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Zaphkiel

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Claymore Clan | Kureimoa Ichizoku

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

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

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

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

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

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

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

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

Note: These chakra increases count as Bonus chakra should it reach the Kureimoa chakra cap, allowing it to increase their chakra beyond their normal limits.
Note: Must be of at least Ghoul rank to perform.
Note: Can only be performed every 5 turns whether in part (eating only a few limbs) or in full (eating an entire body).
Note: Limb consumption can be done in the Ninja World but consuming the torso or head of a target requires both to agree to permanent damage and death. Limbs consumed will remain gone for that arc only, never permanent.
Note: Can also be performed through the Kagune organ or Kurochi constructs.
II: Kagirinai no Sonzai ♎ Life Eternal
Type: Supplementary
Rank: N/A
Range: Short
Chakra Cost: 30 - 300
Damage: N/A
Description: The second half to the Kureimoas' creed to survival, Kagirinai no Sonzai is based on their ability to heal from wounds without the use of medical ninjutsu or machinery. At a cost of 70 chakra for major wounds, a Kureimoa is able to recover from grueling injuries and keep fighting longer. Coming from inside the clansman's body and pouring outward with Kurochi, the healing process is extensive enough to mend deep/shallow cuts, singed, frostbitten, and even necrotic/rotting skin, flush toxins and poisons from the body, and even regerate entire limbs if necessary. When dealing with superficial injuries like the aforementioned singed skin or shallow cuts, bruises, etc the Kureimoa is able to spend 30 chakra to heal up to 40 damage. Should the user have serious injuries such as missing limbs, moderately high damage, broken bones, etc, then he is capable of healing up to 100 damage, spending twice the amount for chakra ( i.e. healing 50 health equals 100 chakra ). The ultimate healing process of the Kureimoa however, is the secret technique dubbed only as "Dying Light" where once per match/event, the body is flooded with copious amounts of chakra and Kurochi as a terrifyingly fast healing process grips the Kureimoa's body. This ultimate healing can heal up to 150 damage at heavy costs, however. Doing this requires the Kureimoa to be alive and have his head still be attached to his spine/body while it costs a whopping 300 chakra and takes 2 of the 3 allotted slots per turn to use. This also prevents usage of other forms of healing for an extended time.

Note: Must be at least Ghoul rank to perform
Note: Any usage requires a move per turn. Minor healing can be done once every other turn while major healing can only occur once every 4 turns. Dying Light can only be used once per arc and prevents usage of minor and major healing for 6 turns.
Note: Only one version of healing can be performed in the same turn.
Note: Only Claymores of Heartless rank and above are able to use "Dying Light"
III:
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.
IV: Zankokuna Teikoku ♎ Cruel Hegemony
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A (+10 to technique)
Damage: N/A (+20 to technique)
Description: Capitalizing on the Kureimoas' innate ability to mold Kurochi within their bodies, Cruel Hegemony is a technique which details the effect dormant Kurochi in the body has on one's chakra and its applications. First, by coursing trace amounts of Kurochi through the tenketsu, the Kureimoa is able to alter the look and behavior of its regular chakra, more specifically advanced manipulations such as elemental chakra. By mixing ones chakra nature's with Kuroch a few important effects become immediately noticeable, such as the element adopting the jet black appearance of Kurochi while also sharing a few of its traits. The infused element will gain the ability to affect both chakra and matter alike, as is the characteristic trait of Kurochi. For example, a Kurochi infused fireball will be pitch black in color, obscuring vision while being able to devour the chakra and physical aspects of its target(s) unlike regular fire.Water techniques become severely discolored, looking very murky while Doton techniques become pitch black--even the tiny particles. Lightning also becomes black and solid variations of Futon (such as Vacuum Blade) becomes dark grey color. However this effect only applies to elements released directly from the Claymore's body such as the hands, mouth, feet, etc.

Note: Lasts 4 turns with each usage
Note: Can only be performed 3x by Heartless Ones and below and 4x by Phantasmal Ones and up
Note: Can only be applied to elements of S ranked 3x in total and Forbidden ranked only 2x
Note: Requires a 2 turn cool down once it ends.
Note: Usable members of Ghoul rank and above.
V:
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.
VI: Kuro Yagi no Tamago ♎ The Black Goat's Egg
Type: Offensive/Supplementary/Defensive
Rank: A-S
Range: N/A
Chakra Cost: 30 - 40 (-10 per turn)
Damage: N/A (-20 per turn)
Description: This technique is similar to Mask Makers eye where a very special fusion between the Kurochi and the body of the Kureimoa is explored. The Black Goat's Egg however, specifically connects to one body part, an organ which the Kureimoa have been blessed with: the Kagune. Due to its parasitic and often times cancerous properties, it is a very diverse as well as risky part of the Kureimoas' culture. Being that Kurochi is shown to have very specific medicinal properties when applied to a Claymore's body, this clan technique explores a different form of empowerment through Kurochi never before seen. Like Mask Maker's Eye, The Black Goat's Egg boasts three different sections, each applying to the three factions known within the clan: Vanguard, Centurion, and Aegis Core.

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

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

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

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

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

VII:
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
IIX: Erumesu no Tori: Seigen no Reberu ♎ The Bird of Hermes: Levels of Restriction
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.


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.
 
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Griffins

Summoning Animal: Griffin's.
Scroll Owner: Nathan.
Other Users who have signed contract: Yume, , , , ,
Summoning Boss if existing: Hono.
Other Summoning Animals tied to contract: Belphegor, Amaymon, Lilith, Akame, Toothless

Approval: . (Was approved in one of the older cj threads it seems)

Summoning Animals:
1.
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: N/A (60 w/ A-Ranked fire stream's)
Description: Hono is the emporer of all Griffin's. He is also known to be the most powerful of all Griffon's. Hono earned this title by defeating Tsume in an all out battle for the title. He has a very calm, nice, and forgiving personality. Hono mean's blaze, and Hono certainly live's up to his name. He is a very powerful creature, who does not have to rely on special ability's or ninjutsu in a battle. Hono is very capable physically, having a very muscular body and razor sharp claw's that can tear through flesh like butter. He can move and run with immense speed, and he can soar through the air even faster. Due to his speed he move's faster then a shinobi sage. But Hono earned his name through special ability. He can easily breathe stream's of fire that are capable of scortching anything in his path.

♦ Can only be summoned once per battle.
♦ Must have signed Griffin Contract.
♦ Fire Stream count's as a move.
♦ Fire Stream's are A ranked, and reach up to mid range.
♦ Lasts 4 turn's before dispersing.
2.
Type: Summoning
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Belphegor, the thunder emperor, Bell is a extremly large Gryphon and is able to carry a total of three people on his back, he is the exact same size as gamaken, but what makes him special is his fur/feathers it has gray-brown-blueish colors, with the tips of his feathers colored deep royalblue, and his eyes are completely blue with the round border being gray. Bell has the manipulation of the lightning affinity, from his birth he trained to master the lightning element and thus he become more accustomed to it, therefore he can use the lightning element upto S-rank, not to mention that his both wings are always covered with S-Ranked lightning when summoned he can use it in close combat, Belphegor does not need any handseals to perform lightning techniques, due to his mastery over the lightning element he even rivals the fire emperor. Belphergor is often refered to as the Lightning Emperor.

♦ Note: Bell can only be summoned once per battle.
♦ Note: Belphegor can stay on the field for 5 turns per battle.
♦ Note: Can only be taught by the holder of the gryphon contract.
3.
Type: Summoning
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Amaymon, the earth emperor, Amaymon is a very large Gryphon and is able to carry a total of five people on his back, he is the exact same size as gamahiro, Amaymon usualy wears silver armor, which protects him from kunai's and basic weapons, as seen in the picture, but what makes him special is his looks his fur/feathers are goldish/silver of color, with the tip of his feathers colored light brown, and his eyes are the color of the desert repersenting his elemental affinity, he has a very interesting body strucutre which is very well build even amongs the Gryphon's it's muscular and just as hard as stones. Amaymon has the manipulation of the Earth affinity, from his birth he trained to master the earth element in Iwagakure and thus he became more accustomed to it, therefore she can use the earth element upto S-rank, without any use of hand seals (counting towards the users moves), and he can only perform his jutsu's while he is on the ground. Amaymon is often refered to as the Earth King, Amaymon.

♦ Note: Amaymon can only be summoned once per battle.
♦ Note: Amaymon can stay on the field for 5 turns per battle.
♦ Note: Can only be taught by the holder of the gryphon contract.
4.
Type: Summoning
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user bites his thumb and wipes blood over a tattoo placed on a body part and slams his hands on the ground to call forth the legendary and mighty Lilith, the sky empress, Lilith is a fairly large gryphon and is able to carry a total of three people on her back, she is the exact same size as sasuke's hawk, but the thing that makes her special is her looks, her fur is completely sky blue, with the tip of her feathers colored light orange-blue, and her eyes are the color of the skies resembeling her elemental affinity, Lilith's both wings are always covered with a sort of s-ranked wind barrier which cuts everything that comes near it, this comes handy in close combat, Lilith has a very interesting bone strucutre which is hollow from the inside and very thin, thus it makes her lighter allowing her to be the most fastest gryphon of her kind to ever exist, a normal ninja could easly loose track of her in the skies, and she is also very hard to spot due to her effective camouflage. Lilith has the manipulation of the wind affinity, from her birth she trained to master the wind element and thus she became more accustomed to it, therefore she can use the wind element upto S-rank (counting towards the users moves), without the use of any handseals. Lilith is often refered to as the Sky Empress, or simply Sora.

♦ Note: Lilith can only be summoned once per battle.
♦ Note: Lilith can stay on the field for 5 turns per battle.
♦ Note: Can only be taught by the holder of the gryphon contract.
5.
Type: Summoning
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user must bite his thumb and wipe the bloood on his tattoo and snaps his fingers to summon Akame, Prince Of The Griffins. Akame meaning Red eyes was given that name by his Dad, The Griffin King. He is a Griffin chick, he is about the same size as a bear cub. Due to the fact that he has no fur yet he is placed in jet black looking armor which is given to all baby Griffins.The armor protects him from projectiles.The armor is made of strong yet very light material still allowing Griffins to fly at fast speeds. He has extremely sharp talons that can be used to cut and tear into the opponent. Being the son of the Griffin King he has a natural affinity to fire and can shoot out small C-rank fireballs that move extremely fast due to their size. He has an extremely heightened sense of smell which allows him to pinpoint the enemy locations. He has been training with Mugen ever since Akame was born, due to the special bond they have developed a fighting style with each other making them the ultimate tag-team.
*Can only be taught by Mugen Ryukyu
* Fireball counts as 1/3 moves a turn
* Fireball is short-mid range
6.
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Toothless is young among the Griffin population. Yet his young age does not hinder his abilities in combat nor his personality or intelligence. Toothless is an intelligent Griffin capable of easily communicating with his summoner and his fellow Griffins. He boats a friendly personality with his dry humour, teasing, and playfulness. In his home Toothless is very popular with his friends and children. All appreciate his playful behaviour. In heated combat however Toothless allows his intelligence to take over and put him into a calm and collected state. Toothless boasts a large size with a wingspan of 8.5 meters. His feathers are nearly all black allowing him to easily blend in with dark surroundings such as caves and the night sky. In flight, he is incredibly graceful and can fly as fast as any Griffin regardless of size. As a mature Griffin Toothless is highly capable of manipulating his chakra like any other living being. Toothless is noted for his unique saliva and its properties when he infuses his chakra into it. His saliva offers both offensive and supplementary purposes to the summoner allowing them to access either of its abilities depending on the situation. The first use is the usage of the saliva as a powerful adhesive. Normally, water can take on a glue like state. However, this takes that to the next level. The adhesive properties of Toothless’s saliva make it almost an instant glue (similar to Water Style: Starch Syrup Capture Field but slightly different) when it connects with the target. The glue is incredibly powerful and makes it nearly impossible to break without the use of a high ranked internal technique (S-rank raw chakra based technique, or A-rank elemental technique). In this state his saliva also has a burning property to it, this burning is produced by the very small amount of fire that resides within his mouth and due to that, the fire and his saliva merge together when Toothless needs it. While the glue hardens quickly it will also burn the target causing 2nd degree burns on contact causing immense pain. Toothless’ saliva can also take on a supplementary use as well allowing him to heal his summoner when he covers the summoner’s wounds in the saliva. The saliva is not an accurate or precise heal. It will simply stop the bleeding of surface wounds, anything deeper than that the saliva will have no effect on. It cannot repair severed limbs or anything of that degree. Simply it can stop any immediate danger and allow the summoner to fight on longer. Toothless creates this supplementary saliva by dividing the bad types of bacteria from the good ones, so he doesn't harm the user. Toothless’s final ability is one that allows him to change the colour of his black feathers to anything he wishes allowing him a potent camouflage which takes advantage of his surroundings. This is incredibly versatile and makes it so anyone outside of short range of Toothless will have great difficulty in seeing him, if one is to pay attention though, they will be able to see the ripples that Toothless will cause though the use of movement.
Notes:
- Can only be summoned once.
- Will remain on the field for a maximum of four turns.
- Toothless’s saliva ability counts as two different abilities – an offensive burning glue or a supplementary healing technique. Both are S-Rank techniques. Both techniques have a mid-range reach. Each technique can be used twice.
- The camouflage technique is an A-Rank technique. Lasts for two turns unless he uses another one of his abilities.
- The fire within Toothless' mouth cannot be used for attacks on its own, it can only be used in conjunction with the saliva.
- Each one of Toothless abilities count as a move.
- Must have signed the Griffin contract
7.
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Benzaiten and Idaten, the Harmonic Twins. As twins, they share similar appearances, voices, abilities, etc, however they have radically differing personalities, which is how one can usually tell them apart. As a result of their "unique" birth, being hatched from the same egg, the twin Griffins developed a special equilibrium of Chakra natures, a delicate balance of Element's and applications for those Elements that should have been inherited by a single Summon, but were split amongst the Twins in this case. Not only has this bonded the twins out of a sense of necessity, it's also made them one of the best duos in the Summoning Animal community.

Idaten: The eldest of the twins, Idaten is also the more dangerous of the two as his brash, hotheaded nature and headstrong personality always seems to get himself into danger, simply for the fun he finds in it. A majestic beast to behold, he is six foot tall, eleven feet in length and both his feathers and fur have a dark striped pattern running through them. Idaten also possesses a large plumage of feathers and hair rolling from his head to his tail, which he displays with great pride and zeal whenever the opportunity arises. Idaten is known for his affinity to perform offensive forms of Sound Release, such as "(Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill" and "(Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill" up to A-Rank. In addition to this, Idaten also possesses an affinity for Lightning Release Jutsu up to B-Rank and of course, usage of any Jutsu by Idaten counts towards the users 3 moves per turn.

Benzaiten: Younger brother to Idaten, Benzaiten is more relaxed and timid, preferring to take a more tactical approach to battle than his brother. Benzaiten's fur and feathers are a lighter shade than Idaten's, with dark brown spots speckling his entire coat and plumage. His lithe figure and generally slimmer frame would make one believe he is weaker than Idaten, however this is not the case. Just like Idaten, Benzaiten is known for his special equilibrium of Nature Affinities. Benzaiten is well known for his usage of "covert" and Supplementary forms of Sound Release. Idaten has such a highly tuned sense of hearing that he always has the "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill" activated passively, allowing him to keep his Summoner updated on specific details, such as the location of their opponent/ target, should other methods of detection be unavailable. Benzaiten also has access to other indirect Sound Release skills, such as "(Ototon: Teisei Tame Inu) - Sound Release: Whispers to the Canines" or "(Ototon: Takanari Kichigai) - Sound Release: Ringing Madness". Benzaiten has access to like Sound Related skills up to A-Rank. In addition to this, Benzaiten is also able to perform Wind Release Jutsu up to B-Rank and besides the aforementioned case of "(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill", each count as a usage towards the users 3 moves per turn.

Note: Can only be summoned once.
Note: Each Griffin can remain on the field for a maximum of four turns.
Note: Cannot summon any other Griffin for the next two turns.
Note: Must have signed the Griffin contract.
8.
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Garuda is the most talented of all Griffins who is known for his immense knowledge in the field of taijutsu and genjutsu that he acquired over the ages. His age is unknown even to the Emperor Griffin, as he was still alive and as young as he is today, even when the Emperor was born. When on his four limbs, Garuda stands thrice as tall as any human, while his wing spans around 12 meters long. He has a red muscular body with golden wings, and a golden hood that gives him an appearance of that of a phoenix. Even though his size is comparatively smaller as compared to the Emperors, Garuda possesses the talent to defeat each and every one of them, due to him being the master of the ancient Griffin Claw Arts. With constant training, Garuda has developed claws that can crack even the hardest substances on earth. These claws can not only take any amount of damage, without feeling any repercussion, but they can rip open the target's flesh using the raw muscle strength. Even his body, protected by the golden feathers, are immune to C-Rank and below physical attacks. He can take one B-Rank attack once and still continue though. This is again, due to the numerous times that he has hurt himself during training, that he no longer feels the pain in those areas. His reaction and movement speed is twice as much as any other Griffin, giving him an unfair advantage over others. However, this does not affect his flying or running speed. Although Garuda is so much proficient than others in Taijutsu, he rarely gets in a taijutsu brawl. That is because, he would have already defeated the target even before the fight has begun, thanks to his Genjutsu skills. Since he is unable to use elemental chakra, Garuda flaps his wings to release a pulse of chakra(mid-range). Anyone caught within the radius, gets caught in the genjutsu (A-Rank against one person; B-Rank against multiple) where they will see purple smoke appearing all around the terrain, to blind their vision. Garuda can constantly channel his chakra into their brains, since he is not capable of performing any other elemental attacks, by spending 10 chakra every turn. The smoke will limit the vision of the target(s) to short-range of themselves, and they can only see silhouette of everything around. And to add to the confusion, the target(s) will see the silhouettes of multiple entities hovering around them, till one of them attack the target(s) from behind, break their spine, and render them motionless which causes mental damage (40). In reality, the target(s) are free to move.
Notes:
- Can only be summoned once.
- Garuda can carry two people on its back.
- Garuda can only use the genjutsu mentioned above.
- The genjutsu above can only be used once per-match, and while Garuda is on the field. Genjutsu lasts two turns unless broken.
- The genjutsu cannot be layed with.
- Garuda lasts on the battle for 4 turns.
- Must have signed the Griffin contract
9.
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40 (-30 Chakra to activate his ability)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Cornyx, the Emperor of the Void. Cornyx is an ancient and malicious Griffin, said to have been old even while the Sage of the Six Paths still walked the earth. He is a monstrous and horrific sight to behold, as his body is mostly covered in matted black fur and ruffled ebony feathers, both of which are slowly decaying, while his body generally looks emaciated and well aged beyond any other Summoning Animal on the Griffin Contract, lending him an air of eeriness and general undeath. But despite his ghastly body, Cornyx can still fly and maintain flight for as long as any other Griffin, regardless of his seemingly decomposing form. Cornyx is also a very powerful Griffin, rumored to rival or potentially even exceed the power of the Griffin Emperor, Hono, however, due to his less than polite and kind personality, he is considered the "black sheep" of the Griffin Summoning Contract, and thus would never truly be considered for the position of "Boss" or "True Emperor".

Cornyx's greatest strength is also his greatest weakness, as it doesn't rely solely on his own power, and depends on the participation, unwilling or not, of his Summoner. Upon summoning him, Cornyx will attempt to make physical contact with his user, attuning himself to, and siphoning off of one of his summoner's Chakra Natures, like a parasite leeching from it's host. Cornyx will passively absorb a large amount of the user's Chakra (60 Chakra), and from that point on he will be capable of using whatever Chakra Nature he absorbed from his Summoner. Cornyx can choose from any Elemental Nature his Summoner is in possession of, be it one of the Basic 5, an Advanced Nature like KG, or a special element, sound, rain etc... The more powerful and unique the Chakra nature, the more aggresive and avaricious Cornyx becomes in his pursuit of it, which may end up in him deliberately harming his Summoner in order to achieve new Chakra and the abilities and techniques they allow him. Through this ability he will be capable of using all of the Jutsu of that Element, up to and including S-Rank, without the need for handseals. With all Jutsu used by Cornyx logically counting towards the users total Jutsu per move. This ability to adapt to other natures can be used as many times as Cornyx wishes, however, it always incurs the cost of 30 Chakra from the user, and the Element(s) from the latest usage of this ability overtake the Element(s) from the last, meaning Cornyx cannot have access to mutliple Elements simultaneously.

Note: Can only be summoned once, and can remain on the field for a maximum of four turns.
Note: Cannot summon any other Griffin for the next two turns.
Note: Must have signed the Griffin contract
Yüme's permission for allowing me (Nathan) to take full ownership of Griffins: .
Yüme training me (Nathan) in Griffins: .


I:
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short - Long (Short AoE)
Chakra: 20
Damage: 40
Description: Many Flying Contracts have their Animals utilize their feathers in combat, giving them such special effects as exploding upon contact with a solid medium etc. The Griffin's of the Griffin Contract utilize this ability to great effect with their own Elemental Affinities. By channelling Elemental Chakra within their feathers, then firing them at their designated target, the Griffin's utilize their projectile-like feathers as a form of "Chakra Dampener". Because the feathers are loaded with a great amount of Elemental Chakra, once fired and separated from their Griffin, these feathers slowly "leak" this Chakra into their surroundings. This "leaked" Chakra acts as a buff or debuff to Jutsu, depending on the Element of the Jutsu being formed. For example, if a Water Style Griffin performed this technique, and the opponent is unaware of the influence it exerts into it's surroundings, and attempted to perform a Fire Style Jutsu, the leaked Water Style Chakra from the Griffin's feather would affect the Fire Style Jutsu, decreasing it's Rank by 1, affecting it's power and effectiveness as a result. The opposite is also true. If the same Griffin performed this technique, and fired a feather next to their Summoner, who then proceeds to use a Water Style Jutsu, it's Rank would be increased by 1, thus affecting it's power and effectiveness as a result. This technique can only detrimentally affect a Jutsu of the same Rank, or lower, while it can reinforce any Jutsu from E-Rank to A-Rank.

Note: Can only be used a total of six times per-match/event..
Note: Must have signed the Griffin CSC.

II:
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: One of the greatest abilities of Griffins is, their immunity to fire. They can blaze through storms of fire, without even a scratch on their body. Their skin is so tough, that it can withstand even the hottest temperatures of fire. Users of the Griffin Contact can take advantage of this ability, by forming the seal of confrontation, to summon the Griffin's skin from their homeland (similar to summoning Toad stomach). As soon as the seal is formed, the user's body undergoes changes. From the pores of his skin, the skin of griffin emerges all over their body, like fungus taking over a piece of bread. The skin, red-black in color, creates a tight mesh over the user's body, to a form a coating over their existing skin, that provides certain qualities to the user's body. The Griffin skin serves two purposes: The first being the obvious, that it renders the user immune to all flame type fire attacks S-rank and below. However, the user will take damage if the fire attacks contain rocks or other debris (only impact damage). The second purpose is that, the skin helps the body to maintain homeostasis. Any changes in temperature outside, will not affect the body of the user. However, both these properties only work as long as the user is covered in the Griffin Skin. The skin being so tough, also allows the user to take lesser damage from taijutsu based attacks (-20 damage).
Note: The skin reverts to homeland after 4 turns.
Note: Can only be used once per battle/twice per event.
Note: Must have signed the Griffin contract.

III:
Type: Supplementary, Offensive
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: While neither Benzaiten nor Idaten possess the skill or general Chakra control to perform Sound Release Genjutsu on their own, they can combine their Chakra's in the form of a loud, continuous and harmonized cry, that creates an A-Rank Illusion which affects a very wide omni-directional area, mid-range from each of them. Any target(s) of this Genjutsu-infused cry within a rough 15m radius that hears it is immediately rendered immobile, and trapped within a paralyzing visual & auditory Genjutsu. Within this illusion the target witnesses themselves being bombarded by a flock of winged beasts, each one assaulting them with high pitched screams that reek of agony and suffering. In reality the target is constantly subjected to the harmonized cries of the two Griffin's, which isn't as powerful as a physical Sound Release technique, but still takes it's toll as time progresses. If the target(s) of this Genjutsu remain trapped within it's confines for the entirety of the two turns the twins can maintain, the mental strain that the Genjutsu inflicts will begin to appear, rendering the target(s) completely paralyzed and deafened due to an intense ringing in their ear, a residual effect of the screams from both the twins, and the beasts within the Genjutsu. The after-effects of this Genjutsu take 2 full turns to recover from, by which point, the target(s) may have already been subjected to torturous forms of "play" by the twins, especially Idaten. The sound waves by themselves do not cause any physical damage, except mental damage that the target(s) receive while being subjected to the illusion. Also, since the user/summoner, has so much training with the two, he/she would've been used to the cry, and as such wouldn't get trapped in the illusion.


This Illusionary Technique is unique to Idaten and Benzaiten. While performing this Genjutsu, both Idaten and Benzaiten are solely occupied on maintaining this Genjutsu, and cannot use any other technique actively, however, as long as they are fuelling the Genjutsu with their harmonized cry, the Genjutsu cannot be broken through traditional means (Pain, ) because so long as the cry is fuelling the illusion, even if it's broken, it immediately traps the target(s) again (unless a chakra surge is created to break the effects. The twins can maintain this Genjutsu for a max of 2 turns, before they must stop. This is because the strain on their vocal chords from performing the Genjutsu forces them to stop, before they do permanent damage to themselves. Also, to use this genjutsu, either Idaten or Benzaiten (whoever produces the base note), will have to build up chakra in their throat first (which lasts one turn), that creates a loud high-pitched noise, and then the other sibling, would join in, to harmonize the voice note, and thereby creating an illusion.
Note: Must be a signer of the Griffin contract.
Note: Can only be used twice per-match.
Note: Cool down of one turn before re-use.
Note: Benzaiten & Idaten must both be present to use this technique.
Note: Lasts for two turns.
Note: Cannot be layed with another genjutsu.
 
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⚔Hadou Yuukai | Surgebinders⚔

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⚔History of the Clan | ルックス⚔
The Surgebinders were founded by Sir Galahad when he completed his quest for a fabled relic known as the “Holy Grail”. Rather than existing as a mere physical object, the Grail manifested itself as a floating, ethereal object in the form of swirling energy. Upon touching the white energy, Galahad’s body was fused with it and he was transported to a dimension called “the Throne”. There he learned the Grail was a 'conceptual weapon', one that exists as an ethereal tool rather than a physical one similar to the Totsuka Blade and the Yata Mirror. However it belonged to a separate set of weapons though like the former two, it's origins are unknown. The Grail is the crystallization of a highly concentrated amount of Prana that acts as both the key and doorway to the Throne. Acquiring the Grail imparted Galahad with knowledge of the Throne, the nature of Prana and how to manipulate it. The Throne is a realm that exists separate from the real world and consists entirely of energy known as Prana. He also learned that the Grail had fused with his soul and granted him immortality just as the legends claimed. However it would be more accurate to call it perpetual longevity, for he was not truly immortal. The Grail only acted to maintain his body and prevent him from aging but he could still be killed. When he returned to the real world, Galahad used his newfound ability to establish an order of "knights" called the Radiants. These were knights only in name, for they came from all walks of life. The only determining factor for Galahad was inducting people that were fundamentally good and held a deep sense of justice. He learned he could grant them the ability to become Surgebinders by sending them to the Throne every day for an extended period of time via his Reality Marble. Eventually they gained the ability to manipulate Prana energy and learn the different Surges. His order of Radiants swore to become defenders of the world and keepers of peace. They would try to save everyone they could and would only kill as a last resort. They would not involve themselves in politics or try to become leaders, their sole purpose was to serve.

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The Radiants prospered for a while but over time some of their number became disillusioned. They had killed for what they believed in, over and over, but the violence would not end. Wars continued to rage and blood was constantly split. Many of the Radiants felt the world’s nations had exploited them and debased them into nothing more than glorified weapons. A schism occurred when Galahad was confronted with these thoughts during one of their meetings. Almost half of the Radiants felt they had to renounce one of their oaths, the one which precluded them from leading nations. They professed that they had grown weary of serving corrupt lords. Galahad firmly rejected this notion and asserted the knights were meant to serve rather than lead. That they would succumb to corruption if they put themselves in positions of leadership. Unable to reconcile themselves with Galahad’s beliefs, many of the Radiants abandoned his order. This faction would come to be known as the Fallen. A small number had become apathetic to his cause and wished to abandon their original purpose. They would come to be known as the Divergents. In time, Galahad’s words proved true and all of the Fallen fell prey to corruption. The Divergents continued to exist for themselves. A small number of the Divergents pledged to live altruistically and renounced killing. As an energy form that’s closely entwined with the user’s will and emotions, Prana manifests itself in different colours depending on what order a Surgebinder belongs to. The Radiants use prana which is either blue, gold or green in colour (or any combination of the three). The Fallen use prana which is red, purple or black in colour (or any combination of the three). The Divergents use prana which is white, silver, grey or a mix of the colours of the Radiants/Fallen. White prana is reserved for people who have sworn off killing and silver for those with an unshakable belief in the righteousness of their actions. Grey prana is only seen by those with a deep sense of apathy towards the world. In very rare cases, Radiants have exhibited white or silver-coloured Prana. Normally Divergents exhibit a mix of colours depending on their morals and emotional state. It can fluctuate between any of the other colours or be a fusion of two or more colours (e.g. prana which is half-black and half-gold or prana which is orange or brown).

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⚔Special Abilities | ルックス⚔
All Surgebinders are inexplicably tied to a place known as “The Throne”, a dimension that exists separate from the real world. The Throne consists almost entirely of an ethereal energy known as Prana. Normally Prana cannot escape into the normal world but since the bodies of Surgebinders act as both beacons and portals, they can draw forth the coloured energy into the real world, manifesting it anywhere on the field. Prana’s real power lies in its adaptability and the intentions of the user. In its raw and unrefined form, it simply turns whatever it touches into Prana and transports it to the Throne. If applied to the terrain rather than people or techniques, it's scope will not be unlimited. This limit will be defined by the rank of the Prana energy and the scale of the transported section of the terrain/battlefield can never exceed the largest scale canon jutsu of it's rank or below. This will also be bound by the size/scale of the Prana used, firing a tiny orb (even if S-Rank in strength) will only transport a very small section of the field. Surgebinders can harness raw Prana and bind it to their will to elicit specific and more supplementary effects. It can be used to change the properties of an object without altering it’s form or to enhance the body of a living being without changing their physical body. Objects, weapons and even people can exist in the Throne as Prana. Due to this property, Surgebinders store Prana-infused tools, weapons and armours in the Throne and call them forth onto their bodies/person at any time. These augmented weapons are known as Noble Phantasms and possess wondrous properties that seemingly distort reality. They can also enhance certain abilities of the user. For example, a Noble Phantasm in the shape of a sword may boost the power of the user’s fire techniques. An armour-based Noble Phantasm may enhance the wearer’s strength or speed. Both of these weapons work as they filled with concentrated Prana, which leaks into the user’s body on contact. Universal Noble Phantasms will be made as general CCJ but more specialized ones will have to be submitted as PCCJ.

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Surge of Evocation – This form of Prana is the raw and unrefined version. Whatever it touches is transformed into more of the ethereal energy and is transported back to the Throne after it’s been absorbed. In a sense, this form captures the very essence of the ethereal energy, which is to act as the 'bridge between worlds'. Unlike Dark Release, Prana is unshackled by elemental strengths and weaknesses and will just as easily break down matter into energy. Thus it will be capable of absorbing jutsu, objects and anything barring living non-Surgebinders. Prana’s neutrality to all elements and abilities means it will neutralize techniques possessed of equal chakra or lower, regardless of their damage. Upon absorbing an attack of equal chakra, the Prana will be neutralized and disperse. However this means it will be useless against techniques of greater chakra. Against living beings who are not Surgebinders, the energy will not transport them to the Throne but rather feel extremely frigid to the touch and induce "cold burns" on contact. This is a similar but opposite effect of the Yang Truth-Seeking Balls which emanate no heat but scorch anything they touch. Lower ranked techniques will induce frostbite and hypothermia while higher ranked ones will freeze them solid. Surgebinders can release absorbed techniques, objects or parts of the terrain, returning them to the field exactly the way they were prior to absorption. Alternatively they can choose to only return the chakra within techniques to their body, adding it to their own supply. Surgebinders are immune to their own Prana so they can wield and interact with it. The same is true for their techniques, clothes and everything on their person. The only way they can gain access to the Throne is by forcibly surging a large amount of prana throughout every chakra point in their body to transform it via jutsu. They can also do this partially to cleanse themselves of poisons, foreign energy and chakra. If applied to one’s self, a Surgebinder can enter the Throne for a short time and reappear elsewhere. All Surgebinders are immediately made aware when one of their own enters the Throne. Turning into Prana essentially leaves the body in a permanent “stasis” and so they can retreat to the Throne after sustaining a life-threatening injury until the proper medical care can be administered. This ability is not passive and will need to be submitted as a CCJ. All of the other Surges are not nearly as destructive to the world as this one because they are more refined and controlled in their usage.

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Surge of Armament – This surge is used to call forth Noble Phantasms, Prana-enhanced objects, weapons and armours that are permanently stored in the Throne. Noble Phantasms can even come in the form of golems, ships and fortresses. These Noble Phantasms are released from the user’s body in their ethereal energy form before becoming corporal and usable as tangible entities. These objects contain copious amounts of concentrated Prana, so much so that the energy distorts their physical properties to a considerable degree. Thus unlike ordinary weapons, these Noble Phantasms can possess the unique and sometimes logic-defying abilities of Prana. For example, these weapons can escape the influence of gravity or be extremely durable regardless of their form. They may even exhibit traits such as corrosiveness or high reactivity despite possessing no chemical properties that would enable such. To put this in perspective, a Noble Phantasm in the form of a book could be immune to burning and capable of withstanding techniques up to A-Rank. It may burn or shock whatever touches it despite no visual emission of heat or surging of electricity. These traits cannot be stacked without limit nor are they allowed to clash or be of the same type (e.g. a weapon can either petrify or electrocute on contact, never both). They also cannot possess traits of elements that the user does not possess. As mentioned earlier, Noble Phantasms can leak Prana into the wielder's body to boost or alter their physical attributes or ability to mold chakra. Since Noble Phantasms contain copious amounts of concentrated Prana, when it the weapon enters it's "released form", it can emit Prana similar to the Surge of Evocation. However this Prana may not possess the absorption capabilities of the aforementioned surge. In which case, it will instead take on certain properties of the elements the user knows without taking on their elemental strengths and weaknesses. For example, lightning can be used to electrify the Prana while fire could be used to superheat it to scorching temperatures. Alternatively, some Noble Phantasms will instead release elemental attacks infused with Prana to erase their elemental strengths and weaknesses. Some Noble Phantasms will last a given duration on the field while others can last indefinitely, though in the case of the latter, such Noble Phantasms will either be weaker in their effects or will prevent the user from calling up further Noble Phantasms until it's returned. The incredible thing about these Noble Phantasms is that they can be wielded by anyone once called forth from the Throne. Surgebinders of Heroic Spirit rank and above will become capable of summoning Noble Phantasms passively (without costing a move or taking a slot in the timeframe once per two turns ). This does not mean techniques contained within the Noble Phantasm become passive, this only pertains to the simple act of drawing weapons from the Throne.

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Surge of Augmentation – Used in a similar manner to Armament, this surge can be used to enhance techniques or living beings through Prana but it cannot be applied to objects. Applying Prana to techniques is more limited and will simply act to change existing properties rather than incorporate new ones. This can be used to boost and in some cases, lessen their power. This normally manifests itself in an increase/decrease in rank or damage and will be outlined in CCJ. A fire technique enhanced with Prana can have it’s temperature raised while an augmented earth technique may become more durable. The reverse is also possible, with the user lowering the temperature of their fire to diminish it’s power or decreasing the structural integrity of their earth technique to make it extremely brittle. Energy-based and wind-based techniques infused with prana will change in colour to the hue of the user's Prana while matter-based elements will become luminous or develop a glowing aura of said prana. By default all of a Surgebinder's techniques are imbued with a small measure of prana, just enough to change their colour but accomplish nothing else. Finally, a prana infusion could also be used to erase a technique's elemental strengths and weaknesses. Applying Prana to living beings can be used to enhance the physical attributes of the entity in question.The Prana can be used to enhance their bodies to increase their speed, strength, agility, durability, ability to mold chakra or any other physical attribute. When divided between multiple attributes, these enhancements will be less pronounced but when focused upon a single attribute, the effects will be more profound. The more extreme the boost and the more it’s used, the greater the toll it will take on the user’s body when the Prana infusion is exhausted. The user’s body will "catch up" to reality once the infusion ends and they will suffer some kind of backlash related to the boosted attribute(s). For example, moving at 4x speed might result in the user's base speed falling to a quarter of the original for the same duration or may even prevent lower body movement altogether once the infusion ends. Augmentations can also be used to fortify the body e.g. allowing the user to see infrared energy or making them resistant to burning/corrosion.

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Surge of Transcendence – This surge is sometimes described as the opposite or superior counterpart to the Surge of Armament. Rather than summoning weapons to the battlefield, the user summons themselves, allies and any opponents to the Throne. The user will simultaneously convert this entire body into Prana and release a pulse of the ethereal energy that travels at thrice the user's running speed. Unlike the Surge of Evocation, this Prana isn't harmful to non-Surgebinders and will be capable of absorbing/transporting them. It will transport the user and anyone struck by the pulse to their personal sector in the Throne, a man-made realm known as a Reality Marble. Upon being transported, everyone will immediately reform into their physical bodies. This Reality Marble is essentially a Noble Phantasm in the form of an arena. The user can freely govern anything within this personal realm through mental commands or hand gestures, be it weapons suspended in the air or the very foundations of the battlefield. The user cannot manipulate anything within short-range of the opponent. Everything in the Reality Marble is infused with Prana and so the opponent cannot manipulate the ground or any water sources. Since all of the user’s Noble Phantasms exist in their Reality Marble, they can passively form them from the ambient prana in the air. This is merely materializing the weapons, the abilities and techniques of Noble Phantasms will still cost a move. However due to being within the Throne, the Surge of Evocation will now send anything Prana touches back into the real world.

The real power of a Reality Marble is that it grants the user total control over their personal dominion. By default, a Reality Marble is unbound by the laws of reality such as gravity due to existing within the Throne. However upon it’s construction, the user can decide which of these laws they want to apply (a maximum of five can be applied). For example, the user can have gravity apply or invoke a warped sense of space and/or time. An example of warped space is a Reality Marble having two or more portals that are connected. When a technique or person enters one portal, it will exit from the other, regardless of the distance between them. An example of warped time is an arena which exhibits a slower or faster passage of time. Slowing down time can be used to decrease the speed of techniques or people, halt the propagation of poisons, toxins or imminent physical damage or effectively increase the duration of techniques on the field (i.e. by making the passage of two turns the equivalent of one). Conversely speeding up time is capable of the opposite. Techniques will last a shorter duration on the field (i.e. by making the passage of one turn the equivalent of two), affected people or techniques will be capable of moving faster, poisons and toxins will propagate through the body at a much faster rate, et cetera. Reality Marbles will have to be submitted as PCCJ with the terrain and all of the effects outlined in those submissions. Every Reality Marble will require a duration/turn limit. This will be longer if they are tamer in their effects or shorter if they confer a very significant advantage to the user.

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⚔Passive Abilities | ルックス⚔
Once a Surgebinder is initiated into the clan, their body essentially becomes an "open doorway" for the ethereal energy. This means that prana energy will constantly enter and exist within their chakra systems and any quantity of foreign chakra or energy inserted into their bodies will immediately be transported to the Throne before they can take effect. Chakra inserted into their bodies for the use of illusions will be absorbed before their induction time is complete, meaning the genjutsu never occurs. However this also means Surgebinders will be incapable of having a Curse Mark or using Sage Mode. It will also become impossible for others to heal them through medical Ninjutsu or transfer chakra to them. If an ally or opponent tries to absorb the chakra of a Surgebinder into their own body, they will instead absorb this ambient Prana energy and be frozen internally.


⚔Location and Purpose | ルックス⚔
The Radiants reside in a land known as Avalon, a place once said to be the home of immortal Sidhe. It can only be accessed by clan members capable of using Prana (will be outlined in the Custom Landmark thread). They exist to be the protectors of the world and defenders of peace. They will often intercede in conflicts to aid nations being invaded or to stop certain individuals causing havoc in the Ninja World. The Fallen and the Divergents reside in no particular place and have no united purpose.


⚔Special Information | ルックス⚔
Divine Soul – This is the Clan Head and in addition to possessing all four Surges, they have the Grail fused with their soul.

Heroic Spirit – The top four members of the clan who possess all four Surges. Only the Clan Head and members in this rank are capable of teaching clan abilities.

Servants – These are full-fledged members of the clan who have achieved mastery in the three basic Surges (all but the Surge of Transcendence). Guardians and Wraiths are promoted to this rank once they have showcased enough skill in the clan abilities.

Guardians and Wraiths – These are members, who in addition to learning the prior two Surges, can learn the Surge of Augmentation.

Apparitions and Shades – This is the next level of Surgebinder and they can learn two Surges. The Surge of Evocation and the Surge of Armament.

Phantasms – These are new entrants to the clan and they can only learn a single Surge, namely the Surge of Evocation.


⚔Requirements | ルックス⚔
In order to join, one must reach certain requirements. One must have at least reached the rank of S-Class ninja in order to join the clan. One cannot join on a bio which posses a KG or HA nor can canon bios.

Noni, Drackos, Riker and Joker are ready and willing to join my clan.




C u s t o m C l a n C e r t i f i c a t e

I, Lord of Kaos, RolePlay Foreman of NarutoBase's RolePlay, in this day, 1st of March of the 9th Year of NB, by the power vested in me by Versuvio, Rei, Nexus, Caliburn, myself and all the RP gods before us, after reading the above submission and validating all the needed requirements, give you, Negative Knight, our loyal member, property and patent of the following custom clan:

Surgebinders

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Surgebinders
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Copyright ©2017, Negative Knight, NarutoBase.net​






Current Rank: Phantasm #CE7C58

I: (Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. However when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact or even freeze a target solid for higher ranked applications. D to B-Rank uses will inflict cold burns as well as all of the effects of frostbite. A-Rank uses will cause necrosis of the afflicted parts of the body, making them appear dark purple and bruised to signify the death of cells. Affected appendages and organs will cease to function, becoming completely immobile in the case of limbs. S rank uses will freeze the struck targets solid. In the case of Surgebinders, who are immune to all of the above effects, they will be transported to the Throne when struck by the prana of another member of their clan. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars made of prana energy.

Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released from the body via various hand signs depending on the user's rank in the clan. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. Created constructs will last three turns per usage unless they are prematurely cancelled. S-Rank applications can only be used once every three turns and no Prana in the user’s next turn.

Embrace of Ishtar – Armory of Akkadia
This variant allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors or enveloping it in a formless manner. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor, though at the cost of one of the user's three moves. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole. The armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while A and S Ranks require 10 chakra per turn. This technique can last a maximum of three turns. S-Rank applications can be used twice per battle. After an S-Rank application expires the user is unable to utilize Prana single turn.

Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. These familiars are also capable of taking solid form at the user’s volition. Familiars are capable of remaining on the battlefield for four turns. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. S-Rank applications can only be used twice times per battle and no Prana in the user’s next turn.

Note: The upper echelon of the clan (Servants and above) are capable of using this technique without hand signs for B-rank and below. A-rank will require two hand signs and S-rank requires three.
Note: The lower tier clan members (Phantasms to Guardians) will require 5 to 3 hand seals for all ranks, decreasing as they they ascend in rank.

II: (Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses the advanced applications of the Surge of Evocation. Unlike the Era of Gods, which manipulates raw Prana, this technique is used to bring techniques previously transported back onto the field. The two applications of this technique, Conquest and Domination, deal with returning entities within the Throne to the field; thus these two applications require previous absorptions to have already occurred.

Conquest of Alexander – Bastion of Achaemenid
Through this ability, the user will be able to return absorbed objects, techniques, and parts of the terrain to the field. They will be manifested on the field in the form of Prana before becoming corporeal and usable as tangible entities. Upon becoming corporeal, the transported entities will still possess all of the effects and properties they possessed prior to absorption; this is because the Throne places objects within it in a stasis-like state. Objects returned will continue to move with the same speed and momentum that they had. This creates the effect that appears almost as if time had stopped and then later resumed for them, a trait of the Throne. It can be summoned facing a different side and/or in a new location altogether, although it must be outside of five meters of the opponent unless the user is within short-range. Techniques returned through Conquest possess the same damage they did prior to absorption. The technique’s rank applied is directly proportional to the technique rank, size of matter, and complexity; this means returning an A-Rank boulder would require an A-Rank application of Conquest. The S-Rank version of this ability can be used once every four turns and no Prana in the user’s next turn. The Bastion of Achaemenid can only be used four times per battle.

Domination of Vlad – Tower of Yggdmillenia
Unlike Conquest, Domination involves concentrating on returning the chakra contained within objects or techniques to the user’s body. The user systematically isolates all of the chakra contained within a number of techniques they’ve sent to the Throne, even if only chakra is present (in the case of raw chakra techniques and similar abilities). It will then be teturned to the user’s body as Prana energy in order to seamlessly integrate into their chakra network, making it available for later use. The user can utilize this ability four times per battle and the maximum amount of chakra that can be returned with each use is capped at a maximum of 100 chakra points. This does not mean this ability will always return that amount, the value is always dictated by how many techniques the user has absorbed and how much chakra they contained. For example, absorbing 10 A-Rank techniques and integrating them with the user’s system will increase the user’s pool by a full 100 chakra per turn. Objects that Domination is applied to will no longer carry their damage value once used on; this is because the objects, while stored in the Throne, will become chakra-void and instead become classified as simple terrain usages when used with Conquest of Alexander. Naturally, this is only possible with matter-based techniques and not those composed of energy. Domination of Vlad is considered an S-Rank technique.

III: (Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans
Type: Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: N/A
Description: Considered the father technique of Era of Gods and Dynasty of Kings, Epoch of Titans uses the Surge of Evocation's ability to teleport objects and Surgebinders to the Throne, and return them to the field.

The Wandering Sea - Bending Space

The user, instead of applying this technique to their own body, can manifest Prana around any object or feature of the terrain to teleport it to the Throne and return it immediately or with a delayed timer. The teleported object can either reappear in a new location instantly, in the same manner as the user's own teleportation, or the user can set a delay of up to four turns and it will return on the first turn after the said number of turn elapses (e.g. a delay of 4 turns, the casting of this jutsu counting as the 1st, means it will reappear at the beginning of the user's 5th turn). The user can also create a technique or familiar with an aura of prana, which can only take affect in the same turn it is created, that allows the technique to teleport itself to a new location. This applies to virtually all type of jutsu except those which are streamed, as the user would find themselves unable to progress to this technique before the other reaches its end. This application occurs in the same timeframe as the jutsu cast and offensive jutsu teleported in this manner must reappear a minimum of five-meters away from any opponents unless the user is also within short-range of that opponent, in which it must reappear at least one meter away. The user cannot teleport any object or jutsu to or from a 1-meter distance from any opponents. However this entire variant cannot be applied to the opponent's jutsus which exceed B-Rank in chakra and it cannot be used on Noble Phantasms or Custom Weapons.

The Everlasting Heaven - Warping Time

This variant involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear instantly in a flash of light reflecting the color of their Prana. The user will then reappear amidst another flash of light at a location of their choosing. If the user reappears within less than a meter of the opponent, the opponent can react with any instant, passive or freeform or chakraless technique. Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. The instant use of this technique, which doesn't take a slot in the timefreame, is enabled by the fact that the ethereal energy already exists within their chakra systems. Thrice per battle the user can utilize a stronger version of this ability (S-Rank) to prolong their stay in the Throne. This allows them to exist within the alternate dimension as Prana, which effectively places their body in a stasis. This halts blood loss, the propagation of poisons, the duration of active techniques/abilities, and any other aliments or conditions. This will happen for as long as the user is within the Throne. The user can only remain there for a maximum of four turns per usage. The first application, considered A-Rank, can only be used once every three turns. It can also only be used four times per battle. The second application, considered S-Rank, can only be used three per battle and operates on the same cooldown as the A-Rank version. S-Rank applications render the user unable to use S-Rank or higher Prana for the next turn, if the user remains in the Throne for longer than a turn.

IV: (Zokyo: Kiseki no Sedai) – Surge of Augmentation: Generation of Miracles
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: N/A
Description: This technique deals primarily in augmenting the user’s chakra system and ability to control it through an infusion of Prana. Activating this ability is instant and occurs in the same time-frame as another technique. Each Augmentation can last up to four turns and can be used twice per battle. However this technique can only be used three times per battle. After an Augmentation ends, the user suffers a backlash related and proportional to the ability used and how long it was active. The cool down before re-using any of the augmentations is proportional to the duration it was previously activated for.

Crown of the Ruler - Munificence of Jeanne
In this Augmentation the user will augment their chakra system with Prana to increase the efficiency and scale of their techniques, allowing them to travel further and cover a greater scope. Both the range at which they can be created or manifested and the size/scale of the techniques can be influenced with this ability; although, this cannot bypass creation limitations. This means that techniques cannot directly manifest themselves on an opponent, unless the base technique already allows for this like Swamp of the Underworld. While this ability is active, short-range techniques will reach mid-range and mid-range techniques will reach long-range. Techniques which span long-range in size and initial reach are not affected by or subject to this ability. The same goes for techniques which affect the user's body or anything on their person or those which do not physically travel (e.g. techniques which require physical contact with another person). To demonstrate this technique in use, if the user applied this to the Great Stone Golem technique, it could be created at a mid-range distance from the user but its maximum size would remain unaffected. When this ends, for the same duration Crown of the Ruler was active, the range of all of the user's techniques will be decreased by one (except short-range techniques). Both the size and reach of long-range techniques will decrease to mid-range, while mid-range ones will decrease to short-range.

Helm of the Avenger - Wrath of Dantes
In this Augmentation the user will augment their chakra system with Prana in order to increase the strength and potency of their techniques. This Augmentation can be selectively applied to certain elements and abilities, or simply universally applied, but in the case of the former, they must be specified beforehand. The chosen elements and abilities will gain one rank if they are A-Rank or below and in the case of S-Ranks and above they will gain +20 damage. In the case of Defensive/Supplementary techniques which possess no inherent damage, they too will gain a rank in effective strength (capable of defending against 20 more damage). This ability can also affect advanced elements/abilities without being applied to one or any of their individual components. When this enhancement ends, the user will be subject to backlash proportional to how long the Helm of the Avenger was used. For the same duration as the Helm of the Avenger was active, techniques of the fields that were boosted will now be decreased by one rank. In the case where all techniques were subject to the boost, the loss in rank after the technique's end will affect all of the user's jutsu.

Aegis of the Shielder - Devotion of Galahad
In this Augmentation the user will augment their chakra system with Prana in order to increase the power of their techniques. This will enable them to empower all of their techniques or only selected fields by an additional ten chakra. Sealing and absorption-type techniques will be effective against jutsu with ten more chakra than their usual limit. When Aegis of the Shielder ends, techniques of every field boosted by Aegis will utilize ten less chakra for the same number of turns the Augmentation was active.

V: (Zokyo: Eiyuu no Nendai) - Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra Cost: 15-40
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's physical body and attributes through the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. Upon activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change. Each Augmentation will have four tiers, level 1 being the lowest and level 4 being the highest. Only Servant ranked and above Surgebinders will be capable of using Level 3 Augmentations and Heroic Spirits and above can use up to Level 4. Each individual Augmentation can last up to four turns and can be used twice per battle, however this technique can only be used four times in all, and each Level 4 application can only be used once per battle. The user can combine several augmentations, as long as their collective Level doesn't exceed four (e.g. 1 + 3, 2 + 2, etc). In the turn following an S-Rank usage, the user's Prana is restricted to A-Rank and below, and the user cannot reactivate Age of Heroes.

Strength of Heracles - The Twelve Labours
Through this augmentation, the user will increase the physical strength of their whole body. They will become capable of resisting the effects of and breaking out of techniques which restrain, bind or prevent movement of one rank above through physical exertion alone. The user will also become capable of shattering physical and solid techniques equal to the damage of their Taijutsu attacks without incurring recoil damage. In terms of lifting strength, levels one and two will enable the user to lift Dropping Lid, level three would let the user carry the Great Stone Golem and level four would bestow the strength to lift boss summons such as Manda 2. Thus the user will be capable of grabbing and stopping solid techniques without incurring damage, and throwing them back towards the opponent. Level 1 will increase their Taijutsu damage by +15, Level 2 will increase it by +20, Level 3 will boost it by +25 and Level 4 will boost it by +30. To quantify this beyond digits, level one will give the user's freeform strikes bone-breaking force, level two will enable them to punch through steel, levels three and four will enable the destruction of whole buildings with a single strike. Striking the floor with level two will create craters that are short-range in radius, level three will create mid-range craters and level four will create long-range craters. The user will also be capable of leaping with explosive power. This will translate to an ability to cover large distances or reach great heights in a single leap (ten meters for level one and increases by intervals of ten for every additional level). Once this ends, the user's physical strength and taijutsu damage will fall by the same value it was boosted by for a duration equivalent to its use (excluding level one).

Speed of Atalanta - Huntress of the Wild
Through this augmentation, the user will increase the speed of their whole body. This boost will extend past the user's running speed and even encompass things like the speed of their strikes and how quickly they can perform handseals. Level one will double the user’s speed, Level two would multiply it by x2.5, Level three will triple it and Level four will multiply it by x3.5. When the infusion ends, the user’s speed will fall by the same degree, for the same duration it was used, except for the Level 1 usage. For example, using Level 3 speed will divide the user’s speed by three for the same number of turns that it was used.

Invincibility of Achilles - Immortal Vessel
Through this augmentation, the user will increase the durability of their body. This will extend far past a physical toughness that enables the body to sustain massive impact forces without sustaining damage. The user's very being will become stronger than most metals and minerals, their skin will become numb to pain and they will become immune to all kinds of burning, freezing, electrocution or corrosion. Level 1 will reduce physical damage the user takes by 20, Level 2 will reduce damage by 30, Level 3 will reduce the damage the user takes by 40, Level 4 will reduce the damage by 50. When this augmentation ends, the user's body will become extremely fragile in proportion to the level used (excluding level one). Level 2 will make it so the user sustains 30 more damage from freeform attacks and offensive techniques, Level 3 will make them take 40 more damage and Level 4 will do so for 50 damage. This state of vulnerability will persist for as long as Invincibility of Achilles Augmentation was used.

Agility of Perseus - Blessing of Hermes
Unlike speed, agility focuses on moving and changing direction quickly and effectively. It is a combination of nimbleness and explosive movements to accelerate to the user's maximum speed in the shortest time possible. The user will use prana to augment both their reaction time and movement speed, though unlike Atalanta, it will not be a continuous speed boost but rather a 'reactive' one that will only manifest in momentary bursts. Level 1 will increase the user's tracking by x2, Level 2 multiples it by 2.5, Level 3 triples it and Level 4 quadruples it. This will be signified by streaks of light in the colour of the user's prana appearing to emanate from the eyes as the pupils dart from left to right. Essentially, it will increase the user's tracking ability and bestow them with the ability to move as fast as they can track but only for a single instant at a time. For example, if an opponent moving at x4 speed launches a kick at their body, the user could sidestep the attack in a sudden burst of speed. In effect, the speed boost will only apply for the time it takes to perform one action, before fading again. Thus it cannot be used in prolonged ways such as running in order to blitz an opponent at a distance but rather in short bursts. When used to avoid techniques, the user will be capable of performing other jutsu in the same timeframe. When the infusion ends, the user’s tracking will fall by the same degree, for the same duration it was used (excluding level one).

VI: (Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the most fundamental Armament technique in the Surgebinder arsenal and covers each major class of warrior. The user can summon the Noble Phantasm anywhere on the field, but it must be at least short-range away from the opponent unless the user is also inside that range. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Blades of the Saber
The user will summon a sword from the Throne with a glowing metal blade that vibrates at the frequency of lightning. It is coated in and charged with a never-ending current of electricity that cannot be short circuited or insulated. The blade can be stabbed into a conductive surface such as earth, water, metal, mist, etc to release currents of electricity in every direction, that quickly form into dozens, hundreds or thousands of replicas of the metal blade jutting upwards, downwards or in any direction. This counts as a move, deals 60 damage per attack (regardless of the number of blades used) and the user is free to perform other techniques. If the user drops the blade, it can be recalled to their hand with a mental command or manipulated remotely through hand gestures in a similar manner to Lightning Blade Levitation. Upon summoning, the blade leaks prana into the user's body which renders them immune to electric shocks and paralysis. Alternatively, the glowing blade is coated in wreath of prana-infused flames which cannot be extinguished. Both the fire and the aforementioned electricity, can be used as a source for Fire, Lightning and advanced or custom elements which are energetic (e.g. Dark, Rhythm or Storm). This fiery blade renders the user immune to burns, dehydration and the effects of scorching temperatures. The blades themselves deal 80 damage on direct contact with the opponent’s body or techniques. Using it to counter a technique counts as one of the user’s moves per turn.

Spears of the Lancer
The user will summon an indestructible, two-meter long spear, staff or lance from the Throne into either of their hands. These weapons will be slightly elastic to the point they can be used for pole vaulting and will be capable of extending their length. The speed of extension will be twice the user's base speed but retracting it to restore it's original size will occur instantly. Since the weapon is not subject to the effects of gravity, the user will not be weighed down regardless of how much it increases in size. This will also enable it to fly through the air and the user can control it's movements through mental commands. The weapon will also have the have the malleability of a liquid, allowing it to change shape at will. Noble Phantasms in this class will possess the ability to enter and exit the Throne passively and instantly, taking no slot in the timeframe. Each time it disappears, an exact replica of the weapon will remain it's place, completely camouflaging it's teleportation to the naked eye. These replicas will possess all of the abilities of the original but they will only have the durability of a basic kunai. Their creation process is exactly the same as the Shadow Shuriken technique but there is no puff of smoke. It can teleport any number of times in a given turn but all the created duplicates will collectively count as one move.

Bows of the Archer
The user will summon any kind of bow as well as a quiver full of arrows onto their back. The quiver will appear with a strap that will be fastened onto the user's body. Upon contact with the bow, the user's body will be flooded with an incredible amount of prana. This will enhance their sense of sight without making them more sensitive to bright lights or intense stimuli. This increased visual acuity will allow them to see everything in the landmark they're in as well as see through clouds of dust, mist and heavy rain. This means they will be completely unaffected by such conditions present in certain landmarks. Their eyes will also become capable of following the speed of quicker targets, which translates to a tracking increase of x3. The arrows will not be subject to the effects of gravity or air resistance and so they will continue perpetually nor will they ever slow down since no energy is lost. They will also cleanly slice through basic weapons and ninja tools them without being deflected off their trajectory in the slightest. They will seek out and be drawn to targets with chakra foreign to the user's own once they are fired. When multiple sources of foreign chakra exist, they will always be directed towards the ones with the greatest concentration of chakra. Once per turn, by pulling back the bowstring and releasing it, long stream(s) of wind-infused prana will be emitted from the front of the bow. The infusion of wind chakra will give the prana distinct slicing properties, enabling them to cut straight through solid targets. This is an A-Ranked ability, will cost a move and has a long-range reach. Both the normal arrows and the streams of prana will travel at twice the user's speed.

Chariot of the Rider
The user will summon a chariot, golem, fortress or anything else that can be ridden. All of the Noble Phantasms in this class are capable of flight and can be a maximum size of twenty meters in radius. They will also be durable enough to tank one S-Rank technique per turn, whereby they will then passively regenerate from the damage sustained by the end of the turn. The golems can come in any shape or form, whether it's animalistic, humanoid, a hybrid or monstrous. Large-scale phantasms will displace the user's body in the same way as summons do if they're manifested beneath them. Earth-based phantasms will be constructed of rock and stone while Water-based ones will be made of ice. More accurately, most of the exterior will be made of ice that can't be melted and the interior will contain a large quantity of water. The water will be encased by the ice from all sides barring the top, allowing it to be accessed. The user will be capable of manipulating the earth/water for the use of techniques. The phantasm can be made of any solid or liquid material and be used as a source for Custom Element or Advanced Element techniques. This will be supplemented by their ability to regenerate, meaning the source will replenish itself upon and even during use and therefore can even be used to perform techniques larger than itself. Since it is infused with copious of amounts of Prana, it can't be manipulated by the opponent and techniques created from that source will have their strengths and weaknesses erased.

Armour of the Berserker
The user will summon an armour slightly larger than their body, made of any material, over their current attire, which will envelop them fully or partially. In the case of full body armours, by default they will not conceal the user's eyes or mouth unless specified otherwise. All armours in this class can be reshaped passively to extend weapons, limbs, spikes, tendrils, prehensile tails, hands which can perform handseals and wings capable of flight. These suit of armour will be both weightless and flexible at the joints, meaning they will not hinder the user's ability to move in the slightest. The composition of the armours makes them incredibly durable, rendering them immune to damage from A-Rank and below techniques. It can completely block/negate the damage of one S-Rank technique but this will neutralize the Noble Phantasm and return it to the Throne. The armour insulates both electrical currents and extreme heats and will also absorb the force of massive impacts or techniques. They user will sustain no fall damage, from any height, and the armour will absorb and reflect the impact of any physical strike onto the attacker. Since they are fully infused with prana, the armour cannot be manipulated by foreign chakra or energy. Only the user can use the armour as a source for techniques.

Grimoire of the Caster
The user will summon a 'spellbook' onto their person that can't be made wet, burnt or corroded. It will also insulate any electrical currents and despite it's composition, possess enough durability to sustain S-Rank and below offensive techniques without taking damage. Upon contact with the user's body or attire, the book will leak prana into them to enhance their body and ability to mold chakra. The prana infusion will render the user's body virtually weightless and lighter than air, allowing them to fly through the air while they're in contact with the book. The main effect of the infusion is that the user gains +20 damage to the element or ability of their choice (defensive and supplementary jutsu can defend against or affect jutsu one rank higher than normal). The user can perform all techniques by gesturing a single hand, as long as they're holding the grimoire in the other. These effects only apply if the user is holding it, and the effects will have to be recast if the user reacquires the grimoire after dropping it or being disarmed (although it does not cost a move or take a slot in the timeframe to do this). Once per turn, the grimoire can release a large amount of Prana that will form into shields or geometric shapes around the user. The shields can be linear walls or they can expand into 3D shapes that encapsulate the user partially or completely. The user can extend spikes, tendrils and other harmful constructions from these shields up to a short-range distance but these extensions will always remain connected to the central structure. This is an S-Ranked ability and will count as a move when used.

Masks of the Assassin
The user will summon a mask and cloak filled with daggers, which will manifest over their current attire. Both the cloak and mask are waterproof, fireproof, and will defend against freeform damage of all kinds. Every cloak and mask will possess a unique colour and design and will fit the user perfectly as each is tailor-made for the individual. Within the interior of the cloak, held in place by numerous pockets, are countless throwing daggers known as 'Black Keys'. These daggers are invisible, unaffected by air resistance, produce no sound whatsoever and are impossible to sense. Whenever they clash with or come into contact with anything, no sound is produced by the collision/contact. These daggers can be used in exactly the same manner as basic ninja tools.

VII: (Busou: Kunrin no Akuma) – Surge of Armament: Reign of Demons
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user will summon a cloak from the Throne onto their body, with this coat manifesting over their current attire. Through the infusion of prana, the cloak has been bestowed with several properties that render it an ideal defence for battle. The cloak can neither be burnt nor made to be wet. It insulates both high heats as well as electrical currents, allowing it to insulate unfocused lightning techniques before they can affect the user. It is also non-reactive and immune to corrosion, rendering the cloak immune to chemical elements which target it. The cloak is bulletproof and will defend against freeform damage of all kinds (excluding freeform boosted beyond 80 damage), from bladed weapons to explosions spawned from paper tags. The weapon itself can’t be destroyed, but it can be forcibly returned to the Throne when struck by a jutsu that exceeds 80 damage. Both the cloak and the Knightmare shave 40 damage off techniques which strike it. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Demons of Mephistopheles - Seven Princes of Hell
What truly makes this cloak a Noble Phantasm, is that it contains a familiar composed entirely of prana energy. This familiar is also known as a Rashomon and is composed entirely of white Prana. It exists within the cloak, with the Noble Phantasm acting as the vessel of it's containment. The physical form it takes varies from user to user but it is always some kind of animal, creature or hybrid. Upon being summoned onto the body of a Surgebinder, the Rashomon will sap some of their chakra (equal to this jutsu's chakra cost) and essentially adopt the colour of their Prana. This will change it from it's 'dormant' state to it's 'active' state whereby it's capable of acting autonomously and independently of the user. This will neither cost a move nor occupy a slot in the timeframe, it occurs instantaneously upon the phantasm being summoned. The cloak will develop a glowing aura of light in the colour of the user's Prana to signify the Rashomon's activation. This Rashomon can be controlled through mental commands. It can seamlessly emerge from and reintegrate with the cloak at will. It can be released in any shape or form such as tendrils, spikes, limbs, weapons, animals or any other configuration. As it's body is composed of raw Prana energy, it will exhibit the absorption traits of Evocation. This translates to the ability to absorb objects, parts of the terrain and techniques that possess lower chakra than the Rashomon, however upon clashing with a technique of equal chakra, both it and the opposing technique will cancel eachother out. Upon absorbing a technique possessed of lower chakra, the Rashomon will passively leech the amount of chakra it took to neutralize the jutsu from the user's body to restore itself to full strength. Absorbing techniques will count as a move each time it's used (on the turn of summoning, any absorptions count as part of the single move slot used to summon the weapon) but the user is free to perform other techniques while it occurs. Even while released, the Rashomon possess the ability to constantly reshape and reform itself but it's total size can never exceed mid-range in dimensions. All of these manoeuvres, including its initial release and returning to its vessel are passive manoeuvres. However, it should be noted that when the Rashomon is used to attack an opponent, it will cost a move to do so but again, the user will be free to perform other techniques while this occurs.

Knightmares of Hijikata - Shinsengumi's Vengeance
Knightmares of Hijikata is a very similar variant to the Seven Princes but instead of a cloak, it creates an oversized suit of armour which surrounds the user entirely. The summoner or wielder of the NP is nestled at its core, and the Knightmare can be thought of as a suit of armour suited to a three or four-meter tall giant. The user's chakra is capable of diffusing through the suit, to perform techniques which require contact with the ground or a water source. It possesses all of the aforementioned abilities except in this variant of the technique, is that the Rashomon, is infused with one of the user's basic, advanced or custom elements. The prana then, does not absorb but rather burns, crushes, cuts or electrocutes upon contact and follows the S/W of the chosen element exactly. If the chosen element is solid, the Knightmare itself can also be made of that material but this is optional. It possess the same regenerative abilities as the first variant, allowing it to regenerate fully from A-Ranks it is weak to, S-Ranks it is neutral to and Forbidden Ranks it is strong to. A Knightmare's Rashomon can be destroyed quite easily if struck with any jutsu that exceeds those stated ranks in damage (an A-Rank of 70 damage of an element it's weak to will destroy the Rashomon and return the Noble Phantasm to the throne). Since the prana is infused with chakra, it no longer absorbs and therefore the Rashomon can freely interact with the terrain. It can grab a hold of trees and other features of the terrain to travel by rappelling the Knightmare towards that location, it can throw or catch objects and can interact with anything solid as well as energy-based. As with the cloak in Demons of Mephistopheles, any jutsu the user released or created from the user's body or skin, will manifest outside of the Knightmare. Any jutsu which teleport the jutsu or anything similar, will also teleport the Noble Phantasm as it is considered a physical extension of their body. Once a turn, the user can shoot beams, blasts or create geometrical shields that detach from the Rashomon or other projectiles, which are A-Rank in power and count as a move slot but leave the user free to perform other techniques. The Rashomon immediately regenerates its defensive power upon performing this ability, but as with earlier, it will absorb chakra from the wearer to do so. This Noble Phantasm can be worn by summons, as it can take on any humanoid or animal shape, for example a Griffin summon could have dragon-shaped armour.




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Yuga Kshetra
Type
: Sound + Fūinjutsu + Bukijutsu
Background: Yuga Kshetra, which translates roughly to "The Place We Out to go Towards", is a fighting style created by the young Pandava Arjuna shortly after his ascension to Knighthood by the Surgebinders. He'd served many rulers and wise men under The Oath, but eventually the lamplight soul that was Arjuna became disillusioned when he saw the cruelty of mankind and he defected from The Oath, becoming a Fallen Knight. He sought to remake the world into a perfectly flawless one, which meant eradicating what was already present for all of it was flawed in Arjuna's sight. Only a higher power could bring him this wish. That which annihilates but also creates--the power of Divinity. Yuga Kshetra became a stepping stone toward that power, a mantra to remind his fellow clansmen and the world at large that only he, Arjuna, knew the way forward... and it was through destruction and rebirth. Thus, it is the truest reflection of the Berserker's personality, where terrible power meets elegance and wonder.

Description on the Abilities and Inner Workings of the Style:
Yuga Kshetra works through the application of two key Ninjutsu skills: Sound Ninjutsu, which governs the ability to produce and manipulate sound waves/energy through chakra, and Fūinjutsu, with a heavy emphasis on barrier-type Fūinjutsu. Through a combination of both skills Arjuna is able to create spherical chakra barriers called Yugas, designed with internal seals meant to trap and reverberate the sound waves created within them through Sound chakra. This causes varying degrees of compression, depending on the size of the Yuga, which can increase the amplitude and effect of the trapped sounds to unnatural levels. The outer layer of the Yugas have a form of sound infusion through an application of Sound chakra similar to (Ototon: Sazanami no Kosui) - Sound Release: Ripple of the Lake, where they vibrate at high or low frequencies depending on the type of sound waves within them and are able to channel those amplified sound waves directly into a target through contact. Conversely, the Yugas can be detonated through hand seals or command to release the sound waves in controlled or omnidirectional blasts. The types of sound waves used by Yuga Kshetra are Destructive and Hindering, and in its 'blast' form these sound waves have distinct ranges and effects (Destructive sound waves affect Short-Mid ranges, Hindering can go up to Long range). There are four types of Yugas, each pertaining to a different combination of sound wave type

two pertaining to the types of Sound accessible by the style described above, one which deals with the sealing of sound waves, and a final type used for close and ranged combat through gestures in a manner similar to Manipulated Tools but through chakra control rather than strings (CFSJ to be submitted). The Yugas deal damage based on these sound waves contained within and clash with opposing techniques on a chakra v chakra basis due to the nature of the barriers, which are made to protect the sound. Upon being overwhelmed by a technique of higher chakra, the Yugas disintegrate while sealing away all sound contained within (i.e. they have no effect). The Yugas also cannot be split but, multiple (up to 4) can be sustained at once at varying costs per Yuga per turn. [[[RIPPLE OF THE LAKE]]

Satya Yuga: This type is made specifically for the purpose of containing Destructive Sound Waves which require strong Yugas to contain, and are always disproportionately lethal to their size. That is, a small Satya Yuga containing high-energy Destructive Sound Waves will always be deadlier than a larger Yuga containing the same type of waves. This is due to compression and forced, repeated oscillations within the confines of the Yuga. Satya Yugas vibrate at a high frequency and are able to deflect physical obstacles such as weapons upon contact without losing momentum, which applies to solid technique of lesser chakra than that of the Satya Yuga. When triggered, the Destructive Sound waves released are beyond standard means

dense that it carries physical, explosive force, able to alter the terrain or seriously injure opponents externally. These Yugas require the most chakra of all the others to sustain beyond a single turn and cannot be used to attack directly, but are rather vehicles for the sound waves to be directed with pin-point precision. and are golden in color. Can also be used as platforms for the user to traverse with/on.

Treta Yuga: Designed with the purpose of not only containing high frequency, low energy sound waves (Hindering Sound) but to also vibrate at low frequencies themselves. These barriers are semi-tangible, and take on the properties of the Sound within, moving at great speeds (to be specified in CFSJ) but also lacking direct damage. But what the Treta Yuga gains in light of this disadvantage is a limited phasing ability, where they can enter into solid objects or people and release Hindering Sound Waves internally. Treta Yugas deal with incapacitating living things through effects such as disruption of balance, deafening, stuns, etc. (also to be specified in CFSJ). Due to the low amount of energy in these waves they are incapable of causing harm directly, even if/when compressed within the Yuga. As such these type of Yuga can be as large or small as the style allows without any real change to their effects. Usually purple in color.

Dwapara Yuga: These small, blue Yugas are tasked with trapping various sounds in their area of effect through the use of seals (to be specified in CFSJ) embedded within the barriers. When triggered a secondary, absorption barrier springs from the Dwapara Yuga in a spherical shape that only affects sound waves specified by the seals. As sound is absorbed it is compressed into the dimensions of the Yuga, undergoing countless oscillations in a matter of moments: A simple whisper grows into an earth-shattering cry that can be released at an area or person with precision. Unlike the Satya Yuga, these are unable to repel or collide with objects, as they vibrate with a low frequency, semi-tangible barrier meant to allow sound from outside in. They behave more like Treta Yuga, in that they can also phase into objects to release their sound waves, which in this case are Destructive Sound Waves capable of great internal damage to water-based techniques and living things. They may also be used to communicate by trapping and releasing voices without compressing them.

Kali-Yuga: [Sound infused barriers to attack/defend] These colorless Yuga are created with a sealing script that contains the kanji "隠す" for 'conceal'. Like the Dwapara Yuga, they release spherical absorption barriers that seals anything caught in the event horizon of lower chakra value within the Kali-Yuga. Unique to these Yugas is a high-frequency rotational aspect, where they spin rather than vibrate at blinding speeds, appearing near invisible to the naked eye. Their effect is more than visible, however, as chakra and matter alike is pulled into the small Yuga, courtesy of its spinning absorption barrier that affects all techniques/objects of lesser chakra value, regardless of size. High-ranked Yugas of this kind are able to trap people and summons within, keeping them alive but in suspended animation. Because Kali-Yuga are colorless, any solid object that gets sucked in remains visible, albeit at a much tinier scale. For energies absorbed, such as Sound or Katon, they will disperse and effectively be nullified by the Yuga. Through hand seals or mental commands the trapped objects or entities may be released, having suffered no damage despite being crammed into an impossibly small space. Likewise if the Kali-Yuga is destroyed while it has living beings inside they will be harmlessly expelled.

Example Techniques:

Yuga Kshetra: Lostbelt Annihilation

Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: After forming a Satya Yuga in their palm, the user hurls it over their opponent's head where it explodes, releasing a downward force of Destructive Sound that serves to flatten anything below it and press everything into the ground. The end result is a massive crater spanning 10m in diameter.

Yuga Kshetra: Revolving Destinies
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: After forming one or two Treta Yuga following splitting rules, the user will have them orbit themselves at great speeds. If a person or solid object gets too close the Yuga will quickly phase into them and release a shrill, high-frequency sound that shatters solid objects of the same or lower rank from within, or disorients living things by restricting their ability gain balance or make complicated bodily movements such as that of Taijutsu, Kenjutsu, etc while affected.

Yuga Kshetra: Judgement Prelude
Type: Defensive/Offensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: 40
Description: Forming a small Dwapara Yuga by their side, the user will activate its absorption effect which seals away all natural sounds within a 5m area, including that of the user as well as techniques that originate from within that range. This leaves an unnatural void of sound around the user that is able to mask some of their actions such as movement. During the same or next turn, the user may direct the Dwapara Yuga toward a target where it enters into it if it's a solid and of lesser chakra value and release destructive sound waves that can shatter techniques or harm opponents directly.

Yuga Kshetra: Homunculi Capture Method
Type: Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Forming a palm-sized Kali-Yuga in front of themselves, the user will guide it toward a person or jutsu whilst triggering its absorption effect, trapping anything caught within the Yuga, which then returns to the user and stays in their short-ranged vicinity for a time at a taxed rate.

Additional effects and Restrictions:
Must have completed Advanced Fuinjutsu and Sound Ninjutsu.
After specializing in Yuga Kshetra, practitioners are able to, once per turn, passively infuse their barrier-type Ninjutsu (+10 chakra) with a B-ranked application of Sound Infusion, which can grant tangibility to otherwise intangible barriers as well as the ability to repel most solid objects and techniques B-ranked and below (this does not reduce or cancel the technique, only bounces it off the infused barrier).

Adv Fuin in Inventory.
(Fuin/Kanki: Samsara Hanabira) - Seal of Transcendence: Samsara Lotus Petal
Type
: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/A
Description: A technique unique to the Lostbelt Berserker, it combines his Prana energy with Fuinjutsu to create a body seal that has been imbued with the 'miraculous' nature of Prana and tied to Arjuna's own Reality Marble, the Lostbelt. This is normally an area-type Noble Phantasm that transports people and objects to a personalized portion of the Throne, but the Lostbelt is simply too massive: it takes the shape of a vast replica of the cosmos complete with 'planets' and other celestial bodies. Anything transported there would be lost almost immediately due the sheer scope. Thus, in order to logically use his Reality Marble in battle, the Samsara Lotus Petal seal acts as a junction between Arjuna's Surge of Transcendence (Reality Marble) and his own body. When activated the seal blossoms, stretching petal shapes over the user's skin whilst glowing in the color of their Prana, which also surges from the seal throughout their body and imbues it with the Lostbelt's terrain effects. There are five petals to the seal, each corresponding to effects of the Lostbelt as translated for use through Arjuna's body:

Niraya:

Preta:

Tiryak:

Manushya:

Deva:

A flower marking of Prana on Arjuna's body that seals away his true form and personality within the Throne. Upon being released, a surge of Prana exits his body in a bright blue color


(Saigai Hissoku) Calamity Contained
Type: Weapon
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: When Arjuna decided to take on the mantle of destroyer, Berserker, he fashioned an armor of Prana that would protect and enable him in this task. Around the arms, legs, chest, and neck are ornate armor plates that have been modeled to fit the Surgebinder's form perfectly with no hinderance to movement, said to be made of the 'crystallized fires of Shiva' and having a golden sheen. To cover his skin and connect these armor pieces the Prana takes form of a body suit that adheres perfectly to Arjuna's form, causing no disruption to his movement. Although stretchy and appearing thin, this suit is more than capable of standing up to otherwise devastating attacks on a chakra v chakra basis, due to the nature of Prana. Techniques that strike the Berserker's body directly, including stream-type techniques, are subjected to the strength and effects of an S-ranked version of the clan technique, Epoch of Titans, specifically: 'The Wandering Sea - Bending Space'. This means that techniques of equal or lesser chakra would immediately be transported to the Throne before they can have any physical effect on the wearer. Arjuna is then able to utilize these transported techniques through another clan technique, Dynasty of Kings, specifically 'Conquest of Alexander – Bastion of Achaemenid' to either metabolize their chakra or return them to the battlefield in the exact state they were absorbed. Both of these applications (absorption and return) are passive, taking no spot in the timeframe but still at the cost of a move, each. They will also place their respective clan techniques on cooldown as outline in each. However the Saigai Hissoku protects Arjuna even beyond the physical: conceptually as well. The Berserker's very mind is fortified. His mental projection of himself, the one seen and targeted through Spiritual techniques such as Genjutsu, is tucked away, curled up within the heart of a massive star--the only one--suspended in an endless void. Any foreign chakra of equal or lesser value (of the Saigai Hissoku) that invades this space is immediately charred by the star surrounding Arjuna, instead of being transported to the Throne as usual. This same conceptual star is also to reaches into our world through Arjuna's body by influencing all of his Prana related techniques by +20 damage and causing them to appear as fire the color of his prana. He is also able to release and manipulate streams of Prana from his hands and feet that can arc and bend similar to solar flares at the cost of 30 chakra and a move (A-ranked). These burn like fire, dealing 60 physical damage while leaving no evidence behind apart from the natural effects of Prana at that level, which would be frostbitten skin.
 
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Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
Kumi Accounting
Current Void Energy: 36
Available Kumi: 2,300

Transaction Log:
+1000 - 08/27/18 - Starting Kumi
(B-Rank)
(S-Rank)
(S-Rank)
(B-Rank)
- 10/15/18 - CJ Purchase
- 10/22/18 - CJ Sold
-2000
-2000
+1000
+2000

Auramancy - CFS


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Fervor Idea
The sensation grows in accordance to the amount of the user's Yang chakra present in their bodies as Fervor, and if enough of that chakra is within their system the golden flames will burst from their bodies at various spots; a sign of the oversaturation of Yang energy. If these aren't enough to alert the target of the imbalance, the pitch-black steam that the flames leave behind would. This 'steam' is actually the opponent's Yin chakra being expelled from their bodies as it is replaced by surplus Yang. The amount of steam and size of the flames coming from affected targets is also proportional to the amount of the user's Yang chakra present within their bodies in the form of Fervor. Once more the golden flames do not burn or carry heat; can be considered cosmetic in this instance of the fighting style's effects; are mainly indicators to the target that they have excess Yang energy. Depending on how much of the target's Yin chakra gets displaced, certain debilitating effects of the imbalance will affect them, such as the inability to perform Yin-related techniques, diminishing chakra pool, and malfunctions of the body's physical energy which has its own symptoms such as spasms and paralysis. The golden flames of Fervor cannot be sealed due to their enhanced vitality/sentience and Fūinjutsu influence of the Extraordinary Vessels. They also ignore the physical defenses of a target such as damage reduction as they attack the Meridians, or flow of Yang chakra within the body directly. The accompanying Taijutsu movements can still be reduced and defended from however.

Body Seal: Re-Legion
AoE/Self: Well Within
Sky strike: Palo Volador
Fuin: Guess and Fathom


Summoning Contract: Displacer Beasts (Cats)
Unique Ability: Voidling - Voidseer
Unique Ability: Displace (erratic summoning technique)
Standard Ability: Nimble grace (Speed)
Standard Ability: Spatial Predator (Sensory)
Standard Ability: Grooming (healing)

SWORD SAINT
Farewell Sonata - Ultra lethal, high frequency sound attack.


Custom Element - Helwinter
Type: Yang + Kinjutsu + Wind
Decription and Proof: Spirituality after death is the game. Yang infused smokey wind to erode a target's physical energy and nature--killing them. Then, that same wind that took their breath is gonna sweep up their souls (suction effect to Spiritual Entities) and use that to increase the strength of Helwinter attacks. This works for creations and people alike: If Helwinter reduces your health to 0 it will own your soul and use that to empower itself.

Ryo Accounting
Available Ryo: 4,300

Transaction Log:
(B-Rank)
(S-Rank)
(S-Rank)
(B-Rank).





(Fūin-Seraphumizuton: Sonzai no Shison) - Sealing/Seraphic Water Release: Descendants of The Presence
Type: Defensive/Offensive/Supplementary
Rank: B
Range: Short - Mid
Chakra cost: N/A
Damage: N/A
Description: Prowess with both the Seraphic Water element and Fūinjutsu, Sonzai no Shison is considered to be the pinnacle of both. The user will place a seal on their puppet before battle that will slowly release and regulate Seraphic Water throughout the puppet's body similar to how blood circulates in living things. The amount isn't enough to weigh or slow the puppet down, but instead augment their physical movements through the precise transferring of heat in a manner similar to hydraulics. Whenever the puppet moves, the grinding of its many gears would generate heat, which is then transferred by the Seraphic Water to various parts of their bodies such as the legs, hands, and torso. This coupled with the natural lubricating properties of water allows the puppet to move with frightening fluidity similar to a human. Puppets will gain the ability to perform normal, non-chakra oriented body art techniques such as Kenjutsu (if they have weapons) and Taijutsu as well as free form fighting with increased damage (+20). This also makes the puppet more fragile, as the puppets are able to 'bleed out' if they are damaged by anything surpassing the rank of this technique The final ability of this seal is activated whenever the puppet is destroyed. The seal will release copious amounts of Seraphic Water equivalent to an A ranked, omnidirectional wave that is capable of crushing everything within 10 meters of the puppet. This wave cannot be controlled by the user but can be used for Seraphic Water techniques after a turn has passed. Can be placed on up to four puppets. Must be mentioned in biography or at beginning of battle.

(Fūinjutsu: Kain no Noroi) - Sealing Technique: Mark of Cain
Type: Defensive/Offensive/Supplementary
Rank: B
Range: Short
Chakra cost: N/A
Damage: N/A
Description: [Barrier around weapons/puppets that reflects attacks with 10 less damage than they came with]

Resubmitting from here. Adv Fuin completed here.
(Fūinjutsu: Pararia no Ōkan)- Sealing Arts: Pariah's Crown
Type: Defensive
Rank: D - S
Range: Self
Chakra: N/A
Damage: N/A
Description: This technique, with the kanji for "We Protect" is always-present body seal directly connected to the user's chakra network and is activated the instant foreign chakra enters it. How it works is that once the user gains chakra from an outside source such as from a siphoning attack or techniques such as MIE the seal activates, and behaves like a gateway for the incoming chakra. As the chakra flows through the seal it passively expels the energy in the form of a transparent, skin-tight barrier around the user that does not interfere with any of the user's other active techniques. The barrier's strength is proportional to the amount of chakra absorbed where it gains a rank for ever ten points of chakra absorbed, starting at D. So, if thirty chakra is absorbed the barrier's strength is moved up to A-Ranked. Twice per arc/event, at the cost of a move, the user may increase the barrier's strength to S-rank. This requires double the amount of chakra normally used for max evolution (i.e 60 chakra) and can only be done if the barrier is already at max strength for at least one turn. Being a barrier-type defensive technique, it is able to contend with opposing techniques of equal or lesser chakra. This barrier can stay until completely destroyed by an enemy and once this happens the seal goes on a two turn cool down. Unique to this seal is its ability to continuously regenerate (unless completely destroyed) per turn so long as the user is able to gain chakra from an outside source. After which any excess chakra goes straight to the user, unless they choose to store it within the seal to boost it to S-rank. Due to the fluent nature of the technique to turn incoming chakra into a defense the seal's activation doesn't take up space in the time frame, but still costs a move. As an aesthetic touch, a Black Crown will form above the user's head whenever the seal is active. Can only be activated three times overall.

Appearance:

(Approvable, just need Adv Fuin)

(Oto/Taijutsu: Shōkan no Uta) - Sound Body Art: Redemption Song
Type: Supplementary
Rank: S
Range: Self
Chakra: 40 (-10 per turn)
Damage: N/A
Description: By focusing a specific tune or frequency of sound within the body, Redemption Song is able to keep the user in a perpetual state of ease. This comes from high frequency, low energy sounds more akin to Illusionary Sound Waves that reverberate throughout their body, relaxing the muscles while also affecting the brain and thus perception in a very peculiar way. The user will essentially always have this 'song' playing in the back of their head and it allows an elevated perception of their own bodies as well as that of other living creatures through an elaborate, self-inflicted Sound Genjutsu. Similar to the Sharingan, the user will 'see' the muscles of their opponent's even beyond any clothing or armor they may be wearing through a body-focused listening method just as effective, if not better than Inner Sonar. When the opponent moves or prepares to do so, using their express knowledge of Taijutsu and the body whilst also under the effects of their own Genjutsu, the user is able to hear and see the minute details of their opponent's movements and are able to predict and devise a counter-action in return. This does not allow the user to counter-attack in the same time-frame as an incoming attack but rather find the opportune moment and location to land a disabling strike. For example, if the opponent makes to kick the user, while under the effects of this technique, the user will be able to determine the weak-point in their opponent's leg, the part weakest, according to basic anatomy: their joints, and strike it. This carries no damage in itself, and can be performed in the same time-frame whilst dodging or attacking with a weapon or limb, instead it disables the limbs of opponents for one turn each time. This comes in the form of a minor sound infusion of the Redemption Song transferred directly from the user's body into theirs through physical contact. The high frequency, low energy waves will cause the opponent's muscle to relax suddenly which takes time to regain control of (1 turn) or dispelled through surges of higher chakra. Alternatively, Redemption Song can be performed as a chakra surge to release the user from Genjutsu, pushing out the foreign chakra and replacing the opponent's Genjutsu with the user's own controlled one. Can only be performed thrice, with a two turn cooldown between activations, but remains active as long as the user pays chakra. No other Sound techniques above B-ranked can be performed the same turn this is activated.



(Ken/Fūinjutsu: Mugen Ha) - Sword Sealing Arts: Infinity Edge
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 50
Damage: N/A
Description: Mugen Ha is an advanced seal that is applied to a weapon/tool the user is in contact with. The application of the seal is passive, as is its activation which causes black lines similar to that of Reverse Four Symbols Sealing to stretch over and engulf the weapon entirely. Whenever the user swings his weapon at an opposing technique the seal, with its kanji for 'devour' will activate and trigger an absorption effect which can be seen as a distortion around the weapon. As it travels it seals foreign chakra of equal or lesser value within short-range of user into the seal on the weapon. Once the chakra of at least one technique has been absorbed the user may have the seal reverse, at the cost of a move, to release its stored chakra onto the weapon itself, acting like a makeshift Samurai Sabre, the difference being its strength is proportional to the chakra taken from opposing techniques. For every 10 points of chakra absorbed through this seal the user's weapon will gain +10 damage via the chakra shroud, at a maximum of +30 damage for 30 chakra, with the remainder being added to the user's reserves. This release is also passive in nature, being able to be incorporated with Kenjutsu techniques, but can only be maintained for the turn it was activated and destroys the seal in the process. Can only be applied thrice, with a two turn cool down between uses.




King Gambit/Scintilla
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user makes a one handed block with one hand while readying his sword or weapon with the other. A barrier is formed in front of his hand that when it comes in contact with another person it dispells a quick stun effect on them, causing them to pause as the user follows through with a return strike.


(Oto/Fūinjutsu: Ōshū Daru) - Sound Sealing Arts: Dahl Riposte
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user will form a barrier in the shape of a 5x5m square oriented anyway they please within their short-ranged area to deal with an incoming attack through an infusion of his Sound chakra similar to that of (Ototon: Chūnyū no Jutsu) - Sound Release: Infusion Technique, wherein the barrier will become very reactive to physical interaction, able to rebound any physical attack (within reason) of equal or lesser chakra back at its source. Due to the quick formation and effect of this technique it may be performed quickly in close-quarters for adequate defense. The barrier may also be repaired and maintained through a constant supply of chakra from the user at a rate of -10 per turn for up to two turns. Once activated the user will be unable to perform any other Sound techniques above A-rank for as long as it remains in play. Both barrier and sound infusions are A-ranked. Can be activated thrice, with a three turn cooldown between uses.




Emissaries of the One-Eyed King
Type: Weapon
Rank: S
Range: Short
Chakra:
Damage: 80
Description: A pair of daggers. Deal 40 damage each but can be augmented one at a time.

(Fuin-Entropoton: ) Sealing Entropy ∞ Ode to Disorder
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: the radiation of this infusion is in no way solid during its execution, as it serves only to affect techniques and opponents that come within range of the augmented attack. The veil of radiation will be able to immediately disperse the kinetic energies of objects, living things, and techniques, with energy types being the quickest affected, within 4m of the affected technique. This will cause people and objects to become almost frozen in place as the Entropy robs them of energy to move. In specific cases this would allow a technique the surety of connecting with a dodging opponent. Ode to Disorder is activated during the same time frame as the affected technique. Can be done once every three turns

( Fūin/Entropoton: Shōgai e no Omoide ) Sealing Entropy ∞ Ode to Disorder
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Long
Chakra: 40 (+10 per turn)
Damage: N/A (Adaptive)
Description: With three hand seals the user will focus his Entropoton chakra into creating a floating orb of sealing scripts infused with Entropic Radiation in his vicinity. Each script repeats the same kanji meaning "steal & subjugate" and are oriented in a way that they create a hazy blue sphere that leaks Entropic Radiation. As this is a lingering type of technique, the sphere's properties will coincide with time spent on the field. It begins at a meter wide, resting anywhere within five meters of the user, and permeates the area of short ranged around him with radiation. By the second turn the orb grows to three meters wide, and influences up to mid ranged of the user, and by the third turn the orb doubles in diameter and becomes able to exert influence up to long-ranged away in all directions. What the radiation does is siphon and seal away a sizable amount of latent energy from chakra sources specifically such as people, summons, and seals. Persons and summons (including allies) caught in the sphere's influence will be forced to spend an extra ten chakra for any and every technique being performed above B-Ranked while the user spends an extra five. B-Ranked is the chakra threshold for this technique as every technique above it carries just enough chakra to "share" while those below carry far too little latent chakra The radiating sphere passively seals away five points of ambient chakra from the environment and ten from every technique (B-Ranked and above) performed under its influence per turn. Fuinjutsu seals/tags above B ranked will be rendered inert and will "fade" as their chakra is literally taken away while those below this rank carry too little chakra stored to be considered by this technique. For Taijutsu techniques, or those that don't require chakra, the affected will instead be unable to perform techniques above B ranked. The user is able to make minor tweaks to the radiation's spread to avoid friendly seals above B-ranked but cannot have the radiation pardon allies such as shinobi and summons. The second half to the technique comes into place after the sphere has sealed at least thirty points worth of "extra" chakra from sources. The sealed chakra will then be released like a supernova where the sphere will explode in a maelstrom of Entropic blue flames, just ravishing the area depending on what turn this final act was released. The maelstrom holds no supplementary properties but instead carries a lot of damage and can defend from certain techniques--within reason. The damage done is directly proportional to the amount of chakra siphoned where thirty chakra will equal an A-ranked worth of damage, forty is S-ranked, and fifty is Forbidden ranked. The final release/explosion is utter and indifferent: it will nuke allies just the same as enemies if they don't evacuate/counter. This technique can only be performed thrice, and requires a two turn cool down between uses. While active, no other Entropy techniques above A-ranked can be performed and no Fuinjutsu seals/barrier techniques above B ranked in the next turn. Lasts four turns at ten chakra per turn.

(Entropoton: ) Entropy ∞ Primordial Artifacts
Type: Defensive/Offensive/Supplementary
Rank: A - S
Range: Short - Long
Chakra: 30 - 40 (-10 per turn)
Damage: 60 - 80
Description: " " is a jutsu which deals exclusively with compressed Entropy, giving it the ability to contend with physical techniques directly rather than through irradiation. With a solid form, Entropy will appear like shimmering constructs with a glowing outer edge. The compressed weapons can be made in any shape the user can imagine such as swords, spears & halberds, shields, bows, or even just rudimentary defensive plates to cover the body. They may be manifested from the user's body in most short-range occasions, and from the surrounding space up to long-range, except for five meters of an opponent, unless the user is also in that range. Entropy moves a lot quicker in this form, as fast as an arrow or thrown kunai, and possesses an intrinsic shroud of radiation that behaves differently depending on the type of 'Artifact' summoned during the activation of this jutsu:

Bow of Orion:

Cassiopeia's Scepter:

Sword of Cosmogensis:

Shield of Achilles:


(Sōseiji no Shin Jidai) Twin Flames of The New Age
Type: Puppet(s)
Rank: S
Range: Short - Long
Chakra: N/A (30/40)
Damage: N/A (60/80)
Description: The Twin Flames are two near identical Ōtsutsuki puppets that belong to the Hands of God lineage, Sandolphon and Metatron. Being 'Angels', they can only be summoned through the Heaven's Host seal and return there upon being destroyed. They are each six foot in height appearing like slim, athletic humans from a distance due to having all the qualifying humanoid features such as torsos, legs, arms, and heads. They have no faces, but rather an opening in their bulbous heads that show small flames (orange for Metatron and gray for Sandolphon). Due to their uniquely designed abilities that synnergize with each other more so than the user, some of the Twins' abilities can be activated individually or in tandem (in the same time frame) but at the cost of two of the user's allotted moves per turn. Each combination move places both component techniques on their respective cool downs simultaneously.

Grand Divide/Crusader's Hymn: The first half of this technique, Crusader's Hymn, involves Metatron, the vangaurd of the two. The user will pay 30 chakra have seals on both its palms with the kanji for "destroy" activate. This can be seen as orange-red flames erupting from the puppet's hands that are not unlike those of the Four Violet Flames Battle Encampment technique. Each seal is B-ranked in strength and has the power to seal away opposing techniques up to its rank upon contact (within reason). Alternatively, Metatron can focus the attack into one hand, being able to seal a technique up to A-ranked in strength, but doing so places this technique on cool down immediately. It is also able to use this ability alongside non chakra-aided Taijutsu. Grand Divide also costs 30 chakra after which the user will have Sandolphon strike from a distance through its unique inner system of spear-tipped chains that stay neatly coiled within its body. Each of Sandolphon's palms have openings to allow these chains to come flying out at the speed of a flung kunai up to 10 meters of its body. Upon activation, Sandolphon's spearheads become conduits to a seal within its body. This will cause a gray flames to enshroud the weapons (cosmetic) while giving them the ability to each pierce through techniques up to B-ranked in strength. Like Metatron, Sandolphon can release a single chain instead of two, granting the ability to pierce techniques up to A-ranked in strength. Doing this also immediately places Grand Divide on cool down. Both abilities can be combined seamlessly to have the twins seal a technique up to S-rank in strength (within reason) by striking it at the same time. This combination requires 40 chakra from the user can only be done three times per conflict with a two turn cool down. Individually, they can only use these abilities once every other turn.

Holy Terror/Kingdom Come: Holy Terror is Sandolphon's unique move where the puppet sends a pulse of chakra through its chains to detonate any or both of its spearheads, be it while in motion or lodged in an obstacle. The ensuing explosion covers a short-ranged distance and is A-ranked in strength, playing on equal terms with elemental Ninjutsu. Each detonation counts as a move. Kingdom Come is meant to be a follow-up, where Metatron is able to release concussive blasts of chakra from its hands that can reach up to short-range of its body and is able to push targets back another five meters, to the edges of mid-range. This can also be done alongside non chakra-aided Taijutsu due to Metatron's surprisingly agile form. Thrice per conflict with a two turn cool down, the user can combine these abilities by having Metatron use it's concussive chakra blast to throw Sandolphon's detached spearhead at an opponent up to Long-range at twice the user's base speed. Should the spearhead connect with the target or a physical obstacle it will detonate in a massive explosion spanning ten meters in radius and dealing S-ranked damage. After performing this combination the Twin Flames will be unable to use any of their abilities for one turn (excluding non chakra-aided Taijutsu). Individually, the Twins can use these abilities once every other turn.

AT-Field Generation: This ability, seemingly innate to puppets of the Hands of God lineage, takes the form of a protective barrier that conforms to the puppets' bodies to protect from attacks. The Twin Flames are no different. One each of their chests are seals that when activated, will cover the Twins in a shimmering, translucent barrier that is B-ranked in strength. Once broken the barriers will become unavailable for two turns, after which this technique can be re-activated. The user may also bestow a single puppet with an A-ranked barrier when activating this technique, leaving the other unprotected. Doing so places this technique on a two three turn cool down instead. This ability is A-ranked, costing 30 chakra regardless of method used, can only be activated three times.

Dumah, Emissary of Dreams
Type: Puppet
Rank: A
Range: Short - Mid
Chakra: N/A
Damage: N/A
Description: Dumah is a strange puppet like the rest of the Hands of God lineage. It stands slightly taller than the average human at seven feet with a feminine physique, including the curves and gait of a female. Its limbs are covered in a gold colored metal known only to its Ōtsutsuki creators and instead of a head Dumah has a cage-like formation that rises from its shoulders and 'encases' the swirling mass of white hair that is its head. Dumah carries no weapons on the outside but is rather is able to exude a unique, hallucinogenic poison that can affect living things within range.

(Tengoku no Tatsujin: Yasuraka ni Nemuru) Heaven's Host: Return In Peace
Type: Supplementary/Defensive
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: By sending a fixed amount of chakra into the Heaven's Host seal, the user is able to reverse summon

Type:
Background:
How It Works:

Kuronoō ♎ The Dark Monarch
Type: Offensive/Defensive/Supplementary
Rank: S - Forbidden
Range: Short - Long
Chakra: 40 - 50 (-20/-30 per turn)
Damage: 80 - 120
Description:

Fugina Netsujō ♎Unholy Fervor
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A
Damage: N/A
Description: A latent ability of Jin's, utilizing his Hunger as an advantage. Each time

♎ Ghoul
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A
Damage: N/A
Description: Increase efficiency of absorption type techniques by 50%.


♎ Shadow of War
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: The Shadow of War is a humanoid construct of Kurochi that is manifested and kept within the confines of the Claymore's body. Due to the natural and unique properties that Claymores share with their chakra nature, the Shadow is formed as a sort of second layer beneath the skin. Once created the Shadow can released from the body at a maximum of mid-ranged distances to attack, defend, or otherwise confuse an enemy. The Shadow of War's unique ability is that it can perform all non-chakra aided Taijutsu and Kenjutsu (if in possession of a sword) the user knows, similar to a clone. Though not physically, the Shadow is tethered to the Claymore in that certain traditional clan techniques such as Primeval Gluttony and Life Eternal can be used by it to restore itself and transfer devoured chakra directly to the user.

Anything the Shadow touches will be essentially 'eaten' as per the natural characteristics of Kurochi. If this is performed on techniques lower in power than that of the Shadow, it will feed on the chakra left after the clash to restore itself to peak condition. For

(Entropoton: Eto Muko) Entropy ∞ Zodiac Armory
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description:


Yīnsù Kokoro - Sonic Mind
Type: Sound + (Medjutsu) + Taijutsu/Kenjutsu
Background:
Description (How it Works): Reverberation through the body, a sonic tuning fork able to resonate with battlefield sound. Repeating waves wash over the user's body allowing them to channel that sound with direct contact in addition to taijutsu. If contact is made the waves are channeled through the target, damaging their liquid insides and then exiting behind them as a sonic boom/shockwave. This is not like Frog-Kata which uses Senjutsu energy around the limbs to damage an opponent as it requires direct contact for the waves to be channeled. The style also has another ability, where it draws its name from, to reverberate within the user's skull, stimulating their brain through special, low frequency waves. These waves are hypnotic in a sense that they send the user into a waking trance. The user's perception of reality shifts, according to the waves, into that of a lucid dream. The user moves with enhances speed and precision, succeeding in otherwise risky maneuvers while Inhibitions like fear and doubt are seemingly erased, leading to powerful strikes that are unrestrained from the fear of self-harm, simply because 'This Isn't Real'. Of course, self-inflicted damage still affects the user but that is where the barrier comes in, which acts as a natural defense and means of attack through the channeling of sound. With both these abilities comb


Additional Effects & Restrictions:
 
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