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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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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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.
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.
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.
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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
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, 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.
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.
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
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.
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.
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.
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).
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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