Name: Circuit Fist - Iron Sand Control: Vacuum Release
Classification: Taijutsu
Rank: A-rank
Class: Supplementary
Range: Self (Iron Sand)
Description: Based on the principles of the Circuit Fist fighting style the user has learned to focus their mind to work in sync with their vision, a Kaironokuma's eyesight is just as sharp as any other human without a dojutsu however their eye movement is on a different level. This is because they train how fast their eyes can focus on things from a young age, this allows their eyes to move at Vacuum Release speeds when switching focus from one thing to another which works hand in hand with their Iron Sand manipulation increasing the speed that all Iron Sand techniques being used are formed at to this level. For a Kaironokuma this works in place of their speed tier with most rarely training their own natural speed in favor of this due to reliance on their Iron Sand to protect them. But for those that do train two sets of speed tiers, namely the Circuit Fist as well as normal speed tiers it results in the formation of their Iron Sand techniques being on par with Tenmetsu Style Samurai's Vacuum Release.
Takes out 1 A rank of silver sand from gourd. Gourd has 1 A rank of silver sand left.
Generated 8 d ranks of iron sand so far
Name: Push
Classification: Taijutsu
Rank: D Rank
Class: Passive
Range: Self (Palms & Soles of Feet)
Description: The Kaironokuma clan has the ability to "push" objects using ghostly white paw prints that are released by the paw print mutations on their hands and feet (Caused by their kekkai genkai) at varying extreme speeds (Swift release - Vacuum Release.). This justu has much potential and is the base for all of their Push techniques.The justu goes up in strength with their Rank. This justu is merely a template in which the rest of their push justu is based on and as such doesn't require chakra on its own. A Kaironokuma is able to increase the repelling force of their Paw Prints by completing a weekly 1000 Word Training topic allowing said paw prints to simulate Strength Tiers when "Pushing" objects. When a Kaironokuma utilizes their "Push" techniques with normal speed tiers instead of their Paw Print Strength the object is moved at speeds 1-rank below the speed the Kaironokuma used (capping at Vacuum Release Speeds). However when both Speed and the Paw Print's "Strength" are both used in conjunction with each other objects are moved at speeds 1-rank above the speed the Kaironokuma used (capping at Ripping Discord speeds).
No. of Trainings - "Strength" Tier Gained -Max Push Speed - Size of Object Pushable Bar Techniques
1 - D - C - Tiny
2 - C - B - Small
3 - B - A - Medium (S)
4 - A - S - Medium (M)
5 - S - SS - Medium (L) >Currently
Name: Techno
Classification: Kinjutsu
Rank: D-rank
Class: Passive
Range: Self
Description: The Kaironokuma clan has the ability to turn their skin into an odd bluish metal. Although their body still receives damage normally, while in this form they are granted the ability to transform their body parts into different weapons and the like. This justu is the basis for all the Techno justu. The conversion results in the body part turning into a bluish metal while they lack pain receptors in the converted body part. Depending on the amount of their body converted into organic metal it can be maintained for a set amount of time with a form resulting in a cooldown depending on the rank of the technique used. However depending on the user's skill level (rank) they are able to maintain their body in it's changed form for 1 posts (total) starting at D-rank with each rank up adding +1 capping out at 5 posts (total) at S-rank. When techniques make use of this ability to produce weapons their classification is always either Kinjutsu/Kenjutsu, Kinjutsu/Kyujutsu, or Kinjutsu/Shurikenjutsu etc.
Rank of Technique - Cooldown in Posts (Total) - Body Part Modifier (Posts Total)
D - 1 - Extremity (Finger, Toe) = +12
C - 3 - Organ (Eye,Heart, Lung) = +10
B - 5 - Appendage (Hand, Foot) = +8
A - 7 - Limb (Arm, Leg) = +6
S - 9 - Lower Torso (Legs, Waist) = +4
SS - 11 -Upper Torso (Chest, Arms, Head) = +2
SSS - 13 - Entire Body = +0
Name: Iron Sand
Classification: Kinjutsu
Rank: D
Class: Passive
Range: Varies
Description: The Kaironokuma clan has the ability to generate "iron sand" from the atmosphere by altering the magnetic forces of the atoms. The amount of Iron sand generated varies with rank. They also posses the ability to mold the sand into any shape they want even creating weapons out of it. Now any techniques utilizing Iron Sand have a chakra & an Iron sand amount price this is either equal or in ratios of 2:1 or 1:2 (e.g B-rank Iron Sand Technique can either cost C-rank Chakra & C-rank Iron Sand, B-rank Chakra & D-rank Iron Sand or D-rank Chakra & B-rank Iron Sand). Kaironokuma are also capable of saturating the amount of iron sand in their possession for a blood price cost 1-rank below their skill level (capping at A-rank) in exchange for doubling the amount of iron sand produced at the cost of losing Fatigue as long as the amount of iron sand is over their usual Max amount.
Rank - Amount Produced Each Post (Total) - Max Amount - Saturated (Fatigue Loss Each of the Users Posts)
D - 1 D - 1 A - 1 S (-1)
C - 2 D - 1 S - 1 SS (-2)
B - 4 D - 1 SS - 1 SSS (-3)
A - 1 C - 1 SSS - 2 SSS (-4)
S - 1 B - 2 SSS - 4 SSS (-5)
Name: Atomic Metal
Classification: Ninjutsu
Rank: D-rank
Class: Passive
Range: Self
Description: The Kaironokuma clan has the ability to alter the composition of non-animate objects into metal due to messing with the electromagnetic forces that exist in atoms. In addition they can manipulate any non-organic metal into any shape and form they wish. The user being able to manipulate non-animate objects as well as non-living weapons, former human puppets, organoids & Lobos, depending on the user's rank. When manipulating non-metals into metals the chakra is utilized to permanently shift the material into another type of Materia allowing it to be used in place of raw materials for constructing things. Modifications now will all require chakra prices in order to manipulate them into creating new types of metal from being a non-metal with the purity of the metal created requiring more chakra to create, the higher the purity the more durable,magnetic, or conductive the metal created is.
User Rank - Non-Metal Conversion Chakra Price - Metal Purity Modifier (Chakra Cost/Rank of Raw Material)
D - D - Below 10% (C/D)
C - D - 11-25 % (B/C)
B - C - 26-50 % (A/B)
A - B - 51-75 % (S/A)
S - A - Above 75 % (SS/S)
Name: Metal Puppetry
Classification: Fighting Style
Rank: D-rank
Class: Supplementary/Offensive
Range: Short-Long
Description: Metal Puppetry was founded on the basic of applying the Kaironokuma's natural ability to manipulate iron and other metals via their Iron Sand Control, alter the composition of non-metals into metals and finally convert their own body into organic metal. It was discovered fairly early on that they had an innate skill in the art of Kugujutsu due to these factors however they distinguished themselves by utilizing puppets comprised of metal rather than the traditional use of wood. The Kaironokuma Clan's puppetry incorporates almost every aspect of their other combat styles.
Name: Metal Puppetry: Wire Strings
Classification: Kugujutsu
Rank: C-rank
Class: Supplementary
Range: Short-Mid
Description: Those within the Kaironokuma Clan have learned how to apply their Kugujutsu to ninja wire to a higher degree than the normal application. Normally one either manipulates the puppet manually with the wire strings or they run their chakra strings through metal wire to give it more tensile strength albeit being more visible due to the metal wire's composition. The Kaironokuma Clan however uses Pulse Release - Iron Sand: Strings as it's puppetry medium while using Circuit Fist: Iron Sand Control to transfer their degree of control of their Iron Sand to their manipulation of said strings which applies to the puppets in question. Due to being comprised of Iron Sand it is very flexible in combat as other techniques most notably Iron Sand: Clones & Pulse Release: Iron Sand Shadow Clones can utilize this technique to control puppets. Likewise rather than being vulnerable to being cut due to being comprised of Iron Sand any of the strings can be severed and simply reconnect via electromagnetism as long as chakra remains in the Pulse Release - Iron Sand: Strings technique. Depending on the user's skill level the maximum distance said puppets can be manipulated (string length).
Rank of User - Max Puppet Distance
D - 7
C - 15
B - 25
A - 35
S - 45
Name: Base Seal: Figurine Formula Lvl 1
Classification: Fuinjutsu
Rank: B-rank
Class: Supplementary
Range: Self (Skin), Contact
Description: Req. Pulse Release: Iron Sand – Figurine Merge. This is a unique storage seal created by the Kaironokuma clan, or more specifically the puppeteers within that clan as a means to store the Figurines in their possession. The user creates a seal the size of a bowling ball with the Kanji for “Figure” in the center which allows the storage of Figurines inside of it. To store one the Figurine(s) must be touched and a tattoo appears on the Kaironokuma in question resembling a stick figure version of the Figurine. When a Figurine is stored they dissolve into grains of Iron Sand (or its variants) before streaming into the seal and forming the tattoo which is the storage seal. While they remain stored these tattoos glow, though it can only be detected by those who possess B-rank or above Chakra Sensory if the puppeteers bare skin is seen. When a Figurine is unsealed they emerge from this seal in a puff of smoke just like a normal summoning. Likewise every Figurine Seal can be further modified by the use of Modification Seals, this particular seal has 3 before the max limit is reached and it can be no longer modified.
Name: Metal Puppetry: Puppet Figurine
Classification: Kugujutsu
Rank: B-rank (Variable Materia Price)
Class: Supplementary/Passive
Range: Self (Puppet), Contact
Description: This is the technique converts a normal generic Puppet into a Puppet Figurine which is a Kaironokuma specific modification to the creation of puppets. This combines the original type of puppet with a set amount of metal materia typically obtained by the Kaironokuma in bulk in preparation for the fusion process. The aspiring puppeteer then places their hands on both the puppet and the metal materia and utilizing Atomic Metal in addition to a chakra price fuses them together creating something new. Puppet Figurines (which are called Figurines for short) are smooth with no faces, joints or anything of the sort merely being the same shape and size as the original puppet the metal was grafted onto, except now they are completely comprised of the grafted metal(s) while keeping the original empty slots of the original puppet. When this technique is utilized to convert puppets into metal the Kaironokuma is capable of manipulating with Circuit Fist: Iron Sand control, they become able to manipulate the puppets using their Circuit Fist completely bypassing the need for wire or chakra strings or even hand movements. Similar to Circuit Fist: Iron Sand Control their puppet manipulation only becomes faster when they utilize hand movements making their Kugujutsu techniques and thus puppets speed on par with Samurai Level speed. Furthermore when strings are used in conjunction with the three their puppetry speed is unrivaled, outspeeding even that of Samurai Level movement (Tier++) however without Endurance Tiers equal to the rank of the Circuit Fist used this is tiring to perform (2x Stamina depleted). Depending on the rank of the individual different types of puppets can be converted into Puppet Figurines by this technique, and upon being converted these Figurines consume Puppet Slots just like normal.
Rank – Figurine Type Unlocked (Materia Req.) – Composition (Grafting Price)
D – Trap (D), S. Small (2 D), – 1 Metal Only (D-rank Bld + C-rank Chk)
C – Scout (C), S. Medium (B) – Up to 2 Metals (C-rank Bld + B-rank Chk)
B – Recon (3 C), S. Humanoid (A) – Up to 3 Metals (B-rank Bld + A-rank Chk)
A - Battle (3 B), Wall (S) – Up to 4 Metals (A-rank Bld + S-rank Chk)
S – S. Large (SS), S. Titanic (SSS) – Up to 5 Metals (S-rank Bld + SS-rank Chk)
*Note: When Grafting more than one metal, the end product is always an Alloy of the metals in question, while the total materia requirement can be fulfilled by the total amount of metal material equating the requirement. Each metal added has it’s own grafting price.
Name: Metal Puppetry: Puppet Figurine – Techno Slotting
Classification: Kugujutsu
Rank: A-rank
Class: Supplementary
Range: Self (Puppet), Contact
Description: This is a unique form of metal puppetry which was created with the express purpose of utilizing the Kaironokuma’s Techno as slots in their metal figurines. Due to infusing some of their blood as well as their chakra as part of the metal grafting process the metal figurines are very receptive to assuming new shapes. However they have a limit, which is determined by how many free slots were available in the puppet they were prior to becoming Figurines. The user is only capable of slotting Techno that they themselves have trained, and upon doing so the Metal Figurine is capable of morphing its body to assume the Techno shape that was slotted into it. This follows all of the rules of Techno (duration maintained as well as cool-downs after use) and thus if one is skilled at utilizing Techno their Figurines will be better equipped. If the user has likewise learned Pulse Release: Iron Sand – Figurine Merge, then the puppeteer can have their figurines use up a set amount of Iron Sand (or it’s variants) in order to quickly reset the cool-down on a slotted Techno technique.
Name: Push - Movement Push (Signature)
Classification: Taijutsu
Rank: D-rank
Class: Supplementary
Range: Self
Description: Judal utilizes the paw prints on his feet in a unique movement style which makes use of the strength of his paw prints to move quickly. This technique requires him to be barefoot to utilize however makes use of his paw prints strength allowing him to move at high speeds in a similar manner to those moving via strength. As a result he rockets through the air accelerating in one direction with only needing to throw out his legs to "Push" in order to change direction as long as he maintains contact with a solid object to push off of. Using this movement speed allows him to accelerate at high speed though he is still applicable to burning through fatigue quickly if he exceeding his max tier limit. Due to his unique method of movement when moving through the air his movements are unable to be predicted through Muscle Tension unless by a Kaironokuma True All Taijutsu user due to the clan's paw print's capabilities being kept secret for the most part or a True All Taijutsu user who has fought Judal before who was able to study his movement through Past Confrontations.
No. Of Retraining - Movement Speed
1 - D
2 - C
3 - B
4 - A
5 - S
Name: Scriptures of Kami - Vows of the Righteous
Classification: Fighting Style
Rank: D-rank
Class: Supplementary/Offensive
Range: Self
Description: The Scriptures of Kami are written in the very word of God and thus His word has power. By making these oaths and swearing not to break them Kami's imparts blessings upon His followers strengthening them. However the penalty for breaking them become harsher and harsher with each subsequent vow added and they only become truly formidable when all 10 are followed and not broken. The Vows of the Righteous require one to completely dedicate their life to Kami utterly sacrificing everything to spread His word and teachings. They make the basis of the Holy Arts as though it is capable of utilizing Holy Arts without them, when used in conjunction it amplifies their power.
Name: Vow of the Righteous, Verse 1: "Thou shalt not slay the innocent"
Classification: Barrier Kinjutsu
Rank: D-rank (1 D-rank of Blood activation Price)
Class: Supplementary/Passive
Range: Self
Description: "And He sayeth onto thee, blessed be those who doth spare the innocent babes brought into the world as well as those who stay true to His word" The first Vow of Righteousness sets the stage for the rest though it doesn't have to be learnt first, this particular Vow prevents the user from harming innocents whether they are infants or children who have not yet reached maturity (Prime age varies dependent on race). This vow grants the user the ability to detect the innocence of one's soul with a gaze, due to the eyes being a window to the soul when looking at targets depending on the glow their eyes emit one can tell how tainted their soul is.
Eye Glow - Taint - Meaning
White - N/A - Righteous
Blue - None - Innocent
Yellow - Slight - Blasphemers (Worshippers of other Deities)
Orange - Moderate - Sinners (One of the Seven)
Red - High - Murderers of the Innocent &/or Righteous
Purple - Maleficar - Acolytes, Necromancers, Unwilling Undead, Curse Seal Holders, Possessed Victims
Black - Embodiment of Evil - Willing Undead, Acolyte Demons, Jashinists, Curse Seal Creators, Multiple Soul Bearers
Vow Break = If the user breaks this vow their children will be born with sin resulting in the mortality rate to become 1/2 requiring a dice roll to determine whether the child will live to be conceived or not
Puppets
- Spoiler:
Puppet Name: Metal Fiend Token x3
Size: Small
Type: Standard
Composition: Iron and Silver Sand
Outer Composition: Silver Sand
Appearance:
- Spoiler:
Arsenal: 3/5 Slots "All Techno" "Maxx all slots for each puppet
Slot 1 "All Share"
- Spoiler:
Name: Techno: Chain-Saw
Classification: Kinjutsu/Kenjutsu
Rank: A-Rank
Class: Supplementary/Offensive
Range: Contact (Blade Length), Short
Description: The Kaironokuma clan member alters the composition of their entire leg into a bluish metal while deadening it's pain receptors in order to form a fully mobile chainsaw at A-rank Speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 6 posts (total) while it's cooldown before it can be used again is 7 posts (total). The chain-saw is actually rather durable being capable of sustaining damage from A-rank physical based techniques without a scratch however it can destroyed by a B-rank chakra/mental based technique to end the technique prematurely causing it to change back into it's non techno state. When used offensively it revs resulting in gaining A-rank defense piercing, is capable of slicing through incoming B-rank or below chakra based techniques as if it possessed chakra flow if the user is fast enough to intercept them & can be revved at vacuum release speeds to deal repeated A-rank hybrid based damage overtime however for every post (total) it is maintained it adds 1 additional post to it's cooldown period. When pressed against a defensive structure the damage stacks allowing the user to gradually saw through a defense in order to destroy it. Depending on the user's skill level the length of the chain-saw varies yet it remains as heavy as the user's normal arm regardless of it's length. Any Kenjutsu used with Techno: Chain-Saw benefits from the increased length extending any Short-Range techniques by an additional amount of ft equal to the length of the blade.
No of Posts Maintained - Defense capable of being sawed through
1 (Normal Use) - A- (Only Hybrid Based Defenses)
2 - A (B-rank Phy/Men/Chk)
3 - A+ (A-rank Phy/Men/Chk or B-rank Spt/Nat)
4 - S- (Only Hybrid Based Defenses)
5 - S (S-rank Hyb, A-rank Phy/Men/Chk or B-rank Spt/Nat)
Rank of User - Chain-Saw Length
D - 1ft
C - 2ft
B - 3ft
A - 4ft
S - 5ft
Slot 2- Name: Techno: Composite Bow
Classification: Kinjutsu/Kyujutsu
Rank: A-Rank
Class: Supplementary/Offensive
Range: Long
Description: The Kaironokuma clan member alters the composition of up to their entire forearm into a bluish metal while deadening it's pain receptors in order to form a composite bow at A-rank Speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 6 posts (total) while it's cooldown before it can be used again is 5 posts (total). The Kaironokuma clan member can spawn a single arrow and fire it from the bow to deal A-rank Non-Elemental Hybrid Damage which can be done in rapid succession however for each Arrow fired the cooldown of this technique has 1 P.T added to it. The speed that each arrow is fired is dependent on how fast the user pulls back the drawstring before releasing it to fire & they can travel over a distance of 80ft before dispersing. Depending on the skill level of the user they can spawn multiple arrows for the price, in terms of cooldown, of one.
Rank of User - No of Arrows fired at once
D - 1
C - 1
B - 2
A - 2
S - 3
Slot 3- Name: Techno: Longbow
Classification: Kinjutsu/Kyujutsu
Rank: B-Rank
Class: Supplementary/Offensive
Range: Long
Description: The Kaironokuma clan member alters the composition of up to their entire forearm into a bluish metal while deadening it's pain receptors in order to form a long-bow at B-rank speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 6 posts (total) while it's cooldown before it can be used again is 5 posts (total). The Kaironokuma clan member can spawn a single arrow and fire it from the bow to deal B-rank Non-Elemental Hybrid Damage which can be done in rapid succession however for each Arrow fired the cooldown of this technique has 1 P.T added to it. The speed that each arrow is fired is dependent on how fast the user pulls back the drawstring before releasing it to fire & they can travel over a distance of 60ft before dispersing. Depending on the skill level of the user they can spawn multiple arrows for the price, in terms of cooldown, of one.
Rank of User - No of Arrows fired at once
D - 1
C - 2
B - 3
A - 4
S - 5
Using Long Bow
Name: Techno: Biometallic Transformation Lvl Max
Classification: Kinjutsu
Rank: S-Rank
Class: Supplementary
Range: Self
Description: The Kaironokuma have modified their own utilization of their inate endurance to suit their own purposes, this technique is geared towards doing two things, maximizing the amount of time a Techno technique can be sustained while likewise increasing the number of active Techno techniques that can be maintained at once. This technique being the final level increases the number of active Techno transformations to 5 while likewise increasing the duration of A-rank & below Techno transformations by +1 (+5 Overall when used with Lvl 1, 2, 3 & 4). This technique serves in place of Endurance Tiers in terms of End Tier checks however lacks the other uses of endurance tiers in regards to mitigating damage from chakra based techniques.
Name: Techno: Biometallic Transformation Lvl 4
Classification: Kinjutsu
Rank: A-Rank
Class: Supplementary
Range: Self
Description: The Kaironokuma have modified their own utilization of their inate endurance to suit their own purposes, this technique is geared towards doing two things, maximizing the amount of time a Techno technique can be sustained while likewise increasing the number of active Techno techniques that can be maintained at once. This technique being the fourth level increases the number of active Techno transformations to 5 while likewise increasing the duration of A-rank & below Techno transformations by +1 (+4 Overall when used with Lvl 1, 2 & 3). This technique serves in place of Endurance Tiers in terms of End Tier checks however lacks the other uses of endurance tiers in regards to mitigating damage from chakra based techniques.
Name: Techno: Biometallic Transformation Lvl 3
Classification: Kinjutsu
Rank: B-Rank
Class: Supplementary
Range: Self
Description: The Kaironokuma have modified their own utilization of their inate endurance to suit their own purposes, this technique is geared towards doing two things, maximizing the amount of time a Techno technique can be sustained while likewise increasing the number of active Techno techniques that can be maintained at once. This technique being the third level increases the number of active Techno transformations to 4 while likewise increasing the duration of B-rank & below Techno transformations by +1 (+3 Overall when used with Lvl 1 & 2). This technique serves in place of Endurance Tiers in terms of End Tier checks however lacks the other uses of endurance tiers in regards to mitigating damage from chakra based techniques.
Name: Techno: Biometal Transformation
Classification: Fighting Style
Rank: D-rank
Class: Supplementary
Range: Self
Description: This is the fighting style revolving around Techno which involves the smooth transitioning from one Techno form to another and is used in conjunction with their special endurance tiers to make said conversion last longer in combat. Due to Techno revolving around cooldowns rather than expending chakra or fatigue it is very versatile however it takes a certain degree of skill to utilize it effectively in combat. To that degree this fighting style was created to help guide Kaironokuma members seeking to make the best use of their Techno abilities to it's fullest potential. Upon learning this technique the Kaironokuma can now mantain 1 active Techno technique at one time before having to end it in order to use another.
(Insert Name)'s Base Techno Duration = (Insert Number of P.T dependent on character's rank which was explained in Techo Passive. I.E B-rank = 3 P.T)
Name: Techno: Biometallic Transformation Lvl 1
Classification: Taijutsu
Rank: D-Rank
Class: Supplementary
Range: Self
Description: The Kaironokuma have modified their own utilization of their inate endurance to suit their own purposes, this technique is geared towards doing two things, maximizing the amount of time a Techno technique can be sustained while likewise increasing the number of active Techno techniques that can be maintained at once. This technique being the first level increases the number of active Techno transformations to 2 while likewise increasing the duration of D-rank Techno transformations by +1. This technique serves in place of Endurance Tiers in terms of End Tier checks however lacks the other uses of endurance tiers in regards to mitigating damage from chakra based techniques.