Klironomia Clan
Iwagakure/Unaffiliated
Fabricated Kekkei Genkai: Warmachina
Diana Moneta {Founder}
Nezha Klironomia {NPC Clan Leader}
Iwagakure/Unaffiliated
Fabricated Kekkei Genkai: Warmachina
Diana Moneta {Founder}
Nezha Klironomia {NPC Clan Leader}
Current Clan Members
➤TBD➤TBD
➤TBD
Clan History/Description
Created in the year 939 A.S. by Diana Moneta and Titania Leveilleur of Iwatomics Incorperated, The Klironomia Clan's origins started out as a subset of the I.R².E.N.E Division Warmachina that were specifically made to look and integrate within Iwagakure to assist in defending it's citizens after the Shinobi War. This was well and good for the first year, if a little rough, but during the year of Diana's absence Irene Moneta, the 'first' Warmachina, wanted to have more brethren to call her family that were not tied to the contract itself. Taking advantage of the country's stagnation, she was able to get permission to use the bodies within Dead Man's Alley as raw materials to further conversions using the refurbished core of the Indira Kujira to convert the bodies, however this could only go so far as she needed to teach them basic concepts, and it wouldn't be until Diana returned that this process was quickly expedited through the use of her Memory Dojutsu and Human Puppetry. While she wasn't a fan of the idea, having taken up the position of Kage, getting rid of the deceased in Dead Man's Alley was one of her priorities, so she allowed the process to continue with a clone overseeing it.
The very first proper Klironomia clan conversion upon Diana's return was Special Jounin Valium Keraisora, who had committed the crime of abusing their rank and getting innocents killed in the process. The conversion took nearly an entire day due to wanting to get the process correct, but it was indeed a success. When Valium awoke, they found that they had skin as smooth as porcelain, wooden muscles, and teeth made of opaque crystal. A softball sized crystal was now where their belly button would be, and they recalled the deeds that carried out like a distant dream. They were no longer a Keraisora, the process of conversion creating an entirely new bloodline instead. To reflect this change, they took up the new name of Nezha.
As of the year 946 A.S, about five hundred Klironomia members exist, the Kujira Core returned to primarily being for the production of non-Klironomia Warmachina as a few children have been born bearing the features of their artificial parents, proving that the bloodline can carry on without the need of outside assistance.
Clan/Bloodline Traits & Characteristics
Klironomia clan members appear human, but they are 'off' in some inhuman way, some may have silver or wooden skin, others may have eyes that appear crystalline or bleed a black, oil-like blood. Some are not even outwardly artificial, having a metallic heart and fiberoptic veins acting as their charka system. And yet they are just as alive and grow up like any other human. While a few converted by the Kujira Core took up the names of their former life, many take up new names while their children do not follow a specific naming patter due to how few their are.
Bloodline Description & Abilities
Initial Stage (Free)
➤All Klironomia take half the normal word count to learn Wind Ninjutsu & Kyujutsu Techniques. This is due to their innate connection to their summoning contract granting them some of the power of their kin.
➤All Klironomia may choose to sign the I.R².E.N.E Division summoning contract regardless of who owns the physical contract or if they have the Kuchiyose skill, as they share an innate connection to the contract itself.
➤All Klironomia do not need to breathe, however should they choose to ignore this function, they will receive a -1 tier to stamina.
Chosen of Harikēn (Limited Slot)
➤Some Klironomia are more connected to their origin then most, and as such they can learn and preform D-rank Wind Ninjutsu even if they have not unlocked the Fuuton element, and if they do have the Fuuton element they have a one-rank decrease in cost for using Fuuton techniques.
Stage 1 (250xp)
➤At this stage, the user's skin starts to show it's imperfect connection to the Tetsudashi. This grants a (+) to their constitution, and grants access to Stage 1 Techniques.
Stage 2 (250xp)
➤Now coming more into their own, the user's body has become even hardier, granting another (+) to their constitution and granting access to both Stage 2 techniques and techniques normally only learnable to the Warmachina summons.
Stage 3 (500xp)
➤The final 'awakening' of the bloodline, the user's skin gains a small sheen to it, granting a third (+) for a total +1 tier boost to their constitution. The user also gets a +10 to cybernetic artifact implant rolls, be it themselves or others.
Bloodline Limits & Drawbacks
Despite being artificial, the Klironomia can still bleed and die just like any other human. Ijutsu techs from people without Kugutsu or Engineering do -1 tier less healing as their artificial appearance makes it difficult to fix them up.
Implanting the Klironomia bloodline is extremely difficult due to the bloodline being artificial, giving a -20 modifier to the roll unless the one preforming the implant has a crafting skill.
Last edited by Diana on Tue Jan 10, 2023 12:29 am; edited 10 times in total