Kuroo Tetsuro - HHG Edition

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Basic Information


Name: Kuroo Tetsuro
Nickname: Child of Darkness | King | Kuroo
Age: 21
Gender: Male
Clan: Claymore

Looks | Personality:

Kuroo is noted to be tall and mesomorph with a muscular frame. Kuroo's features appear sly, with narrowed eyes and hazel colored cat-like pupils. It has also been noted by several people and hinted at through reactions that Kuroo appears intimidating. His black hair is naturally messy like that due to his bedhead, he has fringe on his right side that partially covers his right eye; as a result, he's occasionally called "Rooster Head". He is often seen wearing a white shirt, red sweatpants, and crimson jacket. During serious fighting situations or missions, he replaces the jacket with a dark coat with the kanji of Kaizen on the back and opts for dark pants instead of red.

He has a laid-back yet scheming personality, and is considered a "provocation expert." This talent is demonstrated in the way he angers random villagers and shinobi around his home landmark. However, he apologizes to his clansmen about the provocation later on, proving that while he is a "provocation master," the name of the clan is still important to him. Despite seeming sly and cool on the outside he is also shown to belt out in loud obnoxious laughter and do silly things from time to time. Around his team, he takes on a more leading role and is a reliable, strong captain; this does not mean he eases up on the sly smirks he is constantly seen sporting. He also seems to care about and respect his elder captain, Astra, enough to help his town become better so they can make his dream of creating a village a reality. Kuroo also seems to either see himself as more of an old man and people only a year or two younger than him as children, like when he observes Ryuu and proclaim "Ah, youth," or when lower ranked shinobi talk and he calls them kids. He is also more intelligent and shrewd than first impressions would usually let on, which is not made obvious due to his intimidating image.



Village Information


Village of Birth: Unknown
Allied Faction: Kaizen


Ninja Rank | Chakra Information

Ninja Rank: Sannin
Health: 140
Chakra Count: 1400

Specialty:

体 Taijutsu | Due to Kuroo's specialty in hand-to-hand combat, he is extremely dangerous at short-range alongside his Claymore abilities to boost them and x2 tracking capabilities.

雷 Lightning Release | Able to perform all lightning techniques with one handseal, he is also immune to the paralyzing effect of Nagashi and has a deadly arsenal to back it up.

Elements:

火 Fire Release
水 Water Release
雷 Lightning Release
土 Earth Release
風 Wind Release

Your Ninjutsu:

忍 Ninjutsu
幻 Genjutsu
体 Taijutsu
剣 Kenjutsu
蛇 Snake Summoning & Techniques
クClaymore Techniques


Background Information

History:

Kuroo was born in the outskirts of the Land of Fire, his family having been from the Claymore bloodline. He was raised and trained as a warrior since his childhood and sometimes reminisces looking at the other carefree children of his age while he tireless perfected his techniques. Kuroo naturally grew up to be a talented and certainly brave until his sly provocative nature came through as it turned out to be quite useful when he was later kicked out of the group. It was then, when he realized the virtue of assassination and stealth while also infamously having the ability to change his appearance as per need. There was almost nobody to truly say they had met the Child of Darkness. Before his departure from his last mission at the Blood Prison, Kuroo received a letter from his friend which directed him towards a clan called Kaizen. It was unsure to him how he felt about joining a group of shinobi apart from his previous brethren but knowing they had saved his friend's life and held the key to reveal his clan's past, he joined and remained a member ever since.


Other Information


Pictures:

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Theme Song and Music:



Dying Light:

Upon near death situations, 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.

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"

Kagune

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.

(Ukaku || 羽赫) Shining Feather
The first type of the kagune which will be implemented in the cervical vertebrae. This location allows the user to, upon its activation, project wing, similar to a butterfly like form which does not give the user any flying abilities but the weapon itself is highly flexible, able to bend in various ways and move according to the users will like another secondary limb, but along with that insane resistance and resilience. This limb can only reach up to short-range in length. Another thing which the user gains would be an improved projectile offensive mechanism, where the organism hard in different parts of their body, releasing shards of the strengthened material which only reach till Mid range. These shards are C-Rank in power and inflict 30 damage. Releasing them counts towards the user's jutsu per turn limit.
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(Kōkaku || 甲赫) Shining Shell
The second type is activated upon having the parasitic creature implemented in the thoracic vertebrae. This shape will mostly be used along with the arm where another secondary layer will be directed over it, allowing you to have a protected limb, but including that of an extension beyond the arm,giving you a sword like weapon which is mostly in it’s very solid shape, giving an idea of a very tough material. Being very fast at yielding and swinging, it can be a lot more advantageous than a sword. It can only reach up to short-range in length.
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(Rinkaku || 鱗赫) Shining Scales
The third type is created with the implementation of the parasitic creature in the Lumbar vertebrae which gives the user the ability to call forth tentacles from the spine. Up to 4 in number and fairly thick, they can be still remain insanely flexible along with the fact that they are very resilient, as they can’t be cut or broken by normal means. The main advantage is the ability to pierce through even the toughest materials, while having an insane physical power itself, able to lift body’s which the user wouldn't be able to do normally. It can reach up to mid-range in length.
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(Bikaku || 尾赫) Shining Tail
The last kind, which is created from having the organism implanted in your sacrum, it will project itself out from the skin in form of a tail. Being the most resilient of all, the maximum number is only one, but halfway there it could be split apart once (similar to a Whale's tail). This form comes with the disadvantage of being shorter, and less flexible and so it can only reach up to short-range in length.
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Phantasmal Ones | 幻の | Maboroshino

Second in command, these are four elite members of the clan answering only to the No.1, the Enlightened One. With expertly conditioned bodies they are able to attain to attain an Awakening once per conflict and maintain it for 4 turns. They can also access an Abyssal Form once per conflict and keep it for 3 turns. In addition to this they can learn select restricted clan techniques and can even start teaching the younger ones of the clans on how to use their bodies. [Kuroo ranks 4th in the clan.]



Battle Information


Won: -
Lost: -



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Dropping: | Replacing:
Rankup:
 
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