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    Klironomia Clan {WIP}

    Diana
    Diana
    Wanderer
    Wanderer


    Village : N/A
    Posts : 854
    Join date : 2020-06-21

    Character File
    Skills & Elements: A lot
    Class: S
    Ryo: Enough

    Klironomia Clan {WIP} Empty Klironomia Clan {WIP}

    Post by Diana Sat Oct 15, 2022 7:27 pm

    Klironomia Clan {WIP} 25-256585_silver-lotus-flower-symbol-for-wallpaper-lotus-flower

    Klironomia Clan
    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


    _________________
    Diana, Crystalline Princess:
    Diana
    Diana
    Wanderer
    Wanderer


    Village : N/A
    Posts : 854
    Join date : 2020-06-21

    Character File
    Skills & Elements: A lot
    Class: S
    Ryo: Enough

    Klironomia Clan {WIP} Empty Re: Klironomia Clan {WIP}

    Post by Diana Sun Nov 13, 2022 1:30 pm

    Techniques
    Name: Heat Ventilation
    Rank: D
    Power: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: 0-10m
    Speed: -
    Element: Fuuton
    Skill: Ninjutsu
    Classification: Exclusive (Klironomia)
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: N/A
    Description: The user exhales, releasing built up heat within their body both to cool themselves and to possibly damage foes while intaking in cooler air through their nose. This hot air is scalding to the touch despite it being nothing but air.
    Weaknesses: -

    Name: Rocket Man
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Exclusive (Klironomia)
    Requirements: Stage 1
    Parent Technique: N/A
    Hand Seals: N/A
    Description: Based on the Kotōshura Clan's Blast Launch techniques, The soles of the user's feet open up to reveal rockets powered by chakra, giving an Aura Boost to the user's speed by 1 tier while active.
    Weaknesses: N/A

    Name: Jetpack Joyride
    Rank: B
    Power: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: Self
    Speed: -
    Element: N/A
    Skill: Ninjutsu
    Classification: Exclusive (Klironomia)
    Requirements:
    Parent Technique: N/A
    Hand Seals: N/A
    Description: Two chakra thrusters jut out of the user's shoulderblades, granting flight equal to 1 tier lower then their speed.
    Weaknesses: N/A

    Name: Band-o Blaster
    Rank: C
    Power: Varies
    Activation Cost: Varies
    Upkeep Cost: -
    Range: Self; 0-60m
    Speed: B
    Element: N/A
    Skill: Ninjutsu
    Classification: Exclusive (Klironomia)
    Requirements:
    Parent Technique: N/A
    Hand Seals: N/A
    Description: One of user's hands changes into a chakra cannon that allows them to fire non-elemental blasts of chakra at their opponent, the power of each blast costing CP equal to the power desired (for example a C-rank damage shot would cost the user 5 CP). If the user has a Condenser Scroll Cartridge, they may place the cartridge into the cannon to change the element of this technique to the cartridge without needing to be attuned to the Cartridge.
    Weaknesses: While in this state the user cannot used the altered hand for handseals or holding things. It is a cannon after all. The user may also not do damage greater then their Class Rank. The user may not do X-rank damage with this technique.

    Name: Wave Cannon
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: 20
    Range: 200m
    Speed: S
    Element: N/A
    Skill: Ninjutsu
    Classification: Exclusive (Klironomia)
    Requirements: Stage 3
    Parent Technique: Band-o Blaster
    Hand Seals: N/A
    Description: This technique was specifically made to suppress Bijuu and similar sized creatures at a safe distance, but it has more uses then just Bijuu hunting. The user's arm from the elbow to the hand changes into a chakra cannon that charges up and fires a powerful beam of chakra. This chakra beam is 10 meters in diameter and goes up to 250 meters before tapering out. Small wisps of chakra will harmlessly fly off from the beam while fired.
    Weaknesses: The user must stand still and brace their altered arm for the duration of this technique unless they have a Base Strength & Constitution of B.

    Name: Sword of my Bone
    Rank: D
    Power: Varies
    Activation Cost: 3
    Upkeep Cost: 1
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Exclusive (Klironomia)
    Requirements: Stage 2
    Parent Technique: N/A
    Hand Seals: N/A
    Description: The user's fist becomes covered in a steel-like coating reminiscent of Tetsudashi steel. While in this state the user's fist is treated as a weapon equal to their class (max S).
    Weaknesses: The user may not add strength damage to the altered fist.

    Name: Megg'amancer
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: Self; 80m
    Speed: -
    Element: Wind
    Skill: Ninjutsu
    Classification: Hiden Exclusive (Klironomia)
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: Rat
    Description: The user gathers wind around their body, creating a buzzsaw-like vortex around their body that reaches about a meter out. on command the user
    Weaknesses:

    Name: Overclock
    Rank: B
    Power: S
    Activation Cost: 5
    Upkeep Cost: -
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Exclusive (Klironomia)
    Requirements: Stage 3
    Parent Technique: N/A
    Hand Seals: N/A
    Description: The user forces their body to go beyond their body's limits, gaining great power at the cost of potentially damaging themselves in the process. The user gets a +1 tier bloodline boost to their coordination and speed, but in return the user's stamina is reduced by 1 tier as the body is trying to compensate for the extreme power the user is outputting.
    Weaknesses: The technique can only be held for so long, lasting 2 posts per tier of Base Constitution. Once this technique ends, the user will suffer a (--) to coordination and speed until the end of the thread, though this can be reduced to (-) for the remainder of the thread by using the Heat Ventilation technique.

    Name: Underclock
    Rank: B
    Power: S
    Activation Cost: 5
    Upkeep Cost: -
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Exclusive (Klironomia)
    Requirements: Stage 3
    Parent Technique: N/A
    Hand Seals: N/A
    Description: The user forces their body to conserve energy, moreso then they normally could in order to last longer at the cost of their speed. The user gains a +1 tier to stamina as a bloodline boost, but takes a -1 tier debuff to speed and coordination while the technique is active.
    Weaknesses: -


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      Current date/time is Fri Apr 26, 2024 11:40 am