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Claymore Clan | Kureimoa Ichizoku
"We Starve With Bellies Bursting Full."
In a time, not so distant from present day, there existed numerous clans roaming the free lands yet to be called 'nations'. These clans ranged from the regular shinobi to the supernatural ones such as the Uchiha. But before the great emergence of the many clans there existed the forerunners, those which predate the world you see now. Of the forerunners came two mysterious clans, one which remains unnamed and the other which was later to be feared as the Kureimoa Ichizoku. The first clan, which remains unknown, was a unique one with the ability to perceive and store Natural Energy in their bodies, known as 'Jugo's Clan'. They held the special ability to morph their bodies with the use of Senjutsu creating distorted and inhumane figures, this combined with their uncontrollable fits of rage made them monsters among men, feral beasts that killed for sport leaving entire villages decimated in their wake.
However, as if by the natural balance of the universe, the Kureimoa were 'designed' to combat the foul beasts. Instead of fits of rage the Kureimoa held fits of insatiable hunger, due to their ability to digest chakra. This could often times be misconceived as rage due to the feral howling, screeching, and wild movements they possessed when hungry. They were similar yet different in most aspects, and for a long time were considered mortal enemies with clan wars between the two spanning many generations. After a while of pointless battles, often times determined by luck and numbers the Kureimoa became organised, and created ranks among themselves. Eventually training their abilities for the purpose of attack and defense, before long the clan held a full corps. A military regiment divided into 3 factions; The Vanguards based on offense, Aegis Core as the defensive regiment, and lastly the Centurions who held immense knowledge and battle tactics.
The Kureimoa were said to spawn from the offspring of a mysterious demon and humans, creating hybrids who were in human form but held demonic minds such as the fits of rage and hunger. In this light the Kureimoa were vividly different from the regular shinobi, having silver colored eyes that seemed to glow in darkness and some were even fabled to have had fangs and claws. Despite being the 'heroes' fighting off the other clan, they were indistinguishable from the monsters they fought and as such were treated with equal fear and disdain. To this day they remain secluded and shut off from the evolving world.
Our Gifts; Special Abilities/Traits
Passive Traits:
Appearance and Physical Traits:
The members of the Kureimoa clan, when not in fits of hunger, are said to be the most beautiful beings on the planet. With perfectly formed facial and bodily features they are near irresistible to the normal shinobi. However this is just to lure in unsuspecting victims to their deaths. Their eyes are the only true trait that visibly differentiate them from the normal, their irises are a bright, silvery in color with a circular shape like regular eyes but will shift to a red iris surrounded by a pitch black sclera during various stages of Awakening. This is merely cosmetic however and serve no true purpose. In addition to their beauty and special eyes they held various special traits among themselves. These are subtle variations from the regular human body such as fangs, small whiskers and even pointed ears. Again they serve no other purpose but to aesthetically enhance their appearance.
In addition they wear a default uniform, complete with a cloak and subtle armor, and individual Noh Masks containing the kanji of the Kureimoa's number ranking of the clan as well as their unique symbol of identification. This very same symbol is even printed on any weapons they may possess and on a piece of fabric which can be placed anywhere on their person. Much like the head band of a villager. Some Kureimoa are only known by their rank and symbol as opposed to their actual names.
Hunger and Chakra Consummation
The Kureimoa, unlike any of the other clans, held the ability to consume and digest raw chakra. It is through this unique feat that they held an incredible Hunger, ever present in both their minds and body. This Hunger lies dominant as a passive condition over all the other physical afflictions such as pain and emotional afflictions such as sadness. This isn't to say that they are immune to these, they still do feel and experience them, but said feelings would never reach a point where it controls them or becomes all they feel and think. This means a Kureimoa could be feeling pain from an attack but the Hunger within them reigns over this pain, making it a secondary feeling which they don't pay too much attention to. This gives them the unique ability to experience but ignore other forms of mental and physical afflictions .The minute an emotional or physical affliction becomes dominant over their Hunger they become aware, as that is an unnatural phenomenon. As they grow older they learn to live with the Hunger but never suppress it. It is through this curse the ancient clan motto was born; "We starve with bellies bursting full" which describes the agony of an insatiable hunger that cannot be quelled even after fulling one's stomach with food. This hunger and consummation applies to various forms of chakras, which includes neutral and elemental chakra, Senjutsu Chakra, etc. Their bodies hold a unique enzyme in their saliva and stomach acids that gave them the ability to ingest raw, foreign chakra into their bodies and break it down into Physical and Spiritual Energy. Much like how one would break down food into vitamins and proteins. Once the foreign chakra is ingested and digested they were able to add it to their own already large chakra well. This made them perfect combatants of rival clans who would fight with savage chakra attacks. This does not stem to techniques however, as the Kureimoa are incapable of feeding on actual techniques and must wait until the chakra is not molded and virtually purposeless. They can feed on elemental chakra as well, but not techniques.However, what made them become monsters was their ability to metabolizechakra that was present in human flesh, even after death (as seen with Doujutsu users' eyes and Hashirama's cells which held chakra even after being removed giving Yamato his Mokuton, and actual flesh when Madara infused Hashirama with himself, fusing both chakras to unlock the Rinnegan). By feeding on actual people, the Kureimoa became feared as 'ghouls' (喰種) as they began feeding on their rivals whenever their chakra reserves went low. However, they do not gain any abilities or power ups from the flesh of their victims, only the chakra. The most shocking aspect of the Kureimoas' hunger and lust for chakra can also be seen in their ability to drain the chakra from their targets with just physical contact (technique to be submitted). By draining the chakra from their targets the Kueimoa essentially drains the victims' vitality and can cause the target to collapse or even die from losing too much chakra. The sadness in this is that the siphoned chakra through physical touch is not added to the Kureimoa's chakra pools but is merely drained from the target and wasted, much to the Kureimoas' dismay. But one perk they do get from siphoning chakra through touch is the ability to access sentiments such as memories and thoughts of their victims through their chakra, even if said target is dead (Techniques to be submitted). The enzyme their bodies possessed allowed them to extract the chakra from the flesh of their victims and metabolize it while the other super natural enzymes of their bodies allow them to break down vast amounts of the raw meat as well as blood, something not common in regular shinobi, effectively digesting their enemies. After a while their voracious hunger caused them to not only prey on the members of Jugo's clan, but anybody and thing that held chakra within them. Tearing apart limbs and feeding like the demons they were said to spawn from.
Kekkei Genkai
Kurochi & Manipulation
Discovered decades ago by clan heads, the truth was that no demon was responsible for the Kureimoas' insatiable hunger and feral instincts, but it was a myth created by those who had been fortunate enough to survive one of their many attacks. What was discovered to be true however, was the Kureimoas' ability to manifest a special form of energy within themselves called Kurochi, which roughly translates to "Dark" (Kuro) "Energy" (chi). In the English tongue Kurochi would directly translate to "Vile Chakra" and is actually a form of hyper chakra nature that each Kureimoa is born with. The chakra is formed from centuries of feeding on multiple victims and experiencing so many different chakra natures to the point where it has become skewed and twisted with a pitch black appearance. The chakra can be molded within their bodies and released with shape manipulation much like how one would with regular chakra, difference being its power and dark color, pitch black even. So dark, in fact, that it obscures even vision. Harnessed from the Kureimoas' dark origins this unique chakra nature is on par with elemental chakra and strong to Senjutsu chakra, while being neutral to other hyper natures such as Tailed Beast chakra. Kurochi has many uses; both offensively and supplementarily as it houses destructive properties when molded properly, much like regular chakra.
With the intention of offense in mind, Kurochi eats away at both objects and people alike in a manner that can only be described as parasitic. Although it carries heat, Kurochi doesn't burn or singe like fire, but rather feels more like a million tiny mouths feeding on one's flesh. What is very phenomenal however is that Kurochi not only eats away at the physical aspects of a target, but also chakra. Kurochi, much like the Kureimoa themselves, is able to drain regular chakra from the objects it touch. This allows it to deal with otherwise intangible, unmolded chakra such as that present within people just as effectively as tangible applications of chakra such as elemental chakra. The drained chakra is not added to the Kurochi but simply drained from the target. This ravishing feeling when Kurochi 'feeds' on a living thing comes from the Kureimoas' hunger and yearning to devour and is a way for opponents to feel if but a small fraction of such an affliction. (specific effects will be described within each technique)
In the other light, with supplementary uses in mind, Kurochi is able to be manifested within a Kureimoas body. Not like regular chakra being molded within one's body and then expelled through shape or nature manipulation--no. Kurochi is able to be formed, shaped, and manipulated within a Kureimoa to the point where it can be see leaking from their skin or eyes. This in itself would prove fatal to regular shinobi but the Kureimoas' ability to control this energy allows their bodies to endure it. This way a Kureimoa is able to use Kurochi inside his/her body and have it perform helpful tasks such as aiding in the regeneration process while also preventing foreign pathogens from entering the body directly. (techniques to be submitted)
Self Empowerment and Healing Factor
The Kureimoa held the ability, by manifesting Kurochi (Vile Chakra) within their bodies, to weave itself within the organs and bones of their bodies and bolster said body parts, effectively adding defense to the body or aiding in offense for example adding Kurochi to a kick or slap. This form of empowerment will be submitted as a CCJ.The Kureimoas' self healing comes from their ability to harness the chakra of others through feeding. This unique trait is dubbed "Hunger" allows them to feed on fresh kills (that means bodies which were just killed in a fight/recently and not bodies that have been dead for long periods of time, this means no sealing bodies to take as snacks). By feasting on these corpses the Kureimoa is able to feed off its chakra while spending a chunk of their own (70 chakra) in order to heal from major, sometimes even fatal injuries. In the same manner, they have another unique trait tied to self healing called "Dying Light" where once a match/event, and costing 150 chakra, the Kureimoa floods his tenketsu with chakra to push start a shockingly rapid healing process that can remedy even the most gruesome of injuries in mere moments. This can only be done so long as the Kureimoa's head Is still attached to his spine/body and he/she still lives, even if for a moment. As one would imagine this takes a severe toll on the body and as such takes up 2 of the 3 allotted moves per turn. "Hunger" can also be used to garner chakra from a person/corpse as well in the case healing isn't needed, at a high rate of chakra points per limb (both legs, both arms, the torso and the head). "Hunger" and "Dying Light" will be detailed in a CCJ to be submitted.
However, this unique body and these unique characteristics make it impossible for Claymores to be healed with regular medical jutsu. Their unique bodies also reject medicines.
Kagune Sac/Organ
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.
As previously stated, Kagune has 4 distinctive forms, each one corresponding to the location it is projecting out of in the Host’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. Depending where it projects itself out of, it will show 4 different, distinctive forms which all have different strength and weaknesses, while when the shape is changed, the user needs to release the weapon, so that the organism will travel back in, and wait one turn for the parasite to move across the spinal cord and find the new location, where it will reconnect to the spine and project itself out once again, needing to state what form it took.Also, the Kagune is developed with the Kureimoa instead of being implanted by medical shinobi, should they so choose to. Upon reaching the title of Ghoul (between ranks 10 and 15) the clansman is able to request a Kagune sac which will lead to the Kagune. The cost of using the Kagune is -20 chakra from the user per turn to keep active, -40 damage upon activation, and a continuous -10 damage to the Kureimoa for each turn active.
The Awakened and Abyssal Ones
At will, or when overwhelmed, the Kureimoa are able to release their 'demonic' sides by allowing Kurochi to rile and allow their bodies to contort into horrid creatures, called Awakened Ones (覚醒者). By using Kurochi to painfully shape their own body parts without addition or subtraction of said parts, this can leave legless Awakened Ones in exchange for an extra set of arms. This is why its called Awakening because each member learns to rearrange their bodies into ways they never knew possible, opening their eyes to new heights, being "awoken". During each transformation, the users' skin become pitch black as the Kurochi oozes from their bodies, the Awakenings are unique to each individual and much reflects their personality. Quite shockingly however, the Awakening of different Kureimoa share no resemblance to anything earthly. Their transformations appear nothing like animals or even mythical creatures, instead appear to completely spontaneous and equally frightening creatures said to originate from the depths of their hearts [
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]. Depending on their rank and training the Awakening of a Kureimoa can range from simple horns to a grotesque mass of limbs with the head being in the chest instead of on the neck and so forth. When Awakened, the senses are heightened as well as the user's speed and power according to their rank and faction in the clan (see "Hierarchy" and "Specialists" tabs below), but the most notable effect of the awakening is not just the now unbearable hunger and sexual arousal, it is the mad mind that takes over their bodies, severing all connections to their humanity. This also places not only their minds in chaos but also their chakra pathways; making them immune to infectious foreign chakra that would seek to infiltrate their system. As one would expect, the clan abilities become augmented such as the regeneration which allows them to regrow multiple limbs at a time in a rapid fashion. However, Awakening comes with a price, due to dangerous amounts of Kurochi being released within and around them their bodies are placed under immense stress which in turns takes a toll on their total vitality. In short, awakening slowly kills a Kureimoa despite their impressive regenerative capabilities. What is to be noted, however, is that each Awakening is merely a smaller, incomplete Abyssal form. That's right, once a Kureimoa Awakens, their body still has the capability of growing even more contorted into a its final form, the Abyssal One (深淵の者). This means, to enter an Abyssal form the Kureimoa must have been Awakened for at least one turn prior. As such, when a new member joins the clan, they will be prompted to submit a personal CCJ which details the nuances of their incomplete (Awakened) form as well as their complete (Abyssal) form. Each Awakening/Abyssal form has general limitations however such as each Abyssal form cannot pass the size of a medium sized summon while the incomplete, "Awakened" form itself cannot pass the 2 meter mark in both height and width. In terms of abilities and appendages both Abyssal and Awakening can have limbs such as wings, tails, claws, fins and extra ones like legs and hands but only one head. During each of these stages however, the Kureimoa cannot develop the organs of other animals or mythological beings such as gills, bio-electrical organs and so on. So even if an Awakened One may have the fin and scales of a fish, they will still posses human organs. All appendages and extra limbs are made/replicated from their own bodies. Awakening and Abyssal forms have backlashes as well where entering the Awakened state charges 40 chakra and maintaining it damages the Kureimoa at a rate of -15 in terms of self damage and -15 chakra points per turn active. Upon exiting there is no real penalty to the Kureimoa whereas entering an Abyssal form costs 50 chakra and damages at a rate of -20 in terms of self damage and -20 chakra points per turn active. Abyssal forms can only be used once per battle and while one can return to normal after awakening, if he reaches the abyssal state, he cannot return to normal and will fall unconscious (or die) once the form ends.[
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]. The Kureimoa's rank determines how long he/she can maintain an Awakened form for, or even attain an Abyssal form while their faction determines the perks of the Awakened/Abyssal form (see "Hierarchy" tab below). And, as stated before, each Kureimoa has an equally unique and shocking Awakening and Abyssal form respectively and will submit their own in the form of a PCCJ.Location
The Kureimoa hail from the location now known as the Land of Waterfalls, where they were forced there as a part of a treaty with the villagers. This treaty forbade them from feeding on the village's inhabitants and generally staying out of sight. Of course the Kureimoa happily agreed to this.
Purpose
Kureimoa, despite protecting regular people, are usually feared and shunned due to their incredible powers and their typically aloof attitudes. Regular shinobi often refer to them "silver-eyed witches/slayers" or "monsters." With most of the rival clan either wiped out or dispersed they stay in the shadows, an unseen protection one may call them.
Specialists:
As stated previously, upon training, each Kureimoa is placed into one of the three factions based on his/her mental and physical capabilities. This was to even out the military force and would subsequently lead them to one of the strongest clans rivaling that of the Senju and Uchiha.
The Vanguards | 先駆者 | Senku-sha
Those who posses more offensive potential, are trained to be the Vanguards, the attackers of the clan. They are usually sent on stealth missions and overall raids, the first to be called upon for attack. Vanguards are very attack oriented and often times use their savagely hungry minds to block out all other minorities like pain. Vanguards are the fastest of the clan in physical speed. When Awakened, the Vanguard gains an impressive x2 speed bonus and a +10 boost to elemental techniques in this state while the Abyssal form grants x3 speed and +15 boost to elemental techniques. Their Awakenings are attack oriented having many blades and spikes and so on making them very fast and efficient in close quarters.
The Aegis Core | イージスコア | Ījisukoa
These were the 'tanks' of the clan, who were able to withstand crushing blows and pressure. They hold impressive strength to their Taijutsu techniques, even in free form they can easily break bones and sever limbs of their opponents. Their Awakened forms grants them +10 to regular Ninjutsu and clan techniques as well as +10 to Taijutsu while their Abyssal forms grants them +20 to regular Ninjutsu and clan techniques as well as +20 to Taijutsu. This faction's Abyssal and Awakened Ones normally have shields, plates, and other formations which usually emphasize on defense instead of mobility.
The Centurions | センチュリオン | Senchurion
These are the brains of the clan, they plan battle tactics and troop movements. Arguably the most important faction. Being naturally smarter Centurions have quicker minds and heightened senses, allowing their Awakened forms to grant them the tracking capabilities of a 1T Sharingan while increasing the damage to their Genjutsu by +10. The Abyssal form of Centurions then grant them the tracking abilities of a 2T Sharingan and adds a further +20 to Genjutsu techniques.
Ranks, Our Hierarchy
Each Kureimoa is judged based on battle prowess and overall intellect regardless of their faction. Upon various tests and observations they are placed on a scale starting from 1-25 Number 1 is the strongest while number 25 is the weakest, the newer the member the lower he/she is placed on the scale until they rank up. Only the top 10 ranks are worthy of any importance in the clan's governance and demeanor:
No.1: Enlightened One | 妙王 | Myōō
The highest ranking warrior of the Kureimoa, this is the clan head. He/she has access to all clan techniques. Their bodies have been conditioned to the utmost perfection and are able to call forth an Awakening 2 times per conflict and retain such a form for as much as 5 turns and sustain a dangerous Abyssal form once per conflict to reach the heights of a medium sized summon for up to 4 turns. They also accept/decline members as well as pass the final judgement as it regards to ranking up and political movements of the clan.
No.2-5: Phantasmal Ones | 幻の | Maboroshino
Second in command, these are four elite members of the clan answering only to the No.1, the Enlightened One. With expertly conditioned bodies they are able to attain to attain an Awakening once per conflict and maintain it for 4 turns. They can also access an Abyssal Form once per conflict and keep it for 3 turns. In addition to this they can learn select restricted clan techniques and can even start teaching the younger ones of the clans on how to use their bodies.
No.6-9: Heartless Ones | ハートレスワンズ | Hātoresuwanzu
The third in the chain of command, these four soldiers of the clan can become Awakened once per conflict and stay as such for 3 turns while sustaining an Abyssal form for only 2 turns max. Despite being 3rd in command they are usually the ones sent out on official clan attacks/business rather than the Maboroshino or Myōō. They are also frequently seen fighting to rank up and join their more powerful clan mates in the higher rankings.
No.10-15: Ghouls | グール | Gūru
At this stage in the clan they are taught the very basic and passive styles of the clan, including chakra digestion and consummation of flesh. These are called Ghouls because at first, they cannot control their Hunger and often times go on rampages tearing everything that house chakra in their bodies. It is because of this lack of self control why they are unable to access neither an Abyssal nor Awakened State. At this stage they are granted the choice of having a Kagune sac or not. They are usually kept within the confines of the clan and are not allowed to roam about to their murderous tendencies.
No.>15: No Bodies | だれも | Dare Mo
These are any one who have just joined the clan. They are given a rank of 15 or more and must either fight their way to the top or prove themselves worthy to the clan heads. The term 'Dare Mo' is actually a play on words because these ranking soldiers literally have no access to clan techniques and as such have no idea what their bodies can do until taught. As such they can't consume flesh or regenerate as they don't even know how to concentrate on these abilities yet, its as if it isn't their bodies.
Requirements:
In order to join one must be of at least S-Class rank.
Zaphkiel, Six Paths, Omega, and Haku Yuki are ready to join.
C u s t o m C l a n C e r t i f i c a t e
I, Scorps, Moderator of NarutoBase's RolePlay, in this day, 14th of July of the 8th Year of NB, by the power vested in me by Versuvio, Rei, Nexus, Caliburn and all the RP gods before them, after reading the above submission and validating all the needed requirements, give you, Korra., our loyal member, property and patent of the following custom clan:
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Claymore
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Copyright ©2016, Korra., NarutoBase.net
Kagune

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.
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.
Type: Supplementary, Offensive, Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 90 (-30 every turn)
Damage: N/A (-100 once awakened) (-20 every turn)
Description: As this small parasitic creature slowly became the top choice weapon for the shinobi, but what was thought to be a senseless being, showed that no matter how unable this creature seemed to be, and how freely it could be controlled, it had desires. Those were not shown during all times, but only in cases when the user reaches a state of depression, hopelessness, or pure anger.It is that time that Kagune will actually “bloom”. Using the chakra, and health of the user, the being will undergo an evolution, where it’s growth will be exponential. Depending on the location where it is projected out, Kagune will from the inside, spread all over the human body, leaking through the powers, and materializing as a very fine, and close armour, which will allow the person maximum flexibility, while being insanely durable. Kagune now, isn’t fully in control of the human mind, as it will also start leeching towards the user’s brain, one sign of which would be the fully black eye, with a red pupil
Rank: Forbidden
Range: Short-Long
Chakra: 90 (-30 every turn)
Damage: N/A (-100 once awakened) (-20 every turn)
Description: As this small parasitic creature slowly became the top choice weapon for the shinobi, but what was thought to be a senseless being, showed that no matter how unable this creature seemed to be, and how freely it could be controlled, it had desires. Those were not shown during all times, but only in cases when the user reaches a state of depression, hopelessness, or pure anger.It is that time that Kagune will actually “bloom”. Using the chakra, and health of the user, the being will undergo an evolution, where it’s growth will be exponential. Depending on the location where it is projected out, Kagune will from the inside, spread all over the human body, leaking through the powers, and materializing as a very fine, and close armour, which will allow the person maximum flexibility, while being insanely durable. Kagune now, isn’t fully in control of the human mind, as it will also start leeching towards the user’s brain, one sign of which would be the fully black eye, with a red pupil
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. The user’s mind in a way becomes sealed off, letting go of all signs of morality and sanity, becoming an enhanced killing machine, with it’s sole objective being destruction, and as the kagune itself is bound by human chakra, blood and flesh, the person will create cannibalistic desires and a huge craving for such specific needs. But, not only depending on matter psychologically, Kakuja will give not only give psychological, and reflex enhancement, but the parasite itself, is in a blooming state, showing very unique and different physical traits as they were before. Depending where the Kakuja spread from, the form of this unique armor, can vary greatly, and certain enhancement can only be reached for that specific kagune which you evolved further from. It retains it's A-Rank immunity but it's capability for regeneration effectively doubles. It can now recover from up to four S-Rank techniques or two Forbidden Ranks before being destroyed for the rest of the battle. The darkening of the eye and reddening of the pupil is a sign of the kagune taking over the human mind. The loss of any kind of morality, sanity and normal human like consciousness will lead. This technique consumes a massive amount of chakra and does considerable damage for every turn it's active. If this technique is maintained for the full five turns, the user will be incapable of using his legs and Forbidden Rank techniques for three turns after it's deactivated.(Ukaku || 羽赫) Shining Feather - Dragon
If the Kakuja gets created from the Ukaku, the Kakuja released will be the Ryu or the Dragon. The wings will expand greatly in size, and cover a larger area than before. This time looking more like wings of a dragon with the bones being visible mostly.When spread fully they generate enough force to produce powerful gusts of wind. The full body armour gained from it, will look similarly to a dragon, with a characteristic mask which seems to be the wide grin of a beast. A growing tail from the back of the neck, and the arms and legs showing characteristic scales, red glowing in color. The claws will be purely aesthetic, as they wouldn’t increase power of cutting neither punching. The wings reach a lot greater size, and their rank gets upgraded up to Forbidden rank resistance, and they will now be able to fly of shards, a lot higher in number and at B rank strength. The Release of the shards will count towards the normal jutsu limit. The general point of this armour is strength rather than speed though this winged form does indeed provide the user with the ability of flight.
(Kōkaku || 甲赫) Shining Shell - Owl
If the Kakuja evolves from the Shining shell, the parasite will form the second type of the kakuja, the owl. This time around, as the parasite evolves, both arms get encapsulated by the very hard kagune, as the rest of the body is covered by the normal hardened material. The Arms can also leave the encapsulation, allowing the blades to be moved like additional limbs, but their hardened nature, only makes them count as edged weapons. This hardening puts the body into an advantage as it’s durability is increased to the maximum, and the double bladed weapons become powerful enough to cut through almost everything that it faces. But, as the hardened material covers most of the upper body, the chances of movement will be fairly limited. The lower part of the body, like the legs are covered by the armour of the same parasite, but a more liquidized form, allowing them more flexibility while moving. The mask which will cover will be similar to a triangular shape, with a look similar to medieval helmets. While the back of the user, will this time around grow parts of insanely sharp shards, similar to the Shining Feather, and fly them towards the enemy. The shards will be huge in number, and they have the power of a B ranked attack. The main purpose of this kagune is along with having a very powerful brute strength, you will have a certain amount of agility as well, helping you in many cases in battle.
(Rinkaku || 鱗赫) Shining Scales - Centipede
One of the most dangerous forms, is when kakuja emerges from the Shining scales, the Centipede Kakuja is born. This would itself creates the most speed oriented form. The full body armour that will cover the body is skin tight, and is insanely flexible, allowing the body very fast movements as if they were natural. The face will be covered by a triangular mask. The normal 4 tentacles released from the base kagune, will merge together. 2 pairs will fuse together, and give birth to another kagune. Due to it having a segmented design, it is very tough, but also insanely flexible. Very sharp segments will grow on each side of every kagune, giving it an impression of a centipede hence where the name came from. The size of the 2 recreated segments will be a lot greater than before, and their power equal to an F rank, with the ability to powerfully crush, open, or hold objects the user wouldn’t naturally be able to. The parts of the kagune will be segmented and their movement and flexibility can be greatly controlled at will, making even unpredictable turns. The segments around the kagune are also insanely sharp, and if they are moves, they will be able to cut freely just a like a saw would with large teeth. The weight of this centipede segment will be very low, allowing the user amazingly quick movements and maneuvering.
(Bikaku || 尾赫) Shining Tail - Serpent
The last for for the kakuja would be the form which emerges from the shining tail. The tail itself gets larger in size up to 8 m and a lot thicker. The control over it improves greatly while still increasing durability like the other kind of kagune. The full body armour which just like in the case above is skin tight, but this time the texture will be similar to separate scales like a snake or a dragon. The mask will be like one of a serpent showing no teeth and in the form of a very large grin. The unique power about this kagune is that as you battle along with it, parts of it get broken off and land either into the ground onto living matter such as your enemy. Each of those scales falling off will be alive in a matter of their own. Depending on close proximity, one small scale will be able to grow into 5 strong sturdy tentacles which react based on the chakra of the living material using the direction of the location of chakra. Once released, the tentacles will direct themselves to the moving matter piercing it. If said material falls on a chakra using being on the other hand, they will force themselves down their skin and explode from the inside out.
► Can only be used once.
► The Kakuja will only evolve once for only one of the forms
► Shard Release counts as a turn and they have a strength of B-Rank
► Full body armour has the durability of A-Rank
► Any Damage done to the Kagune before will regenerate once kakuja is activated
► The user will be in a state where he can no longer recognize friend from foe and will attack anything closeby.
► Lasts for five turns (unless cancelled prematurely).
► User will be left in a confused state with him not being able to hear or see things clearly, so fairly vulnerable
► Once deactivated Kagune cannot be used for the rest of the battle.
If the Kakuja gets created from the Ukaku, the Kakuja released will be the Ryu or the Dragon. The wings will expand greatly in size, and cover a larger area than before. This time looking more like wings of a dragon with the bones being visible mostly.When spread fully they generate enough force to produce powerful gusts of wind. The full body armour gained from it, will look similarly to a dragon, with a characteristic mask which seems to be the wide grin of a beast. A growing tail from the back of the neck, and the arms and legs showing characteristic scales, red glowing in color. The claws will be purely aesthetic, as they wouldn’t increase power of cutting neither punching. The wings reach a lot greater size, and their rank gets upgraded up to Forbidden rank resistance, and they will now be able to fly of shards, a lot higher in number and at B rank strength. The Release of the shards will count towards the normal jutsu limit. The general point of this armour is strength rather than speed though this winged form does indeed provide the user with the ability of flight.
(Kōkaku || 甲赫) Shining Shell - Owl
If the Kakuja evolves from the Shining shell, the parasite will form the second type of the kakuja, the owl. This time around, as the parasite evolves, both arms get encapsulated by the very hard kagune, as the rest of the body is covered by the normal hardened material. The Arms can also leave the encapsulation, allowing the blades to be moved like additional limbs, but their hardened nature, only makes them count as edged weapons. This hardening puts the body into an advantage as it’s durability is increased to the maximum, and the double bladed weapons become powerful enough to cut through almost everything that it faces. But, as the hardened material covers most of the upper body, the chances of movement will be fairly limited. The lower part of the body, like the legs are covered by the armour of the same parasite, but a more liquidized form, allowing them more flexibility while moving. The mask which will cover will be similar to a triangular shape, with a look similar to medieval helmets. While the back of the user, will this time around grow parts of insanely sharp shards, similar to the Shining Feather, and fly them towards the enemy. The shards will be huge in number, and they have the power of a B ranked attack. The main purpose of this kagune is along with having a very powerful brute strength, you will have a certain amount of agility as well, helping you in many cases in battle.
(Rinkaku || 鱗赫) Shining Scales - Centipede
One of the most dangerous forms, is when kakuja emerges from the Shining scales, the Centipede Kakuja is born. This would itself creates the most speed oriented form. The full body armour that will cover the body is skin tight, and is insanely flexible, allowing the body very fast movements as if they were natural. The face will be covered by a triangular mask. The normal 4 tentacles released from the base kagune, will merge together. 2 pairs will fuse together, and give birth to another kagune. Due to it having a segmented design, it is very tough, but also insanely flexible. Very sharp segments will grow on each side of every kagune, giving it an impression of a centipede hence where the name came from. The size of the 2 recreated segments will be a lot greater than before, and their power equal to an F rank, with the ability to powerfully crush, open, or hold objects the user wouldn’t naturally be able to. The parts of the kagune will be segmented and their movement and flexibility can be greatly controlled at will, making even unpredictable turns. The segments around the kagune are also insanely sharp, and if they are moves, they will be able to cut freely just a like a saw would with large teeth. The weight of this centipede segment will be very low, allowing the user amazingly quick movements and maneuvering.
(Bikaku || 尾赫) Shining Tail - Serpent
The last for for the kakuja would be the form which emerges from the shining tail. The tail itself gets larger in size up to 8 m and a lot thicker. The control over it improves greatly while still increasing durability like the other kind of kagune. The full body armour which just like in the case above is skin tight, but this time the texture will be similar to separate scales like a snake or a dragon. The mask will be like one of a serpent showing no teeth and in the form of a very large grin. The unique power about this kagune is that as you battle along with it, parts of it get broken off and land either into the ground onto living matter such as your enemy. Each of those scales falling off will be alive in a matter of their own. Depending on close proximity, one small scale will be able to grow into 5 strong sturdy tentacles which react based on the chakra of the living material using the direction of the location of chakra. Once released, the tentacles will direct themselves to the moving matter piercing it. If said material falls on a chakra using being on the other hand, they will force themselves down their skin and explode from the inside out.
► Can only be used once.
► The Kakuja will only evolve once for only one of the forms
► Shard Release counts as a turn and they have a strength of B-Rank
► Full body armour has the durability of A-Rank
► Any Damage done to the Kagune before will regenerate once kakuja is activated
► The user will be in a state where he can no longer recognize friend from foe and will attack anything closeby.
► Lasts for five turns (unless cancelled prematurely).
► User will be left in a confused state with him not being able to hear or see things clearly, so fairly vulnerable
► Once deactivated Kagune cannot be used for the rest of the battle.
I: Genshi Ōkui

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.
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.

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"
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"
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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.
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.

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.
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.
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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.
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

Flow of Absolution

Flow of Conquest

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.

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.
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

Paladins of the Aegis Core

Chimeric Centurions of Aogiri

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.
VII:
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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
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

Type: Offensive/Supplementary/Defensive
Rank: B - Forbidden
Range: Short - Long
Chakra: 20-50 (-20/-30 per turn)
Damage: N/A (-10/-20/-30/-40 per turn)
Description: The one truth to the fabled destruction of the Village Hidden in Waterfalls was that of the Claymores and their immense power. The wide scale carnage was a result of the performance of a Forbidden technique only a few even heard about much less knew how to execute. Normally, the technique, which is actually a culmination of four different acts coming together, is sealed within stone and hidden deep underground, but its secrets could easily be revealed by true Claymores who sought it. The four acts quickly became known as the "Levels of Restrictions" and consisted of Kurochi, the Claymores' dark and foul chakra, and its many uses that weren't thought conventionally possible before. The "levels" are thought to be shackles that govern the imprisonment of a great demon called Bileyg that lives within every Claymore, who's terrible form can be seen within each and every Awakening and Abyssal State, and who's Hunger and intent lies within Kurochi itself. With every level being surpassed, a Claymore is able to bring themselves closer to the Demon, losing their individuality in the sea that is its endless madness and wicked intent (essentially going mad) and upon breaching the final level, the Claymore loses themselves and becomes one with Bileyg itself. Only one level can be activated at a time. Levels of Restriction can only be activated four times over all, regardless of Level, with a three turn cool down.
Level 3: The first step to becoming the Demon. This initial bound allows for Kurochi to adopt peculiar properties while under the intent of a Claymore. Foremost, the Hunger within the Claymore will become "visible" within the Kurochi. That is, a blood red hue will hover over the blackness signifying this, similar to how Bijuu chakra is colored red with hate. All subsequent Kurochi related techniques performed while in this level will cost +10 extra chakra while damaging the Claymore -20 to perform, but receives a +20 to damage. The dark energy will also become much more flexible in its destruction, too wherein the user can, once per turn, coat one of his techniques with an adequately sized amount of Kurochi (relative to the technique it is affecting) to cover it. The coating won't boost the technique's damage but rather its kill potential. When coated, the Kurochi will mask the technique's appearance. For example, a Katon technique could be masked with Kurochi which can be made to flow like water, forcing the fire to conform to its shell's shape and also flow. The Kurochi will also be thick enough so that normal sight would be unable to discern the true nature of the technique inside. This application is passive in nature, being applied while the technique is being molded, though this can only be done to one technique per turn. Level 3 is B-ranked, lasts three turns.
Level 2: The breaching of the second frame will see Kurochi evolving even further. Level 2 is tasked with taking advantage of Claymores' deep connection with Kurochi. As such, Kurochi related techniques up to A-rank in this level gain +30 damage and the Claymore is able to, once per turn, perform elemental techniques up to A-rank through Kurochi constructs so long as the construct in question is within range (Short-Mid), such as a Kurochi wall emitting Chidori Nagashi or a Kurochi shield spewing a fireball. This ability can be applied passively but only once and the Claymore would still need to perform hand seals/accompanying movements if any. This level is A ranked, costs -20 chakra and damages -20 per turn. Level 2 lasts three turns. After deactivation the Claymore will be unable to perform techniques above S-ranked for two turns.
Level 1: Reaching even closer to Bileyg, this level's breach sees the Kurochi corrupting the Claymore itself. They will lose their physical form and become one with the foul chakra, leaving only a silhouette of what they used to look like and two emissive spots where their eyes should be. By merging themselves with Kurochi, Kurochi related techniques up to S-rank will gain a +30 damage boost while giving the Claymore an ability to 'feel' anything the foul chakra touches such as objects, people, and techniques. This level is S-ranked, costs -30 chakra and damages -30 per turn, lasting two turns. After use the Claymore will be unable to mold techniques above A-ranked for two turns.
Level 0: This level is the ultimate and final frame. The Claymore becomes one with not only the Kurochi inside and around them, but the inner demon that is Bileyg. They lose what's left of the shape they had managed to keep from level 1, and grow into the seven foot tall demon [X]. They will also begin to emit an aura of Kurochi passively from their bodies that is S ranked in power but can only extend up to 5m of their position. While this level is active, the Claymore is able to have the aura act defensively or offensively without the cost of a move but only once and the maximum range stays at 5 meters, in any direction. Kurochi related techniques up to Forbidden rank are boosted by +40 in this level but the Claymore suffers a -40 damage penalty upon activation and -40 in the next turn. Level 0 is Forbidden ranked and lasts 2 turns. After deactivation the Claymore will be unable to perform techniques above B-ranked for three turns.
Note: Must be at least Ghoul rank to perform. Ghouls are only capable of Level 3.
Note: Heartless rank is able to perform all Levels excepting 0.
Note: Phantasmal rank and up may perform all Levels.
Rank: B - Forbidden
Range: Short - Long
Chakra: 20-50 (-20/-30 per turn)
Damage: N/A (-10/-20/-30/-40 per turn)
Description: The one truth to the fabled destruction of the Village Hidden in Waterfalls was that of the Claymores and their immense power. The wide scale carnage was a result of the performance of a Forbidden technique only a few even heard about much less knew how to execute. Normally, the technique, which is actually a culmination of four different acts coming together, is sealed within stone and hidden deep underground, but its secrets could easily be revealed by true Claymores who sought it. The four acts quickly became known as the "Levels of Restrictions" and consisted of Kurochi, the Claymores' dark and foul chakra, and its many uses that weren't thought conventionally possible before. The "levels" are thought to be shackles that govern the imprisonment of a great demon called Bileyg that lives within every Claymore, who's terrible form can be seen within each and every Awakening and Abyssal State, and who's Hunger and intent lies within Kurochi itself. With every level being surpassed, a Claymore is able to bring themselves closer to the Demon, losing their individuality in the sea that is its endless madness and wicked intent (essentially going mad) and upon breaching the final level, the Claymore loses themselves and becomes one with Bileyg itself. Only one level can be activated at a time. Levels of Restriction can only be activated four times over all, regardless of Level, with a three turn cool down.
Level 3: The first step to becoming the Demon. This initial bound allows for Kurochi to adopt peculiar properties while under the intent of a Claymore. Foremost, the Hunger within the Claymore will become "visible" within the Kurochi. That is, a blood red hue will hover over the blackness signifying this, similar to how Bijuu chakra is colored red with hate. All subsequent Kurochi related techniques performed while in this level will cost +10 extra chakra while damaging the Claymore -20 to perform, but receives a +20 to damage. The dark energy will also become much more flexible in its destruction, too wherein the user can, once per turn, coat one of his techniques with an adequately sized amount of Kurochi (relative to the technique it is affecting) to cover it. The coating won't boost the technique's damage but rather its kill potential. When coated, the Kurochi will mask the technique's appearance. For example, a Katon technique could be masked with Kurochi which can be made to flow like water, forcing the fire to conform to its shell's shape and also flow. The Kurochi will also be thick enough so that normal sight would be unable to discern the true nature of the technique inside. This application is passive in nature, being applied while the technique is being molded, though this can only be done to one technique per turn. Level 3 is B-ranked, lasts three turns.
Level 2: The breaching of the second frame will see Kurochi evolving even further. Level 2 is tasked with taking advantage of Claymores' deep connection with Kurochi. As such, Kurochi related techniques up to A-rank in this level gain +30 damage and the Claymore is able to, once per turn, perform elemental techniques up to A-rank through Kurochi constructs so long as the construct in question is within range (Short-Mid), such as a Kurochi wall emitting Chidori Nagashi or a Kurochi shield spewing a fireball. This ability can be applied passively but only once and the Claymore would still need to perform hand seals/accompanying movements if any. This level is A ranked, costs -20 chakra and damages -20 per turn. Level 2 lasts three turns. After deactivation the Claymore will be unable to perform techniques above S-ranked for two turns.
Level 1: Reaching even closer to Bileyg, this level's breach sees the Kurochi corrupting the Claymore itself. They will lose their physical form and become one with the foul chakra, leaving only a silhouette of what they used to look like and two emissive spots where their eyes should be. By merging themselves with Kurochi, Kurochi related techniques up to S-rank will gain a +30 damage boost while giving the Claymore an ability to 'feel' anything the foul chakra touches such as objects, people, and techniques. This level is S-ranked, costs -30 chakra and damages -30 per turn, lasting two turns. After use the Claymore will be unable to mold techniques above A-ranked for two turns.
Level 0: This level is the ultimate and final frame. The Claymore becomes one with not only the Kurochi inside and around them, but the inner demon that is Bileyg. They lose what's left of the shape they had managed to keep from level 1, and grow into the seven foot tall demon [X]. They will also begin to emit an aura of Kurochi passively from their bodies that is S ranked in power but can only extend up to 5m of their position. While this level is active, the Claymore is able to have the aura act defensively or offensively without the cost of a move but only once and the maximum range stays at 5 meters, in any direction. Kurochi related techniques up to Forbidden rank are boosted by +40 in this level but the Claymore suffers a -40 damage penalty upon activation and -40 in the next turn. Level 0 is Forbidden ranked and lasts 2 turns. After deactivation the Claymore will be unable to perform techniques above B-ranked for three turns.
Note: Must be at least Ghoul rank to perform. Ghouls are only capable of Level 3.
Note: Heartless rank is able to perform all Levels excepting 0.
Note: Phantasmal rank and up may perform all Levels.
Aku no Tanjō
The Becoming of Evil
Type: Offensive/Supplementary/ Defensive
Rank: S - Forbidden
Range: N/A
Chakra Cost: 50 - 70
Damage: 100 - 120
Description: Jin's Awakened and Abyssal Forms.
Awakened Intent:
Abyssal Predator:
Gūrufaia
Ghoulfire
Type: Offensive/Supplementary/ Defensive
Rank: S - Forbidden
Range: Short - Long
Chakra Cost: 60 - 80
Damage: 120 - 140
Description: A dark fire that seeks out life with sentient hunger.

Type: Offensive/Supplementary/ Defensive
Rank: S - Forbidden
Range: N/A
Chakra Cost: 50 - 70
Damage: 100 - 120
Description: Jin's Awakened and Abyssal Forms.
Awakened Intent:
Abyssal Predator:
Gūrufaia

Type: Offensive/Supplementary/ Defensive
Rank: S - Forbidden
Range: Short - Long
Chakra Cost: 60 - 80
Damage: 120 - 140
Description: A dark fire that seeks out life with sentient hunger.
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