Shadow vs Beast

Zaphkiel

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Official | Mid-Range Start | LoK's R&R | No Time Limit
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A village, seemingly flung into the future, is now a 'concrete' maze. Buildings, called skyscrapers, tower over the streets and alleyways like glassy monoliths, their bodies dotted all over with light-filled windows. Strange contraptions that run on wheels patrol the orderly streets below, within them people. Likewise there were people on the streets, all walking idly by with their heads tilted up toward the tear in the sky.

The rift opening pulsed and waned like a living thing before spitting out a black and red blur which fell onto the crowds that had gathered underneath it to take 'pictures' with strange, hand-held devices. Jin had just arrived at the scene after clearing what he thought was a simple rift. Now it appeared that this rift had formed within the one he inhabited, which was unheard of... normally. He landed on a rooftop and surveyed the commotion in the middle of the intersection below where the shape that fell from the rift had landed.

There was a knot in his stomach that would not leave. Staring at the rift did not help it, either. "Arise," Jin said as Kurochi poured from his body into a pool of darkness. From it came a humanoid shape clad in Kurochi armor and lugging a greatsword on its shoulder. It immediately looked down over the edge of the roof and gripped its sword tighter.

"Igris, go see what the fuss is about."
Kurochi ♎ Vile Chakra
Type: Offensive/Supplementary/Defensive
Rank: C/S (S)
Range: Short-Long
Chakra cost: 15/40 (40 + 10 = 50)
Damage: 30/80 (80 + 5 AP = 85)
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.
(Yoton: Jigoku ni henkō) - Yang Release: Change into Hell
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: N/A (+50, -10 per turn)
Damage points: N/A
Description: The user is able to use their Yang nature too imbue life into an elemental technique, creating a Yang/Element sentient entity that remains on the field to aid them. The only limit is the size of the technique originally used as an elemental source, as the resulting entity will always be half the size. The entity can be interacted with, can act on its own, and is made of the element sourced with all its properties intact. Its strength is based on the original elemental technique used as a source. This doesn’t consume time since it is actually a skill applied to a technique used within the same timeframe. The infused chakra increases the technique by an additional ten chakra, of the fifty it costs in total. Note that the resulting entity created by this technique is bound by logical limitations of its shape and nature; a meteor cannot move on its own, a pillar cannot walk away, and a statue without arms cannot pick things up. Likewise, while it is able to use techniques from the source it is created from it cannot extend into different fields. For instance, if Susano’o is brought to life by this technique it cannot use Blaze Release unless the Susano’o itself is constructed, or partially formed, from Blaze itself (e.g. Sasuke’s Susano’o). It is bound by the literal source it is formed from, rather than the fields it is bound to.
Note: Usable 3 times per battle and up to 6 times per event to create one entity with up to 300 chakra points that is able to use jutsu from the source it was created from. Its chakra reserves can be replenished through external means, and because it has a chakra network can fall under the influence of Genjutsu or other Spiritual-based techniques.
Note: Yang Release Specialists and Yin-Yang users can apply this technique to advanced fields and CE and advanced elements.

Chakra: 2600 - (40 + 50) = 2590
Jin HP: 200
Tracking: 12
Speed: 10
Igris HP: 85
Igris chakra: 300
 
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Ańbu Juniør's iconAńbu Juniør

The King of Beasts
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(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


One moment, Kōtetsu and his Ninken were rummaging through the ruined city of Chungsu following the defeat of the Nine-tailed Fox, and the next, he found himself falling. Another rift had opened beneath him and swallowed the group whole before spitting them out in an unfamiliar place. The Inuzuka looked around as they fell. Strange structures lined the horizon in all directions, while steel carriages moved about the streets below. Wherever he'd ended up, he knew he wasn't in Solanaceae anymore, at least not the one he'd entered from.

Performing a single handseal, Kōtetsu utilized soundwaves to control his descent, allowing himself and Solaire to land gracefully amongst the crowds that had gathered. Muninn, his creation, glided onto the ninken back. The people surrounding them pointed strange blocks of light toward him, as if in awe of what they were seeing, but what the Inuzuka found odd was that these people surrounding him had no chakra.

(Ototon: Hoshi Ki no Shōten) - Sound Release: Astral Ascension
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20 (-5 per turn)
Damage: N/A
Description: A movement technique developed by Kōtetsu Inuzuka, Astral Ascension is a sound-based technique that allows him to levitate and propel himself through the air via the use of both high and low-frequency soundwaves inaudible to the human ear. Designating themselves as the target the user releases low-frequency soundwaves from below to lift off a surface while releasing high-frequency soundwaves from above to hold themselves airborne. By applying additional directional soundwaves the user is capable of moving through the air. The user can apply this technique to other targets up to three meters in diameter to levitate them from a distance. While active the user can only make use of sound release techniques, and using chakra costing techniques of other natures will result in this technique failing.

Notes:
- This technique lasts until deactivated and can be used three times per battle/arc.
- This technique can be used on up to two targets at once.

“Where the hell are we?” Solaire growled, snapping at the onlookers

“I'm...Not sure.” Kōtetsu answered honestly.

Focusing his senses, the Inuzuka could only pick up two chakra signatures. Looking up at the top of one of the strange structures, he spotted two individuals staring down at them.

“They don't look to be in a talking mood...”

Kōtetsu chuckled. “Then we'll just beat whatever information we need out of them.”

Health
Kōtetsu: 240
Muninn: 150

Chakra
Kōtetsu: 2,300 - 170
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
 
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Zaphkiel

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Only thing to note is an extra point in VIT from being a Sensei. It's going toward HP, putting Jin at 240. Also, my chakra got nerfed due to the new rules.


****, Jin said internally as the blur that descended from the rift slowed enough for him to make out its shape, its face... "It's him."

He knew this day would come. Ever since falling to the Beast Monarch all those months ago, the possibility of either him or one of the other Monarchs taking that as a sign to invade only grew. And now he was here. Again.

Igris immediately leaps from the building and pulls its sword while falling many floors down. It lands in a small crater, displacing a line of parked vehicles, before charging down the street at the Beast Monarch, it's 'face' somehow showing great focus and bloodlust--Kurochi's insatiable Hunger now sentient. Meanwhile, Jin's face shifts into a scowl as he starts forming battle plans in his head. This would be a rough encounter; speed and strength were the Beast's forte. Jin's specialty was the darkness in his veins. He would need to leverage his abilities against overwhelming odds...

Jin transforms into Kurochi and takes the form of a black raven with crimson eyes as he lifts off into the air behind Igris, who had decided to attack on its own accord. From his vantage point of 15m above, Jin would watch as Igris violently slams it's sword into the road, causing a wave of Kurochi to rise in straight line toward the Beast Monarch, who would be struck straight down the middle by the foul chakra if he stayed still. But Igris would not stop there. It leaps into the air using the momentum of its sword strike while rapidly spinning vertically, appearing as a black blur, to bring its greatsword down on the Beast Monarch with great force.

Kurochi ♎ Vile Chakra (REF: Igris)
Type: Offensive/Supplementary/Defensive
Rank: C/S (S)
Range: Short-Long
Chakra cost: 15/40 (40 + 10 = 50)
Damage: 30/80 (80 + 5 AP = 85)
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 (Jin)
Type: Supplementary/Offensive/Defensive
Rank: B-S (B)
Range: Short-Long
Chakra Cost: 20-40 (+10 per turn) (20)
Damage: 40-80 (40)
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

Kurochi ♎ Vile Chakra (Igris)
Type: Offensive/Supplementary/Defensive
Rank: C/S (A)
Range: Short-Long
Chakra cost: 15/40 (30)
Damage: 30/80 (60)
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.

Jin's Chakra: 1,910 - 20 = 1,890
Jin's HP: 200 240
Speed: 10 (x2) = 20
Igris chakra: 300 - 30 = 270
Igris HP: 85

Ominous Eclipse 1/4
 

Ańbu Juniør's iconAńbu Juniør

The King of Beasts
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Kōtetsu had come across this black chakra before, but he couldn't remember when or who wielded it. After years of constant fighting, the meager skill of his defeated foes had started blurring together. Nevertheless, as the wave of foul chakra rushed toward him, the Inuzuka simply drew upon his spirit, focusing the Atavistic Flame in his rising left hand that he shot forward in the form of a large spear of fire. The two techniques clashed in a violent explosion, sending the gathered crowd scattering in all directions.

“Hey!” Solaire warned as he moved five meters behind his packbrother and to the right. “Watch it.” The ninken kept his senses trained on the black raven above.

(Kaen Kakkusei Iden: Ningen no Genri) – Atavistic Flame: Human Principle
Type: Offensive, Defensive, Supplementary
Rank: C – A
Range: Short – Mid
Chakra: N/A
Damage: 30 – 60
Description: The Human Principle is the basic offensive technique of Atavistic Flame. It possesses intrinsic Anti-Divinity, a property that allows it to damage Divine beings in the same way that the God-Slaying Tools can. This technique is activated by focusing Atavistic Flame and drawing upon the user’s spirit, focusing it in their hands to form yellow fire in either or both of their palms. The technique can be launched as fire balls and other projectiles, shaped to the user’s will, and inflict combustible physical damage to anything they strike. Activating the technique requires the user expend 10 spiritual Health Points. The user regenerates 5 spiritual Health Points in the following two turns.
Screams filled the air as the black blur spun, aiming to strike with its greatsword. Once again drawing upon his spirit, he manifested the Atavistic Flame over his entire body in the form of a dimly glowing yellowish-orange aura that appeared as cracks on his skin and gave off an intense heat. At the same time, he rotated his body counterclockwise so that the downward strike passed his left side, and as he came around, he slashed his gauntlet-clad hand across the black entity's throat. His devastating yet straightforward attack would launch the entity backward, destroying it in a single blow.

(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: Konton Saikuron) Beast Human Martial Art: Chaotic Cyclone
Type: Offensive/Supplementary
Rank: A - S
Range: Short
Chakra: N/A - 40
Damage: 60 - 80 () (60 + 30 (SW) + 30 (Mastery) + 20 (HoE) + 20 (CW) + 15 (AP) + 10 (Roiling Blood) = 185)
Description: Developed to be used as a standalone taijutsu strike or as a means of counter-attacking an opponent in short-range, Chaotic Cyclone makes use of an Inuzuka’s rotational ability but to a lesser extent. When faced with an incoming technique the user will rotate their body in a clockwise or counterclockwise manner to dodge or deflect the blow, and as they come around the user will strike the opponent with a claw strike directed at vital parts of the body such as the eyes, throat, armpits, or thighs. When these areas are struck they not only cause bleeding that causes the opponent to lose -15 health per turn, but have the potential to either blind the opponent, make them unable to speak, use techniques above B-rank from the mouth, or prevent the movement of a targeted limb. When used with the aid of chakra (S rank), the rotational force created from the user’s spin not only adds more power to their strike but also creates a suction effect that pulls the opponent forward and leaves them open to attack by throwing them off balance.

Note:
- The A-ranked version of this technique can only be used four times per battle and requires a single-turn cooldown between uses, while the S-rank can be used twice and requires two turns between use.

Health
Kōtetsu: 240 - 25
Muninn: 150

Chakra
Kōtetsu: 2,130 - 25
Muninn: 2,000​
Movement Speed
Kōtetsu: 16 - 3 (ALW) = 13
Muninn: 4
Solaire: 13

Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39

Solaris: 20/80
Void Infusions: 0/4

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

HoE - 1/4
 

Zaphkiel

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As Igris' strike missed and its sword met concrete instead of the Beast Monarch, Jin would dive toward them, sensing a tiny window where he could save his creation from certain death. As Kotetsu completes his glowing rotation with a fist at the ready Jin would shed his raven-form and reach out an arm with his own clenched fist aimed at the other Monarch. Entropy would spring from his arm and grab a hold of Kotetsu's body and anything on it like a vice, locking him in place mere inches from Igris' throat. The creation is clearly stunned and knows that it would have died had Jin not interfered, so it lifts its sword out of the shattered ground and hops back 5m from the frozen Beast Monarch and his ninken.

Meanwhile Jin descends slow and ominously on Kotetsu's right, 10m away, his body only a silhouette of something human with its pitch black infusion of Kurochi. The crowds scatter from such a dark sight, and a few vehicles swerve around him with their horns blaring away, but his focus could not be broken. His silver eyes pierce through the chaos, followed by a clenched fist that was still covered in the blue fire-like chakra of Entropy. "You..." Jin began as he twisted his arm slightly, which tightened his hold on the Beast. "You have some nerve showing your face again. This time, I won't think twice about putting you down." Throughout this he spots Solaire growling beside Kotetsu and nods at the creature, which was Igris' queue to attack. The sentient Kurochi leaps into the air again, this time high above Kotetsu and Jin's heads as it brings its sword down to impale and pin the ninken to the ground. As it falls, Igris flares Kurochi from its entire body that would look like a maelstrom of black fire. This enshrouds Igris, acting as an extra layer of both attack and defense as it aims to get rid of the pesky mutt.

( 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 )
Damage: 30 - 80 (N/A)
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

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.

Jin's Chakra: 1890 - 40 = 1850
Jin's HP: 240
Speed: 10 (x2) = 20
Tracking: 12 (×2) = 24
Igris chakra: 270 - 40 = 230
Igris HP: 85

Ominous Eclipse 2/4
 

Ańbu Juniør's iconAńbu Juniør

The King of Beasts
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Kōtetsu's enhanced senses allowed him to keep tabs on the other opponent even as he fought the dark entity, so he knew the transformed man was racing to stop the destruction of his ally. Given the distance between them all, there was no way his attack could be interrupted. The dark entity would die here. Now. And yet, it didn't. Somehow, the man had closed that distance, discarded his raven-form, and released a blue fire-like energy from his outstretched hand that bore down on the Inuzuka.

And that was when he remembered. A thought that had been nagging at the back of his mind had broken free. He finally recognized these energies. He'd seen and smelled them before. This disgusting dark chakra. That blue fire-like energy. It was the Shadow Monarch. Ashborn's Successor. A man he'd defeated years ago. It was Sung Jin-Woo. “You!” The Inuzuka snapped as he halted before his strike could land, instead opting to make use of his refined chakra control to release chakra from his feet to increase his speed and move out of the path of the blue fire-like energy. But he didn't just dodge. Oh no. He sprinted toward the dark entity, whose sword was still lodged in the ground. He slammed shoulder-first into him, taking him ten meters (10m) from their original location before coming to a sudden stop, causing him to be launched an additional five (5m) meters away.

(Chakura Sokudo) — Chakra Enhanced Speed
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: Instead of using their refined chakra control to increase the strength of their chakraless taijutsu, this technique allows the user to release their chakra with pinpoint timing in order to greatly enhance their speed. This allows the user to run, jump, punch, and kick at an increased speed. As this is based on precise chakra control releases, the speed is not sustained and chakra is expended for each performance of enhanced speed. Like its parent technique, this cannot be used alongside chakra-based Taijutsu techniques or Ninjutsu techniques due to the chakra control needed to execute.

Note: Can only be used four times per battle.
Note: Can only be used bios with access to Chakra Enhanced Strength
Note: The speed burst translates into a temporary x2 speed increase for each usage.
(Taijutsu: Jishin Suto) Body Art: Seismic Strike
Type: Offensive
Rank: A
Range: Short
Chakra: N/A
Damage: 60 (60 + 30 (SW) + 20 (HoE) + 15 (AP) + 8 (Roiling Blood) = 133)
Description: This technique is used as a basic taijutsu strike deployed in close range that has the user sprint forward before lunging and slamming shoulder-first into the target. Due to placing the entire weight of their body behind the attack, the user is capable of destroying solid defenses of equal strength and knocking opponents off balance by sending them reeling up to five meters backward upon contact.

Notes:
- This technique can be used four times per battle.
- This technique requires a single-turn cooldown between uses.
A wolfish grin spread across Kōtetsu's face as the humanoid mass rag-dolled across the pavement before slamming into one of the metal carriages. He turned to face Jin-Woo, who would have lost sight of him due to the temporary speed increase.

“Munnin, Solaire,” he called over the commotion around them. “Step back. I'll handle them both on my own.”

“...Since you insist.” the ninken replied

“And as for you,” Kōtetsu's continued, speaking directly to Jin-Woo now, “What have you come to throw your life away for?” His voice was sharp, and as he spoke, he released chakra from his entire body that immediately encompassed the entire area. The released chakra took on a crimson hue, distorting the air and exerting pressure that made the steel carriages, strange structures, and the earth itself rumble. Jin-Woo, his creation, and whatever panicked people that had yet to evacuate would feel their bodies become slightly heavier under the display of his strength.

(Ninjutsu: Oshi Kokuou) Ninja Art: Pressure Of A King
Type: Supplementary
Rank: E - S
Range: Short - Long
Chakra: 5 - 40
Damage: N/A
Description: This technique is used as another form of intimidation, by showcasing the amount of chakra the user currently wields/posses. The user will exert chakra from all over their body releasing their chakra causing it to take on a transparent hue but visible to the eye. Resembling a distortion in the air. This chakra due to it being very powerful becomes very dense, meaning others though it's not offensive, can feel it. As if their body got slightly heavier than normal. Depending on how much chakra is released, depends on how far the chakra can be felt from a distance.
Note: This jutsu is mainly for rping purposes but the effects of S rank can stun a chunin and genin
Note: The S rank can only be used twice
Note: A-S rank reaches up to long range C-B reaches up to mid range E-D Short range
Note: This is offensive in no way at all. This jutsu though it makes the opponent feel slightly heavier its for cosmetic purposes and does not effect the speed what so ever
Health
Kōtetsu: 215 + 5
Muninn: 150

Chakra
Kōtetsu: 2,105 - 135
Muninn: 2,000​
Movement Speed
Kōtetsu: 26
Muninn: 4
Solaire: 13

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

HoE - 2/4
 

Zaphkiel

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The Beast Monarch had moved with almost instant speed to dodge his Law, which immediately prompted Jin to focus chakra into his ears and activate his Inner Sonar. This allows him to pick up on the Beast's footsteps, which he times with the release of his inner '3rd Frame' that increases his already extensive control over Kurochi. "Yes, me." He passively focuses Arctic Earth chakra through Igris' body with a single hand seal, and transforms the ground (5m) under the creation's feet into permafrost. The Beast Monarch's sprint would be met with this sudden slipperiness, which causes him to either tumble or miss his mark: Igris, who steps to the side and allows the opponent passage while retrieving its sword...

"I've got a debt to repay, Monarch."

In that brief moment, Igris stares down at the would-be disrupted Beast Monarch with the wickedly evil visage of the Hunger it was made from, and brought its sword down on his back/torso in a vicious two-handed strike (85 DMG) that was strong enough to open a second, slightly larger crater than the first. Immediately after performing the Arctic Earth technique, Jin would blitz toward the ninken, Solaire, with the aim to phase through her in his Kurochi form and siphon a portion of her chakra while also damaging her internally. This occurs at the same time Igris takes its shot at the Beast Monarch.

(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill (Passive)
Rank: D
Type: Supplementary
Range: Short-Long
Chakra Cost: 10 (-1 per turn)
Damage Points: N/A
Description: The user will enhance their hearing by infusing his ears with sound chakra. Then, by utilizing chakra and enfacing his lungs, the user will be able to control the frequency and intensity of the sound emitted from his simple breathing. This low frequency, inaudible sound is passively emitted and has no effect other than emerging from him and bouncing off of objects. Using the enhanced hearing, the user is able to know where everything is around them, effectively creating a sonar effect through the rebound and reflection of sound waves. The hearing and the sonar effect is precise enough so that one can effectively use it to substitute one's vision in battle if needed. Despite being very effective, specially if the user has any of his other senses hindered, it also leaves the user vulnerable to sound genjutsu or sound attacks which will be much more drastic in its effects.
Note: Lasts 6 turns

Erumesu no Tori: Seigen no Reberu ♎ The Bird of Hermes: Levels of Restriction
Type: Offensive/Supplementary/Defensive
Rank: B - Forbidden (A)
Range: Short - Long
Chakra: 20-50 (-20/-30 per turn) (30)
Damage: N/A (-10/-20/-30/-40 per turn)
Description: The one truth to the fabled destruction of the Village Hidden in Waterfalls was that of the Claymores and their immense power. The wide scale carnage was a result of the performance of a Forbidden technique only a few even heard about much less knew how to execute. Normally, the technique, which is actually a culmination of four different acts coming together, is sealed within stone and hidden deep underground, but its secrets could easily be revealed by true Claymores who sought it. The four acts quickly became known as the "Levels of Restrictions" and consisted of Kurochi, the Claymores' dark and foul chakra, and its many uses that weren't thought conventionally possible before. The "levels" are thought to be shackles that govern the imprisonment of a great demon called Bileyg that lives within every Claymore, who's terrible form can be seen within each and every Awakening and Abyssal State, and who's Hunger and intent lies within Kurochi itself. With every level being surpassed, a Claymore is able to bring themselves closer to the Demon, losing their individuality in the sea that is its endless madness and wicked intent (essentially going mad) and upon breaching the final level, the Claymore loses themselves and becomes one with Bileyg itself. Only one level can be activated at a time. Levels of Restriction can only be activated four times over all, regardless of Level, with a three turn cool down.

Level 3: The first step to becoming the Demon. This initial bound allows for Kurochi to adopt peculiar properties while under the intent of a Claymore. Foremost, the Hunger within the Claymore will become "visible" within the Kurochi. That is, a blood red hue will hover over the blackness signifying this, similar to how Bijuu chakra is colored red with hate. All subsequent Kurochi related techniques performed while in this level will cost +10 extra chakra while damaging the Claymore -20 to perform, but receives a +20 to damage. The dark energy will also become much more flexible in its destruction, too wherein the user can, once per turn, coat one of his techniques with an adequately sized amount of Kurochi (relative to the technique it is affecting) to cover it. The coating won't boost the technique's damage but rather its kill potential. When coated, the Kurochi will mask the technique's appearance. For example, a Katon technique could be masked with Kurochi which can be made to flow like water, forcing the fire to conform to its shell's shape and also flow. The Kurochi will also be thick enough so that normal sight would be unable to discern the true nature of the technique inside. This application is passive in nature, being applied while the technique is being molded, though this can only be done to one technique per turn. Level 3 is B-ranked, lasts three turns.

Level 2: The breaching of the second frame will see Kurochi evolving even further. Level 2 is tasked with taking advantage of Claymores' deep connection with Kurochi. As such, Kurochi related techniques up to A-rank in this level gain +30 damage and the Claymore is able to, once per turn, perform elemental techniques up to A-rank through Kurochi constructs so long as the construct in question is within range (Short-Mid), such as a Kurochi wall emitting Chidori Nagashi or a Kurochi shield spewing a fireball. This ability can be applied passively but only once and the Claymore would still need to perform hand seals/accompanying movements if any. This level is A ranked, costs -20 chakra and damages -20 per turn. Level 2 lasts three turns. After deactivation the Claymore will be unable to perform techniques above S-ranked for two turns.

Level 1: Reaching even closer to Bileyg, this level's breach sees the Kurochi corrupting the Claymore itself. They will lose their physical form and become one with the foul chakra, leaving only a silhouette of what they used to look like and two emissive spots where their eyes should be. By merging themselves with Kurochi, Kurochi related techniques up to S-rank will gain a +30 damage boost while giving the Claymore an ability to 'feel' anything the foul chakra touches such as objects, people, and techniques. This level is S-ranked, costs -30 chakra and damages -30 per turn, lasting two turns. After use the Claymore will be unable to mold techniques above A-ranked for two turns.

Level 0: This level is the ultimate and final frame. The Claymore becomes one with not only the Kurochi inside and around them, but the inner demon that is Bileyg. They lose what's left of the shape they had managed to keep from level 1, and grow into the seven foot tall demon [X]. They will also begin to emit an aura of Kurochi passively from their bodies that is S ranked in power but can only extend up to 5m of their position. While this level is active, the Claymore is able to have the aura act defensively or offensively without the cost of a move but only once and the maximum range stays at 5 meters, in any direction. Kurochi related techniques up to Forbidden rank are boosted by +40 in this level but the Claymore suffers a -40 damage penalty upon activation and -40 in the next turn. Level 0 is Forbidden ranked and lasts 2 turns. After deactivation the Claymore will be unable to perform techniques above B-ranked for three turns.

Note: Must be at least Ghoul rank to perform. Ghouls are only capable of Level 3.
Note: Heartless rank is able to perform all Levels excepting 0.
Note: Phantasmal rank and up may perform all Levels.

(Hokkyoku Āsurirīsu: Koko de Fuyu)- Arctic Earth: Winter is Here (Passive)
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: N/A
Description: Similar to the setup of "King of The North", the user, with two hand seals (Dog, Snake), will dedicate all of his Arctic Earth chakra into transforming the entire terrain into a desolate tundra. The sheer scope of this technique spans up to long ranged in all directions all (including underground up to 20 meters). This type of terraforming is completely noticeable as the shiny Arctic Earth consumes the land and is very conspicuous mainly due to its effects on surrounding structures such as trees and buildings, but is also very slow and takes two turns after being performed to complete. On the first turn this technique is performed the area up to 5m of the user becomes transformed to Arctic Earth. On the second turn it will spread to encompass 10m of the user's position and by the third turn the technique consumes 15m of the ground around (all measurements dictate the technique's growth both length and depth wise). In the turns after, the technique can grow far enough to take an entire landmark. Once the ground has been transformed in any of its sequences the opponent will be unable to manipulate it unless they possess the Arctic Earth chakra nature--or if it was destroyed somehow. Once established, destroying the structure requires complete eradication. For example, merely destroying a patch/section will not stop the technique, as it will simply regenerate as it grows. Instead, one would need a counter that spans this technique's complete length and depth. Travelling across the terrain would also prove quite difficult to enemies as the clumsiness of slipping on ice prevails, preventing any sudden movement such as dashing or sprinting--unless the opponent(s) wish to find themselves sprawled out and nursing broken bones and other injuries from falling on the cold, hard ground. The user remains unaffected by this. Another advantage is that It allows permafrost techniques that would otherwise require regular earth to be performed using the permafrost ground instead with heightened efficiency (i.e quicker than usual).
Note(s):
- Can only be done three times (3x).
- Lasts 4 turns with each use, with a one turn cool down.

Bukimina Nisshoku ♎ Ominous Eclipse (REF)
Type: Supplementary/Offensive/Defensive
Rank: B-S (B)
Range: Short-Long
Chakra Cost: 20-40 (+10 per turn) (20)
Damage: 40-80 (40)
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

Jin's Chakra: 1850 - (10 + 30 + 30) = 1780
Jin's HP: 240
Speed: 10 (x2) = 20
Tracking: 12 x (2 + 2) = 48
Igris chakra: 230
Igris HP: 85

Ominous Eclipse 3/4
 

Ańbu Juniør's iconAńbu Juniør

The King of Beasts
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The ground suddenly transformed into an ice-like substance that spread from beneath the black entity, causing Kōtetsu to stumble past it and miss his attack, once again saving its measly life. Jin-Woo's doing no doubt, who sprinted toward Solair immediately after deploying the ice.

As he stumbled past, the Inuzuka drew upon his spirit to manifest the Atavistic Flame, having it burst from his body to increase his speed. He seemingly stepped forward in the air with his right leg, releasing a blast of chakraless flames that propelled him slightly off the ground and back toward Igris. Twisting his body as he moved through the air, Kōtetsu delivered a powerful spinning back kick that smashed into Igris' chest and destroyed it in one go. With his target finally destroyed, the Inuzuka continued moving through the air, slightly off the ground to avoid the ice, until he reached six (6) meters away from it, and landed.

(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.
(Konoha Gōriki Senpū ) - Leaf Strong Whirlwind
Rank: B
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 40 (40 + 30 (SW) + 20 (HoE) + 15 (AP) + 10 (Roiling Blood) = 115)
Description: A taijutsu using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that makes it hard to follow the user's movement, smashing his enemy with overwhelming strength. This is a more Powerful leaf great whirlwind.
At the same time, Solaire took note of Jin-Woo moving towards him and bared his fangs menacingly. “Move, Munnin!” He barked as he spun forward, similar to a buzzsaw, causing the creation to take to the air. Facilitated through chakra, the ninken tore through the earth at incredible speed toward the human who had the nerve to rush toward him.

Ōkami Kan'nomai | Dance of the Wolf God
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Self
Chakra: (N/A) 30 if used with chakra
Damage: (20) 60 if used with chakra (60 + 30 (Mastery) + 20 (Title) + 20 (High Breed) = 130)
Description: Employing the use of Gatsuuga concepts, this technique allows for a Inuzuka or Ninken to rapidly spin horizontally or vertically. Unlike the Gatsuuga and Gatenga variants however, this technique is designed for the user to spin across the ground. Inuzuka users tend to spin across a vertical axis, doing so at such speeds that they appear to be an upright vortex that is capable of rapidly traversing across ground. Ninken tend to spin across a horizontal axis, essentially rolling across the grounds at high speeds like a buzz saw wheel, with both being capable of tearing through enemies and lesser structures. This movement can be done without the use of chakra, in which case the user will be limited to traversing across ground at speeds only slightly greater than their top running speed, or facilitated through chakra, in which case the user will be capable of traversing across ground at speeds significantly greater than that of their running speeds as the use of centrifugal force assists in the users directional movement. Ninken will be capable of going up to twice as fast as rolling across the ground puts the generated force to better use (Increased traction, large surface area, etc), while Inuzuka that use a vertical spin will be limited to 1.5x their speed. Additionally the user can transition directly into a Gatsuuga or Gatenga variant through use of this technique, granting the chained Gatsuuga/Gatenga an additional rank.
Note:
- Chakra empowered usages can only be used 4x.
- If used with chakra, -10 chakra per turn if sustained.
Excessive usage of this technique may induce vertigo, as such if used for three turns in a row the an Inuzuka user will experience vertigo that will prevent efficient usage of A rank and above Taijutsu (Reduces their power to B rank)
- When used with Chakra, the created force will be so great that the user will be capable of tearing through or dispersing B rank and below attacks (The movement generated violent air pressure much like other Gatsuuga variants), while A rank and below will neutralize their momentum. A layer of chakra is also created around the user to prevent any adverse effects while doing so.
Health
Kōtetsu: 220 + 5 - 10
Muninn: 150
Solaire: 100

Chakra
Kōtetsu: 2,010 - 25
Muninn: 2,000
Solaire: 1,150 - 30​
Movement Speed
Kōtetsu: 39
Muninn: 4
Solaire: 26

Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39

Solaris: 40/80
Void Infusions: 2/4

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

HoE - 3/4
 

Zaphkiel

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Jin could not believe his eyes for a moment... but then his memory resurfaced, and he recalled the Beast Monarch summoning this otherworldly fire before. This time, though, he used it to step on the air to avoid the Arctic Earth. Not only that, but he'd managed to transform his tumble into a deadly spinning kick using this fire. Jin barely has time to mind Igris' business as Solaire had begun a buzzsaw-like attack toward him. He leaves his Shadow General to fend for itself while he focuses on the enticing levels of raw chakra that was headed his way. At first he was tempted to rely on his Hunger, but then a perfectly evil alternative came to him mid-flight. With a smirk he crosses his arms before himself and projects a translucent barrier with the shape of a kite shield before himself. He anticipates the ninken's advance and releases this defensive technique at the most opportune moment: when it was mere seconds away from contact. Solaire would slam into the shield as if it were made of the hardest steel. Immediately the blackened sealing marks over its exterior would get to work folding the ninken down into the smallest, impossible size and then seal her away. It would not even have time to yelp.

At the same time Igris would choose to leave its sword in one hand and instead flare a massive aura of Kurochi around itself that, although clearly inferior to a Monarch's might, would be enough to stave off some of his ungodly damage (115 - 80 = 35 DMG). The kick would slice through Igris' black blaze and strike the creation squarely in the chest, but with less damage after interacting with the Kurochi aura. As Igris is sent flying backward it jerks its sword upward from the ground and across Kotetsu's kicking leg for 85 DMG--a passing blow that told the other Monarch, "I won't be so easy." It skips across the concrete before crashing through the glass storefront of some coffee shop, which sends people screaming and running in every which way. Igris would not immediately re-emerge just yet (let's just say its wheezing in 'pain' for now), but its body does continue transforming the ground into Arctic Earth due to the nature of the technique not requiring further input and Igris, its epicenter, not dying just now.

Jin witnesses Igris' humiliation but does not worry much--he could still feel it's 'life' and Hunger. Instead he would turn his attention on the name Solaire had called out moments before attacking. "Now then, who's Munnin..."

(Fūinjutsu: Akiresu Kyōka) – Sealing Technique: Achilles’s Bulwark
Type: Defensive, Supplementary
Rank: A
Range: Short – Mid range
Chakra: 30 (+10) = 40 (-5 per turn)
Damage: N/A
Description: This technique operates akin to Sealing Technique: Living Barrier. However, unlike Living Barrier this technique specializes in the creation of a defensive barrier in order to protect the user. This technique is initiated by the user either crossing their arms or by lifting either arm into a vertical position; from their arms a translucent barrier in the shape of a large kite shield is produced. The shield can vary in size reaching a maximum coverage from the user’s feet to the user’s neck. This allows the shield to adjust itself to larger users while covering the same proportionate area of their body. The Bulwark, while translucent, possesses special black sealing script atop it which bears an ornate appearance. The sealing script, while remarkable, carries functionality to make the Bulwark operate in a similar fashion to the Magenta barrier of Sealing Technique: Spiritual Acquiescence, based on the Elemental Sealing Method. This grants the Bulwark specialized abilities. When coming in contact with solid matter the barrier will exert a specialized pressure within the target which allows it to pulverize the physical object and then seal it within. This sealing method is capable of sealing up to S-Rank physical-based entities. Against incorporeal targets, like energy, wind, Sound, etc, the barrier holds no defensive capabilities and they will simply phase through it with ease. Achilles’s Bulwark is purely a defense utilized against tangible targets. This technique can be used twice per battle with two turns in between applications.

Kurochi ♎ Vile Chakra
Type: Offensive/Supplementary/Defensive
Rank: C/S (S)
Range: Short-Long
Chakra cost: 15/40 (40)
Damage: 30/80 (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.

Jin's Chakra: 1780 - 40 = 1740
Jin's HP: 240
Speed: 10 (x2) = 20
Tracking: 12 x (2 + 2) = 48
Igris chakra: 230 (+40 refund from earlier) - 40 = 230
Igris HP: 85 - 35 = 50

Ominous Eclipse 4/4
Winter is Here 2/3
Levels of Restriction (Lvl 2) 2/3
 

Ańbu Juniør's iconAńbu Juniør

The King of Beasts
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“Finally,” Kōtetsu smirked as his leg connected, but as Igris flew backward from the impact of the attack, it jerked its sword upward from the ground in an attempt to slice the Inuzuka's leg. Seeing this, he utilized his enhanced speed alongside Path of Burning Steps' passive ability to use the physically explosive force of Atavistic Flame to create momentary footholds and propulsion to launch himself five (5) meters backwards with the same attacking leg by seemingly stepping off the air between himself and the creation.

Able to sense that the Arctic Earth was spreading, he gathered chakra within his feet at the same time that he dodged. “Shield yourself, Solaire,” Kōtetsu commanded mentally, quickly informing Solaire and Munnin of what he intended to do. “And Munnin....I'm sorry.” As he landed feet-first and positioned in such a way that the encroaching ice-like substance and Igris were before him, he stomped his leg onto the surface upon landing and released the stored chakra with pinpoint timing. This caused the ground of the futuristic city to erupt violently. Buildings toppled and shook from the impact. Glass shattered and rained down like stars, their shards reflecting the orange glow of the setting sun. Chunks of earth were thrown about as a massive shockwave engulfed the Arctic Earth, Igris, Jin-Woo, Solaire, and even Munnin, leaving an enormous crater before the Inuzuka.

( Chakura Chikara ) - Chakra Enhanced Strength
Rank: C - S
Type: Supplementary
Range: Short
Chakra: 60 - 100 ( +30 to non-chakra CQC )
Damage: 60 - 100 ( +30 to non-chakra CQC ) (100 + 30 (SW) + 15 (AP) + 6 (Roiling Blood) = 151)
Description: A technique that uses the refined chakra control and concentration required in medical ninjutsu to enhance one's strength to monstrous levels. This is done by storing chakra into one's hands or feet, and releasing it onto the target with pinpoint timing. Because of the amounts of chakra stored and released, this technique can deal massive amounts of damage at one time, causing widespread impact damage. This allows the user to deal blows to the earth that causes craters with the impact, starting at 5 meters at C rank and increasing by 2 meters per rank up to 10 meters at S rank. This technique, however, cannot be combined with other chakra based Taijutsu techniques or Ninjutsu techniques due to the chakra control needed to execute this. When used alongside non-chakra enhanced Taijutsu, this adds 30 damage to them and the user spends an additional 30 chakra, although only 10 of this can be applied towards the technique.
Note: Can only be used by Sakura, Sarada or Tsunade bios.
Note: S ranked attacks can only be done five times per battle. When used alongside non-chakra enhanced Taijutsu, this counts as an A rank ability and counts as a passive jutsu, used once per turn in this manner.
Solaire, on the other hand, had thought his attack would strike its target, only to find himself being trapped in a barrier that was exerting pressure all around his body in an attempt to seal him. Receiving his packbrother's instructions to defend himself, the Ninken 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. This would destroy the barrier/corrupt the sealing script by tearing it apart, but now free, he had no choice but to depend on his armor to protect him from the incoming attack Kōtetsu had launched.

Fenriru No Busō | Fenrir's Armament
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short
Chakra: 40 (-15 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 battle. By channeling chakra throughout their entire body in a surge a Ninken is capable of reinforcing their skin and fur, 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 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.

Notes:
- This technique lasts for up to four turns.
- 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. Should the user use one of these techniques successfully, the vibrating hairs will cease movement and cause this technique to end prematurely.
- Naturally, the armor will persist during transformations if the user has fur.
“Kyuu?” Munnin chirped. She didn't understand why Kōtetsu had apologized. Even if she died, she knew her creator had ways to bring her back. She had seen it. Still, the serpentine winged-beast didn't intend to perish meekly. She would ensure that their opponent went with her. Focusing on Jin-Woo, she placed him in an illusion where he would see snakes appear from the city streets to constrict him, tightening their grip at her command. In reality, the Shadow Monarch would be immobilized, leaving them both at the mercy of Kōtetsu's attack.

( 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.
The glowing, yellowish-orange aura of Atavistic flame that covered his body faded, and the cracks in his skin receded until they vanished, signaling the end of his empowered state. With the intense heat his body gave off from the Host of Embers gone, the King of Beasts stood back and overlooked the devastation he had caused.

Health
Kōtetsu: 215 + 10
Muninn: 150 - 151
Solaire: 100 - 1

Chakra
Kōtetsu: 1,985 - 125
Muninn: 2,000 - 20
Solaire: 1,120 - 40​
Movement Speed
Kōtetsu: 39
Muninn: 4
Solaire: 13

Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39

Solaris: 50/80
Void Infusions: 2/4

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

HoE - 4/4
Thrust of Life - 2/4
Burning Steps - 2/4
 
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Zaphkiel

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With his focus set on containing the ninken Solaire, Jin only heard when Kotetsu instructed his companions to shield themselves before he struck the ground. At the same time, he feels two slithering arms rise up from underneath and grab onto his legs to lock him in place. In that moment he wouldn't even care to see what held him (he'd encountered this same illusion from Kotetsu before in almost the same circumstances), Jin focused chakra throughout his body to momentarily increase his weight, thereby breaking the feeble shackles around his leg, then kicked off the ground with a sudden burst of speed aimed further down the street and out of range of the massive crater. As he comes to a skidding halt he almost feels the moment Igris' light is snuffed out in the chaos and becomes enraged, instantly destroying the dormant Kagune inside his body and digesting its organic materials to gain increased durability and speed as he turns to face his foes. With this internal cannibalization of his weapon also came the ability to project a canon-like Quinque from the center of his raised palm which he used to fire a single deadly beam of Kurochi barely wider than a finger. It would race through the dust and debris to pierce Solaire through the heart with terrible consequences whether she survived it or not (aiming for a Critical Strike, using dust and debris).

"An eye for an eye, Monarch." Jin says as his momentum is finally halted. But he wastes no time and dashes forward, back toward both the beast he'd aimed for as well as its Monarch some distance away. As he advances, he listens to the sounds of their heartbeats while also sensing for any disturbance of Natural Energy in the area. With these two supernatural senses he would lock on to any and all remaining opponents even through all the rubble.

(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.

Kuro Yagi no Tamago ♎ The Black Goat's Egg
Type: Offensive/Supplementary/Defensive
Rank: A-S
Range: N/A
Chakra Cost: 30 - 40 (-10 per turn)
Damage: N/A (-20 per turn) (60 + 30; Levels of Restriction = 90)
Description: This technique is similar to Mask Makers eye where a very special fusion between the Kurochi and the body of the Kureimoa is explored. The Black Goat's Egg however, specifically connects to one body part, an organ which the Kureimoa have been blessed with: the Kagune. Due to its parasitic and often times cancerous properties, it is a very diverse as well as risky part of the Kureimoas' culture. Being that Kurochi is shown to have very specific medicinal properties when applied to a Claymore's body, this clan technique explores a different form of empowerment through Kurochi never before seen. Like Mask Maker's Eye, The Black Goat's Egg boasts three different sections, each applying to the three factions known within the clan: Vanguard, Centurion, and Aegis Core.

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

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

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

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

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

Jin's Chakra: 1740 - (20 + 30 + 30 ) = 1660
Jin's HP: 240
Speed: 10 (x2 VoSG) = 20
Tracking: 12 x (2 + 2) = 48
Igris HP: 85 - 151 = 0

Levels of Restriction (Lvl 2) 3/3
Vanguard of the Sunlit Garden 1/4
 

Ańbu Juniør's iconAńbu Juniør

The King of Beasts
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Even through the dust and debris, Kōtetsu's enhanced senses allowed him to perceive Jin-woo's beam attack as it was launched toward his packbrother. ‘To me, Solaire!’ He commanded mentally, which caused the ninken to rapidly spin across the ground towards him and out of the path of the beam. Exiting his spin and coming to a stop beside the Inuzuka, Solaire would merge back into the host body, removing himself from the quickly crumbling cityscape.

Ōkami Kan'nomai | Dance of the Wolf God
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Self
Chakra: (N/A) 30 if used with chakra
Damage: (20) 60 if used with chakra
Description: Employing the use of Gatsuuga concepts, this technique allows for a Inuzuka or Ninken to rapidly spin horizontally or vertically. Unlike the Gatsuuga and Gatenga variants however, this technique is designed for the user to spin across the ground. Inuzuka users tend to spin across a vertical axis, doing so at such speeds that they appear to be an upright vortex that is capable of rapidly traversing across ground. Ninken tend to spin across a horizontal axis, essentially rolling across the grounds at high speeds like a buzz saw wheel, with both being capable of tearing through enemies and lesser structures. This movement can be done without the use of chakra, in which case the user will be limited to traversing across ground at speeds only slightly greater than their top running speed, or facilitated through chakra, in which case the user will be capable of traversing across ground at speeds significantly greater than that of their running speeds as the use of centrifugal force assists in the users directional movement. Ninken will be capable of going up to twice as fast as rolling across the ground puts the generated force to better use (Increased traction, large surface area, etc), while Inuzuka that use a vertical spin will be limited to 1.5x their speed. Additionally the user can transition directly into a Gatsuuga or Gatenga variant through use of this technique, granting the chained Gatsuuga/Gatenga an additional rank.
Note:
- Chakra empowered usages can only be used 4x.
- If used with chakra, -10 chakra per turn if sustained.
Excessive usage of this technique may induce vertigo, as such if used for three turns in a row the an Inuzuka user will experience vertigo that will prevent efficient usage of A rank and above Taijutsu (Reduces their power to B rank)
- When used with Chakra, the created force will be so great that the user will be capable of tearing through or dispersing B rank and below attacks (The movement generated violent air pressure much like other Gatsuuga variants), while A rank and below will neutralize their momentum. A layer of chakra is also created around the user to prevent any adverse effects while doing so.
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)

“I told my companions that I would handle both you and your dark disciple myself,” Kōtetsu began as the dusk cleared, his gaze trained on Jin-Woo as he stepped forward. Slowly. Deliberately. Like a hunter closing in on trapped prey. “Yet you continued attacking them in a futile attempt to split my focus, and as a result, Muninn perished by my own hand...For that, you'll pay.”

The Inuzuka's anger rose to the surface with every word he spoke, until he was almost seething. His intense, rampaging emotions unintentionally influenced his chakra, causing a pitch-black darkness to gather and whirl around him. The air shimmered and stirred as it manifested first as a shapeless aura that quickly condensed into the shape of the large, monstrous wolf above him. Not wholly ‘real’, but corporeal enough for Jin-Woo to witness with his naked eyes. The wolf gave off a crimson glow as it peered at the man, giving off a crushing presence that made it difficult for those in the vicinity to breathe.

“Choose how you wish to die, whelp of Ashborn!”

(Kamunagara) – Manifestation of Law (Passive)
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Kamunagara is not itself an ability that is consciously activated or utilised like one would a jutsu. Rather, it is a product of one’s intent, or emotions, influencing their chakra in such a way that it visibly manifests as a pattern or object that hovers behind or around the user. One such example of this is extreme bloodlust or rage, which has been seen before by Naruto and Zabuza, under the influence of the Kyūbi and sheer force of will respectively. The object, pattern or symbol produced is unique to every ninja, and thus it can be considered as a physical manifestation of their will and being. The color produced is dependent on the type of emotion, e.g. anger will produce red, sadness will produce blue, happiness will produce yellow, etc. While the behaviour of chakra in this technique is able to give off specific auras and incite particular sensations in other people, it cannot paralyse or frighten others on the level of something such as Killing Intent. It also cannot physically interact with or cause any kind of injury to an opponent. This ability, functionally, is passive in nature, as it doesn’t require activation or any form of active input from the user, and is entirely cosmetic.
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Health
Kōtetsu: 225
Solaire: 99 + 1

Chakra
Kōtetsu: 1,860 - 25
Solaire: 1,080​
Movement Speed
Kōtetsu: 39
Solaire: 13

Tracking
Kōtetsu: 70
Solaire: 39

Solaris: 60/80
Void Infusions: 2/4

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

Thrust of Life - 3/4
Burning Steps - 3/4
 

Zaphkiel

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"Tch!" Jin had hoped to snipe the mutt, but he heard it scurry across the ground in the Inzuka's peculiar style toward where Kōtetsu stood. No matter, he would get his chance some other way. He approached through the clearing, the screams and scampering of nearby innocents of absolutely no concern anymore. He had a score to settle, and Igris was just the latest tally.

"....For that you'll pay!"

Kōtetsu's chakra suddenly riles before manifesting as a great crimson wolf that loomed over him; the soul of the true Beast Monarch stared down at Jin-woo. But the Shadow Monarch was not so easily daunted, not after all he'd been through so far. Jin relaxed his muscles and took a deep breath as he focused on the different energies swirling around him... and then his own--flaring his Entropy chakra all about himself just like the other Monarch had. The chakra manifests as a brilliant blue bluish flame that rises up over him and pushes back against the crimson wolf's leering stance, even disintegrating it in parts, though it was a miniscule amount of chakra to begin with.

He then then lifts a hand toward Kōtetsu. "I was thinking the same thing." Jin-woo channels Sound chakra into his fist and swings for the Beast Monarch's jaw. With the amount of chakra put in, the resulting hit would not only reverberate throughout his foe's every bone, but also the world itself in the form a massive blast following the direction of Jin's fist which sends him flaying back into a building across the street which causes even more destruction.


( Entropoton: Eien Ni ) Entropy ∞ Ad Infinitum
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 per turn)
Damage: 80
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.

(Ototon: Sazanami no Kosui) - Sound Release: Ripple of the Lake
Rank: S
Type: Supplementary/Offensive
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: A technique that stands as a combination of both the (Ototon: Oto no Ken) - Sound Release: Sonic Fist and the (Ototon: Shinsei) - Sound Release: Divinity. The user will gather massive amounts of chakra into his limbs and deliver a single, powerful blow into a given target. Not only does the chakra engulf the chosen limb in an aura of vibrations and destructive low frequency sound waves but also, upon making contact with the target, channels the sound into the target, causing vibrations to ripple through the target. What happens is a massive shockwave that blasts outwards on contact, causing massive destruction all around up to the limits of Short-range, producing a small crater (if it hit an opponent, he is sent backwards into long range). This effect is amplified by the sound vibrations infiltrated into the target which ripple through it and cause destruction from within it. The damage is higher on softer tissue which is severely bruised. The technique is highly effective again liquids and highly dense solids.


Jin's Chakra: 1660 - 40 + 40 = 1580
Jin's HP: 240
Speed: 10 (x2 VoSG) = 20
Tracking: 12 x (2 + 2) = 48

Ad Infinitum 1/3
Vanguard of the Sunlit Garden 1/4
 

Ańbu Juniør's iconAńbu Juniør

The King of Beasts
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Donning that brilliant bluish flame, Jin-woo actually stepped forward. Within striking distance of the Monarch of Fangs, it seemed as if he had chosen how to meet his end. Fighting with everything he had. Kōtetsu grinned. At least he wasn’t a coward. The Inuzuka could sense the sound chakra building in his arm. Could see the man’s fist clench as he moved to strike at his jaw. It was all for naught.

Jin-woo’s strike was sluggish, an expected effect of entering within range of Kōtetsu’s overwhelming presence that caused his body to be slowed by the oppressive force he naturally exerted (-2 Base Speed). With the speed difference between them, the Inuzuka had more than enough time to react. Utilizing the fading flames from the Thrust of Life that increased his movement speed, the Inuzuka rotated his body away from the incoming strike, accumulating the Atavistic Flame around his hands, and caused them to glow with a dim orange aura that emitted small embers as he spun.

As Kōtetsu came around, he struck Jin-woo with a burning claw strike to the thighs that ripped through the aura of bluish flame and tore at his flesh beneath, temporarily disabling his movement. In addition, Grasps of the God Eater would cause Yang Energy to seep into Jin-woo’s body and temporarily unbalance his chakra network.

(Kaen Kakkusei Iden: Kagayaku Ken) – Atavistic Flame: Glowing Fists
Type: Offensive, Supplementary
Rank: B
Range: Self
Chakra: N/A
Damage: N/A (+20 damage to chakra-less fist-based Taijutsu)
Description: Glowing Fists is a Taijutsu centered Atavistic Flame technique developed to supplement the user’s Taijutsu with their fists. The user will accumulate Atavistic Flame around each of their hands causing them to glow with a dim orange aura that emits small embers. They become searing to the touch to anyone who interacts with them, causing the user’s Taijutsu strikes with their fists to do an increased 20 damage. Once activated it lasts for four turns.
(Jūjin Taijutsu Ougi: Konton Saikuron) Beast Human Martial Art: Chaotic Cyclone
Type: Offensive/Supplementary
Rank: A - S
Range: Short
Chakra: N/A - 40
Damage: 60 - 80 (60 + 30 (Mastery) + 30 (SW) + 20 (CW) + 20 (GF) + 15 (AP) + 6 (Roiling Blood) = 181)
Description: Developed to be used as a standalone taijutsu strike or as a means of counter-attacking an opponent in short-range, Chaotic Cyclone makes use of an Inuzuka’s rotational ability but to a lesser extent. When faced with an incoming technique the user will rotate their body in a clockwise or counterclockwise manner to dodge or deflect the blow, and as they come around the user will strike the opponent with a claw strike directed at vital parts of the body such as the eyes, throat, armpits, or thighs. When these areas are struck they not only cause bleeding that causes the opponent to lose -15 health per turn, but have the potential to either blind the opponent, make them unable to speak, use techniques above B-rank from the mouth, or prevent the movement of a targeted limb. When used with the aid of chakra (S rank), the rotational force created from the user’s spin not only adds more power to their strike but also creates a suction effect that pulls the opponent forward and leaves them open to attack by throwing them off balance.

Note:
- The A-ranked version of this technique can only be used four times per battle and requires a single-turn cooldown between uses, while the S-rank can be used twice and requires two turns between use.
(Tsukamu No Goddoītā) – Grasps of the God Eater (Reference)
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.
Health
Kōtetsu: 225 + 10
Solaire: 100

Chakra
Kōtetsu: 1,835 - 115
Solaire: 1,080​
Movement Speed
Kōtetsu: 39
Solaire: 13

Tracking
Kōtetsu: 70
Solaire: 39

Solaris: 70/80
Void Infusions: 3/4

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

Glowing Fists - 1/4
Thrust of Life - 4/4
Burning Steps - 4/4
 
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