With every step closer the unnamed figure grew in presence and strength, yet at the same time seemed to retain it's same dimensions. It was an odd sensation, to look upon someone and know they were growing stronger through only their own presence. There was no definitive reason this man grew strong, he simply did, and as he did the air grew dense, and hard to breathe. There was zero doubt or hesitation in Shirō's mind, this man meant to kill him, and maybe it was already too late. But he'd been through too much to just allow his demise. He'd had his fill long before he reached the courtyard of Ganzir. He would not take this man's threats lying down. As his all-but-confirmed opponent, or perhaps hunter was a better descriptor, approached Emiya too prepared himself. Though admittedly he had more ease with the more imaginative aspects of the Yin and the Yang of Chakra, he heavily relied upon his body to fight, and thus he would reinforce it to the utmost he could achieve in this moment. As Basel approached, his power increasing with each step taken, Emiya too grew stronger. The color faded from Emiya's eyes and hair as they took on a silverish white hue, and his entire body was enshrouded in a transparent aura of pure white. The shroud along his left arm also lost all color while retaining it's physical appearance, as an elegant white cloak of pure shimmering Chakra manifested off of his right shoulder, seemingly suspended from and attached to nothing as it's form shifted and flowed as though it were affected by a light breeze.Basel's laughter subsided and his golden eyes flicked downward, peering deep into Emiya's. He continued stepping closer until he reached a mere two and a half meters from Emiya's position, standing there menacingly. Each step he took seemed to grow larger, though his body maintained its same physical stature. But his presence, his very aura, grew exponentially. It made the very air around him feel heavy, burdened with greed and desire. Basel's same shit-eating grin hadn't changed, if anything it had only grown wider with a greater thirst and hunger. He laughed again. "I love your kind. In the face of the most terrifying and impossible odds there isn't a hint of fear in those eyes of yours. I'm sure many before have found that feature horrifically frustrating. But you see I don't care about that. Breaking your spirit and your mind...they're so pointless, so temporary." He took one large step forward, crossing to two meters. "What do I want? I want to taste your blood, savor your flesh, and rend muscle from bone." A long pink tongue emerged from Basel's mouth, licking his lips as he bore down on Emiya.
There was no reasoning with Basel. No line of questioning that would gleam into his persona or his motivations. For he was the legacy of a broken world, a legacy drenched in betrayal, blood, and greed. He was Dragonkin. For all the world knew, or perhaps even Basel himself, he was simply there to relish in the battle and bloodshed. Among the Voidlords Basel was not a precision instrument like Demetrias, skilled arcanist like Phetra, or masterful tactician like Nefarian. Basel was a blunt object swung like a cudgel to simply break and destroy. His golden red eyes flashed with that very nature.
Suddenly Basel lunged with his right arm but with intensely magnified strength and speed. It would happen in a flash in such close quarters but Basel would grasp Emiya at the very end of his forearm just below the elbow. And in a single fluid follow-up pulled Emiya's left arm with draconic strength out of its socket and clean off his body. The sound of bone shattering and flesh ripping tore through the tranquil solitude of Last Shadow, matched only by the sound of Basel's laughter as blood splattered over the Dragonkin's body.
(Bahamūto no Haaku) - Grasp of BahamutCurrently Basel is benefiting from an additional 42 points of speed, increasing his base level to 53. He also gains an additional 70 points of damage from the effects of CLASSIFIED.Type: Offensive
Rank: B
Range: Short
Chakra: N/A
Damage: 40 + 70 = 110
Description: The Grasp of Bahamut is Basel’s emulation of the God-King’s enormous strength, obtained by feasting on his heart and synchronizing his desire to grow with the God-King’s titanic body. This technique is a fundamental Body Art that Basel can use to rend, tear, and rip open with his immense strength. It’s range increases to Long under specific circumstances where Basel’s own reach is extended somehow. The technique, should it successfully make contact and not be mitigated, can rip limbs from bodies and even tear them in half with enough strength.
(Yoton Modo) – Yang State
Type: Mode
Rank: S
Range: N/A
Chakra: 200 (-50 per turn)
Damage: N/A
Description: Based on Hagoromo’s Six Paths Sage Mode, those who have completed and specialized in Yang Release can enter this mode to elevate their prowess, but only in their spiritual or physical capabilities. The lack of the Juubi’s monstrous chakra and natural energy makes it impossible for proper balance of both Yin and Yang natures simultaneously at such a high level. When entering this mode, users first gather their five basic nature chakras and their Yin and Yang natures. They then manipulate the ratio of their Yin to Yang chakra such that one nature almost completely overshadows the other, done almost instantly and effortlessly. The result causes the user to enter one Yang State. Yang State is the state entered by users when they emphasize their Yang chakra over their Yin chakra. In this state the user is endowed with a white and black chakra shroud that the user can alter cosmetically. Their hair and sclera become white, and their hands glow a white energy with fingerless gloves and black magatama along their back. The user gains two main attributes in this state: Tian and Onibi. Tian refers to physical power beyond the scope of earthly mortals. While in Yang State the user’s ability to track and react to movement and actions becomes limitless. The user’s speed increases by 6x their base speed. Likewise, their physical durability reaches its apex, capable of reducing damage from all physical clashes by 80 damage. Note that this physical reduction goes beyond simply physical elements; it applies to anything within the ‘physical’ realm – meaning any physical interaction, be it from Fire Release, Earth, or Lightning are reduced while in Yang State. The opposite, the Spiritual, is not mitigated. Though important to note the user is still suspectable to techniques that apply physically debilitating debuffs, such as paralysis, fatigue, etc. The other trait the user gains, Onibi, activates when the user enters Yang State. The drawback to this technique is that, due to the massive imbalance of Yang chakra, Yin Release and other spiritual techniques are impossible to use whilst in this state.
Note: This technique only last 6 turns and can be used only once per battle.
Note: One must have completed Yang Release in order to use this technique. The user can only use either Yin or Yang State on any bio.
Note: Once the technique ends the user’s spiritual or physical chakra is drained to the barest minimum for their survival, thus making them incapable of using Yin, Yang, or Yin-Yang Release techniques for 10 turns and incapable of using taijutsu for 5 turns (this includes releasing leg weights and physically augmenting techniques).
Note: Likewise, users are unable to use techniques above A-rank for 4 turns.
Type: Mode
Rank: S
Range: N/A
Chakra: 200 (-50 per turn)
Damage: N/A
Description: Based on Hagoromo’s Six Paths Sage Mode, those who have completed and specialized in Yang Release can enter this mode to elevate their prowess, but only in their spiritual or physical capabilities. The lack of the Juubi’s monstrous chakra and natural energy makes it impossible for proper balance of both Yin and Yang natures simultaneously at such a high level. When entering this mode, users first gather their five basic nature chakras and their Yin and Yang natures. They then manipulate the ratio of their Yin to Yang chakra such that one nature almost completely overshadows the other, done almost instantly and effortlessly. The result causes the user to enter one Yang State. Yang State is the state entered by users when they emphasize their Yang chakra over their Yin chakra. In this state the user is endowed with a white and black chakra shroud that the user can alter cosmetically. Their hair and sclera become white, and their hands glow a white energy with fingerless gloves and black magatama along their back. The user gains two main attributes in this state: Tian and Onibi. Tian refers to physical power beyond the scope of earthly mortals. While in Yang State the user’s ability to track and react to movement and actions becomes limitless. The user’s speed increases by 6x their base speed. Likewise, their physical durability reaches its apex, capable of reducing damage from all physical clashes by 80 damage. Note that this physical reduction goes beyond simply physical elements; it applies to anything within the ‘physical’ realm – meaning any physical interaction, be it from Fire Release, Earth, or Lightning are reduced while in Yang State. The opposite, the Spiritual, is not mitigated. Though important to note the user is still suspectable to techniques that apply physically debilitating debuffs, such as paralysis, fatigue, etc. The other trait the user gains, Onibi, activates when the user enters Yang State. The drawback to this technique is that, due to the massive imbalance of Yang chakra, Yin Release and other spiritual techniques are impossible to use whilst in this state.
Note: This technique only last 6 turns and can be used only once per battle.
Note: One must have completed Yang Release in order to use this technique. The user can only use either Yin or Yang State on any bio.
Note: Once the technique ends the user’s spiritual or physical chakra is drained to the barest minimum for their survival, thus making them incapable of using Yin, Yang, or Yin-Yang Release techniques for 10 turns and incapable of using taijutsu for 5 turns (this includes releasing leg weights and physically augmenting techniques).
Note: Likewise, users are unable to use techniques above A-rank for 4 turns.
(Onibi) – Onibi
Type: Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Said to be ghosts of light in ancient lore, these are the spirits of the dead that can be roughly translated as Will-o’-Wisps. Within the field of Yang Release it is the pinnacle manifestation of the field’s core concept: governing vitality and life, the ultimate display of a Yang Master as the giver of life. Onibi is activated simultaneously as Yang Mode, initiated passively once the Mode has been entered. Much like how Kuninotokotachi augments all of the user’s Illusionary techniques, Onibi augments all of the user’s specialized physical techniques; for the duration of Yang State all of the aforementioned techniques are enhanced by passively infusing them with Change into Hell. Each creation is endowed with 300 chakra points, 100 health, sharing their creator’s base speed, and their own form of sentience. Like with Change into Hell, creations through this technique are able to use techniques from the source they are produced from. As life is ever changing and mutating in each permutation, Onibi also grants two random mutations to each creation. These are to be rolled on each time a sentient creation is formed with Onibi. When Yang State expires the user’s techniques that are augmented with Onibi’s sentience and mutations also expire. The random mutations are as follows:
Empowered Vitality: The user’s sentient entity’s vitality is empowered further, increasing its health pool by 80 additional points.
Clear Casting: The user’s sentient entity has its ability to perform techniques augmented, allowing it to perform its techniques without the need for hand seals.
Empowered Speed: The user’s sentient entity has its ability to move enhanced, increasing its speed by 8 base levels.
Thickened Hide: Improved durability reduces all physical damage taken by 40.
Empowered Reserves: The user’s reserves are empowered, increasing its base chakra reserves to 500.
Black Blood: Infuses a deadly vitality-based mutagen within the sentient creation. When the Creation dies or expires its blood will burst in a mid-range radius from its position, afflicting any within with Black Blood. Black Blood inflicts 10 damage per turn indefinitely on any, other than the user, until the end of the battle. Can only be cured by Yin-Yang Release or Senjutsu.
Debilitating Aura: The user’s sentient creation radiates physical energy, destabilizing any living target within a five-meter zone around it. Reduces movement speed by 8 base levels, inflicts 10 damage per turn, and drains 10% of the targets chakra per turn. Can be resisted with a Yin Release technique of equal rank or Senjutsu that persists through this mutation’s duration.
Acidic Spikes: The user’s sentient creation is empowered with the Acidic Spines mutation, causing it to periodically unleash a volley of vitality-based spikes at all enemy targets on the battlefield. Each spike inflicts 80 damage and contains 40 chakra. Its damage is inflicted at a rate of 40 per turn to living targets, but clashing with other techniques counts as 80 damage. Only a single spike can be released at a single target, with each additional target counting as an additional spike. This does not count toward one of the user’s three moves, and it has a 25% chance of occurring every other turn after the creation is formed.
Overwhelming Vitality: The user’s sentient creation is empowered with Overwhelming Vitality, causing it to explode upon death in a mid-range radius explosion of violent energy. Anything caught within it suffers 120 damage.
Prismatic Mutation: A mutation that takes on the combined effects of two random mutations, allowing for three total mutations on a creation. When this occurs, the user is to roll for the first mutation as normal, and then roll for one additional mutation and select one of the first four mutations. This allows for a total of three.
Type: Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Said to be ghosts of light in ancient lore, these are the spirits of the dead that can be roughly translated as Will-o’-Wisps. Within the field of Yang Release it is the pinnacle manifestation of the field’s core concept: governing vitality and life, the ultimate display of a Yang Master as the giver of life. Onibi is activated simultaneously as Yang Mode, initiated passively once the Mode has been entered. Much like how Kuninotokotachi augments all of the user’s Illusionary techniques, Onibi augments all of the user’s specialized physical techniques; for the duration of Yang State all of the aforementioned techniques are enhanced by passively infusing them with Change into Hell. Each creation is endowed with 300 chakra points, 100 health, sharing their creator’s base speed, and their own form of sentience. Like with Change into Hell, creations through this technique are able to use techniques from the source they are produced from. As life is ever changing and mutating in each permutation, Onibi also grants two random mutations to each creation. These are to be rolled on each time a sentient creation is formed with Onibi. When Yang State expires the user’s techniques that are augmented with Onibi’s sentience and mutations also expire. The random mutations are as follows:
Empowered Vitality: The user’s sentient entity’s vitality is empowered further, increasing its health pool by 80 additional points.
Clear Casting: The user’s sentient entity has its ability to perform techniques augmented, allowing it to perform its techniques without the need for hand seals.
Empowered Speed: The user’s sentient entity has its ability to move enhanced, increasing its speed by 8 base levels.
Thickened Hide: Improved durability reduces all physical damage taken by 40.
Empowered Reserves: The user’s reserves are empowered, increasing its base chakra reserves to 500.
Black Blood: Infuses a deadly vitality-based mutagen within the sentient creation. When the Creation dies or expires its blood will burst in a mid-range radius from its position, afflicting any within with Black Blood. Black Blood inflicts 10 damage per turn indefinitely on any, other than the user, until the end of the battle. Can only be cured by Yin-Yang Release or Senjutsu.
Debilitating Aura: The user’s sentient creation radiates physical energy, destabilizing any living target within a five-meter zone around it. Reduces movement speed by 8 base levels, inflicts 10 damage per turn, and drains 10% of the targets chakra per turn. Can be resisted with a Yin Release technique of equal rank or Senjutsu that persists through this mutation’s duration.
Acidic Spikes: The user’s sentient creation is empowered with the Acidic Spines mutation, causing it to periodically unleash a volley of vitality-based spikes at all enemy targets on the battlefield. Each spike inflicts 80 damage and contains 40 chakra. Its damage is inflicted at a rate of 40 per turn to living targets, but clashing with other techniques counts as 80 damage. Only a single spike can be released at a single target, with each additional target counting as an additional spike. This does not count toward one of the user’s three moves, and it has a 25% chance of occurring every other turn after the creation is formed.
Overwhelming Vitality: The user’s sentient creation is empowered with Overwhelming Vitality, causing it to explode upon death in a mid-range radius explosion of violent energy. Anything caught within it suffers 120 damage.
Prismatic Mutation: A mutation that takes on the combined effects of two random mutations, allowing for three total mutations on a creation. When this occurs, the user is to roll for the first mutation as normal, and then roll for one additional mutation and select one of the first four mutations. This allows for a total of three.
Basel was close enough that the pressure exuding from his form was crushing, each breath was a battle in and of itself under the sheer weight of his desire, his greed. Only when he was close enough to lash out and make good on his threats of devourment did Basel deign to even think to respond to Shirō's question. The arrogance on display was not unfounded evident by the effect his presence had, but Emiya didn't remained unphased despite the very world around him bending and buckling in response. He kept his composure as Basel mused about concepts such as the mind and the soul, and how pointless it was to break those. In Emiya's case that was certainly true; he would rather kill himself than let others suffer. Such a mind was clad in steel, and would not budge. No. Basel wanted to indulge a more primal desire. As promised, he wished to rend flesh from bone, and sate a hunger that was not human. The scales, the teeth, the fangs, they were not for display. This was a beast in the skin of a man. Basel lunged out, attempting to grab Emiya's left arm and tearing it from it's socket, cackling maniacally as he bathed in Emiya's blood. Or rather, this was the reality that Basel sought to inflict upon Emiya... One that would not come to pass. Utilizing the increased speed from his elevated state, Emiya was able to avoid the simple yet clearly life-threatening attempt on life and limb. As Basel reached out for Emiya's left arm with his right, Shirō turned his body in a counter-clockwise rotation, pulling the left arm back, while lashing out with the blade in his right. Turning the blade's edge towards the sky, he imbued it with traces of Divinity while simultaneously elevating the quality of the base weapon that Tsumukari was being projected atop of, granting the imitation Tsumukari unparalleled cutting capabilities as he aimed to open Basel from his left hip to right shoulder.
(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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(Tsumukari) – Heaven Reaching Blade
Type: Artifact
Rank: S-Rank
Range: Short – Long
Chakra: N/A
Damage: 100
Description: Tsumukari, or the Heaven Reaching Blade, is the first katana reforged in the Armory of Marzan after the raid on Irkalla, the Underworld. The sword was reforged using the remnants of the God-Slaying Tool Blessings from the End of the World. Tsumukari is the first of a new generation of God-Slaying Tools, weapons noted to be the great “equalizers” in a cosmic conflict between the gods and man. Forging the blade was a cooperative effort between Marzan, the original engineer of the God-Slaying Tools, and his apprentice Emiya in the aftermath of the demise of the Domain of Death. Because its former iteration was rife with Void energy, Tsumukari has been endowed with unique abilities that go beyond what a standard God-Slaying Tool is capable of. On a basic level Tsumukari and the techniques it produces, be it through the sword or the sword as a proxy, contain proper Divinity to damage and slay a god. Passively, Tsumukari increases the user’s Kenjutsu techniques that utilize the sword by 30 additional damage. All the user’s Kenjutsu techniques, with the exception of those of Tsumukari’s active abilities that explicitly exclude them, gain a single range unit. Visually this appears as crescents and strikes of energy lashing out from the edge of Tsumukari, extending the range when necessary. Tsumukari is unbreakable; though its unbreakable nature cannot be used defensively alone. Use of any of the active abilities of Tsumukari puts the other two on cooldown for two turns.
Yōtō (lit. 妖刀, "Wicked Katana"): The first and most basic attack afforded to the wielder by Tsumukari. The user adorns the edge of the blade with Chakra, infusing it with trace Divinity, and performing simple slashes or piercing attacks with the sword. The user can either maintain the energy along the edge of the blade, empowering its basic attacks to inflict considerable damage for up to three attacks or five turns, whichever comes first. Alternatively, the user can consume the adorned edge and focus it into an arc of Chakra as a projectile with long-range reach. In either case, the blade strikes for 100 physical damage. This damage is treated as strong to all natures and abilities, with the only exception of Anutu and its components. Can be used four times per battle.
Will of the God-Slayer: A state activated through Tsumukari. The Will of the God-Slayer is the legacy of Marzan himself; through raw determination and human ingenuity the blacksmith forged the first God-Slaying Tool. It is an evocation of tenacity and hope, the desire for a better tomorrow by equalizing the war of today. When activated the user’s Kenjutsu prowess is further augmented, increased by an additional 20 damage while gaining an increase of three times their base speed. Additionally, any critical strikes they land with Tsumukari are increased by 30%. Lasts for four turns, can be used twice per battle.
Tsumukari Muramasa: A unique technique that emerges from Tsumukari’s unique composition between Void and Divinity. In short, this ability affords Tsumukari the power to cut causality. The technique is initiated through the user’s Chakra, costing 120, though its true cost lies in the Health Points it drains. Because the user possesses no Divinity the combination of Void and Divinity siphon the user’s health, costing the user 70 Health Points to perform. This health cannot be regenerated while in a battle unless the user possesses full Anutu or Atavistic Flame, in which case it can only be regenerated four turns after Tsumukari’s use. In the case of Atavistic Flame it heals at a rate of 50%, meaning if the user heals for 70 Health Points with Atavistic Flame it will count as 35 toward their total. In essence, when this technique is activated it becomes able to ‘cut’ causality and concepts that the user is capable of perceiving. It cannot cut the concept of ‘life,’ meaning to instantly kill another target. When Tsumukari is used like this it does not physically cut the target, rather it performs a metaphysical cut. There is no visible slash, gash, or piercing wound left on their victim, though contact with the blade is still required. Tsumukari Muramasa can cut Chakra, bonds, summoning contracts, and even Edo Tensei links. This ability can be used thrice per battle.
Type: Artifact
Rank: S-Rank
Range: Short – Long
Chakra: N/A
Damage: 100
Description: Tsumukari, or the Heaven Reaching Blade, is the first katana reforged in the Armory of Marzan after the raid on Irkalla, the Underworld. The sword was reforged using the remnants of the God-Slaying Tool Blessings from the End of the World. Tsumukari is the first of a new generation of God-Slaying Tools, weapons noted to be the great “equalizers” in a cosmic conflict between the gods and man. Forging the blade was a cooperative effort between Marzan, the original engineer of the God-Slaying Tools, and his apprentice Emiya in the aftermath of the demise of the Domain of Death. Because its former iteration was rife with Void energy, Tsumukari has been endowed with unique abilities that go beyond what a standard God-Slaying Tool is capable of. On a basic level Tsumukari and the techniques it produces, be it through the sword or the sword as a proxy, contain proper Divinity to damage and slay a god. Passively, Tsumukari increases the user’s Kenjutsu techniques that utilize the sword by 30 additional damage. All the user’s Kenjutsu techniques, with the exception of those of Tsumukari’s active abilities that explicitly exclude them, gain a single range unit. Visually this appears as crescents and strikes of energy lashing out from the edge of Tsumukari, extending the range when necessary. Tsumukari is unbreakable; though its unbreakable nature cannot be used defensively alone. Use of any of the active abilities of Tsumukari puts the other two on cooldown for two turns.
Yōtō (lit. 妖刀, "Wicked Katana"): The first and most basic attack afforded to the wielder by Tsumukari. The user adorns the edge of the blade with Chakra, infusing it with trace Divinity, and performing simple slashes or piercing attacks with the sword. The user can either maintain the energy along the edge of the blade, empowering its basic attacks to inflict considerable damage for up to three attacks or five turns, whichever comes first. Alternatively, the user can consume the adorned edge and focus it into an arc of Chakra as a projectile with long-range reach. In either case, the blade strikes for 100 physical damage. This damage is treated as strong to all natures and abilities, with the only exception of Anutu and its components. Can be used four times per battle.
Will of the God-Slayer: A state activated through Tsumukari. The Will of the God-Slayer is the legacy of Marzan himself; through raw determination and human ingenuity the blacksmith forged the first God-Slaying Tool. It is an evocation of tenacity and hope, the desire for a better tomorrow by equalizing the war of today. When activated the user’s Kenjutsu prowess is further augmented, increased by an additional 20 damage while gaining an increase of three times their base speed. Additionally, any critical strikes they land with Tsumukari are increased by 30%. Lasts for four turns, can be used twice per battle.
Tsumukari Muramasa: A unique technique that emerges from Tsumukari’s unique composition between Void and Divinity. In short, this ability affords Tsumukari the power to cut causality. The technique is initiated through the user’s Chakra, costing 120, though its true cost lies in the Health Points it drains. Because the user possesses no Divinity the combination of Void and Divinity siphon the user’s health, costing the user 70 Health Points to perform. This health cannot be regenerated while in a battle unless the user possesses full Anutu or Atavistic Flame, in which case it can only be regenerated four turns after Tsumukari’s use. In the case of Atavistic Flame it heals at a rate of 50%, meaning if the user heals for 70 Health Points with Atavistic Flame it will count as 35 toward their total. In essence, when this technique is activated it becomes able to ‘cut’ causality and concepts that the user is capable of perceiving. It cannot cut the concept of ‘life,’ meaning to instantly kill another target. When Tsumukari is used like this it does not physically cut the target, rather it performs a metaphysical cut. There is no visible slash, gash, or piercing wound left on their victim, though contact with the blade is still required. Tsumukari Muramasa can cut Chakra, bonds, summoning contracts, and even Edo Tensei links. This ability can be used thrice per battle.
100 (Base Damage) +30 (Tsumukari Passive) +20 (Reinforcement) = 150.
Yōtō (lit. 妖刀, "Wicked Katana"): The first and most basic attack afforded to the wielder by Tsumukari. The user adorns the edge of the blade with Chakra, infusing it with trace Divinity, and performing simple slashes or piercing attacks with the sword. The user can either maintain the energy along the edge of the blade, empowering its basic attacks to inflict considerable damage for up to three attacks or five turns, whichever comes first. Alternatively, the user can consume the adorned edge and focus it into an arc of Chakra as a projectile with long-range reach. In either case, the blade strikes for 100 physical damage. This damage is treated as strong to all natures and abilities, with the only exception of Anutu and its components. Can be used four times per battle.
Yōtō (lit. 妖刀, "Wicked Katana"): The first and most basic attack afforded to the wielder by Tsumukari. The user adorns the edge of the blade with Chakra, infusing it with trace Divinity, and performing simple slashes or piercing attacks with the sword. The user can either maintain the energy along the edge of the blade, empowering its basic attacks to inflict considerable damage for up to three attacks or five turns, whichever comes first. Alternatively, the user can consume the adorned edge and focus it into an arc of Chakra as a projectile with long-range reach. In either case, the blade strikes for 100 physical damage. This damage is treated as strong to all natures and abilities, with the only exception of Anutu and its components. Can be used four times per battle.
"I haven't survived everything until this point just to end up as dinner. Go somewhere else for your meal."
Health: 200 -70 (Tsumukari Muramasa) = 130. Tsumukari's recoil can't be healed via Yang, so health remains unchanged.
Chakra: 2000 -120 (Tsumukari Muramasa) -20 (Baseless Blade Works) -5 (Baseless upkeep) -200 (Yang State) -15 (Reinforcement) = 1640.
Yang State: 1/ 6.
Reinforcement: 1/4.
Wicked Katana: 1/3 attacks. 1/5 turns.
Speed: 11 x 6 = 66.
Basel Speed: -2 within Short Range = 51.
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