[CC] kurochi with hokusai

suki

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Okay.

Now we move on to the Kagune. Now I know you know what this is. You're no stranger to Tokyo Ghoul so I won't rant too much on it. Skipping it for now to get to the Awakening and Abyssal forms. But first, two quick q's:

1: Do you know the factions of the clan?

2: Have you chosen which you'd like to be?
yes i know the factions of the clan i believe my bio would suits the senku-sha faction
 

Zaphkiel

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yes i know the factions of the clan i believe my bio would suits the senku-sha faction
Okay good, because each Awakening/Abyssal not only depends on your bio but also what faction they fall under. I'm not sure if you've read or are familiar with the Claymore manga but that's where this form comes from. You'll be asked to choose the form you wish your bio to take and let me just say there are no limits to what you can come up with, so long as its not something completely asinine like turning into a moon or something (just drawing for extremes to make my point, lol).

Here is the awakening of a typical Vangaurd:
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Notice the blades and slender body that are meant for maximum damage with minimal effort. Your form will be expected to not be exactly the same, but be based around this criteria, which is as lethal as possible. Also, not how **** up this looks :horus: This is what I meant when I said no limits. But what you gotta note is that entering this form must only be done as a last resort, as it can leave you extremely exhausted or even unconscious when it ends.
 
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suki

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Okay good, because each Awakening/Abyssal not only depends on your bio but also what faction they fall under. I'm not sure if you've read or are familiar with the Claymore manga but that's where this form comes from. You'll be asked to choose the form you wish your bio to take and let me just say there are no limits to what you can come up with, so long as its not something completely asinine like turning into a moon or something (just drawing for extremes to make my point, lol).

Here is the awakening of a typical Vangaurd:
You must be registered for see images

Notice the blades and slender body that are meant for maximum damage with minimal effort. Your form will be expected to not be exactly the same, but be based around this criteria, which is as lethal as possible. Also, not how **** up this looks :horus: This is what I meant when I said no limits. But what you gotta note is that entering this form must only be done as a last resort, as it can leave you extremely exhausted or even unconscious when it ends.
that sounds pretty lit but just a question is there any way to have defensive hardening while having mostly blades as well?
 

Zaphkiel

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that sounds pretty lit but just a question is there any way to have defensive hardening while having mostly blades as well?
Defense hardening is exclusive of the Centurion faction. As a vangaurd, defense is the last thing on your mind. So no, hardening plates is a no-go. But you could have a defensive structure that doubles as attack too, like broad blades that could block as well as attack. Or lanky legs that are adapted for utmost speed.
 
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suki

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Defense hardening is exclusive of the Centurion faction. As a vangaurd, defense is the last thing on your mind. So no, hardening plates is a no-go. But you could have a defensive structure that doubles as attack too, like broad blades that could block as well as attack. Or lanky legs that are adapted for utmost speed.
ah i see that makes sense, sweet
 

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ah i see that makes sense, sweet
hi :sweat:


We've got the basics down then, it's time to get you inaugurated on the techs:

Genshi Ōkui ♎ Primeval Gluttony
Type: Supplementary/Offensive
Rank: N/A
Range: Short
Chakra Cost: (+50 chakra per limb)
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 six (6) sections when being the main course of a Kureimoa's meal; both hands, feet, and the head as well as torso. Each of these sections contain 50 points of 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 but 300 chakra points, less than 50% of their original reserves. 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 simple touch--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. Due to the fact that traditional medicine and medical procedures are wasted on a Kureimoa this technique is the first of the two core CCJ that provide them their only source of sustenance and as such can be performed as many times as needed by with a lengthy cool down between uses. 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: 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: Can also be performed through the Kagune organ or Kurochi constructs.

Questions, comments, etc welcomed.
 

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hi :sweat:


We've got the basics down then, it's time to get you inaugurated on the techs:

Genshi Ōkui ♎ Primeval Gluttony
Type: Supplementary/Offensive
Rank: N/A
Range: Short
Chakra Cost: (+50 chakra per limb)
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 six (6) sections when being the main course of a Kureimoa's meal; both hands, feet, and the head as well as torso. Each of these sections contain 50 points of 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 but 300 chakra points, less than 50% of their original reserves. 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 simple touch--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. Due to the fact that traditional medicine and medical procedures are wasted on a Kureimoa this technique is the first of the two core CCJ that provide them their only source of sustenance and as such can be performed as many times as needed by with a lengthy cool down between uses. 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: 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: Can also be performed through the Kagune organ or Kurochi constructs.

Questions, comments, etc welcomed.
so basically we can consume the chakra just before it is actually released as an element
 

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Yes. And after it has been defeated as an element. Did you not the amount of chakra you receive from eating a body whole as well as the proxy effect between Kurochi and this technique?
u gain 50 chakra points per section

is the effect them being able to seek the knowledge of ones past or is that just a part of the technique as well
 

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so then im curious about what u mean by proxy effect
By proxy I mean the Kurochi does the work for you. And by work I mean the flesh/chakra consumption and even memory reading. All of these can be done without you even being near a target. In this way you can imagine the chakra being a literal extension of yourself.
 

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Next up is your healing technique. Not many clans have this ability, and the more you look at it the more it looks like bootleg Yang. Which it is to an extent but eh.

With this you can heal even the most gruesome injuries on a level unsurpassed. Think of Tsunade tanking a stab from Madara's Susano'o and shrugging it off in seconds. You can heal up to 90 damage with the major healing section of this technique (that's most Forbidden ranked technique damage) and 50 at its minor usage. In addition to this you may stitch cuts shut, cover exposed flesh, and even plug a wound to cut the bleeding. It all depends on your imagination when addressing the injury but I devised this CCJ in a way that it'll cover most if not all types of injuries. Finally you may spend a hella amount of chakra and do a complete overhaul. Think of Orochimaru's Oral Rebirth technique where he can escape anything but just spitting out a new body. This is your Oral Rebirth, and it's called Dying Light. What it does is flush your body with Kurochi to heal any and all wounds and bring your body to pristine health--as if nothing ever happened. There are limits to Dying Light though, such as needed the head to be connected to the body.

Lastly, if you're worried about being in a Genjutsu/knocked out/or incapacitated and losing the ability to consciously perform Dyling Light you may program it into your body like a last resort so that it triggers even without your doing so. The flush of chakra is so much that it can dispel all forms of Genjutsu bar MS and Yin. Any questions?

Kagirinai no Sonzai ♎ Life Eternal
Type: Supplementary
Rank: N/A
Range: Short
Chakra Cost:-(25/50/150)
Damage:
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 50 chakra for major wounds, a Kureimoa is able to recover from grueling injuries and keep fighting longer; Effectively recovering up to 90 damage. Each human body is divided into six (6) sections to the Kureimoa (head(1), feet (2), hands (2), and torso (1)), and this includes for themselves. This model specifically allows them to target and heal important areas of the body that are deemed too crucial to lose as quickly as possible, seeing as their resistance to pain may sometimes leave them feeling invulnerable. 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, setting bones, etc the Kureimoa is able to only spend half of the maximum amount required (25 chakra points and only recovering up to 50 damage) to heal said injuries. Or, at the same time, if chakra proves to be too precious such as when the Kureimoa is in an intensive fight, he can spend half the chakra to cover extensive wounds but not fully heal them. An example of this would be like stitching a massive cut shut with Kurochi, covering an amputated limb to stop bleeding, or hold removed limbs together with Kurochi. Although very flexible, the healing only applies to physical injuries and not mental ones like Genjutsu damage. During the regeration of major parts such as a hand or leg, it takes a move of the three alotted (including this technique's activation). Which means when major healing is performed the Kureimoa is able to renengerate one limb already, and only two more limbs can be regrown with in thst same turn and the obvious downside would sacrificing the ability perform any more techniques until the next turn. 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 mend even the most gruesome of injuries in seconds and bring the Kureimoa back to pristine health. Doing this requires the Kureimoa to be alive and have his head still be attached to his spine/body while it costs a whopping 150 chakra and takes 2 of the 3 allotted slots per turn. The dying light can be mentally “programmed” into the claymore to heal them completely if they aren’t conscious or able to think for themselves to do it. This is a simple survival instinct that has been adapted into the claymores but has to be mentioned within the bio.

Note: Must be at least Ghoul rank to perform
Note: Minor healing (costing 25 chakra) can only be done once every 3 turns
Note: Major healing (costing 50 chakra) can only be done once every 5 turns
Note: Only one version of healing can be performed in the same turn. That is, the major and minor healing processes cannot take place at the same time
Note: Only Claymores of Heartless rank and above are able to use "Dying Light"
 

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Next up is your healing technique. Not many clans have this ability, and the more you look at it the more it looks like bootleg Yang. Which it is to an extent but eh.

With this you can heal even the most gruesome injuries on a level unsurpassed. Think of Tsunade tanking a stab from Madara's Susano'o and shrugging it off in seconds. You can heal up to 90 damage with the major healing section of this technique (that's most Forbidden ranked technique damage) and 50 at its minor usage. In addition to this you may stitch cuts shut, cover exposed flesh, and even plug a wound to cut the bleeding. It all depends on your imagination when addressing the injury but I devised this CCJ in a way that it'll cover most if not all types of injuries. Finally you may spend a hella amount of chakra and do a complete overhaul. Think of Orochimaru's Oral Rebirth technique where he can escape anything but just spitting out a new body. This is your Oral Rebirth, and it's called Dying Light. What it does is flush your body with Kurochi to heal any and all wounds and bring your body to pristine health--as if nothing ever happened. There are limits to Dying Light though, such as needed the head to be connected to the body.

Lastly, if you're worried about being in a Genjutsu/knocked out/or incapacitated and losing the ability to consciously perform Dyling Light you may program it into your body like a last resort so that it triggers even without your doing so. The flush of chakra is so much that it can dispel all forms of Genjutsu bar MS and Yin. Any questions?

Kagirinai no Sonzai ♎ Life Eternal
Type: Supplementary
Rank: N/A
Range: Short
Chakra Cost:-(25/50/150)
Damage:
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 50 chakra for major wounds, a Kureimoa is able to recover from grueling injuries and keep fighting longer; Effectively recovering up to 90 damage. Each human body is divided into six (6) sections to the Kureimoa (head(1), feet (2), hands (2), and torso (1)), and this includes for themselves. This model specifically allows them to target and heal important areas of the body that are deemed too crucial to lose as quickly as possible, seeing as their resistance to pain may sometimes leave them feeling invulnerable. 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, setting bones, etc the Kureimoa is able to only spend half of the maximum amount required (25 chakra points and only recovering up to 50 damage) to heal said injuries. Or, at the same time, if chakra proves to be too precious such as when the Kureimoa is in an intensive fight, he can spend half the chakra to cover extensive wounds but not fully heal them. An example of this would be like stitching a massive cut shut with Kurochi, covering an amputated limb to stop bleeding, or hold removed limbs together with Kurochi. Although very flexible, the healing only applies to physical injuries and not mental ones like Genjutsu damage. During the regeration of major parts such as a hand or leg, it takes a move of the three alotted (including this technique's activation). Which means when major healing is performed the Kureimoa is able to renengerate one limb already, and only two more limbs can be regrown with in thst same turn and the obvious downside would sacrificing the ability perform any more techniques until the next turn. 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 mend even the most gruesome of injuries in seconds and bring the Kureimoa back to pristine health. Doing this requires the Kureimoa to be alive and have his head still be attached to his spine/body while it costs a whopping 150 chakra and takes 2 of the 3 allotted slots per turn. The dying light can be mentally “programmed” into the claymore to heal them completely if they aren’t conscious or able to think for themselves to do it. This is a simple survival instinct that has been adapted into the claymores but has to be mentioned within the bio.

Note: Must be at least Ghoul rank to perform
Note: Minor healing (costing 25 chakra) can only be done once every 3 turns
Note: Major healing (costing 50 chakra) can only be done once every 5 turns
Note: Only one version of healing can be performed in the same turn. That is, the major and minor healing processes cannot take place at the same time
Note: Only Claymores of Heartless rank and above are able to use "Dying Light"
so if u want to program it so it triggers automatically would u need to perform the jutsu in advance ?
 

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Good. Next is the actual release tech for Kurochi. I've already talked about this chakra nature and what it can do, so I won't go too in depth here. What I will reiterate though, is its strength to Senjutsu. Not everyone knows/remembers this but you are especially strong to Sage Mode users and others who use Senjutsu with Kurochi and all its applications.


Spoiler
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.
 

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Good. Next is the actual release tech for Kurochi. I've already talked about this chakra nature and what it can do, so I won't go too in depth here. What I will reiterate though, is its strength to Senjutsu. Not everyone knows/remembers this but you are especially strong to Sage Mode users and others who use Senjutsu with Kurochi and all its applications.


Spoiler
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.
yup very familiar with this one
 

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Okay. Next up is your augmenting technique. Using Kurochi you're able to infuse it into your techniques to give them a boost. THeir color will change to black as a result and they will have the ability to devour both matter and chakra alike. When used on your primary affinity it costs less than the other elements. Although, you're not restricted to using this on elemental techniques alone but the technique being boosted must come from your body in some way or shape.

Zankokuna Teikoku ♎ Cruel Hegemony
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A (+10/20 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. When applied to the Kureimoa's strongest chakra nature (primary affinity) of the five base affinities (I.e. no CE's, HA's, KKG, etc) the technique takes only 10 chakra each time it is activated but 20 for all other elements.

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