Name: Kaguya Shinbou
Gender: Female
Bloodline: Kaguya
Age: 11
Physical Description: Shown in picture.
Mental Description: Shinbou has been abused both physically and mentally from a young age in order to turn her into a pit fighter creating a mental switch in the girl. In her relaxed state Shinbou is quite and withdrawn preferring to follow others orders and rarely voicing her own opinions. In her trained aggressive state which switches Shinbou over to a more bestial feral fighting mode.These states are not separate identities and instead are is a representation of the techniques used on Shinbou to force her to perform in desired ways using the right stimuli. Shinbou is also very dependant on positive interactions with people using friends and family as means to keep her grounded and to help curb her more aggressive tendencies. The two states of Shinbou have been trained into her by using her eyes in order for the slavers to easily determine when she is in her safe state. When Shinbou is calm she keeps only her blue eye open but when she becomes aggressive her amber eye opens and the blue closes.
History: Born in a village in extreme disrepair within the Marsh Country Shinbou was born into a world of cruelness as her parents were slave stock in order to breed trained slaves that get sold all over the country from servers to bodyguards to less savoury things. Due to this Shinbou never met her parents as she was taken from them immediately and given to a tired old matronly slave to be looked after until she was at the age to be trained. Despite her gender Shinbou was saved from the cruel fate that happened to other girls within the slave trade simple because she came from Kaguya stock which were usually ear marked to be trained as pit fighters despite what gender they were since there bodies were strong enough that more brutal training and breaking techniques could be used without killing the slave. From the age of three Shinbou was conditioned to attack on command using chains and collars as a control mechanism and due to her heterochromatic eyes Shinbou has been heavily trained to have her blue eye open as her safe mode and only to open the amber eye when she was given her attack command. This went on for years and thanks to Shinbou' s genetic traits she was able to kill any fellow slave or child sent against her leaving her riddled with scars across her torso, arms and legs.
It wasn't until she was 9 that anything changed for the little girl. The slavers began getting greedy and abducted people outside the country almost indiscriminately until a minor nobles daughter was taken from the land of fire. It didn't take long for the leaf ninjas to receive a mission to remove these slavers and recover the nobles daughter and despite their man power the fools were wiped out in a single night by trained ninja and that's when Shinbou was found sitting in a small area surrounded by the dead bodies of slaves and animals alike. Shinbou was taken back as a survivor and put into a rehabilitation plan which ultimately failed due to her knowing nothing but slavery leaving her in a deeply dependant state. Now she moves is moved from orphanage to orphanage sometimes being placed in other facilities until the village can find someone to take care of the girl and direct her to be more useful but due to her natural fighting ability she was placed into the shinobi academy in order to make some use of the girl.
Stats
Agility: 20/50
Stamina: 15/50
Taijutsu: 15/50
Ninjutsu: 25/50
Genjutsu: 35/50
Chakra Control: 20%/50%
PL= 130
Training:
Mon Aug 13, 2018 9:48 am
Stats
Agility: 5/50
Stamina: 5/50
Taijutsu: 5/50
Ninjutsu: 5/50
Genjutsu: 5/50
Chakra Control: 0%/50%
+ 10 Agility
+ 20 Chakra Control
+ 10 Taijutsu
+ 20 Ninjutsu
+ 30 Genjutsu
+ 10 Stamina
+ 5 Agility
Stats
Agility: 5/50
Stamina: 5/50
Taijutsu: 5/50
Ninjutsu: 5/50
Genjutsu: 5/50
Chakra Control: 0%/50%
+ 10 Agility
+ 20 Chakra Control
+ 10 Taijutsu
+ 20 Ninjutsu
+ 30 Genjutsu
+ 10 Stamina
+ 5 Agility
Bloodline
[fontsize="12"]A brutal and barbaric clan with its origins tracing into the earliest histories of Kirigakure, the Kaguya are a bloodthisty people born with an instinct that dictates a love of fighting and war. Their ability reflects their bloodlust, their gruesome power allowing the Kaguya to reshape and grow bones within their body to whichever shape they deem fit. Because of their morbid abilities and bloodlust, it is said that the Kaguya are a clan of demons, each one born as a living weapon destined for a life of violence. It is almost unheard of for a Kaguya to reach an old age and die a natural death, their clan believing that the only suitable death is to die in the midst of combat...among a sea of their slain enemies.
084 PL - Dead Bone Pulse (Rank 1)/Rapid Healing (Rank 1)
168 PL - Skeletal Density (Rank 1)
252 PL - Dance of the Willow (Rank 1)
336 PL - Ultimate Bone Defense (Rank 1)
420 PL - Dead Bone Pulse (Rank 2)
504 PL - Dance of the Willow (Rank 2)
588 PL - Rapid Healing (Rank 2), Dance of the Camellia (Rank 1)
672 PL - Skeletal Density (Rank 2), Dance of the Larch (Rank 1)
756 PL - Dead Bone Pulse (Rank 3), Ultimate Bone Defense (Rank 1)
840 PL - Dance of the Willow (Rank 3), Dance of the Larch (Rank 2)
924 PL - Dance of the Camellia (Rank 2)
1008 PL - Skeletal Density (Rank 3), Dance of the Larch (Rank 3)
1092 PL - Rapid Healing (Rank 3), Dance of the Camellia (Rank 3)
1176 PL - Ultimate Bone Defense (Rank 3)
1260 PL - Dance of the Clemantis (Rank 1)
1344 PL - Dance of the Seedling Fern (Rank 1)
1428 PL - Dance of the Clemantis (Rank 2)
1512 PL - All-Killing Ash Bones (Rank 1)
1596 PL - Dance of the Clemantis (Rank 3), Dance of the Seedling Fern (Rank 2)
1680 PL - Dance of the Seedling Fern (Rank 3), All-Killing Ash Bones (Rank 2)
1764 PL - All-Killing Ash Bones (Rank 3)
---
Dead Bone Pulse - Activated Passive</U><i></i>
Dead Bone Pulse is the trait from which all other Kaguya skills and techniques originate from. It describes a special power that those which inherit the Bloodline Limit of the clan possess to manipulate the characteristics of their skeletal structure to increase their durability, eject jagged weapons from their body or even fire high-speed projectiles.
Rank 1: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost which does not count against the weapon's total number of augments.
Rank 2: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost or Assault which does not count against the weapon's total number of augments.
Rank 3: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost, Assault or Barbed Teeth which does not count against the weapon's total number of augments.
Special Action: By adding the maintain cost of Dead Bone Pulse to their next Taijutsu attack the user may switch their choice of free augment applied to their weapon before the attack is made allowing the augment to affect that attack.
Cost: 1 AP and 100 CP + 100/rnd
Note(s):
- Dead Bone Pulse follows all of the rules for a Weapon Creation Jutsu even though it is not a jutsu.
- When using the Special Action to switch augments the newly selected augment stays active until the Special Action is used to switch to a different one.
---
Rapid Healing - Passive
The Kaguya's ability constantly punctures and shreds their flesh upon the removal of their bones, and though excruciatingly painful for younger members, the Kaguya naturally begin to shrug off this pain as their body begins to become accustomed to this wear and tear, their skin rapidly repairing any punctures or lacerations they may be afflicted with almost as quickly as they are cut.
Rank 1: Bleeding damage is reduced by -50% if they reach Bleeding Rank 4 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
Rank 2: Bleeding damage is reduced by -50% if they reach Bleeding Rank 3 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
Rank 3: Bleeding damage is reduced by -50% if they reach Bleeding Rank 2 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
Notes:
- The chance to remove a Bleeding Rank is equal to 12% / 18% / 21% / 36% if D / C / B / A-Rank Bloodline Jutsu used.
- The user cannot remove Bleeding Ranks that were not inflicted during the current round through Rapid Healing.
---
Skeletal Density - Passive<i></i>
Born with high calcium levels and a unique bone strength, the Kaguya are incredibly resistant to nearly all forms of harm that may befall them. Though physical effects are far less effective against these graceful brutes, their resilience even protects them from other effects.
Rank 1: Called shots have a -4% chance of affecting the Kaguya.
Rank 2: Called shots have a -6% chance of affecting the Kaguya. All damage suffered by the user is reduced by 5%.
Rank 3: Called shots have a -8% chance of affecting the Kaguya. All damage suffered by the user is reduced by 10%.
---
Dance of the Willow - Bloodline Fighting Style
Despite their barbaric heritage, the Kaguya are a surprisingly graceful clan of fighters. Their style of fighting utilizes fluid movement to increase their fighting capabilities, not only quickly shifting and avoiding attacks, but each movement elegantly coordinated and effortless as if it were all part of a dance. A very lethal dance.
Rank 1: +1 Dodge. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +1.
Rank 2: +1.5 Dodge, +5% damage. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +2.
Rank 3: +2 Dodge, +10% damage. User gains +1 Melee Accuracy for each Taijutsu attack that they make each round. This stacks up to +3.
Note(s):
- Dance of the Willow's Accuracy bonus resets to +0 at the end of each round.
---
Ultimate Bone Defense- D-Rank Bloodline Buffing Taijutsu<i></i>
The Kaguya possess the ability to create and instant, tough armor of bone nearly instantly that covers them and helps prevent them from taking damage from nearly every kind of technique. However, this layer of bone does impair movement to a degree, but the defense is worth the trade off.
Rank 1: User gains 5% Damage Reduction and Bleeding has a -4% chance of success.
Rank 2: User gains 5% Damage Reduction and Bleeding has a -7% chance of success.
Rank 3: User gains 10% Damage Reduction and Bleeding has a -10% chance of success.
Costs:
Rank 1: 1.25 AP and 200 Cp to initiate, 100 Cp/Rnd
Rank 2: 1.25 AP and 250 Cp to initiate, 125 Cp/Rnd
Rank 3: 1.25 AP and 300 Cp to initiate, 150 Cp/Rnd
Notes:
- Ultimate Bone Defense is a Chakra Armor.
---
Dance of the Camellia - C-Rank Bloodline Taijutsu<i></i>
The second of five "dances" which the Kaguya Clan is famous for, the Dance of the Camellia is a series of attacks that are performed at varying speed, often times inter-mixed between their other attacks and "dances", disrupting an opponent's ability to perceive it. It is typically utilized as a continuous stream of attacks which is executed until the opponent makes a mistake and shows a weakness in their defense.
Rank 1: While active the user attacks one time for 800 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
Rank 2: While active the user attacks one time for 1000 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
Rank 3: While active the user attacks one time for 1200 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
Costs:
Rank 1: 1.75 Ap, 350 Cp to initiate, 175 Cp/Rnd
Rank 2: 1.75 Ap, 440 Cp to initiate, 220 Cp/Rnd
Rank 3: 1.75 Ap, 525 Cp to initiate, 265 Cp/Rnd
Notes:
- Dance of the Camellia can always be used with the user's Dead Bone Pulse weapons and shares a Damage Type with the weapon it is cast with.
- Dance of the Camellia may be used as a Called Shot and counts as an attack for the purposes of Dance of the Willow's stacking Accuracy Bonus.
---
Dance of the Larch - C-Rank Bloodline Buffing Taijutsu<i></i>
A gruesome ability in which razor-sharp bones pierce out of the user's body as a counter measure to being attacked, protecting them from physical harm, and damaging those who attack. Though this technique is useful for both offense and defense, the rapid extension of nearly every bone in the user's body makes it difficult to move.
Rank 1: Absorbs damage equal to 1212 HP. Melee attacks return 20% of the damage done by the opponent back on themselves as well.
Rank 2: Absorbs damage equal to 1515 HP. Melee attacks return 30% of the damage done by the opponent back on themselves as well.
Rank 3: Absorbs damage equal to 1818 HP. Melee attacks return 40% of the damage done by the opponent back on themselves as well.
Costs:
Rank 1: 1.75 Ap, 610 Cp
Rank 2: 1.75 Ap, 740 Cp
Rank 3: 1.75 Ap, 880 Cp
Notes:
- May be used reflexively.
- "Melee attack" is defined as any attack which uses Melee Accuracy.
- This skill may only be used once per round but lasts until bone Hp is depleted or the end of the round.
- Stacks with Ultimate Bone Defense and Skeletal Density
---
Dance of the Clemantis - B-Rank Bloodline Taijutsu
Removing their spine from their back as a part of the fourth "dance", the Kaguya creates a linked spear which is held together by chakra-enhanced cartilage giving it the flexibility of a rope but the strength of steel chains. Rumor has it that this fourth dance has a second, more deadly phase which is usually used as a follow-up to the first step.
Rank 1: Attempts to bind opponent at -5 Accuracy.
Rank 2: Attempts to bind opponent at -4 Accuracy.
Rank 3: Attempts to bind opponent at -3 Accuracy.
Special Action - Flower: May only be used if a target is currently bound. The user strikes the bound target with a huge bone spear and will automatically hit, dealing 1500 / 1875 / 2365 damage. The target is automatically freed from the bind afterward.
Costs:
Rank 1: 2.25 Ap, 560 Cp
Rank 2: 2.25 Ap, 700 Cp
Rank 3: 2.25 Ap, 840 Cp
Notes:
- Dance of the Clemantis is a Physical Bind. If the opponent is attacked while bound they are released from the bind but suffer a -3 Dodge penalty against the attack which freed them with exception to Dance of the Clemantis' Special Move (see above note).
- This jutsu's damage type mirrors the damage type of the weapon it is used with. It may be used with any weapon that utilizes Melee Accuracy.
- Bound opponents have at 15% chance to escape per 2 AP they use.
---
<U>Dance of the Seedling Fern - B-Rank Bloodline Non-elemental Ninjutsu<i></i>
Commonly thought to be the most fearsome technique to the Kaguya clan, this ability allows the Kaguya to flow a vast amount of calcium into the ground, supercharged with their chakra, which rapidly spreads across a large area and from there condenses into countless spines of sharp bone. Due to the chakra flowing through those spines the Kaguya is able to merge and move through them freely like a shark through water while their opponents are stymied and wounded by the grove of bone spikes.
Rank 1: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 150 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +1 Stealth on top of that.
Rank 2: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 165 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +1 Stealth on top of that.
Rank 3: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 180 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +2 Stealth on top of that.
Costs:
Rank 1: 2.25 AP, 650 CP to initiate, 325 CP/rnd
Rank 2: 2.25 AP, 815 CP to initiate, 410 CP/rnd
Rank 3: 2.25 AP, 975 CP to initiate, 490 CP/rnd
Notes:
- The Terrain Modifier and additional Stealth Bonus apply for as long as Dance of the Seedling Fern is maintained but the attack portion of the jutsu happens only once per casting.
- Damage caused by Dance of the Seedling Fern is Physical Damage rather than Non-elemental Damage. As such it is subject to any effects which apply to Physical damage but not Physical Attacks as it is not a weapon attack. Likewise it is affected by effects which apply to Non-elemental Ninjutsu and Ninjutsu in general but not Non-elemental damage as it is still a Non-elemental Ninjutsu but does not deal any form of elemental damage.
---
All-Killing Ash Bones - A-Rank Bloodline Buffing Taijutsu<i></i>
All-Killing Ash Bones is the name of a technique which is the least well-known of those wielded by the Kaguya Clan due to the relative rarity of it among those that have it's Bloodline Limit. It is a technique which generates a special chakra-laden bone that infects living tissue with a degenerative effect that rots away their body at an aggressive pace.
Rank 1: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 50% of the damage they took from it at the beginning of each round for the next two rounds.
Rank 2: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 65% of the damage they took from it at the beginning of each round for the next two rounds.
Rank 3: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 80% of the damage they took from it at the beginning of each round for the next two rounds.
Costs:
Rank 1: 2.75 AP and 2250 CP
Rank 2: 2.75 AP and 2825 CP
Rank 3: 2.75 AP and 3375 CP
Notes:
- If the attack which All-Killing Ash Bones is affecting hits a barrier of any kind then All-Killing Ash Bones does not apply the degenerative effect to the target.
- The damage dealt by All-Killing Ash Bones's effect is not directly affected by effects which increase or decease damage. Such effects only apply to the attack which is used in conjunction with All-Killing Ash Bones (Ex: If a Taijutsu that does 1,000 damage is used with All-Killing Ash Bones against an opponent with 25% Damage Reduction then the 1,000 damage is reduced to 750 and All-Killing Ash Bones deals it's damage based off of that and the 25% Damage Reduction is not applied to the damage caused on subsequent turns by All-Killing Ash Bones).
- All-Killing Ash Bones deals 50%/65%/80% of the aggregate damage dealt by any multi-hitting jutsu it is used with.[/fontsize]
084 PL - Dead Bone Pulse (Rank 1)/Rapid Healing (Rank 1)
168 PL - Skeletal Density (Rank 1)
252 PL - Dance of the Willow (Rank 1)
336 PL - Ultimate Bone Defense (Rank 1)
420 PL - Dead Bone Pulse (Rank 2)
504 PL - Dance of the Willow (Rank 2)
588 PL - Rapid Healing (Rank 2), Dance of the Camellia (Rank 1)
672 PL - Skeletal Density (Rank 2), Dance of the Larch (Rank 1)
756 PL - Dead Bone Pulse (Rank 3), Ultimate Bone Defense (Rank 1)
840 PL - Dance of the Willow (Rank 3), Dance of the Larch (Rank 2)
924 PL - Dance of the Camellia (Rank 2)
1008 PL - Skeletal Density (Rank 3), Dance of the Larch (Rank 3)
1092 PL - Rapid Healing (Rank 3), Dance of the Camellia (Rank 3)
1176 PL - Ultimate Bone Defense (Rank 3)
1260 PL - Dance of the Clemantis (Rank 1)
1344 PL - Dance of the Seedling Fern (Rank 1)
1428 PL - Dance of the Clemantis (Rank 2)
1512 PL - All-Killing Ash Bones (Rank 1)
1596 PL - Dance of the Clemantis (Rank 3), Dance of the Seedling Fern (Rank 2)
1680 PL - Dance of the Seedling Fern (Rank 3), All-Killing Ash Bones (Rank 2)
1764 PL - All-Killing Ash Bones (Rank 3)
---
Dead Bone Pulse - Activated Passive</U><i></i>
Dead Bone Pulse is the trait from which all other Kaguya skills and techniques originate from. It describes a special power that those which inherit the Bloodline Limit of the clan possess to manipulate the characteristics of their skeletal structure to increase their durability, eject jagged weapons from their body or even fire high-speed projectiles.
Rank 1: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost which does not count against the weapon's total number of augments.
Rank 2: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost or Assault which does not count against the weapon's total number of augments.
Rank 3: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost, Assault or Barbed Teeth which does not count against the weapon's total number of augments.
Special Action: By adding the maintain cost of Dead Bone Pulse to their next Taijutsu attack the user may switch their choice of free augment applied to their weapon before the attack is made allowing the augment to affect that attack.
Cost: 1 AP and 100 CP + 100/rnd
Note(s):
- Dead Bone Pulse follows all of the rules for a Weapon Creation Jutsu even though it is not a jutsu.
- When using the Special Action to switch augments the newly selected augment stays active until the Special Action is used to switch to a different one.
---
Rapid Healing - Passive
The Kaguya's ability constantly punctures and shreds their flesh upon the removal of their bones, and though excruciatingly painful for younger members, the Kaguya naturally begin to shrug off this pain as their body begins to become accustomed to this wear and tear, their skin rapidly repairing any punctures or lacerations they may be afflicted with almost as quickly as they are cut.
Rank 1: Bleeding damage is reduced by -50% if they reach Bleeding Rank 4 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
Rank 2: Bleeding damage is reduced by -50% if they reach Bleeding Rank 3 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
Rank 3: Bleeding damage is reduced by -50% if they reach Bleeding Rank 2 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
Notes:
- The chance to remove a Bleeding Rank is equal to 12% / 18% / 21% / 36% if D / C / B / A-Rank Bloodline Jutsu used.
- The user cannot remove Bleeding Ranks that were not inflicted during the current round through Rapid Healing.
---
Skeletal Density - Passive<i></i>
Born with high calcium levels and a unique bone strength, the Kaguya are incredibly resistant to nearly all forms of harm that may befall them. Though physical effects are far less effective against these graceful brutes, their resilience even protects them from other effects.
Rank 1: Called shots have a -4% chance of affecting the Kaguya.
Rank 2: Called shots have a -6% chance of affecting the Kaguya. All damage suffered by the user is reduced by 5%.
Rank 3: Called shots have a -8% chance of affecting the Kaguya. All damage suffered by the user is reduced by 10%.
---
Dance of the Willow - Bloodline Fighting Style
Despite their barbaric heritage, the Kaguya are a surprisingly graceful clan of fighters. Their style of fighting utilizes fluid movement to increase their fighting capabilities, not only quickly shifting and avoiding attacks, but each movement elegantly coordinated and effortless as if it were all part of a dance. A very lethal dance.
Rank 1: +1 Dodge. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +1.
Rank 2: +1.5 Dodge, +5% damage. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +2.
Rank 3: +2 Dodge, +10% damage. User gains +1 Melee Accuracy for each Taijutsu attack that they make each round. This stacks up to +3.
Note(s):
- Dance of the Willow's Accuracy bonus resets to +0 at the end of each round.
---
Ultimate Bone Defense- D-Rank Bloodline Buffing Taijutsu<i></i>
The Kaguya possess the ability to create and instant, tough armor of bone nearly instantly that covers them and helps prevent them from taking damage from nearly every kind of technique. However, this layer of bone does impair movement to a degree, but the defense is worth the trade off.
Rank 1: User gains 5% Damage Reduction and Bleeding has a -4% chance of success.
Rank 2: User gains 5% Damage Reduction and Bleeding has a -7% chance of success.
Rank 3: User gains 10% Damage Reduction and Bleeding has a -10% chance of success.
Costs:
Rank 1: 1.25 AP and 200 Cp to initiate, 100 Cp/Rnd
Rank 2: 1.25 AP and 250 Cp to initiate, 125 Cp/Rnd
Rank 3: 1.25 AP and 300 Cp to initiate, 150 Cp/Rnd
Notes:
- Ultimate Bone Defense is a Chakra Armor.
---
Dance of the Camellia - C-Rank Bloodline Taijutsu<i></i>
The second of five "dances" which the Kaguya Clan is famous for, the Dance of the Camellia is a series of attacks that are performed at varying speed, often times inter-mixed between their other attacks and "dances", disrupting an opponent's ability to perceive it. It is typically utilized as a continuous stream of attacks which is executed until the opponent makes a mistake and shows a weakness in their defense.
Rank 1: While active the user attacks one time for 800 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
Rank 2: While active the user attacks one time for 1000 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
Rank 3: While active the user attacks one time for 1200 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
Costs:
Rank 1: 1.75 Ap, 350 Cp to initiate, 175 Cp/Rnd
Rank 2: 1.75 Ap, 440 Cp to initiate, 220 Cp/Rnd
Rank 3: 1.75 Ap, 525 Cp to initiate, 265 Cp/Rnd
Notes:
- Dance of the Camellia can always be used with the user's Dead Bone Pulse weapons and shares a Damage Type with the weapon it is cast with.
- Dance of the Camellia may be used as a Called Shot and counts as an attack for the purposes of Dance of the Willow's stacking Accuracy Bonus.
---
Dance of the Larch - C-Rank Bloodline Buffing Taijutsu<i></i>
A gruesome ability in which razor-sharp bones pierce out of the user's body as a counter measure to being attacked, protecting them from physical harm, and damaging those who attack. Though this technique is useful for both offense and defense, the rapid extension of nearly every bone in the user's body makes it difficult to move.
Rank 1: Absorbs damage equal to 1212 HP. Melee attacks return 20% of the damage done by the opponent back on themselves as well.
Rank 2: Absorbs damage equal to 1515 HP. Melee attacks return 30% of the damage done by the opponent back on themselves as well.
Rank 3: Absorbs damage equal to 1818 HP. Melee attacks return 40% of the damage done by the opponent back on themselves as well.
Costs:
Rank 1: 1.75 Ap, 610 Cp
Rank 2: 1.75 Ap, 740 Cp
Rank 3: 1.75 Ap, 880 Cp
Notes:
- May be used reflexively.
- "Melee attack" is defined as any attack which uses Melee Accuracy.
- This skill may only be used once per round but lasts until bone Hp is depleted or the end of the round.
- Stacks with Ultimate Bone Defense and Skeletal Density
---
Dance of the Clemantis - B-Rank Bloodline Taijutsu
Removing their spine from their back as a part of the fourth "dance", the Kaguya creates a linked spear which is held together by chakra-enhanced cartilage giving it the flexibility of a rope but the strength of steel chains. Rumor has it that this fourth dance has a second, more deadly phase which is usually used as a follow-up to the first step.
Rank 1: Attempts to bind opponent at -5 Accuracy.
Rank 2: Attempts to bind opponent at -4 Accuracy.
Rank 3: Attempts to bind opponent at -3 Accuracy.
Special Action - Flower: May only be used if a target is currently bound. The user strikes the bound target with a huge bone spear and will automatically hit, dealing 1500 / 1875 / 2365 damage. The target is automatically freed from the bind afterward.
Costs:
Rank 1: 2.25 Ap, 560 Cp
Rank 2: 2.25 Ap, 700 Cp
Rank 3: 2.25 Ap, 840 Cp
Notes:
- Dance of the Clemantis is a Physical Bind. If the opponent is attacked while bound they are released from the bind but suffer a -3 Dodge penalty against the attack which freed them with exception to Dance of the Clemantis' Special Move (see above note).
- This jutsu's damage type mirrors the damage type of the weapon it is used with. It may be used with any weapon that utilizes Melee Accuracy.
- Bound opponents have at 15% chance to escape per 2 AP they use.
---
<U>Dance of the Seedling Fern - B-Rank Bloodline Non-elemental Ninjutsu<i></i>
Commonly thought to be the most fearsome technique to the Kaguya clan, this ability allows the Kaguya to flow a vast amount of calcium into the ground, supercharged with their chakra, which rapidly spreads across a large area and from there condenses into countless spines of sharp bone. Due to the chakra flowing through those spines the Kaguya is able to merge and move through them freely like a shark through water while their opponents are stymied and wounded by the grove of bone spikes.
Rank 1: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 150 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +1 Stealth on top of that.
Rank 2: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 165 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +1 Stealth on top of that.
Rank 3: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 180 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +2 Stealth on top of that.
Costs:
Rank 1: 2.25 AP, 650 CP to initiate, 325 CP/rnd
Rank 2: 2.25 AP, 815 CP to initiate, 410 CP/rnd
Rank 3: 2.25 AP, 975 CP to initiate, 490 CP/rnd
Notes:
- The Terrain Modifier and additional Stealth Bonus apply for as long as Dance of the Seedling Fern is maintained but the attack portion of the jutsu happens only once per casting.
- Damage caused by Dance of the Seedling Fern is Physical Damage rather than Non-elemental Damage. As such it is subject to any effects which apply to Physical damage but not Physical Attacks as it is not a weapon attack. Likewise it is affected by effects which apply to Non-elemental Ninjutsu and Ninjutsu in general but not Non-elemental damage as it is still a Non-elemental Ninjutsu but does not deal any form of elemental damage.
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All-Killing Ash Bones - A-Rank Bloodline Buffing Taijutsu<i></i>
All-Killing Ash Bones is the name of a technique which is the least well-known of those wielded by the Kaguya Clan due to the relative rarity of it among those that have it's Bloodline Limit. It is a technique which generates a special chakra-laden bone that infects living tissue with a degenerative effect that rots away their body at an aggressive pace.
Rank 1: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 50% of the damage they took from it at the beginning of each round for the next two rounds.
Rank 2: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 65% of the damage they took from it at the beginning of each round for the next two rounds.
Rank 3: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 80% of the damage they took from it at the beginning of each round for the next two rounds.
Costs:
Rank 1: 2.75 AP and 2250 CP
Rank 2: 2.75 AP and 2825 CP
Rank 3: 2.75 AP and 3375 CP
Notes:
- If the attack which All-Killing Ash Bones is affecting hits a barrier of any kind then All-Killing Ash Bones does not apply the degenerative effect to the target.
- The damage dealt by All-Killing Ash Bones's effect is not directly affected by effects which increase or decease damage. Such effects only apply to the attack which is used in conjunction with All-Killing Ash Bones (Ex: If a Taijutsu that does 1,000 damage is used with All-Killing Ash Bones against an opponent with 25% Damage Reduction then the 1,000 damage is reduced to 750 and All-Killing Ash Bones deals it's damage based off of that and the 25% Damage Reduction is not applied to the damage caused on subsequent turns by All-Killing Ash Bones).
- All-Killing Ash Bones deals 50%/65%/80% of the aggregate damage dealt by any multi-hitting jutsu it is used with.[/fontsize]
Jutsu