[CJ] Shikotsumyaku

Drackos

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(Kōun no Makaon) – Blessing of Machaon
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This supplementary infusion capitalizes on a Shikotsumyaku user’s ability to regenerate bones at extremely rapid rates, similar to techniques like Dance of the Clematis Flower. Through an infusion of chakra, within the same timeframe, the user imbues within a Shikotsumyaku technique the ability to regenerate from damage which is not strong enough to destroy it. This regeneration takes the form of the calcium on the bones rapidly replenishing itself, spreading to restore the damaged portion very quickly. Thus, techniques that do not possess the inherent level of damage high enough to completely neutralize or overpower it will fail to weaken it, allowing it to be passively restored to its maximum strength. This technique can be used four times per battle, and cannot be used for two turns thereafter. This technique can be applied to a maximum of S-Rank Shikotsumyaku techniques.

(Achān Zōen) – Achaean Reinforcement
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This supplementary infusion is considered the sibling to the Blessing of Machaon and bases itself off Dance of the Clematis Flower. The user infuses a proceeding Shikotsumyaku technique, within the same timeframe, with additional chakra initiating a process of enhanced bone regeneration. This excessive regeneration manifests as a production of additional calcium matter on the bones, thus reinforcing their strength. The strengthening takes place while the technique is being created, thus this technique does not offer any inherent regenerative properties after it has been completed. Techniques affected by Achaen Reinforcement gain an additional rank in strength, up to S-Rank. This technique can be used five times per battle; once used, the user is unable to apply Achaean Reinforcement for two turns.

(Tessaria Mirumidon) – Thessalian Myrmidons
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: Applying the principle of the Bone Dragon Technique, the user is able to produce basic familiars in the form of generic and indiscernible soldiers made of bone. The soldiers act independently of the user’s concentration, adhering to their will through a passive siphoning of chakra. The soldiers are created within short-range of the user and are of equivalent height and stature of the user. The Myrmidons formed all possess generic and indistinguishable characteristics, but are afforded a small level of customization. These customizations are not unlike those found in Bone Wings and Bone Tentacles, allowing alterations like wings that allow flight and tendrils. Myrmidons are able to, through their connection to the user, use Shikotsumyaku techniques up to its created rank. Myrmidons move at the user’s base speed, and cannot be raised above this. Creating multiple Myrmidons can be done through this technique, following splitting rules. These creations remain on the field for up to three turns. This technique can be used four times per battle, with a two turn cooldown in between. In the turn this technique expires, the user is unable to use S-Rank or higher Shikotsumyaku.

No questions on any of these.
 

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(Kodo Majutsu) - Sorcery of the Worm
Type: Supplementary
Rank: A
Range: Short – Mid
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: This technique allows the user to passively activate an innate ability of theirs to infuse chakra into proceeding Shikotsumyaku techniques. This infusion, within the same timeframe, allows the user to apply a similar principle to that of Dance of the Young Ferns; through this, the user is able to merge future bone techniques through structures, objects, and constructs of bone that are on the battlefield outside of the user’s body. This allows the user to produce techniques that would normally require them to be produced from their body, like Bone Tendrils or Ten Finger Drilling Bullets, from these constructs. This infusion requires a substantial infusion of chakra, thus making it impractical to be used frequently. This technique can be activated three times per battle, and lasts for the usage of a single technique per use.

Note: Techniques must emerge a minimum of 5 meters from the opponent.

(Kodo Kyōtei) – Worm God Pact
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: The Worm God Pact is a technique which combines the principles of Dance of the Young Ferns and the user’s own ability to actively manipulate their skeletal structure at will. This technique is used on structures and familiars created from Shikotsumyaku; through a process not unlike that in Dance of the Young Ferns, the user merges with the bone matter of the structure or familiar in question. This effectively combines the two entities, granting the user the abilities of the structure or familiar in question. Given the user’s skill and mastery over Shikotsumyaku, the bone matter integrated by the user and combined with their own does not change the size or shape of the user. Instead, it is compressed and reshaped with the user’s chakra in order to seamlessly integrate it into their form. Those consumed and integrated by the user shed their per turn chakra cost, however this also effectively ends the technique. The abilities the user obtains through this process last as long as the familiar/structure in question does or four turns, whichever is longer. The Worm God Pact can be used three times per battle.


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(Hassei) – Outbreak
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: N/A
Description: A technique derived from the Dance of the Young Ferns which, like its parent, is focused on battlefield manipulation and control. By performing three seals the user focuses their chakra into a source that they are in contact with, typically the earth, and cause that source to be actively converted into Bone matter. This is not a conversion in the typical sense, rather Bone matter will be sent from the user’s body through the battlefield rapidly to emerge and replace the existing structure of the effected area. This technique prevents the use of an opponent’s techniques from the manipulated Bone assuming it respects strengths and weaknesses, failing to overpower Outbreak. An opponent’s techniques can only be converted should it be weaker than Outbreak. In its first usage, Outbreak can influence the entire battlefield. In its second application, the technique can influence a localized and controlled region, much like Swamp of the Underworld. This technique can only be used twice per battle, preventing the use of S-Rank and higher Shikotsumyaku within the same turn. This technique can only be used once every two turns.

(Hōki) – Insurrection
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A (60)
Description: This technique allows the user to focus their chakra in any bone matter, weapons, or structures on the battlefield, after performing two handseals, to unleash a violent burst of Bone shrapnel from every point on the object; the shrapnel is released in all directions appearing akin to a detonation. The shrapnel ruptures outwards to a maximum of short-range from the object’s position, shredding anything within its deadly radius. With more careful control of the detonation, the user is able to control the shrapnel’s directionality and allow the burst to be directed away from their own, or others, bodies. The damage of this technique is determined by the Bone matter being detonated, adopting the detonated Bone’s damage or Insurrection’s damage, whichever is higher. This technique can be used four times per battle and once every other turn.

(Hōki Sentō) – Insurrection Prime
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A (60)
Description: Based on its lesser variant Insurrection, Insurrection Prime is an advanced application that follows the identical principle of the user infusing their chakra into bone matter, weapons, or structures on the battlefield. This chakra, rather than detonating the matter, is used to repurpose it. After performing two seals, any pre-existing Bone can be reshaped or reformed as the user wishes and will be capable of levitating while this technique is maintained. For example, a shard of Bone can be reshaped into a sword and launched at the enemy. A large slab of Bone can have a sword shaped and pulled from it. The damage of this technique is determined by the Bone matter being manipulated, adopting the applied Bone matter’s damage or Insurrection Prime’s damage, whichever is higher. This technique can be used four times per battle and once every other turn.

No questions on any of these new ones.
 

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3 more.

(Kōsu Hakkensha Yūzai) – Pathfinder’s Guile
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: 60
Description: Pathfinder’s Guile is a technique based on the Bone Arrow. This technique employs thin threads of bone that are attached to an arrowhead at the end which are shot from anywhere on the user’s body. The arrowheads on these bone threads are particularly shard and will dig into solid surfaces with remarkable ease, respecting S/W or those devoid of chakra. The bone threads serve two distinct applications; the first is to allow the user to perform mid-air acrobatics to avoid other techniques, within reason of scale, and to pull themselves to other objects. The second is to be used offensively as the threads afford the user considerable penetrative power through their arrowheads. This technique can be used four times per battle.

(Majo Kōgō Gishiki) – Witch-Queen’s Ritual
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A (+1 rank/20 damage to applied technique)
Description: A technique that utilizes a Shikotsumyaku user’s ability to manipulate the density of their bones at will, similar to that in the Dance of the Camellia. As a supplementary infusion this technique is applied within the same timeframe as the Shikotsumyaku technique it used with. The Witch-Queen’s Ritual increases the density of the technique’s bone structure many times over, hardening them to a level that exceeds that of even Steel Release. Because of this shift in density, the applied Bone technique will appear blackened and allow the user to produce black bones, compared to their traditional white. This transition causes the manipulated Bone technique to gain an inherent strength against Steel Release, while becoming weak against Fire Release. Likewise, the increase in density increases the damage potency of the technique by +1 rank, or 20 damage for techniques above S-Rank. The Witch-Queen’s Ritual can be used thrice per battle, with a two-turn cooldown between usages.

(Isuraeru Ōkoku) – Kingdom of Israel
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: A technique derived from Outbreak, focused on battlefield manipulation. Unlike Outbreak, which employs a type of emergence of Bone matter simply to cover the battlefield, the Kingdom of Israel creates a much more complex series of structures on the battlefield that are intended to mimic the capital city of Solomon’s kingdom, Jerusalem. After performing three handseals,The technique essentially overtakes the battlefield with a number of bone structures; the outer limits of the battlefield become encased a large ten-meter-tall bone wall forming a barrier around the city. Within the walls a massive array of buildings, varying in size and type, burst from the earth. In essence the technique recreates a perfect model of the Kingdom of Israel, imposed upon the battlefield. The Kingdom of Israel is imbued naturally with a characteristic akin to that in the Blessing of Machaon, making it capable of regenerating from damage that does not immediately destroy it and passively draws upon ten of the user’s chakra per turn in order to sustain it, although allowing the user to independently operate. This technique can be used twice per battle, once every four turns. The user is unable to use Shikotsumyaku techniques above A-Rank in the same turn.
 

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We. Are. Back.

(Jiin no Bōtoku) – Desecration of the Temple
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: A variation of the Ten Finger Drilling Bullets technique which allow the user to fire up to ten bullet-shaped bones from anywhere on their body. Like with the weaker version of this technique, the bullets spin through the air and drill through targets once contact is made. However, unique to this technique is that each of the bullets is composed of highly compressed Bone threads. The purpose of these threads, compressed so tightly that the bullet is essentially solid, is to act similar to that of a hollow point bullet. This causes the bullet, upon impact, to expand its threads rapidly up to short-range from the bullet’s position. The threads are incredibly sharp such that it will pierce anything they come in contact with, respecting strengths and weaknesses. Targets directly hit will suffer considerable internal damage from the bullet’s threads expanding within. The user is also able to prematurely expand the threads that compose each bullet through their chakra, which allow them to circumvent the need to directly impact a target. This technique can be used four times per battle, once every other turn.

(Savathûn Sagi) – Savathûn’s Deception
Type: Supplementary
Rank: C
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This technique allows the user to passively activate an innate ability of theirs to infuse chakra into proceeding Shikotsumyaku techniques. This infusion, activated within the same timeframe, allows the user to apply a principle similar to that of the Dance of the Young Ferns, specifically the user’s ability to merge structures of Bone together. This technique serves no inherent offensive purpose; normally when the user, or their techniques, merge with Bone they will emerge immediately thereafter. This technique instead allows the user to create and merge infused Shikotsumyaku techniques within other sources of Bone, including the user’s body, for storage purposes, to be used later in the battle. Techniques stored within other sources of Shikotsumyaku can be released from them, at the user’s will, without costing an additional move slot, although taking a place in the timeframe. This technique can be used five times per battle.

(Majutsu Ō Kōi) – Mage King’s Favor
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This technique is considered the sibling to the Sorcery of the Worm and allows the user to passively activate an innate ability of theirs to infuse chakra into proceeding Shikotsumyaku techniques. This infusion, activated within the same timeframe, allows the user to apply a principle similar to that of Dance of the Young Ferns. This causes the user’s Shikotsumayku techniques, at their discretion, to become able to passively merge through the user’s own Shikotsumyaku techniques at will making it easier to move through physical obstacles. Like with Dance of the Ferns, techniques which merge with another of the user’s Shikotsumyaku techniques can reappear from any source of the user’s Bones. This technique can be activated three times, lasting three turns per usage. Once this technique deactivates, it is unusable for two turns.
Post automatically merged:

We. Are. Back.

(Jiin no Bōtoku) – Desecration of the Temple
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: A variation of the Ten Finger Drilling Bullets technique which allow the user to fire up to ten bullet-shaped bones from anywhere on their body. Like with the weaker version of this technique, the bullets spin through the air and drill through targets once contact is made. However, unique to this technique is that each of the bullets is composed of highly compressed Bone threads. The purpose of these threads, compressed so tightly that the bullet is essentially solid, is to act similar to that of a hollow point bullet. This causes the bullet, upon impact, to expand its threads rapidly up to short-range from the bullet’s position. The threads are incredibly sharp such that it will pierce anything they come in contact with, respecting strengths and weaknesses. Targets directly hit will suffer considerable internal damage from the bullet’s threads expanding within. The user is also able to prematurely expand the threads that compose each bullet through their chakra, which allow them to circumvent the need to directly impact a target. This technique can be used four times per battle, once every other turn.

(Savathûn Sagi) – Savathûn’s Deception
Type: Supplementary
Rank: C
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This technique allows the user to passively activate an innate ability of theirs to infuse chakra into proceeding Shikotsumyaku techniques. This infusion, activated within the same timeframe, allows the user to apply a principle similar to that of the Dance of the Young Ferns, specifically the user’s ability to merge structures of Bone together. This technique serves no inherent offensive purpose; normally when the user, or their techniques, merge with Bone they will emerge immediately thereafter. This technique instead allows the user to create and merge infused Shikotsumyaku techniques within other sources of Bone, including the user’s body, for storage purposes, to be used later in the battle. Techniques stored within other sources of Shikotsumyaku can be released from them, at the user’s will, without costing an additional move slot, although taking a place in the timeframe. This technique can be used five times per battle.

(Majutsu Ō Kōi) – Mage King’s Favor
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This technique is considered the sibling to the Sorcery of the Worm and allows the user to passively activate an innate ability of theirs to infuse chakra into proceeding Shikotsumyaku techniques. This infusion, activated within the same timeframe, allows the user to apply a principle similar to that of Dance of the Young Ferns. This causes the user’s Shikotsumayku techniques, at their discretion, to become able to passively merge through the user’s own Shikotsumyaku techniques at will making it easier to move through physical obstacles. Like with Dance of the Ferns, techniques which merge with another of the user’s Shikotsumyaku techniques can reappear from any source of the user’s Bones. This technique can be activated three times, lasting three turns per usage. Once this technique deactivates, it is unusable for two turns.
 

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(Jōrei-bu Isuraeru) – Armory of Israel
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Long (created within short-range)
Chakra: 20 – 40 (-10 per turn)
Damage: 40 – 80
Description: A technique which combines a Shikotsumyaku user’s ability to manipulate their skeletal structure with the user’s imagination, allowing one to produce a large variety of weapons from one’s body. The user is able to freely create any number of swords, shields, kunai, spears, etc from their body to be used in combat, with strength varying depending on the needs of the user. The weapons can carry with them unique characteristics as well, which vary them from their generic counterparts. For example, a spear can be double-edged when created, rather than with a single tip. The user is able to use these weapons for a variety of purposes including Kenjutsu. Unique to this technique is that weapons created from the user’s body are bound to the user by a thin thread of Bone, similar to that found in the Bone Arrow technique. This allows the weapons to be freely launched and then retracted to the user’s body without holding them directly. Likewise, the threads can be used to manipulate the weapons from the user’s body, moving them through the air bound by the thin thread. The thread can always be cut from the user’s body at their discretion. A-Rank applications of this technique can be used five times per battle, while S-Rank can be used three times. Both higher ranks require a single turn cooldown between usages.

(Majutsu Shi Shukutō) – Sorcerer’s Benediction
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: A technique derived from the Blessing of Machaon that utilizes a supplementary infusion of chakra that capitalizes on a Shikotsumyaku user’s ability to regenerate bones at extremely rapid rates. Unlike the Blessing of Machaon, which allows for proactive regeneration of Bone matter, this technique remains dormant until the applied technique is destroyed. Once the technique in question is neutralized by an opponent’s technique the infusion will activate itself, triggering a rapid regeneration of Bone matter throughout the technique it was infused into. This does not serve the purpose of regenerating the applied technique to perfect condition; this technique is simply employed when the user wishes to retain the Bone material left over from a destroyed technique. For example, if a wall of Bone is destroyed by a Lightning Release technique then, rather being completely destroyed and incinerated, the wall will undergo rapid regeneration and leave behind broken debris rather than incinerated ashes. This allows the user to, through other techniques, make use of the Bone rubble which contains trace amounts of the user’s chakra. Sorcerer’s Benediction is usable three times per battle, once in every two turns.


(Teikoku no Suishin Ryoku) – Impetus of the Empire
Type: Offensive
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: This technique allows the user to launch a simple spear of Bone from anywhere on their body, typically their hands. The spear is three meters long once fully emerged and is composed of hardened black bone. The spear is launched at remarkable speeds at any chosen target, with a highly sharpened spearhead capable of penetrating physical obstacles. Unique to the Impetus is that it is naturally imbued with the ability to pass through structures of Bone formed from the user’s chakra on the battlefield, an ability similar to the Dance of the Young Ferns. This is done through a simple merging of the Impetus through the Bone obstacle in question, and appearing elsewhere on the structure that the user desires. Impetus of the Empire can be used four times per battle, and cannot be used in consecutive turns.

Another one (3)
 

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(Sensō no Kami Seifuku) – God of War’s Conquest
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A (+1 rank/20 damage to applied technique)
Description: One of the sibling techniques to the Witch-Queen’s Ritual, applying a similar principle to advanced Shikotsumyaku manipulation and control that alter its inherent structure. As a supplementary infusion this technique is applied within the same timeframe as the Shikotsumayku technique it is used with. God of War’s Conquest, or Conquest for short, essentially alters any Shikotsumyaku technique it is applied to be produced as a set of finely compressed grey and black threads of bone, rather than a perfectly solid structure. The resulting technique appears as it would normally aside from appearing a mixture of grey and black, but in reality, it is composed of these highly compressed bone threads. The infusion results in a technique that sheds its weakness to Lightning Release due to the bone threads becoming able to redirect electrical currents through them more evenly, but loses its strength to Water Release because it loses its inherent structural integrity. Likewise, the technique gains an increase in damage potency, causing an increase of +1 rank or 20 damage for techniques above S-Rank. God of War’s Conquest can be used thrice per battle, with a two-turn cooldown between usages.


(Mi Kyoka Jōrei) – Unhallowed Ordinance
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: This technique is the sibling technique to the Armory of Israel, allowing the user to produce bones from anywhere on the user’s body in the shape of a variety of weapons like swords, shields, kunai, etc. Unlike the sibling technique, Unhallowed Ordinance and the weapons it produces utilize a large number of thin black bone threads giving the weapons an appearance of blackened solid bone. These weapons, through a passive siphoning of the user’s chakra, are imbued with a limited sentience akin to that in the Bone Dragon technique that allow the user to operate independently of their creations. The weapons, like in Armory of Israel, are connected to the user via a similar Bone thread allowing for manipulation of the weapon. With their composition of black Bone threads, the weapons are able to passively reshape themselves at will. This allows a weapon created in the shape of an axe to reshape itself into a sword, or a shield, essentially anything within the user’s imagination. Unhallowed Ordinance can be used three times per battle with a two-turn cooldown between usages. Within the same turn the user is unable to use Shikotsumyaku techniques above A-Rank.

(Kodo Kyōtei Dōka) – Worm God Assimilation
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique is the sibling of Worm God Pact. Like its sibling, Assimilation combines the principles of the Dance of the Young Ferns, Shikotsumyaku’s ability to merge itself with other Bone matter, with the concept of sentient familiars. Unlike its sibling which merges the user with their own familiars or structures, this technique creates a union between two familiars. This technique can be used by Shikotsumyaku familiars that the user creates, or by the user themselves, in order to initiate the merger, requiring a single seal to activate. One familiar will be merged into another, causing the initiating familiar to adopt the abilities of the merging one. Outside of obtaining the abilities of the merged familiar no boosts in strength will occur, remaining at the equivalent strength unless another external technique is used. Assimilated familiars will bind their duration to the familiar in which they are merged to. Worm God Assimilation can be used four times per battle.
 
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