[Approved] Jin-Woo, The Dark Monarch v2

Zaphkiel

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Name: Jin-Woo
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Alias:
King, Monarch
Gender: Male
Age: 26
Alignment: Chaotic Neutral
Clan: Kureimoa Ichizoku
Nindo: Bastard!

Appearance
Growing up as a lost child of some unnamed clan, Jin had unruly (often dirty) black hair, and peculiar silver eyes. He wore rags for decency and lived by feeding on the wildlife of the hillsides where he fled as a child. Long nails, rough hair, and wild eyes meant he was a feral thing, for the earlier part of his life. Of course at the time he was too young to realize that his Hunger had awakened. The drive that motivates every Claymore; the urge to kill, and feast. With no elders around to teach and guide him, this Hunger ruined the earlier years of Jin's life. When he grew old enough to venture back to civility he was able to be rehabilitated, but the wild side never truly left.

For the latter half of his life, Jin turned out to be a somewhat handsome man of average height, with long black hair and his fascinating grey eyes, another one of the many gifts his blood had given him. In addition to this, Jin had fangs, like that of a wild animal that he hides at all times. This has caused him to not smile or talk much, lest people see how different he truly is. Eventually the Hunger caused change of both mind and body. Jin grew a few inches taller; his facial features became a lot sharper, and he gained a lean/muscular build. His whole demeanor also became more serious and intimidating. When fighting enemies or when in use of his many abilities, Jin's eyes may seem to glow, courtesy of his gray eyes. In some cases, an ominous aura of Kurochi; his clan's unique, pitch black chakra, seeps from Jin alongside black fire. This is displayed in moments when Jin is enraged and is usually a sign that he's about to use his chakra.


Personality
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After living as a shinobi with friends and a family, Jin learned to socialized and grew into a very wise but reclusive person. Though his friends were human, he still found himself attached to them, while secretly hoping to find someone else who was really like him. Jin is also shown to be an intelligent person, being able to stay calm under pressure as he figured out the clues to fighting an incredibly strong opponent named Akiba, a man with the ability to control statues while most of the experienced shinobi on his team panicked and were killed by Akiba's statues when they were trying to escape. This also makes him slightly cautious as he hesitated to reveal his growing strength until he was sure he could protect his team. After living as both a ravenous Claymore and a tactful shinobi, he strives to become a stronger than both his lives by combining them. He wishes to hone his Hunger into a powerful weapon against his foes. Until then his sole focuses were getting his daily missions done and learning new techniques from who would teach the "Silver-Eyed Boy". He is seen not to be hesitant with his actions and would injure and significantly harm himself to protect those he cares for. His body has an unnatural healing ability, along with a resistance to pain, which allows him to be reckless and effective in battle. Despite this, he is unwilling to take the lives of innocent shinobi/civilians. He has only done such rare cases, such as extracting killing a maniac who taunted him. He has a great love for those close to him, including his family and clan-brother, Kaneki. He is easily enraged if he hears anyone talk down on his clan, as he takes great pride in his abilities and gifts--even though some of them were crude and unsightly. This was displayed once when Jin destroyed an entire fishing village who had been selling the teeth and bones of Claymores who had drowned trying to escape their ancestral home. Jin has shown to be indifferent when it comes to money, wealth, and even humanly desires. Most times.

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Ninjutsu
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Seraphic Water Release
Arctic Earth Release
Lightning Release
Wind Release
Earth Release
Water Release
Fire Release
Kurochi
Entropy
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Yang
Sound
Taijutsu
Genjutsu
Ninjutsu
Kenjutsu
Leg Weights
NB Taijutsu
Adv Fuinjutsu
Spider Summoning/Arts
Griffin Summoning/Arts
Renewal Taekwondo Fighting Style
Dance of the Bearded Sage Fighting Style
Claymore Techniques
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Attributes & Signature Abilities
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Home Landmark: Unnamed Landmark
Village of Birth: Unknown
Health & Chakra: 200 (VIT) | 2600 (Yang)
Rank: Jonin (25 AP)

Mind: 6 | Body: 6 | Spirit: 2
Dexterity: 5 | Agility: 5
Vitality: 1
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Kurochi ♎ Vile Chakra
Type: Offensive/Supplementary/Defensive
Rank: C/S
Range: Short-Long
Chakra cost: 15/40
Damage: 30/80
Description: The special chakra nature only found in Claymores, Kurochi is like the physical manifestation of their hunger and agony. The energy itself is pitch black in appearance and appears and behaves almost like water with its amorphous shape shifting and flexibility. This malleability isn't to be underestimated though, as the energy is both capable of being dense and hard enough to shatter bones and restrict targets and also precise and thin enough to remove a strand of hair. Claymores can manifest Kurochi directly within their bodies, where it can be seen dripping from their pores and eyes, as well as directly from it, or even the area short ranged around them. They are also able to manipulate this energy up to long range with chakra control and may sustain pre-existing constructs with -10 chakra per turn, for up to three turns. When creating constructs to attack Kurochi cannot be formed within 5 meters of the opponent. When in contact with living things, Kurochi's effects can be described as "warm" to the touch, not with heat but rather the effect it has where it gradually degrades the objects it touch in a parasitic manner, feeding on both the chakra and physical aspects of its target(s) until nothing is left. The Claymore can control what things the Kurochi feeds on and what it doesn't. Should the Claymore desire, this special chakra can be used to perform one of the core techniques of the clan; Primeval Gluttony. From the lowest to the highest rank of the release, the energy is able to feed on raw chakra and bodies and take the chakra into the Claymore's body like a proxy. In terms of S/W all elements one rank weak to Kurochi (raw and Senjutsu chakra) are devoured near immediately when interacting with it while neutral elements (elemental and other hyper natures like Bijuu chakra) are degraded at normal pace. Kurochi manifestations can range from as small as kunai (C ranked) to as large as the Doton technique Mountain Smash (S ranked).
Note: The S ranked version can only be performed 4x a match.
Note: If the S ranked variant is used then no other forms of Kurochi manipulation above A ranked can be used in the following turn
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
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.
Entropy ∞ Laws of Nature
Type: Defensive/Offensive/Supplementary
Rank: C - S
Range: Short - Long
Chakra: 15 - 40 ( -10/-20 per turn )
Damage: 30 - 80
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.
Arctic Earth: Whispers of Winter
Type: Supplementary/Defensive/Offensive
Rank: C-S
Range: Short-Long
Chakra cost: 15-40
Damage: 30-80
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.
Arctic Earth: Conquest of A Blind Forest
Type: Offensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
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
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H I S T O R Y | 歴史 | B A C K G R O U N D
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Chapters 1 - 5)

The Monarch of Beasts
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Not long after ascending to Clan Head of the Claymores, Jin-Woo had been on a mission to get stronger, by entering any Gate he saw open and dispatching the creatures he found within. This would continue for months, with Jin slowly accumulating the strength of the previous Shadow Monarch, Ashborne, until that fateful day...

It had clearly been an S+ rank Gate but Jin, high off all the previous victories, decided to enter it anyway. There he was met by a peculiar individual... a denizen of the Gate itself. A Monster by definition only. The Beast Monarch. Up until then Jin had no clue if the other Monarchs were still existent or not. He'd assumed he was the last one. He had never been so wrong. The Beast Monarch was an entire league above Jin, and brought the latter within an inch of his life twice. Had it not been for his regenerative factor it would have been the last Gate Jin ever entered. Somehow he survived the ordeal, waking up outside of the Gate with a broken body.

After months of healing and deep thought, Jin started out on a different mission than just 'getting stronger': He had to know more about the Beast Monarch, and all the others that may be out there, just waiting for him to stroll into their Gate. Or even worse... waiting to invade his dimension. See, Monarchs are more than just entities of immense power. They are embodiments of the deepest, most primal desires. One such desire they all shared was the urge to conquer and dominate. Any sign of weakness was to be eradicated without mercy. Jin knew that after his defeat the others would take this as encouragement and lay waste to his home to later claim it as their own territory. He would not allow this. He couldn't. So, Jin-Woo started out studying every text he could find of his mythical competition. Knowledge was power, this he knew. Knowledge would be the weapon he wields against the walking catastrophes known as Monarchs. There was something else he had to investigate as well: a beautiful face that he only saw as his life wavered...

Claymore (Monarch #2) Rank & Abilities: Jin is second in command of the Claymore revival with his number being #2, answering only to Kaneki, The One-Eyed King. Being such a high ranking member, Jin has adapted to the Vanguard faction of the clan, which allows him to ignore pain and other similar inhibitors thanks to the ever present Hunger inside him. Jin's unique body causes medical procedures and medicines to have no effect. In addition to this he is also able to ingest and digest copious amounts of flesh and blood, and chakra, though he doesn't usually do this manually, but rather have the Kurochi do it for him. This, in addition to the as well as a cancerous organ located in his back, attached to the sacrum called his Kagune which leads to his iconic tail, the Bikaku.

Kagune ♎ Shining Child (Bikaku)
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.
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Dominator's Will:
With [Chakra Fortification] on his Fuinjutsu techniques, Jin is sometimes able to affect techniques well beyond his natural strength. [Advanced Tracking Specialist] makes sure his crippling attacks strike true, and [Yang Specialist] ensures his body is kept at peak efficiency and with added chakra reserves. Finally, Jin has costless and empowered hearing thanks to [Dispatch].

Unique Elemental Natures: Jin has access to an element of his own called Entropy which permeates everything that carries energy. He is able to perform techniques of this element without the need for hand seals due to the perk, [Apex Handseal Specialist]. Jin also has access to Arctic Earth, being a direct descendant of the Claymore who created it, Arima Kishou. He is able to use techniques of this ice-like element with only a hand seal thanks to [Single Handseal Specialist].

Body of The Monarch: Over Jin's body are various seals that serve to augment and protect. On his left arm is a seal that reads "bind" meant to tether him to his weapon, the organic Kagune (Bound Enchantment). On his clothes a seal with the kanji for "Alter" that reinforces his clothes with chakra to lessen the force of physical attacks (Assassin's Armor). Also on his clothes is a seal meant to activate whenever Jin comes too close to electricity (Principles of the Paramecia; Ruler of the Skies). In the middle of his chest is a peculiar seal, with the kanji for "We Protect", that is tied almost directly to his never-ending Hunger, able to protect Jin so long as he stays true to his nature of devouring chakra (Pariah's Solace). Finally on the back of his neck is a seal (Regain) that helps him defend from Lightning by absorbing and redirecting the energy.

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(Fuuinjutsu: Baundoenchanto) - Sealing Arts: Bound Enchantment
Type: Supplementary
Rank: C
Range: Short
Chakra: 15 (-5 per turn)
Damage: N/A
Description: This seal may only be used on weapons that are in contact with the user. This seal may also be passively applied to the users weapons or formed onto a weapon the user is holding by expending a move. Only activated when the user is utilizing a jutsu to enhance or otherwise affect said weapon, this seal (which is marked with the kanji for "bind") will activate and drain chakra from the user to fuel said jutsu , even when the user uses another jutsu. It will permanently (or for as long as the user chooses to keep paying chakra) bind the enhancement to the weapon by doing so, as it is constantly being fueled. Each turn the weapon will be able to be used as if the enhancement that was made on it was newly activated, so that they may block and attack with the weapon it was used on without breaking the freeform dodging/blocking rules.
- Only one of these seals may be active at a time on a single weapon
- Only works on weapons
(Fuuin: Yoroi no Koutei) - Sealing Technique: Assassin's Armour
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
(Fūinjutsu: Pararia no Negusame)- Sealing Arts: Pariah's Solace
Type: Defensive
Rank: D - S
Range: Self
Chakra: N/A (10 - 60)
Damage: N/A
Description: This Sealing Art, with the kanji for "We Protect" is an always-present body seal directly connected to the user's chakra network and is activated the instant foreign chakra enters it. How it works is that once the user gains chakra from an outside source such as from a siphoning attack or techniques such as MIE the seal activates, and behaves like a gateway for the incoming chakra. As the chakra flows through the seal it passively expels the energy in the form of a transparent, skin-tight barrier around the user that does not interfere with any of the user's other active techniques. The barrier's strength is proportional to the amount of chakra absorbed where it gains a rank for every 10 points of chakra absorbed, starting at D-rank. So, if thirty chakra is absorbed the barrier's strength is moved up to A-Ranked. Twice per arc/event, at the cost of a move, the user may increase the barrier's strength to S-rank. This requires double the amount of chakra normally used for max evolution (i.e 60 chakra) and can only be done if the barrier is already at max strength for at least one turn. Being a barrier-type defensive technique, it is able to completely oppose techniques of lesser chakra and cancel out with those of equal chakra. This barrier can stay until destroyed by an enemy but once this happens the seal goes on a two turn cool down, during which time the user will be unable to perform Fūinjutsu above B-rank in the first turn, and none above A-rank the second. Unique to this seal is its ability to continuously regenerate per turn so long as the barrier has not been destroyed completely prior, sustained any form of damage for at least one turn, and the user is able to gain chakra from an outside source. After which any excess chakra goes straight to the user, unless they choose to store it within the seal to boost it to S-rank. Due to the fluent nature of the technique to turn incoming chakra into a defense the seal's activation doesn't take up space in the time frame, but still costs a move. As an aesthetic touch, a Black Crown will form above the user's head whenever the seal is active. Can only be activated three times overall.
(Fuuinjutsu/Lightning: Kensaku) - Sealing/Lightning Arts: Regain
Type: Defense/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will have a seal placed on their body labeled "regain" in kanji form (索). Essentially, whenever foreign lightning jutsus are being used, from the seal, a large scale barrier will immediately erect short range around the user at a fast pace. But, it does not provide any damage whatsoever, this is why its passive and instant in activation, although it can be perform in the same timeframe as another jutsu it still count as a move per turn from the user. It's basis of usage is the barrier will immediately act as a lightning rod for the opponent's own lightning jutsu and immediately draw the jutsu inward, attaching itself to the barrier, and after this is done, the full dome shape barrier becomes drawn back into the users seal. This will not give the user any chakra, but rather it will allow the user to use the now unfocused electricity to enhance the users next jutsu attack (lightning composition equivalent to that of nagashi, same with rank and damage as well). Lightning jutsus become enhanced automatically by 10+, with elemental jutsus that coincide with unfocused electricity (fire, earth, water, etc) will have raging electricity running across its body and will increase by 1 rank due to a veil of electricity covering it. This jutsu being increase doesnt have to be soley from the basic 5. It can be used with KG/CE alike aslong as it is within logic and stems from the user's body or at least short range of them for the electricity to aid the jutsu. What also allows this technique to be used in a defensive manner is, lightning is known for its insane speed, due to the speed of the barrier, it will immediately act to "catch" fast moving lightning jutsus (this includes combinations of the sorts) and be used for the user. Armors or lightning jutsus that enhance the opponent's speed will literally be ripped from their body and be used for the users purpose as stated.

Notes:
Can only be taught by venom
Only be used three times
Requires a 1 turn cool down between uses
(Fuuin: Genron no Genchuu) - Sealing Technique: Principles of the Paramecia
Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will have a seal placed on their clothes with the Kanji for one of the basic five elements. The seal will be infused with elemental chakra of the chosen element (must be stated in biography) and will exhibit a unique effect depending on which of the elements is chosen. The seal will activate passively (instant but still counts as a move) when it’s first triggered.

Ruler of the Skies: This seal will activate whenever an unfocused current or stream of electricity is used within the vicinity of the user. The seal will release the user’s fuuton chakra in order to insulate the current of electricity as it comes into contact with the clothes, essentially neutralizing it before it can affect the user. The clothes will also become weightless as a byproduct of the infusion of wind chakra, allowing freer and more fluid movements. For the next three turns, the user’s clothes will be coated in a layer of invisible wind that can create an updraft to enable levitation and seamless flight.

The Earth Emperor: This seal will activate whenever the opponent comes into physical contact with the user’s clothes. The opponent’s weight will double (similar to the Added Weight technique) as earth chakra is released into them. For the next three turns, the user’s clothes will become darker in colour to signify the change and each additional contact with the clothes will double their weight further. The initial weight gain will last for three turns but each additional contact will extend it’s duration by one turn. Regardless of how much the opponent’s weight is raised by this technique, it can simply be neutralized through the use of Chidori Nagashi.

The Lightning Lord: This seal will activate whenever the opponent comes into physical contact with the user’s clothes. Upon being struck, the user's clothes will be imbued with ration chakra, making them static and shocking to the touch. Direct contact with clothing will cause the opponent's limb/body part to go numb for one turns and if a second contact is made in that time with the same part, that limb will be paralyzed for two turns as the lightning shocking stacks. These effects only apply to direct contact with the clothes themselves (an example would be the opponent's exposed fist striking the clothes). The user’s clothes will remain infused with ration chakra for five turns after activation and they will develop sparks of lightning across them to signify the change.

King in the North: This seal will activate whenever a fire technique comes into contact with the user’s clothes. The dormant chakra will activate immediately and essentially "moisturize" the clothing by imbuing it with suiton chakra without actually making it wet. This technique will not increase the user's susceptibility to lightning in any way either. It will also give the user's clothes (but not the user himself) immunity being ignited or burned up to a certain extent, translating to an immunity to C-Rank and below Katon techniques. This will last three turns but there will be no visual change to the clothes.

Sovereign of Fire: This seal will activate whenever the opponent comes into physical contact with the user’s clothes. Upon being struck, the user's clothes will be imbued with katon chakra, making them heat up considerably. Direct contact with clothing will cause the opponent's limb/body part to be burned. Momentary contact will only result in a first degree burn but more prolonged contact will lead to third or fourth degree burns. The user’s clothes will remain infused with katon chakra for three turns after activation and they will develop localized areas of orange-light (similar to smoldering coals) to signify the change.

Note: Only one element can be chosen per use
Note: Can only activate each seal once per battle
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Scientific Ninja Tools & Artifacts: N/A
Battles Won/Lost: N/A

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"An angel that only visits me in my dreams. Who was she?"

Updating Jin-Woo.

Biography Approved
Checked by Red-Robin
 
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