[NW] Shirō Emiya ⚔ Wrought Iron Smith

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Name: Emiya Shirō
Clan: Surgebinder – Heroic Spirit
Nickname: Hero of Justice, Faker
Gender: Male
Age: Early Twenties
Alignment: True Neutral
Official Title: Champion of Humanity
Nindō: Armor-Sleeved Single Hit


Appearance


Shirō is a vibrant, warm young man of average height and slim, muscular build, short, spiky auburn hair and golden brown eyes. Shirō's most prevalent trait is his Chakra, which is infused with Prana, naturally appearing in the form of an azure energy, with encapsulating silver stars glittering throughout, indicative of his just nature, and unshakable belief in the righteousness of his actions. His body can frequently 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. Finally, woven throughout these tattoos are a number of unique Sealing Formulae, the most important of which can be found on his left shoulder.

In regards to attire, his regular outfit consists 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 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 various tools. Additionally he dons a crimson shroud on his left arm, leaving his right exposed. Additionally, Shirō wears a crimson fauld-like skirt, which is held in place with a plain white sash. 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 in the air. To top it off, he occasionally wears a white, ornate cloak.


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 those close to him. 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. And yet... Due to the influence of a particular sealing formula woven into his very existence, Emiya is also crestfallen and nihilistic, while at the same time devoted, protective, and perhaps even childish. He can be blunt and straightforward, almost sounding like an elder trapped within the body of a youth at times, while at others he can sound crude, if not outright sadistic, deriving joy from the suffering of others, reveling in the act itself. Such a paradoxical mesh of conflicting personalities would normally be considered irregular, but these are simply his ideals personified, and given life through Cognitive Dissonance.​




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Village Information



Land of Birth: Unknown
Warring States Clan: Knights Radiant


Rank, Attribute & Specialty Information



Rank: Sage of Sacrifice
Health & Chakra: 240 & 2000​


....................Mind: 6...............................................Agility: 6....................
....................Body: 5...........................................Dexterity: 5....................
....................Spirit: 5..............................................Vitality: 1....................


Skills & Elements


Ninjutsu......................................................................Elemental Ninjutsu
Taijutsu.............................................................................Kaito's Taijutsu
Kenjutsu......................................................................................Genjutsu

Atavistic Flame ...............................................................................Prana
Yang Release..........................................................................Yin Release

Fūinjutsu
Medical Ninjutsu........................................................Ahamkara Contract
Kinjutsu
.....................................................................................................Sacrifice
Rhythm Release.....................................................Wrought Iron Archery
Osmium Release........................................................................Kyotōryū
Entropy Release.......................................................Renewal Taekwondo


Apex Handseal Specialist


Shirō is an Apex Handseal Specialist, allowing him to perform Jutsu that require Handseals with logical body movements instead. Trained as a Magus by one who only saw it as a means to an end, Emiya has limited access to basic applications of Magecraft, such as Projection, Reinforcement & Alteration. This knowledge translated well into his Ninjutsu however, making Emiya a Fūinjutsu specialist, able to cast barriers and sealing formulae with simple motions. Additionally, this specialty is altered by the activation of Cognitive Dissonance.


Chakra Fortification


As a Heroic Spirit Ranked Surgebinder, Emiya's proficiency with Prana exceeds that of most of his peers, second only to the Divine Spirit, host of the Holy Grail. This translates to an additional 10 Chakra present within all of his Prana-based techniques, at no additional cost or strain to his reserves, allowing his Evocation techniques to absorb or combat stronger techniques in Chakra interactions such as Sealing or Absorption. Additionally, this specialty is altered by the activation of Cognitive Dissonance.


Apex Tracker Specialist


As both an Archer and a Swordsman Emiya's eyesight has been trained to respond to all kinds of threats both near and far, making him an Apex Tracker, resulting in a passive increase to his base Tracking of x2.5. This in tandem with Wrought Iron Archery, which excels in both close and ranged combat, gives him a malleable style that can adapt to countless situations.


Yin Specialist


After the events within and around Irkalla and his many brushes with death Emiya has gained an increased sense of spiritual awareness, translating to the ability to detect any Genjutsu or Spiritual Technique affecting him below MS-level. This awareness also allows him to sense spiritual entities, like Katsuryoku spirits or Hungry Ghosts. He's also able to utilize Genjutsu Kai passively, up to B-Rank. Finally, for each Illusion Shirō places his opponent under, he drains their Spiritual Energy, increasing his own Spiritual techniques Chakra by +10, and a stacking increase to their speed and damage of +2 and +10, which can stack up to 3 times.

To maintain balance within himself, Emiya decided to spec into the Yang State as his preferred Yin-Yang derived Mode.


Human Principal Specialist


Emiya is a Master-level user of Atavistic Flame, the physical manifestation of Humanity's subconscious will to survive. With this proficiency Emiya's Atavistic Flame techniques are not affected nor impeded by the penalties inflicted by Fatigue via the Health rules.


Wrought Iron Archery Fighting Specialist


Finally, Shirō is the only practitioner of Wrought Iron Archery, a unique fighting style that fuses both Archery and Kenjutsu with a unique bow that can, under the correct conditions, shoot at speeds that rival Iaidō. Rather than spend decades honing his skills to the point where he could reach this apex of Archery, Emiya acquired it from his Alter Ego; Heroic Spirit EMIYA. A future version of himself that achieved his dream to become a Hero of Justice, but at a great cost. As the paradoxical creator and student of of the Style, Emiya receives a passive +4 increase in his base speed whilst not utilizing the Fighting Style's unique heavy weapon, the Warbow.​




Other Information


Surgebinder: Shirō is a Surgebinder, affording him multiple effects thanks to the 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.

As a Surgebinder with no ties to either the Knights Radiant or the Fallen, Emiya is a unique existence. While he doesn't believe in the rules the Knights Radiant follow to prevent the abuse of their gift, he also doesn't believe in the complete total freedom the Fallen pursue with all their might. Instead Emiya resides somewhere in between, unbound by archaic rules, yet still with a code of ethics that guide him towards his goal to save everyone. As a Heroic Spirit Rank Surgebinder Emiya is able to perform more complex applications of Prana and it's Surges than other Surgebinders. Surges of note include the Surge of Armament, which Heroic Spirits can perform passively, and maintain Noble Phantasms summoned via the Surge indefinitely, on top of an increased capacity, allowing Emiya to maintain up to two Noble Phantasms concurrently. Emiya can also perform higher levels of the Surge of Augmentation, allowing him to use Prana to boost various attributes from his strength and speed to his tracking and defensive capabilities. Finally Emiya is able to perform the Surge of Transcendance, allowing him to create his own Reality Marble, a pocket dimension within the Throne that is entirely his own. Emiya's Reality Marble is Unlimited Blade Works, both an eternal forge capable of creating blades faster than any smithy and endless field of blades that stretch on to eternity.




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Sage Weapon: After a test of his convictions that started within the deepest reaches of the Hokubu Ocean with the birth of the God-Child Enkidu, spanned both the undead incursion upon the living world and the retaliatory Raid upon Irkalla which saw him fall and rise many times, and ended with him taking his own life within the Armory of Marzan to express his belief that Humanity is worth fighting and giving his life for, Emiya achieved the status of Sage of Sacrifice. This culminated in the creation of a Weapon: Tsumukari, the Heaven Reaching Blade.

Once the broken remnants of Blessings from the End of the World, an ancient blade with Anti-Divine properties in addition to unknown qualities infused into it by Demetrias' status as Voidlord, it was reforged by Marzan into the first of a new generation of God Slaying Tool. The blade has a number of unique abilities, the most noteworthy of which severs causality, allowing the user to cut reality itself, cleaving anything the user can perceive absolutely, even concepts. This is thanks to the blade's unique existence as it falls somewhere between Divinity and the Void, carving out it's own space between the two. As this ability is akin to the pinnacle of Divinity itself and Emiya himself is neither a Divinity nor a Voidlord this power comes with a price, requiring large amounts of Chakra and his own life itself to perform, making Tsumukari a manifestation of his sacrifice.

Upon Emiya's arrival in the Outer Lands and the Sanctuary therein the blade underwent an awakening, ascending to a higher level via interaction with the Flames of Atavism, resulting in a unique specialization. Tsumukari's specialization manifests under the "Medic" archetype, allowing the blade to create a divine healing pulse, or enhance existing healing abilities. This includes the potential to heal more than is standard and repair both physical and spiritual damage simultaneously to all of Emiya's healing techniques.

(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.

Medic: this God-Slaying specialization is designed to provide medical support to their team. They are not particularly well suited to combat, much like a Support specialist. But they are able to cure debuffs, diseases, and provide significant benefits to their teammate in the way of bulk healing, healing over time, and area healing.

Grace of Ishtar (Passive): Medics gain an increased 30% healing to all their abilities. Their healing techniques have a 20% chance to critically heal, causing them to heal for 100% increased healing.

Composite Healing (Passive): A Medic's healing techniques gain Composite Healing. This causes all healing to simultaneously heal Spiritual and Physical damage.

Embrace of Nannar (Active): At the cost of a move and a slot in the timeframe the user is able to heal all allies within mid-range of their position for 30 Health Points and cure them of all negative debuffs, as long as they can be cured. Usable once every four turns.​




Biography Bound Techniques: Whether a result of knowing particular Fighting Styles, being a Specialist in a specific Field, or having access to a specific Element, Emiya has a number of techniques applied to his person at all times. These include the tattoo's found across his entire body, a seal that allows him to summon unique projectiles for his Fighting Style, and a technique that allows his body itself to become a weapon.

Unfinal Shapes: After learning Osmium Release, Emiya has learned how to condense the Element into a safe, transportable form. As a result carries a number of blades on his person, which act as "containers" for a potential source of Osmium itself, in it's raw, unfinal shape, ready to be utilized for the Elements various Jutsu, however they can also be used as blades for his Kenjutsu techniques if necessary. This allows him to apply Osmium's various detrimental effects directly without telegraphing the Element's presence within the weapons.

(Fūin/Ōsmuton: Futei Keijō) – Sealing/Osmium Release: Unfinal Shapes
Type: Supplementary
Rank: N/A
Range: N/A (Short)
Chakra: N/A
Damage: N/A
Description: Unfinal Shapes is a basic, supplementary application of Osmium combined with Fūin, designed to enhance its utility to mimic the usage of Sand Ninjutsu by Gaara. By having the element itself pre-made, and kept stored in a gourd or container of some kind, it is carried on hand by the user. In order to perform Osmium techniques using this premade reserve of the element, the user only needs to flush the container with the necessary amount of chakra, and they can control the element as they see fit. This is considered an alternative method of using Osmium techniques, and thus they are not considered as passive unless stated in the original technique, and usages of Osmium techniques through Unfinal Shapes count towards usage limits. Should they choose, the user can use that same source of Osmium for another Osmium technique, and it will behave according to its new rank/power and any other properties described in the technique, simply requiring that the user expend the stated amount of chakra. Osmium techniques made from the reserves carried on the user that are neutralised in a clash with other techniques, or by other methods, will be resealed into the gourd, unable to be used for the remainder of the turn of neutralisation, as well as the subsequent turn. Use of Unfinal Shapes requires that it be posted in the user’s bio, or at the start of battle.

Combat Summoner: Inscribed across Shirō's body are a series of tattoo's which react to the flow and presence of Chakra, glowing with a vibrant, verdant green color when active. These tattoo's act as a map of his body, and are utilized in the performance of a unique Taijutsu-centric form of Summoning known as the Combat Summoning.

(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 fulfil 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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Sovereign Flame: Shirō, or to be more specific his Alter Ego Muramasa, as a Fire Release specialist has access to a unique variation of Fire Release which uses emotion to influence the effects the flames produce. As Emiya's tale is undoubtedly one of hope and the pursuit of joy in an otherwise sorrowful world, these emotions have in turn painted his flames so heavily that they now represent that same emotion. An overwhelming sorrow colors Emiya's flames with a ghostly blue hue, while causing them to produce an endothermic reaction, absorbing all warmth in the world, much like how the emotion draws all warmth from life.

(Nanatsu Shukenja Kaen) Seven Sovereign Flames
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Created by a group of Fire Style Masters who used their emotions to influence their Chakra, the Seven Sovereign Flames are not considered traditional Jutsu in the sense that the user simply gathers Chakra, adds various changes to Shape and Nature, then performs it against their opponent in Battle. Rather, they are the purest form of "Supplementary Enhancement" for all techniques that the user knows that fall under the Basic 5 Element of Fire. The user takes their skill in the manipulation of the Fire Element and combines it with their powerful, sometimes overwhelming, emotions, with the result being seven new types of Fire, each with their own special properties, all derived directly from the emotions infused into them. The Seven Masters all created their Sovereign Flames after succumbing to the reprecussions of their own emotions. One was consumed with hatred and rage, and hurt the one he loved, while another gave up something precious to them, and was consumed with overwhelming grief and sadness. After their own traumatizing experiences, and eventual personal revalations, they all came to understand and accept the flaws in their own emotional states, and used their understanding of these emotions to further their skills in Fire Release, revealing their true colors as it were. The concept of emotions influencing Chakra has been referenced in the series on a few occasions. One of the best examples of this is Karin Uzumaki, a powerful Sensor-Type Ninja with a unique and extremely detailed form of Sensory perception. Using her Sensory abilities Karin once described both Naruto and Sasuke's Chakra at around the same time in the series claiming Naruto's was "bright and warm", while Sasuke's was "dark and cold", which coincided with both of their emotions during the Five Kage Summit Arc. Karin's description of the nature of both Naruto and Sasuke's Chakra supports the concept that one's Chakra is tightly interwoven with the current state of the users emotions, with this Jutsu using different emotions to directly affect and alter the user's Fire Release Chakra in unique and interesting ways.

The Seven Sovereign Flames are directly applied to one's biography, under the Specialties section as an extension of the Fire Element, thus requiring any user of this Jutsu to specialize in the Fire Element. Within this extension of their Fire Element specialty, the user must specify one of the Seven Sovereign Flames, which becomes their "personal" Sovereign Flame, which they naturally embody, allowing the user to imbue their entire Fire Release arsenal into that Sovereign Flame, each with their own unique properties (All of which are explained below). Only one user of this Jutsu can specialize in any given Sovereign Flame at a time, meaning two users cannot embody the same Flame at the same time. The Sovereign Flame that the user specializes in will always be available to the them at the start of a battle (in addition to base/ regular Fire Style), at no additional chakra cost. Additionally, while the Sovereign Flames have their own unique properties, they are all still considered, for all intents and purposes, Fire Style Ninjutsu, and always follow the Elemental interactions and guidelines for regular Fire Style, regardless of any unique or alternative properties they possess. Finally, the effects of the Sovereign Flames scale with the Rank, size, overall power, etc of the Jutsu they are infused into, just like any regular form of Elemental Ninjutsu, with higher ranking Jutsu logically dealing more severe effects upon contact with a target, object or surface.

Emiya's Sovereign Flame is as follows;

Imogen's Sorrow - Imogen's perpetual sadness came from an ultimatum that shattered her life, with the resulting sadness causing her to forge her own Sovereign Flame by accident. The user must also know and understand their own sadness to access this silent, ghostly blue fire, which is deeply affected by the sorrows of ones life. Imogen's Sorrow infuses one's Fire Style with the property to exude an external endothermic reaction in place of the regular exothermic reaction, drawing in heat from the Jutsu's surroundings and forcing the outer reaches of the Jutsu to be "perceived" as cold. But despite this perception, at the core of any Jutsu imbued with Imogen's Sorrow still burns a powerful flame like regular Fire Ninjutsu, causing the usual burns on contact with a target or surface. The difference is the first moments where the Jutsu approaches an opponent, making them believe it's something entirely different from Fire Ninjutsu, thus giving the user a slight advantage.

Note: This Jutsu must be stated in the user's biography, and posted at the beginning of every battle.
Note: Chosen flame must be stated in the user's bio.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

Wrought Iron Archery – Void Creation of Blades: While not considered a Body Seal, Void Creation of Blades is a sealing technique unique to the Wrought Iron Archery fighting Style that Emiya has applied to both his Warbow and body. The former allows him to draw forth the Style's unique Sword Arrows, while the latter allows this, and the storage of the Warbow itself for convenience.

(Rentetsu Kyūjutsu: Mu no Kensei) Wrought Iron Archery: Void Creation of Blades
Type: Supplementary
Rank: D-Rank
Range: Self
Chakra: 10
Damage: N/A (+20 to Kenjutsu techniques)
Description: A small seal emblazoned with the Kanji for "虚" or Void, which can be applied to the user's Warbow, their body, or both. Sealed within are a number of Sword-Arrows designed for Wrought Iron Archery techniques, and in the case of the body seal specifically, the user can also store their Warbow. The user activates their seal with a small burst of Chakra and summons forth one of the many Sword-Arrows, which appears in an unoccupied space within 1m, typically within reach of, or summoned into their hand itself. When the user is finished utilizing their Warbow, or alternatively don't wish to fire their selected Sword-Arrow, they can reactivate the seal, returning the selected target back to the seal at half of the cost of activation. Neither drawing nor returning the Warbow or a Sword Arrow from/ to the seal expend one of the user's 3 Jutsu per turn, but can only be performed once per turn, and the user cannot have more than one Sword Arrow at a time. Finally, when a Sword-Arrow is utilized for Kenjutsu, including those that fall outside the realm of the Wrought Iron Archery Fighting Style, the damage is increased +20 due to the weight of the Sword-Arrow increasing the force behind the technique.


Five Timeless Words
Order Has Fallen to Ruin


Life: 2400​

Sacrifice is a unique Kinjutsu which has irrevocably altered Emiya's biology by removing the limitation which governs the natural progression of time. By removing this fundamental law of nature Emiya can manipulate his body's own localized time in a manner one can only liken to time travel, gaining access to his entire life's energy at any given moment along with the ability to manipulate and expend it at will. As time can only flow in one direction naturally and Sacrifice does nothing to change this, Emiya too follows this direction but at a speed he himself can determine. A decade could pass in an instant, granting him all the power and experiences that come with that span of time, at the cost that he is ten years closer to the end of his life.

Upon activation this creates an independent pool of energy called "Life" equal to 10x Emiya's Health, from which the Fighting Style's techniques are performed. Whilst active his hair glows a vibrant blood-red, while his other features gradually become more mature the further along his own lifespan he progresses, inching closer to his fate as a lone guardian atop an endless barrow of blades.

(Kinjutsu: Θυσία) Forbidden Technique: Sacrifice
Type: Supplementary
Rank: Forbidden
Range: Self
Chakra: 250
Damage: N/A
Description: Sacrifice is the fundamental technique of the Fighting Style with the same name, and is a Forbidden Technique that allows the user the expenditure of one's own life. The user starts by gathering an extremely large amount of Chakra throughout their entire body, which is then expended to activate the latent energy within every cell, effectively acting as a "limit remover" for the body itself, allowing for the cannibalization of the user's lifespan. This allows the user to access to an additional pool of energy separate from their Health and Chakra from which they can utilize the techniques of the Sacrifice Fighting Style. This "Life Pool" encompasses the physical energy that constitutes their entire life, and as such is equivalent to 10x their Health Pool. If the user has sustained any damage upon activation, this damage is reflected in their Life Pool as straight deductions from the total, and any damage sustained to the user's health is also deducted from this total, following the inner workings of the Fighting Style. Once activated this technique cannot be undone, and remains active for the remainder of the fight it is utilized within. Upon activation the user's body can adopt a cosmetic change, primarily composed of a red aura, their skin becoming a deep shade of red, or streaks of yellow, orange and reddish lightning emitting from their form. This technique can be active from the start of battle, in which case the Chakra from this technique is deducted from their starting total. Regardless of whether it's active from the start of a battle, or activated during it, it's activation is passive.




Fūinjutsu: As he further developed his sword skills, Shirō also explored other avenues of increasing his efficiency and lethality with his swords, especially with his body itself. Through the application of Fūinjutsu Emiya was able to apply Sealing Formulae to his body directly, combining them with his Fighting Styles, resulting in an unorthodox fighting style.

Shroud of Martin: A Holy Shroud which once kept the body of a sacred Priest preserved, it somehow fell into the hands of a certain False Priest who then gifted it to Emiya in an attempt to keep his multiple personalities under control. Emiya saw an alternative application for the mantle however, as it's wrappings induced a form of sealing upon a given target, be it himself, or a weapon on his person, etc. As such, Emiya wraps this around his person, or on weapons in his possession, to pre-load a series of techniques into that given target, which are immediately activated when the Shroud is released.

(Marutin no Seigaifu) Shroud of Martin
Type: Supplementary/ Defensive/ Offensive
Rank: A-Rank
Range: Self
Chakra: 30
Damage: N/A
Description: The Shroud of Martin is a form of (聖骸布) Holy Shroud, sacred cloth that is consecrated by Priests of the Church, and utilized in the burial of Saints remains to preserve and protect them from decay and desecration. The Shroud itself is a frayed crimson bandage which is wrapped around a specific target on the user's person. Countless Kanji are woven into the fabric, and while they vary somewhat, they all hold the same intent and purpose, (停滞 ) Stasis. When activated the Shroud halts and maintains the status of the target at the moment of activation by sealing whatever is wrapped within it's fabric, akin to a Barrier technique affecting any given target within it's area of effect, and that effect being the quiescence found in any typical sealing technique where a target object is stored. This technique is therefor applied to the user's biography, counting as one of their allotted "Body Seals". By wrapping a given target, such as a weapon on the user's person, within the Shroud, the user can start a fight with a small number of techniques "active" on that target, but kept within a sealed state, freezing any associated timers, cool downs, and other associated effects. Upon releasing the seal, the user pays the activation cost of this technique, 30 Chakra, as well as a Jutsu from their 3 allotted per turn, at which time the sealed techniques resume their natural functions, whether they are more offensive techniques, boosts, etc. The user can have, at most, 3 techniques pre-activated on a given target through this technique. Additionally, the user is still bound by the restrictions of the techniques they perform, and are still subject to systems like boosting limitations, and so on.

Note: Requires Advanced Fūinjutsu.
Note: Can be used 3 times per battle, however besides the initial usage which is prepared on the user's biography beforehand, the user is required to perform the techniques they are sealing, as well as pay the associated costs, expend Jutsu slots, etc.

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Baseless Blade Works: Another unique creation of Emiya's, Baseless Blade Works allows Emiya to create imitations of exemplary weapons in his arsenal by effectively overwriting a lesser work, treating it like a blank canvas. In the case of "freeform" weapons, they only last so long before their existence is rendered unstable by the encroaching weapon's concept, and implode as a result, while stronger base weapons can withstand the technique indefinitely.

(Fūinjutsu: Mu Gen no Kensei) Sealing Art: Baseless Blade Works
Type: Supplementary
Rank: B-Rank
Range: Self
Chakra: 20 (-5 per turn active)
Damage: N/A
Description: Created by a fabled Blacksmith in an attempt to preserve his own creations through chanelling them into lesser works so as to not ruin his own blade's with wear, tear and rust, Baseless Blade Works is a seal applied to one's body that possesses a two-directional seal. Aesthetically it takes the form of a sword tattoo, the seal's primary application is similar to that of a generic Sealing technique, allowing the the user to seal and unseal physical targets, in this Jutsu's case specifically weapons, and store them within the seal for convenience and protection. What seperates this seal from the countless seals that provide the same function is the second application tied to the seal. When activated at the cost of 20 Chakra, the user selects one of their stored weapons and, should they be utilizing a weapon(s) of a similar nature, the seal identifies and targets unique aspects of the weapon and imparts that weapons properties on to the weapon held in their hands, effectively creating an "imitation" of the chosen target. This includes access to Jutsu that can only be performed through that specific weapon, abilities or techniques inherent to that weapon itself, or factors of the weapons design that make it unique, such as a specialized version of an existing weapon whose design is altered to achieve a greater/ different effect than its standard counterpart, all of these become avaliable to the weapon(s) in the user's hands.

Naturally there are limitations and drawbacks to the properties this seal. Firstly, due to the transformational nature of this technique, to "overwrite" existing weapons with the nature of another, this technique cannot be used on weapons that already have their own abilities. The weapon in the user's hands needs to be a "blank slate" that a unique weapon can be imprinted upon, or the technique fails to produce an effect. Next, weapons recieving the unsealed properties are still bound by their own inherent/ original properties and limitations. For example, regardless of a stored weapon's durability, the weapon in the user's hands does not recieve any additional defensive capabilities, such as indestructibility. Rather, when the "imitation" weapon's durability is too low (less than B-Rank in strength or durability (freeform weapons are classified as unranked), they can only maintain the imprint for a short period of time (4 turns max) before being destroyed as the enhancement turns into something more akin to a hostile invasion, causing the weapon to self-destruct. Additionally, utilizing techniques or abilities unique to a specific weapon while falling under the aforementioned durability range instantly causes this same destructive reaction. Finally this technique still requires the user abide by the rules regarding Custom Weapons and similarly restricted weapons, as well as any and all limitations the weapons themselves have.

Baseless Blade Works can last for as long as the user is willing to maintain it, provided the application doesn't expire due to the aforementioned durability factor, at a cost of 5 Chakra per turn. If an application of this technique lasts longer than 4 turns, it cannot be used for at least 2 turns once that usage ends. Finally, storage and withdrawal of weapons within this seal costs 5 Chakra per each activation, with the former costing a move when performed in combat, while the latter is always passive. Techniques used used through the imitation technique decrease in strength by a rank.

Note: Requires Advanced Fūinjutsu.

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Cognitive Dissonance: A one-of-a-kind Body Seal that intentionally rent Emiya's psyche asunder, Cognitive Dissonance capitalized on Shirō's conflicting ideals and beliefs surrounding his desire to become a Hero of Justice, resulting in the creation of several Alter Ego's. Each one, based on ideals Emiya could have chosen instead of his pursuit of "true" justice for all, has thus grown a life of it's own. They are housed within branching paths on a Sealing Formulae inscribed upon Emiya's left shoulder, and can freely swap between one another by activating the Seal itself. Due to being considered their own person, each Alter Ego has a skill or field they excel in, and whilst that personality is the active one Emiya's relevant specialties are converted into specialties for that given field.

With the cataclysmic events of Kamiyasumi, and the time that had passed since then the Seal has undergone an evolution of sorts, not only changing the active persona, but Emiya's body itself upon activation, changing the container to suit it's contents within any given moment. Additionally, as Emiya begins to incorporate aspects of his own Alter Egos into his own personality, his Alters too have begun to appear less frequently, causing a shift in personalities the seal is able to identify. While the seal will always interact with Emiya's ideal as a Hero of Justice, one might begin to wonder what kind of "justice" will begin to fill these vacant, dormant branches of his soul...

(Yōton Fūinjutsu Ψ Ninchi Fukyōwa) Yang Release Sealing Art Ψ Cognitive Dissonance
Type: Supplementary
Rank: A-Rank
Range: N/A (Self)
Chakra: 50
Damage: N/A
Description: Derived from the concept of an existing Fūinjutsu whose purpose was to bring order to an already chaotic mind, Cognitive Dissonance is a body-altering seal that takes advantage of existing flaws within the user's psyche to intentionally split the user's mind to save it from itself. This is done through the techniques namesake; Cognitive Dissonance, which is a psychological phenomena that occurs when a person person holds two or more contradictory beliefs, ideals or values, or performs an action in contradiction to one of these, which results in psychological stress. For example, if one promised that they would never harm another living being, but also swore to never let harm befall one they loved no matter what, and had to choose between killing someone to abide by the latter belief, or allowing the latter to die in service to the former belief, regardless of which one they chose, they would experience Cognitive Dissonance. When applied Cognitive Dissonance identifies conflicting beliefs, ideas, values, etc, targeting these aspects as one would memories and other metaphysical aspects, then forcefully separates and seals them independently from one another as "Alter Ego's" or "Alters" for short. Visually the seal takes the form of a , etc unique to the user, with branching paths that break off from the original design forming a script that can grow to encompass a wider area on the user's body. The seal can be controlled at the user's discretion via an infusion of Yang Release Chakra, allowing them to passively swap between their Alter's. As this process involves Yang Release it not only alters the users personality, but their body itself, allowing cosmetic changes that may wildly differ from the user's original appearance, but is still limited by the general appearance of their original selves. For example, while features such as hair, eye and skin color are mutable elements, factors such as gender or body structure (number of limbs, organs, etc) are not. When in combat this can only be done once every 3 turns, and at the cost of 50 Chakra. Outside of combat the swap can be performed without cooldown, but requires the same 50 Chakra per swap.

As each separate "target" of the seal's effects have their own heavily ingrained beliefs, they develop into an Alter Ego of the user's original persona, which can deviate heavily in all aspects, including appearance, and affinity for their techniques. While one Alter might prefer ranged attacks, another might have an affinity for close quarters combat. This in tandem with the Seals usage of Yang Release to physically alter the users body according to the development of the individual Alter results in each Alter Ego becoming classified as "Specialists" for a given field, which must be specified within the user's biography per each Alter Ego. While an Alter Ego is the active persona, any specialties the biography possesses that are applicable with that Alter Ego's chosen field are automatically converted into a specialty for that field. For example if the original persona is a Single Handseal Fire Release specialist, and one of their Alter Ego's identify as a Lightning Release specialist, while that Alter Ego is the active persona, they can perform Lightning Release with a single handseal instead of Fire, and are otherwise treated as a specialist of that Element, field, etc. Regardless of the chosen field(s) the specialties themselves remain unchanged, as the change ultimately stems from the Alter Ego's personal preference, and not the feats the user is actively capable of. In instances where an Alter Ego's chosen field are incompatible with a biography's specialty, it is rendered useless and provides no benefit to the user.

Note: Requires Advanced Fūinjutsu, Yang Release, and can only be used by Imperfect.
Note: The user can have up to 4 Alter Ego's, not including their "original" persona.

Heroic Spirit EMIYA


Alias: Nameless, Wrought Iron Hero
Class: Archer
Alignment: Lawful Good
Specialist Field: Osmium Release

Appearance: EMIYA's appearance is inherently tied to his paradoxical nature, being the future "ideal" version of Emiya's goal to become a Hero of Justice. With tanned skin, white hair and dull grey eyes, all a result of his fanatical pursuit of that dream to save everyone, at first glance one would not immediately be able to assume they were, at one time, the same person. His stern look, and cynical actions paint him as a martyr of the very justice he sought to bring to the world, but beneath this thin veneer of sass lies the heart of a true hero, one who is very protective, perhaps even childishly so.

EMIYA also dons an outfit known as the Garb of the Red Plains, though his has a few notable differences. He wears that same black body armor as Shirō, which consists of a black tight and sleeveless shirt with sliver accents which outlined his muscles and a metal plate on his collar. The pants those same black that have two black straps on his thighs, and another two strapped around his shins separate from each other. Though worn from decades of service to the greater good, those same black metal plated shoes, which are attached to his trousers. Unlike Shirō however, he possesses a different red sleeve mantle, which were actually two separate sleeves connected by a metal plate at the back. The mantle covers his arms, while leaving his upper torso and midriff exposed. Finally he has an identical red open skirt which extends to above his shins with the top fashioned and tied with an agemaki knot, covered by a silver metal plate. He lacks Shirō's signature headband, or flowing white cape.

Personality: His true identity being that of Shirō Emiya should he continue to chase his dream, and attain his ideal, EMIYA himself is a contradiction of existence itself. Originally manifesting as a voice within Shirō's head, memories calling out from within the Throne whilst he wielded the twin blades Kanshō & Bakuya in the war against the Ainsworths, pushing him forward, and providing him with the tools needed for victory, as well as the knowledge of how to use them, he is now a fully realized personality, drawn forth from that potential future itself. As one who went on to embody justice itself, not knowing that justice can be cruel, he went on to realize that his dream was as childish as he was when he first decided to pursue it all those years ago. EMIYA went on to become a Heroic Spirit ranked warrior within the Knights Radiant of Avalon, doing the bidding of figures like Agravain, almost to the point of becoming a mere tool, a weapon to be wielded, a cog in the infinite machine of death. And yet... He saved more people than he killed. He saved so many people... But he could not abide by the fact it was brought about through the blood of others. He saw hell, and it was one of his own creation. He could not reconcile his dream with the reality he'd been all but forced into. Now, seeing a chance at redemption through Shirō himself, he guides the young man, in the hope that perhaps he could find peace down a different path.

He is unique amongst Shirō's Alter Ego's in that he technically already achieved his goal; he became a true Hero of Justice. There is nothing left for him to pursue in life, and while he was betrayed by that goal, he does not seek to undo it, as it would be an insult to those who had lost their lives along the way. Shirō notes that EMIYA had lost a lot, however EMIYA believes differently. He arrived where he did because he didn't want to lose anything. And he didn't. Not one thing.


Senji Muramasa


Alias: Demon Blacksmith
Class: Saber
Alignment: Chaotic Neutral
Specialist Field: Fire Release

Appearance: Because of his nature as less of a representation of Emiya's "ideals", and more so one he embraced in an attempt to escape a harsh reality, Muramasa is virtually identical to Shirō in regards to his physical appearance. From his trademark spiky auburn hair and hazel eyes, to his tireless hands and unwavering courage in the face of adversity, Muramasa cannot be easily distinguished from Emiya, at least as far as his looks are concerned.

It becomes easier to separate them while Muramasa sports the traditional garb of his forge, consisting of a skin-tight sleeveless black shirt with a high collar, with faded golden accents, which unfurls into a robe-like garb passed the waist. This is topped with woven crimson strings which wrap around Muramasa's body, giving him a ceremonial, if not downright authoritative appearance. This is worn over a pair of black and faded golden accented hakama, which are neatly tucked into a pair of black and crimson sandals. Finishing the garb is a scarlet Shimenawa-Obi, a type of belt woven from fabric into a tight knit knot, worn over the top of the shirt, while a pure white mantle of flowing sleeves are worn on each arm, and secured to the body by a pair of straps that intersect across Muramasa's torso, forming an X. He is also noted to wear arm-guards on occasion while smithing, to protect those hands that seek to bring justice to all.

Personality: While he is definitely not the fabled swordsmith of Kuwana given form within Emiya's mind, he is Emiya's perception of what such a man would be like, and perhaps, eventually, himself, if he chose to stay within that idyllic life. As such, Muramasa is one who has devoted his life to making swords, testing them himself, and has the goal of creating the "Ultimate Blade". One that could sever ones bonds from causality, that is to say, to free one from fate, destiny and karma. This desire is not unlike Emiya's own desire to save everyone, for to free someone from a destiny that ultimately ends with their untimely death is ultimately the same pursuit, and is merely pursued through different means. One with their own hands, and the other with the tools he places within them. They are two sides of the same coin, both striving for a world where peace was something one simply had, and not fought tirelessly for.

Overall, Muramsa possesses a very "no-nonsense" outlook on life, interactions, and generally the world itself. He declares his opinion with zero hesitation, and no regard for what others may think of it. He speaks bluntly, and it be can't be said that his words are always flattering, but beneath that cold, curmudgeonly attitude is a desire to see those around him thrive. On first meeting him, he has a tendency to come across as a distant person, but once you associate with him, he becomes a steadfast ally. No matter the person or the content, provided they aren't of certain persuasions Muramasa finds abhorrent, if asked to do a job, he effectively becomes a workaholic, who has the pride to "finish" it to completion, even at the expense of his own time or well being. It's that same drive that he puts into his own works, which seek to attain a level beyond that which mortals can logically possess, for if one has the drive to go so far for themselves, to choose not to do so for others would be an insult.


Angra Mainyu


Alias: All the World's Evils
Class: Avenger
Alignment: Chaotic Evil
Specialist Field: Entropy Release

Appearance: An abhorrent reflection of Shirō Emiya borne from the fools excursion into the Hokubu and his contact with those murky, corrupted waters. While he was spared from the influence of the Amino-Geis, the conceptual manifestation of Tiamat's Divine Authority and will by Enkidu, Emiya nevertheless made contact with the Sea of Life. A living organism in it's own right, though he didn't know it at the time, the Sea of Life invaded his mind and planted a seed that has now taken the form of Angra Mainyu. With abyssal black hair, and darkened skin obscured by the presence of countless glyphs inscribed into his skin, they are each one a representation of humanity, marking Angra with every sin and evil imaginable, earning him his nickname; "All the World's Evils".

With tattered black cloths wrapped crudely around his arms and legs, a pair of shredded pants, a crimson headband, and finally an equally bloody, worn out crimson fauld lazily slung over his waist, Avenger is, simply put, a dark reflection of Shirō Emiya himself. Wearing his skin, but with none of his morals, he is a soulless killing machine who bathes in blood purely for the sake of it, for that is what is expected of one who embodies "Evil".

Most strikingly, when employing his specialty, Entropy Release, the conceptual manifestation of the heat death of the universe, Angra's tattoo's and hair burst to life with that same cosmic-blueish energy the Element is comprised of, while robbing the environment of those same energies it scatters to the winds. Despite it's cold, distant, aloof nature, there is something about this change that almost makes Avenger appear "human", as though there is some light to be found within that seemingly endless darkness. There is not, and never was to begin with.

Personality: It is unknown whether something like Angra has always existed within Emiya, or if he was purely a result of the Sea of Life's influence, what is absolute is that he is a representation of every evil within the world. This fact of his existence amuses him, for how could it not? It was what he was born into after all, why he was created. To become every evil imaginable, to save humanity from recognizing it within themselves. He was a sacrificial lamb, one who embodied the very concept of "Evil" in the flesh, thereby sparing anyone else from ever being such. If he was every evil known, then none could exist within others, thereby inadvertently creating a hero out of a villain. In a roundabout way, through providing this service, he is more of a hero than Shirō Emiya could ever hope to be, but the cost is simply far too great to ever justify, for Shirō anyway. While what Avenger exacts upon others is unforgivable, the true crime is the creation of such a being in the first place. To him such a being embodies a greater tragedy than even his own existence.


Warrior of Light


Alias: Shepard of the Stars, Hydaelyn's Chosen, Zenos' ██████
Class: Traveler
Alignment: Chaotic Good
Specialist Field: Fūinjutsu

Appearance: Unlike any other Alter Ego Emiya has ever produced as a result of his conflicting ideologies, the "Warrior of Light" seems to have no connection to the Hero of Justice. He appears to be an older man, with more rugged and mature features, much like Heroic Spirit EMIYA, but with no resemblance to the Hero of Justice neither present nor future. Brown disheveled hair sits atop a faintly stubble ridden head, hints of salt and pepper strewn throughout both, with piercing gray eyes honed in on an unknown brand of justice. Though his face is entirely different there is a familiar heartwarming sense of ease when looking at him. It is currently unknown how this man relates to Emiya, but considering one Alter Ego hails from a far flung future never to be discovered in this timeline, the appearance of this figure doesn't seem outside the realm of possibility.

The Warrior of Light has a number of gear sets he relies upon in combat. One set looks like it was taken straight from a medieval story about knights and kings, with full plate armor and mail. This "Paladin" set consists of a set of silverish metal armor with gold accents, a star motif found throughout, and topped with a thick ornate white cloak with a vibrant blue inner side. Another has a more gothic aesthetic, with shadowy black armor with gnarled, twisted features and crimson accents, giving the appearance of a fallen, "Dark Knight".

Personality: The Warrior of Light has a strong sense of justice, and seeks to right every wrong that happens to cross his path, even crossing the line between good and evil to maintain balance. He is quick to offer to solve problems, and quicker still to make friends during. His is driven by a voice in his heart, a warm light radiating from deep within him, giving him encouragement and sage wisdom in his darkest moments. This voice, Hydaelyn, has apparently chosen the Warrior as her champion, granting him strength on his travels to save the world.




Items: Emiya possesses several kinds of Items, a combination of various forms of technology and medicinal supplies, found throughout various pouches on his person. This includes a pair of modular hand cannons that can take the form of any guns Emiya has in his possession, a mask that can display various pieces of intel, mask his voice and prevent poisoning via aerosols, debilitating grenades, as well as a hindering non-lethal poison applied to all weapons he has on his person, and pills that fight fatigue such as the kind experienced when utilizing Atavistic Flames.

(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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(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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(Kemuri Senkōdama) - Smoke-Flash Bombs
Type: Tool
Rank: A-Rank
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.
(Hyōrōgan) - Military Pills
Type: Supply
Rank: S-Rank
Range: Short
Chakra: N/A (+300, +250 per additional pill)
Damage: N/A
Description: Military Pills are special pills designed to boost the user’s Chakra reserves and stamina, allowing one to temporarily continue fighting as if they weren’t low on Chakra or fatigue. These pills are capable of restoring up to 300 Chakra at a time. However, these pills are not without issue, causing drawbacks after the pills' effects wear off. It is also possible to overdose on these pills, gaining higher gains at more damaging results to the body.

When taken, these pills allow the user to ignore the physical side effects of the Health System’s fatigue up to the 60 % threshold (meaning if the user loses more than 40% of their health, this pill will not ignore those effects) and heal up to 15 damage per turn. These effects last up to 5 turns and after ending, the user’s Chakra is reduced to the original level before consuming the pill as well as suffering a10% decrease. As mentioned above, the user is capable of overdosing with these pills, taking up to 3 at a time. Each subsequent pill taken allows him to ignore an additional 20% of the Health effects, allowing him to ignore up to the 20% mark, as well as gain an additional 250 Chakra per pill and heal an additional 10 health per turn. However, the drawbacks the user experiences are much more severe; lasting only 4 turns with 2 pills and 3 turns with 3 pills, the user Chakra returns to its original level with a 25% reduction applied as well as suffering 50 damage per overdosed pill that cannot be reduced or mitigated in any way.

Note: Counts as a Supply
Note: Cannot be held alongside Soldier Pills or Tailed Beast Drug Pills.

(Iryo Doku) - Medical Ninja Toxin
Type: Supply
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Medics are capable of utilizing a specific form of poison that is known to just them, created to cause partial paralysis and eventually complete paralysis and unconsciousness in targets directly poisoned. This poison, known as the Med Toxin, has effects that take place a turn after being poisoned but last for 4 stages before a target is completely subdued. The first stage is when the target is poisoned, only taking damage from the secondary source used to force the liquid poison inside their body. The second stage, taking place 1 turn after being poisoned, will cause targets to suffer a reduction of senses and have a 5% tracking and health decrease applied. The third stage, taking place 2 turns after being poisoned, will cause localized paralysis in the limb or limbs that were poisoned, preventing movement in them as the poison begins to spread. This can cause a reduction of speed by 20% if in the legs. The fourth stage, unique due to only triggering with repeated poisoning of a target, causes a complete paralysis in the target, causing them to be rendered unable to battle as both their body’s physical and chakra systems stop working for them.

Note: This poison’s effects take place across 4 turns. Repeated use can cause complete paralysis. Should a target only have limbs targeted, it will require 2 simultaneous inflictions or 4 overall inflictions for complete paralysis to trigger. Should a target have a resistance factor, the poison will take an additional turn before the next stage triggers unless otherwise noted.
Note: Each poisoning lasts 6 turns. Second Stage effects are capable of combining for a max of 20% reduction, triggering stage 4 after at least 4 separate poison statuses or 2 different double poisoning statuses.
Note: Counts as a Supply like all Poisons. Can be applied to the user’s Custom Weapons and weapons on the user’s bio.




Artifacts: Finally throughout his journey Emiya has accumulated a number of rare and mystical artifacts. From the New Beginnings broach which seemingly manifested from thin air when Enkidu healed Emiya from the Red Fever, to Emiya acquiring a number of Void-Infused Artifacts within Irkalla, metaphysical augmentations which allow the accumulation and spending of Void Infusions to grant special boosts to himself, or others.

(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.
(Mukō: Kagayaku Ha) – Void: Lucent Blade
Type: Void Infused Artifact
Rank: A-Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Passively activated at the cost of at least one Void Infusion; increases the damage potency of all the user’s Kenjutsu attacks by 20% of their base value. This increase in damage lasts for the next three attacks used through Kenjutsu. With an additional Void Infusion the user is able to further empower themselves, increasing the damage boost to 30%. Can be activated twice per battle.

(Mukō: Shin'nyū Mukō) – Void: Encroaching Void
Type: Void Infused Artifact
Rank: S-Rank
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact that is activated passively and consumes two Void Infusions. Encroaching Void manipulates the intrinsic nature of any skill that costs Chakra, causing it to take on Void characteristics. This causes any Chakra-based technique to discard its basic elemental strengths and weaknesses, replacing them with a random set (see Void thread in Voidseers). In addition to this, the technique is also boosted by an additional 40 damage. Can be used three times per battle.

(Mukō: Ikari Wasure San) – Void: Wrath of the Forgotten One
Type: Void Infused Artifact
Rank: B-Rank
Range: Short - Mid
Chakra: N/A
Damage: 80
Description: Activated at the cost of a move and a single Void Infusion; unleashes a torrential maelstrom of natural flames from the user’s position up to mid-range. Inflicts 80 damage, but can be increased by 40 additional damage if the user applies a second Void Infusion to it.

(Mukō: Chikara Chūnyū) – Void: Power Infusion
Type: Void Infused Artifact
Rank: A-Rank
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique with a damage value greater than 100 they have a 20% chance to gain a single Void Infusion; this can occur a maximum of once every two turns.

(Mukō: Soshi Chūnyū) – Void: Elemental Infusion
Type: Void Infused Artifact
Rank: B-Rank
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses an A-Rank or higher elemental technique of one of the basic five natures they have a 20% chance to gain a single Void Infusion. This can occur once every two turns. This chance is increased to 40% when the user uses a Forbidden ranked elemental technique.




Battles


Unaware of Loss.....................................................................................Nor Aware of Gain

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Imperfect

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Yin said:
Love this I copy and pasted some of your stuff if you don’t mind idk how to make biographys. I like the character tho.
Imitation is a form of flattery, so thanks. There's a few members who'll make you a bio for Kumi if you don't want to go through it yourself.

Your bios are always nice imp! love the gif at the top
Thanks. I know I'm better than all of you, but it's nice to hear it said out loud.

Severe lack of Isabella Uchiha. 1/10
Bio would be infinitely better with the picture Azu made for you.
So what I'm getting from the two of you is that there is a severe absence of a female presence in my bio. To that I say good.
 
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