Type: Relic Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: 80
Description: The Lone God is a sniper rifle with a barrel length of about 26 inches. It is encased inside ivory white bones of Tiamat which close around the barrel almost like a set of jaws; the remainder of the gun, the lower receiver, and the stock, are red flesh and sinew like attachments. It is not readily apparent but the magazine is not removable; it is instead a small crystalline orb fixed to the bottom of the lower receiver with flickering black and white energies within it, something indicative of a fully powered weapon core. It is bound to the Scarlet seal and can be summoned to the user or sealed passively at their discretion. Lone God can, by default, fire bullets from its barrel that are manifested by the active weapon core. As Lone God is a precision weapon its trigger mechanism is single fire, meaning one bullet per trigger pull. These bullets do the same damage as an average Kunai on impact, however they move quickly at the speed of an A-Rank Wind Release technique. At the cost of a move the user can fire a single high powered round which inflicts 80 damage and moves at the speed of an S-Rank Wind Release technique. Either application has a long-range reach. All of Lone God’s attacks strike victims critically unless certain requirements are not met.
Intrinsic Traits:
Cold Forged Rifling (I-III): Longer length barrel designed for accuracy and bullet velocity. Increases the base speed of Lone God’s attacks by 2/3/4 speed levels.
Hollow-Point Bullets (I-III): A type of expanding bullet used for uncontrolled penetration, enhanced destruction, and collateral damage. Upon impact, the bullet expands and fragments, increasing the damage inflicted to a living target. Increases critical damage by 10/20/30%.
High-Caliber Rounds (I-III):High-caliber rounds designed to improve destructive power and armor penetration. Increases the damage of all of Lone God’s active abilities by 10/20/30 points.
Tactical Optics (I-II): Lone God possesses multipurpose tactical optics with three distinct modes. These modes can be changed at the cost of a move but not within the timeframe as long as the weapon is not stowed or sealed. Tier II Tactical Optics generates a canted red dot sight on Lone God’s railguard. Most of Lone God’s abilities require the user to aim down the weapon’s sights.
MARCH Telescopic Optics: Long-range scope that allows the user to see up to two-landmarks from their position. This extended range also allows the user to fire any of Lone God’s attacks within up to this maximum range. Projectiles fired in this mode gain a four times base movement speed increase. While aiming down sights the user cannot see short or mid-range unless it is directly in front of them within a 15 degree frontal cone.
ZENIT Special Tactical Sights: Medium-range scope that affords the user special optics to view targets that would normally be outside their typical sensory perception. The scope affords a long-range telescopic sight that prevents the user from seeing anything in short or mid-range unless it is directly in front of them within a 15 degree frontal cone. While this mode is active and aimed down sights the user is able to perceive targets that are otherwise undetectable; entities like Rinnegan Limbo clones, spirits, and other targets would be viewable as if they were infrared targets.
EOTech Combat Sights: Short-range scope that affords the user the most versatile combat sight possible while sacrificing some of Lone God’s accuracy. Lone God retains its long-range reach but can only strike critically when targeting opponents up to mid-range; beyond this range radius the user cannot land critical strikes with Lone God’s bullets. The user’s short-range sights are limited to a 30 degree frontal cone while their mid-range viewing is uninhibited. While aimed down sights, the EOTech Combat Sights afford the user enhanced tracking capabilities, increasing their base tracking speed by x5.
ZENIT PK-06 WEAVER: Unlocked at Tier II Tactical Optics. Canted red dot sight mounted on Lone God’s railguard. The PK-06 grants the user powerful close-range versatility in their ability to wield and use Lone God. The PK-06 grants precision up to mid-range, limiting Lone God’s critical strike zone to this radius. However, it is able to adopt any of the lower tier scopes auxiliary capabilities for three turns at a time. When the PK-06 is activated or swapped into the user selects one of the three combat modes to supplement it; the enhanced bullet speed of MARCH, the special targeting of ZENIT, or the tracking of the EOTech. The user must reactivate the PK-06 after three turns to either select a new mode or extend the original’s duration.
Arbiter
A lone judge watches from afar to pass judgment. Alters the ivory white bones of Lone God to become harrowed and dark.
Defense Wave QD Suppressor (B-Rank, passive): Affixes a sound suppressor to the muzzle device of Lone God. The Defense Wave QD is designed to suppress all sound by trapping the gas and heat released by the barrel of the rifle when firing. Even Sound Ninjutsu specialists cannot hear the bullets launched by Lone God.
Headshot (A-Rank, active): An active A-Rank sniper shot that costs the user 30 Chakra and inflicts 60 base damage. Should the attack strike a target in the head its base critical hit multiplier is doubled. This technique can be activated once every three turns. The user must aim down sight to activate and aim it.
Attenuating Muzzle Velocity (A-Rank, passive): The user can alternate passively between two firing modes each time they fire Lone God. The first is a prime muzzle velocity, prioritizing initial speed; this causes Lone God’s bullets to move at ten base speed levels above its basic level. For each range radius, and then subsequent landmark passed should MARCH Telescopic Optics be in use, the bullet loses 10% of its speed. The second is accelerating muzzle velocity, prioritizing distance and speed at longer targets. In this mode the user’s bullet loses five initial speed upon being fired but for each range radius and then subsequent landmark passed the bullet will gain 25% of its base speed.
Overheated Suppressor (S-Rank, passive): After three consecutive shots with Lone God (defined as a minimum of one trigger pull per turn with an active move) the user will gain an Overheated Suppressor, causing the Defense Wave QD to glow hot. The fourth bullet they shoot will gain certain auxiliary effects from the heat, causing anything it impacts to suffer 30 damage split evenly over 3 turns.
Information Assistant (S-Rank, passive): Information Assistant is an intelligence attachment added to any currently active sight on Lone God. Any target the user aims down sights and looks at will receive pinpoint accurate information on their current Health Points, Chakra, a single active technique, and the exact distance from the user to the target.
Mulligan (F-Rank, passive): Should the user’s active bullet miss its intended target then the user has a 20% chance to replicate that exact bullet from the barrel of their gun without needing to aim down sights or cost a move. Lone God will, in effect, aim itself at the target that dodged. Mulligan created bullets cannot replicate themselves.
Combat Sniper
A soldier adept in the art of war trained to adjust to a wide variety of situations and predicaments. Alters the appearance of Lone God to be affixed with a sharp ivory bayonet at the end of its muzzle device.
Combat Bayonet (B-Rank, passive): Affixes a sharp six inch bayonet to the end of Lone God’s barrel. The bayonet allows the user to, within reason, perform certain Bukijutsu/Kenjutsu with Lone God in close quarters. These techniques does not benefit from Lone God’s intrinsic bullet based passives.
Ricochet Rounds (A-Rank, active): Load a single ricochet round capable of ricocheting off any physical and solid surface (Water, Earth, etc). It is an A-Rank bullet that consumes 30 Chakra and deals at least 60 damage; upon being fired it hones in on its target and, even if it misses, will still ricochet back toward the target. Can be used once every two turns. Activation occurs either independently, firing a single 60 damage bullet, or in the same timeframe as another Lone God technique to fire its stronger damage variant but adding the ricochet effects.
Adrenaline Rush (A-Rank, passive): Each time Lone God’s trigger is pulled to fire an active bullet, defined as those costing a move slot, subsequent trigger pulls within the same turn will increase the damage and speed of the following bullet by 10 and 2 base speed levels, stacking indefinitely and not counting as one of the user’s boosts.
Rapid Fire (S-Rank, active): Rapid Fire is an S-Rank Lone God active technique that costs 40 Chakra. It is capable of firing multiple rounds within a single timeframe, in effect using multiple techniques at once. It can, up to three times in a single move, pull the trigger three times to fire three default Lone God rounds at a single or multiple targets. It can be used once every four turns. Must be aiming down sights to activate Rapid Fire. Note that while these shots occur within a single timeframe it still consumes a move slot per shot.
Fire and Roll (S-Rank, active): Fire and Roll is, as the name suggests, a simple combination of Taijutsu and Bukijutsu; this is an offensive and defensive technique in union allowing the user to, at the equivalent of their current speed, roll out of the way of incoming danger within reason. As they roll they fire Lone God twice, releasing two bullets that each do 70 damage and cost the user 40 Chakra. Can be used once every five turns and three times per battle.
Spirit Round (F-Rank, active): The Spirit Round is a unique bullet that draws upon the user’s spiritual energy and Chakra to create something similar to a Yin-favored technique. This in effect transitions a bullet’s physical damage effects into spiritual while strengthening the base damage of a Lone God bullet by an additional 40 points, not counting as one of the user’s two boosts. This can be used twice per battle once every six turns.
Specialist
A combat specialist adept at anti-material missions. Alters the appearance of Lone God to have a much louder muzzle device.
Blast Mitigation Device (B-Rank, passive): Affixes Lone God with a Blast Mitigation Device (BMD) at the end of its barrel. Blast Mitigation Devices are designed to forcibly release gas from the firing mechanism, significantly reducing recoil but creating for a significantly louder shot. Targets other than the user within mid-range are deafened for two turns when hearing bullets fired from Lone God.
Devastator Round (A-Rank, active): Devastator Rounds are powerful and large-scale anti-material rounds capable of spreading their damage over a significantly larger scale than would normally be expected by a bullet. It costs 40 Chakra to activate and inflicts 80 damage, activatable once every three turns. On impact the Devastator Round expands rapidly and creates a short-range radius explosion that can potentially leave craters in the wake of its impact.
Sonic Boom (A-Rank, passive): The Lone God’s Blast Mitigation Device can replicate the effects of its deafening blast at bullet impact sites, deafening anyone within mid-range radius of a bullet impact.
Lapua Magnum AP (S-Rank, active): The Lapua Magnum Armor-Piercing (AP) round is a devastating high caliber bullet augmented through Lone God. It is specially designed for dealing with anti-material and technical targets like heavily armored machinery but works efficiently at dealing devastating damage at organic targets as well. It costs 40 Chakra to activate but inflicts 130 damage. It can be activated once every five turns. Requires the user to aim down sights to activate and fire the Magnum AP bullet.
Overpenetration (S-Rank, passive): Overpenetration refers to a bullet’s ability to penetrate multiple consecutive targets. A Specialist’s high caliber bullets are specifically designed to maximize penetrative power and devastation while still retaining their strength over time. For each target pierced and penetrated by the user’s bullets fired from Lone God they will gain an additional 10 damage; this does not count as one of the user’s two boosts. Valid targets to overpenetrate would be walls, mounds of earth, and other living targets. A maximum of 30 damage can be gained from target penetration.
Collateral Rounds (F-Rank, passive): Bullets fired from Lone God have considerable lingering energy that, upon impact, spread to the surrounding environment. Upon impact bullets have a 25% chance of causing up to 1, 2, or 3 collateral rounds to be produced from the impact site. This is rolled for in the Official Rolls Discord channel as a 25% chance followed by a 33% chance roll for the number of rounds created. Collateral Rounds represent fragmentation of the bullet or the environment surrounding the bullet to create additional projectiles that ricochet toward the original bullet’s target. Each projectile created inflicts 70 damage.