Name: Koizumi Haruna (OCR)Age: 14
Physical Description: Haruna possesses a short mane of mostly blonde hair, with the layer underneath in the back a contrasting black. Along with her two-tone hair, the other anomaly in her appearance are her striking red eyes. She has fair, peachy skin and her build could be described as athletic. From first glance she doesn’t seem like much, but closer scrutiny reveals distinct muscle tone despite how lithe she is. Standing at five feet, three inches in height and weighing one hundred fifteen pounds, she cannot be described as imposing in the height regard, either. Fashion isn’t a focus of hers; the most she does is keep a portion of her hair up in a side tail.
Mental Description: When her interests aren’t evoked, Haruna seems to come off as a frivolous girl who doesn’t take many things seriously. Her reactions to things she has little interest in are lukewarm, and it can deceive people into thinking that she does not possess an excitable temperament. Unless deception is the point, she is often brutally honest, simple in her approaches and morally grey outlooks, and unaffected by sentiment. However, when her favourite thing comes into the mix, she becomes much more lively. Fighting is her passion, and win or lose, she adores every second of it, considering living afterwards a blessing only for the possibility of fighting again. Haruna will assume an upbeat and enthusiastic disposition, even if combat or potential of it is only implied, not assured; this untamed bloodlust and brutality can border on madness. Though she hates talking about convoluted things like philosophy, she would consider herself a realist, and is very down-to-earth. Generally informal, she can be foul-mouthed and flippant at the drop of a hat.
Haruna wouldn’t say she has the biggest family ever, but she would say that it’s large. In fact, she has five older brothers, making her the youngest in the Koizumi household. Only her older brothers knew her mother, because not a year after her birth, her mother disappeared mysteriously, leaving the patriarch of their household obsessed with finding her. While the man was present in her life, that obsession often resulted in him being busy, leaving the young girl to be raised mostly by her brothers. That wasn’t a bad thing, at least not in her eyes when she thought about it in hindsight. They were all oddballs of the same rambunctious sort, but that was what made them charming.
Both of her parents were enlisted ninja in the Main Branch forces of Cloud. They were two peas in a pod, as the two of them were hot-blooded fighters who loved fighting just as much as they loved each other. They were the type of people to bond over beating the hell out of each other, and in time, they eventually had children. A lot of children, one may say. The first child of Koizumi Arata and Hikari was Ichirou, followed by Jirou, Saburo, Shirou, and Gorou, all around two or three years apart. Should they have had a sixth son, his name would have been Rokurou, but instead they had their first girl, who was named Haruna, breaking the long-lasting streak.
They all seemed to have fighting in their blood. They grew up, and each one was rambunctious and belligerent as soon as they were cognisant. Arata trained them, outsiders may say in a way that was rough, but they all seemed to enjoy it. In fact, once they had company in the forms of their other siblings, they fought and beat one another up for hours as if it were family tradition. And then they would all laugh and have dinner. Once they had a girl, the kids were disappointed. They believed that this addition would put a damper on their “playtime”. As fate would have it, they were very wrong. Haruna expressed a desire to fight, live and die by the sword, and test herself against opposition almost to the point of morbidity. Consequentially, she grew up just like all her kin—fighting and throwing herself into danger.
All of Arata and Hikari’s progeny could use chakra, and they qualified for the academy. Though their years differed vastly, they all enrolled. All the kids built up a rambunctious reputation that sometimes could border on infamy with the enthusiasm for fighting strong opposition. However, they were oddly disciplined enough that while they sought conflict and may suggest enthusiastic sparring sessions, sudden attacks weren’t their thing; Haruna, nor her siblings, wouldn’t assault someone without that preemptive consent, like a practice match or spar. She also felt less inclined to fight weaker opponents—it bored her. Eventually, the youngest came to develop an inherent ability none of her brethren possessed.
During her academy years, the frequency she sparred with her brothers increased with the intention of preparing herself for life as a kunoichi. Her most frequented partner was Ichirou, the eldest of the bunch, because she always seemed to have solid advice when it came to combat, and the most experience. However, no matter how many fights she had with others growing up, nothing prepared her for the horrific pain that resulted when her focusing chakra into her arm for an attack misfired in the worst way possible; an anthromorphic bone jutting out and tearing the flesh of her arm asunder. Before she could succumb to blood loss, it seemed like her physiology was made for continuous trauma as the bleeding was significantly less than it should have been. It didn’t make it any less excruciating for an individual unaccustomed to it, however.
A visit to the hospital with a strangely no longer bleeding injury resulted in the family learning the truth about the ability. Prompted to try infusing chakra into the bone and manipulate it, she was able to crudely withdraw it back into its place in her arm, to the shock of those around her. The medic told her that the ability was reminiscent of the Kaguya clan’s Dead Bone Pulse (or Shikotsumyaku), and when her father arrived at the scene, he was able to attest that her maternal grandmother not only was of the Kaguya lineage, but possessed a similar ability. However, with her mother not having the ability, and all her siblings before her not having it, he never expected that she would come to develop it. Envied by her immediate family other than her father, she started to train the ability, so that what was first an inconvenience could become a weapon. Though, her tutelage was limited; after all, nobody else had the ability, and only their lost mother seemed to know the whereabouts of their distant relative.
As of her graduation from the academy, Gorou was fifteen, Shirou two years ahead at seventeen, Saburo claiming seniority at twenty, Jirou being twenty-two and Ichirou twenty-six years of age. Everyone graduated before her, and they worked for the Main Branch. Additionally, they were all a lot more skilled than she was—even during her years in the academy, she was never talented arts outside of the physical.
Upon receiving her headband, she wasn’t sure how she should feel about it. Haruna felt like she should feel happy about the accomplishment, but her happiness stemmed from the fact she was getting closer to finding some real fights, intense enough to jeopardize her life. That was the main thing that motivated her; the idea that even stronger opposition encroached on the horizon. Though she never met her, she wondered what her mother would think about her graduation, and what the woman was like. Everyone else was pleased with her achievement, and she wondered if it would be the same. It marked the first time she thought profoundly about something, and another desire formed over the year she spent as a Genin of Cloud—that is, to help her father find out the whereabouts of her mother.
Both of her parents were enlisted ninja in the Main Branch forces of Cloud. They were two peas in a pod, as the two of them were hot-blooded fighters who loved fighting just as much as they loved each other. They were the type of people to bond over beating the hell out of each other, and in time, they eventually had children. A lot of children, one may say. The first child of Koizumi Arata and Hikari was Ichirou, followed by Jirou, Saburo, Shirou, and Gorou, all around two or three years apart. Should they have had a sixth son, his name would have been Rokurou, but instead they had their first girl, who was named Haruna, breaking the long-lasting streak.
They all seemed to have fighting in their blood. They grew up, and each one was rambunctious and belligerent as soon as they were cognisant. Arata trained them, outsiders may say in a way that was rough, but they all seemed to enjoy it. In fact, once they had company in the forms of their other siblings, they fought and beat one another up for hours as if it were family tradition. And then they would all laugh and have dinner. Once they had a girl, the kids were disappointed. They believed that this addition would put a damper on their “playtime”. As fate would have it, they were very wrong. Haruna expressed a desire to fight, live and die by the sword, and test herself against opposition almost to the point of morbidity. Consequentially, she grew up just like all her kin—fighting and throwing herself into danger.
All of Arata and Hikari’s progeny could use chakra, and they qualified for the academy. Though their years differed vastly, they all enrolled. All the kids built up a rambunctious reputation that sometimes could border on infamy with the enthusiasm for fighting strong opposition. However, they were oddly disciplined enough that while they sought conflict and may suggest enthusiastic sparring sessions, sudden attacks weren’t their thing; Haruna, nor her siblings, wouldn’t assault someone without that preemptive consent, like a practice match or spar. She also felt less inclined to fight weaker opponents—it bored her. Eventually, the youngest came to develop an inherent ability none of her brethren possessed.
During her academy years, the frequency she sparred with her brothers increased with the intention of preparing herself for life as a kunoichi. Her most frequented partner was Ichirou, the eldest of the bunch, because she always seemed to have solid advice when it came to combat, and the most experience. However, no matter how many fights she had with others growing up, nothing prepared her for the horrific pain that resulted when her focusing chakra into her arm for an attack misfired in the worst way possible; an anthromorphic bone jutting out and tearing the flesh of her arm asunder. Before she could succumb to blood loss, it seemed like her physiology was made for continuous trauma as the bleeding was significantly less than it should have been. It didn’t make it any less excruciating for an individual unaccustomed to it, however.
A visit to the hospital with a strangely no longer bleeding injury resulted in the family learning the truth about the ability. Prompted to try infusing chakra into the bone and manipulate it, she was able to crudely withdraw it back into its place in her arm, to the shock of those around her. The medic told her that the ability was reminiscent of the Kaguya clan’s Dead Bone Pulse (or Shikotsumyaku), and when her father arrived at the scene, he was able to attest that her maternal grandmother not only was of the Kaguya lineage, but possessed a similar ability. However, with her mother not having the ability, and all her siblings before her not having it, he never expected that she would come to develop it. Envied by her immediate family other than her father, she started to train the ability, so that what was first an inconvenience could become a weapon. Though, her tutelage was limited; after all, nobody else had the ability, and only their lost mother seemed to know the whereabouts of their distant relative.
As of her graduation from the academy, Gorou was fifteen, Shirou two years ahead at seventeen, Saburo claiming seniority at twenty, Jirou being twenty-two and Ichirou twenty-six years of age. Everyone graduated before her, and they worked for the Main Branch. Additionally, they were all a lot more skilled than she was—even during her years in the academy, she was never talented arts outside of the physical.
Upon receiving her headband, she wasn’t sure how she should feel about it. Haruna felt like she should feel happy about the accomplishment, but her happiness stemmed from the fact she was getting closer to finding some real fights, intense enough to jeopardize her life. That was the main thing that motivated her; the idea that even stronger opposition encroached on the horizon. Though she never met her, she wondered what her mother would think about her graduation, and what the woman was like. Everyone else was pleased with her achievement, and she wondered if it would be the same. It marked the first time she thought profoundly about something, and another desire formed over the year she spent as a Genin of Cloud—that is, to help her father find out the whereabouts of her mother.
HP: 16,644
CP: 8,979
Agility: 300/300
Stamina: 219/300
Taijutsu: 300/300
Ninjutsu: 120/300
Genjutsu: 120/300
Chakra Control: 219%/300%
Character Level: 6
Power Level: 1278
OOC Rank: B
ASP: 154
CP: 8,979
Agility: 300/300
Stamina: 219/300
Taijutsu: 300/300
Ninjutsu: 120/300
Genjutsu: 120/300
Chakra Control: 219%/300%
Character Level: 6
Power Level: 1278
OOC Rank: B
ASP: 154
[fontsize="12"]Kaguya
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.
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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
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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.
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<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]
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.
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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%.
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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.
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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.
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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.
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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
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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.
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<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]
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none yet
E-Rank
Transformation - Mastered
Body Switch - Mastered
Grip - Mastered
Charge - Mastered
D-Rank
Cancel - Mastered
Spirit Lantern - Mastered
C-Rank
Skeletal Fortification - Rank 1
Shadow Dance - Mastered
Dragon Assault - Mastered
Shoryuken - Mastered
Grapple - Mastered
B-Rank
Unbound - Mastered
Suplex - Mastered
Primary Lotus - Mastered
Shadow Step Strike - Mastered
Seismic Toss - Mastered
Submission - Mastered
Spear Hand - Mastered
16-Hit Combo - Mastered
Transformation - Mastered
Body Switch - Mastered
Grip - Mastered
Charge - Mastered
D-Rank
Cancel - Mastered
Spirit Lantern - Mastered
C-Rank
Skeletal Fortification - Rank 1
Shadow Dance - Mastered
Dragon Assault - Mastered
Shoryuken - Mastered
Grapple - Mastered
B-Rank
Unbound - Mastered
Suplex - Mastered
Primary Lotus - Mastered
Shadow Step Strike - Mastered
Seismic Toss - Mastered
Submission - Mastered
Spear Hand - Mastered
16-Hit Combo - Mastered
Corpse Princess
HP: (70+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: +3 Accuracy
High: Melee Accuracy
Average: Dodge, Genjutsu Save
Low: Ranged Accuracy, Ninjutsu Accuracy, Genjutsu DC
HP: (70+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: +3 Accuracy
High: Melee Accuracy
Average: Dodge, Genjutsu Save
Low: Ranged Accuracy, Ninjutsu Accuracy, Genjutsu DC
none yet