[Closed] The Long Road To Mastery 9/29

Ańbu Juniør

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Terrain: The Great Grass Sea

Kōtetsu Inuzuka
(Kemono Kiba) – Beast Fang
Type: Artifact
Rank: S
Range: Short – Long
Chakra: N/A
Damage: 100
Description: The Beast Fang, 獣牙, is a manifested fang of the Basmu lodged in Kotetsu’s body. It was discovered by Iskandrous when he examined Kotetsu’s body at his medical clinic in Tsumigakure following their battle in the Kaizoku Sea. The fang is no larger than an average forearm, just under one foot in length. Interestingly, the fang grew inside Kotetsu’s body rather than breaking off the Basmu at all; in this sense, it is more like a bone growth rather than an actual fang taken from the beast. Its features appear ivory and smooth, with a pointed tip though no edges. Because the fang grew inside Kotetsu it has infected him with Scarlet Rot, though this was later contained and controlled by Iskandrous. Passively, the Fang appears to enhance Kotetsu’s base nature, enhancing his Inuzuka clan techniques depending on the state he is merged with his companions. While unmerged, considered the ‘base’ state, from his entities his Inuzuka techniques gain an additional 15 damage. He also gains 15 physical damage mitigation and suffers from a 1-point Vitality penalty due to the infestation of Scarlet Rot.

Sōjōkōka (lit. 相乗効果, “Synergy”): The Beast Fang provides Synergy depending on the state that Kotetsu is in with his companions. By default, Kotetsu gains the above base state enhancements and penalties. While merged with powerful breeds of Ninken, specifically those gained through Mastery, Kotetsu’s damage enhancement grows to a total of 30 additional damage to his Inuzuka, Taijutsu, and Kenjutsu. Likewise, while in this state, he loses the damage mitigation gained from his base state and instead gains a passive 20 health points healed per turn. He also loses no points in Vitality. While merged with more average Ninken, such as the High Breed, Kotetsu gains no enhanced damage from his state, 20 stackable physical damage mitigation, and his rotations gain an additional 2 base speed points. Note that while merged with two different types of Ninken will not cause both of these states to activate; rather, the state that has more of a specific type of Ninken will be favored.

Kusatta Kaiten (lit. 腐った回転, “Rotten Rotation”): Rotten Rotation is a Scarlet Rot/Inuzuka combination technique that is activated at the cost of a single move. When activated the user will perform a typical rotation that has a long-range reach, dispersing Rot within mid-range of their position that will immediately infest anyone caught by it with the basic form of Scarlet Rot. The Rot itself moves at the speed of an S-Rank Wind Release technique enhanced by 5 base speed levels. The rotation itself inflicts 100 damage strong to all natures and abilities, with the exception of Anutu and its components. Can be used four times per battle.

Shinja no Okurimono (lit. 信者の贈り物, “Adherent’s Gift”): The fang’s infestation has caused Kotetsu’s body to respond to the Scarlet Rot. While he does not gain an affinity for it or the capability to become immune to it, he does become able to tap into its capabilities periodically. Passively, Kotetsu’s Inuzuka techniques, specifically those that are strictly Taijutsu in nature and inflict their damage on contact, become able to infest their target with the basic form of the Scarlet Rot. Kotetsu becomes able to make use of any canon Scarlet Rot technique, with the exception of Advanced (Basmu) or Scarlet Aeonia, through the Beast Fang. He can make use of a single Scarlet Rot technique every three turns.
(Sagīnjōzu) – The Sanguine Maw
Type: Relic Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: 80
Description: The Sanguine Maw is a two-handed and double-edged axe crafted from Tiamat’s ivory bones. At the base of the grip is a single crystalline orb flickering with black and white energies representative of a fully powered weapon core. The axe is bound to the Boar seal and can be summoned to the user or sealed passively at their discretion. When wielded with two hands the user can, at the cost of a move, swing the axe to inflict 80 damage.

Intrinsic Traits:

Sanguine Affinity (I-III): Fortifies the user’s vitality, enhancing their health by an additional 20/40/60 points. (II)
Roiling Blood (I-III): The intensity of battle augments the user’s power. Increases all damage by 10/15/20% of Health Points missing from biography’s maximum Health, up to a maximum of 40. (II)
Fortified Anatomy (I-III): Enhanced physical durability confers the user a passive damage reduction to physical-based techniques. Reduces physical damage taken by 10/20/30 points. (II)

Exsanguination (I-II): Exsanguination is a devastating ability that combines the power of Roiling Blood with the user’s own overwhelming life force, augmented by the Sanguine Maw. The ability manifests on the Maw as blood, a physical representation of the user’s own lost health. When unleashed it forms a crescent blood wave, launched at the speed of twice an S-Rank Water Release technique and neutral to all techniques it clashes with. It has a long-range reach. The damage it inflicts is correlated to 125%/150% of Health Points currently missing. Tier II Exsanguination passively affords the user a 50% reduction to all effects of Health Fatigue. This passive is not active when Exsanguination is on cooldown. Can be used twice per battle, once every ten turns. (I)

Blood Brawler
A warrior born in blood and battle. Alters the appearance of Sanguine Maw into that of a one-handed axe, allowing its swings to be performed with a single hand.

Sanguinary (B-Rank, active): A skill that enhances the benefit conferred by Fortified Anatomy, exchanging its passive benefit for a significantly increased physical damage reduction. The drawback is that it increases the damage intake of Spiritual-based techniques by 50%. This ability lasts for three turns and reduces physical damage by 30/50/80. Can be used twice per battle, once every three turns. While on cooldown the effects of Fortified Anatomy remain inert.
Bloodied Veteran (A-Rank, passive): Passively strengthens Roiling Blood, increasing its damage enhancement to 30/40/50% of the user’s missing Health Points in exchange for it only being applied to Taijutsu and Bukijutsu. Cannot be applied to elemental Taijutsu.
Reborn in Blood (S-Rank, passive): When the user’s Health Points fall to zero they will passively gain a single point of health back, allowing them to continue fighting. Can be activated once per arc.
Tunnel Vision (S-Rank, active): For a moment the user is able to ignore the effects of Health Fatigue and pain entirely, becoming an unrelenting scourge. This technique lasts for two turns or until an enemy is not within short-range of the user. Can be activated twice per battle.
Blood Render (F-Rank, active): Converts Exsanguination into a devastating close-quarters ability. The technique remains the same with the exception of the blood forming on the axe and remaining on it, unleashed in short-range in a massive explosion of blood. Increases damage done to 175%/250% of the user’s missing Health Points.
(Tsukamu No Goddoītā) – Grasps of the God Eater
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: 80
Description: Grasps of the God Eater is a weapon created by Kōtetsu and the master blacksmith of the Inuzuka clan. Forged from the bones of the Guardian of the Forest who was driven mad by the Red Fever, the gauntlets sport several sharp edges, covering the user's hands up to their elbow. The weapon is interlaced with black metal to give it an extravagant design with contrasting black and white colors and is adorned with numerous small runes engraved across it through the use of Fuuinjutsu. This weapon has unique abilities related to the fields used to forge it.

Sunchaser: The user’s hand-related Taijutsu techniques passively gain a damage increase of +20 due to the infusion of Yang Energy granting the weapon increased durability and strength. The weapon can also be used to perform physical attacks, which deal 80 base damage at the cost of a move per turn. When used to attack this weapon does not benefit from the passive damage boost.

Solstice: Classified as an ego weapon due to its limited sentience gained due to the infusion of Yang energy during the forging process, the gauntlets passively drain -50 Yang chakra from the user that seeps into targets struck by them. This causes an imbalance in their chakra network that forces the target to spend 2x the amount of chakra required for their techniques for the next three turns. This does not increase the quantity of chakra in a technique, but simply a strain on the target's reserve. Appropriate surges or chakra infusions can remove the debilitating effects of this ability.

Unravel: An incredibly useful ability activated at the cost of 70 chakra and a move per turn, the numerous runes on the gauntlets begin to illuminate with a faint crimson glow, allowing the weapon to destroy techniques just before physical contact is made by absorbing the properties of the technique and unraveling the chakra or energy that composes it. This empowers the gauntlets with the properties of the absorbed technique and allows them to take on the damage value of the absorbed technique without harming the user. The properties of techniques refer to their auxiliary effects that cause harm, such as causing the gauntlets to become heated. This lasts for two turns, after which the runes lose their luster and become dormant. This ability can be used twice per battle and requires a three-turn cooldown after the effects expire. Additionally, no Fuuinjutsu above A-rank can be used during the same duration.​

Notes:
- The weapon requires mastery of Yang Release and advanced Fuuinjutsu.
- While Unravel is active, the gauntlets lose their passive +20 damage.
Fenriru No Gimuzuke | Fenrir's Lesser Oblige (Always Active, Reference)
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: This technique was designed to rectify the weaknesses of managing multiple bodies within Battle. Many Inuzuka found that their Ninkens became easy targets for area of effect Ninjutsu techniques, and often experienced problems with defending from widespread attacks without compromising their Ninkens health or position. As such this technique was developed as a fix for these flaws. This technique allows an Inuzuka to enter into a lasting fusion with their Ninken(s). While fused the Ninken will inhabit the user's body and the user will gain the ability to use techniques that require 'Four-Legged Beast' transformation as a prerequisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the user's senses however their mind and chakra systems will remain separate. The Inuzuka however will still be capable of tapping into their Ninken's chakra supply and will be capable of using it to bolster their own supply for future techniques. Lastly, fused Ninken can demerge from their host body at any point in time, and can also choose to re-emerge without cost. Merging and de-merging however is not instant, instead, it simply functions as a Ninken or Inuzuka walking outside of the host's body - and as such is far inferior to the merging abilities of Souma No Kou. One added benefit is that a host can have appendages such as tails or wolf ears that can prove useful in combat but are largely cosmetic, the main host can also be switched at will - housing the user and other Ninken(s) within a Ninken's body instead.

Note:
- Must be posted at either the start of the battle or in the user's biography, and is active at all times.
- In the case of deactivation (On the user's account or as a result of an enemy technique) this technique can be reactivated again at the cost of a move. Each reactivation will require more chakra than the last, doubling each time.
- This technique serves as the ultimate baseline form for Inuzuka clan members. After using another transformation the user is capable of reverting back to this form without completely canceling the previous transformation, instead, they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)
(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris
(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris
Type: Supplementary
Rank: S
Range: Short
Chakra: 80 (-10 per turn)
Damage: N/A
Description: Solaris is a unique Advanced Fuuinjutsu seal placed on the body that incorporates Yang chakra. This seal works by passively siphoning Yang chakra from the user’s body and storing it, with the seal being capable of storing up to 80 chakra in total. Making use of the body’s condition as a trigger this seal will activate whenever the user falls unconscious as a result of an enemy technique. Upon activation it floods the user’s body with the previously stored chakra, purging any invading chakra and healing the body by the amount of chakra stored within the seal and essentially “breathing life” back into the user, allowing them to regain consciousness as the invading chakra is flushed from their system. In addition to resuscitation, the user’s constitution will be temporarily boosted for the following two turns due to the abundant Yang chakra, making them immune to Spiritual techniques with less chakra than that stored in the seal. While this energy heals physical wounds, it does nothing to mitigate the damage done to the spirit, meaning that if the user’s health is depleted through damage done spiritually, this technique will not resuscitate them. Due to the overwhelming amount of Yang energy present within the body, the user will be unable to make use of Yin release, other Spiritual techniques, or elemental techniques for the following two turns. Their speed is also reduced by -3 levels, and they are unable to use techniques above A-rank for the same duration.

Notes:
- This technique must be placed on the user’s biography.
- This technique can only be used once per battle, with the seal’s activation counting as a move.
- Upon resuscitation, this technique will heal the user up to the amount of chakra stored in the seal, though it cannot recover HP lost from spiritual damage
 

Ańbu Juniør

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Muninn rode atop Solaire, playing gleefully with his shining silver fur as they crossed the Great Grass Sea alongside Kōtetsu. The ninken's ears suddenly perked up as a peculiar scent lingered on his nose, and he turned to his packbrother to see if he'd smelled it too. “It can't be...” The Inuzuka muttered as he grabbed hold of the creation and repositioned her on his shoulder. The scent was familiar but different. It was the smell of an old enemy he thought had been vanquished long ago. A black-haired man with peculiar silver eyes came into view, and Kōtetsu immediately moved to destroy him.

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He weaved five handseals and slammed his hands to the ground, creating a barrier starting from just in front of the man that forced him to the ground and rendered him immobile due to the massive pressure it exerted, leaving him at the mercy of the Solaire's attack. The Ninken had moved at the exact moment his packbrother struck the earth, and spun at a ferocious speed toward the man. “I can smell that shady guy on you!” The Inuzuka yelled as the attacks are launched. “How is that possible!?”

(Tajū Mugen Hōyō) - Multiple Infinite Embraces
Rank: A-Rank
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (-100 to the target per turn, +100 to user per turn)
Damage points: N/A
Description: This technique is a stronger version of Infinite Embraces and is used basically in the same manner. The user will do the Tiger → Dog → Horse → Dragon → Boar hand seals and slam his hands on the ground, creating a bigger barrier than the original technique but similar in its essence which drains the target's chakra but also pushes down on them making it much harder to break free. The massive pressure the technique puts on the target prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from it. Unable to move, the targets are also unable to mold chakra above A-Rank while having his chakra drained. The barrier can only be broken by A-Rank techniques or above or by attacking the user.
(Gatsūga) - Fang Over Fang
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30 (30 + 30 + 20 + 20 = 100)
Description: The user and their ninken partner spin at a ferocious speed and deliver many powerful beast-like attacks when contact is made with the target. The force of this attack is strong enough to drill through stone. This attack can be done alone.
Note: Must be a member of the Inuzuka Clan



Health
Kōtetsu: 240
Muninn: 150
Solaire: 100

Chakra
Kōtetsu: 3,000 - 110
Muninn: 2,000​
Movement Speed
Kōtetsu: 16 - 3 (ALW) = 13
Muninn: 4
Solaire: 13

Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39

Solaris: 10/80
Void Infusions: 0/4

Physical Durability: 35
Spiritual Durability: 5
Free Dodge range: 10 meters
 

Zaphkiel

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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.
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"

There he was, just as the Gate promised: The Monarch of Beasts. Jin felt his muscles tense the moment he laid eyes on the fur covered Inuzuka. Was he ready for a Monster of this caliber? He would have to find out. The Beast Monarch forms a few hand seals and then slams his hand on the ground, causing a great barrier to suddenly form around Jin, forcing him down to a knee with great pressure. At the same time he spots the beastly companion charging forward in a drill-like attack. With both of these incoming Jin quickly formulated a plan that went a little something like this: He waited under the effects of the barrier for the Ninken to cross the distance and fall under his Domain [Apex Speed Resistance] which lowers its speed to a more manageable level as it tore through the Beast Monarch's own technique and freed Jin. The moment the barrier is shattered Jin's silver eyes would seemingly shine as he rises to his feet and crosses both arms before himself to tank the Ninken's hit--but only for a moment--suffering minor damage as he increases his own body weight many times over, sinking into the ground and bracing against the Getsuga like an absolute unit before rolling to the side, allowing the Ninken to pass by him almost like a matador would a bull, and converts this violent spinning motion into a round-house kick to Solaire's side as she passes that reflected every bit of force he'd been subjected to. This in addition to his Kagune springing from his lower back (passively) in the form of the Shining Tail that wraps around his leg mid-kick, giving extra force. The Ninken would be almost swatted to the side, Jin's left as he followed through with the motions of the kick and landed again. His sensory would activate just before all of this goes down, to allow him to perceive it all. "You may know of my predecessor... but I am nothing like him."

(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn) (N/A Six Sense)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.

(Rinyūaru Tekondō: Jaecheondaesong) | Renewal Taekwondo: King of the Heavens
Type: Supplementary/ Defensive/ Offensive
Rank: A-Rank
Range: Self - Short
Chakra: N/A or 20
Damage: +20 or Equivalent Damage (-10 to user (Modern Application) (100 + 20 Kagune) = 120
Description: An extremely unique technique known to practitioners of Renewal Taekwondo, the King of the Heavens, or as it is known in some circles "Jeahbongchim", is a technique that uses Renewal Taekwondo's most basic mechanic, the direction, or redirection of force, but in a more universal way. The user either starts with the staple action of multiplying their own weight, in this case 15x their normal weight, or they utilize a less common method, one found within the "(Rinyūaru Tekondō: Jeonche Paekiji) | Renewal Taekwondo: Complete Package", which utilizes the concept of taking the force of an incoming attack, redirecting it, and utilizing that for the initial step of Renewal Taekwondo instead. In the latter case, as this process is purely physical, it takes no Chakra from the user to perform, unlike the former case which requires Chakra to utilize Earth Release Chakra in order to increase their own body's weight. In the former, or "traditional", application of multiplying one's own weight, the user takes the force gathered from this application, and evenly channels it throughout their body, giving them a very refined, controlled distribution of energy. This results in a damage boost of +20 boost to any one of the user's Taijutsu or Kenjutsu techniques, due to the presence of additional force in every part of their body, and thus every kind of strike. In the latter, or "modern" application of redirecting force from an existing attack or technique, while this method does not cost Chakra to perform, due to the erratic nature of it being a foreign force, this results in a self-harming, single burst equivalent to the strength of the source which can be directly applied to the user's own physical attacks, within the same timeframe. Finally, thanks to the differing results of each application, how they can affect the user also differ. In the traditional application, due to the force being directly generated, manipulated, and distributed by the user themselves, the user attains a modest boost to their physical attacks, without the danger of self-inflicted recoil as it's controlled in the same manner as other Renewal Taekwondo techniques. In the modern application, due to it being reliant on an external source, one the user was not in charge of creating, this results in a potentially more powerful, single use application, but at the cost of self-inflicted recoil from redirecting a source of power the user themselves did not create.

Note: Can only be used 3 times per battle/ event, and after it's used, neither application this technique cannot be used for 2 turns.

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.
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(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.
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(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).
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(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.
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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.

Chakra: 2400 - 20 = 2380
HP: 240 - 40 = 200
Speed: 10
Tracking: 10 x (2.5 + 2) = 45
 
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Ańbu Juniør

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The ninken found his advance halted the man braced against the rotation. Kōtetsu observed from his standing position and took note of the man's movement and hos his feet sunk into the ground. He issued a simple command to Solaire telepathically, and as soon as the man rolled to the side the ninken released a blast of chakra that sent him upward a few meters before another blast sent him downward at a diagonal angle. The black-haired man's leg would hit nothing but air as the ninken swiftly dodged his attack.

(Jūjin Taijutsu Ougi: Tsuki No Ryōken) Beast Human Martial Art: Burn of the Moon Hound
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This technique allows the user to, during a Gatsuuga or Gatenga technique, suddenly change the direction in which they’re moving. In short, this allows them to maneuver around obstacles, incoming attacks, or drastically change direction to chase down a fleeing target. This is done by releasing blasts of chakra from the body to alter their trajectory. When used to maneuver around an attack or obstacles an initial blast of chakra is released to remove themself from the obstacle’s path, which is followed by a secondary blast to correct their trajectory. When used to change directions completely, only a single blast of chakra is released, and this allows the user to make sharp turns. The only downside to this technique is that it cannot be used to dodge techniques or obstacles that encompass a wide range.

Notes:
- This technique can only be used during a Gatsuuga or Gatenga technique.
- This technique requires a one-turn cooldown between uses.
Solaire slid to a stop a few meters away after exiting his rotation and channeled chakra to his skin and fur, causing all of his hair to stand on end and vibrate at ferocious speeds, providing a makeshift armor that also dealt damage on contact. At the same time that the armor formed, the ninken once again launched himself forward in the form of a drill toward the black-haired man.

Fenriru No Busō | Fenrir's Armament
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Self
Chakra: 40 (-10 chakra per turn)
Damage: 80 (80 + 30 (Mastery) + 20 (Passive) + 20 (Title) = 150)
Description: A problem that many Inuzuka faced was how vulnerable their Ninken were in battle - Ninken were easily struck down by elemental attacks which essentially made them a liability. As such this technique was developed as a defense mechanism for Ninken so that they would be more resilient in fights. By channeling chakra to their skin and fur a Ninken is capable of causing all of their hairs to stand on end and, through the use of chakra, force the erect hairs to vibrate at ferocious speeds. Visually a Ninken's fur will seem to spike up, and then once the vibration begins their figure will seem hazed, ethereal even, as their spiked fur rapidly fluctuates, giving rise to the image of a hellhound or demonic entity. Enemy techniques that come in contact with a Ninken under the influence of this technique will be shredded to pieces and forced to pass to the Ninken's side, leaving them unharmed. Even energy-based techniques such as fire and lightning are neutralized by this defense, with the Ninken's engorged and strengthened flesh serving to protect against any heat or electrical based affliction while chakra will empower the Ninken's fur to become flame retardant. A Ninken is capable of fine-tuning this technique as they wish so that their Inuzuka partners can still freely come into contact with the user. This technique functions as a standard armor and is capable of defending a Ninken from attacks of equal strength. Normal Ninken will have their fur damaged by elemental attacks blocked through the use of this technique, resulting in the armor weakening. High Breed Ninken however, as a result of their enhanced constitution will be capable of quickly growing their hair back by sacrificing 20 chakra, completely restoring the strength of the armor when it is damaged, requiring for the armor to be destroyed in one hit to neutralize this technique.

Notes:
- This technique lasts for up to four turns, unless destroyed.
- This technique can only be used twice per Ninken, and a Ninken must wait for two turns before utilizing this technique again.
- A Ninken can angle their hairs so that they will protect vulnerable spots such as the underside of their paws and the insides of their ears, although the prior is toughened through chakra as well.
- Gatsuuga/Gatenga techniques utilized by one clad in Fenrir's Armament will gain an additional rank, this works on A-rank and below Gatsuuga variations, S rank and above will merely gain a flat +20 damage boost.
- Naturally, the armor will persist during transformations if the user has fur.
(Jūjin Taijutsu Ougi: Tōboe Kemono Kiba) Beast Human Martial Art: Howling Beast Fang
Type: Offensive/Supplementary
Rank: B - S (B)
Range: Short - Long
Chakra: N/A
Damage: 40 - 80 (40 + 30 (Mastery) + 20 (Passive) + 20 (Title) = 110)
Description: Capable of being used as a standalone or collaboration technique that can be done either alone, between ninken, or ninken and their Inuzuka partner, Howling Beast Fang is a Gatsuuga based technique that sees the user(s) spin at ferocious speeds in the form of a drill. This ultra-violent rotation gathers a shell of air around the user(s) that allow them to tear through not only their opponents but solid structures and techniques of equal strength.

Notes:
- The A-ranked version of this technique can only be used four times per battle, while S-ranked can only be used twice per Ninken and Inuzuka and requires a single turn cooldown between uses.
- This technique can only be used by members of the Inuzuka Clan and their ninken.
Health
Kōtetsu: 240
Muninn: 150
Solaire: 100

Chakra
Kōtetsu: 2,990 - 40
Muninn: 2,000​
Movement Speed
Kōtetsu: 13
Muninn: 4
Solaire: 11

Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39

Solaris: 10/80
Void Infusions: 1/4 (Specialized Infusion Success)

Physical Durability: 35
Spiritual Durability: 5
Free Dodge range: 10 meters

Fenrir's Armament: 1/4
 
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Zaphkiel

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As Jin spun to kick the beast he felt a surge of chakra from it as it sprang out of his way, causing him to whiff and spin. This would evoke a similar surge of Jin's Hunger, like a predator sensing ideal prey, raw chakra. "I'm guessing you both didn't part on good terms?" He remained aware of the Ninken as it moved through the air with bursts of chakra and immediately channeled the Hunger into his arm while opening his hand and splaying his fingers. A four-foot long, black ice javelin would jut from his palm and into his open grip. Jin would then continue the motions of his whiff, spinning one more time to gather the force needed to hurl the weapon straight at, and possibly through, the Ninken as it descends, . After this throw his healing abilities would finally kick in, healing his lower back where the Bikaku had emerged.

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.

(Hokkyoku āsurirīsu: Fuyu no Sasayaki)- Arctic Earth: Whispers of Winter
Type: Supplementary/Defensive/Offensive
Rank: C-S
Range: Short-Long
Chakra cost: 15-40 (+10 Cruel Hegemony) = 50
Damage: 30-80 (+20 Cruel Hegemony +5 AP) = 105
Description: The most rudimentary technique of the release. By focusing Arctic Earth chakra throughout the body and/or surrounding earth the user is able to create tools and constructs made of permafrost. These can range from simple a kunai to a full length staff in terms of weaponry as well as walls, pillars, and other complex shapes. They can be formed from the earth up to mid ranged of the user and carry a certain malleable property in that, whenever the user comes in physical contact with his creations he can will them change shape and re-purpose (for example a kunai morphing into a tanto) but not rank (meaning the new tanto would remain the rank of the kunai). The size of these creatioms are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Destructive Earth Rising Pillars'. As per the properties of Arctic Earth, whenever these constructs come in contact with exposed skin it leaves it painfully frostbitten as the element is very frigid. With the seal of confrontation the user can manipulate said constructs up to long ranged of his person.
Note (s):
- S ranked version can only be used 4× per match.
- No S-Rank or above Arctic Earth techniques on the next turn (after the S-Rank version is used)
- Morphing of constructs cost 10 chakra each time done but doesn't take up a move slot.

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"

Chakra: 2380 - (50 + 30) = 2300
HP: 200 - 10 = 190 + 40 = 230
 
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Ańbu Juniør

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While the ninken altered his trajectory the black-haired man conjured a black ice javelin in his palm that he aimed to use to strike Solaire before he landed, forcing the Inuzuka to act. As the man spun, he concentrated and released his chakra into the ground to create a small tremor just as the javelin was released, causing the attack to miss its target due to the shaking. “We didn't,” Kōtetsu growled as he watched the attack miss by mere inches. “I...We killed him!”

Solaire landed as planned, and immediately channeled chakra to his skin and fur, causing all of his hair to stand on end and vibrate at ferocious speeds, providing a makeshift armor that also dealt damage on contact. At the same time that the armor formed, the ninken once again launched himself forward in the form of a drill toward the black-haired man before his healing could occur.

(Doton: Yochi no Douyou) - Earth Release: World Shaking
Type: Offensive
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: The user will concentrate and release their chakra into the ground to create a small tremer that can result in making the enemies lose their footing and fall to ground or miss the aim of a given technique.
Fenriru No Busō | Fenrir's Armament
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Self
Chakra: 40 (-10 chakra per turn)
Damage: 80 (80 + 30 (Mastery) + 20 (Passive) + 20 (Title) = 150)
Description: A problem that many Inuzuka faced was how vulnerable their Ninken were in battle - Ninken were easily struck down by elemental attacks which essentially made them a liability. As such this technique was developed as a defense mechanism for Ninken so that they would be more resilient in fights. By channeling chakra to their skin and fur a Ninken is capable of causing all of their hairs to stand on end and, through the use of chakra, force the erect hairs to vibrate at ferocious speeds. Visually a Ninken's fur will seem to spike up, and then once the vibration begins their figure will seem hazed, ethereal even, as their spiked fur rapidly fluctuates, giving rise to the image of a hellhound or demonic entity. Enemy techniques that come in contact with a Ninken under the influence of this technique will be shredded to pieces and forced to pass to the Ninken's side, leaving them unharmed. Even energy-based techniques such as fire and lightning are neutralized by this defense, with the Ninken's engorged and strengthened flesh serving to protect against any heat or electrical based affliction while chakra will empower the Ninken's fur to become flame retardant. A Ninken is capable of fine-tuning this technique as they wish so that their Inuzuka partners can still freely come into contact with the user. This technique functions as a standard armor and is capable of defending a Ninken from attacks of equal strength. Normal Ninken will have their fur damaged by elemental attacks blocked through the use of this technique, resulting in the armor weakening. High Breed Ninken however, as a result of their enhanced constitution will be capable of quickly growing their hair back by sacrificing 20 chakra, completely restoring the strength of the armor when it is damaged, requiring for the armor to be destroyed in one hit to neutralize this technique.

Notes:
- This technique lasts for up to four turns, unless destroyed.
- This technique can only be used twice per Ninken, and a Ninken must wait for two turns before utilizing this technique again.
- A Ninken can angle their hairs so that they will protect vulnerable spots such as the underside of their paws and the insides of their ears, although the prior is toughened through chakra as well.
- Gatsuuga/Gatenga techniques utilized by one clad in Fenrir's Armament will gain an additional rank, this works on A-rank and below Gatsuuga variations, S rank and above will merely gain a flat +20 damage boost.
- Naturally, the armor will persist during transformations if the user has fur.
(Jūjin Taijutsu Ougi: Tōboe Kemono Kiba) Beast Human Martial Art: Howling Beast Fang
Type: Offensive/Supplementary
Rank: B - S (B)
Range: Short - Long
Chakra: N/A
Damage: 40 - 80 (40 + 30 (Mastery) + 20 (Passive) + 20 (Title) = 110)
Description: Capable of being used as a standalone or collaboration technique that can be done either alone, between ninken, or ninken and their Inuzuka partner, Howling Beast Fang is a Gatsuuga based technique that sees the user(s) spin at ferocious speeds in the form of a drill. This ultra-violent rotation gathers a shell of air around the user(s) that allow them to tear through not only their opponents but solid structures and techniques of equal strength.

Notes:
- The A-ranked version of this technique can only be used four times per battle, while S-ranked can only be used twice per Ninken and Inuzuka and requires a single turn cooldown between uses.
- This technique can only be used by members of the Inuzuka Clan and their ninken.
Health
Kōtetsu: 240
Muninn: 150
Solaire: 100

Chakra
Kōtetsu: 2,950 - 55
Muninn: 2,000​
Movement Speed
Kōtetsu: 13
Muninn: 4
Solaire: 11

Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39

Solaris: 30/80
Void Infusions: 0/4

Physical Durability: 35
Spiritual Durability: 5
Free Dodge range: 10 meters

Fenrir's Armament: 1/4
 
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Zaphkiel

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As Jin spun to impale the Ninken he felt the Beast Monarch's chakra pool under him as the ground began tremor, causing him to lose footing and miss his throw completely. Not only that but the Ninken had surged raw chakra throughout itself again, and began with another drill-like attack. Jin glances over his shoulder at the Inuzuka and cursed under his breath as Kurochi floods his body, transforming him. The Ninken would strike a shadowy afterimage of the Claymore as he dashes around the incoming attack at blinding speeds and positions behind it while also giving himself perfect view of both--no, all three of his enemies. As the Ninken finished its rotational motions Jin would cancel his shadow form and make two hand seals before slamming his palm onto the ground at the same time its paws would as well. A sealing circle of 2 meters in diameter would form on the spot where the Ninken landed, immediately stripping away its stamina and ability to mold chakra and causing its 'body shield' of raw chakra to disperse almost immediately. "And now his powers have come for revenge," Jin responds as he clenches the dirt and grass in his palm, triggering a great change in the terrain that roiled up from the depths of the earth and erupted all around him as trees and vines of glistening permafrost. As these various structures rise they consume the Ninken, breaking the seal as a result but also trapping it as well as the Beast Monarch himself if he wasn't careful.

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

(Fuuinjutsu: Haisui Chakura) Sealing Arts: Chakra Draining Seal
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short
Chakra: 40 (drains 100 chakra per turn)
Damage: N/A
Description:
This is a simple seal where the user does 2 simple handseals and slams his ground on a surface. Upon that surface, a 2 meter diameter sealing formula circle of kanjis and markings spreads, activating the technique. Any enemy that makes contact with the formula becomes unable to mold chakra as the sealing technique drains his chakra and his stamina. If the enemy manages to escape the seal, he will recover use of his chakra.
Note: Usable twice per battle.

(Hokkyoku āsurirīsu: Mekura Mori no Seigyo)- Arctic Earth: Conquest of A Blind Forest
Type: Offensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80 (+5 AP) = 85
Description: With three hand seals (Dog, Ram, Dog) the user will focus his chakra into the terrain below him. The chakra will seep exactly fifteen meters below the ground, causing the earth at that depth to rapidly turn to permafrost. This is an incognito process and only acute chakra perception will be able to acknowledge the chakra due to how far beneath the earth it travels. Once the earth is converted to permafrost it grows upward before erupting from the ground all around the terrain in the shape of of trees and vines and similar shapes with surprisingly alike that of the canon Deep Forest Emmergence. As these structures rise they wrap around any and all (except the user and his allies) that is on the surface, be it weapons, people, or summons. As the structures grow they cocoon the objects they consume and trap them in a casing which almost instantly freezes. Due to the malleability of the element as stated in its description the permafrost will create a frigid, glass looking forest with people and objects trapped in the trunks and vines in a beautifully sadistic display. Within this forest the temperature will drop considerably low due to all the frozen earth laying around and being so close to each other. Because of this a low lying mist will form as per the natural characteristic of permafrost. If after one turn the opponent or any of his/her living allies do not escape their frozen prisons they will die of hypothermia. And for every turn they spend in the 'shiny forest' they lose one rank of speed as their bodies seize up; courtesy of the cold.
Note (s):
- Can only be done 2×
- Lasts for four turns
- No Arctic Earth techniques above A ranked next turn
-No Fuuton, Doton or Suiton S-Rank or above in the user's next turn

Chakra: 2300 - (20 + 40 + 40) = 2200
HP: 230 - 10 = 220
Speed: 10 (x2 Ominous Eclipse) = 20
Cruel Hegemony: 2/4 Turns
 

Ańbu Juniør

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Kōtetsu moved forward a few meters to ensure the Black-Haired man remained in mid-range of him and continued his support of Solaire and the opponent repositioned behind him. He watched as the hand seals were performed and the man moved to slam the earth, but his arms suddenly stopped just before contact was made, as the man had been placed in an illusion that left him paralyzed in reality. In the Illusion, the man would find his body constricted by a number of snakes that tightened their grip on the Inuzuka's command in an attempt to crush their captive.

( Genjutsu: Oshitsubusu Hebi Kubire ) - Illusion Technique: Crushing Snake Constriction
Rank: B
Type: Offensive, Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage points: 40
Description: The user puts the opponent into a genjutsu which has snakes appear beneath the opponent to constrict them and with the users command, they crush the opponent. In reality, the opponent is immobilized and takes damage due to the stress on his mind.
At the same time he landed, Solaire gathered a large amount of chakra within his mouth that was compressed and released in the form of a compact, spiraling beam that speeds toward the man's stationary position.

Fenriru Migoto Hōkō | Fenrir’s Lustrous Roar
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80 (80 + 30 + 20 + 20 = 150)
Description: A more advanced version of Radiant Howl, this technique builds upon a Ninken’s ability to channel and release chakra from their mouth in order to launch ranged attacks. Foregoing the ability to release a radial blast of chakra like the lesser version does, Lustrous Roar focuses solely on piercing power. The Ninken will gather a large amount of chakra within their mouth that is compressed and released in the form of a compact, spiraling beam the speeds towards their target through a roar or bark. This technique also allows a Ninken to control the direction of the attack by moving their heads. The sheer density of the beam makes it equivalent in power to techniques of the same strength, and with the spiraling motion, coupled with the speed of the released beam, allows it to pierce through its targets. Consequently, after using this technique the Ninken will be unable to use techniques that include releasing chakra from their mouth.
Notes:
- This technique can only be used twice per Ninken and requires a two turn cooldown after each use.
- No S-rank or above Inuzuka techniques can be used by the Ninken who uses this technique in the same or following turn.
- Can only be taught by Ańbu Juniør.


Health
Kōtetsu: 240
Muninn: 150
Solaire: 100

Chakra
Kōtetsu: 2,895 - 60
Muninn: 2,000​
Movement Speed
Kōtetsu: 13
Muninn: 4
Solaire: 11

Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39

Solaris: 40/80
Void Infusions: 1/4 (Specialized Infusion success: 6)

Physical Durability: 35
Spiritual Durability: 5
Free Dodge range: 10 meters

Fenrir's Armament: 2/4
 

Zaphkiel

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As Jin moved to trap the beast he felt his body seize up entirely as snakes that he hadn't noticed or sensed before appeared all around him. Jin sees the Ninken gather its breath as well as the Inuzuka stepping up, deducing that the other Monarch must have found a way to save his beast yet again. The first time it was by shaking the ground, now... Jin realized that even with the snakes crushing him they carried no scent, chakra, or origin and thus were nothing more than a Genjutsu meant to hold him in place while the beast attacked. He surges chakra throughout his body for an instant, breaking the illusion while also increasing his weight and rebounding it from the earth into his legs to kick off from the ground and move out of the way of the rapid beam of spiraling chakra the Ninken had released, causing it to pierce through yet another afterimage. He angles this movement forward, not straight at the incoming attack but rather with a slight turn that would allow him to both dodge the incoming beam while also blurring past the Ninken to end up behind it yet again; Solaire on his left, Kotetsu on his right. Both would be outside of his 8m Domain [Apex Speed Resistance]. As Jin passed, though, the Bikaku would have lashed out like a muscular whipcord and swiped at Solaire's midsection. With the added Kurochi outer layer of the Kagune, just even the barest contact would eat away at the dog's flesh and chakra.

As he comes to a skidding halt between his enemies Jin would then immediately retract the Kagune, calling it into his body and devouring the organ internally. He would then use the strange nutrition of the Bikaku to enhance himself, increasing his speed and reaction time as a jagged black dagger, a Quinque, grows out of the skin of his palm and into his grip. "No more tricks," he says to the Beast Monarch while holding up the blade for him to see while also healing the spot on his arm where it had grown from. "Show me how you really killed the last Shadow Monarch."

(Rinyūaru Tekondō: Bo-Bup) | Renewal Taekwondo: Way of Walking
Type: Supplementary
Rank: D-Rank/ B-Rank/ A-Rank
Range: Short - Mid
Chakra: 10/ 20/ 30
Damage: N/A
Description: The user begins this technique as they would any technique from RE Taekwondo, by increasing their weight by a certain amount for a brief instant, in relation to the amount of energy they wish to generate, using the basic principles of the Fighting Style. The user then directs this energy, using one of their legs, into the other leg, and expends it in order to “kick” or "push" off the ground with a tremendous amount of force, propelling the user at high speeds in a single, linear direction. It would require the Tracking Capabilities of a 2 Tomoe Sharingan or Higher to track this movement. This technique has 3 stages, each with their own Rank and distance it allows the user to traverse.

D-Rank: Weight Manipulation costs 10 Chakra, and allows the user to move up to 5m.
B-Rank: Weight Manipulation costs 20 Chakra, and allows the user to move up to 10m.
A-Rank: Weight Manipulation costs 30 Chakra, and allows the user to travel up to 15m.

Note: This technique cannot be performed consecutively within the same turn.
Note: The A-Rank usage of this technique can be used a max of 4 times per battle. Additionally after the A-Rank version of this Jutsu is used, this technique cannot be used for 2 turns.

(Bikaku || 尾赫) Shining Tail
(REF)
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.
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Kuro Yagi no Tamago ♎ The Black Goat's Egg
Type: Offensive/Supplementary/Defensive
Rank: A-S
Range: N/A
Chakra Cost: (See each tab for specific chakra drainage)
Damage: N/A (-20 to user)
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 faction known within the clan: Vanguard, Centurion, and Aegis Core.

Vanguards of the Sunlit Garden ♎– As one would imagine, 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 1.5x 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, and some types of Futon techniques up to C rank and Taijutsu techniques up to B rank. 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 immediately feeding 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, fire beams of concentrated Kurochi up to long ranged (S ranked in power, costing 40 chakra and dealing 80 damage). This can only be done 3 times per conflict. One must note however, that 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.

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. Firstly, 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 to passively resist elemental techniques up to C ranked and Taijutsu up to B ranked), the Arata also serves to augment the Claymore's physical attacks, giving Taijutsu techniques an impressive +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, 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. This ability costs a move, counts as an S ranked technique (costing 40 chakra), and can only be done 3x per conflict. Unlike the Kagune, the Arata can change form as many times as necessary during its 5 turn duration, excepting to the Bikaku form, which would cost a move and behave as mentioned.

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. This clan technique details a strange fusion of the three properties--with a twist. The 'evolution' is first initiated by the Claymore coursing Kurochi through their Kagune, causing it to shift from blood red to jet black as per the actual color of Kurochi. 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. 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. As one would imagine, the extra appendages would serve to help the Claymore in combat but they are foremost side effects of copious amounts of Kurochi infusion. Due to the immense stress it takes on the user's chakra as well as physical well-being to bring forth and boost the Kagune, this technique is able to take another turn where the Claymore manipulates the cancerous Kagune sac located on the spine to spread even more throughout their bodies, fusing with muscles and organs, turning their entire bodies into a sort of makeshift 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 from the Kurochi infusion. 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 of x2. 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.

As one could observe, 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 an entire turn for the Kagune Sac to regenerate and then get ready to deploy again. Each ability requires a chakra tax of -10 per turn to keep active and each lasts 5 turns, excepting the first: Vangaurds of the Sunlit Garden, which lasts 4 turns.

Note: Each faction ability can only be used 3 times per battle
Note: While any of the three abilities are active the Claymore loses access to the Kagune as the traditional CCW.
Note: Each faction ability lasts 5 turns each, excepting the first one pertaining to Vanguards, which lasts 4.
Note: To switch between faction abilities the user must wait one full turn.
Note: Each faction ability damages the user by -20 per turn while active.
Note: The user can use the created organs of the last form to feed, instead of needing to eat the organism on its own.
Note: Can only be used by Heartless Ones and Above
Note: Can only be used to those who accepted the Kagune transplant.

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"


Chakra: 2280 - 30 = 2250
HP: 220 - (20 + 10) = 190 + 40 = 230
Speed: 10 x (1.5 Sunlit Garden) = 15
Tracking: 10 x (2.5 + 2) = 45
 

Ańbu Juniør

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The young man broke free of the illusion and managed to dodge the golden beam by moving out of its path and repositioning himself once again between the Inuzuka and his ninken. However, as he moved a muscular tail-like appendage swiped at Solaire's midsection, but would be shattered by the vibrating fur cladding his body. “You're overconfident like your predecessor ‘was’,” Kōtetsu said to the black-haired man following his inquiry regarding the previous Shadow Monarch's demise. The Inuzuka wasn't sure what the man had come to throw away his life for, but he was glad to eradicate the remnant of his enemy.

“Leave it, Solaire. I'll take it from here,” he commanded of his packbrother as he flexed his leg muscles to passively drop the weights around his legs that bound his speed. Muninn took the sky and flew over to Solaire, resting on his back as he manipulated his armor to accommodate her while he moved twenty meters away to create some distance. “I, the King of Beasts, will send you to meet Ashborn personally!” The Inuzuka roared as he used his enhanced running speed to close the distance between himself and the black-haired man and appeared behind him with his left leg raised before delivering a powerful kick to his side that sent him flying a few meters backward. During this, he noticed that his speed had dropped as his body unconsciously recoiled from the man's aura as he entered short range of him, but the man would also notice a drop in his speed as well due to being affected by the Inuzuka's domineering presence.

(Kaihou Kasugai) Automated Clamps (Passive)
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent
(Katai Omori) Leg Weights (Reference)
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: An advanced version of the normal Leg Weights created for those dedicated to their craft, the Advanced Leg Weights increase the stress and weight applied to the user in order to achieve an even higher payoff. When inactive and worn, the user experiences a -3 Speed level drop due to the intense weight slowing him down. However, when released, the user gains a drastic boost to his base running speed (x4) and +35 to all his kick-related moves. Much like the weaker versions, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other. Only one of the user's bio can have these weights at any time.
( Ryuu Handou ) - Dragon Kick
Type: Offensive
Rank: B
Range: Short
Chakra cost: N/A
Damage: 40 (40 + 35 (ALW) + 30 (SW) + 15 (AP) = 120)
Description: An attack where the user quickly appears behind the enemy in a burst of speed, delivering a powerful kick to their side that sends them flying.
Health
Kōtetsu: 240
Muninn: 150
Solaire: 100

Chakra
Kōtetsu: 2,835 - 40
Muninn: 2,000​
Movement Speed
Kōtetsu: 16 - 2 (Speed Resistance) = 14 (56)
Muninn: 4
Solaire: 13

Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39

Solaris: 50/80
Void Infusions: 1/4

Physical Durability: 35
Spiritual Durability: 5
Free Dodge range: 10 meters

Fenrir's Armament: 3/4
 

Zaphkiel

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The young man broke free of the illusion and managed to dodge the golden beam by moving out of its path and repositioning himself once again between the Inuzuka and his ninken. However, as he moved a muscular tail-like appendage swiped at Solaire's midsection, but would be shattered by the vibrating fur cladding his body. “You're overconfident like your predecessor ‘was’,” Kōtetsu said to the black-haired man following his inquiry regarding the previous Shadow Monarch's demise. The Inuzuka wasn't sure what the man had come to throw away his life for, but he was glad to eradicate the remnant of his enemy.
“Leave it, Solaire. I'll take it from here,” he commanded of his packbrother as he flexed his leg muscles to passively drop the weights around his legs that bound his speed. Muninn took the sky and flew over to Solaire, resting on his back as he manipulated his armor to accommodate her while he moved twenty meters away to create some distance. “I, the King of Beasts, will send you to meet Ashborn personally!” The Inuzuka roared as he used his enhanced running speed to close the distance between himself and the black-haired man and appeared behind him with his left leg raised before delivering a powerful kick to his side that sent him flying a few meters backward. During this, he noticed that his speed had dropped as his body unconsciously recoiled from the man's aura as he entered short range of him, but the man would also notice a drop in his speed as well due to being affected by the Inuzuka's domineering presence.
(Kaihou Kasugai) Automated Clamps (Passive)
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent
(Katai Omori) Leg Weights (Reference)
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: An advanced version of the normal Leg Weights created for those dedicated to their craft, the Advanced Leg Weights increase the stress and weight applied to the user in order to achieve an even higher payoff. When inactive and worn, the user experiences a -3 Speed level drop due to the intense weight slowing him down. However, when released, the user gains a drastic boost to his base running speed (x4) and +35 to all his kick-related moves. Much like the weaker versions, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other. Only one of the user's bio can have these weights at any time.
( Ryuu Handou ) - Dragon Kick
Type: Offensive
Rank: B
Range: Short
Chakra cost: N/A
Damage: 40 (40 + 35 (ALW) + 30 (SW) + 15 (AP) = 120)
Description: An attack where the user quickly appears behind the enemy in a burst of speed, delivering a powerful kick to their side that sends them flying.
Health

Kōtetsu: 240
Muninn: 150
Solaire: 100
Chakra
Kōtetsu: 2,835 - 40
Muninn: 2,000
Movement Speed
Kōtetsu: 16 - 2 (Speed Resistance) = 14 (56)
Muninn: 4
Solaire: 13
Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39
Solaris: 50/80
Void Infusions: 1/4
Physical Durability: 35
Spiritual Durability: 5
Free Dodge range: 10 meters
Fenrir's Armament: 3/4
(Fuuin: Yoroi no Koutei) - Sealing Technique: Assassin's Armour (REF)
Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will have a seal on their clothes with the Kanji for “Armour” that is active all the time (must be stated in the user’s biography). The seal will be imbued with the user’s earth chakra and as such, the user’s clothing will be hardened and appear darker in colour similar to the canon technique Earth Release: Earth Spear making it akin to wearing armour. It will develop a metallic sheen in addition to the hardening which is purely cosmetic. It will not decrease the flexibility or mobility of the clothing nor will it increase the weight of it in any way, similar to the canon technique. The user will essentially become capable of withstanding damage/impacts as the hardened clothes absorb damage either completely or to a certain extent. The user's clothes will be capable of blocking kunai, shuriken, swords and other bladed weapons (Kenjutsu up to and including C-Rank). This technique will also render D-Rank and below Taijutsu useless if used on clothed portions of the body and decrease the damage of Taijutsu techniques above C-Rank by 10 damage points. Though it hardens the clothing if the is destroyed or removed the hardening loses effects and it holds no defensive ability against elements that are strong to earth.
Note: This technique is always active
Note: Must be stated in the user's biography
Note: Must be posted at the beginning of a battle
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Jin's face would remain expressionless as the other Monarch riled himself. If only he knew how different Jin was from the Ashborn he killed, how Jin had inherited all of his predecessor's strengths and none of his weaknesses, and how he'd added that onto his own arsenal; a terrifying fusion of two Monarchs. He had a mind to cut Kotetsu's declaration short but was surprised to see that not only was he done talking, but had vanished from view almost instantly. Jin's body went on high alert, immediately. For any Monster to move beyond even his enhanced awareness, then that meant this Gate was truly way beyond him, and he might have walked into genuine danger.

As soon as the Beast Monarch appeared behind him Jin was aware of his presence... and also his superior speed. He couldn't even spare time to look, but he knew whatever the Monster had coming didn't contain chakra, and that was bad news because it could only mean...

Dammit it all--he wasn't fast enough. The other Monarch's kick strikes Jin in the side with enough force to lift him off his feet and send him flying. The pain was nothing like he'd anticipated, like being crushed by a boulder the size of a house. As fell to the ground some distance away, dazed and wheezing, he commanded the Kurochi in his veins to mend him. Slowly, like a million helping hands, the foul chakra seeps from his bruised side and mends his broken ribs and perforated lungs which stops the wheezing. ****. So that's how... With each renewed breath Jin rose until he was on both feet again and formed the Seal of Confrontation. "You're not like any Monster I've fought so far. Something... else."

The dark chakra that healed him would suddenly rile all around Jin, a column of black flames that ate even light. "But I am Sung Jin-Woo, Monarch of Shadow. Not Ashborn. Perhaps it's time I showed you that." The black flames coalesce into an aura around him, carrying the power to disintegrate all who Jin designates as 'enemies' through the absolution of chakra-controlled Entropy, a skill Ashborn himself fell short of achieving.

Without wasting another breath Jin dashes toward the Beast Monarch with his Quinque dagger in hand.

Kagirinai no Sonzai ♎ Life Eternal
Type: Supplementary
Rank: N/A
Range: Short
Chakra Cost: 30 - 300 (200)
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"

( Entropoton: Eien Ni ) Entropy ∞ Ad Infinitum
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 per turn) (+10 Cruel Hegemony) = 50
Damage: 80 (+20) = 100
Description: The user will begin exuding Entropic Radiation outwards from their person with three hand seals. The radiation can be shaped into that of a blue cloak or shroud on fire (think KCM) that appears to be touching the user but can also just be an aura radiating outward. It stays in the user's short ranged area and deals solely in supplementing them for the sake of close-quarters combat. A unique effect of the shroud/area is its "Annihilating Touch" where anything that the user comes in contact with and vice versa, will be broken to individual pieces. This is a much more destructive side of the element coming into play, where the bonds between particles can be severed and/or made weak thanks to Raiton's influence on the element. Opposing techniques no matter how big, so long as they are within range and rank, will be broken down into lesser, insignificant bits similar to dust with even the slightest touch of any part of the user's body. Regular clashing mechanics apply when this technique comes into contact with opposing jutsu such as being weakened by lesser attacks and being overpowered by stronger ones. Alternatively, the cloak/aura can also be shaped into rudimentary weapons for attack and defense such as swords, kunai, shields, etc and are too capable of executing "Annihilating Touch" through physical contact but they cannot leave the user's short range at any time (i.e no projectile weapons). Through hand gestures the user can decide what gets slowed within his domain and what passes unhindered. The cloak/shroud can range from a simple haze to a brilliant, cold flame depending on the user's whim and is cosmetic for the most part. Can only be used once every two turns at a maximum of three times, and will restrict the user to A-ranked and below Entropy techniques for a turn afterward. Lasts only three turns per usage.


Chakra: 2250 - (200 + 50) = 2000
HP: 230 - (120 - (10 (Assassin's Armor) + 10 AP DMG Shaving)= 130 - (10 + 20)= 100 + 100 = 200
Speed: 10 - 2 (Apex Speed Resistance) = 8 x 1.5 = 12
Tracking: 45

Cruel Hegemony 4/4
Vanguard of the Sunlit Garden 2/4
 
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Ańbu Juniør

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Jin-Woo, the new Shadow Monarch appeared uninjured as he rushed toward Kōtetsu shrouded in black flames that encroached upon his position. He knew his kick had connected. He'd felt the bones break, but the pitch-black energy that enveloped him moments prior seemed to have mended his wounds. The Shadow Monarch's life thread seemed to be quite long, but the Inuzuka would continue to cut it as many times as needed. He raised his arm and slammed his hands together with tremendous force, producing a radial shockwave that expanded outwards as it traveled. The shockwave would overpower and push back the black flames before hitting Jin-Woo and pushing him ten meters away from the Inuzuka.

(Taijutsu: Hakushu Shōten) Body Art: Hand Clap Focal Point
Type: Offensive
Rank: A - S (S)
Range: Short - Mid
Chakra: N/A (40)
Damage: 60 - 80 (80 + 30 (SW) + 15 (AP) = 125)
Description: Inspired by his Gathering Clouds sword technique’s ability to create shockwaves of air pressure, Hakushu Shōten is a taijutsu attack created by Kōtetsu Inuzuka that allows the user to slam his hands together with tremendous strength to produce a radial shockwave of air pressure that reaches up to mid-range away from the user’s position and gradually spreads outward to a maximum of 10 meters wide as it travels. In addition to dealing concussive damage to an enemy and being capable of shattering or dispersing techniques of equal strength, this technique is able to push whatever it comes into contact with into mid-range. Due to this technique not being reliant on chakra it has no elemental strengths or weaknesses and functions on a rank vs rank system, however, any enhancements to taijutsu will apply to the technique.

Notes:
- The A-ranked version of this technique can be used four times per battle.
- The S ranked can only be used twice and requires a single turn cooldown between uses.
(Mukō: Kisetsu no Aisatsu) – Void: Season’s Greetings (Reference)
Type: Void Infused Artifact
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user successfully deploys a technique with a damage value greater than 100 or a Chakra value greater than 50 this Void Infused Artifact has a 30% chance of activating, granting the user two Void Infusions. This can only be activated once every four turns. If used in the months of November to February this Artifact’s chance of activation is increased to 50%.
Health
Kōtetsu: 240
Muninn: 150
Solaire: 100

Chakra
Kōtetsu: 2,795 - 80
Muninn: 2,000​
Movement Speed
Kōtetsu: 14 (56)
Muninn: 4
Solaire: 13

Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39

Solaris: 60/80
Void Infusions: 3/4 (Season’s Greetings success: 29)

Physical Durability: 35
Spiritual Durability: 5
Free Dodge range: 10 meters

Fenrir's Armament: 4/4
 

Zaphkiel

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Slight miscalculation on my part. Ad Infinitum would have gained an extra +5 DMG due to Jin's MND attribute (6) and Entropy being one of his Specialized Fields.


Genshi Ōkui ♎ Primeval Gluttony (REF)
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.

Kuro Yagi no Tamago ♎ The Black Goat's Egg (REF)
Type: Offensive/Supplementary/Defensive
Rank: A-S
Range: N/A
Chakra Cost: (See each tab for specific chakra drainage)
Damage: N/A (-20 to user)
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 faction known within the clan: Vanguard, Centurion, and Aegis Core.

Vanguards of the Sunlit Garden ♎– As one would imagine, 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 1.5x 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, and some types of Futon techniques up to C rank and Taijutsu techniques up to B rank. 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 immediately feeding 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, fire beams of concentrated Kurochi up to long ranged (S ranked in power, costing 40 chakra and dealing 80 damage). This can only be done 3 times per conflict. One must note however, that 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.

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. Firstly, 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 to passively resist elemental techniques up to C ranked and Taijutsu up to B ranked), the Arata also serves to augment the Claymore's physical attacks, giving Taijutsu techniques an impressive +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, 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. This ability costs a move, counts as an S ranked technique (costing 40 chakra), and can only be done 3x per conflict. Unlike the Kagune, the Arata can change form as many times as necessary during its 5 turn duration, excepting to the Bikaku form, which would cost a move and behave as mentioned.

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. This clan technique details a strange fusion of the three properties--with a twist. The 'evolution' is first initiated by the Claymore coursing Kurochi through their Kagune, causing it to shift from blood red to jet black as per the actual color of Kurochi. 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. 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. As one would imagine, the extra appendages would serve to help the Claymore in combat but they are foremost side effects of copious amounts of Kurochi infusion. Due to the immense stress it takes on the user's chakra as well as physical well-being to bring forth and boost the Kagune, this technique is able to take another turn where the Claymore manipulates the cancerous Kagune sac located on the spine to spread even more throughout their bodies, fusing with muscles and organs, turning their entire bodies into a sort of makeshift 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 from the Kurochi infusion. 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 of x2. 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.

As one could observe, 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 an entire turn for the Kagune Sac to regenerate and then get ready to deploy again. Each ability requires a chakra tax of -10 per turn to keep active and each lasts 5 turns, excepting the first: Vangaurds of the Sunlit Garden, which lasts 4 turns.

Note: Each faction ability can only be used 3 times per battle
Note: While any of the three abilities are active the Claymore loses access to the Kagune as the traditional CCW.
Note: Each faction ability lasts 5 turns each, excepting the first one pertaining to Vanguards, which lasts 4.
Note: To switch between faction abilities the user must wait one full turn.
Note: Each faction ability damages the user by -20 per turn while active.
Note: The user can use the created organs of the last form to feed, instead of needing to eat the organism on its own.
Note: Can only be used by Heartless Ones and Above
Note: Can only be used to those who accepted the Kagune transplant.

As Jin advanced he noticed the Beast Monarch brought his hands together and clapped. The shockwave that came from it was like a conical blast of raw chakra barreling toward him with considerable force. Again, the Hunger threatened to break free and attack the one thing it was created for and Jin would indulge it this once, choosing to flare the aura of Entropic flames around him and buffer it against the shockwave as he kept moving forward. Between Kurochi's innate strength to raw chakra and Ad Infinitum's disintegrating touch, the shockwave is dissolved as soon as it gets close to Jin. Though he had to use all of the flames to destroy the attack, Jin would regain some of his efforts by feeding on the lingering chakra around him through the Quinque dagger in his left hand as he swung it at his enemy in a upward, diagonal angle starting at his right hip and ending at his left shoulder (A-ranked, 60 DMG). At the same time Jin would use the motion of that swing to form a replica of the Quinque in his right hand, this one made of Arctic Earth, and slash at the Beast Monarch on the same diagonal angle starting at his left shoulder and ending at his right hip--a pincer strike. Throughout all of this Jin's regeneration would still be at work patching the lingering damages he couldn't focus on earlier.

(Hokkyoku āsurirīsu: Fuyu no Sasayaki)- Arctic Earth: Whispers of Winter
Type: Supplementary/Defensive/Offensive
Rank: C-S
Range: Short-Long
Chakra cost: 15-40
Damage: 30-80 (+5 MND) = 85
Description: The most rudimentary technique of the release. By focusing Arctic Earth chakra throughout the body and/or surrounding earth the user is able to create tools and constructs made of permafrost. These can range from simple a kunai to a full length staff in terms of weaponry as well as walls, pillars, and other complex shapes. They can be formed from the earth up to mid ranged of the user and carry a certain malleable property in that, whenever the user comes in physical contact with his creations he can will them change shape and re-purpose (for example a kunai morphing into a tanto) but not rank (meaning the new tanto would remain the rank of the kunai). The size of these creatioms are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Destructive Earth Rising Pillars'. As per the properties of Arctic Earth, whenever these constructs come in contact with exposed skin it leaves it painfully frostbitten as the element is very frigid. With the seal of confrontation the user can manipulate said constructs up to long ranged of his person.
Note (s):
- S ranked version can only be used 4× per match.
- No S-Rank or above Arctic Earth techniques on the next turn (after the S-Rank version is used)
- Morphing of constructs cost 10 chakra each time done but doesn't take up a move slot.

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"

Chakra: 2000 - (40 + 20 + 10) = 1930 + (20 Primeval Gluttony) = 1950
HP: 200 - (20 VoSG) = 180 + (40 Life Eternal) = 220

Vanguard of the Sunlit Garden 3/4
 

Ańbu Juniør

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As the young monarch approached the Inuzuka readied himself by raising his gauntlet-clad hands in front of him defensively, his enhanced senses allowing him to seamlessly follow the incoming attack aimed at his torso. He first executed a downward strike with his right hand reminiscent of a hammer fist that connected with the black dagger moving toward his hip and shattered it, while his left arm was forcefully thrust upward to connect with the silvery dagger aimed to strike his left shoulder and destroy it. Enhanced by the Beast Fang and his own innate strength, the physical attack easily overpowered the flimsy weapons used to attack him.

(Tsukamu No Goddoītā) Grasps of the God Eater
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: 80 B](80 + 30 (SW) + 15 (AP) = 125)[/B]
Description: Grasps of the God Eater is a weapon created by Kōtetsu and the master blacksmith of the Inuzuka clan. Forged from the bones of the Guardian of the Forest who was driven mad by the Red Fever, the gauntlets sport several sharp edges, covering the user's hands up to their elbow. The weapon is interlaced with black metal to give it an extravagant design with contrasting black and white colors and is adorned with numerous small runes engraved across it through the use of Fuuinjutsu. This weapon has unique abilities related to the fields used to forge it.

Sunchaser: The user’s hand-related Taijutsu techniques passively gain a damage increase of +20 due to the infusion of Yang Energy granting the weapon increased durability and strength. The weapon can also be used to perform physical attacks, which deal 80 base damage at the cost of a move per turn. When used to attack this weapon does not benefit from the passive damage boost.

Solstice: Classified as an ego weapon due to its limited sentience gained due to the infusion of Yang energy during the forging process, the gauntlets passively drain -50 Yang chakra from the user that seeps into targets struck by them. This causes an imbalance in their chakra network that forces the target to spend 2x the amount of chakra required for their techniques for the next three turns. This does not increase the quantity of chakra in a technique, but simply a strain on the target's reserve. Appropriate surges or chakra infusions can remove the debilitating effects of this ability.

Unravel: An incredibly useful ability activated at the cost of 70 chakra and a move per turn, the numerous runes on the gauntlets begin to illuminate with a faint crimson glow, allowing the weapon to destroy techniques just before physical contact is made by absorbing the properties of the technique and unraveling the chakra or energy that composes it. This empowers the gauntlets with the properties of the absorbed technique and allows them to take on the damage value of the absorbed technique without harming the user. The properties of techniques refer to their auxiliary effects that cause harm, such as causing the gauntlets to become heated. This lasts for two turns, after which the runes lose their luster and become dormant. This ability can be used twice per battle and requires a three-turn cooldown after the effects expire. Additionally, no Fuuinjutsu above A-rank can be used during the same duration.​

Notes:
- The weapon requires mastery of Yang Release and advanced Fuuinjutsu.
- While Unravel is active, the gauntlets lose their passive +20 damage.
Kōtetsu utilized the small window in which the weapons were destroyed to immediately attack before Jin-Woo could find his balance. He makes use of his clan’s rotational ability to a lesser extent by spinning backward in a saw-like fashion with his left leg extended, executing a powerful backward spinning kick that connected with the man's chin and launched him into the air. In addition to the sheer damage dealt, Jin-Woo would become afflicted with the basic version of the Curse of Scarlet Rot.

(Jūjin Taijutsu Ougi: Ochita) Beast Human Martial Art: Fell Cleave
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: 60 (60 + 35 (ALW) + 30 (SW) + 30 (Mastery) 15 (AP) = 170)
Description: Developed to be used as a standalone taijutsu strike or as a means of counter-attacking an opponent in short range, Fell Cleave makes use of an Inuzuka’s rotational ability but to a lesser extent. When faced with an incoming technique the user will jump and rotate their body in a saw-like fashion, dodging the technique while executing a falling axe kick as they exit their spin that slams the target into the ground upon contact. Alternatively, the user can also perform the technique as a backward spinning kick where they instead kick the target from below, sending them airborne while increasing their distance.

Notes:
- This technique can be used four times per battle.
- This technique requires a two-turn cooldown between each use.
Shinja no Okurimono (lit. 信者の贈り物, “Adherent’s Gift”): The fang’s infestation has caused Kotetsu’s body to respond to the Scarlet Rot. While he does not gain an affinity for it or the capability to become immune to it, he does become able to tap into its capabilities periodically. Passively, Kotetsu’s Inuzuka techniques, specifically those that are strictly Taijutsu in nature and inflict their damage on contact, become able to infest their target with the basic form of the Scarlet Rot. Kotetsu becomes able to make use of any canon Scarlet Rot technique, with the exception of Advanced (Basmu) or Scarlet Aeonia, through the Beast Fang. He can make use of a single Scarlet Rot technique every three turns.
(Noroi no Aka Fuhai) - Curse of Scarlet Rot (Passive)
Type: Supplementary
Rank: A/S
Range: N/A
Chakra: N/A
Damage: N/A (-10 per turn/-10% per turn)
Description: The Curse of Scarlet Rot is an exceptionally rare bioorganic substance that manifests as a fine pale red-powder. It was first produced by the Basmu, Beast of Rot, during the Great War fought against Marduk’s Pantheon. It is regarded as a curse among certain cultures and those who fall prey to its dangerous effects pass away from a nightmarish and agonizingly slow death. Those who make use of Scarlet Rot fall into one of two categories: basic and or an advanced user. An Advanced User is the current host of the Basmu, able to make full use of its Authority over the Scarlet Rot, one of the five components of the Genesis Seal. Its potency varies between the two types of users. Those who wield its basic version command the A-Rank application of the Curse of Scarlet Rot, inflicting 10 damage per turn for four turns to those afflicted by it. Those who command the advanced variant inflict 10% of the target’s maximum Health Points per turn for four turns, making it extremely dangerous to targets who have larger-than-normal health pools. It is also an exceptional weapon, regardless of user, against organic substances like Shikotsumyaku and Wood Release. These techniques can be ‘infected’ with it and also possess an effective elemental weakness against the damage of Scarlet Rot techniques. Curing Scarlet Rot requires the victim to purge it with Fire Release or a Fire-based element. A technique with higher Chakra than the one used to infect the user with Scarlet Rot must be used as well as targeting the point of infestation. When this is done the Fire Release technique used to purge it will inflict 50% less damage than normal to the victim and purge them of their Rot. Yang Release can also be used to heal Basic applications of Scarlet Rot, but only Suen and Fire Release can be used against Advanced applications. While a target is afflicted with the Scarlet Rot their body will begin to decompose; this includes high grade fever, which reduces the target’s speed by 3, hemorrhage, and gangrene of the afflicted area. Even after purging the Rot the effects of gangrene will still be prevalent, hindering the victim unless healed.
Note: The damage over time effect of the Curse of Scarlet Rot cannot be mitigated.
Health
Kōtetsu: 240
Muninn: 150
Solaire: 100

Chakra
Kōtetsu: 2,715 - 40
Muninn: 2,000​
Movement Speed
Kōtetsu: 14 (56)
Muninn: 4
Solaire: 13

Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39

Solaris: 70/80
Void Infusions: 3/4

Physical Durability: 35
Spiritual Durability: 5
Free Dodge range: 10 meters
 
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Zaphkiel

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As Jin swiped at his target with both daggers he finally got a close-up of the Beast Monarch's crude armaments. The gauntlets in particular caught Jin's attention, even before the other Monarch used them to shatter both weapons his weapons at once. He then watched as his target began a spinning motion, something Jin was slowly piecing together as a part of, if not their main fighting style. Stunned as he was at this sudden turn of events, Jin would remain determined to make this Monster bleed. Through gritted teeth Jin released the fragments of his shattered daggers and channeled Kurochi throughout his body, instantly transforming again into a pitch black silhouette of himself that flickered in the air like an open flame. With the weightlessness of the energy on his side Jin would dart to the Beast Monarch's side, out of the way of his upward swinging kick and then phase straight through the man, siphoning a portion of his chakra (80 chakra) whilst also damaging him internally (60 DMG) before exiting his body on the right hand side. Jin would then continue his movement, taking to the air like some wraith until he was about 7 meters up. There he would hover for a moment and stare down the Beast Monarch as his body digested the Monster's chakra.

Bukimina Nisshoku ♎ Ominous Eclipse
Type: Supplementary/Offensive/Defensive
Rank: B-S (A)
Range: Short-Long
Chakra Cost: 40 (+10 per turn) (30)
Damage: 40-80 (60)
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

Chakra: 1930 - 30 = 1900 + 80 = 1980
HP: 220 - 20 VoSG = 200
Speed: 10 - 2 = 8 x 1.5 2 (Ominous Eclipse) = 16
Tracking: 45

Vanguard of the Sunlit Garden 4/4
 
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Ańbu Juniør

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Before Kōtetsu's foot could connect with Jin-Woo's chin and launch him skyward, the young Monarch transformed his body into a foul, pitch-black energy that heightened his movement and allowed him to move to the Inuzuka's side. Seeing this mid-flip, the Inuzuka drew upon his spirit to manifest the Atavistic Flame, having it burst from his body to increase his speed. He seemingly stepped on the air with his non-attacking leg, releasing a blast of chakraless flames that propelled him through the air out of Jin-Woo's path as he attempted to phase through his body.

(Kaen Kakkusei Iden: Jinsei no Suiryoku) – Atavistic Flame: Thrust of Life
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Thrust of Life is an Atavistic technique used to enhance the user’s speed, considered the opposite of Ancient Insight. The technique is activated the cost of a move, visually appearing as flames bursting from the user’s body to increase their movement speed by x3. A Grandmaster's speed is increased by 4x. The technique lasts for a maximum of four turns and consumes 5 spiritual Health Points per turn it is active. The user regenerates 5 every other turn while active. It can be stacked with Ancient Insight and is usable three times per battle.
(Kaen Kakkusei Iden: Moeru Kaidan no Michi) – Atavistic Flame: Path of Burning Steps (Passive)
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Path of Burning Steps is an Atavistic technique used to enhance the user's mobility while under the effects of Thrust of Life. The technique is activated passively alongside Thrust of Life, and lasts for its duration. The user of Path of Burning Steps will use the physically explosive force of Atavistic Flame to create momentary footholds and propulsion as needed, giving them a limitless range of movement. This technique adds 5 spiritual Health to the cost of Thrust of Life's upkeep cost. The user regains 5 additional health every other turn while Thrust of Life is active, as part of the same health regeneration.
Note: Usable three times per battle, per each use of Thrust of Life.
The Inuzuka's body was launched toward the earth as he flipped, allowing him to land on his feet in a crouched position. He immediately focused the Atavistic Flame once more and manifested it over his body in the form of a dimly glowing yellowish-orange aura that appeared as cracks on his skin, and at the same time, he blasted off the ground toward Jin-Woo while deploying an ultra-violent rotation in the form of a flame-enhanced drill that was also empowered by his nindo due to overpowering the earlier attacks.

(Kaen Kakkusei Iden: Nokoribi no Hosuto) – Atavistic Flame: Host of Embers
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: N/A
Damage: N/A (+20 damage to chakra-less Taijutsu)
Description: Host of Embers is an Atavistic Flame technique that augments the user’s chakraless CQC attacks such as Kenjutsu, Bukijutsu, or Taijutsu. The user will focus the Atavistic Flame by drawing upon their spirit and manifesting it over their body or weapon in the form of a dimly glowing yellowish-orange aura that appears as cracks in the skin or on the weapon, making them searing hot to the touch. This aura moves with the user and allows their physical attacks to deal an additional 20 damage. Once activated at the cost of fifteen spiritual Health Points this technique lasts four turns, with the user recovering five spiritual Health Points every other turn while active. This technique can be used regardless of proficiency level, but cannot be used in conjunction with Glowing Fists.

Notes:
- This technique requires a four-turn cool down after it ends, and can only be used three times per battle.
- Upon expiring the user is unable to use Atavistic Flame techniques above B rank for two turns.
(Jūjin Taijutsu Ougi: Tōboe Kemono Kiba) Beast Human Martial Art: Howling Beast Fang
Type: Offensive/Supplementary
Rank: B - S (A)
Range: Short - Long
Chakra: N/A
Damage: 40 - 80 (60 + 30 (Mastery) + 30 (SW) + 20 (HoE) + 15 (AP) + 10 (Nindo) + 10 (Bloodied Veteran) = 175)
Description: Capable of being used as a standalone or collaboration technique that can be done either alone, between ninken, or ninken and their Inuzuka partner, Howling Beast Fang is a Gatsuuga based technique that sees the user(s) spin at ferocious speeds in the form of a drill. This ultra-violent rotation gathers a shell of air around the user(s) that allow them to tear through not only their opponents but solid structures and techniques of equal strength.

Notes:
- The A-ranked version of this technique can only be used four times per battle, while S-ranked can only be used twice per Ninken and Inuzuka and requires a single turn cooldown between uses.
- This technique can only be used by members of the Inuzuka Clan and their ninken.
Bloodied Veteran (A-Rank, passive): Passively strengthens Roiling Blood, increasing its damage enhancement to 30/40/50% of the user’s missing Health Points in exchange for it only being applied to Taijutsu and Bukijutsu. Cannot be applied to elemental Taijutsu.
Health
Kōtetsu: 240 - 25
Muninn: 150
Solaire: 100

Chakra
Kōtetsu: 2,675 - 40
Muninn: 2,000​
Movement Speed
Kōtetsu: 42
Muninn: 4
Solaire: 13

Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39

Solaris: 80/80
Void Infusions: 3/4

Physical Durability: 35
Spiritual Durability: 5
Free Dodge range: 10 meters

Thrust of Life: 1/4
 

Zaphkiel

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Jin watched brightness erupt from the Beast Monarch as he seemed to call on some otherworldly fire and blasted his way through the air with a single step, dodging his siphoning attempt with such speed that Jin could barely believe it. He could still follow the movements though, and would focus his chakra through the short space between them and induce an illusion on his target as soon as he landed. "Not so fast," Jin says with a snap of his fingers which causes the Inuzuka's right leg to instantly bend backward and then break with a sickening snap! just as he pushed off from the ground in Jin's direction. The perceived pain and inconvenience would cause him to falter immediately with only one good leg and maybe even fall due to the nature and quickness of his movement. An evil grin flashes across his wraith-like visage: "I still have to pay you back from earlier..."

Jin then immediately follows up by rising above the Beast Monarch and channeling the ever-present Kurochi within him to form a Seal of Confrontation with his left hand while his right aims downward at his target and releases a thick wave of Entropy radiation that would deal severe internal damages to the Inuzuka (Law of Power) as well as his unseen companion that Jin had sensed since the beginning of the encounter. With Jin's Kurochi infusion the effects of the enervating wave is given near lethal potential, attacking both his opponent's chakra and body. He would keep the stream flowing from his hand, and hopefully keep the Beast subdued, as he pivots through the air to get a better view of his main opponent as well as the hound which had escaped his attention.

(Genjutsu: Kyōsei) - Illusionary Arts: The Compulsory
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A (60)
Description: 'The Compulsory' is a simple, and yet complex illusionary technique that was developed by Pernida Parnkgjas, designed specifically to aid the user in close combat but has since evolved to reach Mid Range as well. The technique activates with the user snapping his fingers which induces the illusion. The illusion however is not a Sound-based one but rather a visual Genjutsu. As such, it is extremely important for the opponent to have viewed the user snapping his fingers. In essence, the technique allows the user to bend and/or twist any object or even person in their surrounding vicinity. This grants the user the power to bend and even compress any tool or incoming projectile of their choice. As such, it leads to a great deal of versatility as the user may even choose to render any weapon into a practically unusable state by bending it. However, it is important to note that whilst bending an object i.e sword can change its direction in the illusion, the sword in question remains all the same in reality.Therefore, the user cannot actually utilize this genjutsu to evade weaponry. The illusion only exploits the targets willingness to assume that the weapon has been rendered useless, and naturally, it results in the target abandoning that weapon but in reality, there is no actual change. Alternatively, the user can choose to apply the technique upon the body of their target, manipulating a body part to twist and bend in order to break the targets bones, often creating the sound of snapping bones or even to such an extent that the selected part is reduced to a pool of blood. Any damage dealt by the illusion is felt and experienced by the target, for example the loss of limbs would incapitate the target, rendering them incapable from using that particular limb. However, this would in a sense be mental damage and not actual damage inflicted on the target. Regardless of that however, the user can easily submit the target to go unconscious by either delivering excruciating pain within reason or simply by 'severe bloodloss' which would in the illusion cause the target to faint. However, in reality, no damage is actually dealt upon the target and it is completely mental stress that forces the body to assume that it has been injured.


Note: It can only be used to affect a single object/body part per usage.
Note: The effects of the illusion disparate when/if the illusion is broken.
Note: Can only be used two times per battle, with a one turn break inbetween each use.
Note: Can only be taught by Hell Autarch

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.

( Entropoton: Shizen no Hōsoku ) Entropy ∞ Laws of Nature
Type: Defensive/Offensive/Supplementary
Rank: C - S
Range: Short - Long
Chakra: 15 - 40 ( -10/-20 per turn ) (+10 Cruel Hegemony) = 50
Damage: 30 - 80 (+20 Cruel Hegemony + 5 AP) = 105
Description: Law of Nature is a technique which utilizes the neutrality of Entropy to all elements through its ability to affect specific energies present in most chakra-based techniques; potential and kinetic. This jutsu takes the radiation form of Entropy, which can be seen throughout affected areas as wavy distortions in space, and will feel ice cold to the touch as it absorbs heat, all of which are natural properties of the element. The radiation 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 in this form moves at the speed of an average stream-type fire jutsu in its quickest uses, but is at its most effective in this form, being able to easily enter opposing techniques and disperse either of the key energies that operate them. Depending on which are focused, the user is able to bring about varying effects.

( Law of Motion ∞ Undō no Hōsoku ) - Is the kinetic energy focused side to this technique, where techniques and objects equal to or weaker than the rank applied of this jutsu, are able to frozen in this tracks near immediately. This can be done regardless of size due to the radiation working best inside closed systems, dispersing energy as quickly as it is generated from within. For attacks that are energetic in nature, requiring motion to exist, they will subsequently breakdown while solid techniques will stay on the field, albeit frozen in place while this jutsu is active. S-ranked variants of this Law are able to affect opponents by freezing them in place. This can only be done in short and mid ranges. Law of Motion is also unable to cause direct harm, but can be sustained at -10 chakra for A-ranked and below applications and -20 chakra per turn for S-ranked. Should it expire or user chooses to release it, frozen objects and attacks will not continue their projected paths but will stay in place or fall, if they were airborne.

( Law of Power ∞ Chikara no Hōsoku ) - When potential energy is focused, this jutsu is most advantageous. Techniques within rank and range will have their energy stripped away with no effect on their motion ( kinetic energy is ignored ). This is because Entropy, through its radiation, would have cancelled the technique internally by dispersing its power to operate. For energy-based attacks, this leads to immediate loss of form and degradation while for solids, depending on the composing element, will either fall apart or remain stationary as "zombies". That is, they have no chakra present but cannot be manipulated any further due to traces of Entropy being left in all attacks that are overpowered by this jutsu. Projectile techniques could still pose a threat in this application, and in some cases the user would still have to defend from an attack, even after it's been nullified. This allows the user to counter with free form or lower ranking techniques. All ranks of this Law are able to harm opponents if contact is made, by causing moderate ( B-rank and below applications ) to severe internal damage, where the S-ranked use of this jutsu can incapacitate opponents of equal or lesser rank for two turns if affected.

Each Law can only be activated four times per battle, regardless of rank. A-ranked usage requires two hand seals and S-ranked requires three, after which this technique goes on a two turn cool down. Only one 'Law' may be utilized each time this jutsu is activated, with a turn cool down between.

Chakra: 1900 - (30 + 10 + 50) = 1810
HP: 200
Speed: 16
Tracking: 45

Ominous Eclipse: 2/3
Cruel Hegemony: 1/4
 
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Zaphkiel

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Jin watched brightness erupt from the Beast Monarch as he seemed to call on some otherworldly fire and blasted his way through the air with a single step, dodging his siphoning attempt with such speed that Jin could barely believe it. He could still follow the movements though, and would focus his chakra through the short space between them and induce an illusion on his target as soon as he landed. "Not so fast," Jin says with a snap of his fingers which causes the Inuzuka's right leg to instantly bend backward and then break with a sickening snap! just as he pushed off from the ground in Jin's direction. The perceived pain and inconvenience would cause him to falter immediately with only one good leg and maybe even fall due to the nature and quickness of his movement. An evil grin flashes across his wraith-like visage: "I still have to pay you back from earlier..."

Jin then immediately follows up by rising above the Beast Monarch and channeling the ever-present Kurochi within him to form a Seal of Confrontation with his left hand while his right aims downward at his target and releases a thick wave of Entropy radiation that would deal severe internal damages to the Inuzuka (Law of Power) as well as his unseen companion that Jin had sensed since the beginning of the encounter. With Jin's Kurochi infusion the effects of the enervating wave is given near lethal potential, attacking both his opponent's chakra and body. He would keep the stream flowing from his hand, and hopefully keep the Beast subdued, as he pivots through the air to get a better view of his main opponent as well as the hound which had escaped his attention.

(Genjutsu: Kyōsei) - Illusionary Arts: The Compulsory
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A (60)
Description: 'The Compulsory' is a simple, and yet complex illusionary technique that was developed by Pernida Parnkgjas, designed specifically to aid the user in close combat but has since evolved to reach Mid Range as well. The technique activates with the user snapping his fingers which induces the illusion. The illusion however is not a Sound-based one but rather a visual Genjutsu. As such, it is extremely important for the opponent to have viewed the user snapping his fingers. In essence, the technique allows the user to bend and/or twist any object or even person in their surrounding vicinity. This grants the user the power to bend and even compress any tool or incoming projectile of their choice. As such, it leads to a great deal of versatility as the user may even choose to render any weapon into a practically unusable state by bending it. However, it is important to note that whilst bending an object i.e sword can change its direction in the illusion, the sword in question remains all the same in reality.Therefore, the user cannot actually utilize this genjutsu to evade weaponry. The illusion only exploits the targets willingness to assume that the weapon has been rendered useless, and naturally, it results in the target abandoning that weapon but in reality, there is no actual change. Alternatively, the user can choose to apply the technique upon the body of their target, manipulating a body part to twist and bend in order to break the targets bones, often creating the sound of snapping bones or even to such an extent that the selected part is reduced to a pool of blood. Any damage dealt by the illusion is felt and experienced by the target, for example the loss of limbs would incapitate the target, rendering them incapable from using that particular limb. However, this would in a sense be mental damage and not actual damage inflicted on the target. Regardless of that however, the user can easily submit the target to go unconscious by either delivering excruciating pain within reason or simply by 'severe bloodloss' which would in the illusion cause the target to faint. However, in reality, no damage is actually dealt upon the target and it is completely mental stress that forces the body to assume that it has been injured.


Note: It can only be used to affect a single object/body part per usage.
Note: The effects of the illusion disparate when/if the illusion is broken.
Note: Can only be used two times per battle, with a one turn break inbetween each use.
Note: Can only be taught by Hell Autarch

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.

( Entropoton: Shizen no Hōsoku ) Entropy ∞ Laws of Nature
Type: Defensive/Offensive/Supplementary
Rank: C - S
Range: Short - Long
Chakra: 15 - 40 ( -10/-20 per turn ) (+10 Cruel Hegemony) = 50
Damage: 30 - 80 (+20 Cruel Hegemony + 5 AP) = 105
Description: Law of Nature is a technique which utilizes the neutrality of Entropy to all elements through its ability to affect specific energies present in most chakra-based techniques; potential and kinetic. This jutsu takes the radiation form of Entropy, which can be seen throughout affected areas as wavy distortions in space, and will feel ice cold to the touch as it absorbs heat, all of which are natural properties of the element. The radiation 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 in this form moves at the speed of an average stream-type fire jutsu in its quickest uses, but is at its most effective in this form, being able to easily enter opposing techniques and disperse either of the key energies that operate them. Depending on which are focused, the user is able to bring about varying effects.

( Law of Motion ∞ Undō no Hōsoku ) - Is the kinetic energy focused side to this technique, where techniques and objects equal to or weaker than the rank applied of this jutsu, are able to frozen in this tracks near immediately. This can be done regardless of size due to the radiation working best inside closed systems, dispersing energy as quickly as it is generated from within. For attacks that are energetic in nature, requiring motion to exist, they will subsequently breakdown while solid techniques will stay on the field, albeit frozen in place while this jutsu is active. S-ranked variants of this Law are able to affect opponents by freezing them in place. This can only be done in short and mid ranges. Law of Motion is also unable to cause direct harm, but can be sustained at -10 chakra for A-ranked and below applications and -20 chakra per turn for S-ranked. Should it expire or user chooses to release it, frozen objects and attacks will not continue their projected paths but will stay in place or fall, if they were airborne.

( Law of Power ∞ Chikara no Hōsoku ) - When potential energy is focused, this jutsu is most advantageous. Techniques within rank and range will have their energy stripped away with no effect on their motion ( kinetic energy is ignored ). This is because Entropy, through its radiation, would have cancelled the technique internally by dispersing its power to operate. For energy-based attacks, this leads to immediate loss of form and degradation while for solids, depending on the composing element, will either fall apart or remain stationary as "zombies". That is, they have no chakra present but cannot be manipulated any further due to traces of Entropy being left in all attacks that are overpowered by this jutsu. Projectile techniques could still pose a threat in this application, and in some cases the user would still have to defend from an attack, even after it's been nullified. This allows the user to counter with free form or lower ranking techniques. All ranks of this Law are able to harm opponents if contact is made, by causing moderate ( B-rank and below applications ) to severe internal damage, where the S-ranked use of this jutsu can incapacitate opponents of equal or lesser rank for two turns if affected.

Each Law can only be activated four times per battle, regardless of rank. A-ranked usage requires two hand seals and S-ranked requires three, after which this technique goes on a two turn cool down. Only one 'Law' may be utilized each time this jutsu is activated, with a turn cool down between.

Chakra: 1900 - (30 + 10 + 50) = 1810
HP: 200
Speed: 16
Tracking: 45

Ominous Eclipse: 2/3
Cruel Hegemony: 1/4
Due to having only a 2 in SPRT the above move fails. Not only that, but you're apparently immune to A-rank and below Genjutsu so it's just GG's all around. I had fun, though. :hs:
 
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