[CC] Feast... or Famine!

Zaphkiel

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Welcome to the Unholy Court. Would you like some blood wine while you wait?
 

Zaphkiel

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"Let's goooooo~"

Okay so you've been around long enough to have some inkling of Claymores, what they can do and their limits: Regeneration, devouring chakra, a black, vision-obscuring chakra, and a 'living' weapon within their bodies. Conceptually Claymores can be seen as an answer to Senjutsu/Sage Mode and raw chakra manipulation. This stems from their backstory of being eternal rivals of 'Jugo's Clan'. Full CC submission here: https://animebase.me/threads/custom-clans-submission.27962/post-20622307

First let's start with devouring chakra. There are two ways your Claymore can take the chakra of their opponents. They can do it through eating the opponent and/or their techniques. When eating parts, each limb replenishes 200 chakra max. Devouring the torso and head gives 300 chakra. This means a bio fully consumed would give the Claymore 1,100 chakra. This can be done manually by actually biting off these areas and eating them, or if you're above such barbarism, you can use Kurochi to devour the opponent instead. The other way to take chakra is by devouring that contained in your opponent's techniques. This method is a lot more situational, though, and requires the exclusive use of Kurochi. When I say situational this is exactly what I mean: the opposing technique in question has to be overpowered by your Kurochi release after clashing, and even then you'll only get 50% of that technique's chakra added on to yours (so an overpowered A-rank technique would only give 15 chakra). You may say, "this is a tiny amount, wth?", and you'd be right. But what makes this such a valuable ability is that it has no cool down or pre-requisites, apart from overpowering the techniques you wish to consume. You could, theoretically, top up your chakra every single turn if you keep besting your opponent's techniques.

Finally, you're also able to access the thoughts and memories of anything you feed on through Primeval Gluttony--if its alive, that is. This includes bios, summons, and Creations. This is mainly a story-based ability, but I'm sure you could think of some advantages of learning your opponent's thoughts and intent during a fight.

Genshi Ōkui ♎ Primeval Gluttony
Type: Supplementary/Offensive
Rank: N/A
Range: Short
Chakra Cost: (+200 chakra per limb/+300 torso and head)
Damage: N/A
Description: The basis of the Kureimoas' lust for flesh is firmly rooted in their curse of perpetual hunger. Despite this never ending agony, they are capable of feeding ever so often and being satisfied even if for for a moment. Through feeding, a Kureimoa gains a slight euphoria, like someone eating their favorite food prepared just perfectly, along with the pent up chakra stored within the flesh of their victims. This chakra can be ingested by the Kureimoa and added to their own chakra reserves or use it to fuel various chakra intensive techniques of the clan such as healing. The human body is divided into four (4) sections when being the main course of a Kureimoa's meal; both hands, feet, and the head as well as torso. Consuming the limbs will give 200 points of chakra while the torso and head will yield 300 chakra and are able to be harvested by the Kureimoa clansman through feeding. When added up this means every person consumed by the Kureimoa provides 1000 chakra However their Hunger doesn't end there, Claymores also possess a hunger for knowledge where they are able to access the thoughts, sentiments, memories, or even emptions of their victims through consumption--even if the target is dead. With their ability to digest almost all forms of chakra (such as neutral, elemental, Raw Senjutsu, as well as Bijuu chakra) they are able to devour not just flesh but actual energies when presented the opportunity. This chakra eating habit can only apply to raw, unmolded chakra and not actual techniques. Meaning, they must wait until said technique has been broken down to a point where it becomes simply raw, un-molded chakra. Whenever Kurochi overpowers an opponent's technique and the physical and chakra properties of said technique have been degraded, the Claymores are able to harvest that lingering, unmolded chakra through either eating it manually or using the Kurochi as a proxy to take it into their bodies. When metabolizing the raw chakra of a deteriorated technique a Kureimoa gains 50% of the cost of said technique as chakra to their reserves. This means, an A ranked technique (30/60) reduced to chakra or a simple burst of raw chakra gives the Kureimoa only 15 chakra should it be eaten/absorbed. Accessing sentiments and absorbing lingering chakra has no cool down nor does it take a move-slot of the three allotted (this technique will still need to be referenced however).

Note: These chakra increases count as Bonus chakra should it reach the Kureimoa chakra cap, allowing it to increase their chakra beyond their normal limits.
Note: Must be of at least Ghoul rank to perform.
Note: Can only be performed every 5 turns whether in part (eating only a few limbs) or in full (eating an entire body).
Note: Limb consumption can be done in the Ninja World but consuming the torso or head of a target requires both to agree to permanent damage and death. Limbs consumed will remain gone for that arc only, never permanent.
Note: Can also be performed through the Kagune organ or Kurochi constructs.

Any questions for me?
 

Detective L

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Okay so you've been around long enough to have some inkling of Claymores, what they can do and their limits: Regeneration, devouring chakra, a black, vision-obscuring chakra, and a 'living' weapon within their bodies. Conceptually Claymores can be seen as an answer to Senjutsu/Sage Mode and raw chakra manipulation. This stems from their backstory of being eternal rivals of 'Jugo's Clan'. Full CC submission here: https://animebase.me/threads/custom-clans-submission.27962/post-20622307

First let's start with devouring chakra. There are two ways your Claymore can take the chakra of their opponents. They can do it through eating the opponent and/or their techniques. When eating parts, each limb replenishes 200 chakra max. Devouring the torso and head gives 300 chakra. This means a bio fully consumed would give the Claymore 1,100 chakra. This can be done manually by actually biting off these areas and eating them, or if you're above such barbarism, you can use Kurochi to devour the opponent instead. The other way to take chakra is by devouring that contained in your opponent's techniques. This method is a lot more situational, though, and requires the exclusive use of Kurochi. When I say situational this is exactly what I mean: the opposing technique in question has to be overpowered by your Kurochi release after clashing, and even then you'll only get 50% of that technique's chakra added on to yours (so an overpowered A-rank technique would only give 15 chakra). You may say, "this is a tiny amount, wth?", and you'd be right. But what makes this such a valuable ability is that it has no cool down or pre-requisites, apart from overpowering the techniques you wish to consume. You could, theoretically, top up your chakra every single turn if you keep besting your opponent's techniques.

Finally, you're also able to access the thoughts and memories of anything you feed on through Primeval Gluttony--if its alive, that is. This includes bios, summons, and Creations. This is mainly a story-based ability, but I'm sure you could think of some advantages of learning your opponent's thoughts and intent during a fight.

Genshi Ōkui ♎ Primeval Gluttony
Type: Supplementary/Offensive
Rank: N/A
Range: Short
Chakra Cost: (+200 chakra per limb/+300 torso and head)
Damage: N/A
Description: The basis of the Kureimoas' lust for flesh is firmly rooted in their curse of perpetual hunger. Despite this never ending agony, they are capable of feeding ever so often and being satisfied even if for for a moment. Through feeding, a Kureimoa gains a slight euphoria, like someone eating their favorite food prepared just perfectly, along with the pent up chakra stored within the flesh of their victims. This chakra can be ingested by the Kureimoa and added to their own chakra reserves or use it to fuel various chakra intensive techniques of the clan such as healing. The human body is divided into four (4) sections when being the main course of a Kureimoa's meal; both hands, feet, and the head as well as torso. Consuming the limbs will give 200 points of chakra while the torso and head will yield 300 chakra and are able to be harvested by the Kureimoa clansman through feeding. When added up this means every person consumed by the Kureimoa provides 1000 chakra However their Hunger doesn't end there, Claymores also possess a hunger for knowledge where they are able to access the thoughts, sentiments, memories, or even emptions of their victims through consumption--even if the target is dead. With their ability to digest almost all forms of chakra (such as neutral, elemental, Raw Senjutsu, as well as Bijuu chakra) they are able to devour not just flesh but actual energies when presented the opportunity. This chakra eating habit can only apply to raw, unmolded chakra and not actual techniques. Meaning, they must wait until said technique has been broken down to a point where it becomes simply raw, un-molded chakra. Whenever Kurochi overpowers an opponent's technique and the physical and chakra properties of said technique have been degraded, the Claymores are able to harvest that lingering, unmolded chakra through either eating it manually or using the Kurochi as a proxy to take it into their bodies. When metabolizing the raw chakra of a deteriorated technique a Kureimoa gains 50% of the cost of said technique as chakra to their reserves. This means, an A ranked technique (30/60) reduced to chakra or a simple burst of raw chakra gives the Kureimoa only 15 chakra should it be eaten/absorbed. Accessing sentiments and absorbing lingering chakra has no cool down nor does it take a move-slot of the three allotted (this technique will still need to be referenced however).

Note: These chakra increases count as Bonus chakra should it reach the Kureimoa chakra cap, allowing it to increase their chakra beyond their normal limits.
Note: Must be of at least Ghoul rank to perform.
Note: Can only be performed every 5 turns whether in part (eating only a few limbs) or in full (eating an entire body).
Note: Limb consumption can be done in the Ninja World but consuming the torso or head of a target requires both to agree to permanent damage and death. Limbs consumed will remain gone for that arc only, never permanent.
Note: Can also be performed through the Kagune organ or Kurochi constructs.

Any questions for me?
All clear, sensei
 

Zaphkiel

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All clear, sensei

Okay next up is the black, evil chakra part: Kurochi. A reflection of their Hunger, this chakra is intertwined with their bodies and can be formed within it directly, as in from the muscles and skin, or the short ranged area around them. This simply means any rank of Kurochi can be used as full-body surge if the user so chooses. Normal spawning rules apply: cannot be formed within 5m of an opponent, but with Kurochi only being able to spawn from the body and the area around it, you won't be sniping anybody with ranged manifestations anyway. It is strong to raw and Senjutsu chakra but plays equal to everything else. Similarly any rank of Kurochi Release can be used as a proxy in performing Genshi Ōkui ♎ Primeval Gluttony in order to consume parts of or an entire person as well as feed on the lingering chakra of techniques it overpowers.

Kurochi ♎ Vile Chakra
Type: Offensive/Supplementary/Defensive
Rank: C/S
Range: Short-Long
Chakra cost: 15/40
Damage: 30/80
Description: The special chakra nature only found in Claymores, Kurochi is like the physical manifestation of their hunger and agony. The energy itself is pitch black in appearance and appears and behaves almost like water with its amorphous shape shifting and flexibility. This malleability isn't to be underestimated though, as the energy is both capable of being dense and hard enough to shatter bones and restrict targets and also precise and thin enough to remove a strand of hair. Claymores can manifest Kurochi directly within their bodies, where it can be seen dripping from their pores and eyes, as well as directly from it, or even the area short ranged around them. They are also able to manipulate this energy up to long range with chakra control and may sustain pre-existing constructs with -10 chakra per turn, for up to three turns. When creating constructs to attack Kurochi cannot be formed within 5 meters of the opponent. When in contact with living things, Kurochi's effects can be described as "warm" to the touch, not with heat but rather the effect it has where it gradually degrades the objects it touch in a parasitic manner, feeding on both the chakra and physical aspects of its target(s) until nothing is left. The Claymore can control what things the Kurochi feeds on and what it doesn't. Should the Claymore desire, this special chakra can be used to perform one of the core techniques of the clan; Primeval Gluttony. From the lowest to the highest rank of the release, the energy is able to feed on raw chakra and bodies and take the chakra into the Claymore's body like a proxy. In terms of S/W all elements one rank weak to Kurochi (raw and Senjutsu chakra) are devoured near immediately when interacting with it while neutral elements (elemental and other hyper natures like Bijuu chakra) are degraded at normal pace. Kurochi manifestations can range from as small as kunai (C ranked) to as large as the Doton technique Mountain Smash (S ranked).
Note: The S ranked version can only be performed 4x a match.
Note: If the S ranked variant is used then no other forms of Kurochi manipulation above A ranked can be used in the following turn.

Thoughts?
 

Detective L

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Okay next up is the black, evil chakra part: Kurochi. A reflection of their Hunger, this chakra is intertwined with their bodies and can be formed within it directly, as in from the muscles and skin, or the short ranged area around them. This simply means any rank of Kurochi can be used as full-body surge if the user so chooses. Normal spawning rules apply: cannot be formed within 5m of an opponent, but with Kurochi only being able to spawn from the body and the area around it, you won't be sniping anybody with ranged manifestations anyway. It is strong to raw and Senjutsu chakra but plays equal to everything else. Similarly any rank of Kurochi Release can be used as a proxy in performing Genshi Ōkui ♎ Primeval Gluttony in order to consume parts of or an entire person as well as feed on the lingering chakra of techniques it overpowers.

Kurochi ♎ Vile Chakra
Type: Offensive/Supplementary/Defensive
Rank: C/S
Range: Short-Long
Chakra cost: 15/40
Damage: 30/80
Description: The special chakra nature only found in Claymores, Kurochi is like the physical manifestation of their hunger and agony. The energy itself is pitch black in appearance and appears and behaves almost like water with its amorphous shape shifting and flexibility. This malleability isn't to be underestimated though, as the energy is both capable of being dense and hard enough to shatter bones and restrict targets and also precise and thin enough to remove a strand of hair. Claymores can manifest Kurochi directly within their bodies, where it can be seen dripping from their pores and eyes, as well as directly from it, or even the area short ranged around them. They are also able to manipulate this energy up to long range with chakra control and may sustain pre-existing constructs with -10 chakra per turn, for up to three turns. When creating constructs to attack Kurochi cannot be formed within 5 meters of the opponent. When in contact with living things, Kurochi's effects can be described as "warm" to the touch, not with heat but rather the effect it has where it gradually degrades the objects it touch in a parasitic manner, feeding on both the chakra and physical aspects of its target(s) until nothing is left. The Claymore can control what things the Kurochi feeds on and what it doesn't. Should the Claymore desire, this special chakra can be used to perform one of the core techniques of the clan; Primeval Gluttony. From the lowest to the highest rank of the release, the energy is able to feed on raw chakra and bodies and take the chakra into the Claymore's body like a proxy. In terms of S/W all elements one rank weak to Kurochi (raw and Senjutsu chakra) are devoured near immediately when interacting with it while neutral elements (elemental and other hyper natures like Bijuu chakra) are degraded at normal pace. Kurochi manifestations can range from as small as kunai (C ranked) to as large as the Doton technique Mountain Smash (S ranked).
Note: The S ranked version can only be performed 4x a match.
Note: If the S ranked variant is used then no other forms of Kurochi manipulation above A ranked can be used in the following turn.

Thoughts?
All clear :)
 

Zaphkiel

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All clear :)

Great. Next we have the other half of your survival abilities: innate healing. With this technique you're able to do quite a bit of things in regards to mending injuries either partially or totally. Beginning with the first clause of 70 chakra for major wounds. The original wording had been reduced due to Mandatory Edits so I'll do my best to explain it as it exists now. First off it does not heal you for that chakra amount, instead it is meant to allow you to sort of 'patch up' major injuries, in order to continue fighting. Basically stave off physical pain and injuries that would otherwise incapacitate normal shinobi. Think of a lost limb bleeding heavily or a deep gash in the middle of your chest. You could stitch those wounds shut with Kurochi to stop the bleeding and/or just cover it up instead of re-growing that limb or healing the damage right away. Very situational but an option nonetheless.

Now for the more straightforward healing. Starting with 30 chakra you can heal up to 40 HP and covers all the details listed. For more serious injuries that you would like to heal and not just 'patch up', you can heal up to 100 HP for twice that amount of chakra, regaining lost anatomy in the process. Then the grand finale is a amped up version of major healing that covers every possible injury on your body, barrring decapitation, up to 150 HP. As you can imagine this comes with equal drawbacks: 2/3 moves slots exhausted in one go and you won't be able to heal as efficiently with this technique for a long time afterward.

Kagirinai no Sonzai ♎ Life Eternal
Type: Supplementary
Rank: N/A
Range: Short
Chakra Cost: 30 - 300
Damage: N/A
Description: The second half to the Kureimoas' creed to survival, Kagirinai no Sonzai is based on their ability to heal from wounds without the use of medical ninjutsu or machinery. At a cost of 70 chakra for major wounds, a Kureimoa is able to recover from grueling injuries and keep fighting longer. Coming from inside the clansman's body and pouring outward with Kurochi, the healing process is extensive enough to mend deep/shallow cuts, singed, frostbitten, and even necrotic/rotting skin, flush toxins and poisons from the body, and even regerate entire limbs if necessary. When dealing with superficial injuries like the aforementioned singed skin or shallow cuts, bruises, etc the Kureimoa is able to spend 30 chakra to heal up to 40 damage. Should the user have serious injuries such as missing limbs, moderately high damage, broken bones, etc, then he is capable of healing up to 100 damage, spending twice the amount for chakra ( i.e. healing 50 health equals 100 chakra ). The ultimate healing process of the Kureimoa however, is the secret technique dubbed only as "Dying Light" where once per match/event, the body is flooded with copious amounts of chakra and Kurochi as a terrifyingly fast healing process grips the Kureimoa's body. This ultimate healing can heal up to 150 damage at heavy costs, however. Doing this requires the Kureimoa to be alive and have his head still be attached to his spine/body while it costs a whopping 300 chakra and takes 2 of the 3 allotted slots per turn to use. This also prevents usage of other forms of healing for an extended time.

Note: Must be at least Ghoul rank to perform
Note: Any usage requires a move per turn. Minor healing can be done once every other turn while major healing can only occur once every 4 turns. Dying Light can only be used once per arc and prevents usage of minor and major healing for 6 turns.
Note: Only one version of healing can be performed in the same turn.
Note: Only Claymores of Heartless rank and above are able to use "Dying Light"

This is an infusion technique that melds Kurochi with any elements you're able to produce from your body. Important notes is the color change of the infused elemental technique as well as its ability to 'devour' anything it touches, like Kurochi. This also means you'll be able to use Genshi Ōkui ♎ Primeval Gluttony through the infused technique to devour opponents or feed on the lingering chakra of any technique it overpowers--just as if it were pure Kurochi. A black fire that devours anything it touches... hmmm, where have I seen that before?

Zankokuna Teikoku ♎ Cruel Hegemony
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A (+10 to technique)
Damage: N/A (+20 to technique)
Description: Capitalizing on the Kureimoas' innate ability to mold Kurochi within their bodies, Cruel Hegemony is a technique which details the effect dormant Kurochi in the body has on one's chakra and its applications. First, by coursing trace amounts of Kurochi through the tenketsu, the Kureimoa is able to alter the look and behavior of its regular chakra, more specifically advanced manipulations such as elemental chakra. By mixing ones chakra nature's with Kuroch a few important effects become immediately noticeable, such as the element adopting the jet black appearance of Kurochi while also sharing a few of its traits. The infused element will gain the ability to affect both chakra and matter alike, as is the characteristic trait of Kurochi. For example, a Kurochi infused fireball will be pitch black in color, obscuring vision while being able to devour the chakra and physical aspects of its target(s) unlike regular fire. Water techniques become severely discolored, looking very murky while Doton techniques become pitch black--even the tiny particles. Lightning also becomes black and solid variations of Futon (such as Vacuum Blade) becomes dark grey color. However this effect only applies to elements released directly from the Claymore's body such as the hands, mouth, feet, etc.

Note: Lasts 4 turns with each usage
Note: Can only be performed 3x by Heartless Ones and below and 4x by Phantasmal Ones and up
Note: Can only be applied to elements of S ranked 3x in total and Forbidden ranked only 2x
Note: Requires a 2 turn cool down once it ends.
Note: Usable members of Ghoul rank and above.

Anyway! Questions?
 

Detective L

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No questions for now, they seem fairly straightforward.
I'll be testing all of these soon :D
 

Zaphkiel

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Great. Next up is Ominous Eclipse, your movement/get out of a sticky situation card. This technique allows you to shed your physical state for a moment, becoming one with the Kurochi in your veins to take on any form you can imagine. While in this state you have enhanced movement and the ability to siphon chakra directly from opponents and their techniques by phasing through them. This is especially good against terrain altering techniques, like Swamp of the Underworld. The rest you'll recognize as the standard for movement evasive techniques. If you have any questions, though, go for it.

Bukimina Nisshoku ♎ Ominous Eclipse
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra Cost: 40 (+10 per turn)
Damage: 40-80
Description: Bukimina Nisshoku is one devised solely to allow the Claymore to take direct advantage of their unique and oppressive chakra nature that is Kurochi. The technique in itself could be regarded as a "shield that kills" due to its dual nature of defense and attack at the same time. It comes in levels, or increments, which deliver slightly different results depending on how much chakra is spent. It begins foremost with the Claymore transforming their body into Kurochi completely, becoming pitch black humanoid entities that can adopt any texture they deem fit; flickering like flames, flowing like water, etc. Once the Claymore has been transformed their body allows for heightened movements (x2 to current Speed) Due to the amorphous traits of Kurochi, the Claymore will be able to not only shape themselves into anything imaginable, but also fly-- through extensive manipulation. The second side to this technique is its offensive one, where anything the Claymore so much as brushes against in this form, will immediately be subjected to the heinous effects of Kurochi, where it eats away at both physical materials and chakra alike, including "intangible" forms of chakra like un-molded sources within a person or animal. If the Claymore, while in this state phases through a technique which is of a chakra type weak to Kurochi by at least one rank, they are able to break down that chakra and add it directly to their reserves with an efficiency rate of 100%, meaning none is wasted to the environment like regular Kurochi applications, due to their bodies taking the chakra in whole. If they phase through a person, they are able to suck the chakra from the bodies (depending on rank) as well as rob the body of its vitality (physical energy) leaving drained husks behind devoid of breath or chakra. For the B ranked application, up to 50 of the opponents chakra points can be drained and passed to the Claymore, at A ranked this becomes 80 and the S ranked application can siphon a whopping 120 of the opponent's chakra directly from their chakra pool i.e. it doesn't have to be molded into a technique. Of course, just like Kurochi's regular application, the Claymore is able to decide who and what gets drained, and can pass over allies and structures with no harm done. However, the technique comes with its drawbacks, naturally, which vary depending on rank. The B ranked variant allows the Claymore to enter the state for 4 turns, with a 2 turn cooldown between uses. They can only move 5 meters (Short Ranged) each turn when evading techniques with this variant. The A ranked version allows the state to be kept for 3 turns, with a 3 turn cooldown between usages, and a maximum usage limit of 3 times. The Claymore is able to move up to 15 meters (mid ranged) each turn when evading techniques. And lastly, the S ranked variant sees the state being kept for 2 turns, with a 4 turn cooldown between usages, and a maximum usage limit of twice. The Claymore is able to move up to long ranged in a single maneuver when evading techniques.
Note: Claymore are able to alter their shapes on the fly to further evade techniques while in this state, costing an additional +10 chakra, but only once per turn.
Note: The drawbacks for each variant is as follows; B ranked: No other Kurochi techniques above A ranked can be used following it. A ranked: No Kurochi related techniques above S ranked following its activation. S ranked: No Kurochi related techniques following its activation, and none above S in the following

Now we dive into the CQC focus of the clan and its techniques. With this one, Mask Maker's Eye, you are essentially taking advantage of your ability to manifest Kurochi within your body in order to dominate your short-ranged space, where most shenanigans take place. It's broken down into three sections for each faction (and fighting style) of the clan: Vanguard, Aegis, and Centurion.

Beginning with the Vanguards. They have the flow of Divinity which focuses Kurochi into the skin, allowing your chakraless Taijutsu and free-form actions to carry the damage and effects of Kurochi, which is the ability to devour physical and chakra-related objects through touch. The technique itself is A-ranked, thus your freeform attacks would deal 60 DMG, with the S/W's of Kurochi. For actual Taijutsu techniques, the damage is compounded with that of Mask Maker's Eye, which makes for some serious numbers... Nerf-able numbers, even. So use with care. :sweat:

Next, the Aegis Core has the Flow of Absolution which is designed to sustain high amounts of damage but also to crack back at point blank range with Kurochi. How it works is you'll form a layer of Kurochi under the skin (not within it like with the Flow of Divinity) and this will tank the damage of an attack as an A ranked, defensive barrier of Kurochi. Now Kurochi itself is neutral to elemental chakra and strong to Senjutsu and Raw Chakra, so this makes you able to stand up to most techniques at their base. You could even use this to bait in an attack from someone, only for the ambulance to be called on them and not you.

Finally there is the Flow of Conquest for the Centurions. This one is my favorite, but it also requires the most setup than any other one of the Flows previous. With this one you infuse your skin with Kurochi, similar to Divinity, but for the sole purpose of siphoning chakra. This only works against entities that carry chakra like shinobi, summons, Creations--clones, even, but it requires sustained contact to work. Typically, this would be used on an incapacitated target, like someone paralyzed or under a Genjutsu. Side note: you also gain the memories and thoughts of the entity you're feeding on, which is really cool and opens up for great RP, especially in the NW.

Masukumēka No Me ♎ Mask Maker’s Eye
Type: Offensive/ Supplementary/ Defensive
Rank: A-S
Range: Short
Chakra Cost: 30-40 (-X per turn from target, -10 per turn active)
Damage: 60-80
Description: The eye of the mask maker, is one of the developments which the members of the clan made, in order to show proof not to themselves but, rather to the world of them not being the beasts and vicious creatures that they believed them to be, rather, a clan and more so a civilized group of individuals, who were able to along with their gifted abilities to create one of the most advanced and yet again elegant ways of battling. Using the control they had over Kurochi and the ability to manifest it within their body, they would manipulate it under their first layer of skin, creating a sort of flexible, sub-dermal body armor, which does not only stand strong as just an armor, but is the very core principle of this art of battling which they have developed. Due to the very parasitic nature, and potency of the chakra, they will be able to exhibit the properties of the energy from their very bodies by having it seep through various areas of the skin. Along with their ability to eat away chakra at an alarming rate, and strength and weaknesses of the element, to leak through the users skin, allowing them to showcase the usages in a closed quarter combat style of battling. Due to the complicated stances of the technique, it was later separated into 3 distinctive "flows" of battling, which entailed sparring/dueling, defense, and complete annihilation, or as they preferred to call it "Conquest".

Flow of Divinity ♎ – Using the basic control they possess over Kurochi, the properties of the chakra will be able to leak through the skin at strategic moments through will, without much waste happening (that is, unnecessary amounts being released from the user’s body). Considering the chakra was under the first layer of skin, contact with the skin of a Kureimoa during this technique will feel almost as if there were a thousand tiny mouths eating/nibbling not only on the skin, but also the chakra should it be present--according to the normal powers/weaknesses of Kurochi as a chakra type. Another fact is that if they deem it worthy, the Kureimoa has the option to release the Kurochi from their body during free form combat which can obscure vision, helping in close quarters, or simply defend from free form attacks, as well as release Kurochi to cover select parts of their bodies, boosting offensive capabilities (this corresponds with the Flow of Divinity's rank, which is A. Costs 30 chakra, deals 60 damage, and takes a move to manifest and control) which can take any shape or form really, depending on the user's imagination. The only limitation to this is that the Kurochi can only move a few meters from the skin, which means the Kureimoa would have to be close to the target to deal some damage. The Kurochi will have an almost weightlessness appearance as it leaks through the pores of the skin, freely allowing them to create very strong offensive or defense themed forces in close quarter combat, for just one touch with the destructive chakra can have detrimental effects on a normal human’s body.

Flow of Absolution ♎ – Using the very same principle and the rules based on the strengths and weaknesses of a Kureimoa, the Kurochi, will be able to further increase the defensive capabilities, preventing any direct harm to the Kureimoa's organs, bones, or muscle. Considering the skin is one of the easiest organs of the body to regenerate (at least, for the Kureimoas), the Kurochi will be able to serve as a sort of unseen defense, lying directly underneath and protecting the user, following its own S/W of course. In the event of an attack the skin can be easily sacrificed while the Kurochi underneath serves as the true defense. For example a sword cut would slice the skin open but stop short at the defensive layer of chakra underneath. Whenever the skin is removed, the armor of Kurochi is exposed and the user is able to manipulate it in the sake of defense or attack, subjecting the attacker/attack to point blank, pure Kurochi (this corresponds with the rank of the Flow of Absolution, which is A. Costs 30 chakra, deals 60 damage, and takes a move to manipulate) which naturally devours both physical and chakra properties of a target. This would mean, the average "fatal" strike done to a Kureimoa would actually be more deadly to the attacker than the Kureimoa itself. Kurochi in this usage cannot extend 5 meters should it be exposed.

Flow of Conquest ♎ – Is when the Kuremoa is able to establish some form of sustained contact with the body of the enemy. During this "flow" the Kurochi is rushed to the hands (or any other area the Kureimoa wishes) and leaks onto the skin causing the covered body part to become pitch black. When this happens, the Kurochi will be able to show a very characteristic trait of it, which would be siphoning chakra. On the first turn of sustained contact, the Kurochi within the Kureimoa begins to relieve the target of 50 points of chakra, but as the contact is maintained, over time, this value stacks for 3 turns, adding up to 150 points of chakra removed at maximum. Feasting can be done when sustained contact is held either with a Kureimoa's Kurochi infused skin or the Kurochi itself, and can lead to loss of vitality in some areas of the body as the Kurochi literally eats away at their flesh while leeching them dry of chakra. This a like the cruel variant of the Kureimoas' hunger for knowledge where they are able to harness thoughts and memories of their foes. Only difference is that this takes the chakra instead.

Connecting the "flows" given to them by the "Vile Chakra", they were able to incorporate various martial arts (such as free form and non-chakra aided Taijutsu), allowing them a rather strict control over closed quarter combat. The vile chakra also has a property of being able to consume weapons of the Kureimoa, from the inside, or coating them on the outside, especially the cancerous organ of the Kagune. This technique can be used to coat and infuse the Kagune of each Kureimoa with either of the "flows" in order to boost battle prowess--regardless of which state the Kagune is in ( i.e. Rinkaku, Ukaku, etc)

Note: The first two Flows can only be used 2x by Heartless Ones and below while 3x by Phantasmal Ones and above. The last Flow can only be done 3x, regardless of rank.
Note: Each variant lasts 4 turns each, excepting S-Ranked Conquest which lasts 3
Note: Flows of Divinity and Absolution require a two turn cool down upon deactivation
Note: Flow of Conquest requires a three turn cool down upon deactivation.
 

Troi

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My training must be different because I'm a retard.
 

Zaphkiel

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My training must be different because I'm a retard.
To the contrary. I haven't seen you fight before, so I take a broader approach. For L, who's actually beaten my ass recently, I know he knows wtf is going on, so I can speed on through.
 

Troi

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To the contrary. I haven't seen you fight before, so I take a broader approach. For L, who's actually beaten my ass recently, I know he knows wtf is going on, so I can speed on through.
It was less of a question more of an accurate assumption. I kinda suck lol.
 

Detective L

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Great. Next up is Ominous Eclipse, your movement/get out of a sticky situation card. This technique allows you to shed your physical state for a moment, becoming one with the Kurochi in your veins to take on any form you can imagine. While in this state you have enhanced movement and the ability to siphon chakra directly from opponents and their techniques by phasing through them. This is especially good against terrain altering techniques, like Swamp of the Underworld. The rest you'll recognize as the standard for movement evasive techniques. If you have any questions, though, go for it.

Bukimina Nisshoku ♎ Ominous Eclipse
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra Cost: 40 (+10 per turn)
Damage: 40-80
Description: Bukimina Nisshoku is one devised solely to allow the Claymore to take direct advantage of their unique and oppressive chakra nature that is Kurochi. The technique in itself could be regarded as a "shield that kills" due to its dual nature of defense and attack at the same time. It comes in levels, or increments, which deliver slightly different results depending on how much chakra is spent. It begins foremost with the Claymore transforming their body into Kurochi completely, becoming pitch black humanoid entities that can adopt any texture they deem fit; flickering like flames, flowing like water, etc. Once the Claymore has been transformed their body allows for heightened movements (x2 to current Speed) Due to the amorphous traits of Kurochi, the Claymore will be able to not only shape themselves into anything imaginable, but also fly-- through extensive manipulation. The second side to this technique is its offensive one, where anything the Claymore so much as brushes against in this form, will immediately be subjected to the heinous effects of Kurochi, where it eats away at both physical materials and chakra alike, including "intangible" forms of chakra like un-molded sources within a person or animal. If the Claymore, while in this state phases through a technique which is of a chakra type weak to Kurochi by at least one rank, they are able to break down that chakra and add it directly to their reserves with an efficiency rate of 100%, meaning none is wasted to the environment like regular Kurochi applications, due to their bodies taking the chakra in whole. If they phase through a person, they are able to suck the chakra from the bodies (depending on rank) as well as rob the body of its vitality (physical energy) leaving drained husks behind devoid of breath or chakra. For the B ranked application, up to 50 of the opponents chakra points can be drained and passed to the Claymore, at A ranked this becomes 80 and the S ranked application can siphon a whopping 120 of the opponent's chakra directly from their chakra pool i.e. it doesn't have to be molded into a technique. Of course, just like Kurochi's regular application, the Claymore is able to decide who and what gets drained, and can pass over allies and structures with no harm done. However, the technique comes with its drawbacks, naturally, which vary depending on rank. The B ranked variant allows the Claymore to enter the state for 4 turns, with a 2 turn cooldown between uses. They can only move 5 meters (Short Ranged) each turn when evading techniques with this variant. The A ranked version allows the state to be kept for 3 turns, with a 3 turn cooldown between usages, and a maximum usage limit of 3 times. The Claymore is able to move up to 15 meters (mid ranged) each turn when evading techniques. And lastly, the S ranked variant sees the state being kept for 2 turns, with a 4 turn cooldown between usages, and a maximum usage limit of twice. The Claymore is able to move up to long ranged in a single maneuver when evading techniques.
Note: Claymore are able to alter their shapes on the fly to further evade techniques while in this state, costing an additional +10 chakra, but only once per turn.
Note: The drawbacks for each variant is as follows; B ranked: No other Kurochi techniques above A ranked can be used following it. A ranked: No Kurochi related techniques above S ranked following its activation. S ranked: No Kurochi related techniques following its activation, and none above S in the following

Now we dive into the CQC focus of the clan and its techniques. With this one, Mask Maker's Eye, you are essentially taking advantage of your ability to manifest Kurochi within your body in order to dominate your short-ranged space, where most shenanigans take place. It's broken down into three sections for each faction (and fighting style) of the clan: Vanguard, Aegis, and Centurion.

Beginning with the Vanguards. They have the flow of Divinity which focuses Kurochi into the skin, allowing your chakraless Taijutsu and free-form actions to carry the damage and effects of Kurochi, which is the ability to devour physical and chakra-related objects through touch. The technique itself is A-ranked, thus your freeform attacks would deal 60 DMG, with the S/W's of Kurochi. For actual Taijutsu techniques, the damage is compounded with that of Mask Maker's Eye, which makes for some serious numbers... Nerf-able numbers, even. So use with care. :sweat:

Next, the Aegis Core has the Flow of Absolution which is designed to sustain high amounts of damage but also to crack back at point blank range with Kurochi. How it works is you'll form a layer of Kurochi under the skin (not within it like with the Flow of Divinity) and this will tank the damage of an attack as an A ranked, defensive barrier of Kurochi. Now Kurochi itself is neutral to elemental chakra and strong to Senjutsu and Raw Chakra, so this makes you able to stand up to most techniques at their base. You could even use this to bait in an attack from someone, only for the ambulance to be called on them and not you.

Finally there is the Flow of Conquest for the Centurions. This one is my favorite, but it also requires the most setup than any other one of the Flows previous. With this one you infuse your skin with Kurochi, similar to Divinity, but for the sole purpose of siphoning chakra. This only works against entities that carry chakra like shinobi, summons, Creations--clones, even, but it requires sustained contact to work. Typically, this would be used on an incapacitated target, like someone paralyzed or under a Genjutsu. Side note: you also gain the memories and thoughts of the entity you're feeding on, which is really cool and opens up for great RP, especially in the NW.

Masukumēka No Me ♎ Mask Maker’s Eye
Type: Offensive/ Supplementary/ Defensive
Rank: A-S
Range: Short
Chakra Cost: 30-40 (-X per turn from target, -10 per turn active)
Damage: 60-80
Description: The eye of the mask maker, is one of the developments which the members of the clan made, in order to show proof not to themselves but, rather to the world of them not being the beasts and vicious creatures that they believed them to be, rather, a clan and more so a civilized group of individuals, who were able to along with their gifted abilities to create one of the most advanced and yet again elegant ways of battling. Using the control they had over Kurochi and the ability to manifest it within their body, they would manipulate it under their first layer of skin, creating a sort of flexible, sub-dermal body armor, which does not only stand strong as just an armor, but is the very core principle of this art of battling which they have developed. Due to the very parasitic nature, and potency of the chakra, they will be able to exhibit the properties of the energy from their very bodies by having it seep through various areas of the skin. Along with their ability to eat away chakra at an alarming rate, and strength and weaknesses of the element, to leak through the users skin, allowing them to showcase the usages in a closed quarter combat style of battling. Due to the complicated stances of the technique, it was later separated into 3 distinctive "flows" of battling, which entailed sparring/dueling, defense, and complete annihilation, or as they preferred to call it "Conquest".

Flow of Divinity ♎ – Using the basic control they possess over Kurochi, the properties of the chakra will be able to leak through the skin at strategic moments through will, without much waste happening (that is, unnecessary amounts being released from the user’s body). Considering the chakra was under the first layer of skin, contact with the skin of a Kureimoa during this technique will feel almost as if there were a thousand tiny mouths eating/nibbling not only on the skin, but also the chakra should it be present--according to the normal powers/weaknesses of Kurochi as a chakra type. Another fact is that if they deem it worthy, the Kureimoa has the option to release the Kurochi from their body during free form combat which can obscure vision, helping in close quarters, or simply defend from free form attacks, as well as release Kurochi to cover select parts of their bodies, boosting offensive capabilities (this corresponds with the Flow of Divinity's rank, which is A. Costs 30 chakra, deals 60 damage, and takes a move to manifest and control) which can take any shape or form really, depending on the user's imagination. The only limitation to this is that the Kurochi can only move a few meters from the skin, which means the Kureimoa would have to be close to the target to deal some damage. The Kurochi will have an almost weightlessness appearance as it leaks through the pores of the skin, freely allowing them to create very strong offensive or defense themed forces in close quarter combat, for just one touch with the destructive chakra can have detrimental effects on a normal human’s body.

Flow of Absolution ♎ – Using the very same principle and the rules based on the strengths and weaknesses of a Kureimoa, the Kurochi, will be able to further increase the defensive capabilities, preventing any direct harm to the Kureimoa's organs, bones, or muscle. Considering the skin is one of the easiest organs of the body to regenerate (at least, for the Kureimoas), the Kurochi will be able to serve as a sort of unseen defense, lying directly underneath and protecting the user, following its own S/W of course. In the event of an attack the skin can be easily sacrificed while the Kurochi underneath serves as the true defense. For example a sword cut would slice the skin open but stop short at the defensive layer of chakra underneath. Whenever the skin is removed, the armor of Kurochi is exposed and the user is able to manipulate it in the sake of defense or attack, subjecting the attacker/attack to point blank, pure Kurochi (this corresponds with the rank of the Flow of Absolution, which is A. Costs 30 chakra, deals 60 damage, and takes a move to manipulate) which naturally devours both physical and chakra properties of a target. This would mean, the average "fatal" strike done to a Kureimoa would actually be more deadly to the attacker than the Kureimoa itself. Kurochi in this usage cannot extend 5 meters should it be exposed.

Flow of Conquest ♎ – Is when the Kuremoa is able to establish some form of sustained contact with the body of the enemy. During this "flow" the Kurochi is rushed to the hands (or any other area the Kureimoa wishes) and leaks onto the skin causing the covered body part to become pitch black. When this happens, the Kurochi will be able to show a very characteristic trait of it, which would be siphoning chakra. On the first turn of sustained contact, the Kurochi within the Kureimoa begins to relieve the target of 50 points of chakra, but as the contact is maintained, over time, this value stacks for 3 turns, adding up to 150 points of chakra removed at maximum. Feasting can be done when sustained contact is held either with a Kureimoa's Kurochi infused skin or the Kurochi itself, and can lead to loss of vitality in some areas of the body as the Kurochi literally eats away at their flesh while leeching them dry of chakra. This a like the cruel variant of the Kureimoas' hunger for knowledge where they are able to harness thoughts and memories of their foes. Only difference is that this takes the chakra instead.

Connecting the "flows" given to them by the "Vile Chakra", they were able to incorporate various martial arts (such as free form and non-chakra aided Taijutsu), allowing them a rather strict control over closed quarter combat. The vile chakra also has a property of being able to consume weapons of the Kureimoa, from the inside, or coating them on the outside, especially the cancerous organ of the Kagune. This technique can be used to coat and infuse the Kagune of each Kureimoa with either of the "flows" in order to boost battle prowess--regardless of which state the Kagune is in ( i.e. Rinkaku, Ukaku, etc)

Note: The first two Flows can only be used 2x by Heartless Ones and below while 3x by Phantasmal Ones and above. The last Flow can only be done 3x, regardless of rank.
Note: Each variant lasts 4 turns each, excepting S-Ranked Conquest which lasts 3
Note: Flows of Divinity and Absolution require a two turn cool down upon deactivation
Note: Flow of Conquest requires a three turn cool down upon deactivation.
Oooh, I like these - I've read them quite a bit yesterday and they make sense.
I like that they can be applied to our weapon too with regards to Mask Maker's Eye.
 

Zaphkiel

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Awesome. Now we get the CCW: The Kagune. Arguably my favorite thing about Claymores, but if if you choose to have (yes, you can choose) you can't have another CW on your bio. But thats okay, because each form is a like whole weapon onto itself, and it is tied to most of your CCJ so its still a win.

But before we get into the forms of the Kagune, we have to look at the meta interactions, such as activation cost, durability, drawbacks, and effect on the time-frame. Starting with activation. Normally it costs a slot in the time-frame to manifest, but once per conflict you may activate it passively. With a four time overall activation limit it means you get one free and three normal activations. It damages, too, hitting for -40 with each activation, which is good news for people who like to break out of Genjutsu via pain. Then we have the durability, which mimics the Claymores' own resilience (dubbed 'nigh-invincible cockroaches' by AJ). The Kagune comes stock as an A-ranked weapon, with another A-ranked layer of Kurochi surrounding it all times. This gives it a combined S-ranked durability (up to 80 DMG) with the added effect of regenerating from base A-ranked and below attacks passively per turn, twice from S-ranked attacks, and once from a Forbidden jutsu.

Now to the forms. Each has its niche use, starting with the Ukkaku, Shining Feather. This gives you wings, emerging from the upper vertebrae between your shoulder blades. You move at base speed in flight, sadly, so be mindful of that if you have any movement enhancing abilities active. They can also spew Kurochi shards up to 10m but it cannot be done while flying. That doesn't mean you can't freefall for a moment to release the shards and then take flight again, however. The Kokaku is the sword-form of the Kagune, able to be swung at Samurai speeds, and with a Kurochi outer layer it carries S-ranked damage--a lethal combo, but only in the 0-3m range. Next is the infamous Rinkaku, a personal favorite of Six Paths'. It basically gives you 4 B-ranked prehensile tentacles or one giant, A-ranked one. They are fully under your control, able to grasp things, pierce objects, and even help with traversal (if you get creative enough). Just think of Doc Oc and you're on the right track. Now we get to the Bikaku, my favorite. This one carries S-ranked damage, like the Kokaku, and can also be used to augment leg-based Taijutsu by wrapping around it. Otherwise it is just a really strong muscle at your disposal.

Finally, some important notes: if you are a Yang Specialist, the Kagune's activation and upkeep becomes positively infinite for you, as opposed to the constant toll per turn. Many CCJs utilize the Kagune, both while its released or tucked away the body, such as Mask Maker's Eye above, so be mindful of your clan synergies. You may submit your own personal variant of the Kagune as a PCCJ, and you may have it take any other color then red, if you wish. The Kurochi (black) stays on, though! Any questions?

Kagune ♎ Shining Child
Type: Weapon
Rank: A - S
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80 (-40 per activation, -10 per turn)
Description: Not only did the Kureimoa develop a unique and foul chakra nature as a result of feeding on people for years, but they also garnered a curse, called Kagunes. The word Kagune in itself means "Shining Child" and is not as lovely as the name suggests. After years of dominating minor clans the Kureimoa turned to their eternal rivals; Jugo's Clan, and began ingesting their flesh, unknowingly metabolizing the chakra, which lead to their bodies ultimately turning this strange chakra and flesh into a small, cancerous growth which was later known as the "Kagune Sac". This strange piece of flesh positioned itself along the Kureimoa's spine and rested there, connecting itself to his/her nervous and chakra system like a parasite. By connecting to such a vital area on the body the Kureimoa are able to control and "flex" this Kagune sac like they would with any normal muscle. However, flexing this muscle is where this get interesting. With mental commands and a supply of chakra, the Kureimoa is able to draw the Kagune from their body and have it take form around him kind of like a liquid muscle. Kagunes are red-blackish in color coming from the color of the blood within it as well as the Kurochi surrounding it. The Kagune, when manifested, acts like another limb to the user and can be used as such with the durability of an A ranked technique which can play on par with Elemental Ninjutsu of the same rank. And just like their hosts, the Kureimoa, the Kagune is able to regenerate--albeit at a slower and more inferior rate considering it isn't exactly their own flesh. Each time the Kagune is called upon it tears through the skin quite forcefully which often times sends blood and pieces of flesh scattering from the Kureimoa's body. But, with their aforementioned healing factor this becomes negligable as the damage is healed almost as quickly as it was made. Being an organ, the Kagune can be commanded as easily as any other limb. Kurochi also covers and infuses the Kagune in various ways depending on the form taken. The Kagune and Kurochi each have A-ranked power, allowing the weapon in its entirety S-ranked durability. It seamlessly and passively regenerates from attacks A-Rank and below. This regeneration also extends to attacks above A-Rank but is more limited in use. Attacks stronger than S-Rank will shatter the Kagune but it can regenerate once from a Forbidden ranked attack and twice from an S ranked attack.

As previously stated, Kagune has 4 main forms, each one corresponding to the location it is projecting out of the Claymore's body, with their own unique usages, advantages and disadvantages. The location where the Kagune will project itself out of will be necessary to give it the shape needed. Its form can be changed but doing so forces the organ back inside the body, where it will relocate after one turn, and re-emerge (doing so cannot bypass any existing cool downs and counts as a re-activation). The color of each Kagune may vary per Claymore as well as unique variations (to be submitted as PCCJ). The Kagune can be activated passively once per fight/conflict, four times overall, with a four turn cool down each time it is deactivated. Lasts as long as the Claymore keeps paying health.

(Ukaku || 羽赫) Shining Feather
The first type of the Kagune which grows in the cervical vertebrae. When activated, the organ bursts from the Claymore's back as a pair of wings. Each wing has a bony support structure running its edges while Kurochi forms a thin membrane in between. This allows the Claymore a limited form of flight and gliding, which can be used to travel up to Mid-range at their base speed. The Claymore also gains he user gains a projectile offensive mechanism, where the Kagune is able to release kunai sized shards of Kurochi to 10 meters (Mid-range). These shards are A-Rank in power and cannot be done while in flight. This ability has a two turn cool down.

(Kōkaku || 甲赫) Shining Shell
The second type is activated upon having the organ grow or move to the thoracic vertebrae. In this form the Kagune forms an outer shell over the Claymore's arm that behaves like a sword or cleaver. Kurochi flares around the Kagune in this form and can allow it pierce or slice through techniques up to S-rank. The Kōkaku form can only reach up to 3 meters of the Claymore but can be operated in close range at the speed of the average Samurai due to its small form and lightweight material. The Kurochi enhancement can only be done once every two turns.

(Rinkaku || 鱗赫) Shining Scales
The third type is created with the growing or moving of the organ in the Lumbar vertebrae which gives the user the ability to call forth tentacles from the spine, up to 4 in number or just one (four B-ranks or one A-rank). Kurochi infuses the Kagune in this form, allowing it to devour anything it touches. For techniques lower in power than the Rinkaku, can be devoured whilst attacking to supply the Claymore (through Primeval Gluttony CCJ). The ability to devour and return chakra can only be activated once every two turns after which the Rinkaku will still function as an offensive weapon. The Rinkaku is also the second Kagune form that can reach up to 10 meters when attacking (Mid ranged).

(Bikaku || 尾赫) Shining Tail
The last kind, which is created from having the organ move to the sacrum, will project itself out from the skin in form of a flexible tail. Being made of almost entirely muscle, the Bikaku swings with enough strength to break bones and send tremors through the ground. With the added Kurochi outer layer, it is an S-ranked weapon, capable of dealing serious damage. It can also be used to cover the Claymore's leg instead, for added Taijutsu damage (+20 to leg based Tai). Once activated the ability lasts two turns, with a two turn cool down. The Bikaku can only reach up to four meters of the Claymore's body.

Note: Must be at least Ghoul rank to possess.
Note: Choosing to have a Kagune prevents the Claymore from utilizing any other CW's and must be mentioned in the biography.
 

Detective L

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I forgot about this - no questions as of yet.
Awesome. Now we get the CCW: The Kagune. Arguably my favorite thing about Claymores, but if if you choose to have (yes, you can choose) you can't have another CW on your bio. But thats okay, because each form is a like whole weapon onto itself, and it is tied to most of your CCJ so its still a win.

But before we get into the forms of the Kagune, we have to look at the meta interactions, such as activation cost, durability, drawbacks, and effect on the time-frame. Starting with activation. Normally it costs a slot in the time-frame to manifest, but once per conflict you may activate it passively. With a four time overall activation limit it means you get one free and three normal activations. It damages, too, hitting for -40 with each activation, which is good news for people who like to break out of Genjutsu via pain. Then we have the durability, which mimics the Claymores' own resilience (dubbed 'nigh-invincible cockroaches' by AJ). The Kagune comes stock as an A-ranked weapon, with another A-ranked layer of Kurochi surrounding it all times. This gives it a combined S-ranked durability (up to 80 DMG) with the added effect of regenerating from base A-ranked and below attacks passively per turn, twice from S-ranked attacks, and once from a Forbidden jutsu.

Now to the forms. Each has its niche use, starting with the Ukkaku, Shining Feather. This gives you wings, emerging from the upper vertebrae between your shoulder blades. You move at base speed in flight, sadly, so be mindful of that if you have any movement enhancing abilities active. They can also spew Kurochi shards up to 10m but it cannot be done while flying. That doesn't mean you can't freefall for a moment to release the shards and then take flight again, however. The Kokaku is the sword-form of the Kagune, able to be swung at Samurai speeds, and with a Kurochi outer layer it carries S-ranked damage--a lethal combo, but only in the 0-3m range. Next is the infamous Rinkaku, a personal favorite of Six Paths'. It basically gives you 4 B-ranked prehensile tentacles or one giant, A-ranked one. They are fully under your control, able to grasp things, pierce objects, and even help with traversal (if you get creative enough). Just think of Doc Oc and you're on the right track. Now we get to the Bikaku, my favorite. This one carries S-ranked damage, like the Kokaku, and can also be used to augment leg-based Taijutsu by wrapping around it. Otherwise it is just a really strong muscle at your disposal.

Finally, some important notes: if you are a Yang Specialist, the Kagune's activation and upkeep becomes positively infinite for you, as opposed to the constant toll per turn. Many CCJs utilize the Kagune, both while its released or tucked away the body, such as Mask Maker's Eye above, so be mindful of your clan synergies. You may submit your own personal variant of the Kagune as a PCCJ, and you may have it take any other color then red, if you wish. The Kurochi (black) stays on, though! Any questions?

Kagune ♎ Shining Child
Type: Weapon
Rank: A - S
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80 (-40 per activation, -10 per turn)
Description: Not only did the Kureimoa develop a unique and foul chakra nature as a result of feeding on people for years, but they also garnered a curse, called Kagunes. The word Kagune in itself means "Shining Child" and is not as lovely as the name suggests. After years of dominating minor clans the Kureimoa turned to their eternal rivals; Jugo's Clan, and began ingesting their flesh, unknowingly metabolizing the chakra, which lead to their bodies ultimately turning this strange chakra and flesh into a small, cancerous growth which was later known as the "Kagune Sac". This strange piece of flesh positioned itself along the Kureimoa's spine and rested there, connecting itself to his/her nervous and chakra system like a parasite. By connecting to such a vital area on the body the Kureimoa are able to control and "flex" this Kagune sac like they would with any normal muscle. However, flexing this muscle is where this get interesting. With mental commands and a supply of chakra, the Kureimoa is able to draw the Kagune from their body and have it take form around him kind of like a liquid muscle. Kagunes are red-blackish in color coming from the color of the blood within it as well as the Kurochi surrounding it. The Kagune, when manifested, acts like another limb to the user and can be used as such with the durability of an A ranked technique which can play on par with Elemental Ninjutsu of the same rank. And just like their hosts, the Kureimoa, the Kagune is able to regenerate--albeit at a slower and more inferior rate considering it isn't exactly their own flesh. Each time the Kagune is called upon it tears through the skin quite forcefully which often times sends blood and pieces of flesh scattering from the Kureimoa's body. But, with their aforementioned healing factor this becomes negligable as the damage is healed almost as quickly as it was made. Being an organ, the Kagune can be commanded as easily as any other limb. Kurochi also covers and infuses the Kagune in various ways depending on the form taken. The Kagune and Kurochi each have A-ranked power, allowing the weapon in its entirety S-ranked durability. It seamlessly and passively regenerates from attacks A-Rank and below. This regeneration also extends to attacks above A-Rank but is more limited in use. Attacks stronger than S-Rank will shatter the Kagune but it can regenerate once from a Forbidden ranked attack and twice from an S ranked attack.

As previously stated, Kagune has 4 main forms, each one corresponding to the location it is projecting out of the Claymore's body, with their own unique usages, advantages and disadvantages. The location where the Kagune will project itself out of will be necessary to give it the shape needed. Its form can be changed but doing so forces the organ back inside the body, where it will relocate after one turn, and re-emerge (doing so cannot bypass any existing cool downs and counts as a re-activation). The color of each Kagune may vary per Claymore as well as unique variations (to be submitted as PCCJ). The Kagune can be activated passively once per fight/conflict, four times overall, with a four turn cool down each time it is deactivated. Lasts as long as the Claymore keeps paying health.

(Ukaku || 羽赫) Shining Feather
The first type of the Kagune which grows in the cervical vertebrae. When activated, the organ bursts from the Claymore's back as a pair of wings. Each wing has a bony support structure running its edges while Kurochi forms a thin membrane in between. This allows the Claymore a limited form of flight and gliding, which can be used to travel up to Mid-range at their base speed. The Claymore also gains he user gains a projectile offensive mechanism, where the Kagune is able to release kunai sized shards of Kurochi to 10 meters (Mid-range). These shards are A-Rank in power and cannot be done while in flight. This ability has a two turn cool down.

(Kōkaku || 甲赫) Shining Shell
The second type is activated upon having the organ grow or move to the thoracic vertebrae. In this form the Kagune forms an outer shell over the Claymore's arm that behaves like a sword or cleaver. Kurochi flares around the Kagune in this form and can allow it pierce or slice through techniques up to S-rank. The Kōkaku form can only reach up to 3 meters of the Claymore but can be operated in close range at the speed of the average Samurai due to its small form and lightweight material. The Kurochi enhancement can only be done once every two turns.

(Rinkaku || 鱗赫) Shining Scales
The third type is created with the growing or moving of the organ in the Lumbar vertebrae which gives the user the ability to call forth tentacles from the spine, up to 4 in number or just one (four B-ranks or one A-rank). Kurochi infuses the Kagune in this form, allowing it to devour anything it touches. For techniques lower in power than the Rinkaku, can be devoured whilst attacking to supply the Claymore (through Primeval Gluttony CCJ). The ability to devour and return chakra can only be activated once every two turns after which the Rinkaku will still function as an offensive weapon. The Rinkaku is also the second Kagune form that can reach up to 10 meters when attacking (Mid ranged).

(Bikaku || 尾赫) Shining Tail
The last kind, which is created from having the organ move to the sacrum, will project itself out from the skin in form of a flexible tail. Being made of almost entirely muscle, the Bikaku swings with enough strength to break bones and send tremors through the ground. With the added Kurochi outer layer, it is an S-ranked weapon, capable of dealing serious damage. It can also be used to cover the Claymore's leg instead, for added Taijutsu damage (+20 to leg based Tai). Once activated the ability lasts two turns, with a two turn cool down. The Bikaku can only reach up to four meters of the Claymore's body.

Note: Must be at least Ghoul rank to possess.
Note: Choosing to have a Kagune prevents the Claymore from utilizing any other CW's and must be mentioned in the biography.
I forgot about this - no questions.
 

Zaphkiel

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Do you plan to use the Kagune? Would be cool.

Now we get to fattest of the CCJ. Even by my standards, this one is a doozy--but for good reason. The basis of this technique lies solely within having the Kagune, and since it itself has 4 different forms and with 3 factions within the clan... you see where this is going. That being said, as long you understand what each Faction is designed for, you will understand this technique perfectly.

Starting with the Vanguards, aka the attackers. By cannibalizing the Kagune from within, you will be able to draw in its cells as your own. Remember, the Kagune developed from centuries of feasting on Senjutsu users, which causes it to posses a sizeable amount of senjutsu-focused cells, like the 'Jugo's Cells' that Orochimaru uses. This is the only time Claymores gain access to Senjutsu, and it's in a very limited capacity. Call it, Lesser Sage Mode. You gain physical damage shaving as well as increased senses and speed, as well as the ability to form 'Quinque' which are organic weapons made from the broken-down Kagune. These don't have damage of their own, but can still be used to perform Bukijutsu. They can also release Kurochi in various forms but note that this can only be done 3x overall, meaning even if you reactivated this technique you'll still have that usage limit. It's designed that way because this form is centered around CQC and not Ninjutsu.

The Aegis Core, aka the tanks of the clan, metabolize the Kagune differently. They form a tough plating around themselves, called an Arata, that depending on the type Kagune chosen to devour, will have varying effects as to what the Arata can do. Take note of the Rinkaku Arata, though, and how it's extra arms can be used for Taijutsu and Kenjutsu, but that they cannot mold chakra (like for hand seals). Even without these specializations you still gain physical damage reduction as well as +20 to Taijutsu, which synergizes with the Rinkaku Arata the most.

Next is the coolest looking ones (as usual), the Centurions, or 'brains' of the clan. Think of how important Yamanka are to Konoha and you'll get an idea of these guys. This form gives you two ways to use your Kagune. The first, is by mutating it beyond it's original confines, such as the Bikaku tail growing a mouth or extra eyes. These are functional mutations, meaning the eyes can be used to track for you and the mouths can be used to feed. The second way is by absorbing that mutated Kagune and becoming yourself, mutated. The Claymore gains the Kagune's durability (A-ranked, 60 DMG) which can be restored by using the healing technique, Life Eternal. The Centurion is also able to sprout extra appendages and organs like eyes on any part of their body, which makes for some interesting RP. They also gain a tracking increase to make up for the lack of damage.

Questions?

Kuro Yagi no Tamago ♎ The Black Goat's Egg
Type: Offensive/Supplementary/Defensive
Rank: A-S
Range: N/A
Chakra Cost: 30 - 40 (-10 per turn)
Damage: N/A (-20 per turn)
Description: This technique is similar to Mask Makers eye where a very special fusion between the Kurochi and the body of the Kureimoa is explored. The Black Goat's Egg however, specifically connects to one body part, an organ which the Kureimoa have been blessed with: the Kagune. Due to its parasitic and often times cancerous properties, it is a very diverse as well as risky part of the Kureimoas' culture. Being that Kurochi is shown to have very specific medicinal properties when applied to a Claymore's body, this clan technique explores a different form of empowerment through Kurochi never before seen. Like Mask Maker's Eye, The Black Goat's Egg boasts three different sections, each applying to the three factions known within the clan: Vanguard, Centurion, and Aegis Core.

Vanguards of the Sunlit Garden ♎– This ability caters to the attackers, the Vanguard faction. The technique begins by destroying the Kagune Sac internally with the use of Kurochi and then absorbing every single cell of the organ into the bloodstream. Due to the Kagune Sac being made from the flesh and chakra of the Nature Energy and Senjutsu adepts known only as "Jugo's Clan", absorbing the Kagune Sac in its entirety becomes something way more interesting than self-cannibalization. The cells, called "Jugo's Clan Cells or JC's" from here on out, when absorbed into the blood stream allows the Claymore a very weak but still effective ability to sense and gather Natural Energy, similar to their long time rivals. By being able to sense the ubiquitous Natural Energy around them in a manner less potent than Sage Mode, the Claymore is able to increase their scope awareness as well as an increase to their base speed by 2x while the technique remains active. This infusion isn't strong enough to transfer to the chakra network, but it does seep into the muscles and bones of the Claymore, giving them added resilience to attacks of the "physical" nature, such as Doton, Suiton, etc in the form of 30 damage shaving to those attacks. The JC Cells, still being essentially the Kagune organ, just broken down, is able to be used offensively as well by having Kagune-like weapons called "Quinque" jut from the Claymore's skin. Using the same hardened material that composes the Kagune, the Quinque weapons are equally as durable and are able to play on level terms with elemental techniques of A ranked and below in a variety of shapes and forms such as swords, shields, gauntlets, spears, etc. The Quinque can only be utilized by a Claymore as it requires a constant supply of Kurochi (costs an extra -10 per turn) and if anyone else other than a Claymore wields it the weapon will immediately feed chakra from the holder at an alarming rate until there's no more chakra left to devour. It can also be made in the image of any of the four forms of the Kagune (such as the Ukakku, Kōkaku, Rinkaku, and Bikaku), for example sprouting a tentacle from a sword. The Quinque's are A ranked in power like the Kagune and are able to change shape to whatever the Claymore wishes, so long as contact is made. The final ability of the Quinque is to, in some forms, release arcing waves and beams of concentrated Kurochi up to long ranged (A ranked in power, costing 30 chakra and dealing 60 damage). This can only be done 3 times per conflict. Only one Quinque can be wielded by the Claymore at any given time and once cancelled or destroyed there is a two turn wait before one can be formed again. A-ranked ability, costing 30 chakra to activate and lasts 4 turns. Can be used a maximum of 3 times, with a 2 turn cooldown.

Paladins of the Aegis Core ♎ – Being a faction that relies heavily on defense and utility, the Aegis Core uses both Kurochi and Kagune in similar yet different ways than the other factions. Instead of absorbing the Kagune Sac into their bodies like their Vanguard counterparts, the Aegis Core Claymores have been seen to unleash the Kagune in a full coverage exoskeleton formation. This exoskeleton, called an Arata, is tough to the touch as well as alive, molding itself to the Claymore's body and ensuring everywhere is covered. While no doubt boosting the defensive capabilities of the body, allowing the wearer 30 damage shaving to physical attacks, the Arata also serves to augment the Claymore's physical attacks, giving Taijutsu techniques +20 while active. Seeing that the Arata is simply the Kagune being controlled from the outside instead of in, it is able to morph into any of the four forms of the Kagune by infusing it with Kurochi (costs -10 chakra per turn to keep active). Kurochi causes the Arata to appear pitch black forcefully shaping it into the different forms once per turn, each carrying a unique advantage. The Ukaku (Shining Feather) form allows the Arata to become ultra-lightweight without sacrificing defense. When paired with the physical enhancing properties of Kurochi on the body, this becomes something akin to releasing Leg Weights, where the user is able to move with a sort of "new speed". This allows the wearer to move in blurs very similar to the Body Flicker technique. Keep in mind this doesn't actually increase his speed in anyway, it only changes his movement from a natural fluid one to jagged, quick maneuvers, allowing him to dart from place to place and even jump as far as mid ranged (cannot be used to dodge techniques) in one bound. The Kōkaku (Shining Shell) form allows the Arata to create projectiles similar to kunais and Fuma shuriken that can be thrown up to long ranged. Being made of an organic material rivaling steel these projectiles are very lethal and can be guided to their target with chakra control thanks to an ever-present Kurochi infusion. The Rinkaku (Shining Scale) Arata form allows the wearer to spout up to four extra arms that are C ranked individually (amounting collectively as A ranked, just like the Kagune). These are can be used to aid in Taijutsu and Kenjutsu and any other forms of body arts the wearer knows but they can't mold chakra. The last Arata form, the Bikaku (Shining Tail) is a bit different. Keeping its tradition as the toughest of the Kagune forms, the Bikaku Arata can be surged with a large amount of Kurochi to increase its defensive capabilities, raising the rank of the Arata from A to S, which would allow the user to tank the damage of one S ranked elemental attack, or two A ranks, etc as well as increasing the Claymore's damage shaving to physical attacks to 40 rather than 30. S-ranked ability, costing 40 chakra to activate and lasts 3 turns. Can be used a maximum of 2 times, with a 3 turn cooldown.

Chimeric Centurions of Aogiri ♎ – The most peculiar ability of the Centurion faction, it is said to have been created by the One-Eyed King himself and is based on the innate connections found between the Kagune, Koruchi, and the Claymore. The 'evolution' is first initiated by the Claymore coursing Kurochi through their Kagune, causing it to shift from blood red to jet black. By doing this the Kagune will naturally adopt some abilities of Kurochi which include degrading both the chakra and physical properties of anything it touches. The peculiar twist that comes with this infusion is the taking advantage of Kurochi's ability to forcefully manipulate the body and manipulate the Kagune itself. Based on the same principles of Awakening, the Kurochi infused Kagune will be be able to contort into horrid creations as well as an overall size, defense, and power boost (deals 80 damage rather than 60). Perhaps the most shocking change that takes over the Kagune is the organic mutation that occurs which replicates the users own organs onto the Kagune, making it almost alive-like. These organs include eyes which can see and pivot, mouths which can whisper and even eat, along with prehensile hands and ears, all of which are the Claymore's own body parts, only copied. The extra appendages would serve to help the Claymore in combat but they are foremost side effects of copious amounts of Kurochi infusion. This technique is also able to facilitate the Claymore's fusion with their Kagune further. By destroying the mutated Kagune and absorbing it into their bodies like the other two factions, the Chimeras of Aogiri can spread the JC's entirely throughout their bodies and manifest a human-sized reconstruction of the Kagune. Very different from the Aegis Core, this full-body Kagune doesn't form on the outside like armor but rather inside of the body itself. In doing so the user's skin, hair, and eyes can become pitch black. The purpose of this, is to allow the Kagune's durable structure (see S/W's of Kagune) to lay beneath the skin as a second line of defense while also to be able to come from almost every conceivable part of their bodies instead of the back alone while also causing extra appendages and organs (such as the eyes, ears, and mouths mentioned earlier) to sprout all over the Claymore's body. Of course they can control what appendage grows and where. This can cause an arm to become riddled with eyes, similar to Danzo, or even extra mouths to intimidate or speed up a feeding process. The Kagune shares the regenerative properties of the Claymore body and costs -10 chakra per turn to keep active. This means, if the Claymore uses the healing CCJ "Life Eternal" both Kagune and their bodies are healed at the same time due to the unique fusion. By having all these extra sensory based organs functioning on their bodies/Kagune, the Centurions gain an increased awareness far above regular standards, similar in nature to chakra sensing. This translates to an increase in their tracking capabilities by a factor to x3, though this does not extend to the range their sensory possesses. Quite peculiarly too, the organs are known to sometimes function autonomously of the user's control, such as the mouths whispering horrid things or the eyes staring where the Claymore isn't. S-ranked ability costing 40 chakra to activate and lasts 3 turns. Can be used a maximum of 2 times, with a 2 turn cooldown.

The Black Goat's Egg reworks the traditional use of the Kagune for the Claymores, and as long as this clan technique is active they lose access to the Kagune in any other way. For higher ranking members who have access to two or more factions of the clan, to switch between each faction correspondent ability of Black Goat's Egg they will have to wait a turn for the Kagune Sac to regenerate before they can utilize it again. Doing so ends and triggers all drawbacks of the chosen faction ability early while reducing the turn limit of the next faction ability by one turn. Each faction ability damages the user by -20 per turn while active.

Note: While any of the three abilities are active the Claymore loses access to the Kagune as the traditional CCW.
Note: Can only be used by Heartless Ones and Above
Note: Can only be used to those who accepted the Kagune transplant.
 
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