Shirō Emiya ⚔ Wrought Iron Demon Blacksmith

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Basic Information

Name: Shirō "Muramasa" Emiya
Alias: Hero of Justice, 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 & 1600

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: Mechanic & Renewal Taekwondo

Ninjutsu
Elemental Ninjutsu
Taijutsu
Kaito's Taijutsu
Kenjutsu
Samurai Iaidō
Genjutsu

Fūinjutsu
Advanced Fūinjutsu
Medical Ninjutsu
Sound Ninjutsu
Yang Release

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 7: Reforging, Verse 2 ⚔ Hero Creation ᴱˣ Reprise

After becoming one of the unwitting pawns responsible for releasing Tiamat from her bonds, Emiya withdrew from the world, his rigid, adamant ideals crumbling dust stained by the countless deaths caused by the rise of Tiamat. Sinking into a crestfallen state, he was content to simply live out the rest of his life in hiding, pretending to be a blacksmith for the rest of his days. He was so broken, eventually he began to believe it was the only life he ever had, developing an alter-ego known as "Muramasa" as a self-defense mechanism intended to protect him from the reality he wished to desperately run from. One knock at his door was all it took for this mechanism to, eventually, crumble as his ideals had before, revealing the man he once was.

What started as an innocent commission, to forge a blade worthy of a "world renowned swordsman", spiraled far out of Muramasa's control. Seeking a fabled lost forge in the Hokubu, Muramasa reasoned no one could find it because it had long since been claimed by the ocean. Utilizing the relatively simple concept of resonance to bypass contact with the corrupted waters, where Muramasa wished to find some form of ruin, or indicator of an ancient civilization, instead he found a tear in the fabric of reality, and an unexpected sound coming from it. At first he heard a child's cries, but before long he was conversing with this unknown entity. A simple gesture, to ask if they needed help, and the ocean trembled as a flesh and blood Divinity was born within the perverted depths of the Hokubu.

After escaping the Hokubu, Emiya took the child to the nearest safe settlement within Tobusekai, Last Bastion. Not long after arrival, people began miraculously recovering from the Red Fever, an illness that had spread in the wake of Tiamat's release, affecting those directly involved with battling her more severely, but spreading like wildfire among humanity as a whole. It didn't take long for the source to be discerned; the Child Muramasa carried from the Hokubu. Despite the newborn showing no signs of consciousness, he was almost assuredly responsible. After this revelation, a mass pilgrimage was made, everyone seeking to meet the Child, and be cured from the deadly illness. In the process Muramasa met many colorful characters, and even reunited with some old acquaintances, such as the Magus of Flowers. Though at first he feigned ignorance, still clinging to the thought that he could have a "normal" life, eventually the core personality that was Emiya resurfaced, reinvigorated by the presence of true change, and a chance at redemption in the form of the Child. As things began to quieten within the Bastion, Emiya knew there were many people who could not make the journey to be healed, and thus promised many people that he'd help them in their plight, and visit their various homes, chief among them being Tsumigakure, who lead the charge against Tiamat, and were pivotal in humanity's triumph over the scornful Goddess.

Though the journey was long, their arrival in Tsumigakure was preceded by a meeting with a man known as Solomon, on Kinai Island. There he revealed the nature of the Child Emiya had help bring into the world; he was a flesh and blood Divinity. A God, much like Tiamat, though still in an infantile state. His unique status was cemented as Solomon revealed that he was not flesh and blood like a true human, but rather a lump of clay that appeared similar to a human. He put many things into context for the crestfallen Her of Justice, but one thing was made clear; the God Child, Enkidu, was a precious life that must be protected, and nurtured. Setting off with all of Solomon's revelations in mind, they were given a proper destination, a man by the name of Iskandrous who ran a medical clinic within Tsuchi Heihō. While a quirky fellow, with a colorful personality, and dress code to match, his medicinal skills were unquestionable. He was able to perfectly replicate and synthesize a cure Solomon had created simply by meeting Enkidu, and distribute it en masse. As this happened, countless figures began to gather within the clinic, either as representatives of Tsumigakure, like Mirabelle Hayabusa, or individuals seeking the cure to the Fever for those within their care, like the mysterious Lena of Shinramoto. Many people visited the clinic, which made the untimely arrival of a drunken stranger, seemingly intent on acquiring a cure for a hangover due to the Fever being, for all intents and purposes, cured, register as nothing to all parties present. The drunken figure however was not some innocent bystander who had one too many, but rather one of the Voidlords, Demetrias. Without an attempt at concealing his appearance, or identity, he used deception to his advantage to get close enough to Enkidu, whom had grown considerably in the short month since his "birth" within the Hokubu, from an infant to a being closer to a 6 year old. Once Demetrias, while partially maintaining his drunken state, left the clinic however, he disappeared from the Earthen Badlands entirely, appearing on the other side of the world, where he would enact a technique to pull Enkidu and Emiya by association through Space-Time, to him.

Demetrias' goal was simple; for Emiya to quietly hand over Enkidu. He refused outright, and though short, the battle that followed was rife with several near-death situations for both Emiya and Enkidu. Demetrias employed a style of Kenjutsu that, while similar to one Emiya himself utilized, was far more dangerous and alien to the swordsman. Emiya avoided it with the application of an autonomous defensive technique, however Enkidu was seemingly not content with running, and attacked the Voidlord directly, dealing perhaps the only major blow to Demetrias in the fight. The Voidlord responded in kind, attacking Enkidu with his blade, revealing it to possess the ability to physically harm a God. As Enkidu reeled from the mortal sense of pain, Demetrias unleashed a massive, devastating attack whose nature, while unknown to Emiya, was that of the Sea of Life, albeit in a form unlike the Hokubu. To avoid certain death, Emiya left Enkidu behind, unable to bring the God with him to the alternate dimension that was the Throne. During his brief, yet still noticeable absence, Demetrias struck, threatening Enkidu with the blade, and stating he wished for no more blood to be shed. Enkidu knew why Emiya had abandoned him. It was a very human reaction, the act of self-preservation... Emiya's return to the battlefield was one fraught with immediate guilt, as he watched Demetrias reaching out for Enkidu, no doubt intent on spiriting the God away, and leaving Emiya to bask in defeat. Emiya's response, while not perfect, was to turn his body itself into a sword, creating countless blades from his body itself as he lashed out at Demetrias' arm with his own, aiming to strike the limb three times in a single instant through Iaidō. As Emiya struck out, Enkidu did the same, relying on pure instinct, creating a Chain that destroyed the sword held at his throat, and while Emiya's intention was to sever the limb completely, the Voidlord's physical form shifted, changing into one composed of ethereal flames, instantly becoming intangible, causing Emiya's attack to miss it's mark. Instead, through direct contact with the Soul Flames via the three-fold attack, Emiya experienced a pain unlike any other he had ever felt in his life, as his soul, his spirit itself was burned by the flames of Demetrias' form, not his body. Despite Emiya being on deaths door, without his sword, the Voidlord could not threaten the God with impunity further, forcing a retreat. While certainly not a "victory" by any standard, Emiya achieved his goal of preventing Enkidu's abduction, though only barely, and felt tremendous guilt over the scenario as a whole. He'd abandoned Enkidu when he was most vulnerable, and almost allowed the Child to be taken, so despite the outcome, Emiya knew this was an outright loss. With this latest failure, he began to question himself once more, and his capacity at protecting himself, much less a fledgling Divinity. As Demetrias departed, allies began to show up, revealing they'd sought out Solomon for assistance locating the pair after their abduction. To his surprise and dismay, Solomon had requested everyone bide their time before he would disclose their location, seemingly aware of the situation, but unwilling to interfere until an outcome was already reached. It seemed as though the only one around here with answers was Solomon, so as Emiya gathered up the remnants of Demetrias' Blessings blade, he decided the mysterious acquaintance of Merlin's owed him some answers...​

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.

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: As a self-titled Mechanic, Emiya has a keen interest in Scientific Ninja Tools, which primarily take the form of his maintenance with his dual hand cannons, but also provides him with the skills necessary to construct and maintain a vehicle.

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 will, should the world 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 present within his body. 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 & Artifacts: Emiya is outfitted with trinkets of both a scientific and mystical nature. While he typically wears his Scientific Tools blatantly, his more valuable ornaments, when not in use, are kept safe within the Throne, sent to and from the alternate dimension via Prana.

Kanshō & Bakuya (Alter): Emiya's personal hand cannons which he created himself, and maintains with a feverish enthusiasm, Kanshō & Bakuya (Alter) possess a modular design that allow them to take the form of other gun-based Scientific Ninja Weapons and technology Emiya has. This allows them to take on the properties of those weapons, emulating them flawlessly, and recreating their purpose, and capabilities. They can even be drawn in a fight already "tracing" another weapon, which in Emiya's case tends to be the form of a high-powered sniper rifle known as "(Yoko) Beautiful Child".

(Gān Jiàng & Mò Yé (Daitai) Kanshō & Bakuya (Alter)
Type: Tool (Weapon)
Rank: S-Rank
Range: Short - Mid (Varies (Trace On)
Chakra: 20
Damage: 40
Description: Modeled after a pair of short blades forged by a revered pair of blacksmiths, Kanshō & Bakyua (Alter) are a pair of bayoneted modular twin hand cannons, styled after the concept of Yin and Yang. Kanshō, the black Yang blade, is covered in a red hexagonal pattern, and Bakuya, the white Yin blade, has the glistening haze of a cloud. Both hand cannons possess a modular frame, allowing the user to manipulate the "structure" of both, within reason. This fully manifests in the Hand Cannon's primarily ability, "Trace On", detailed below. The Hand Cannon's themselves, when not utilizing Trace On are each capable of firing one B-Rank Chakra Projectile up to Mid Range, with the nature of Chakra dependent on the kind the user supplies the Hand Cannon with. Each individual projectile counts as one of the user's 3 Jutsu per turn, and travel as fast as an average Lightning Release projectile.

Trace On: This is the primary ability for Kanshō & Bakuya, and stems from their modular frame, allowing the user to alter aspects of the Hand Cannons to suit a variety of weapon configurations. For example, the user can[/B] change the barrel of a gun to make it longer, or the chamber wider allowing for a larger "caliber" of shot, or even "combine" both hand cannons to become one larger "gun". This allows Kanshō & Bakuya (Alter) to take on the form and function of any other Gun-based Scientific Ninja Tool Weapon the user possesses, or otherwise has access to. As a result, the Hand Cannons take on the general appearance and abilities of the "Traced" Gun, while retaining the Hand Cannon's Blades (where applicable), as well as their ability to select their projectiles Chakra Nature. "Traced" factors include the weapons Rank, Range, costs, restrictions, etc, including those of that weapons own separate abilities. Only one Weapon can be Traced at a time, which means if the user Traces another singular pistol-type weapon, only one or the other of either Kanshō or Bakuya can be modified to suit that particular weapon, not both, nor can the user have both Kanshō & Bakuya Trace different weapons at the same time, unless they fall under a single "Weapon". Additionally, the user can have have one Weapon applied to Kanshō & Bakuya (Alter) within their Biography by default, and allows them to enter combat with the Hand Cannon's actively Tracing that weapon if they wish. The user can perform "Trace On" a max of thrice per battle, which each consuming one of their 3 Jutsu per turn, and applying one to the user's biography counting as a usage. Finally, while the Hand Cannons are "Traced", the user can passively undo "Trace On", reverting Kanshō & Bakuya back to their original state. While Trace On is active, the user cannot user Unlimited Lost Works. Trace On, lasts a maximum of four turns before having to revert back to its original state.

On both Kanshō and Bakuya, there is a unique seal applied to the side of each gun's frame. The Kanji "無名", or "Nameless Phantasm" is faintly visible to the naked eye. When Chakra is channeled into the Seal, it activates, passively filling the length of the barrel of Kanshō/ Bakuya with a unique barrier. After the seal has been activated, Kanshō/ Bakuya can fire a unique Chakra projectile that, as it passes through the barrel, and by extension the barrier, is inscribed with a unique sealing formulae that gives off a strong purple aura and, upon contact with an external physical medium, unseals its contents. The contents of the seal are rather simple; a vast number of blades. If this projectile makes direct contact with a living being, after breaking through the skin, the sealed swords , piercing through bone and flesh with relative ease, dealing untold damage to the affected body part(s). When making impact on anything else, such as the ground or similar surface, the swords burst forth over a 5m range, potentially harming anyone within this area (including the user), dealing damage equivalent to an A-Rank physical Kenjutsu if hit, otherwise they simply linger on the field as simple weapons with no special properties of their own, that can be drawn and used as though they had always been there. Unlimited Lost Works is considered an S-Rank Raw Chakra Jutsu in terms of cost, damage (excluding the aforementioned example of "missing"), etc, and costs 1 of the user's moves to fire the projectile. Finally, once activated, Unlimited Lost Works cannot be performed for 3 turns.

Note: The Chakra natures that can be infused into both hand cannons is only limited by the types of Chakra the user themselves have access to, including Raw Chakra, Basic 5 Elements, Advanced Elements, Custom Elements, etc.
Note: As a result of their modular frame, and more specifically the bayonet blades attached to each hand cannon, Kanshō and Bakuya Alter can be used in conjunction with Kenjutsu techniques the user is able to perform, within reason due to the size of the blades. When the Hand Cannons are combined into a singular weapon through "Trace On", the bayonet blades line up to form one singular "blade", and can be used in conjunction with any Kenjutsu techniques the user has, and can perform.
Note: Unlimited Lost Works can be performed a max of twice per battle, once per hand cannon.

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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 piece of technology Emiya stumbled upon entirely by accident. The orbs 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.

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Mask of the Hornet: A technologically advanced helmet that sports a striking black and yellow design, Emiya dons this mask to assume the alter ego of the "Hornet", a rather poor imitation, and attempt at mimicking his father's role as the "Magus Killer". It possesses a filtration system that prevents the user from inhaling poisons, while masking their voice. It also shows diagnostic information on the user, displayed via a heads-up display on the masks visor, while also displaying notifications from the notice board, and especially bounty targets.

(Hōnetto no Kamen) Mask of the Hornet
Type: Tool
Rank: A-Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Featuring a striking black and yellow design, and an even more striking design that intends to strike fear into the hearts of those in it's sights, the Mask of the Hornet is a supplementary helmet designed for an assassin of little renown. With a built-in air filter based on the breathing apparatus found within Samurai Helmets, it protects it's wearer from airborne attacks, such as poisons, and more specifically, the effects that come from breathing them in. The filter has the additional effect of obscuring the user's voice, masking it by distorting it to be unrecognizable. Next, from the back of the helmet sprout a number of black wires, which have a sensor at the tip of each. These naturally rest on the user's back or shoulders, and work akin to a heart rate monitor, reading medical information about the user when worn, which is then fed into a visor found within the Mask. The visor itself is made of shatter-resistant glass, and encapsulates the entire frontal portion of the mask, which from an external perspective appears to be composed of a carbon-fiber-like material. The visor features a head-up display of the aforementioned medical information, such as their heart rate, Health, Chakra, etc, allowing the user to keep direct tabs on their own condition. Finally the Mask houses a wireless connection unit, that utilizes Wi-Fi to connect to the Noticeboard, displays all important information, especially those regarding Bounties, but also Announcements, etc. When viewing persons through the Mask, it automatically records their face, and then compares it to a regularly updated database of Bounties, taken from the Ninja World Noticeboard. When a successful match is found, universally known information regarding the target, such as their name, Clan, Ninja World affiliation (if applicable), and especially their bounty. All are displayed on the Mask's HUD, designed not to intentionally obstruct the user's view by appearing in the peripheral of the visor.

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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.

(Konagona Sekainoowari Kara no Shukufuku) – Shattered Blessings from the End of the World
Type: Artifact
Rank: E
Range: Short
Chakra: N/A
Damage: N/A
Description: It was said in ancient times that the end of the world would not come about at the hands of gods, but at the hands of humans. It was once an artifact katana rife with Void energy, and a noted member of the God-Slaying Tools. The blade has been shattered by Enkidu, and its Divine capabilities have been lost. The edge of the blade now could not even slice through paper, let alone Divine-class beings. Perhaps it can be reforged somehow.

(Aratana Hajimari) – New Beginnings
Type: Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: With the arrival of the God Child, the people pray for a blessed and auspicious future. They look forward with open eyes and a clear heart, hopeful for peace one day. It is a small broach with a blue diamond housed within the center of a gold inlaid metallic surface, no more than a few inches wide. Its origins are mysterious, appearing in the hands of those who fought bravely against a foe of primordial origins and only after a new star has been born. Those that hold it are imbued with a great sense of honor and duty, feeling hope for a better tomorrow. The artifact can be used three times in total. When used the user’s Chakra reserves will be replenished by 25% and they gain increased travel speed in the Ninja World for five turns, reducing travel time by 25 minutes. While it is active their passive health regeneration in the Ninja World will be increased by 15 health per day, up to a maximum of 60 regenerated health. Note that this healing can only be used outside of combat and is done passively alongside the basic Ninja World Health regeneration. Once it has been used three times the artifact will go dark, becoming useless. Though it might be prudent to hold onto it, even after its purpose has been fulfilled as it might hold other mysteries. This does not count as a battle-based Artifact.

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Approved.
 
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