Shirō Emiya ⚔ Grand Faker

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Basic Information

Name: Shirō "Muramasa" Emiya
Alias: Hero of Justice, Grand Faker
Gender: Male
Age: Nineteen (Biologically)
Clan: Surgebinder - Phantasm
Alignment: True Neutral

Looks: Shirō is a vibrant, warm young man of average height and slim, muscular build, short, spiky auburn hair, golden brown eyes, and naturally fair skin. Shirō's most prevalent trait is his Chakra, which is infused with the Prana of a Surgebinder, naturally appearing in the form of an azurian energy, with encapsulating silver stars glittering throughout, indicative of his just nature, and unshakable belief in the righteousness of his actions. Finally, Shirō's body, especially when Chakra is surging throughout it, can be seen covered in a circuit-like tattoo pattern, with a greenish hue. This is thanks to a unique full-body Summoning Tattoo, which allows him to perform a unique, Taijutsu orientated variation of the Summoning Jutsu with Summoning Animals he is contracted to.

In regards to attire, Shirō's typically wears an outfit he refers to as the "Garb of the Red Plains". Consisting of a black body armor made from a sturdy kevlar-like material, which is composed of a black tight and sleeveless shirt with sliver accents that outline his muscles, and a silver plate on his collar, which connect to a pair of black pants that have two black straps on his thighs, and another two strapped around his shins separate from each other. Attached to these are small compact pouches that contain the tools of his trade, as a defender of the peace, and, to him, a true Hero of Justice. He wears black, silver plated shoes, which appear to be attached to his pants. Additionally he dons a form of shroud/ mantle, which is essentially a single crimson sleeve, or brassard, which is worn on his left arm, leaving his right arm completely exposed. The brassard is tied around the right portion of his torso with a white aiguillette, a form of ceremonial braid, and tied with an agemaki knot, giving it an undeniably noble air. Additionally, Shirō wears a crimson fauld-like skirt, which is held in place with a plain white sash, tied with another agemaki knot. To top his outfit off, he wears a crimson headband which is tied in a haphazard knot on the right side of his head, leaving the two ends to dance with the breeze as he readies a shot. This headband is primarily used to keep his hair from disrupting his vision, such as interrupting his aim as he takes aim with his bow.

Other times he can be seen wearing a modified version of this outfit, which he refers to as the "Limited/ Zero Over". This version loses the black kevlar vest, while retaining the crimson sleeve, instead opting to don a more traditional cloak, the exterior of which has a vibrant white color, while the interior sports an intricate pattern of deep, eye-catching azurian, pale and golden flowers. This cloak is worn directly off-the-shoulder, and can be removed at a moments notice, specifically in the heat of battle. Typically hidden beneath the cloak is at least one katana Shirō uses to employ Kenjutsu. He also wears a pair of "Suneate" and "Haidate" over his pants, which are reinforced metal shin and thigh guards, to which is attached his aforementioned katana. Atop the left Haidate he wears a leather tool holster, similar to the one on his Red Plains Garb, containing various tools and supplementary items.

Personality: Despite facing a nigh-insurmountable trauma early in his life, Shirō is a kind, compassionate and very empathetic person. He never hesitates to enter dangerous situations if it means saving someone, especially for someone he cares about. This desire to help others is his most prevalent personality trait, but he can also be untrusting, and even jealous of others, when given enough reason. In his darkest moments, his desire to protect someone can erode, leaving it a hollow shell of it's former purpose, betraying his own beliefs, and killing countless people in the pursuit to save just one life. Despite these traits, to most anyone he meets, he is typically respectful, and more than willing to offer support. He is also a very strong-willed and driven individual, as evident by the pursuit of his goal to become a true "Hero of Justice", which can make him come across as unbelievably stubborn.

Rank, Birth, Affiliation & Jutsu Information

Ninja Rank: Jōnin
Health & Chakra: 160 & 2000

Place of Birth: Unknown
Ninja World Clan: Knights Radiant
Home Landmark: Avalon

Primary Specialty: Increased Speed Specialist
Secondary Specialties: Advanced Tracking & Advanced Kenjutsu
Extra Specialties: Chakra Lifeline & Renewal Taekwondo

Ninjutsu
Elemental Ninjutsu
Taijutsu
Kaito's Taijutsu
Kenjutsu
Iaidō
Genjutsu

Yang Release
Fūinjutsu
Medical Ninjutsu
Sound Ninjutsu

Prana
Surge of Evocation

M. Wolf Contract & Arts
Griffin Contract & Arts

Renewal Taekwondo
Kyotōryū

Rhythm Element
Entropy Element

History & Background Information

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Chapter 6: Rending, Verse 2 ⚔ Shattered Ideals Reprise

In a humble corner of Tobusekai, far from the worries and woes of the Ninja World at large, a man hammers away at steel day and night, seeking to craft the perfect blade, to sever one from fate itself. He does this for it is all he can do. He failed the world in the past, and it broke his mind, body and soul. He will no longer place himself in a position to endanger the world through wrong actions or inaction. Better he live out the rest of his days in abject secrecy, hiding his shame from the world... As he forges an endless hill of flawed creations, a youthful pair watch him intently, happy they have the capacity to do that. If it were not for the kind stranger that now cared for them, they would have perished long ago.

To the man, all was right with the world, and yet... The world is not one to allow a guardian to not heed her call, and thus, the world came knocking... Would he answer the call, or abandon his self-sworn duty once more? Only time, and fate, knew for sure.​

To be continued...

Other Information

Specialties

Primary Specialty: Shirō is an Increased Speed Specialist, thanks to his healthy physique, which is further enhanced through Prana. This increases his base speed by +1, making him naturally faster than those of his own Rank without this specialty, and naturally fits his close ranged combat style.

Secondary Specialties: In addition to his higher base speed, Shirō also possesses heightened senses, increasing his base tracking speed by x2, befitting a Surgebinder who identifies as an Archer. In tandem with this, Shirō took his skills with the blade one step further, training with the reclusive Samurai of the Iron Peninsula, and became an Advanced Kenjutsu Specialist. This allows him to utilize the unique Kenjutsu techniques of Samurai, and more specifically, their Iaidō, though to a limited degree.

Extra Specialties: Due to the infusion of Prana into his Chakra Network, Shirō possesses
higher Chakra reserves than normal. This "Chakra Lifeline" grants Shirō an additional
25% to his reserves, increasing his base Chakra levels from 1600 to 2000 Chakra.
Finally, Shirō is one of few practitioners of a unique fighting style known as Renewal Taekwondo, and one of even fewer who specialize in it. This, along with the numerous applications for the style, grant him a passive +20 damage to leg-based Taijutsu.​

Signature Techniques
Projection Magecraft ᴬ⁺: Undoubtedly Shirō's favored technique when it comes to direct combat, through the Summoning Jutsu, he creates and molds Space-Time portals to fit the shape of weapons from a distant Land, and pulling them through the portals in an instant. Utilizing this technique, Shirō can summon forth a virtually endless series of weapons, his preferred being a pair of dual blades with a Yin-Yang leitmotif. He also tends to draw forth his bow, as well as countless other weapons from this infinite arsenal, all of which he has a basic understanding of how to utilize in combat.

(Kingusugureivu ♕ Busōko) Kingsglaive ♔ Armiger Arsenal
Type: Supplementary/ Offensive/ Defensive
Rank: B-Rank
Range: Short (Portal Creation/ Orbit) Short - Long (Projectile)
Chakra: 20 (Activation) 5 (Per Turn Active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: The user starts by performing the Seal of Confrontation, drawing blood, channeling Chakra into their hand(s) and performs the Summoning Jutsu for a "Pact" they have with a distant, isolate Land engulfed in boundless armaments. However, instead of Summoning the weapons themselves, the user creates small Space/ Time Portals (similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould the shape of these portals, making their general shape identical to that of the weapon the user wishes to Summon. This is done due to the sheer scope of the available arsenal, requiring the user to shape the portal to take the same shape as the visualized weapon, with only that weapon capable of "fitting" through that portal, like cutting a key for a lock. Since these portals are composed entirely of the user's Chakra, they are practically weightless, and their positioning can be controlled by the user at will, allowing the user complete control over their "arsenal" in this state. The number of Portals the user can maintain at any given time is limited to a max of 8, with the user able to freely manipulate the number of portals active at no additional cost. Because of it's massive scope, the user can draw from a virtually infinite arsenal, summoning different styles of weapons from the same type of weapon (For example, in regards to summoning a sword, one has options such as a long-sword, broadsword, rapier, falchion, katana, ninjato, etc, for this one type of weapon, with this example applying to all forms of weapon types). Once the user has selected and summoned their weapons, and have their "arsenal" orbiting their person, they can start to utilize these weapons in combat. Once the portals are directly interacted with, the corresponding weapon is automatically pulled through whether that's into the user's hand, or to deflect incoming projectiles, etc. In the case of the user directly wielding the weapon, this allows them to use the weapon as though they were physically carrying and transporting it, however, as soon as the weapons leave the user's hand/ control, or leave a Short Range radius of the user, the Summoning is immediately undone, reverts the weapon to it's previous state, and returns to orbiting the user with the rest of their arsenal. The only exceptions to this rule are projectiles utilized by ranged weaponry, for example arrows fired from a bow, which are naturally unaffected by this limited range. Finally the user can change the weapons they have with this technique by "visualizing" a different weapon and moulding the portal to fit that weapon, allowing them to switch between various weapons for radical changes in their combat style, however this can only be done on weapons that are not being directly interacted with.

Note: This Jutsu can remain active so long as the user has the Chakra to sustain it. Once deactivated, this technique cannot be used for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

Reinforcement Magecraft ᴬ⁺: Seemingly a unique skill to Emiya, he possesses a deep affinity for weapons, and swords in particular. By coming to understand the concept behind their creation, and breaking down the design to a blueprint within his mind, Shirō can fundamentally "reinforce" an aspect of a weapon, allowing it to better perform it's designed purpose, or function. For example, he may wish to sharpen a sword's blade to the extend that it can cut more effectively, or make an arrow more aerodynamic through minor alterations to it's head and fletching. This results in an overall increase in the weapons damage, and thus efficacy at killing.

(Hokyō) Reinforcement
Type: Supplementary/ Offensive
Rank: C-Rank - A-Rank
Range: Short - Long (Depending on weapon)
Chakra: 20 - 30 (or 15, -5 per additional turn)
Damage: 40 - 60 (or +1 Rank or +20)
Description: Reinforcement is a simple Ninjutsu technique that utilizes the boundless potential of Raw Chakra to "Reinforce" the conceptual design of a weapon or tool. Similar to techniques that utilize Raw Chakra to increase the durability of a weapon to facilitate higher damage upon a target than a regular freeform strike would, the user Channels Chakra into their chosen weapon. The user is not exclusively increasing the durability of their chosen weapon however, rather they are "reinforcing" it by enhancing an aspect of it that helps it better achieve it's function. For example, the user could increase a weapon's sharpness to achieve a better cut, or it's air resistance to perform a quicker, cleaner cut, or increase the hardness of a blunt weapon to facilitate a harder impact. In other words there are many avenues one can take to Reinforce a weapon or tool, and it is down to the user to decide how to achieve it.

Because of it's open nature, this technique has two applications. The first utilizes the "Reinforced" aspect to perform a single attack with the chosen weapon, is equivalent to B-Rank in strength and cost, and is naturally confined by the inherent nature of the weapon itself, such as its reach, and thus range. The user can push their reinforcement a step further for this application, achieving an A-Rank usage, with the associated costs, damage, etc, but can be performed a max of 4 times per battle, and cannot be used again for at least 1 turn. The second is for a supplementary boost to existing techniques that utilize weapons. This allows the user's weapon to instead gain a +1 Rank or +20 damage boost for up to 4 turns due to the reinforcement, provided they pay an additional 5 Chakra per every following turn. This application is C-Rank in regards to cost, and again is naturally confined by the technique performed through the user's weapon. Finally, once this application ends, the user can't perform it again for at least 2 turns.

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Gate of Babylon: Living up to his moniker as a Faker, after his fight with the "King of Heroes", Shirō found a way to imitate his prized method of attack. By utilizing the Summoning Jutsu, Shirō creates ripple-like portals in the air, from which he suspends, then fires basic weapons as projectiles with speed and accuracy that far surpasses modern automatic firearms. While this doesn't truly align with his natural fighting style, nor who he is at his core, Shirō utilizes this technique more favorably when engaged in ranged battles, and simply to spite the true owner of the technique.

(Kingusugureivu ♗ Jūko) Kingsglaive ♘ Arquebus Arsenal
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short (Portal Creation) Mid (Portal Orbit) Long (Projectile)
Chakra: 20 (Activation) 5 (Per turn active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: The user starts by performing the Seal of Confrontation, drawing blood, channeling Chakra into their hand(s) and performs the Summoning Jutsu for a "Pact" they have with a distant, isolate Land engulfed in boundless armaments. However, instead of Summoning the weapons themselves, they create small Space/ Time Portals (similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould these portals into flat ripple-like distortions in the air. Being composed entirely of the user's Chakra, the portals are weightless, and key characteristics such as the positioning, distance, angle, etc of the portals can be controlled by the user at will, granting them complete control over their arsenal. Unlike with the aforementioned technique however, the portals created for this technique are far less complex and intricate, making their creation easier, allowing the user to create more as a result. The user can create and maintain up to a max of 20 portals, and is able to freely manipulate the number of portals active at will, at no additional cost. Just like with Armiger Arsenal, the user can draw from the virtually infinite arsenal that the Land provides. The portals that the user creates are linked directly to the Land, but don't select specific weapons to arm the user with. Instead the Arquebus Arsenal allows the user to draw from any kind of weapon, usually at random, partially pulling that weapon through the portal, before suspending it in place, then, at the user's command, usually with some kind of gesture or a surge in their Chakra, the portal the weapon is suspended from contracts sharply, firing the chosen weapon at the user's designated target with great speed and precision. Due to the forced contraction of Space-Time firing the weapons like projectiles, the portals emit both a bright flash, and a loud explosive sound, clearly telegraphing which portals are firing. Once this is performed, the portal then selects a new weapon, and repeats this process for as long as the user wishes, or is able to sustain it. Finally, once the weapons have made contact with something tangible, they automatically start to disappear, however this is a slow process than the almost instant reaction the "Armiger Arsenal" possesses, taking 2 turns to slowly "fade away".

Note: This Jutsu can remain active so long as the user has the Chakra to sustain it. Once deactivated, this technique cannot be used for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

Magic Circuits: Shirō possesses a very unique and powerful Nintaijutsu technique, which requires the user to cover their entire body with tattoo's before they can utilize it. When Chakra courses through his body these tattoo's appear similar to a circuit-like pattern across his body. Using this full-body Summoning Tattoo as a proxy for his own physical actions, Shirō is able to partially utilize his Summoning Animals for close-quarters combat. The technique also has uses outside of Taijutsu, allowing it's user to perform various forms of supplemental actions, all with the same speed and ease of use that the Summoning Jutsu allows.

(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique
Type:
Offensive/ Defensive/ Supplementary
Rank: B-Rank
Range: Short - Mid (Depending on the size of the Summon)
Chakra: 20 - 40 (Depending on the Rank of the Summon)
Damage: 40 - 80 (Depending on the Rank of the Summon)
Description: Created by a Summoning Jutsu savant known as the Sentō Shōkan (Combat Summoner) with the specific goal of allowing the user to combine both the Summoning Jutsu and Taijutsu together, he was able to create a new form of Close Quarters Combat. In the simplest terms, the Combat Summoner technique takes the basic concept of the Summoning Jutsu and allows them to be performed in conjunction with Taijutsu. As this Jutsu has its roots set in the Summoning Jutsu, this Jutsu requires it's user to fulfill similar conditions as the Summoning Jutsu, with minor differences which are explained below. This Jutsu is primarily responsible for introducing and explaining the concept of "Combat Summoning", and acting as a reference for derived techniques, all of which will logically fall under the category of Nintaijutsu. There are 2 key aspects to the Combat Summoner technique, the first of which is the alteration to and general application of the user's Summoning Tattoo('s). Instead of being a small, easily concealed Tattoo which is utilized for instant Summoning without Hand Seals, the Tattoo is applied to the entirety of the users body. Because of this it functions like an active map of the user's body for the Summoning Technique itself, with each part of the user's body being linked to a corresponding part of their Summoning Animal's body through their Tattoo's. This allows the user to Summon the corresponding body part of their Summon by activating the Tattoo('s) located on that specific body part. The second aspect is the actual application of the technique in battle. The regular Summoning Jutsu works by signing a Contract with a specific Animal in blood, then sacrificing a small portion of blood each time the user wishes to use the Summoning Jutsu, by wiping blood on their Tattoo, then applying both Chakra and pressure to a surface via direct contact. This technique's Summoning steps are almost identical, with the only real difference being a more direct approach to the "Contact" portion. Logically the user must still apply both blood and Chakra to their Tattoo's, and make contact with a surface, the surface mainly being considered the opponent's body, before the Combat Summoning actually occurs.

The following is an example of how this Jutsu would work within a standard combat scenario; A signer of the Toad Contract performs the D-Rank Taijutsu technique "(Kodzuku) Punch" with their left fist which connects with their target, while also meeting the conditions for the Summoning Jutsu. As they channel Chakra through the Tattoo on their left arm, which also has the necessary blood wiped across it, they become able to "Summon" the left arm of their Summoning Animal to reinforce their attack, which for the purposes of this example is the B-Rank Summon, Gamatatsu. Gamatatsu's fist then almost instantly "materializes" in the area surrounding the user's left arm, similar in appearance and function to how users of the Mangekyō Sharingan can partially manifest their Susano'o's arm, appearing in the area surrounding the user, but not "overlapping" it. This means that any harmful Jutsu that the user may have active will not affect the Summoned fist, as they would not be able to make direct contact, unless the harmful Jutsu has an extended range. Gamatatsu's fist also attacks the target, following the same general speed, trajectory, etc as the users attack, creating a two pronged attack, one being the D-Rank (20 Damage) punch the user threw, and the other being the B-Rank (40 Damage) Combat Summoner punch from Gamatatsu, resulting in a total of 60 damage, should both punches successfully land without interference. Upon the completion of the attack, whether either attack was successful or not, Gamatatsu's arm disappears as quickly as it appeared, leaving the user to plan their next attack accordingly.

Note: The Combat Summoner Tattoo's are designed and applied by the user at their own discretion, requiring the user to post this Jutsu in the "Other" portion, and describe the appearance of their Tattoo's within the "Appearance" portion, of any Biography that wishes to use this Jutsu.
Note: Although the damage of this technique is taken directly from the Rank of the chosen Summon, unique effects and abilities for any Summons utilized with this technique must also be taken into consideration, whether they be a result of that Summon's Biology, or some passive ability they possess.
Note: Due to the unique method of Summoning that the Combat Summoner Jutsu utilizes, the partial Summoning method employed by the Combat Summoner Jutsu does not affect the Regular Summoning Jutsu Method. This is because the Combat Summoning method relies solely on the actions and Chakra of the user for it's activation, and thus doesn't conflict with it. However, any Animal that has been Summoned using the Regular Method, and subsequently used up their summoning time, cannot be Summoned via the Combat Summoner Method. This is because when Animals are Summoned using the Regular Method, they expend their own Chakra to maintain the Summoning, and once they run out of Chakra, typically around 4 turns later, they become unavailable to be Summoned afterwords. The Combat Summoner Method adheres to this restriction because it's based on the Summoning Animal, not the method of Summoning.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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Minds Eye of the Hawk ᴱˣ: During his training with the Samurai of the Iron Peninsula, Shirō achieved a mental state known as Nothingness (Mukou ( 無空 ). He achieved this by stumbling across a series of written texts within Otohime Monastery known as the The Book of Five Rings (Go Rin no Sho ( 五輪書 ). This teaching specifically came from a chapter known as the Book of the Void, which equates the concept of nothingness to complete oneness with everything, achieving completion through emptying ones self of everything. This manifests as a form of heightened clarity in combat, making him detached from everything, and thus attuned to everything, granting him overwhelming evasive capabilities.

(Migatte no GokuiChō hon'nō) Mastery of Self-MovementUltra Instinct
Type: Supplementary/ Defensive
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: An advanced Taijutsu art, based on the martial art of "(Mushin) Empty Mind", a mental state where the body reflexively reacts without the need of having any specific input from the practitioner, resulting in such refined levels of instinct and intuition to a level where they can respond to any threat without the need for thought. This is achieved via an intense level of training, wherein one is endlessly bombarded with incredibly fast, yet weak strikes, until they eventually grasp the concept of "self-movement", where each part of the body seemingly acts independently of the user's own will. It teaches one to abandon the practice of "thinking before moving", and simply initiate "moving without thinking". This is incredibly useful, as messages from the brain can only move through the nervous system to one's body parts so fast, subsequently losing precious time in combat that add up with every consecutive movement and action. This technique does not increase, or grant any kind of additional boost to the user's movement, tracking or reaction speed in any sense. Instead, it is akin to an automated defensive stance that allows the user to effectively negate any incoming physical attack that they can, visually or otherwise, register, without actually thinking about performing the actions. The body moves, almost as if on it's own accord, to respond to incoming attacks, and attempts to negate, redirect, or counter them in the most logical manner, before proceeding to intercept the next attack. A perfect idiom to describe this stance is "The lights are on, but no one is home", as the user is clearly responding to external threats, yet doesn't always seem entirely "present". One of the many benefits to this technique is that it is purely physical, and, by it's very nature, requires little to no input from the user themselves, especially in regards to their Chakra flow. As their body is reacting instinctively, rather than with directed motions and a proper input from the user themselves, they're free to use their heads to perform other actions, such as analysing attack patterns, potential weak points, and formulate and initiate proper counter attacks, etc. There are significant drawbacks to this technique as well however as, by it's very nature, it can only allow the user's body to react to actions and attacks that they can witness. This means the user cannot use this technique against attacks faster than they can track or logically register due to speed, but also attacks of a deceptive nature, or attack the user in some unregisterable manner, such as attacks that cannot be physically seen, like "Frog Kumite", or attacks that strike outside the user's field of vision. However, in the case of techniques that are directly applied via physical actions, such as in the case of a Shinobi driving a Rasengan into the body of their opponent, the user can divert this incoming threat by redirecting the physical motions of the opponent's strike, "countering" the Rasengan without making physical contact with it, or even ending the technique. [SUP][ ][/SUP] Finally, entering into this stance does not constitute the usage of one of the user's 3 Jutsu per turn, however, if this technique is used to defend against another Jutsu, every instance of a successfully defended technique does consume one of the user's allotted Jutsu from their next turn. When used to defend against freeform actions and movements, no Jutsu slots are consumed. This can, in most cases, force a stalemate in close-quarters combat centric fights, as neither party gains any ground, or inflicts damage upon the other.

Note: Can only be used for a max of 3 turns, and user must wait 3 turns between usages.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and can only be used by Biographies with a Taijutsu specialty.

Madness Enhancement ᴱˣ: Seemingly engraved into the very Origin of his Spirit, Madness Enhancement provides Shirō with an undeniable surge in power when he enters the "State of Nothingness" from the Book of the Void. In some instances his physical strength becomes frightening, while in others his speed becomes unmatched, to the level it becomes almost imperceptible. This is perhaps a result of achieving "oneness" with the world around him, achieving mental state that may even dare encroach upon the Root, the very Origin of the Universe.

(Riko Shugi no Kī ☯ Chō Zenchō) Key of Egoism ☯ Ultra Omen
Type: Supplementary/ Defensive
Rank: N/A
Range: Self
Chakra: N/A
Damage: N/A (+20 Taijutsu/ Kenjutsu (Hakai)
Description: Ultra Omen is a paired technique, comprised of a supplementary mental state for "(Migatte no Gokui ☯ Chō hon'nō) Mastery of Self-Movement ☯ Ultra Instinct", achieved through the freedom of thought and conscious action the user achieves by relegating the act of evading, countering, etc, perceived incoming physical threats to their autonomous instincts, and reflexive body, allowing them to focus their attention elsewhere. This culminates in a series of supplementary buffs and applications which improve the users overall close-quarters combat capabilities, all tied to the distinct basis "Ultra Instinct" provides. Naturally this technique can only be utilized with, and is automatically activated once Ultra Instinct is activated, being passively applied within the same timeframe slot, without using one of the user's 3 Jutsu per turn. Upon activation the user, who must at least be a Taijutsu specialist, selects one of the following applications to activate during the current usage of "Ultra Instinct", while users with a higher proficiency in Taijutsu, for example, users with access to Kaito's Taijutsu, the Eight Inner Gates, or Seven Heavenly Breaths can select up to two. The chosen application(s) take effect immediately, within the same timeframe of both techniques activating, cannot be changed once selected, and remain active until "Ultra Instinct" deactivates, whether due the expiry of it's duration, the user's will, or upon a forced deactivation, such as a K.O, death, etc. The applications are as follows;

(Mezame) Awakening: As the user's body becomes accustomed to the feeling of responding to external threats at its "normal" speed, eventually the user reaches a point where they are able to make Movements/ Reactions beyond their body's regular capabilities. The user gains a x2 speed modifier for both their Movement and Reaction speed whist "Ultra Instinct" is active, however, upon deactivation, the user suffers -4 to their base movement and reaction speeds for 2 turns as a result of pushing their body beyond it's natural limitations. [ ] [ ]

(Hakai) Destruction: The user extends their autonomous instinct to the general movements and actions of their Offensive Taijutsu techniques, allowing them to consciously exert more physical effort into their techniques, resulting in a passive +20 increase in damage to all of their physical attacks (Taijutsu, Kenjutsu, etc). Upon deactivation, the added exertion from forcing more power into their attacks leaves the user's body aching, causing the user to lose -10 damage to their Taijutsu for 3 turns. [ ]

(Kenbunshoku) Observation: By focusing their attention on incoming projectiles, the user is able to utilize "Ultra Instinct" to evade small to medium scale ranged techniques, such as basic projectiles, streams, etc, regardless of their Rank. Naturally this follows the same restrictions and drawbacks detailed within "Ultra Instinct", meaning each successfully evaded Jutsu consumes one of the user's 3 Jutsu per turn from their next turn, and only works on projectiles they can either physically see, or otherwise logically perceive. [ ] [ ]

(Kōtai) Shift: By tensing the muscles upon the moment of the evasion, the user increases the overall acceleration of the their manoeuvre, but not the actual speed of the movement, creating after-images that linger for several moments. Alternatively, the user can perform the same tensing motion as they start a physical attack, creating a form of "before-image", that projects an image of the attack that continues on, allowing the user to change their attack, potentially creating an opening in their opponent's defence. The creation of a "Before Image" is a passive action, but can only be done once per turn. Finally, after using either, once this technique ends, the user's body is left in a spasmodic state, leaving them incapable of perform intricate or delicate movements, such as complex Taijutsu movements, or weaving handseals for 2 turns. [ ] [ ]​

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "Migatte no Gokui ☯ Chō hon'nō) Mastery of Self-Movement ☯ Ultra Instinct".

Orion Hórkos - There is no Beast My Arrow Cannot Reach: A once in a generation conceptual Noble Phantasm, strong enough to instill the concept of death itself upon Gods, Orion Hórkos is a potential indicator that one has reached heights of Archery that would qualify one as a candidate for the title of "Grand Archer". Once known under another name, whose only recorded account was noted within ancient texts within Avalon, on a day only known as "The Day a God was Shot Down", it has become undeniable proof that one has transcended the conventional boundaries of Archery, and thus is deserving of the title "Grand". Shirō can manifest the bow, at great risk to himself, and is thus hesitant to rely on such a frightening technique...

But he will, should the world require it, and call upon him to use it.​

Ninpou Hijutsu: Genzai No Ya | Ninja Art Hidden Technique: The Arrow of the Original Sin
Type: Offensive/Defensive
Rank: Forbidden Rank
Range: Short-Long
Chakra: 50
Damage: N/A (-20 to the user)
Description: Said to be one of the strongest long range techniques known in the ninja world, the Arrow of the Original Sin is a very complicated technique that combines several ninja skills, from elemental ninjutsu to genjutsu and even fuuinjutsu. The user will join his hands together and pull back one of his hands as if pulling on an imaginary bow string. As he does this, a bow of pure chakra materializes with the hilt held by the other hand. The bow can be done of any raw chakra the user is able to manipulate, appearing translucent as if made of pure energy. In the bow, as the hand is pulled back, an arrow materializes of the aforementioned chakra nature, completely engraved in kanji symbols. As this is done, the users chakra spills to the battlefield in such a forceful way that everyone nearby is affected by a low rank genjutsu (D-Rank) that makes them experience either terrifying visions or soothing ones, depending if they are the targets of the technique or not. The genjutsu is not a very focused or detailed one and its only purpose is to pressure or assure those around the user. It will only change minor things like turning the sky red and darkening the ambient while making it seem as if all living things are decaying and dyeing (plants, insects, animals) or making it seem as if a golden, almost angelic light shines from the user, a long with a soothing warmth and even ethereal sounds that will add to the ambient created. Even if it adds to the "drama" of using the technique, the Genjutsu is nothing more than a proof of the amount of chakra focused and manipulated to use this technique and its ultimate abilities and is nothing by the secondary effect of the proximity to that amount of chakra. As the string of the bow if fully pulled back, the user will let go the arrow created at amazing speeds through tremendously immense distances. While the customary use is with only one arrow, the user will be able to unleash up to 2 or 4 similar arrows in quick succession if he so pleases. The arrows, engraved, as well as the ethereal bow, in tons of kanji are nothing more than vessels for a powerful sealing technique that will trigger on impact. Upon impact, besides the elemental damage done by the arrow (according to its own elemental weaknesses and strengths and taking the basic Forbidden-Rank rank damage with it), the sealing technique acts as a "purifier", a "cleanser". When activated, the sealing technique quickly expands a spherical barrier that suddenly collapses upon itself, sealing what was caught within it and siphoning any nearby chakra onto itself, cleansing the area thrice its size of any foreign chakra (enemies nearby will feel the chakra being siphoned and will be weakened but undamaged if not hit by the technique or left inside its primary range). The sealing technique expands on contact with foreign chakra or on the users own will (he can "hit" a target with the elemental part of the technique and trigger the sealing at a different time if he so pleases) and will seal anything within a 5m diameter sphere inside itself in a mere moment. The sealing technique ensures certain defeat if it hits the opponent and can be used to seal/counter any Ninjutsu thrown at the user (within reason and logic according to the applications of the technique itself) as well but in this case will act slightly different. The seal will expand and siphon the technique onto itself completely, instead of only sealing what would be within its area. If the user decides to make use of 2 to 4 arrows instead of one, the elemental damage will be spread through them equally and the sealing technique will be smaller in proportion (2 arrows = S-Rank arrows with 2,5 m diameter seals, 4 arrows = A-Rank arrows with 1,25 m diameter seals) albeit still having the same sealing strength.

Note: Usable twice and counts as 2 techniques of the 3 per turn.
Note: User will suffer severe damage to the hand that holds the bow and will be unable to do handseals on the same turn while suffering a speed loss in terms of handseals during the next 2 turns if not healed.
Note: User will be unable to use techniques above S-Rank in the same and next turn.
Note: The speed of the arrows is enough that in short range it simply cannot be countered (even if in this scenario its extremely hard to find the window of opportunity to use it) and in mid range only users with advanced reactions (dojuutsu, sensing, enhanced senses, EIG, etc) will be able to even notice it, while making a viable counter is a completely different story.
Note: The distance the user is able to reach with the arrow is only limited by the chakra he puts in it and by his own aiming skills.
Note: Can only be taught by Scorps

Surgebinder: Shirō's conversion from a regular human with no Kekkei Genkai, or Hidden Ability, to a member of the Surgebinder Clan affords him several beneficial and detrimental effects due, to the passive influence of Prana. These passives, as stated within the Clan's submission, are as follows;

"Once a Surgebinder is initiated into the clan, their body essentially becomes an "open doorway" for the ethereal energy. This means that Prana energy will constantly enter and exist within their Chakra systems and any quantity of foreign Chakra or energy inserted into their bodies will immediately be transported to the Throne before they can take effect. Chakra inserted into their bodies for the use of illusions will be absorbed before their induction time is complete, meaning the Genjutsu never occurs. However this also means Surgebinders will be incapable of having a Curse Mark or using Sage Mode. It will also become impossible for others to heal them through medical Ninjutsu or transfer Chakra to them. If an ally or opponent tries to absorb the Chakra of a Surgebinder into their own body, they will instead absorb this ambient Prana energy and be frozen internally."

Kyotōryū - Journey of the Swordless: Through an advanced application of a unique Fighting Style, which covers his body in an almost infinite number of Chakra-blades, Shirō's body itself has become a blade. While this is a very powerful technique, allowing him to perform Kenjutsu techniques with his body alone, it comes with a drawback. While active, Shirō cannot hold any form of blade, as they are destroyed on contact, or 'pushed' out of his grip by the Chakra-blades coating his body.

(Tabi no Katana nashi) Journey of the Swordless
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-15 per turn)
Damage: +20 to All Kenjutsu/Taijutsu based Techniques, 1.5x Speed
Description: Journey of the Swordless is a technique which is always active for those who practice the art of Kyotoryu. Being active from the very beginning of battle, Journey of the Swordless is classified as a passive technique to all those who wish to utilize it. While most Kyotoryu techniques do not require this, Journey of the Swordless is meant to enhance the users Kyotoryu techniques to their maximum, by sacrificing a real sword in the process.

To start, the user coats their entire body in a tiny, razor sharp layer of chakra, which looks very similar to the Medical Scalpel technique, to activate this technique. Once active, the user become a human blade, as all their strikes carry the same cutting potential as any regular sword, by being enhanced by their razor sharp chakra. Another benefit to this technique, is that the razor sharp chakra around the users body allows them to bypass wind resistances, allowing their strikes to also be much faster than when performing techniques with an actual sword. Another benefit of this, is that due to the wind resistance being removed from their strikes, while also gaining speed, all the users kenjutsu gain additional damage, by having any wind resistance removed, the strikes carry more weight, striking much harder and with more maneuverability than one could perform with a regular sword. However, the damage bonus is further increased when utilized with Kyotoryu techniques, as these techniques are specifically created for the fight style, adding Journey of the Swordless on top further empowers them, allowing the unique movements of Kyotoryu fighting style to be even more deadly than usual.

However, while this technique seems strong, the largest drawback is the user loses their ability to hold a sword. The chakra around the users body will destroy any sword hilt it comes into contact with. Even with indestructible blades, the hilt of the sword will be rejected, forcefully pushed out of the users hand if he tried to wield a bladed weapon. This is only the case for swords however, other objects, like Staffs, can be wielded, but any techniques requiring a Staff will Not gain any benefits from this technique.

Restrictions:
Must be posted in the users bio if they wish have it passive from the start of battle. Chakra cost can be paid to activate it during battle.
Once activated, the users Arms, Legs, Head, and even torso become a replacement for any Technique that requires a sword.
Due to the nature of the chakra, the user cannot wear any armor, nor can the user wield a sword of any description. However the user is able to wield non bladed weapons, but those weapons will gain no bonus' from this technique.
Any jutsu the user users, such as Earth Armor, will have its defenses Reduced by -20 if used over top of this technique. However, this only applies to techniques that attach to the users body, techniques such as Susanoo, will be unaffected.
This technique can be used by Samurai, following all the same restrictions as regular uses. However, as the user cannot wear armor with this technique active, it cannot be used with Bushido, however SSS and Iaido can be used in conjunction.

Muramasa no Tachi: Despite sharing a name, Shirō is not in fact the creator of this weapon. It made it's way into his possession by mere chance, yet fits him like a glove, though a glove that was originally worn by another. With it's unique blend of traditional techniques and modern innovation, Muramasa is perhaps the perfect tool for someone like Emiya.

(Muramasa no Tachi) Long Sword of the Demon Blacksmith
Type: Weapon
Weapon rank: S-Rank
Range: Short
Chakra cost(s):
-30/turn the sword is unsheathed.
-30/Quickdraw used​

Damage Chart:
Quickdraw(Short range) - A rank, 60
Quickdraw with a movement enhancing technique - S rank. 80​

Description: Muramasa no Tachi (Muramasa for short), is a modern sword named after the famous blacksmith, Muramasa. Although not crafted by Muramasa himself, the sword is his living legacy heavily emphasizing on attack strength. Opposite of most weapons, the blade is not ancient neither imbued with any magical forces. Instead it combines the Muramasa’s own sword crafting skills with a hint of modern Ninjutsu & Kenjutsu techniques to generate effective strikes with overwhelming damage output.

The sword is a “Tachi” not a Katana, with Chakra receptors all around the hilt that manage inflow and outflow of energy across the sword and the user (general electrical energy from Lightning Release, but may involve other elements if used with a Custom Jutsu). The hilt includes a switch the activates the receptors allowing the user to freely channel energy across the sword and his body. The sword is a vibroweapon, a high frequency blade similar to the ones used by Kirabi and Sasuke, meaning that it uses electrical energy to generate molecular vibration which, on physical contact, breaks the molecular bonds of other matter allowing the blade to effortlessly cut through objects. Murasama’s ancient sword development techniques were used to design the blade which makes it highly conductive, the different layers of alloy makes use of the peltier effect to keep the heat energy at the swords core without radiating any outside, the reduced loss of energy combined with the continuous supply of Lightning Chakra from the user soon charges the blade, changing its color to red. The sword leaks out electrical electrical energy of red wavelength, the red color is an indicator of the abnormal amount of energy flowing through the blade which allows Muramasa to cut objects better more easily than any other weapon known. The cutting potential of the sword could be defined with examples, Flying Swallow technique and both Sasuke and B’s vibroblades are able to pierce through steel with their weapons, Muramasa only takes this ability further effortless piercing through diamond, further more making it extremely lethal for person if hit directly by blade.

However this attack strength, abnormal as it may be, isn’t Muramasa’s primary ability. Muramasa’s main feature is its sheath: where the sword helps maximize the cutting ability, the sheath helps the user muster enough strength, this means while Muramasa has the potential to cut through diamond, it is unable to without the proper input of force. Unique to the sheath is its ability to store energy for burst damage when unsheathed, its features a trigger which when released would launch the blade outside for a single “Quickdraw” technique, which provides the necessary strength to perform such a powerful slash. The Quickdraw technique is Muramasa’s signature skill, when released the blade is launched out of the sheath like a ballistic shot which allows a swift Iaido strike extremely difficult to track within close proximity. The technique would however possess a downside in precision, because of the speed of this technique the single strike wouldn’t land if used either a second early or a second late. Quickdraw skill generates great force, combined with the piercing ability of the blade it allows great feats for both offense and defense. I.e. If the Quickdraw ability is used to slice through an earthen projectile aimed at the user, Muramasa would slice cleanly through the projectile, but the force granted by the sheath will be enough to alter the trajectory of the projectile and divide it to move past the user without harm. For intangible objects, such as Wind or Water, the strike force will distort the shape. The Quickdraw skill ensures that the blade destroys anything with the potential to be harmed (With the exception of Indestructible objects and anything else within reason, the ability is not absolute), the damage is further enhanced if combined with techniques that allow extreme movement such as the Lightning release armour or Swift release Shadowless Flight technique due velocity multiplying force. The sheath is capable of holding other forms of Chakra and electric isn’t the only type of energy that can be channeled through the sword allowing it to be used for the user's other elemental CJ.

Note: The sword is indestructible. Quickdraw skill may only be used in alternating turns allowing a cooldown time for sheath to recharge.

-Appearance: & .

Scientific Ninja Tools & Custom Technology
(Yoko) Beautiful Child: Utilizing his old contacts from his times spent as a freelancer with Kiritsugu, Shirō commissioned the creation of a specialized rifle, one that fit both close quartered and ranged combat. The end result was a Barrett M82A1 known as "Yoko", which he bestowed the name (Chì Mògàn ( 赤 莫干 ) Dry Blood Moon, in honor of the blacksmiths that created Kanshō & Bakuya, the dual blades which he came to claim as his signature Noble Phantasms, Gān Jiàng & Mò Yé.

Yoko | Yoko
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: N/A (20)
Damage: 80 (40 and -5 to the user)
Description: Yoko is a large Heavy Ballistic Siege Rifle, looking very similar to a Barret .50cal sniper.
This Heavy Sniper Rifle is carried around often slung on the back of a user, or summoned from a scroll if desired. The rifle itself uses large ballistic ammo that has been specially crafted from Hangurian ore for extra damage. Yoko has two firing modes, Standard Rifling or quick eject cartridge, a custom made style. When in regular firing mode, the user can use the bi-pod attached for a steady shot, or those with extreme strength can hold the rifle steady enough to accurately target shots. While in regular Firing mode, ammunition is shot out from a 6 round chamber one at a time with comparable speed to Lightning Jutsu. This mode requires no Chakra on behalf of the user, activating like a regular gun. The extended silencer on the barrel muffles sound, outside of Mid Range, meaning that when fired only the shot can be heard in short and Mid Range. In the quick eject mode, Ammunition can be launched out of the holding chamber into the users hand. These cartridges then require 20 Chakra from the user to activate to fire off the bullet in the users hand. Doing so causes only 40 damage however and also deals 5 damage to the user for the explosion going off in the users hand.

Note: Can be fired up to 6 times in total. Only one shot can be fired per turn, including the quick eject mode, counting as a Jutsu per turn when used.
Note: Quick Eject shells can only reach within short range.

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Zenyatta Orbs: A mysterious relic retrieved from the depths of the Throne. The orbs themselves are not Noble Phantasms, yet exude a form of paracausal energy that seems to rejuvenate or deteriorate those targeted by the Orbs, and the unique Chakra contained within. They typically levitate around Shirō's body in a calming, mystic manner.

(Zenyatta Kyutai) Zenyatta Orbs
Type: Tool
Rank: S-Rank
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: Special drone Orbs created by a Monk named Zenyatta. These Orbs are created out of an unknown Chakra metal and filled with Zenyatta's chakra. The user will have six orbs that hover near the user or that can be warn like a large necklace. The user can freely manipulate these orbs through an attached transceiver connected behind the users ears. They supply their own power source within them via batteries. Depending on the type of orb used, they will create a link to a target glowing yellow for Harmony or purple for Discord. This link will supply a different effect to a target depending on the type of orb used.

Orb of Discord: Amplifies any amount damage the target takes by 30 additional damage. This doesn't cause damage, only increases the amount of damage a target receives.

Orb of Harmony: Slowly restores 15 health to the target per turn when wounded, or reduces the amount of damage they take by 30. Only one effect can be in place at a time.

These orbs can be directed to a target within a mid-ranged area. Once within short range of the target they will connect to the target and remain attached, even if a target moves to long range. They can be countered with B-rank lightning or A-rank technique, causing them to return to their owner. A-rank lightning or S-rank technique can destroy the orbs indefinitely.

Note:
-Discord Orbs last 3 turns per use, require a two turn cool down and can only be used three times per battle/event.
-Harmony Orbs last 3 turns per use, require a two turn cool down and can only be used three times per battle/event.
-A target can only be targeted with a single orb at a time.
-Can only be taught by Serpent.

Assassin's Arsenal: To go with his specialized sniper rifle, Shirō also adopted some of Kiritsugu's weapons, and tactics utilized with them. This arsenal consists of three guns, one assault rifle, and two submachine guns, which fire rounds of Chakra. The first is a semi-automatic rifle, a Walther WA2000, one of less than 200 ever made, making it an incredibly rare collectors piece outside of combat. The second is a Calico M950's, which has an iconic design, and the third is a Thompson/Center Arms Contender Custom he directly inherited from his father.

(Asashin Heiki) - Assassin's Arsenal
Type: Tool
Rank: A
Range: Short - Long
Chakra: 30 (-30 to recharge)
Damage: 60
Description: The Assassin's Arsenal is a set of 3 guns: an assault rifle and a pair of semi-automatic pistols. These guns are capable of firing Jutsu Bullets. The user can release up to 5 bullets freeform per turn, dealing a collective 20 damage. The user is also able to release Fire Jutsu Bullets at A rank power once per turn, only usable every two turns. This can be done via single fire or three round bursts from his Chakra rifle or by firing his pistols, creating bursts up to 3 meters large.

Note: The two pistols can fire 5 freeform bullets per turn to deal 20 damage. These bullets are made of raw Chakra and are of similar width to fingers.
Note: These pistols are also able to release up to 2 Projectile/Streaming Jutsu per turn and up to 5 in total before having to recharge Chakra cartridges. During the recharge periods, the user must spend 30 Chakra to recharge the clips in which neither of the guns can be used.

Chakra Blades x2: A pair of Scientific Ninja Tools, Chakra Blades are forged from a unique, Chakra-conductive metal that allows them to easily absorb a user's Chakra, and create a blade out of the user's Chakra itself, which can cut through Jutsu with extreme ease.

(Chakura Tu) Chakra Blade
Type: Tool
Rank: A
Range: Short
Chakra: 30 per turn
Damage: 60
Description: The user invents a Chakra blade that uses the wielder's Chakra to generate a makeshift blade but has the downside of draining too much Chakra too quickly. These blades are able to cut through attacks of the same rank and below with ease. Cyborgs are able to grow these blades from attachments to their body, noted within the biography.

Note: Ninja can have up to 2 Chakra Blades. Custom Cyborgs can have up to 4 Chakra Blades.

Smoke-Flash Bombs x3: A distractionary tool meant to blind and disorient opponents, making them less likely to successfully respond to incoming threats. Shirō carries a small number of these on his person at all times.

(Kemuri Senkōdama) - Smoke-Flash Bombs
Type: Tool
Rank: A
Range: Short - Mid
Chakra: N/A
Damage: N/A
Description: Similar in use to the smoke and flash bombs respectively, this tech dazes the senses by emitting a powerful sound and light. It was powerful enough to block even enhanced senses of sight and hearing, leaving those with vision and sound based sensing useless. It's major downside, however, is that due to affecting a wide area, allies could also be caught in the blast radius if not warned beforehand. Due to the mass amount of Chakra released from the explosion, Chakra based sensing dilate also left useless. These are also able to negate B rank and below technological sensing devices as well.

Note: Does not count as a move but only one can be used per turn.
Note: User can have up to 3 max while Cyborgs have up to 6.
Note: Cyborgs are also able to fire these up to Long range.

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Imperfect

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Faker in your title? I see you’re finally coming to your senses :)
Check the current version, found within my signature. Faker's been part of my bio's persona long before you even thought to lay claim to Amakusa, and his incidental likeness to my bio. You pointing out me having Faker in my title is not the insult to me you think it is, good sir. You merely only exposed your own ignorance. It's been a pleasure showing you the error of your ways. Have a lovely day. :heart:
 

Vayne

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Check the current version, found within my signature. Faker's been part of my bio's persona long before you even thought to lay claim to Amakusa, and his incidental likeness to my bio. You pointing out me having Faker in my title is not the insult to me you think it is, good sir. You merely only exposed your own ignorance. It's been a pleasure showing you the error of your ways. Have a lovely day. :heart:
Lord may thee light shine on the unworthy.
 
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