Where all Paths Cross, Where all Desires Flow

Imperfect

Sannin of the Scrolls 📜
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Artifacts & Similar Valuables


(Senzo Sentan) – Ancestral Edge
Type:
Artifact
Rank: A-Rank
Range: N/A
Chakra: N/A (+25 per strike)
Damage: N/A
Description: The Ancestral Edge is a five foot spear forged from steel and imbued with a mysterious orange ore from Tobusekai, the Eastern Continent. The spear predates the Hangurian Freehold, although is thought to have come after the Sage of Six Paths spread Chakra throughout the world. Unlike traditional and conventional spears, the Ancestral Edge does not cut bone or rend flesh; instead its blunt strikes siphons the essence of that which it hits. In simple terms, the spear drains Chakra from those it comes in contact with, barring the wielder. A single strike, a moment of contact, drains 50 Chakra from the victim and returns 25 Chakra to the user. The 25 Chakra that is not returned to the user is stored within the spear, which is slowly stored up within the spear in order to access its fullest potential: the ability of nullification. Once the wielder has successfully stored 25 Chakra within the spear, the spear can release an invisible pulse of Chakra up to the end of Mid-Range from the user’s position. This invisible pulse of Chakra, traveling at thrice the user’s speed, has the potential to nullify all Fūinjutsu up to, and including, S-Rank for two turns. The spear is remarkably durable, being able to sustain itself from A-Rank attacks. The spear can survive a single S-Rank attack, but after which its defenses will be nullified; this leaves it vulnerable to mere free form damage. The spear’s Chakra reserves are drained at a rate of 25 per turn outside of battle.

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Acquired: Here.​

( Sōshō Heisa no Shūhen ) - Periapt of Wound Closure
Type: Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: ( heals 40 )
Description: The Periapt of Wound Closure is a tiny heart-shaped charm with two passive effects. The first is when the wielder is rendered unconscious by any form of damage it will automatically heal them by forty points of damage. This is a minuscule amount but it is enough to rouse them from unconsciousness and allow them to move, act, and fight without needing to wait out the usual health regeneration period. This happens passively, and autonomously. The secondary effect is that any healing effect used upon the wielder is 1.5xs more effective only on the wielder excluding Yang Release. So a technique that would heal them for thirty health instead, heals them for forty-five health. This is only true for techniques used by the user on themselves. This effect excludes the Periapt of Wound Closure which always heals the same fixed forty health no matter the wielder or their abilities.
Note: The unconscious healing effect can be used once per arc

Tattered Staff
Type: Weapon
Rank: S
Range: Short
Chakra: 50 (-10 per turn)
Damage: N/A (-30 when triggered)
Description: An ancient relic discovered in the Shadow Desert of Tobusekai, the Tattered Staff was said to belong to disgruntled warriors of the Jashin faith known only as the Wraiths. When confronted of their unholy acts against their lord Jashin, the Wraiths allegedly fought back and used their Kinjutsu and Sealing abilities to seal their spirits with the other Jashinists, causing their souls to merge and become sealed within a lone staff. Ornate markings and symbols line the handle of it with a lone crescent moon shaped tip at the top. This staff, recently discovered, has the ability to bond the user and his target's spiritual and physical energy to one another; whenever the user triggers it, countless entities flood the field near instantly and form a translucent purple sphere 20 meters around the targets. Those within the sphere become entangled and linked on such a nature that whenever the user takes damage, his opponent feels that same damage doubled. This effects extends to both allies and enemies, a cruel invention of those rogue Jashinists to sacrifice as many as possible to their Lord Jashin.
Note: Sphere lasts up to 6 turns and can be used 3 times per event.
Note: When in use, the user cannot cause any direct harm to himself unless using Forbidden ranked Jutsu or the recoil from other techniques. This damage does not transfer to others.
Note: The user can use this staff as an extension of him and as such, use it for Taijutsu, Kenjutsu or staff based attacks.

(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.

(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.




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Void Artifacts

Lucent Blade: Here.

(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 30% 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 40%. Can be activated twice per battle.

Void Artifact Bundle: Here.

(Mukō: Chikara Chūnyū) – Void: Energy Infusion
Type: Void Infused Artifact
Rank: C-Rank
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user successfully restores at least 10% of their maximum chakra pool in a single turn they have a 75% chance to gain a single Void Infusion.

(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 35% chance to gain a single Void Infusion; this can occur a maximum of once every two turns. This chance is increased to 60% when a damage threshold of 150 is met.

(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 30% chance to gain a single Void Infusion. This can occur once every two turns. This chance is increased to 50% when the user uses a Forbidden ranked elemental technique.

(Mukō: Okurimono no Tiamato) – Void: Gift of Tiamat
Type: Void Infused Artifact
Rank: A-Rank
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively and consumes all stacks of Void Infusion. Allows the user to transfer their Void Infusions at will to any ally within their range. While this Void Infused Artifact is limited to long range, it can only be used within the same landmark.

(Mukō: Jinsoku) – Void: Swiftness
Type: Void Infused Artifact
Rank: C-Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Activated passively and consumes a single Void Infusion; the user’s ability to move in the Ninja World is strengthened, reducing the time it takes to travel between landmarks by 50%; this does not stack with any other source of travel time reduction. Lasts for up to six landmarks.

Void Eternity: Here.

(Mukō: Eien) – Void: Eternity
Type: Void Infused Artifact
Rank: Forbidden
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact that has a 30% chance to activate whenever the user consumes a single Void Infusion. If Eternity activates then the user is instantly refunded their Void Infusion. If the user uses multiple Void Infusions then Eternity will refund only one of those infusions, should it activate.

(Mukō: Ikari Wasure San) – Void: Wrath of the Forgotten One & (Mukō: Yūryō) – Void: Charged: Here.

(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: Yūryō) – Void: Charged
Type: Void Infused Artifact
Rank: B-Rank
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: A Void Infused modification that does not act as an Accumulator or Spender; rather, it passively increases the user’s maximum Void Infusion cap by 1. This can be stacked with other Charged Void Infused Artifacts, including itself if the user owns multiple copies.

Command and Control & Encroaching Void: Christmas Discord Lore Trivia Event.

(Mukō: Komando no Seigyo) – Void: Command and Control
Type: Void Infused Artifact
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively and consumes a single Void Infusion. Command and Control affords the user the ability to wrest control of a single Edo Tensei for three turns. The effects are unblockable unless specifically noted to ignore Command and Control. Command and Control can only target Edo Tensei, not any skills that are derived from it. Can be used three times per battle.

(Mukō: Shin'nyū Mukō) – Void: Encroaching Void
Type: Void Infused Artifact
Rank: S
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.

Spiritual Riposte: B-Rank NW Mission.

(Mukō: Hōfuku Jūyōdenai) – Void: Spiritual Riposte
Type: Void Infused Artifact
Rank: A
Range: Short – Mid
Chakra: N/A
Damage: N/A
Description: Whenever the user is successfully placed in a Genjutsu this Void Infused Artifact grants the user a 75% chance to gain a single Void Infusion. Can be activated once every two turns.

Guardian Spirit: Here.

(Mukō: Hogosha Seishin) – Void: Guardian Spirit
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Whenever the user’s familiars, defined as Elemental Familiars, Summonings (excluding unique summonings like the Gedo Mazou and Statue of Hamura), Aburame bugs, or Inuzuka Ninken suffer 50 or more damage in a single instance this Void Infused Artifact has a 50% chance of activating. Upon activation the user will gain a single Void Infusion and their familiar, as defined within this Void Infused Artifact, will be healed for 40 Health Points.




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Scientific Ninja Tools

(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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(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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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 Seige 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 hungurian 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 bipod 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 cartidges 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.
Notes: 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.

Learned: Here.​

(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

Taught: Here.​

(Kansō) Requip
Type
: Tool
Rank: D
Range: Self
Chakra: -5 chakra per transformation
Damage: N/A
Description: Requip is a unique brand of ninja technology namely used for those always on the move. Coming in the form of apparel; the user has the innate ability to have clothing that morphs and changes form in order to suit their needs. Within the fabric of the clothing – there exists specialized ninja technology that controls the strings and thus with the use of chakra can command it to take any form she desires. This can range from shifting from casual wear to combat ready clothing on the fly. It mimics any clothing the user may also have somewhere at home and even the coloration changes as well. This combines two aspects: the Henge no Jutsu and the morphing capabilities of the microfibers but the transformation is permanent until changed again. Transforming the clothing is passive and doesn’t take a move slot however needs – 5 per use to do so. While transforming a bright light is also emitted to prevent others from seeing the transformation until it fully forms if needed.

Learned: Here.​

(Uranau Ha Sakuhin ) Divine Blade Works
Type: Tool
Rank: B
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Divine Blade Works is a unique piece of technology mixed with ninjutsu. For generations, members whom have come to learn the unique style of combat commonly referred to as “Dance of the Blade Sage” has meet with multiple difficulties. The first of this problem being the unconventional travel method, needing to carry a backpack for housing the blades. The wires becoming a frequent hazard in use as well. As such members of the Black One’s from Hanguri ordered the creation of new technology that would better the use of the style – though with the razing of the Freehold, not many where able to see the finished product. A prototype of the system was only recently discovered in old books, detailing the functionality of the gear. In turn the system “Divine Blade Works” was reimagined with new technological scholars in order to create the perfect tool. In terms of the actual tool its comprised of mainly on the concept of remote controlling the blades, like the original style does but with more seamless direction. The blades are each outfitted at their handles with unique cores that is remotely connected to central hub located on the user’s person, usually integrated into their bodies if a cyborg or in the user’s clothing if normal. These cores transmit chakra instantly and passively between one another, guided and controlled by the user’s gestures and mental control which are then translated by the central hub and distributed to each blade or individual blades – thus no longer needing the razor wiring initially needed to control the blades. In terms of housing the blades – cyborgs keep the blades within their cybernetic body while normal humans have a special seal located on the same hub that releases or seals the blades back into it when not in use. While this is usually intended to be used with the Dance of the Blade Sage CFS, the swords can also simply be used for Kenjutsu or other sword-based techniques or style. The one true advantage of this is gaining the ability to utilize kenjutsu at range, as the user simply needs to transmit the chakra to the blade in order to utilize it if needed (capable of transferring any sort of chakra, including elemental etc). The activation of these blades is passively done but requires 10 chakras in order to do so, while also absorbing -5 chakra per turn to keep active. The user can only sustain up to six blades at a time; each one having the durability of a regular weapon though utilizing the seal the user can simply replace any broken swords (which requires -5 chakra per blade, but done passively). The cores can be activated any up to three times per battle, but lasts as long as the user desires. The design of the blades are largely up to the user - allowing creative freedom in their design.

(Go Rin no Sho: Chikyū no Sho) The Book of Five Rings: The Book of Earth
Type: Tool
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Book of Earth is one piece of a set of five Scientific Ninja Tools, collectively known as the Book of Five Rings. Inspired by the armor of the Samurai and the chainmail shirts that Shinobi wear, and based upon the principle of having a steady foundation, The Book of Earth is reinforced clothing that can act as protection both from the elements and from outside attacks. Interwoven with carbon nanotubes, tightly wound into thin springs, to increase the material strength of the fibrous cloth while remaining lightweight, and using the premise of silk sheet armor, The Book of Earth provides ample defense without being a hindrance; the coiled springs have high Young's Modulus, augmented by the same sort of mechanics that are responsible for Leg Weights being so heavy in a small package, such that when struck - or pulled - they absorb a tremendous amount of the energy to become deformed and thus protect the wearer. Wearing The Book of Earth provides 20 damage resistance to non-Spiritual attacks, as well as extreme temperature variation, such as traversing near lava or through a biting cold tundra, as the carbon nanotube fibers can be oriented as needed to either let heat in, or out. The height of fashion, this weaving technique could be integrated into everyday clothing as well.

Learned: Here.​

(Go Rin no Sho: Hi no Sho) The Book of Five Rings: The Book of Fire
Type: Tool
Rank: A
Range: Short
Chakra: -10 per turn
Damage: N/A
Description: The Book of Fire is one piece of a set of five Scientific Ninja Tools, collectively known as the Book of Five Rings. Based upon the the Smoke Flash Bomb Scientific Ninja tool and the principles of martial pragmatism, it is a complex mechanism that is built into the hilt and crossguard of the weapon, and a nano-wire chakra metal filament that runs along the edge or side of the weapon. Running chakra through the device causes it to radiate, not unlike a lightbulb filament, and vibrate - resulting in the release a sound not unlike a string instrument. Where as a Smoke Flash Bomb is consumed during this use, the Book of Fire's method of producing a loud noise and chakra suffused light is less destructive, and can thus be used many more times from a single piece of equipment. It produces the exact same disorientation effects as a Smoke Flash Bomb, but only within a Short Range, rather than a Medium range. It can produce these effects so long as chakra is channeled through the filament, and the user can control the toggle of this effect by controlling when they pass chakra through the tool.
Note: Activating the Book of Fire does not consume a moveslot, though it does have a place in timeframe, and consumes 10 chakra per turn once active.

Note: The Book of Fire is considered a part of whatever weapon it is attached to, and breaks when the weapon breaks.
Note: A single Book of Fire can be used on up to two melee armaments. Does not function on ranged weaponry (bows and arrows, or a kunai once thrown).

Learned: Here.​
 
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Imperfect

Sannin of the Scrolls 📜
Elite
Joined
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Messages
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Sacrifice Approval: Here.

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(Gisei) Sacrifice
Type: Kinjutsu + Taijutsu
Background

In the Age of Gods there was one warrior who stood heads and shoulders above all other in the battle against Tiamat and her endless spawn. Originally a simple cattle herder, he was given a choice. Spend the rest of his days in mindless peace, or become one of Marduk's chosen, an immortal instrument of justice whose life was severe yet glorious. Acting as a front line combatant against the forces of the Primordial Goddess, this warrior, (Ἀλκείδης) Alcides went on to overcome many labors, utilizing a style of his own creation to completely and utterly overwhelm all who stood against him. Despite his strength, he met his end the same way many warriors do; In glorious combat, surrounded by his comrades. Thanks to him they emerged victorious from the battle and went go on to spread the tale of the mighty Heracles far and wide. This was the public intent anyway, however there was another behind the dissemination of the mighty warrior's tale; To pass on the knowledge of his Power, to become the , the "One with all the Power".


Description on the Abilities and Inner Workings of the Style

Sacrifice is composed of two parts, one being the basic mechanics and inner workings of the style and the applications it employs, while the other is the physical style those applications are deployed through. The first component is the Physical style of Sacrifice, Pankration, a fighting style from time immemorial which means "One with All the Power". Pankration is a mixed martial art which combines boxing and wresting, but in regards to this style specifically it is composed of violent, borderline inhuman actions with a complete disregard for ones own condition. This becomes most apparent in a certain mindset wherein one will do anything to land a successful blow, including intentionally taking an attack land their own. Next are the inner workings of Sacrifice, which are split into four parts; Gaining Access to Life, Defining how Life works, Applications of Sacrifice and finally the Drawbacks of using Sacrifice.

Firstly this Fighting Style utilizes a unique Kinjutsu technique based on "(Kinjutsu: Kishō Tensei) - Forbidden Technique: One's Own Life Reincarnation" which combined Kinjutsu and Medical Ninjutsu to allow for the transfer of all of one's life force to another using Chakra as a medium. Through this the user can heal almost any injury, and even bring the dead back to life, but at great personal cost, resulting in the user's death. Sacrifice takes the basic principal of "One's Own Life", and discards the combination with Medical Ninjutsu and focus on healing, and instead grants the user access to the sum total of their life force to manipulate and expend, which they combine with Taijutsu to utilize in combat. This is achieved through the first technique in the Fighting style, a Kinjutsu technique which shares the name of the Fighting Style; "(Kinjutsu: Gisei) Forbidden Technique: Sacrifice". Upon activation the technique consumes a massive amount of the user's Chakra, which irreversibly unlocks the latent potential within the user. This is classified as Kinjutsu as it falls under both the first and second type of Kinjutsu; those that cause irreparable damage or death to the user, and those that violate the laws of nature. In the former the effects of this fighting style go beyond simple recoil damage or hindering effects, and cause permanent, nigh irreparable or irreversible damage to the user's body, while for the latter the user is intentionally subverting a universal law that governs their body's natural life cycle.

Upon performing "(Kinjutsu: Gisei) Forbidden Technique: Sacrifice", the user gains access to their life energy which is intrinsically linked to one's Health. At any given moment the user is restricted by an upper limit of Health, maxing out at 200 for a Sage. A user's health cannot exceed this limit without external or additional methods and sources, and is their peak physical condition at any given point in their lives. If injured they recover to this point and no further, however through Sacrifice one gains access to a separate pool that constitutes their entire life. This "Life" pool is equivalent to 10x their health, and is essentially what would be expended over the course of their entire lives. Life is separate from, but intrinsically linked to Health. A loss to one's life doesn't immediately have an effect on one's Health, but a loss of Health means an immediate loss in Life. Life only starts to affect health once the two overlap. Healing lost health in combat does not recover lost Life, as any loss in Life is permanent, unless recovered through specific applications of the Fighting Style itself, or natural regeneration. As such, users of Sacrifice can still be killed or knocked out under normal circumstances if their health reaches zero, even if they have Life remaining. Finally the user is required to calculate changes to their Life just as they do for their Health and Chakra.

Once the user gains access to their Life, they can perform the other techniques within this Fighting Style. As stated the user expends their Life not Chakra to perform Sacrifice's techniques, and this is reflected within the Fighting Style's techniques, replacing the "Chakra" aspect of the standard template with "Life". Sacrifice presents itself in a number of applications that the style employs. Naturally these applications will be elaborated upon in more detail within the Fighting Style's individual techniques, and are as follows;

The most basic application comes as a result of the user's ability to control how much Life they sacrifice for a technique, with the user determining a length of their lifespan and condensing it into a single action or series of actions to achieve increased capabilities. For example if the user were to take all the Life that constituted a year of their life and placed it behind a single punch, that punch would contain all the physical attributes of that sacrificed time period, resulting in an incredibly potent attack, whereas if the user were to do the same for an hour of their lifespan and condense it down over several seconds, they would gain a relatively weaker application, but conversely is far more sustainable in the long run.

A more advanced application which utilizes Life's connection with Health, this allows the user to restore the latter at the cost of the former. In essence the user utilizes Sacrifice to "fast forward" through the natural healing process of the body by aging themselves to a point in their life where the wound is healed. Naturally this wouldn't allow for more advanced forms of healing, such as replacing lost limbs, and would only allow one to recover lost Health, and close open wounds, etc. As mentioned above, a loss to Health also means a loss to Life, making this application an incredibly costly method of sustaining oneself as Life is reduced by the damage taken, then again by the expense and subsequent recovery. This application can be extended to the consumption of the user's personal Life to heal others, but requires direct contact and time to perform. This application can also be reversed allowing the user to siphon Life from other targets but in these cases, as they are not practitioners of Sacrifice and therefor don't have access to their Life, the target's max Life is determined by their max Health.

Finally, the most advanced application is the one that most accurately represents the Fighting Style's namesake. Sacrificial Strikes are techniques wherein the user pushes the Fighting Style to the extreme, and sacrificing all Life from a specific part of the body, such as expending all life in one of their arms to perform a punch with cataclysmic damage. The end result of this is the permanent loss of function in that part, as any life it once held and would ever hold for the rest of their life was expended in a single burst. These attacks carry the side effect that their use cannot be healed by any external means, not even through Yang Release. This is in spite of the field's renowned ability to heal virtually any injury, as the target must be alive for it to work. As these strikes rely upon the complete consumption of a targeted part's Life in it's entirety, that part of their body is dead for all intents and purposes, even if the user themselves remains alive.​

Finally Sacrifice doesn't come without a price. As the user is essentially trading away their future for short bursts and windows of increased attributes and other various effects, this inversely affects them to the same degree. This causes the user to suffer effects that range from temporary to prolonged fatigue, gradually increasing in severity with the potency of the attacks and techniques they perform, leading to rapid aging, and eventually death. In some cases these drawbacks are cosmetic, however individual techniques will carry their own restrictions, the potency of which is determined by the strength of the usage.


Example Techniques

(Kinjutsu: Gisei) Forbidden Technique: Sacrifice
Type:
Supplementary
Rank: Forbidden
Range: Self
Chakra: 250
Damage: N/A
Description: The user gathers an extreme amount of Chakra throughout their entire body, and utilizes it to perform the Forbidden Technique: Sacrifice. The gathered Chakra is expended to "activate" the latent energy within every cell in the body, effectively acting as a "limit remover". Upon activation the user gains access to an additional pool of energy from which they can utilize the techniques of the Sacrifice Fighting Style. This "Life Pool", so named because it encompasses the entirety of the life force that constitutes their entire lives, is equivalent to 10x their Health Pool. If the user has sustained any damage, this damage is reflected in their Life Pool as straight deductions, even if the user has recovered lost Health. 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 applied to the users Biography, and active from the start of battle. In this case the Chakra from this technique is deducted from their starting total.

(Gisei: Hyakusen Renma) Sacrifice: Experiences of a Hundred Battles
Type:
Offensive/ Defensive
Rank: B-Rank - S-Rank
Range: Short - Mid
Life: 20 - 40
Damage: 40 - 80
Description: The most basic application of Sacrifice, the user expends a relatively small amount of Life, and performs a physical action, or series of actions. That action/ those actions are reinforced with the strength, speed and durability of the Life channeled into them. This results in the action(s) damage scaling accordingly, but also increases the speed and durability of the user's action(s), causing their attacks to be performed at +1, +2 and +3 their base speed, and with B-Rank, A-Rank, and S-Rank durability for their bodies during said actions, allowing them to. Because of it's freeform nature, the user can incorporate Hyakusen Renma into any physical style they know, allowing the physical aspect of other techniques from other Fighting Styles and schools to be performed through Sacrifice, within reason.

Note: A-Rank applications require a 1 turn cooldown, S-Rank applications require a 2 turn cooldown before the next use of that Rank. Additionally the user suffers -2 or -3 base speed next turn in the form of fatigue from an A-Rank or S-Rank application respectively.

(Gisei: Nana Korobi Ya Oki) Sacrifice: Fall Seven Times, Rise Eight
Type:
Supplementary
Rank: A-Rank
Range: Self
Life: Cost Equal to Health recovered
Damage: N/A
Description: A purely supplementary application of Sacrifice, this technique can only be performed when the user has sustained a loss to their health. Through a manipulation of their Life, the user consumes their future to preserve the present. This allows the user to recover any lost Health, up to their max Health, by consuminh that same amount from their Life. While this allows the user to recover any lost health, regardless of the type of damage inflicted (Physical, Spiritual, Recoil, etc), it can quickly consume the user's Life, as it is also lowered with Damage, as per the Life rules within the Fighting Style's submission. Through direct contact, this technique can be applied to others, following the same conversion rate, but takes one full turn to achieve.

Note: Can only be activated once every 3 turns.
Note: Can be used a max of 5 times per battle.

(Gisei: Gaishū Isshoku) Sacrifice: Armour-Sleeved Single Strike
Type:
Offensive
Rank: Forbidden
Range: Short
Life: 100
Damage: 200
Description: One of the strongest techniques within Sacrifice, Gaishū Isshoku is a Sacrificial Strike, one of few techniques that take the very concept of "sacrifice" to it's absolute limit. The user gathers an incredible quantity of Life within one of their arms and performs a single punch. The amount of Life behind the strike is equivalent to every last ounce of Life held within their arm, which creates a devastating punch, worthy of being called "Kinjutsu", however the recoil from this technique is great. Once the punch is complete the user's arm immediately dies, turning a blackish purple and preventing use for the rest of the current fight/ arc. It cannot be healed by any means, including Medical Ninjutsu, Yang Release, etc, except if the user is able to recover an equivalent amount of Life from an external source.

Note: Can only be used once per battle/ arc.

Additional effects and Restrictions:

Due to the user's familiarity with damaging themselves through this style, they gain a resistance to recoil damage. As a result any and all recoil the user receives from their own techniques is halved. This excludes Sacrifice techniques, as they aren't classified as Recoil.

P a t e n t C e r t i f i c a t e

Imperfect, our loyal member, gave on the 7th of February 2022, a request for a Patent on the Custom Fighting Style, Sacrifice. I, Daemon of the Custom Fighting Style Bureau, by the power invested in me, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Gisei | Sacrifice
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Custom Fighting Style Jutsu

#1: (Kinjutsu: Θυσία) Forbidden Technique: Sacrifice

(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.

#2: (Gisei: Ἡρακλέους ἆθλοι) Sacrifice: Twelve Labours

(Gisei: Ἡρακλέους ἆθλοι) Sacrifice: Twelve Labours
Type: Offensive/ Defensive
Rank: B-Rank - S-Rank
Range: Short - Mid
Chakra: N/A
Damage: 40 - 80
Description: The most basic application of Sacrifice and form of Pankration, the user expends a relatively small amount of Life, equivalent to half of the damage they wish to inflict, utilizes that sacrificed portion of Life to temporarily enhance their physical attributes and performs a physical action, or series of actions with the brief window of enhanced abilities. The action(s) is/ are reinforced with the strength, speed and durability of the Life channeled into them, or in other words contain the physical attributes the user would naturally have within that given sacrificed period of time, which for the purposes of Twelve Labours are localized and relatively weak. This results in the action(s) damage scaling accordingly from B-Rank to S-Rank, but also increases the speed and durability of the user's action(s), causing their attacks to be performed at +6, +7 and +8 their base speed (overwriting a speed boost of equivalent nature when applicable), and with inherent durability in the form of 10/ 20/ 30 damage mitigation during the action(s). After an A-Rank or S-Rank usage the user suffers fatigue in the form of -3 or -4 base speed during their next turn or physical action, in addition to an increase in incoming damage of +10 or +20 for the next turn or from an external source of damage they receive, whichever resolves first in both cases. Because of Pankration's universal embrace of offensive tactics and this technique's open-ended nature, the user can incorporate any physical style they know into Twelve Labours, allowing the physical aspects of other techniques from other Taijutsu and Fighting Styles to be performed through Sacrifice, within reason. This primarily manifests in the adaptation of a given's Style's motions, however if the target technique has an aspect to it that can logically be recreated without external input such as Chakra, the user can replicate said aspects within this technique.

Note: S-Rank applications restrict usage of this technique to A-Rank and below for 2 turns after use.
Note: The speed enhancements and durability enhancements do not stack with other increases to speed or durability.

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#3: (Gisei: Εννέα Ζωές) Sacrifice: Nine Lives

(Gisei: Εννέα Ζωές) Sacrifice: Nine Lives
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Self
Chakra: N/A
Damage: N/A
Description: Nine Lives is a supplementary application of Sacrifice, and can only be performed when the user or a given target has sustained a loss to their Health. Through manipulation of their Life the user consumes the future to preserve the present, allowing the user to recover lost Health up to 50% of their max Health by consuming that same amount in Life. This essentially fast forwards the user's body through that given amount of time as though they had actually lived through it, naturally healing their injuries in seconds instead of weeks or months. As this is a result of accelerating the body's natural healing cycle the health is recovered as though it were natural regeneration, allowing Nine Lives to recover any non-spiritual loss of health (Kinetic, Blunt, Cuts, Burns, Recoil, etc). Naturally injuries that are not healed through such means, including loss of limbs and vital organs, cannot be healed in this manner. As per Sacrifice's mechanics the user's Life is reduced along with their health when damage is inflicted to them, and then once more with the consumption of Life to recover the lost health, thus this unorthodox method of healing can quickly burn through the user's Life. Through direct contact this technique can be applied to others following the same rate of conversion and level of healing, but takes one full turn to achieve.

Note: Can be performed once every 3 turns, and can be performed 4 times per battle.

#4: (Gisei: Εννέα Ζωές αλλάζω) Sacrifice: Nine Lives Alter

(Gisei: Εννέα Ζωές αλλάζω) Sacrifice: Nine Lives Alter
Type: Offensive/ Supplementary
Rank: A-Rank
Range: Self
Chakra: N/A
Damage: N/A
Description: Nine Lives Alter is the offensive counterpart to the technique of the same name. With it the user can reverse the flow of Life within Nine Lives, allowing the user to extract Life from another person or entity with a Health pool as an offensive application. Unlike a user of Sacrifice, as they lack access to their entire Lifespan as a resource, a target's Life is limited by their Health thus limiting the amount of Life the user can drain. This is done via one of two applications; Heracles and Alcides. Heracles requires sustained direct contact with the target over multiple turns, allowing the user to drain up to 50 Life from their target per turn, replenishing the user's Life, but providing no additional effects such as health recovery. Alternatively the user can perform Alcides, which acts as a passive augment to their other Sacrifice techniques by siphoning Life in lower quantities with shorter windows of contact. In this case the user converts up to a max of 30 damage into siphoned Life, meaning the total amount of damage dealt to the target remains the same but the user can replenish Life from the same action if they choose. Regardless of application this technique temporarily decreases the targets max health by the amount drained, which is regenerated during combat at the same rate as Health per Ninja World Rules; at a rate of 5 Health per turn.

Note: If Heracles' contact lasts more than 1 turn, the user must wait 3 turns before they can perform this technique again.
Note: Alcides requires a turn cooldown between uses, is passive and shares a slot in the timeframe with the technique it augments.
 
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Atavistic Flame Customs

My Customs





Customs Taught to Me

(Kaen Kakkusei Iden: Moeru Kaidan no Michi) – Atavistic Flame: Path of Burning Steps
Type: Supplementary
Rank: A-Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Path of Burning Steps is an Atavistic technique used to enhance the user's mobility while under the effects of Thrust of Life. The technique is activated passively alongside Thrust of Life, and lasts for its duration. The user of Path of Burning Steps will use the physically explosive force of Atavistic Flame to create momentary footholds and propulsion as needed, giving them a limitless range of movement. This technique adds 5 spiritual Health to the cost of Thrust of Life's upkeep cost. The user regains 5 additional health every other turn while Thrust of Life is active, as part of the same health regeneration.

Note: Usable three times per battle, per each use of Thrust of Life.

Learned: Here.​
 
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Legendary Contract Purchase: Here.
Approval: Here.

Contract Thread: Here.




Summoning Animal: Ahamkara - Wish Dragons

Scroll Owner: Imperfect
Other Users who have signed contract: Red-Robin

Summoning Boss: Endymion, of the First Brood
Other Summoning Animals tied to contract: Vortigern, the Finality & Elpis, the Last Hope

Description and Background: Ahamkara are ancient dragons of immense power. Ahamkara vary greatly in appearance, an effect caused both by natural growth and their ability to shapeshift. They are capable of taking on any form they wish, however underneath it all they possess dragon or draconic forms, hence the name "Wish Dragons". They are known to alter their forms in response to the expectations of their viewers; for example, when engaging with someone who perceives them as a monster, they react by assuming a more monstrous form, while those who have no preconceptions may be able to see them as they truly are, and those swept up in the mysticism of their wish-granting capabilities will see benevolent, awe-inspiring majestic dragons with radiant plumage. All, and yet paradoxically neither of these are objectively true when they are concerned, as they are driven by the slightest whims, whether their own or those of others. They possess a mystical energy that defies reality which they use to enact and enforce Faustian bargains, promising to fulfill one's desires in exchange for intangible concepts to subsist themselves. This is typically achieved through a verbal contract consisting of the phrase: "O/Oh (subject) mine". An Ahamkara may grant one strength they were never meant to achieve, but that strength could in turn lead to a demise that was never meant for them, and from that change to reality the Ahamkara feed. In other instances they act as "empathavores" subsisting off of one's emotions, whether positive or negative, with stronger emotions being more flavorful.

Given their propensity for lies and deception, their unique power, and most of all their reputation as formidable beasts, they were hunted to the brink of extinction centuries ago during the " ", a dark period wherein the draconic beasts were relentlessly hunted by dozens, if not hundreds of renowned beast slayers, all of whom wished to slay these great beasts of eld. Whether for personal gain, the thrill and challenge of the hunt itself or revenge, it didn't matter. In the end the Ahamkara's own power, Dynamis, was the catalyst for their downfall granting these hunters what they wished for with all their hearts; the Ahamkara's death. This manifested in unstable and unpredictable ways, making the hunt dangerous for both hunter and prey alike. This lead to the near extinction of the species, with the few survivors retreating to the furthest corners of the world, where they hid and slumbered. Since then they have naturally entered the realm of myth, with few accounts of their existence surviving the test of time, and none containing the truth. Many took the bones of Ahamkara slain and fashioned them into trophies, adorning their weapons and armor, wearing them proudly as a symbol of renown that they had managed to slay one of these terrifying beasts. Strangely, after an unknown period of time wearing or wielding these trophies, people began experiencing auditory hallucinations, as if the bones themselves were speaking to them... O' bearer mine.

Unique - Dynamis: Meaning a state of that which is not yet fully realized, Dynamis is a unique Chakraless energy that the Ahamkara utilize. As they predate the distribution of Chakra to the world, they don't have access to the common internal energy. Instead what they possess is a raw form of energy which reacts strongly to emotions, especially those of anger, fear and most importantly desire, resulting in varying Offensive, Defensive and Supplementary applications corresponding to a given emotion. When used offensively Dynamis inflicts Psychological, Mental damage as it is an energy that responds to and thus assaults emotions. Physically it takes the form of a prismatic colored flame-like energy which can be released in a number of ways, though most commonly as an offensive breath attack. Dynamis in any state has no strengths or weaknesses. Dynamis will be further detailed, explored and performed through Contract Jutsu.

Unique - Epithymía: Literally translated as "Wish" or "Wish-fulfilling Treasure" Epithymía are the source of an Ahamkara's power; their bones. Even after death an Ahamkara's power lingers, and if the dragon's desire to live is strong enough, they live on within their Epithymía itself. These bones were fashioned into arms and armor after the "Great Hunt", a macabre celebration of mankind's power. As they are still contracted animals, merely in another state of existence, signers of the Contract can summon these relics in combat, each containing both a semblance of the Ahamkara that they once were, as well as a fraction of their power; Dynamis. Epithymía will be further detailed, explored and performed through Contract Ninjutsu.

Basic - Morphê: Despite being monolithic beasts in their natural state, Ahamkara have the power to shapeshift, allowing them to alter various aspects of their bodies at will. If an Ahamkara is so inclined, they could change themselves into a butterfly. Despite how convincing this is, they are an Ahamkara in all but form, and taking the appearance of a given thing does not automatically give an Ahamkara the biology or capabilities of that thing. Additionally Morphê has one fatal flaw; reflective surfaces and materials allow anyone to see an Ahamkara's true form, regardless of whatever form they have decided to take. This extends to more advanced senses, such as Sensory abilities, Dōjutsu, etc, allowing logical methods to appropriately perceive Ahamkara. The full extent and capabilities of Shapeshifting will be clarified per each individual Summoning Animal on the contract.

Basic - Empatheia: In tandem with Dynamis, Ahamkara developed an extrasensory perception; Empathy, the ability to perceive emotions, and more specifically desires, which they leverage against their prey when establishing contracts. This equates to a passive sensory ability which extends up to 1 adjacent Landmark in all directions and grants them a x3 tracking modifier, and in the case of signers specifically links both parties, allowing emotions to be perceived in a two-way connection.​
 
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Relic Weapon




(Kodokuna Kami) - Lone God

(Kodokuna Kami) - Lone God
Type: Relic Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: 80
Description: The Lone God is a sniper rifle with a barrel length of about 26 inches. It is encased inside ivory white bones of Tiamat which close around the barrel almost like a set of jaws; the remainder of the gun, the lower receiver, and the stock, are red flesh and sinew like attachments. It is not readily apparent but the magazine is not removable; it is instead a small crystalline orb fixed to the bottom of the lower receiver with flickering black and white energies within it, something indicative of a fully powered weapon core. It is bound to the Scarlet seal and can be summoned to the user or sealed passively at their discretion. Lone God can, by default, fire bullets from its barrel that are manifested by the active weapon core. As Lone God is a precision weapon its trigger mechanism is single fire, meaning one bullet per trigger pull. These bullets do the same damage as an average Kunai on impact, however they move quickly at the speed of an A-Rank Wind Release technique. At the cost of a move the user can fire a single high powered round which inflicts 80 damage and moves at the speed of an S-Rank Wind Release technique. Either application has a long-range reach. All of Lone God’s attacks strike victims critically unless certain requirements are not met.

Intrinsic Traits:

Cold Forged Rifling (I-III): Longer length barrel designed for accuracy and bullet velocity. Increases the base speed of Lone God’s attacks by 2/3/4 speed levels.
Hollow-Point Bullets (I-III): A type of expanding bullet used for uncontrolled penetration, enhanced destruction, and collateral damage. Upon impact, the bullet expands and fragments, increasing the damage inflicted to a living target. Increases critical damage by 10/20/30%.
High-Caliber Rounds (I-III):High-caliber rounds designed to improve destructive power and armor penetration. Increases the damage of all of Lone God’s active abilities by 10/20/30 points.

Tactical Optics (I-II): Lone God possesses multipurpose tactical optics with three distinct modes. These modes can be changed at the cost of a move but not within the timeframe as long as the weapon is not stowed or sealed. Tier II Tactical Optics generates a canted red dot sight on Lone God’s railguard. Most of Lone God’s abilities require the user to aim down the weapon’s sights.

MARCH Telescopic Optics: Long-range scope that allows the user to see up to two-landmarks from their position. This extended range also allows the user to fire any of Lone God’s attacks within up to this maximum range. Projectiles fired in this mode gain a four times base movement speed increase. While aiming down sights the user cannot see short or mid-range unless it is directly in front of them within a 15 degree frontal cone.
ZENIT Special Tactical Sights: Medium-range scope that affords the user special optics to view targets that would normally be outside their typical sensory perception. The scope affords a long-range telescopic sight that prevents the user from seeing anything in short or mid-range unless it is directly in front of them within a 15 degree frontal cone. While this mode is active and aimed down sights the user is able to perceive targets that are otherwise undetectable; entities like Rinnegan Limbo clones, spirits, and other targets would be viewable as if they were infrared targets.
EOTech Combat Sights: Short-range scope that affords the user the most versatile combat sight possible while sacrificing some of Lone God’s accuracy. Lone God retains its long-range reach but can only strike critically when targeting opponents up to mid-range; beyond this range radius the user cannot land critical strikes with Lone God’s bullets. The user’s short-range sights are limited to a 30 degree frontal cone while their mid-range viewing is uninhibited. While aimed down sights, the EOTech Combat Sights afford the user enhanced tracking capabilities, increasing their base tracking speed by x5.
ZENIT PK-06 WEAVER: Unlocked at Tier II Tactical Optics. Canted red dot sight mounted on Lone God’s railguard. The PK-06 grants the user powerful close-range versatility in their ability to wield and use Lone God. The PK-06 grants precision up to mid-range, limiting Lone God’s critical strike zone to this radius. However, it is able to adopt any of the lower tier scopes auxiliary capabilities for three turns at a time. When the PK-06 is activated or swapped into the user selects one of the three combat modes to supplement it; the enhanced bullet speed of MARCH, the special targeting of ZENIT, or the tracking of the EOTech. The user must reactivate the PK-06 after three turns to either select a new mode or extend the original’s duration.​

Arbiter
A lone judge watches from afar to pass judgment. Alters the ivory white bones of Lone God to become harrowed and dark.

Defense Wave QD Suppressor (B-Rank, passive): Affixes a sound suppressor to the muzzle device of Lone God. The Defense Wave QD is designed to suppress all sound by trapping the gas and heat released by the barrel of the rifle when firing. Even Sound Ninjutsu specialists cannot hear the bullets launched by Lone God.
Headshot (A-Rank, active): An active A-Rank sniper shot that costs the user 30 Chakra and inflicts 60 base damage. Should the attack strike a target in the head its base critical hit multiplier is doubled. This technique can be activated once every three turns. The user must aim down sight to activate and aim it.
Attenuating Muzzle Velocity (A-Rank, passive): The user can alternate passively between two firing modes each time they fire Lone God. The first is a prime muzzle velocity, prioritizing initial speed; this causes Lone God’s bullets to move at ten base speed levels above its basic level. For each range radius, and then subsequent landmark passed should MARCH Telescopic Optics be in use, the bullet loses 10% of its speed. The second is accelerating muzzle velocity, prioritizing distance and speed at longer targets. In this mode the user’s bullet loses five initial speed upon being fired but for each range radius and then subsequent landmark passed the bullet will gain 25% of its base speed.
Overheated Suppressor (S-Rank, passive): After three consecutive shots with Lone God (defined as a minimum of one trigger pull per turn with an active move) the user will gain an Overheated Suppressor, causing the Defense Wave QD to glow hot. The fourth bullet they shoot will gain certain auxiliary effects from the heat, causing anything it impacts to suffer 30 damage split evenly over 3 turns.
Information Assistant (S-Rank, passive): Information Assistant is an intelligence attachment added to any currently active sight on Lone God. Any target the user aims down sights and looks at will receive pinpoint accurate information on their current Health Points, Chakra, a single active technique, and the exact distance from the user to the target.
Mulligan (F-Rank, passive): Should the user’s active bullet miss its intended target then the user has a 20% chance to replicate that exact bullet from the barrel of their gun without needing to aim down sights or cost a move. Lone God will, in effect, aim itself at the target that dodged. Mulligan created bullets cannot replicate themselves.

Combat Sniper
A soldier adept in the art of war trained to adjust to a wide variety of situations and predicaments. Alters the appearance of Lone God to be affixed with a sharp ivory bayonet at the end of its muzzle device.

Combat Bayonet (B-Rank, passive): Affixes a sharp six inch bayonet to the end of Lone God’s barrel. The bayonet allows the user to, within reason, perform certain Bukijutsu/Kenjutsu with Lone God in close quarters. These techniques does not benefit from Lone God’s intrinsic bullet based passives.
Ricochet Rounds (A-Rank, active): Load a single ricochet round capable of ricocheting off any physical and solid surface (Water, Earth, etc). It is an A-Rank bullet that consumes 30 Chakra and deals at least 60 damage; upon being fired it hones in on its target and, even if it misses, will still ricochet back toward the target. Can be used once every two turns. Activation occurs either independently, firing a single 60 damage bullet, or in the same timeframe as another Lone God technique to fire its stronger damage variant but adding the ricochet effects.
Adrenaline Rush (A-Rank, passive): Each time Lone God’s trigger is pulled to fire an active bullet, defined as those costing a move slot, subsequent trigger pulls within the same turn will increase the damage and speed of the following bullet by 10 and 2 base speed levels, stacking indefinitely and not counting as one of the user’s boosts.
Rapid Fire (S-Rank, active): Rapid Fire is an S-Rank Lone God active technique that costs 40 Chakra. It is capable of firing multiple rounds within a single timeframe, in effect using multiple techniques at once. It can, up to three times in a single move, pull the trigger three times to fire three default Lone God rounds at a single or multiple targets. It can be used once every four turns. Must be aiming down sights to activate Rapid Fire. Note that while these shots occur within a single timeframe it still consumes a move slot per shot.
Fire and Roll (S-Rank, active): Fire and Roll is, as the name suggests, a simple combination of Taijutsu and Bukijutsu; this is an offensive and defensive technique in union allowing the user to, at the equivalent of their current speed, roll out of the way of incoming danger within reason. As they roll they fire Lone God twice, releasing two bullets that each do 70 damage and cost the user 40 Chakra. Can be used once every five turns and three times per battle.
Spirit Round (F-Rank, active): The Spirit Round is a unique bullet that draws upon the user’s spiritual energy and Chakra to create something similar to a Yin-favored technique. This in effect transitions a bullet’s physical damage effects into spiritual while strengthening the base damage of a Lone God bullet by an additional 40 points, not counting as one of the user’s two boosts. This can be used twice per battle once every six turns.

Specialist
A combat specialist adept at anti-material missions. Alters the appearance of Lone God to have a much louder muzzle device.

Blast Mitigation Device (B-Rank, passive): Affixes Lone God with a Blast Mitigation Device (BMD) at the end of its barrel. Blast Mitigation Devices are designed to forcibly release gas from the firing mechanism, significantly reducing recoil but creating for a significantly louder shot. Targets other than the user within mid-range are deafened for two turns when hearing bullets fired from Lone God.
Devastator Round (A-Rank, active): Devastator Rounds are powerful and large-scale anti-material rounds capable of spreading their damage over a significantly larger scale than would normally be expected by a bullet. It costs 40 Chakra to activate and inflicts 80 damage, activatable once every three turns. On impact the Devastator Round expands rapidly and creates a short-range radius explosion that can potentially leave craters in the wake of its impact.
Sonic Boom (A-Rank, passive): The Lone God’s Blast Mitigation Device can replicate the effects of its deafening blast at bullet impact sites, deafening anyone within mid-range radius of a bullet impact.
Lapua Magnum AP (S-Rank, active): The Lapua Magnum Armor-Piercing (AP) round is a devastating high caliber bullet augmented through Lone God. It is specially designed for dealing with anti-material and technical targets like heavily armored machinery but works efficiently at dealing devastating damage at organic targets as well. It costs 40 Chakra to activate but inflicts 130 damage. It can be activated once every five turns. Requires the user to aim down sights to activate and fire the Magnum AP bullet.
Overpenetration (S-Rank, passive): Overpenetration refers to a bullet’s ability to penetrate multiple consecutive targets. A Specialist’s high caliber bullets are specifically designed to maximize penetrative power and devastation while still retaining their strength over time. For each target pierced and penetrated by the user’s bullets fired from Lone God they will gain an additional 10 damage; this does not count as one of the user’s two boosts. Valid targets to overpenetrate would be walls, mounds of earth, and other living targets. A maximum of 30 damage can be gained from target penetration.
Collateral Rounds (F-Rank, passive): Bullets fired from Lone God have considerable lingering energy that, upon impact, spread to the surrounding environment. Upon impact bullets have a 25% chance of causing up to 1, 2, or 3 collateral rounds to be produced from the impact site. This is rolled for in the Official Rolls Discord channel as a 25% chance followed by a 33% chance roll for the number of rounds created. Collateral Rounds represent fragmentation of the bullet or the environment surrounding the bullet to create additional projectiles that ricochet toward the original bullet’s target. Each projectile created inflicts 70 damage.
 
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Imperfect

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Custom Element Japanese Name: Masōton
Custom Element English Name: Moon Flower Release
The Element is Based On: Yin Release + Earth
Facts that Prove the Element to be Possible (in the manga context):

As a Custom Element whose existence relies primarily upon Yin Release, an Element that only uses one's imagination to give form to the formless, the existence of Yin Release, Genjutsu, spiritually debilitating effects, etc provide the foundation for Masōton. Yin Release on it's own can achieve wondrous things, but as this is an Element that seeks to find a foothold within and encroach upon reality itself it requires fertile soil to affect physical matter, requiring the addition of the stable Element, Earth Release.​

How It Works:

At it's core Moonflower Release is split into three distinct stages: Propagation > Equilibrium > Abundance. Propagation is the initial step where the plants "seeds" of imagination within themselves, the environment or their opponent. The seeds start as pure intangible energy, either remaining dormant or allowing the user to perform and inflict illusions on themselves, their opponents and even the environment itself. The power of Yin Release removes any and all logical requirements that planting a "seed" may require, such as fertile soil, sunlight, water and other forms of nourishment. After a predetermined period which varies based on the nature and Rank of the technique the seeds grow and sprout, entering Equilibrium, where they evolve from purely spiritual forms into tangible, physical forms. This causes thorns, roots, vines and other miscellaneous plant life to take physical form with Yin Release's ability to give form to the formless. When applied to the environment the evolution from Propagation to Equilibrium can be instantaneous, whereas if it's applied to the user or another being with a Chakra system there will need to be a period between Propagation and Equilibrium during which time the foreign Chakra can be detected and purged if it's not dormant, much like an electrical device avoiding permanent damage from an EMP by being switched off or otherwise inert. Once the Element achieves Equilibrium it can then transition into Abundance, causing it's form and function to change, "blooming" into the white Moonflower, Lunar Tear. Within a single technique one can find a single, multiple or all stages of the Element with each technique carving it's own sometimes overlapping uses and applications.

When performed on the user and their allies illusions and effects can be beneficial. For example, in a manner similar to many kinds of fungi, the flora borne from this Element can "communicate" with one another, even if it's still only an imaginary seed. Through means similar to traditional spiritual tethers they can link their soul to others, allowing for long distance communication, or the ability to encourage or command growth within other planted seeds. As an extension of this, they can also encourage their own seeds to grow, forming the Element from themselves to surround themselves in constructs, perform offensive and defensive actions, etc. When performed on the environment the user can inflict illusions upon the terrain itself changing it's form with a combination of Yin Release and Earth's terraforming capabilities. Once planted it allows the user to grow the Element in an identical manner to Wood Release but with none of the conventional requirements, as the Element is the product of the imagination.

When performed on an opponent, they start as illusions and offensive or debilitating effects, similar to those found in Yin Release and Genjutsu. If allowed to achieve Equilibrium, the Element can perform critical strikes within the body by attacking organs, sprout out of the body, wreathe targets in physically restraining vines and other generic plant life.

Regardless of which means is performed, once the Element is planted and evolves into Equilibrium, the user can then initiate Abundance, causing their constructed plant life "bloom" into the creation of the eponymous Moonflower, Lunar Tear. Once created the flower begins to "shed" in a display similar to the pollen-related techniques for Wood Release. Like the White Tiger of Yang Release, contact with the shed portions heavily imbalances the spiritual to physical ratio of inner energies of people who come into contact with the flower and it's particles, rapidly trending towards the former. This occurs at a given rate over a period of turns or instances of contact, contextualized in a similar manner to the Sanity system, filling it's own status condition which naturally rests at 0 and has a max condition of 100.

The status is inflicted through a number of calculation types, including condition over time effects from being within a certain radius of the Moonflower, others through condition per turn from contact with the flower, which persists over a given number of turns even after the Flower is removed, or the affected party leaves the Flower's active range, and others inflict a set amount of condition upon direct contact. The amount of condition inflicted is naturally limited by the Rank of the technique the Flower blooms from, with weaker techniques providing less condition than higher ranked applications, using the following table as a general guide.

D-Rank - C-Rank: 10% max.
B-Rank: 15% max.
A-Rank: 20% max.
S-Rank: 25% max. User can be affected up to 10% as recoil.
Forbidden Rank: 35% max. User can be affected up to 20% as recoil.​

Upon reaching 100% the target(s) is/ are affected by a condition called "White Chlorination Syndrome" or "WCS". Those affected by WCS begin to disintegrate like the flower itself, their physical presence entirely overwritten by the spiritual, causing their bodies to wilt and crumble away to nothingness. This occurs over a period of three turns, where first those afflicted with notice their skin start to disintegrate, then the underlying tissues and bone, and then finally even their own Chakra. The only way to recover from WCS is an incredibly high influx or Surge of Yang Release Chakra, or similarly potent field with a heavy emphasis on Physical Energy, to offset the imbalance.​

Jutsu Usage Examples:

(Technique Name) Technique Name
Type:
Rank:
Range:
Chakra:
Damage:
Description:

Note:

(Technique Name) Technique Name
Type:
Rank:
Range:
Chakra:
Damage:
Description:

Note:

(Technique Name) Technique Name
Type:
Rank:
Range:
Chakra:
Damage:
Description:

Note:


Conditions to be Able to Use It:
Jōnin Rank, Yin Release, Earth Release & Medical Ninjutsu.

Is Weak To:
Neutral to all Elemental Fields. Weak against Yang.

Is Strong To:
Neutral to all Elemental Fields. Strong against Yin.

Co-creator: N/A
Students I Passed this Custom Element on to: N/A

Clan Approval: Here.

Permission to submit PCCJ from Heroic Spirit Rank in the Clan.

(Sōken: Sōzō no Hahen) Surge of Reification: Shards of Adonalsium
Type: Supplementary
Rank: C-Rank
Range: Short
Chakra: 15 (-5 per turn)
Damage: N/A
Description: Shards of Adonalsium, otherwise known as Spren, are unique Prana-based entities that fall between the Surges of Evocation and Augmentation under their own Surge, (Sōken) The Surge of Reification. Physically they appear as small beings of pure energy, though their exact appearance varies wildly. Their physical form can appear like wisps of Prana, formless and shapeless, or, as they are a Surgebinder's ideals made manifest, with strong enough concepts or ideals they can resemble something animalistic or even humanoid, and like the Prana that constitutes them their colors can vary wildly.

As they are creations of Prana Spren can't exist outside of the Throne without the help of a Surgebinder, requiring them to act as doors and anchors to the physical world. Spren materialize within Short Range of the user, but can exist at any range provided the Surgebinder maintains their form, and in return Spren assist their Surgebinder in combat. Surgebinders up to and including Servant Rank can maintain a single Spren for 5 Chakra per turn. Heroic Spirits and above can maintain a second Spren for an additional 5 Chakra per turn.

As manifestations of their users Prana, they have access to the same techniques their Surgebinders have under the Surges of Evocation and Armament. They can perform Evocation at the same level as their bonded Surgebinder. With the Surge of Armament the Spren physically calls forth the chosen Noble Phantasm using the Prana contained within their body, physically becoming the chosen armament themselves. Regardless of the user's Rank or capabilities within the Clan, this doesn't count towards the user's own Noble Phantasm limit. If the user has two Spren, only one can perform the Surge of Armament. While housing a Noble Phantasm the Spren can act in a similar manner to their normal state, allowing for flight, communication, and other actions they would normally be capable of, can perform any actions the chosen Noble Phantasm can, and any techniques the Surgebinder themselves know for the given Noble Phantasm, such as Kenjutsu for a sword-based Noble Phantasm.

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Arriving from #285, the Garden of the Gods.

This post contains a mission using the following custom Storyboard Element.

Explore a landmark, interact with the locals and reunite with a friend. (3)​

Mission Summary: Being Shirō's first time setting foot in Ekur, the home of Enkidu and the majority of the Arali population on Kamiyasumi, he naturally has to explore the ancient structure and it's more recent additions, and make his first official impression upon the Arali. And just as Emiya studies them, the Arali in turn must come to understand the human wandering among them. Complications arise when their reunion invites disaster, as the uneasy feeling that has been following Emiya since Sanctuary makes it's presence, and intent, known.




Shirō traversed the verdant plains surrounding Sanctuary with that same malicious intent looming over him. Even now as he approached the former Lost Temple he could feel that sense that he was being watched, but nothing was revealed by his Atavistic enhanced sense. If he was being followed they were either very skilled at not being sensed, or more concerningly they were outside the limits of his Ancient Insight. The prospect that they weren't alive was a concerning one. The Raid on Irkalla already showed the issues and complications with the idea of "killing" something that was already dead. But he was jumping to conclusions. Assuming he would have to kill whatever was putting him under their scrutinizing scrying eye. Or maybe he was simply paranoid after his dealings with the Fae King. He'd already fallen prey to a technique whose only condition was to engage in conversation. There was no telling what else was out there, especially after his sabbatical from himself.

(Kaen Kakkusei Iden: Kodai Dōsatsu) – Atavistic Flame: Ancient Insight
Type: Supplementary
Rank: A-Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Ancient Insight is the inner focusing of the user’s Atavistic Flame to empower their awareness. The technique is activated at the cost of a move but not occupying a slot in the timeframe. Grandmasters are able to activate Ancient Insight passively. Once activated Ancient Insight channels similar awareness bonuses as granted during Will to Survive. The user gains tracking, reflexes, and perception increased by x3 while Ancient Insight is active, lasting until deactivated. Each turn Ancient Insight is active the user suffers from 5 spiritual Health Points lost, though the user will regenerate 5 every other turn.

Within seconds of entering the region one could see signs of the Monks of the Human Order's presence on Kamiyasumi, of the temple sitting at the heart of this corner of the forest. Though it's purpose was lost to time, it had been given a new one. Trees whose trunks were larger than entire blocks of homes and structures in Dawnport and Sanctuary both gave way to paradoxically ancient and pristine stonework. A raised stone path similar in appearance to ancient aqueducts one could find in the Freehold yet infinitesimally older tangled in vines yet it's integrity was not diminished because of it. If anything it was stronger, bolstered by nature. Cradled by life itself. This was the first sign of Ekur, Enkidu's home and the place where the Arali gathered on Kamiyasumi. Walking on the stone path Shirō could feel the overwhelming vitality leaking from the surrounding land. It was clear that Enkidu had spent no small amount of time using his presence, his authority and will, to influence growth within the Cedar Forest. And while this wasn't the lands "natural" state there was nothing unnatural about it either. He took what was there and build upon it, encouraged it's growth, made it more of itself, nurtured it to this bountiful state just like he had learned and put into practice on Theodoro.

It was one thing to hear of these exploits, but another entirely to see them in person. To know that the presence, the active concentration of a God, could encourage such growth in the surrounding life. And this gave way to a much darker thought. What if it wasn't just trees? The surrounding flora? Though brief, Shirō's time in Solanaceae gave him an ill feeling simply from being there. What if Divinities couldn't just encourage growth in the things within range of their authority? What if they had less... desirable intentions for those around them than to nurture? A terrifying thought, but not one he would have time to indulge as Shirō felt a large number of beings shuffling out of the temple. It wasn't an assault, but the number, their gait, the pace of their steps, there was equal chances of it being excitement at a visitor or defensive posturing at the perceived intruder on their relatively recently sanctified grounds.


The Arali had carved out a space for themselves in this place where the God Enlil fell. Though the eternal storm that had been raging was quelled, the divine fragment of Enlil keeping raging it spent, there was still a semblance of his existence spread throughout the western half of Kamiyasumi. And now this forest, through the active efforts of the new Divinity Enkidu, was an almost flawless recreation of the forests of the Era of Gods when Marduk and his siblings walked the earth. If there was one place in the world they should allow to call their own, with no caveats or conditions, it would be here.

But there were whispers in the corners of Ekur, whispers about the other deities, the other children of Tiamat and Abzu, who held dominion over entire civilizations. Who welcomed their Arali brothers, sisters and kin with open arms in a place that wasn't literally in the furthest flung corner of the known world. Where they lived not just in the open, but as the dominant peoples, in grand cities. Rulers like Aureliana offered shelter and protection in the remains of the Human's greatest city, rebuilding it, while Tanacetum was far more open about his hatred for the Humans, building forces and power to wage a siege, a war upon the world, just as his father had created him to. But they were part of a four-way struggle of power between the other Divinities and what remained of the Humans who originally infested the mainland. And Enkidu, while not offering the world, offered them peace, a home. Under the guidance and protection of Enkidu the Arali here were diverse and, much like their Monk neighbors, peaceful.

Or rather, mostly peaceful. Some still struggled with desires, urges to haunt and attack humans. To do the very things they were created, born to. Some wondered, if Tanacetum could not escape his purpose how could the Arali ever hope to? The answer being simply that Tanacetum didn't want to escape his purpose. He reveled in it. Embraced it while the Arali had the closest thing to free will that they'd had in millennia. Some even harbored ill intents, silent though they may have been in Enkidu's presence, to attack the humans before they would attack them as they had been in the days after the Cataclysm. There were humans back on the mainland who had done just that, blaming the Arali, the "Demons" for the Cataclysm, the destruction of the world. And then there were Arali like the Utukku, who even the Pantheon couldn't fully control, who were especially invested in not allowing themselves to be attacked in this space after the fall of Eanna. This was their home, their place in this world that wouldn't be infringed. So when a human was sensed approaching the temple, one accompanied by some fragment of Divinity? Some were curious, while others were tentatively prepared for a fight... No, it was more accurate to say they were looking for one.


Shirō felt a flash of warmth, a rush of adrenaline at the number of sources of life responding to his presence. It was a sensation not unlike those first moments after a hive has been disturbed, as potentially insulting as the comparison was to the denizens of Ekur. He didn't let it stop him, though he would be lying if he said he didn't care that his presence caused such a commotion. First it was merely the curious, those faces poking out from the entrance to the grand hall, or the window-like openings carved into the face of the temple. Those who wanted to see which human was visiting their home. Some were familiar with humans from Sanctuary after all. Not familiar enough for visits to be a common occurrence, but still. Then there were the bolder Arali, those who sensed the unknown fragment of Divinity within Tsumukari and needed to know who it belonged to, whether they were a threat, an emissary from one of the other Divinities, or some other unknown identity. Many Asag began to flow from the entrance, curiosity and a desire to protect their territory in equal parts. And all of them were eclipsed by the sheer presence of the final inquisitor of their remarkable visitor. From the top of Ekur a shadow descended, engulfing the faint glimmers of light that pierced the canopy of the Cedar Forest, swallowing all of the light. It dove down to Emiya with a predatory speed stopping mere inches from his face, claws extended, wings fanned out in a territorial display, all but engulfing the human standing on their front door with it's presence, one that pressed down on the flow of Emiya's Chakra like a thumb placed upon the jugular.

"State... your purpose here, mortal. Why do you approach our home wielding that... abonimation?"

The Arali's words were measured, even as their entire body bristled with offence in the presence of the God Slaying Tool. Monks with their flames were one thing, but it had been quite some time since any of them had seen one of humanity's trump card, the tools that helped them overcome Ummu-Hubur, the Mother of all Things. But none of them had met Shirō whose tool contained a sliver of the Void itself, the raw power of creation, the power of a Divinity, small though it was. It's mere existence was a threat, to them, to Enkidu, to the peace they had established in this, their new home. In their mind they were completely justified to loom over the human, provoking them. Shirō was far too naïve to believe for even a moment that one of Enkidu's friends would harm him though. He had to tilt his head back slightly to look the Utukku in the eye, but he held their gaze with the innocence of his visit.

"I'm Shirō. I'm here to see Enkidu."

The Arali, Algol, wavered for a second, his eyes flickering with recognition. The bristling ceased though Algol continued to loom, still not quite sure how to respond to the blade, Tsumukari.

"Hmmm. The mortal from the mural depicting the birth of God...?"

Shirō was genuinely surprised. Enkidu had depicted that moment with enough detail to specifically make him recognizable? It would be flattering if it wasn't embarrassing. Even with his identity known now, Shirō could still feel the apprehension at his presence, and specifically the eyes burning a hole into Tsumukari.

"If it makes you feel better, I've never killed anyone with it."

"That... does not he-!!"

"Oh knock it off, you big brute. They already told you who they were.
Please, forgive my big brother. Several millennia in isolation, surprisingly, did nothing to help his non-existant manners."

Shirō wanted to snap his head around to see where the second voice came from, but knew a sudden movement wouldn't help any of them in this situation. He did lean back slightly, looking over his shoulder to see a pair of dazzling blue eyes staring back at him from an uncomfortable, claustrophobia inducing, distance. Shirō recoiled slightly, his head and neck reflexively sinking down into his torso in surprise and a futile desire to get some distance. Perched on Algol's wing, and making the human very uncomfortable was a second Utukku Arali, their presence just as smothering. Though this one didn't seem to be harboring active malice, leading Shirō to believe that was just something these Arali happened to possess. A suffocating aura the same way Prana ran through his veins.

"Metia. Get off."

Metia huffed ever so slightly, but spread her own wings and gracefully lifted from her brother's wing, landing softly and took a few steps towards the temple. Her plumage refracted the light in a way that made her entire body shimmer with a blue hue in stark contrast to her brother's pure black pinions. With Metia no longer perched on his wing, the elder Algol withdrew his wings from their posturing position around Emiya, only to take off from the ground with a single beat, returning to his perch atop the temple.

"You know he talks about you. Not a lot, but when he does? Well..."

The surprise was plain to see on Shirō's face, eyes wide, mouth slightly agape that this person he'd never even met before even knew of him. That his existence was significant enough for Enkidu to memorialize even just a moment of it in stone. He'd never sought to do good things for a reward, that the act of saving people in itself was enough. Journey before destination... But knowing that even a moment of his journey was worth retelling? It was an immense feeling. Shirō was not a prideful man, but he felt like this could be something he could indulge just a little bit of pride in without feeling bad for it.

Metia gestured for Shirō to follow, leading the way into the temple with an playful waltz, skipping too and fro with her wings to make her movements effortless and graceful. The entrance hall a sprawling space filled with all manner, shape, size, color and nature of Arali. Some stopped to gawk, others far too busy to care about a single human. The Asag who had gathered at the entrance closed in after, pooling around Emiya to personally inspect Tsumukari. Though anxiety inducing, Shirō didn't stop the craggy, earthen beings from inspecting the blade in it's scabbard, and a few even dared to touch it, astounded that Divinity could even be captured within an object. Some of them had been crafters themselves before the God's civil war, and the imprisonment that followed. They hadn't seen anything like it, though the name Marzan did raise a few of the stonemen's eyebrows. While he had the chance Shirō looked out over the grand hall before him. Four intricate murals dedicated to Marduk's and his siblings had been erected on once barren walls, a tribute to the Gods who gave what remained of their lives to help Enkidu defeat their father. Several colossal open framed doorways lead deeper into various corners of the temple, each one containing murals that detailed the history of the Gods, and the battle against Abzu.

Shirō walked passed stories immortalized in stone and clay, each one a slice of history, some of which he hadn't even heard of before. When he walked passed one doorway he saw a mural with a human shaped swordsman foolishly falling into a clouded ocean, crack at the bottom symbolizing the rift that he pulled Enkidu from. But only one lead into Ekur's deepest chamber. A familiar but changed green-haired individual sat surrounded by all kinds of animals from the surrounding Cedar Forest. Birds perched atop horns that Emiya was seeing for the first time, a pure white wolf lazily sprawled across Enkidu's lap ravenously seeking attention. Most alarmingly of all however was a colossal being composed of a white, clay-like substance. Even without directly inspecting the being, Shirō could tell that it was... not just one thing. It would be more accurate to call it a "they". One... Two... A dozen... A hundred... A thousand... Shirō was picking up a truly gut-wrenching number of souls or similar spiritual entities contained within a single vessel, almost all of which were experiencing one thing, and one thing only. Pain. Suffering. Torture. The horror must have been painted all across Emiya's face, as Enkidu registered it and immediately stood up. None of the animals, nor the giant stirred with the motion, as though Enkidu were a tree branch, or a blade of grass swaying in time with the breeze. Just another part of nature. He quickly walked up to Emiya and gently began to turn him with a touch of his shoulder.

"Enkidu... That-"

"Not here, Shirō."

"But they-!!"

Enkidu calmly escorted Emiya out of the sanctum of Ekur, and back out into the larger chamber. Before anything else, Enkidu embraced Shirō in a quick, but relieved embrace. Evidently he'd been far more concerned about his state than Shirō assumed. Shirō felt slightly awkward as Metia was still with them, looming over the reunion with a smug grin, her earlier teasing fresh in the human's mind. As quickly as it happened, it ended, with Enkidu stepping back and giving Emiya a knowing look, part understanding and part scrutiny, or borderline judgement.

"I know you must have questions, but-"

"Questions? Enkidu, that thing might as well be a walking graveyard. I'm sensing at least a thousand souls inside that thing."

"Two thousand, eight hundred and ninety one. And please refrain from any unnecessary comparisons, she's quite lively.
And contrary to what her appearance might imply, she's also very fragile."


"She?"

"The dominant soul, a girl no older than five. As far as I can tell she was... part of an experiment on the human soul. Along with the other two thousand eight hundred and ninety human souls contained within that vessel."

Shirō's eyes went wide at Enkidu's words. Almost three thousand souls? An experiment?! Enkidu saw the shift in Shirō's emotional state and placed a hand on his shoulder, telling him this wasn't something he could fix, nor find the culprit for. "Humbaba" as they were known for now appeared after the Cataclysm and the destruction of Eanna, meaning she had to have been sealed there like the Utukku, or like the Asag in Mount Katsuryoku and those who originated from Irkalla. Their existence was an anomaly, a truly unfathomable motive gave rise to it. But considering it involved the human soul... Enkidu reasoned that Nergal, architect of the human soul, was involved. Whether directly or someone wanting to try and emulate his creation, it didn't matter. What it gave rise to was a terrifying existence, but one that was completely innocent. Enkidu shared some of his discoveries from the girl's more lucid moments. Memories of falling ill, being read stories by their mother, a peaceful but painful existence. She was the only soul who had retained their individuality in the "experiment", thus it was going to require a considerable amount of effort to unravel them, if it was even possible. She had also mentioned another human who "played" with her, the one with the grumpy cat. Enkidu had an idea of who she meant, but hadn't had the pleasure of meeting the kind stranger yet.

Shirō tried to process all of this information, but couldn't help but feel anything but pity and rage on behalf of the souls used in the construction of the unfortunate being. Enkidu could sense the discomfort simmering beneath the surface, and knowing Shirō as well as he did, knew he wouldn't leave it alone. But Enkidu wasn't a child anymore, powerless to affect those around him beyond a simple miracle to remove a pitiable fever. He tightened his grip on Emiya's shoulder and in no uncertain words told him that this was his responsibility, his burden to bear and to drop it. This wasn't something that he could fix, someone that he should try to save. Shirō was about to argue his point, his borderline masochistic tendency to throw himself into situations to try and save people flaring up, but he stopped. That nagging sensation, the overwhelming feeling that he was being watched flared up again, this time reaching a blazing crescendo of such intensity. A pair of dark, vacant eyes staring at him from across a vast expanse. Whatever this was, it was no longer hiding it's pure, concentrated vitriol for him and the God who'd finally come out of their little den. A violent explosion tore through the wall of the temple, fragments of stone and splinters of rough wood flying everywhere, and amidst it all a bullet tearing through the air at an immense speed, and it was travelling straight for Enkidu's head.

Golden chains of divine energy manifested from thin air, intercepting the bullet, but it continued to drive it's way towards it's target. The mere fact that it could even contend with the Chains of Heaven meant this was no ordinary bullet, or a projectile fired from a simple weapon. There was no presence of human soul in the ammunition, excluding techniques or weaponry of an Atavistic nature, narrowing it down to very few kinds of weaponry. The chains went from slack to taut in the space of a breath, and the bullet continued it's destructive drive towards Enkidu. As it was neither a spiritual entity nor a form of extant life Shirō hadn't seen it coming, but the moment it met Enkidu's chains he drew Tsumukari and lashed out. Not with the reality warping Tsumukari Muramasa, but the Yōtō, a weaker but no less destructive slash. It struck the bullet as the Chains of Heaven recoiled at the presence of the God Slayer, arresting the bullet's momentum, neutralizing it.

(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.​

Enkidu and Emiya exchanged a glance then looked up at the sizable chunk blown off in the wall of Ekur. That shot had come from a weapon that, theoretically, could have killed Enkidu and it wasn't from a God Slaying Tool. Neither of them were aware of the existence of the (Kodokuna Kami) Lone God rifle, a Relic Weapon forged from a relic core and adorned with the bones of Tiamat. Luck was on their side however, as the Arbiter wielding the Relic Weapon had failed to launch a Mulligan, saving them from having to contend with a second shot.

Mulligan (F-Rank, passive): Should the user’s active bullet miss its intended target then the user has a 20% chance to replicate that exact bullet from the barrel of their gun without needing to aim down sights or cost a move. Lone God will, in effect, aim itself at the target that dodged. Mulligan created bullets cannot replicate themselves.

D100 Roll Result = 24. Fail.​

"It came from the North West."

"The forest? But there's no one there!! I felt like I'd been being watched since I left Sanctuary, so I've been keeping an eye out.
There's no one over there."


"You misunderstand. It came from far to the North West, beyond the bounds of the forest."

"What? But there's nothing over there but that shanty town, and I'm sorry to turn this into a competition, but not even I could make that shot!!"

"Well they just did, and I won't let them launch another!!"

Enkidu enveloped himself with an aura of golden light, preparing to tear through the skies above Kamiyasumi to confront the shooter, but Shirō grabbed him by the front of his billowing robes, halting him momentarily. The unknown Arbiter studied the exchange through the adaptive lens of the Lone God, the MARCH Telescopic Optics allowing them to view the scene from an incredible distance. Their shot had missed, but they had so many more targets to choose from. How would the God react when it's supplicants started dropping like flies? Would they become vengeful? Leave the safety of their temple? The Arbiter would have preferred a swift kill, but a direct confrontation was something they wouldn't mind either. Anything to reveal the true nature of these demons... A righteous intent honed in on the pair like a scalpel, it watched the minor disagreement between Emiya and Enkidu.

"You can't leave, your people need you here!! Fast as you are, you can't fly over there and protect your people.
And as much as I like to play the hero, I can't protect this many people at once. I'll go."

Shirō didn't wait for permission nor confirmation, he wouldn't let Enkidu abandon his people. In a flash of Prana he vanished from the Temple and began sprinting towards Last Contact. Expecting more long range attacks, he made his approach as haphazard as he could without wasting any time, meanwhile Enkidu ordered the Arali to return to the Temple, before returning to the sanctum and expending active effort to surround Ekur itself in an all encompassing barrier of golden divine chains.




End of Mission.

Leaving Landmark. Traveling to #282, Greater Cedar Forest.
 
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