Kaguya
![]()
A brutal and barbaric clan with its origins tracing into the earliest histories of Kirigakure, the Kaguya are a bloodthirsty 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 - Ultimate Bone Defence (Rank 1), Rapid Healing (Rank 1)
168 PL - Ballet of Bones (Rank 1)
252 PL - Dead Bone Pulse (Rank 1)
336 PL - Ballet of Bones (Rank 2)
420 PL - Ultimate Bone Defence (Rank 2), Flourish of the Camellia (Rank 1)
504 PL - Rapid Healing (Rank 2)
588 PL - Ballet of Bones (Rank 3), Dead Bone Pulse (Rank 2)
672 PL - Ultimate Bone Defence (Rank 3), Flourish of the Camellia (Rank 2)
756 PL - Dead Bone Pulse (Rank 3)
840 PL - Rapid Healing(Rank 3), Flourish of the Camellia (Rank 3)
----Ultimate Bone Defense - Passive
The Kaguya has mastered the ability to manipulate their bones into a dense layer of armor, reinforcing them and helping prevent damage from nearly every technique used against them.They can also temporarily increase the hardness of the layers to increase this defense at the expense of movement.
Rank 1/2/3: The user gains 5%/10%/15% DR. At the end of each round, the user automatically heals a single random Called Shot level.
Special Action - Density: The user may spend 0.5 AP to take a -3 Dodge Debuff, to double their current DR. This lasts for 10 seconds.
---
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 1/2/3: When the user performs any Non-Elemental Technique, they gain 10%/15%/20% of the CP cost as Temporary HP. Whenever the user gains Temporary HP this way, one level of bleeding is removed. Bleeding Ranks removed this way cannot go below Rank 3/2/1.
Notes:
- Bleed levels may only be removed this way once per 10 seconds.
- Temp HP Gained this way follow the standard Temp HP rules, with two exceptions:
- Rapid Healing's Temp HP is not removed at the end of a round.
- Stacks with Temp HP from other sources but not itself.
---
Ballet of Bones - Bloodline Fighting Style
The Kaguya clan is full of talented and graceful fighters. They have a fighting style that takes advantage of their unique bone manipulation abilities, forming a dance of sorts, moving with the rhythm of the battle.
Rank 1/2/3: When the user enters the style, they gain 1/2/3 Bone Counters, and may choose a Dance. For 0.5 AP, the user may switch to a different Dance, generating 1/2/3 Bone Counters. While in this Chakra style, the user gains +1 Acc/+5% Non-Elemental Damage. While in this Physical style, the user gains +1 Dodge/+5% DR per Bone Counter.
- Bone Tango: Each Offensive Technique the user makes while in this style generates a Bone Counter
- Calcified Defense: Rapid Healing gains +10% per Bone Counter, and if Rapid Healing would exceed 50%, the user will also gain HP equal to the amount over cap. (If the user has 5 bone counters, Rapid Healing would give 50% of the CP cost as Temp HP, and heal the user for 20% of the CP cost)
- Dance of the Larch: For every Bone Counter, 10% of the user's Temporary HP is dealt as additional damage upon Melee Contact. Temporary HP used this way is lost.
- Dance of the Seedling Fern: The user automatically attempts to enter stealth. Each Bone Counter the user has adds +1 Stealth.
- Dance of Clematis: When entering this dance, the user may destroy a weapon created by Dead Bone Pulse. The user selects one of the augments from the destroyed weapon to become a [Calcified Augment]. When the user creates a new weapon using Dead Bone Pulse, this selected [Calcified Augment] applies to the new weapon as a free Augment for a number of offensive actions equal to the user's Bone Counters at the time of creation. (If the user selects the Vampiric Augment to be the [Calcified Augment] and has 4 Bone Counters when creating the new weapon with Dead Bone Pulse, then the new weapon will be treated as though it has the Vampiric Augment for the first 4 Offensive Actions made with this new weapon.)
Cost: 0.5 AP to enter or switch to a Dance
Notes:
- The user may have a maximum of 5 Bone Counters.
- The user may only enter Dance of the Seedling Fern once per round.
- Counts either as Chakra or Physical Style. Must be declared upon entering.
---
Dead Bone Pulse - Buffing Taijutsu
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 1/2/3: The user creates a weapon with the Special Composition: Non-Elemental augment as well as 1/2/3 additional augments. While this technique is maintained the user can create additional weapons as a free action, following the same creation rules as the initial weapon. When creating a weapon with this technique the user may use the Spine Sword Special Action and when the user makes an offensive action using a weapon created from this technique, they may use the Swift Draw Special Action.
Special Action - Spine Sword: The user may pay double the initial cost to give the weapon +1 Acc and +5% Damage.
Special Action - Swift Draw: The user may spend 1 Bone Counter to reduce the AP timing of an Offensive Taijutsu Technique by 1 AP using a weapon created this way.
Cost: 1.25 AP, 180 CP, 90 CP/rnd
Notes:
- This is a Weapon Creation Technique.
- Swift Draw may only be used once per round.
- This technique may be maintained for up to 30 seconds.
---
Flourish of the Camellia - Variable Taijutsu
The second of five "dance flourishes" which the Kaguya Clan is famous for, the Flourish of the Camellia is a series of attacks within the dance 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 1/2/3: The user may reflexively copy an Offensive Taijutsu Technique they have cast, to repeat at the end of the round while maintaining this technique.
Special Action - Evergreen: The user may spend 3 Bone Tokens to combo the stored technique with another Offensive Taijutsu Technique at 0 AP timing once per round.
Cost: 1.75 Ap, 440 CP, 220 per round.
Notes:
- This is a Chakra Armor Technique.
- This Technique can be maintained for a maximum of 30 seconds.
- Use of the special action replaces the end of round effect.
- Cannot be used with A and S Rank Techniques.
Shikotsumyaku
The Shikotsumyaku Kaguya are masters of the Kaguya dances, flowing from one to the other with grace and beauty not of this world, To see one in action is a wonderous thing, and not something an opponent will usually get the pleasure of seeing twice.
924 PL - Swaying Willow (Rank 1), Flourish of the Larch (Rank 1)
1008 PL - Weaponized Grace (Rank 1)
1092 PL - Flourish of the Larch (Rank 2)
1176 PL - Swaying Willow (Rank 2), Weaponized Grace (Rank 2)
1260 PL - Flourish of the Clematis (Rank 1)
1344 PL - Swaying Willow (Rank 3), Flourish of the Larch (Rank 3)
1428 PL - Flourish of the Clematis (Rank 2),
1512 PL - Flourish of the Seedling Fern (Rank 1)
1596 PL - Weaponized Grace (Rank 3)
1680 PL - Flourish of the Clematis (Rank 3), Flourish of the Seedling Fern (Rank 2)
1764 PL - Flourish of the Seedling Fern (Rank 3)
---
Swaying Willow - Passive
The Shikotsumyaku are masters of the Ballet of Bones. Able to move with speed and grace far beyond other Kaguya's normal limits, they manage to make the art form of the Ballet surpass its normal peaks.
Rank 1/2/3: The user gains +1/+2/+3 Bone Counter limit. At rank 3, they gain +1 Bone counter when entering Ballet of Bones or switching Dances.
---
Weaponized Grace - Passive
Shikotsumyaku Kaguyas' grace is applied to all of their abilities, making every action a wonder to behold.
Rank 1/2/3: When equipping a weapon, the user may spend up to 3/4/5 Bone Counters to grant the newly equipped weapon +1 Acc and +5% Damage per Bone Counter spent. Each Technique used with this weapon reduces the Bone Counter bonus by 1 Acc and 5% Damage.
---
Flourish of the Larch - Buffing Taijutsu
Bones blossom from all over the body of the Shikotsumyaku Kaguya, in a wondrous and grotesque flourish, protecting them from harm while they fragile beauty of it lasts.
Rank 1/2/3: The user gains 1350/1680/2025 Temporary HP. While the user has Temp HP from this technique, they gain DR equal to 5% per Bone Counter, up to 5 Bone Counters.
Cost: 2.25 AP, 820 CP
Notes:
- When using this technique, the user can choose to switch into Dance of the Larch for free.
- This technique can be used reflexively.
---
Flourish of the Clematis - Variable Taijutsu
Removing their spine from their back as a crescendo of the fourth "dance", this flourish 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 flourish has a second, more deadly phase which is usually used as a follow-up to the first step.
Rank 1/2/3: The user attempts to bind a hostile target at -5/-4/-3. When the hostile target is bound and once every 10 seconds, they take Basic Strike Damage for each Bone Counter the user has.
Special Action - Bloom: At any time the Hostile Target is still bound, the user may spend 0.5 AP and the initial cast cost to end the Binding Technique, dealing 1500/1875/2250 Physical Damage.
Cost: 2.25 AP 820 CP, 410 CP/rnd
Notes:
---
- This Taijutsu sub-type matches the weapon used for it.
- This is a Binding Technique
- This is a Physical Bind.
- This Binding Technique has Two Escape Conditions:
- Escape Chance
- Being Targeted
- This technique may be maintained for up to 30 seconds
- When using this Taijutsu the user can switch into the Dance of the Clematis for free.
- The special action counts for the Dance of the Clematis' effect.
Flourish of the Seedling Fern - Variable Taijutsu
Commonly thought to be the most fearsome technique to the Kaguya clan, this ability allows the Shikotsumyaku 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 Shikotsumyaku 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 1/2/3: The user makes 6/9/12 strikes dealing 352/440/530 Physical Damage. These strikes are split equally among all hostile targets. In addition, the terrain modifier for the user counts as Heavy Cover. The user makes these strikes again every 10 seconds while this technique is maintained. Each target may only be hit by three strikes per round
Special Action - Skeletal Forest: The user may spend a Bone Counter per Allied Target to grant them Heavy Cover.
Cost: 2.75 AP, 2480 CP 1240 CP/rnd.
Note:
- This is a Terrain Technique
- This Technique may be maintained for up to 30 seconds.
- This Taijutsu subtype matches the weapon used for it.
- When using this technique, the user can choose to switch into Dance of the Seedling Fern for free.
----
Kōkotsu Mahōtsukai
Rejecting the graceful ways of the Shikotsumyaku, the Kōkotsu Mahōtsukai prefer to use brute force, reinforcing their bodies to bear the brunt of the feedback of their attacks.
924 PL - Pound of Flesh (Rank 1), Giant Bone Drill (Rank 1)
1008 PL - Sacrificial limb (Rank 1)
1092 PL - Giant Bone Drill (Rank 2)
1176 PL - Pound of Flesh (Rank 2), Sacrificial limb (Rank 2)
1260 PL - Skeletal Cage (Rank 1)
1344 PL - Pound of Flesh (Rank 3), Giant Bone Drill (Rank 3)
1428 PL - Skeletal Cage (Rank 2),
1512 PL - All-Killing Ash Bones (Rank 1)
1596 PL - Sacrificial limb (Rank 3)
1680 PL - Skeletal Cage (Rank 3), All-Killing Ash Bones (Rank 2)
1764 PL - All-Killing Ash Bones (Rank 3)
---
Pound of Flesh - Passive
Never afraid of making a sacrifice, Kōkotsu Mahōtsukai draw power from their bloodline paying with their health to increase the power they have access to, letting their bodies heal whatever damage they force upon themselves.
Rank 1/2/3: The user may pay the cost of a Non-Elemental technique with HP instead of CP to increase the damage by 30%/40%/50% of the HP Spent. The user may spend a Bone Counter to pay part or all of the cost from Temp HP. This additional damage cannot be buffed in any way, and ignores the Hostile Target's Temp HP and DR. Techniques paid for this way still trigger the Rapid Healing Passive.
---
Sacrificial limb - Passive
Furthering the dedication to power, forcing more damage upon themselves to drive their bodies into overdrive, stimulating growth to continue after breaking bones off inside an opponent to cause even more damage.
Rank 1/2/3: The user may take a random Called Shot level while performing a Non-Elemental Technique, to create a Lingering Damage effect equal to 5%/10%/15% of the total damage.
Notes:
- The user may choose to to spend 1 Bone Counter to double the Lingering Damage effect.
- The user may only have one instance of Lingering Damage from this passive at a time, multiple uses of this passive replaces the previous use.
---
Giant Bone Drill - Non-Elemental Ninjutsu
Kōkotsu Mahōtsukai trade permanency for efficiency when it comes to brutality, forming a moving spiral of bones around one of their arms, striking fear into opponents with the sheer site of the seething bones.
Rank 1/2/3: The user's strikes a Hostile Target at -3 acc, dealing 2300/2875/3450 Elemental Damage +40% Bleeding chance..
Special action: Bone Spiral The user may spend 2 AP and 1 Bone Counter to add a second strike.
Cost: 2.5 AP 1205 CP
Notes:
---
- May be used with Melee, Ranged or Ninjutsu Accuracy.
- Bleeding can only be caused once from this Technique
- Bone Spiral does not count as a use of a combo.
Skeletal Cage - Non-Elemental Ninjutsu
Kōkotsu Mahōtsukai mastery allows them to rapidly generate intricate bone structures from their body, forming a defensive fortress around themselves. This bone armor provides exceptional protection against physical and elemental attacks.
Rank 1/2/3: The user gains 2300/2875/3450 Temp HP, and deals 10% Backlash damage per Bone Counter they currently have.
Special action - Fractured Healing: While maintaining this technique, the user may spend 1 AP and all current Bone Counters to gain 600 Temp HP per Bone Counter. This may be done reflexively.
Special action - Knuckle Bones: The user may spend 2 Bone Counters to activate this technique reflexively, auto-dodging the next Offensive Technique used against them.
Cost: 2.5 AP, 1260 CP, 630 CP/rnd
Notes:
- This is a Chakra Amour Technique
- Use of the Knuckle Bones special action is a Activated Auto-Dodge Technique.
- This Technique may be maintained for up to 30 seconds.
- While this technique is maintained, the User's Temp HP is not lost at the end of the round.
- This Technique does not end when the User's Temp HP is lost.
---
All-Killing Ash Bones - Non-Elemental Ninjutsu
All-Killing Ash Bones is the name of a technique which is the least well-known of those wielded by the Kōkotsu Mahōtsukai. 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 1/2/3: The user's next offensive Non-Elemental Technique deals Lingering Damage on a Hostile Target equal to 60%/70%/80% of the Technique's total Damage for the next 20 seconds.
Special action - Osteoporosis: If the Offensive Non-Elemental Technique is a full hit, the user may reflexively spend up to 5 Bone Counters, to cause a random Call Shot level check per Bone Counter spent.
Cost: 3 AP and 3300 CP
Note:
- The user may only have one instance of Lingering Damage from this technique at a time, multiple uses of this Technique replaces the previous use.
- The special action cannot cause Broken Called Shot levels.
Last edited by a moderator: