle presented regardless of strength and power within 2 turns. While no physical obstacle can last longer than a turn, this maelstrom deals 120 spiritual damage on contact with living entities. This maelstrom lasts for 3 turns unless defeated and continues to throw acid at enemies every turn at 35 Speed. This can only be used once per battle at the cost of a move per turn.

Pathway 2: Bubble Bombard
Level One - Chakra Shroud
  • Bubble Usage - Gain the ability to use Bubble Ninjutsu. If another KG/AN/HA or Mode is chosen for Dual Abilities, Acid Skills cannot be gained later.
  • Enhanced Bubbles - The user's Bubbles techniques have strengthened, gaining an additional 20 damage. Requires Bubble Usage skill.
  • Bubbly Conversion - The user's B rank and lower defensive Water techniques can now be passively enhanced with a Basic Bubble. This does not apply to techniques explicitly stated to enhance Water jutsu or similar descriptions. Requires Bubble Usage skill.
  • Hubble Bubble - The user gains the ability to levitate and float from a bubble, moving at max speeds while within the bubble. Capable of being used to jutsu, the user can apply this to jutsu once every 2 turns and allow them to float and levitate at the speed of an A rank Water Jutsu. Counts as a move per turn and an A rank jutsu.
Level Two - Incomplete Transformation
  • Bubbly Barricade - The user's S rank and lower Defensive Water techniques can now be passively enhanced with a Basic Bubble. This bubble increases the capabilities of defensive techniques, granting them an additional 20 damage. This does not apply to techniques explicitly stated to enhance Water jutsu or similar descriptions. Requires Bubble Usage skill
  • Fortified Bubbles - The user’s Bubble techniques have strengthened over time, gaining a notable +30 damage boost. Requires the user to have first obtained Incomplete Transformation level.
  • Healing Bubble - The user gains the ability to utilize healing bubbles, granted via Water release. The user can use his bubbles to heal both allies and constructs, restoring up to 30 health to Familiars, Defensive Techniques and Constructs, and restore up to 20 health to allies per use. Cannot be stacked and can only be used one non living entities once.
  • Advanced Healing Bubbles - The user creates a giant 5 meter wide healing bubble in a remote location, using it to heal allies. While this can be spawned around the user, he will not be part of those healed. Allies will be healed for 90 damage per use, healing up to 3 others at a time. However, healing is divided by the number of allies healed. This can be used up to 3 times per battle and counts as a move per turn.
Level Three - Complete Transformation
  • Hubble Bubble Max - The user creates a Continuous TBB that is composed of five 10 meter sized TBBs that fires at the enemy. This bombard of bubbles deal massive exploding Water damage, dealing 100 damage each or deal collectively 140 if all used at once. What is unique about these bubbles is that if they are stronger than opposing defenses, these bubbles can encompass a technique and be instead be used against opponents, bursting to deal 40 damage + the damage of the original technique instead of this ability’s original damage. This can only be used once and counts as a move per turn.
  • Medicated Bubble - The user becomes capable of extending bubble durability to allows similarly to Advanced Healing Bubble. This differs from the original technique by allowing up to 5 personal bubbles to be created around allies, being 1 meter in size. Each bubble grants an additional 25 bonus damage shaving and doubles healing abilities proficiency per turn. This lasts up to 4 turns and can only be used once and counts as a move per turn.

Pathway 3: Harmonized Bijuu
Level One - Chakra Shroud
  • Perfect Chakra Shroud - The user’s Chakra Shroud form is now shades of white and light blue, resembling the Six-Tails’ full form. This form is also stronger than normally, gaining +10 damage and a +10 durability increase.
  • Chakra Arm Extension - The users Chakra Arms are augmented by Acid, causing 10 additional damage per turn that can’t be mitigated for 3 turns. This can be healed by Medjutsu and other techniques.
  • Shrouded Dimension - The user extends the time his Chakra Shroud state lasts by 3 turns and shortens the chakra cost per turn by half.
Level Two - Incomplete Transformation
  • Acidic Bubbles Eruption- The user gains the ability to release the Incomplete Tailed Beast Bomb outside of the transformed state, coated with Acid whenever it is used. This allows the technique to burn through obstacles with ease, causing critical damage on contact from the burns.
  • Empowered Incomplete State - When transformed, the user gains an additional 20 damage to their Bijuu derived techniques. These do not include Acid or Bubble based skills.
Level Three - Complete Transformation
  • Acidic Tailed Beast Bomb- The user creates an acidic Tailed Beast Bomb that the user fires at targets. This TBB travels and leaves acid in it’s path, flooding the battlefield with highly acidic water that the user can later control at the cost of a move per turn. This TBB moves at 35 speed and deals 100 damage on contact and an additional 100 per turn from the acid. This acid splits it’s damage in spiritual as well as physical damage.
  • Paired Transformation - The user gains the ability to summon the Six-Tails to the field without transforming into him. For this to happen, the user just keep at least half of the Bijuu chakra within him and summon it which leaves it at its base power level but allows the user to access the Chakra Shroud state as well as Bijuu and Jinchuriki skills related to it.
  • Enhanced Transformation - The user's transformed state is notably more powerful than before with the user in control, gaining a +50 to it's Bijuu techniques.
 
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Seven-Tailed Beast Techniques​

( Rinpun ) - Scale Powder
Type: Supplementary
Rank: B - S
Range: Short – Long
Chakra: 20 - 40
Damage: N/A
Description: A skill unique to the Seven-Tails and its Jinchuriki, this jutsu allows the user to manipulate Scale Powder in an assortment of ways. Formed after making the appropriate handseals, this allows the user to release the normally blindingly bright powder in various forms designed to trigger status effects. These effects ( Sleep, Poison, Frozen, and Confusion ) are triggered when a unique meter known as the Status Meter is filled, determined via rank of the Scale Powder technique used. Starting at 2 units at D rank, the amount of units gained when hit increases by 1 per rank and caps at 5 for A rank and higher. Once the meter reaches 10, this effect is triggered and causes opponents to succumb to the effects listed below:
  • Scale Powder - Appears as a salt white powder. Unlike other variants, this does not need to be triggered via Status meter and instead triggers instantly. When triggered, this causes blindness for a turn and prevents sight via normal, chakra or spiritual sensory. Cannot be used in consecutive turns.
  • St Trina’s Slumber - Appears as a pink scale powder, shining faint pink. When triggered, targets fall asleep and remain asleep until either they take at least 60 damage or 4 turns. Genjutsu or other mental techniques aimed at controlling the target spiritually cannot be used against them while sleeping.
  • Vile Fume - Appears as a thick blackish green scale powder, emanating a faint green light. When triggered, targets become poisoned and suffer 10 damage per turn that cannot be shaved. Lasts until healed via Yang or Medjutsu or until 80 damage is taken.
  • Winds of Zamor - Appears as a sky blue scale powder, giving off a near blinding white light. When triggered, targets become frostbite and suffer a large reduction in moving speed as well as damage reduction. This reduces their base speed by 20% as well as their physical damage reduction abilities by 20 damage. If they have no damage reduction abilities, then they will suffer a bonus 20 damage from physical attacks. Last for 3 turns or until the target suffers 60 Fire-based damage.
  • Erys’ Daze - Appears as an indigo scale powder, glowing with a light purple hue. When triggered, it causes Confusion and the inability to discern ally from enemy, requiring an official Discord Roll to determine if the target attacks themself, enemies or allies. This is determined by a 25% chance of the attack missing, increasing by 5% for every ally or familiar present on the user’s side. Lasts for 3 turns or until they take at least 60 damage.
Note: Each use of this technique can only utilize one form of Scale Powder at a time. However, up to 2 effects can be in place at any given time. St Trina’s Slumber and Erys’ Daze cannot be combined nor can Vile Fume and Winds of Zamor be combined.
Note: Each turn passed without taking damage/units towards a status effect will result in that status being reduced by 2 units. This does not apply if the status is triggered.
Note: This can only be used by Nanabi and its Jinchuriki.
Note: More than one form can only be utilized if the skill has been acquired.

( Kōka Kenpo ) - Hardened Silk
Type: Supplementary
Rank: B - S
Range: Short – Long
Chakra: 20 - 40
Damage: N/A
Description: A skill unique to the Seven-Tails and its Jinchuriki, this jutsu allows the user to manipulate Hardened Silk Ninjutsu in an assortment of ways. Formed after making the appropriate handseals, this allows the user to release hardened silk in the form of spikes, pillars, walls, and even hardened silk based familiars to attack on the user's command. These Silk creations carry no other properties of Silk beside the basic variant described above.
Note: This can only be used by Nanabi and its Jinchuriki.
Note: This can only be utilized if the skill has been acquired.

( Bijutsu: Hikō mushi no jutsu ) - Tailed Beast Skill: Flying Bug Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15
Damage points: N/A
Description: The user manifests two beast tails that come out from their lower back in the form of a pair of wings that allows them to fly. This technique lasts for a maximum of 3 turns and if choosing to dodge through flight, it counts towards the users 3 per turn usage. The user moves at double their speed when activated, allowing them to move swiftly when needed.
Note: This can only be used by Nanabi and its Jinchuriki.

( Nanabi Fukanzen Henji no Justu) - Seven-Tailed Initial Transformation Technique
Type: Mode
Rank: A
Range: Short
Chakra cost: ( +700 Chakra, -20 per turn )
Damage points: ( +30 to Scale Powder, Wind Release and Silk techniques )
Description: When the incomplete form is activated, the user borrows chakra from Chomei before a blinding silver layer of chakra and silk envelops them. The user is then covered in a chakra shroud with horns protruding from the head and having 7 Tails, 5 of which are capable of being used as wings to move at max speeds. Entering Version 2 creates a great deal of energy, producing craters beneath the user and destroying any restraints that might have been placed upon them beforehand while pushing other users back to mid range. The user becomes capable of reducing up to 50 damage per attack and can ignore the drawbacks of the Health System while in this form.
Note: This form only lasts a maximum of 10 turns.
Note: Can only be used twice, after each usage the user cannot activate it for at least 6 turns. Should it end, the user is left unable to use any Bijuu jutsu above A rank for two turns.

( Nanabi chon Hengi no Jutsu ) - Seven-Tailed Full Transformation Technique
Type: Mode
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A ( +40 to Scale Powder/Silk Techniques and Wind Techniques)
Description: The user borrows chakra from Chomei before a blinding white layer of chakra and silk envelops them as the Seven-Tailed Beast is released into the world. Chomei resembles a blue, armoured kabutomushi with six of its seven tails resembling green insect wings, along with an actual seventh tail, all growing from the end of its abdomen. The stem of the tail is green but the wings are orange. Its eyes seem to be covered by a helmet-like skull, from inside of which, an orange glow can be seen. It also has spike protrusions on its shoulders and a row of slits on each shoulder, and six legs — three on each side. The legs are also covered by the blue armour, with the exception of extreme ends which are green in colour. It has two pincers with three parts on its face, covering a mouth full of sharp teeth. Entering Complete Transformation creates a great deal of energy, producing craters beneath the user and destroying any restraints that might have been placed upon them beforehand while pushing other users back to mid range. While active, Chomei is capable of using Scale Powder and Silk Ninjutsu, Wind Release, and Tailed Beast Techniques. Much like its armored ally Isobu, Chomei has 100 damage reduction as well as a damage increase to its techniques by +40. Chomei is not extremely agile due to the massive armored form he has, having the ability to move at 30 speed. He also has 700 Health and is able to track up to 4 times his speed. When the Seven-Tailed Complete Transformation is used, the user gains a separate pool of chakra to draw from. Chomei’s Chakra pool is 3000 Chakra and when roaming free/unsealed, this pool is doubled though this means a Ninja World Mod is controlling it.
Note: Each use lasts up to 10 turns before the user wakes up. After waking, he cannot make use of any Jinchuriki or Tailed Beast skills above the basic Chakra Shroud state for 5 turns. Can only be activated twice per arc.
Note: The user is capable of summoning Chomei at any stage of mastery; during initial stages, this causes him to release Chomei in an enraged state, temporarily boosting his power higher than normally but relinquishing all control over him which causes a Ninja World Moderator to then control his actions, gaining a damage boost to a +60 instead of 40. The user is also rendered KO for the remainder of the event. This, however, does not mean he will lose the Bijuu and will retain it the next arc.

( Biju Kontorōru ) - Tailed Beast Control
Type: Skill
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Seven-Tailed Beast, known as Chōmei, was once part of an entity called the Ten Tails but now resides within a sealing formula marked on a vessel. This seal, known as the Sigil of the Silk Knight, can allow the Jinchuriki to gain the abilities of the Tailed Beast in varying levels, depending on his own mastery and connection with the beast. As more experience and control is gained, new skills awaken, each maintained under a specific threshold. These are divided into Passive Effects, Bijuu States and Bijuu Skills. The first of the three contains two different passive effects, one shared between Bijuu known as Overwhelming Presence. This can only be triggered when the Bijuu itself is activated regardless of mastery. The second, unique to Chōmei, is known as Shining Pollen. Both can be found as their own technique.

Bijuu States, also known as Jinchuriki Transformations, are transformations that occur when the Jinchuriki draws upon the chakra and influence of it's Tailed Beast. Depending on their level of control, only certain states can be accessed regularly. Regardless of the Jinchuriki Path chosen, there are certain abilities and techniques that are shared across each path, shown below:
Level 1
  • Chakra Arms - Gain the ability to use Chakra Arms via the Bijuu shroud. Requires Chakra Shroud access first.
  • Chakra Shroud - Borrow chakra from your tailed beasts and allow it to empower you with a mini replication of the Tailed Beast.
  • Chakra Shockwave - Release a massive wave of chakra that pushes forces back. Requires Chakra Shroud to use.
Level 2
  • Chakra Transfer - Gain the ability to access large amounts of the Bijuu chakra without having to enter any state.
  • Genjutsu Immunity - Gain the ability to be immune to none Doujutsu or higher level Genjutsu by having your Bijuu break you from it.
  • Incomplete Tailed Beast Bomb - Gain the ability to fire a weaker variant of the Tailed Beast Bomb when in Incomplete Mode.
  • Scale Powder/Silk Cocoon Usage: Depending on Path, you can gain access to one skill at the Chakra Shroud state. This allows the second skill without any of the special abilities associated with it.
  • Incomplete State: The user can transform into a larger incomplete version of the Tailed Beast.
Level 3
  • Complete Transformation - The user releases Chōmei, allowing it to rampage around the field. Note: This state can be forcibly triggered by the user regardless of control. If the user has not achieved the highest control, then the beast will be let free at max power and rampage for one full arc. It cannot be stolen nor sealed during this time and the user will be unable to battle and is considered KOed for an arc. The beast will then be controlled by NW Moderators to their discretion.
  • Tailed Beast Bomb - Allows the user to fire off the powerful technique of Bijuu. Requires Complete Transformation
Outside of these shared abilities, Chōmei’s Jinchuriki are capable of connecting with the Beast differently which allows them to have varying skills and abilities gained from it, chosen by the different paths one can go. Each Path has abilities unique to it, requiring missions of varying difficulty before it can be obtained.

Pathway 1: Scaly Retribution
Level One - Chakra Shroud
  • Scale Powder Usage - Gain the ability to use Scale Powder. If another KG/AN/HA or Mode is chosen for Dual Abilities, Exoskeleton Skills cannot be gained later.
  • Enhanced Powder- The user's Scale Powder techniques have strengthened, shortening the duration needed to trigger a status effect. This reduces the time needed for Sleep and Poison by 1 unit. Requires Scale Powder Usage skill.
  • Conversion Dust - The user's B rank and lower non-offensive Wind techniques can now be used as Basic Scale Powder jutsu. This does not apply to techniques explicitly stated to enhance Wind jutsu, techniques that do not travel/are instant or similar descriptions. Requires Scale Powder Usage skill.
  • Stun Spore - The user coats his limbs or weapons with glowing scale powder, a faint golden hue emanating from it. Should contact be made with an opponent, the user is capable of causing them to become stunned. This staggers their tracking and movement, lowering them both by 5% per hit. These effects last up to 3 turns per hit and can stack, allowing up to a 20% reduction. Counts as a move per turn.
Level Two - Incomplete Transformation
  • Empowered Powder - The user’s Scale Powder’s potency has increased, allowing him to make use of Winds of Zamor and Erys’ Daze Scale Powder variants. This also shortens the time needed to trigger effects by 2 units.
  • Augmented Powder - The user’s S rank and lower non-Offensive Wind techniques can now be used as Basic Scale Powder jutsu. This does not apply to techniques explicitly stated to enhance Wind jutsu, techniques that do not travel/are instant or similar descriptions. Requires Scale Powder Usage skill.
  • Augmented Toxicity - The user’s poisonous Scale Powder becomes capable of inflicting Badly Poisoned status effects, carrying the same effects as before, now dealing 30 damage per turn and requires S ranked Medjutsu or Yang to heal. Healing will require double the chakra as normal to heal and leaves the target with 10% lowered total health unless healed by Yang. This is triggered after one hit and counts as an S rank move per turn, usable twice a battle.
Level Three - Complete Transformation
  • Scale Powder TBB - The user gathers large amounts of scale powder as he creates a TBB. As this Powder is gathered, it completely fills the short range radius with a randomized type of Scale Powder ( Augmented Toxicity and Stun Spore included ). When fired, this type of Powder covers the landmark and 2 landmarks next to it within 1 turn. Those exposed to this powder will have Poison, Stunned, or Badly Poisoned triggered after one full turn. Sleep or Confusion will trigger after 2 turns of exposure. If the status effect is the same as Shining Pollen, this reduces the time needed by half. This can only be used once.

Pathway 2: Armored Knight
Level One - Chakra Shroud
  • Silk Usage - Gain the ability to use Silk skills. If another KG/AN/HA or Mode is chosen for Dual Abilities, Scale Powder Skills cannot be gained later.
  • Enhanced Silk - The user's Silk techniques have strengthened, gaining an additional 20 damage. Requires Silk Usage skill.
  • Silk Shot - The user fires a 3m thickened shot of silk at the target. This silk has special properties that allow it to burn through spiritual defenses. This silk, counting as an A rank jutsu, can only be used three times and allows targets' spiritual defenses to lower by 15 per shot. This moves at 30 speed and deals 60 damage.
  • Silk Knight Armor - The user secretes silk to form darkened, chitinous thick armor resembling the Bijuu’s armored skin. This armor, composed of a helm, chest piece and leg/arm guards, is significantly strong against physical attacks, reducing a bonus 40 damage from said type of techniques. This armor has 60 health that is reduced alongside the user’s health should an attack exceed the user’s damage shaving. Must be in use to utilize Silk Knight skills. This can only be used twice, lasting 3 turns.
Level Two - Incomplete Transformation
  • Binding Silk - The user’s silk gains special spiritual properties, though this does not allow the silk to deal spiritual damage. Instead, it causes any of the target’s spiritual attacks to deal physical damage on the user instead of spiritual. This lasts for 3 turns and can be used up to 3 times a battle.
  • Silk Knight’s Sword - The user creates a black straight sword formed from the chitinous armor he wears. This sword is capable of dealing 80 damage normally and 120 if the Silk Knight Armor is worn while used. This sword is also capable of using Silk techniques in the form of hardened chitin instead of its usual flexible nature with +30 damage, though it has a notable weakness to lightning in this form. Sword use counts as a move per turn.
  • Silk Knight’s Shield - The user creates a black shield formed from the chitinous armor he wears. This shield is capable of blocking up to 80 damage normally and 120 if the Silk Knight Armor is worn. Once per battle, the user can enhance this shield with hardened yet sticky silk to allow it to become an adhesive for attacks, extending half a meter from the shield’s surface. This allows it to “capture” attacks of 120 physical damage and lower and rebound it at targets. This parry reflects non-energy based attacks it can interact with. When used to block a jutsu, it counts as a move per turn.
Level Three - Complete Transformation
  • Fortified Home - The user uses his silk to generate a massive silk cocoon around him for defense. This cocoon, covering a 8 meter radius, is durable enough to withstand both physical and spiritual damage up to 100. While within this, the user also undergoes his Complete Transformation, changing states as he erupts from the cocoon after 1 turn. Erupting, the user causes a massive burst of powerful silk to erupt and cover the earth in sticky silk that binds movement and makes it difficult to travel, reducing speed significantly by half. In addition to this, when the user erupts from the cocoon, his Bijuu is equipped with the Silk Knight’s Sword, capable of dealing 120 damage per turn.
  • Armored Warrior - The user enters a form unique to him in which he does not actually change form. Instead, he takes on the armored form of the Seven-Tails as the actual armor he wears. This armored form grants him all of the Seven-Tails normal enhancements, minus the use of his Presence and Shining Pollen. This form has immunity to Health Drawbacks. This form allows him to utilize Silk Knight's Shield or Sword with an additional 30 damage capabilities added on, however this usage can only be done once.

Pathway 3: Harmonized Bijuu
Level One - Chakra Shroud
  • Perfect Chakra Shroud - The user’s Chakra Shroud form now flickers between shades of white-pink, light blue, and light green, resembling the Seven-Tails’ full form. This form is also stronger than normally, gaining +10 damage and a +10 durability increase.
  • Chakra Arm Extension - The users Chakra Arms are augmented by Scale Powder, causing a random status effect to be triggered after 4 consecutive hits.
  • Shrouded Dimension - The user extends the time his Chakra Shroud state lasts by 3 turns and shortens the chakra cost per turn by half.
Level Two - Incomplete Transformation
  • Scale Powder Eruption- The user gains the ability to release the Incomplete Tailed Beast Bomb outside of the transformed state, augmented with Scale Powder whenever it is used. This allows the technique to add 8points of a random status effect, triggered via an official roll in the Discord server. This effectively gives more than half a meter of any Status effect, reducing the time needed to trigger.
  • Empowered Incomplete State - When transformed, the user gains an additional 20 damage to their Bijuu derived techniques. These do not include Scale Powder or Silk based skills.
Level Three - Complete Transformation
  • Armored Tailed Beast Bomb- The user creates a Tailed Beast Bomb that the user fires at targets. Because this Tailed Beast Bomb is augmented by hardened chitinous silk, this TBB noticeably hits much harder than others, dealing an additional 25 damage. This TBB also scatters behind Scale Powder of the basic kind, blinding anyone on the battlefield except the user for 2 turns. This TBB moves at 35 speed and deals 180 damage on contact
  • Paired Transformation - The user gains the ability to summon the Seven-Tails to the field without transforming into him. For this to happen, the user just keep at least half of the Bijuu chakra within him and summon it which leaves it at its base power level but allows the user to access the Chakra Shroud state as well as Bijuu and Jinchuriki skills related to it.
  • Enhanced Transformation - The user's transformed state is notably more powerful than before with the user in control, gaining a +50 to it's Bijuu techniques.
 
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Eight-Tailed Beast Techniques​

( Sumire Inku ) - Violet Ink Ninjutsu
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short – Long
Chakra: 20 - 40
Damage: 40 - 80
Description: A skill unique to the Eight-Tails and it's Jinchuriki, this jutsu allows the user to manipulate dark purple Ink in an assortment of ways. Formed after making the appropriate handseals, this allows the user to release purple ink in the form of waves, pools, and even liquid familiars to attack on the user's command. This Ink shares some properties of Ink Ninjutsu such as it's ability to reduce AGL but cannot reduce DEX. In exchange, this Ink does not carry the same weakness to Earth that normal Ink does.
Note: This can only be used by Gyuki and it's Jinchuriki.
Note: Violet Ink Scripts can only be utilized if it's respective skill has been acquired.

( Shidenton ) - Purple Lightning Release
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short – Long
Chakra: 20 - 40
Damage: 40 - 80
Description: A skill unique to the Eight-Tails and it's Jinchuriki, this jutsu allows the user to manipulate bright purple Lightning in an assortment of ways. Formed after making the appropriate handseals, this allows the user to release purple lightning in the form of bolts, shields, swords and even Purple Lightning familiars to attack on the user's command. This Lightning carries no properties of Purple Lightning beside the basic variant which shares the same traditional properties of normal Lightning Release with an additional Strength to Fire.
Note: This can only be used by Gyuki and it's Jinchuriki.
Note: Madness Lightning can only be utilized if it's respective skill has been acquired.

( Hachibi Fukanzen Henji no Justu) - Eight-Tailed Initial Transformation Technique
Type: Mode
Rank: A
Range: Short
Chakra cost: ( +800 Chakra, -20 per turn )
Damage points: ( +30 to Lightning and Ink techniques )
Description: When the incomplete form is activated, the user borrows chakra from Gyuki before a dark layer of chakra and ink envelops them. The user is then covered in a chakra shroud with horns protruding from the head and having 8 tentacle-like tails. Entering Version 2 creates a great deal of energy, producing craters beneath the user and destroying any restraints that might have been placed upon them beforehand while pushing other users back to mid range. The user becomes capable of reducing up to 40 damage per attack and can ignore the drawbacks of the Health System while in this form.
Note: This form only lasts a maximum of 10 turns.
Note: Can only be used twice, after each usage the user cannot activate it for at least 6 turns. Should it end, the user is left unable to use any Bijuu jutsu above A rank for two turns.

( Hachibi chon Hengi no Jutsu ) - Eight-Tailed Full Transformation Technique
Type: Mode
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A ( +40 to Ink and Lightning Techniques)
Description: The user borrows chakra from Gyuki before a dark black layer of chakra and ink envelops them as the Eight-Tailed Beast is released into the world. Gyuki is an ushi-oni with four long horns on its head. Extremely massive in size and dwarfing entire forests and towers, Gyuki’s has a muscular upper-body structure, with a hunched back similar to an American bison, arms with spiked protrusions on the elbows, and hands with opposable thumbs like that of a human. It’s lower left part of its horns is permanently sliced off It also has straight teeth. Instead of hind-legs, its lower half consists of its eight tails, which resemble the cephalopod arms of an octopus. Entering Complete Transformation creates a great deal of energy, producing craters beneath the user and destroying any restraints that might have been placed upon them beforehand while pushing other users back to mid range. While active, Gyuki is capable of using Ink, Taijutsu, Lightning Ninjutsu, and Tailed Beast Techniques. Gyuki has 80 damage reduction as well as a damage increase to its techniques by +40. Gyuki is not extremely agile on land, moving at 30 speed though this increase to 40 should he be submerged underwater He also has 800 Health and is able to track up to 4 times his speed. When the Eight-Tailed Complete Transformation is used, the user gains a separate pool of chakra to draw from. Gyuki’s Chakra pool is 3000 Chakra and when roaming free/unsealed, this pool is doubled though this means a Ninja World Mod is controlling it.
Note: Each use lasts up to 10 turns before the user wakes up. After waking, he cannot make use of any Jinchuriki or Tailed Beast skills above the basic Chakra Shroud state for 5 turns. Can only be activated twice per arc.
Note: The user is capable of summoning Gyuki at any stage of mastery; during initial stages, this causes him to release Gyuki in an enraged state, temporarily boosting his power higher than normally but relinquishing all control over him which causes a Ninja World Moderator to then control his actions, gaining a damage boost to a +60 instead of 40. The user is also rendered KO for the remainder of the event. This, however, does not mean he will lose the Bijuu and will retain it the next arc.

( Biju Kontorōru ) - Tailed Beast Control
Type: Skill
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Eight Tailed Beast, known as Gyuki, was once part of an entity called the Ten Tails but now resides within a sealing formula marked on a vessel. This seal, known as the Iron Armor Seal, can allow the Jinchuriki to gain the abilities of the Tailed Beast in varying levels, depending on his own mastery and connection with the beast. As more experience and control is gained, new skills awaken, each maintained under a specific threshold. These are divided into Passive Effects, Bijuu States and Bijuu Skills. The first of the three contains two different passive effects, one shared between Bijuu known as Overwhelming Presence. This can only be triggered when the Bijuu itself is activated regardless of mastery. The second, unique to Gyuki, is known as ________. Both can be found as their own technique.

Bijuu States, also known as Jinchuriki Transformations, are transformations that occur when the Jinchuriki draws upon the chakra and influence of it's Tailed Beast. Depending on their level of control, only certain states can be accessed regularly. Regardless of the Jinchuriki Path chosen, there are certain abilities and techniques that are shared across each path, shown below:
Level 1​
  • Chakra Arms - Gain the ability to use Chakra Arms via the Bijuu shroud. Requires Chakra Shroud access first.
  • Chakra Shroud - Borrow chakra from your tailed beasts and allow it to empower you with a mini replication of the Tailed Beast.
  • Chakra Shockwave - Release a massive wave of chakra that pushes forces back. Requires Chakra Shroud to use.
Level 2​
  • Chakra Transfer - Gain the ability to access large amounts of the Bijuu chakra without having to enter any state.
  • Genjutsu Immunity - Gain the ability to be immune to none Doujutsu or higher level Genjutsu by having your Bijuu break you from it.
  • Incomplete Tailed Beast Bomb - Gain the ability to fire a weaker variant of the Tailed Beast Bomb when in Incomplete Mode.
  • Violet Ink Usage/Purple Lightning Usage: Depending on Path, you can gain access to one skill at the Chakra Shroud state. This allows the second skill without any of the special abilities associated with it.
  • Incomplete State: The user can transform into a larger incomplete version of the Tailed Beast.
Level 3​
  • Complete Transformation - The user releases Gyuki, allowing it to rampage around the field. Note: This state can be forcibly triggered by the user regardless of control. If the user has not achieved the highest control, then the beast will be let free at max power and rampage for one full arc. It cannot be stolen nor sealed during this time and the user will be unable to battle and is considered KOed for an arc. The beast will then be controlled by NW Moderators to their discretion.

  • [*]Tailed Beast Bomb - Allows the user to fire off the powerful technique of Bijuu. Requires Complete Transformation​
Outside of these shared abilities, Gyuki’s Jinchuriki are capable of connecting with the Beast differently which allows them to have varying skills and abilities gained from it, chosen by the different paths one can go. Each Path has abilities unique to it, requiring missions of varying difficulty before it can be obtained.​

Pathway 1:Tempest Ink
Level One - Chakra Shroud
  • Ink Scripts - Gain the ability to use Violet Ink Ninjutsu. If another KG/AN/HA or Mode is chosen for Dual Abilities, Purple Lightning Skills cannot be gained later.
  • Enhanced Ink - The user's Violet Ink techniques have strengthened, gaining an additional 20 damage. Requires Ink Scripts skill.
  • Inked Conversion - The user's B rank and lower Water techniques can now be used as Basic Violet Ink jutsu. This does not apply to techniques explicitly stated to enhance Water jutsu, techniques that do not travel/are instant or similar descriptions. Requires Ink Scripts skill.
  • Printed Power - The user adds Ink Scripts to his liquid-based Ninjutsu, increasing their damage by a bonus 10 while reduces hit target's speed by 5 levels and lower their chakra reserves by 30. This can be used once every 3 turns and 4 times total. Requires Ink Scripts skill
Level Two - Incomplete Transformation
  • Fortified Ink - The user’s Ink techniques have strengthened over time, gaining a notable +30 damage boost. Requires the user to have first obtained Incomplete Transformation level.
  • Magenta Rivers - The user's S rank and lower Water techniques can now be used as Violet Ink jutsu. This does not apply to techniques explicitly stated to enhance Water jutsu or similar descriptions. Requires Ink Scripts skill.
  • Thunderous Ink - The user is able to make use of Violet Ink Scripts, lightning-enhanced liquid ink scripts that dampens a target's access to chakra while dealing extra damage per turn. This enhancement causes his Violet Ink to reduce target's active chakra pools by 40% of the damage of the technique, unable to be restored without receiving chakra from outside sources, and deals an additional 10 damage per turn for 3 turns but does not reduce their speeds or AGL. Requires the user to have first obtained Incomplete Transformation level. Can only be used once per turn.
  • Volt-Stained Spirits - The user's augments his liquid and solid-based Ninjutsu with Violet Ink Scripts that erupts when the technique hits a target, creating an omnidirectional burst of hundreds of Ink Scripts within a 10 meter radius, causing targets in this range to suffer from from a bonus 60 damage and suffer the effects of Thunderous Ink if directly touched. Can only be used 3 times and once every 4 turns. Requires Thunderous Ink Skill.
Level Three - Complete Transformation
  • Shiden Monsoons - The user enhances the Amethyst Inkstorm that that is created when Gyuki is summoned with Violet Ink Scripts, augmenting it with chakra binding properties. This causes those within the thunderstorm to suffer from a significant reduction of available chakra, sealing 50% of their active chakra when this is activated and an additional 5% each turn alongside the normal effects of Amethyst Inkstorm. This lasts for 3 turns and can only be used once.
  • Inkspawn Tide - The user enhances his Tailed Beast Bomb with Violet Ink Scripts, granting it new binding properties. While this Tailed Beast Bomb deals less damage than normal, it is capable of binding a target's chakra significantly better than Ink Scripts normally allows. This Bijuudama moves at 40 speed and deals only 100 damage but on contact, restricts up to 200 chakra of a target if hit directly, unable to be regained unless the 8-Tails is no longer present or defeated. Additional targets within the landmark will suffer a loss of 150 active chakra, restricting their reserves for 4 turns. This can only be used once per turn.

Pathway 2: Abyssal Stormborne
Level One - Chakra Shroud
  • Dark Storm - Gain the ability to use Purple Lightning. If another KG/AN/HA or Mode is chosen for Dual Abilities, Violet Ink cannot be gained later.
  • Enhanced Lightning - The user's Purple Lightning techniques have strengthened, gaining +20 damage. Requires Dark Storm Usage skill.
  • Electric Conversion - The user's B rank and lower Lightning techniques can now be used as Purple Lightning jutsu. This does not apply to techniques explicitly stated to enhance Lightning jutsu, techniques that do not travel/are instant or similar descriptions. Requires Dark Storm skill.
  • Volt Tackle - The user channels large amounts of Purple Lightning around them before diving forward, releasing it in a 5 meter radius as he spins. This creates 8 octopus-like lightning tentacles that spiral around him that can attack up to 4 different targets. For each target hit directly, the user reduces their chakra pools by 20 per tentacle. Can only be used three times with a 4 turn cooldown.
Level Two - Incomplete Transformation
  • Purple Transmutation - The user's S rank and lower Lightning techniques can now be used as Purple Lightning jutsu. This does not apply to techniques explicitly stated to enhance Lightning jutsu or similar descriptions. Requires Dark Storm skill
  • Fortified Lightning - The user’s Purple Lightning techniques have strengthened over time, gaining a notable +30 damage boost. Requires the user to have first obtained Incomplete Transformation level.
  • Madness Lightning - The user is able to make use of Madness Purple Lightning, gaining the ability to reduce Sanity when in direct contact with targets. This enhancement causes his Purple Lightning to deal Sanity Loss at the same rates as Keigoku. Requires the user to have first obtained Incomplete Transformation level and cannot be used at the same time as Ink Lightning. Madness Lightning Usage can only be done per turn.
  • Magenta Clouds - The user supercharges his Purple Lightning techniques, increasing the potency of their Sanity inducing effects at the cost of initial damage. Sacrificing 20 damage, this caused Purple Lightning techniques to deal half of the original techniques' Sanity Loss as Bonus Sanity Loss. Meaning if they originally lost 4 Sanity, they will now lose an additional 2 for 6 total. This lasts for 3 turns and can be used 3 times a battle, requiring a break of at least 3 turns in between usages.
Level Three - Complete Transformation
  • Purple Rain - The user enhances the Purple Rainfield that is created when Gyuki is summoned, augmenting it with Madness Lightning's enhancements. This causes the rain to now cause 8 Sanity Loss per turn while now dealing a bonus 20 damage per turn alongside the normal effects of Amethyst Inkstorm. This lasts for 3 turns and can only be used once.
  • Amethyst Chaos - The user creates a giant Tailed Beast Bomb enhanced with Madness Lightning as a two part technique. In the first turn, a quick pulse of lightning is released. This pulse, moving at 45 speed and extending across two landmarks, applies Critical Madness loss to targets at the cost of a move per turn. In tbe second turn, the Lightning coated Tailed Beast Bomb is released, traveling at 35 speed and dealing 100 damage on contact and 10 Sanity Loss. This Loss, should the target be hit by the initial pulse as well, will be considered Critical and deal doubled Sanity Loss. This can only be used once and the Critical Sanity Status only lasts 2 turns.
 
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Nine-Tailed Beast Techniques​

( Bijutsu: Jikoku Chou no Nikkou ) - Tailed Beast Skill: Time Mourning of Sunlight
Type: Offensive
Rank: S
Range: Long
Chakra cost: 40
Damage points: 80
Description: Whilst in the Nine Tailed Mode or higher, Naruto plants his hand onto the ground causing a replica of his arm to burst out of the ground, which grabs and slams the enemy onto the ground. Naruto then fires a small but violent beam that rapidly expands on impact.
Note: Can only be used by Naruto in his Bijuu Modes.

( Bijutsu: Kyuubi Chouonsoku Unari ) - Tailed Beast Skill: Tailed Beast Super Sonic Roar
Type: Offensive/Defensive
Rank: S
Range: Long
Chakra cost: 40
Damage points: 80
Description: Whilst in Nine Tailed Mode or higher, Naruto will use create a tremendously more powerful version of Tailed Beast Skill: Tailed Beast Sonic Roar by using larger amounts of chakra that can leave a giant crater in its aftermath.
Note: Can only be used by Naruto in his Bijuu Modes.

( Bijutsu: Rasenkyūgan ) - Tailed Beast Skill: Spiralling Absorption Sphere
Type: Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Naruto while in the Nine Tailed Chakra mode or higher forms a Big Ball Rasengan above his back. He then uses his chakra arms (up to 4) to grab and smash enemies into the sphere.
Note: Can only be used twice per battle.

( Bijutsu: Rasenrangan ) - Tailed Beast Skill: Sprialling Strife Spheres
Type: Offensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 60 per rasengan
Description: Naruto, while in the Nine Tailed Chakra mode or higher, uses chakra arms to form multiple Rasengan - a maximum of 4. He can then hit multiple opponents while holding the Rasengan with the chakra arms.
Note: Can only be used twice per match.

( Kyūbi Chakura Mōdo ) - Nine Tailed Fox Chakra Mode
Type: Mode
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A ( +25 to Ninjutsu and Taijutsu Techniques )
Description: The user accesses the Kyubi chakra that is sealed away in his body after the separating Kyubi's chakra and its will, gaining the ability to access its chakra directly whenever he needs it without interacting with the beast at all. In doing so, he gains a chakra shroud that resembles the Sage of the Six Paths' silhouette. The colour of his eyes changes from blue to orange, instead of red. Also, while the demon fox shroud is red and releases chakra as burning, acidic bubbles, this form's shroud is yellow and releases chakra as flickers of flame, instead. Minato, when using this, is slightly darker. With the Nine-Tails' power under his control, the user's strength is significantly increased, adding +25 to his Ninjutsu and Taijutsu techniques. His speed is greatly increased to the point in which he surpasses A while in his last version of Lightning Release Armor. The user can create chakra arms from the shroud which can aide in the manipulation of various techniques. The chakra arms give the user greater range of attacks as well as greater dexterity and manoeuvrability with his fighting style without the use of shadow clones.
Note: Technique can only be used three times total and last 5 turns when activated.

( Bijū Mōdo ) - Tailed Beast Mode
Type: Mode
Rank: S
Range: Short
Chakra: 100
Damage: N/A ( +40 to Ninjutsu )
Description: Once the user and Kurama start working together, he gains access to Kurama's full abilities through this mode. By melding Kurama's unrestrained chakra together with his own, the user is able to enter Tailed Beast Mode with his shroud undergoing a drastic change. The shroud itself parts down the middle and opens into a large full-length coat, revealing a black undergarment with magatama near his neck, whilst his seal's numerous swirl-patterns that were located all over his body, open out into complete, dark circles. The user also gains slit pupils and his whisker-markings become much thicker. The colour of the cloak turns orange, having mixed Naruto's yellow chakra and Kurama's red. Minato's cloak is slightly darker than Naruto's. The cloak also has nine tail-like appendages formed from the cloak and flowing from it with lines running down the middle of each. While in this form, his speed and strength is dramatically enhanced, even beyond the level of the 9 Tails Chakra Mode. However, rather than becoming a true flesh-replica of the fox, the chakra shroud from the enhanced Nine-Tails Chakra Mode instead enlarges and recreates Kurama's overall form, while retaining the exact same seal that was previously present on the user's body. Not only is the chakra cloak translucent, not hindering his vision from inside, but it can also be manifested partially, according to his needs. While he can perform techniques while on this mode, his use of clones is limited, and the user can only make 2 clones.
Note: Lasts a maximum of 8 turns and can only be used twice per battle, standing as his complete transformation. After it ends, the user cannot use any Bijuu techniques for 3 turns and cannot use any transformation for at least 4 turns.

( Bijutsu: Mini-Rasenshuriken ) - Tailed Beast Skill: Mini Rasenshuriken
Type: Offensive
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60
Descrption: Naruto whilst in the Nine Tails chakra mode creates two small chakra arms on his index finger, with which he creates a miniature Rasenshuriken. Though the shuriken has less attack power than the original, it is still very effective, being capable of slicing straight through a merged White Zetsu Clone's leg.
Note: This technique still classifies as being wind natured and is subjected to the same elemental strengths and weaknesses.

( Bijutsu: Chakra Tensõ no Jutsu ) - Tailed Beasts Skill - Chakra Transfer Technique
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: Using the Uzumaki's innate mastery over Chakra Transfer and his immense chakra reserves, Naruto will, while in Bijuu Mode, touch an ally and transfer some of Kurama's chakra. The contact is momentary but effective, as the ally will suddenly develop a simpler, yet visible chakra cloak, albeit with no tails, powering the allies abilities drastically. The ally receives a sudden surge of 200 chakra points and a chakra cloak that boosts his abilities by adding +20 chakra, effectively adding one rank to every technique used. This transfer of chakra also heals minor injuries the ally might had suffered at that time as well as boost his physical abilities, such as speed and strength. The effects are, however, momentary, lasting only 4 turns. Kurama can use this technique on Naruto the same way other bijuu use on their hosts. Its use releases the recipient of chakra from Genjutsu if they are under it.
Note: Can only be used 2 times per battle.
Note: Can only be used by Naruto with Biju Mode active
Note: Cannot be used to power the users own techniques.

( Bijutsu: Chakra Tensõ no Jutsu ) - Tailed Beasts Skill - Chakra Transfer Technique
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: Using the Uzumaki's innate mastery over Chakra Transfer and his immense chakra reserves, Naruto will, while in Bijuu Mode, touch an ally and transfer some of Kurama's chakra. The contact is momentary but effective, as the ally will suddenly develop a simpler, yet visible chakra cloak, albeit with no tails, powering the allies abilities drastically. The ally receives a sudden surge of 200 chakra points and a chakra cloak that boosts his abilities by adding +20 chakra, effectively adding one rank to every technique used. This transfer of chakra also heals minor injuries the ally might had suffered at that time as well as boost his physical abilities, such as speed and strength. The effects are, however, momentary, lasting only 4 turns. Kurama can use this technique on Naruto the same way other bijuu use on their hosts. Its use releases the recipient of chakra from Genjutsu if they are under it.
Note: Can only be used 2 times per battle.
Note: Can only be used by Naruto with Biju Mode active
Note: Cannot be used to power the users own techniques.
 
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