Official Fight.
Challenge made: Here.
LoK's R&R, all out.
3 Day Time Limit, unless specified otherwise.
Range: Mid-Range, edge of 15m.
Terrain: Coast of Kythira, a sandy beach with overcast weather, and ominous winds.
Challenge made: Here.
LoK's R&R, all out.
3 Day Time Limit, unless specified otherwise.
Range: Mid-Range, edge of 15m.
Terrain: Coast of Kythira, a sandy beach with overcast weather, and ominous winds.
Time limit can be longer if needed. If anything needs to be changed, such as clarifying "Permadeath", or if I missed anything let me know.
Otherwise, let's

He wasn't even 5m away from Demetrias when he countered, with a draw of the blade that was finished as quickly as it started. It was a technique Emiya was more than familiar with; Iaidō. The visual acuity of that Sharingan could not be understated, and it was most certainly going to cost Emiya in the long run. If every move he did was under the watchful, penetrating scrutiny of that Dōjutsu, he was surely going to lose. Enkidu. His life. Everything. That wasn't going to happen. It couldn't happen. He didn't even know this man, or why he wanted Enkidu, but the fact remained. He had pulled Emiya across the world, away from his friends, and allies, and demanded he hand over the Child. These were not the actions of someone who would listen to reason, or be expected to show compassion. In fact, the very act of giving Shirō the illusion of choice was presumably as far as his "compassion" would go. These actions did not tell the tale of someone who gave second chances, they spoke of someone driven to achieve their end goal, whatever that was, whatever it took. Another thing Emiya had in common with this stranger... Regardless of his intentions, whatever involved an infant God who could literally rewrite reality however probably wasn't good. So as he watched a light blue wave of energy fired squarely at his mid-section, ironically where he was protectively clutching and keeping Enkidu close as they glided across the ground, Emiya knew there was no reason to hold back. There was no "saving" this man, so resolute in his desire to capture Enkidu that he actually risked his safety. Emiya had to stop him, so he would begrudgingly ascribe himself to his father's philosophy, rather than his own. They held similar characteristics, but Emiya's was far more selfish, wishing to save everyone, no exceptions. Kiritsugu's was admittedly more realistic, forsaking the few to save the many. This man represented a few, not all of humanity, thus, he would be forsaken. The alternative was forsaking Enkidu, and saving no one, which was no option at all...
Despite the sword slash being made faster than he could register, Emiya had enough time to see the arc of energy streak out towards him, and know that, whatever it was, it wasn't the Iaidō he used. Despite the physical action being the same, the end result was different. There were some more generic Kenjutsu techniques that involved energy projectiles, but none, to his knowledge that worked in tandem with the Samurai art. And with himself currently occupied with widening his gap between himself and Demetrias, and otherwise hindered by protecting Enkidu, his options were limited to begin with. For the moment, he had to play it safe, for Enkidu's sake if nothing else. With no surge of Chakra, nor measurable physical response, a "switch" was flipped on within Emiya's mind, one that governed the autonomy of his own body, and allowed it to act almost like a separate entity in it's own right. With this came the ability to divert his attention from his physical actions, and focus his efforts on other aspects of the fight. The increased mental clarity, Ultra Instinct, was taken one step further with the addition of Ultra Omen, a sign one is on the precipice of the realm of the Gods themselves. Or that's what Emiya used to think. Now that he held one in his arms, things were a bit different, and the description seemed a tad exaggerated. And yet, without hardly any input from himself, his foot found purchase on the ground, and his body instinctively leapt into the air. Like a high jumper ascending over the pinnacle of the highest pole, the cyan sword strike passed beneath his back as Emiya's body twisted instinctually to avoid it. The arc of energy would harmlessly dissipate as it reached it's limit on the fringe of Long Range, and Emiya would follow soon after.
(Migatte no Gokui ☯ Chō hon'nō) Mastery of Self-Movement ☯ Ultra 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][
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.
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][
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][/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.
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(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;
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".
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. [
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](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. [
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](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. [
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](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. [
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]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".
The immediate crisis of being bisected by the unknown Kenjutsu technique averted, before he landed Emiya reached to one of the pieces of technology on his person. He needed to target his opponent's vision as it was easily their most frightening aspect. Pulling out a small grenade-like item, no larger than a can of soda, he tossed it in an arc that would have it detonate directly in front of Demetrias as he was monologuing about his existence, and asked what Emiya could possibly be to him. As he landed and came to a stop at the edge of Long Range, he spun around intentionally averting his gaze away from the direction of Demetrias, while forcing Enkidu to do the same, allowing the distractionary tool time to detonate, hopefully impairing Demetrias to enough of an extent that his eyes were the least of the hero of justice's worries.
(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.
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.
His opponent wasn't one to mince words, or take things lightly, or even give Emiya the chance to gather breathing room before attacking, so Emiya's nuanced suggestion that Enkidu leave under the pretense of a game of hide and seek was left unspoken, interrupted by the blue energy wave tearing through the air. Instead, though hardly above a whisper, Emiya spoke in a cold, stern tone that made his intention clear; he wasn't about to let this man lay a single finger on Enkidu. It was a tone Emiya never used, as it was far closer to Kiritsugu than he ever dared to tread, but with him temporarily adopting his father's philosophy of abandoning one life to save another, the act was somewhat fitting, and the instruction was painfully simple.
Enkidu, run.
Even a child could understand such a simple request, but whether or not Enkidu knew it was for selfish reasons, to see him come out of this unscathed, was another matter, and not what Emiya was focused on. Releasing Enkidu, and nudging him in the opposite direction of Demetrias with an encouraging push, Emiya then grabbed the large rifle strapped to his back, and began to turn in Demetrias' direction. As he did, he channeled Chakra into the blood-stained Barret .50 cal, reinforcing it's base concept of firing projectiles, making the weapon more proficient and efficient at ejecting rounds at high velocities, increasing the damage of those rounds in the process. Once the weapon itself had been conceptually reinforced, Emiya took it one step further, channeling an additional amount of Chakra into the weapon, and specifically the round in the chamber, imbuing it with Wind Element Chakra designed to increase it's air resistance further, but with another, far more covert application, whose exact nature wouldn't be revealed until it was most likely too late. Aiming at Demetrias' hands first, as there was no way Emiya was allowing him to let off another one of those Samurai-esque strikes, especially with that unique sword whose existence hadn't escaped Emiya's lustful gaze, he pulled the trigger, and released a deafeningly destructive shot from Yoko. The round tore through the air with a furious roar, leaving a green streak of Wind Chakra in it's wake as though it were a shooting star. Provided the round struck true, and found purchase on the strangers extremities, Emiya would then surge his Chakra, causing the round to release a blast of Wind, to slow itself to a halt and suspend in the air behind Demetrias for just a moment, before another gust turned the munition around, and a third gust of Wind Chakra to shoot it back at him as though it were just fired from the rifle, at the same speed and velocity as it's original ejection. This would repeat two more times, each time aiming at a different spot, starting with the hands on the initial shot, then the legs, followed by the torso, then finally the head, aiming to first hinder his opponent's mobility, and ability to counter, before aiming for the kill. Emiya wasn't foolish enough to believe that it would go off as easily as that, but that's the victory he was aiming for within his mind's eye. Whether or not it would be reality was another question entirely...
"Who am I to you? Probably nothing. You've got plenty to say about yourself after all, but I don't have, or really care for that honor. I'm not some veteran of so many wars I don't care to count them any more, or some apparent conceptual manifestation of War in the flesh. I'm just a hypocrite, and a fraud. Some kid who stumbled his way into the footnotes of your story, and couldn't care less. Footnote or not though, there's one thing this lowly fraud can promise you; you're not laying a finger on Enkidu."
Yoko | Yoko
Type: Offensive/ Supplementary
Rank: S-Rank
Range: Short - Long
Chakra: N/A (20)
Damage: 80 +20 (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.
Type: Offensive/ Supplementary
Rank: S-Rank
Range: Short - Long
Chakra: N/A (20)
Damage: 80 +20 (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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(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.
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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(Fūton: Chokusen to Yajirushi no Pasu) Wind Release: Straight and Arrow Path
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short - Long
Chakra: 20
Damage: 40
Description: The user starts by infusing Wind Release Chakra into a projectile weapon, typically a Bow and Arrow, but other forms of weapons that fire projectiles are applicable, such as blowguns, crossbows, etc. As they infuse their chosen weapon with the Chakra, they become completely shrouded in a light swirling vortex with a faint green hue. The user then launches the projectile, deliberately aiming off-target as a means of faking-out their true quarry, as the shroud channels from the weapon into the fired projectile. As the infused projectile flies through the air at high speed, thanks to the shroud of Wind reducing wind resistance for the projectile, once it reaches a certain point, usually as it is about to fly past the intended target, the user surges their Chakra, activating the shroud's second effect. The majority of the shroud's presence becomes accumulated at one specific point along the shaft/ body/ etc of the projectile, and immediately releases three bursts of Wind, first to halt/ slow the projectile down, second to change its trajectory, then finally fire the projectile in that direction at top speed. The sudden change in the projectiles trajectory, and the process used to achieve this change, is virtually instant, making it very difficult to track without some form of Chakra Sensory or Dōjutsu but not impossible and harder still to defend against, simply due to the tricky nature of the shot. Finally, the user can either apply the shroud to multiple projectiles, such as knocking multiple arrows on a bow simultaneously, or infuse a single projectile with the ability to change it's trajectory multiple times, but with each additional projectile or infusion into a single projectile, the power of this Jutsu is distributed equally amongst them, to a max of 4 projectiles with 10 power each, or 3 consecutive changes in a single projectiles trajectory. Easily utilized for swift and silent take-downs during covert ops, this technique is also very handy for simply outright shooting the user's targets with a blindingly fast, Chakra infused projectile, and was used by a lone Guardian, and legendary Hero of Justice, who only appeared when the world was drenched in warfare, and on the brink of annihilation.
Note: Can be used a max of 5 times per battle, and only once per turn.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short - Long
Chakra: 20
Damage: 40
Description: The user starts by infusing Wind Release Chakra into a projectile weapon, typically a Bow and Arrow, but other forms of weapons that fire projectiles are applicable, such as blowguns, crossbows, etc. As they infuse their chosen weapon with the Chakra, they become completely shrouded in a light swirling vortex with a faint green hue. The user then launches the projectile, deliberately aiming off-target as a means of faking-out their true quarry, as the shroud channels from the weapon into the fired projectile. As the infused projectile flies through the air at high speed, thanks to the shroud of Wind reducing wind resistance for the projectile, once it reaches a certain point, usually as it is about to fly past the intended target, the user surges their Chakra, activating the shroud's second effect. The majority of the shroud's presence becomes accumulated at one specific point along the shaft/ body/ etc of the projectile, and immediately releases three bursts of Wind, first to halt/ slow the projectile down, second to change its trajectory, then finally fire the projectile in that direction at top speed. The sudden change in the projectiles trajectory, and the process used to achieve this change, is virtually instant, making it very difficult to track without some form of Chakra Sensory or Dōjutsu but not impossible and harder still to defend against, simply due to the tricky nature of the shot. Finally, the user can either apply the shroud to multiple projectiles, such as knocking multiple arrows on a bow simultaneously, or infuse a single projectile with the ability to change it's trajectory multiple times, but with each additional projectile or infusion into a single projectile, the power of this Jutsu is distributed equally amongst them, to a max of 4 projectiles with 10 power each, or 3 consecutive changes in a single projectiles trajectory. Easily utilized for swift and silent take-downs during covert ops, this technique is also very handy for simply outright shooting the user's targets with a blindingly fast, Chakra infused projectile, and was used by a lone Guardian, and legendary Hero of Justice, who only appeared when the world was drenched in warfare, and on the brink of annihilation.
Note: Can be used a max of 5 times per battle, and only once per turn.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
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Chakra: 1970 -15 (Reinforcement) -20 (Straight and Arrow Path) = 1935.
Ultra Instinct + Omen: 1/ 4 turns.
Reinforcement: 1/4 turns.
Next turn's Jutsu Count: 2 max (Drawback from Ultra Instinct).