Type: Weapon
Rank: S
Range: N/A
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sekhmet is the name of a goddess of war in Egyptian mythology, and in her name, a unique set of ornamental armor was created. It is not so much designed to protect, being more decorative than practical in this regard, but rather, its true purpose is to enhance the user’s offensive capabilities. The pieces of armor on the upper body include a circular band which fits around the shoulders and over the chest, arm bands which fit over the triceps, gauntlets which protect the user’s entire forearm, as well as the top of their hand, and bands which wrap around the back and partially over the user’s abdomen. An intricate set of bands, plates and rods sit securely on the user’s waist, with smaller bands on the user’s ankles and near the toes. The armor will easily protect the user from freeform attacks, such as that of basic tools, but is ill-suited to defend against proper techniques. In the process of the armor’s creation, Dendera Light was infused into the pieces through Fūinjutsu. In battle, the energy within the armor pieces is passively unsealed and imbued within the user’s Dendera Light techniques, which results in their empowerment. Functionally, this translates to an increase in power by an additional rank, effective on techniques up to S-Rank, with jutsu above this gaining an additional 10 points of damage, as well as the technique being granted an additional 10 points of chakra. The chakra drawn into the armor from the user fuels not only its augmentative capacity, but an entirely separate ability as well, one that is more defensively-oriented. That is, a translucent barrier that is invisible to the naked eye (though detectable through sensory, Dōjutsu etc), that upon detection of any object that enters or appears within its perimeter (the barrier has a 5 meter radial area), it will unseal the energy within the gauntlets and manifest it upon that object in order to destroy it. The strength of the elemental energy drawn on by the barrier will be proportionate to the object it attempts to neutralise, reaching a maximum of a base S-Rank technique. In the case of enemies themselves, it will instead manifest as a spherical bubble of S-Rank energy only slightly bigger than the invader, intended to restrict their movement. The bubble will not move from where it spawns, making it necessary for an opponent trapped within to destroy it before they can resume movement. The barrier's detection is passive and active at all times, though the energy bubble/technique-destroying surge that the barrier creates costs a move, being instantaneous in nature, and can only be done four times per battle in total. The user is able to perform other techniques and actions simultaneously to the barrier's energy projection. Naturally, the user will be notified of anything foreign the barrier detects as well.