Where all Paths Cross, Where all Desires Flow

Imperfect

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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.




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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.​
 
Last edited:

Imperfect

Elite
Joined
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Awards
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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Bio Workshop




Basic Information

Name: Shayde Uchiha
Alias: Aphoom-Zhah
Gender: Male
Age: Twenty Eight
Clan: Uchiha
Alignment: Chaotic Good

Appearance: Shayde is a tall, attractive man from the Uchiha Clan with a slim build and fair complexion. He has long, black, unkempt and wild hair, similar in appearance to raven's feathers. Thanks to his extensive physical training Shayde possesses a fairly muscular physique, indicative of his love for the art of Taijutsu and close quarters combat in general. Shayde's most notable feature however are his eyes, as the left is the trademark Uchiha Clan onyx, while the right is a deep crimson. This is the result of a simple genetic mutation, Heterochromia, however interestingly it affects his Sharingan, inverting the natural color scheme for his right eye when his Dōjutsu is activated. Another interesting feature of his body is an odd scar that encircles the entirety of his right shoulder and the surrounding tissue on his torso, as though the skin had been hastily fused together after being torn off. This is in fact the boundary that separates Shayde from the sentient weapon he is bound to. Shayde's entire body is covered in a series of tattoos which react to the flow of his Chakra, glowing vibrantly when Chakra is channeled through and around them. To the untrained eye it appears as though his tattoos designs are constantly in motion, shifting from one design to the next, but in truth it's simply the result of the tattoos reacting to the flow of his Chakra, perpetually dancing across his skin. In addition to the cosmetic application, all of these tattoos act as a functional proxies for both his Summoning Contracts, and the Combat Summoner Jutsu. Finally, woven amongst the unique tattoos are a number of Sealing Formulae, of varying designs and effects, the most important of which influences his personality to an extreme degree.

Personality: Despite suffering many tragic, and life shattering events early in his life, Shayde is a calm, collected individual, albeit with an aloof, distant approach to others. Despite eventually finding peace with the loss of his home, family, and the experiments that resulted in his merging with the sentient weapon now constituting his right arm, there is still one emotion with which he resonates perfectly; sorrow. Shayde is also a very intelligent individual, thanks to his heritage as a member of the Uchiha Clan. Because of this he has well developed reasoning and deduction skills, as well as their signature reaction speed, which is further enhanced by his well trained instincts and the activation of his Sharingan. Through the application of a unique Seal there exist several alternate personalities within Shayde, all of which are explained in detail within Cognitive Dissonance.

Rank, Birth, Affiliation & Jutsu Information

Ninja Rank: Jōnin................................................................................................Primary Specialty: Single Handseal Specialist
Health & Chakra: 160 & 2600............................................................................Primary Specialty: Personal Summoning Specialist
..................................................................................................................................Secondary Specialty: Advanced Speed Resistance
Place of Birth: Chungsu
Ninja World Clan: N/A ....................................................................................Extra Specialty: Yang Specialist
Clan Landmark: Mianmen.................................................................................Fighting Style Specialty: Wrought Iron Archery​

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Ninjutsu................................................................................................................Sharingan
.....Elemental Ninjutsu..................................................................................................Mangekyō Sharingan
Taijutsu.......................................................................................................................Sharingan Genjutsu
.....Advanced Kaito's Taijutsu
Kenjutsu................................................................................................................M. Wolf Contract & Arts
Genjutsu...............................................................................................................Griffin Contract & Arts

Yang Release.........................................................................................................Wrought Iron Archery
Yin Release............................................................................................................Renewal Taekwondo
..................................................................................................................................Kyotōryū
Fūinjutsu
.....Advanced Fūinjutsu............................................................................................Rhythm Release
Medical Ninjutsu...............................................................................................Entropy Release
Sound Ninjutsu..................................................................................................Osmium Release


History & Background Information

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...​

To be continued...

Specialties, Signature Techniques & Other Information

Primary Specialty - Handseal: Being from a Clan of Shinobi who are renowned for their Fire Release users, Shayde is both a natural master, and an eternal student of the Fire Element. It is undoubtedly his favorite Element, and one which he commands with perfect control and overwhelming force. Shayde's mastery of the Fire Element allows him to perform Fire Release Jutsu with a Single Hand Seal. Where this would typically only be allowed for a single Field or Element, due to the influence of a unique Seal that split his psyche into several parts resulting in the creation of a number of "Alter Egos", he is a universalist of sorts. Each Alter Ego are themselves a representation of his "Sins", personalities born from acts when he fell victim to one or another such vice, and as such possess varying specialties. While Shayde himself as an Uchiha is a Fire specialist, his "Sins" vary, and their Specialist Fields stated below within the section for Cognitive Dissonance itself.

Primary Specialty- Personal Summon: Being the Holder of the Maned Wolf Summoning Contract, and one that has known them since he was a child, Shayde is very close to all of the Summoning Animals on the Contract. His affinity for the canid Summoning Animals allows Shayde to maintain one Summon from the Contract permanently, accompanying him as a "Personal Summon". In Shayde's case he is accompanied by a "Lord of the Pack", one of many high-ranking guardians of the Summoning Animals home lands who possess the unique ability to adapt to, and reproduce Elemental Natures. He is also protected by a pair of "Wolves in Sheeps Clothing", who lurk within the shadows cast by Shayde, watching for unseen threats, and lashing out when the opportunity arises.

(Tategami Ōkami Kuchiyose no Jutsu: Pakku no Ryōshu) M. Wolf Summoning Technique: Lords of the Pack
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40 (10 for Direct Elemental Influence)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon one of the Lords of the Pack. Just like with the Maned Wolf Summoning Technique, "Law of the Jungle", the Summons known as the Lords of the Pack are not composed of pre-designated animals like traditional Summoning Jutsu. Instead the Summoning Jutsu for the Lords of the Pack encompasses a large quantity of M. Wolves, each with their own distinct appearances, personalities, attire, tools, weaponry, etc. This makes describing the Summons that fall under this Jutsu practically impossible, as there are simply too many Summons to describe, however, they generally share similar physical characteristics of other animals from the Contract. Unlike the Law of the Jungle technique however, the Lords of the Pack do not allow, or require, the Summoning of multiple animals under the same technique. To put it in perspective, if the Law of the Jungle Summoning Technique is representative of the "Strength of the Pack", then the Lords of the Pack would be considered the embodiment of the "Strength of the Wolf" that each individual Maned Wolf of the Pack may one day possess. Another factor that deviates this technique from it's sibling technique is that the Lords of the Pack are considerably larger than the generic Summons of the Contract, ranging from several meters higher than a human being, to sizes that rival a colossal summon, like Gamabunta.

Just like with the Pack, the Lords of the Pack don't have a level of skill or proficiency with any form of Jutsu or affinity for a Chakra Nature, instead these M. Wolves evolved with one single ability, which is the ability to adapt to other Elemental Natures. They developed this ability by studying the characteristics of the paper Shinobi use to assess one's Chakra Nature, a.k.a Litmus Paper.

Survival of the Fittest: As briefly stated above, the Lords of the Pack have a similar ability to the Summons in the "Law of the Jungle" Summoning Technique, allowing themselves to naturally "adapt" to Chakra Natures. This makes them "Jacks of all Trades" in a sense, as they can adapt to just about every Elemental Chakra Nature, including the Basic 5 and KG Elements (Obviously this excludes KG that don't include the 5 Basic Elements in their creation, meaning KG like the Kaguya's Shikotsumyaku are not applicable). This is achieved through a special form of Chakra "absorption" that the M. Wolves naturally undergo when they come into contact with a Chakra Nature. In other words, it's an involuntary reaction that occurs when the Summon comes into Contact with a Chakra Nature, and not the ability to "steal" Chakra, meaning that the Summons have no real control over the Chakra they "absorb".

This ability can be used to adapt to Chakra Natures in one of two ways, each with their own advantages and disadvantages to their usage. The first is for the M. Wolf to be directly influenced by the users own Chakra. By simply gathering Elemental Chakra, and channelling/ kneading it into the designated Summon without giving it shape or form, the user directly influences the nature the M. Wolf will adapt to. This method costs 10 Chakra to perform, due to their larger size than the Summons from "Law of the Jungle", but doesn't cost one of the users 3 moves per turn. The second, and more difficult method of the two, is the "absorption" of external Chakra sources, such as the kind provided by an opponent's incoming Jutsu. The M. Wolves of this Summoning can act like "shields" of sorts, taking an incoming Jutsu and using the Chakra that Jutsu is composed of (thus effectively countering/ absorbing the Jutsu) to initiate their ability. This method can only be used on Jutsu A-Rank and below, otherwise the M. Wolf is overpowered, and the Summoning Jutsu is undone.

With all of these methods at their disposal, the users control over the Nature the M. Wolves of this Summoning Jutsu adapt to is highly customizable, granting an unprecedented level of control over multiple Elements in battle.​

Note: Remains on the field for up to 4 turns.
Note: The user can only Summon one M. Wolf via this Jutsu.
Note: Due to their Rank, these M. Wolves can use Jutsu S-Rank and below for the Elemental Nature's they adapt to.
Note: If a M. Wolf summoned by this technique doesn't adapt to another Nature, they can perform either basic Ninjutsu or Kenjutsu of any Rank, should they possess an appropriate weapon.
Note: Any M. Wolf summoned by this technique can change their Chakra Nature a max of twice per battle.
Note: Any M. Wolf summoned by this technique doesn't retain the Chakra Nature they adapt to, and return to normal when their Summoning time runs out.
Note: Any M. Wolf summoned by this technique cannot be used to copy Elements or Chakra Nature's that fall outside the canon Narutoverse, such as CE's, CC Jutsu, etc.
Note: Summons who adapt to a KG Nature cannot use the Basic Elements that KG Nature is composed of as well, only the Nature the M. Wolf adapts to.
Note: User cannot perform any other Summoning for the duration of this Summoning Jutsu, an an additional 2 turns after this Summoning's timer runs out.
Note: Requires Maned Wolf Summoning Contract, and biographies that specialize in the M. Wolf CSC can use this Summon one additional time per battle.

(Tategami Ōkami Kuchiyose Gijutsu: Yōhiokita Ōkami) M. Wolf Summoning Art: Wolf in Sheep's Clothing
Type: Supplementary/ Offensive (Summoning)
Rank: C-Rank
Range: Short
Chakra: 15
Damage: 30
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll, and slams their hand into the ground in order to summon a pair of "regular" Maned Wolf Summoning Animals, with no special qualities of their own. These wolves have pitch black fur and specialize in stealth and close quarters, and they have maximized their potential in this field by mimicking the properties of the . By "hiding" in the users shadow, they completely blend into it, only being exposed when a form of bright light affects the area around the user, such as the kind created by a flash bomb, or a Fire Release Jutsu within close enough proximity to affect the user's shadow. These wolves remain concealed within the user's shadow until the user enters striking distance of the opponent, which is when the wolves take action. With every offensive Taijutsu action, the wolves remain hidden within the shadow of the users attack, and perform their own attacks, either chomping the target with their jaws, or swiping at the opponent with their paws. With their Summoner leading the charge, the wolves attack from the shadows, attempting to ensure their summoner's victory through unforeseen, simultaneous physical attacks. The wolves remain in combat until they are either disbanded by the user, or dispatched by an enemies counter-attack.

Note: Can only be used once per battle/ event.
Note: Lasts up to 6 turns.
Note: Requires M. Wolf CSC, and biographies that specialize in the M. Wolf CSC can apply this Jutsu to their Biography, allowing it to be active from the start of a battle/ event. Having this Jutsu active from the start of a battle/ event counts as it's one usage.

Secondary Specialty - Speed: In tandem with his extraordinary skills with numerous fields, Shayde is also a skilled close quarters combatant, especially when it concerns Taijutsu. His body is a well trained machine that has been honed through years of physical training, resulting in a +2 passive increase to his base speed.

Extra Specialty - Yang: Since wakening to his ability to perform Yang Release, Shayde has dramatically heightened vitality, translating to 1000 increase in his natural Chakra reserves. Additionally, his physical durability has increased significantly, allowing him to mitigate up to C-Rank damage (30 dmg) from physically damaging techniques. Finally he is immune to recoil damage from his own techniques, such as Forbidden Rank Jutsu, though the Jutsu's other described effects still apply.

Fighting Style Specialty: Finally, Shirō is currently the only known practitioner of Wrought Iron Archery, a unique style that fuses both Archery and Kenjutsu. As the de-facto Master and specialist of the Style, Emiya receives a passive +4 increase in his base speed whilst not utilizing the Fighting Style's unique weapon, the Warbow.​

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Surgebinder: Shirō's conversion to a member of the Surgebinder Clan affords him several beneficial and detrimental effects due to the passive influence of Prana present within his body. These passives, as stated within the Clan's submission, are as follows; Once a Surgebinder is initiated into the clan, their body essentially becomes an "open doorway" for the ethereal energy. This means that Prana energy will constantly enter and exist within their Chakra systems and any quantity of foreign Chakra or energy inserted into their bodies will immediately be transported to the Throne before they can take effect. Chakra inserted into their bodies for the use of illusions will be absorbed before their induction time is complete, meaning the Genjutsu never occurs. However this also means Surgebinders will be incapable of having a Curse Mark or using Sage Mode. It will also become impossible for others to heal them through medical Ninjutsu or transfer Chakra to them. If an ally or opponent tries to absorb the Chakra of a Surgebinder into their own body, they will instead absorb this ambient Prana energy and be frozen internally.

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

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

(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique
Type: Offensive/ Defensive/ Supplementary
Rank: B-Rank
Range: Short - Mid (Depending on the size of the Summon)
Chakra: 20 - 40 (Depending on the Rank of the Summon)
Damage: 40 - 80 (Depending on the Rank of the Summon)
Description: Created by a Summoning Jutsu savant known as the Sentō Shōkan (Combat Summoner) with the specific goal of allowing the user to combine both the Summoning Jutsu and Taijutsu together, he was able to create a new form of Close Quarters Combat. In the simplest terms, the Combat Summoner technique takes the basic concept of the Summoning Jutsu and allows them to be performed in conjunction with Taijutsu. As this Jutsu has its roots set in the Summoning Jutsu, this Jutsu requires it's user to fulfil similar conditions as the Summoning Jutsu, with minor differences which are explained below. This Jutsu is primarily responsible for introducing and explaining the concept of "Combat Summoning", and acting as a reference for derived techniques, all of which will logically fall under the category of Nintaijutsu. There are 2 key aspects to the Combat Summoner technique, the first of which is the alteration to and general application of the user's Summoning Tattoo('s). Instead of being a small, easily concealed Tattoo which is utilized for instant Summoning without Hand Seals, the Tattoo is applied to the entirety of the users body. Because of this it functions like an active map of the user's body for the Summoning Technique itself, with each part of the user's body being linked to a corresponding part of their Summoning Animal's body through their Tattoo's. This allows the user to Summon the corresponding body part of their Summon by activating the Tattoo('s) located on that specific body part. The second aspect is the actual application of the technique in battle. The regular Summoning Jutsu works by signing a Contract with a specific Animal in blood, then sacrificing a small portion of blood each time the user wishes to use the Summoning Jutsu, by wiping blood on their Tattoo, then applying both Chakra and pressure to a surface via direct contact. This technique's Summoning steps are almost identical, with the only real difference being a more direct approach to the "Contact" portion. Logically the user must still apply both blood and Chakra to their Tattoo's, and make contact with a surface, the surface mainly being considered the opponent's body, before the Combat Summoning actually occurs.

The following is an example of how this Jutsu would work within a standard combat scenario; A signer of the Toad Contract performs the D-Rank Taijutsu technique "(Kodzuku) Punch" with their left fist which connects with their target, while also meeting the conditions for the Summoning Jutsu. As they channel Chakra through the Tattoo on their left arm, which also has the necessary blood wiped across it, they become able to "Summon" the left arm of their Summoning Animal to reinforce their attack, which for the purposes of this example is the B-Rank Summon, Gamatatsu. Gamatatsu's fist then almost instantly "materializes" in the area surrounding the user's left arm, similar in appearance and function to how users of the Mangekyō Sharingan can partially manifest their Susano'o's arm, appearing in the area surrounding the user, but not "overlapping" it. This means that any harmful Jutsu that the user may have active will not affect the Summoned fist, as they would not be able to make direct contact, unless the harmful Jutsu has an extended range. Gamatatsu's fist also attacks the target, following the same general speed, trajectory, etc as the users attack, creating a two pronged attack, one being the D-Rank (20 Damage) punch the user threw, and the other being the B-Rank (40 Damage) Combat Summoner punch from Gamatatsu, resulting in a total of 60 damage, should both punches successfully land without interference. Upon the completion of the attack, whether either attack was successful or not, Gamatatsu's arm disappears as quickly as it appeared, leaving the user to plan their next attack accordingly.

Note: The Combat Summoner Tattoo's are designed and applied by the user at their own discretion, requiring the user to post this Jutsu in the "Other" portion, and describe the appearance of their Tattoo's within the "Appearance" portion, of any Biography that wishes to use this Jutsu.
Note: Although the damage of this technique is taken directly from the Rank of the chosen Summon, unique effects and abilities for any Summons utilized with this technique must also be taken into consideration, whether they be a result of that Summon's Biology, or some passive ability they possess.
Note: Due to the unique method of Summoning that the Combat Summoner Jutsu utilizes, the partial Summoning method employed by the Combat Summoner Jutsu does not affect the Regular Summoning Jutsu Method. This is because the Combat Summoning method relies solely on the actions and Chakra of the user for it's activation, and thus doesn't conflict with it. However, any Animal that has been Summoned using the Regular Method, and subsequently used up their summoning time, cannot be Summoned via the Combat Summoner Method. This is because when Animals are Summoned using the Regular Method, they expend their own Chakra to maintain the Summoning, and once they run out of Chakra, typically around 4 turns later, they become unavailable to be Summoned afterwords. The Combat Summoner Method adheres to this restriction because it's based on the Summoning Animal, not the method of Summoning.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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

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

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

Emiya's Sovereign Flame is as follows;

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

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

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

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

Kyotōryū - Journey of the Swordless: Through an advanced application of a unique Fighting Style, which covers his body in an almost infinite number of Chakra-blades, Shirō's body itself has become a blade. While this is a very powerful technique, allowing him to perform Kenjutsu techniques with his body alone, it comes with a drawback. While active, Shirō cannot hold any form of blade, as they are destroyed on contact, or 'pushed' out of his grip by the Chakra-blades coating his body.

(Tabi no Katana nashi) Journey of the Swordless
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-15 per turn)
Damage: +20 to All Kenjutsu/Taijutsu based Techniques, 1.5x Speed
Description: Journey of the Swordless is a technique which is always active for those who practice the art of Kyotoryu. Being active from the very beginning of battle, Journey of the Swordless is classified as a passive technique to all those who wish to utilize it. While most Kyotoryu techniques do not require this, Journey of the Swordless is meant to enhance the users Kyotoryu techniques to their maximum, by sacrificing a real sword in the process.

To start, the user coats their entire body in a tiny, razor sharp layer of chakra, which looks very similar to the Medical Scalpel technique, to activate this technique. Once active, the user become a human blade, as all their strikes carry the same cutting potential as any regular sword, by being enhanced by their razor sharp chakra. Another benefit to this technique, is that the razor sharp chakra around the users body allows them to bypass wind resistances, allowing their strikes to also be much faster than when performing techniques with an actual sword. Another benefit of this, is that due to the wind resistance being removed from their strikes, while also gaining speed, all the users kenjutsu gain additional damage, by having any wind resistance removed, the strikes carry more weight, striking much harder and with more maneuverability than one could perform with a regular sword. However, the damage bonus is further increased when utilized with Kyotoryu techniques, as these techniques are specifically created for the fight style, adding Journey of the Swordless on top further empowers them, allowing the unique movements of Kyotoryu fighting style to be even more deadly than usual.

However, while this technique seems strong, the largest drawback is the user loses their ability to hold a sword. The chakra around the users body will destroy any sword hilt it comes into contact with. Even with indestructible blades, the hilt of the sword will be rejected, forcefully pushed out of the users hand if he tried to wield a bladed weapon. This is only the case for swords however, other objects, like Staffs, can be wielded, but any techniques requiring a Staff will Not gain any benefits from this technique.

Restrictions:
Must be posted in the users bio if they wish have it passive from the start of battle. Chakra cost can be paid to activate it during battle.
Once activated, the users Arms, Legs, Head, and even torso become a replacement for any Technique that requires a sword.
Due to the nature of the chakra, the user cannot wear any armor, nor can the user wield a sword of any description. However the user is able to wield non bladed weapons, but those weapons will gain no bonus' from this technique.
Any jutsu the user users, such as Earth Armor, will have its defenses Reduced by -20 if used over top of this technique. However, this only applies to techniques that attach to the users body, techniques such as Susanoo, will be unaffected.
This technique can be used by Samurai, following all the same restrictions as regular uses. However, as the user cannot wear armor with this technique active, it cannot be used with Bushido, however SSS and Iaido can be used in conjunction.

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

(Fūinjutsu Ψ Ninchi Fukyōwa) Sealing Art Ψ Cognitive Dissonance
Type:
Supplementary
Rank: A-Rank
Range: N/A (Self)
Chakra: N/A (30 (Paradigm Shift)
Damage: N/A
Description: Derived from the concept of an existing Fūinjutsu whose purpose was to bring order to an already chaotic mind, Cognitive Dissonance is a body seal that takes advantage of existing flaws within the user's psyche to intentionally split the user's mind to save it from itself. This is done through the techniques namesake, Cognitive Dissonance, which is a psychological phenomena that occurs when a person person holds two or more contradictory beliefs, ideals or values, or performs an action in contradiction to one of these, which results in psychological stress. For example, if one promised that they would never harm another living being, but also swore to never let harm befall one they loved no matter what, and had to choose between killing someone to abide by the latter belief, or allowing the latter to die in service to the former belief, regardless of which one they chose, they would experience Cognitive Dissonance.

Cognitive Dissonance, when applied, identifies conflicting beliefs, ideas, values, etc, targeting these aspects as one would memories and other metaphysical aspects, then forcefully separates them, sealing them independently from one another. Visually the seal takes the form of a , etc unique to the user, with branching paths that break off from the original design forming a script that can encompass a wider area on the user's body. As each separate "target" of the seal's effects naturally have their own heavily ingrained beliefs, they develop into an "Alter Ego" of the user's original persona, which can deviate heavily in all aspects, however most importantly they can develop entirely opposing interests in combat style. While the original persona might prefer ranged, Elemental attacks, one Alter Ego might have an affinity for close quarters combat and identify as a Taijutsu/ Kenjutsu specialist, while another might specialize in Medical Ninjutsu due to a desire to bring no harm to others. This results in each Alter Ego becoming classified as "Specialists" for a given field, which must be specified within the user's biography per each Alter Ego. While an Alter Ego is the active persona, any specialties the biography possesses that are applicable with that Alter Ego's chosen field are automatically converted into a specialty for that field. For example if the original persona is a single handseal Fire Release specialist, and one of their Alter Ego's identify as a Lightning Release specialist, while that Alter Ego is the active persona, they can perform Lightning Release with a single handseal instead of Fire, and are otherwise treated as a specialist of that Element, field, etc. Regardless of the chosen field(s) the specialties themselves remain unchanged, as the change stems from the Alter Ego's personal preference, and not the feats the user is actively capable of. In instances where an Alter Ego's chosen field are incompatible with a biography's specialty, it is rendered useless and provides no benefit to the user. The seal can be controlled at the user's discretion via their own Chakra, allowing them to perform a "Paradigm Shift", allowing them to swap between their Alter Ego's. When in combat this can only be done once every 3 turns, and at the cost of 30 Chakra. Outside of combat the Shift can be performed without cooldown, but requires the same 30 Chakra per Shift.

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

Name: Nameless.
Alias: Heroic Spirit EMIYA, Wrought Iron Archer.
Alignment: Neutral Good.
Specialist Field: Osmium Release.

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

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

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

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




Name: Sengo Muramasa.
Alias: Demon Blacksmith, Saber.
Alignment: Chaotic Neutral.
Specialist Field: Fire Release.

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

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

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

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




Name: Alter.
Alias: The Mind of Steel, Berserker.
Alignment: Lawful Evil.
Specialist Field: Lightning Release.

Appearance: Nothing more than the ideal truth behind Emiya's justice, in other words Kiritsugu's methods, that is all "Alter" truly is. Rather than being analogous to EMIYA or Muramasa as fully developed, fleshed out personalities, Alter is instead the representation of Kiritsugu Emiya's methods; To save someone you must abandon someone else. As such, Alter acts as something more akin to a corruption of existing Alter Ego's, taking their appearance and twisting it to reflect the change in the core ideal that Ego represents. In the case of Heroic Spirit EMIYA, everything unnecessary to the process of achieving justice is washed away, leaving a man of dark skin which has been eroded by the very ideals he represents, creating a harrowing lightning-like pattern on his skin, as though the man himself was a mere hollow shell. The deeper resemblance to Kiritsugu in this form is startling to say the least, as is the similarity to both his methods and his madness. Conversely, if Alter were to assume the shape of Muramasa, the end result would be a smith burned by his own creations, his body scarred, and hair as black as soot. His ceremonial garb weathered and burned through countless battles wherein he treated his body like a shoddy kiln, rather than the forge it truly is.

Personality: Despite acting as a corrupting influence, Alter still maintains some form of justice within it's core. The ideology that to save someone you must abandon someone else is the only true defining characteristic Alter embodies, yet despite this grim stance, it is still, inherently, a pursuit of justice. It is this concept applied to other existing Ego's that give rise to Emiya Alter and Muramasa Alter. As mentioned, they are merely corrupted ideologies that Alter employs, along with their physical appearances, yet twisted to suit it's design. For example, as Muramasa Alter, a being based on a bladesmith who preferred creating weapons, and testing their abilities through practice, rather than harming others, this ideal would be flipped on it's head, turning the level-headed craftsman into a bloodthirsty warrior who cared not for what weapon was in his hands, only the destruction of his enemies, regardless of the cost to his tools. As for Emiya Alter, he is absent of the ideals and ideology of Shirō Emiya—and consequently a being that pursues the highest efficiency when saving lives. When given the choice between killing one to save many, he would not hesitate for even a second before pulling the trigger, nor would he regret the choice, counter to his unaltered self, and his struggle against the tool he became.




Name: Angra Mainyu.
Alias: All the World's Evils, Avenger.
Alignment: Chaotic Evil.
Specialist Field: Entropy Release.

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

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

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

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

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

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

The second, Lost Blades, is a simpler technique, but no less important in Emiya's arsenal. By applying it to his arms, upon activation of Kyotōryū's "Journey of the Swordless", Emiya is able to seal away part of an incoming technique, while a slash redirects the rest of the attack, allowing Emiya to effectively bypass an enemy's technique twice per battle, once for each arm.

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

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

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

Note: Requires Advanced Fūinjutsu.

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(Fuinjutsu/Kenjutsu : Shi no Ōgama) - Sealing/Sword Arts: Lost Blades
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Lost blades is a very unique type of technique. Applying both sealing techniques with kenjutsu, making the technique, Lost Blades. The user will apply a seal on the blade portion of their sword. Doing this, the user is able to slash at anything that pertains to chakra in it, be it medical chakra, other forms of chakra. (excludes senjutsu or fuinjutsu). By doing this, the moment the user slashes at something, the seal instantly activates, sealing the chakra inside said technique, allowing for the slash to disperse the technique. This makes it look like everything the user cuts at, gets slashed and dispersed.

Note: Can use two times per battle
Note: Both Fuin and Kenjutsu is S rank, allowing the user to seal S rank and below
Note: The seal is pre-applied to the sword before battle. After usage, the user has to manually apply the seal to the sword again (This portion does not take up a move slot, but using the technique does)
Note: Seal stays dormant until clashes with other technique

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

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

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

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

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

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

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Yoko | Yoko
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: N/A (20)
Damage: 80 (40 and -5 to the user)
Description: Yoko is a large Heavy Ballistic Siege Rifle, looking very similar to a Barret .50cal sniper.
This Heavy Sniper Rifle is carried around often slung on the back of a user, or summoned from a scroll if desired. The rifle itself uses large ballistic ammo that has been specially crafted from Hangurian ore for extra damage. Yoko has two firing modes, Standard Rifling or quick eject cartridge, a custom made style. When in regular firing mode, the user can use the bi-pod attached for a steady shot, or those with extreme strength can hold the rifle steady enough to accurately target shots. While in regular Firing mode, ammunition is shot out from a 6 round chamber one at a time with comparable speed to Lightning Jutsu. This mode requires no Chakra on behalf of the user, activating like a regular gun. The extended silencer on the barrel muffles sound, outside of Mid Range, meaning that when fired only the shot can be heard in short and Mid Range. In the quick eject mode, Ammunition can be launched out of the holding chamber into the users hand. These cartridges then require 20 Chakra from the user to activate to fire off the bullet in the users hand. Doing so causes only 40 damage however and also deals 5 damage to the user for the explosion going off in the users hand.

Note: Can be fired up to 6 times in total. Only one shot can be fired per turn, including the quick eject mode, counting as a Jutsu per turn when used.
Note: Quick Eject shells can only reach within short range.

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Zenyatta Orbs: A mysterious piece of technology Emiya stumbled upon entirely by accident. The orbs exude a form of paracausal energy that seems to rejuvenate or deteriorate those targeted by the Orbs, and the unique Chakra contained within. They typically levitate around Shirō's body in a calming, mystic manner.

(Zenyatta Kyutai) Zenyatta Orbs
Type: Tool
Rank: S-Rank
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: Special drone Orbs created by a Monk named Zenyatta. These Orbs are created out of an unknown Chakra metal and filled with Zenyatta's chakra. The user will have six orbs that hover near the user or that can be warn like a large necklace. The user can freely manipulate these orbs through an attached transceiver connected behind the users ears. They supply their own power source within them via batteries. Depending on the type of orb used, they will create a link to a target glowing yellow for Harmony or purple for Discord. This link will supply a different effect to a target depending on the type of orb used.

Orb of Discord: Amplifies any amount damage the target takes by 30 additional damage. This doesn't cause damage, only increases the amount of damage a target receives.

Orb of Harmony: Slowly restores 15 health to the target per turn when wounded, or reduces the amount of damage they take by 30. Only one effect can be in place at a time.

These orbs can be directed to a target within a mid-ranged area. Once within short range of the target they will connect to the target and remain attached, even if a target moves to long range. They can be countered with B-rank lightning or A-rank technique, causing them to return to their owner. A-rank lightning or S-rank technique can destroy the orbs indefinitely.

Note:
-Discord Orbs last 3 turns per use, require a two turn cool down and can only be used three times per battle/event.
-Harmony Orbs last 3 turns per use, require a two turn cool down and can only be used three times per battle/event.
-A target can only be targeted with a single orb at a time.
-Can only be taught by Serpent.

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

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

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Chakra Blades x2: A pair of Scientific Ninja Tools, Chakra Blades are forged from a unique, Chakra-conductive metal that allows them to easily absorb a user's Chakra, and create a blade out of the user's Chakra itself, which can cut through Jutsu with extreme ease.

(Chakura Tu) Chakra Blade
Type: Tool
Rank: A
Range: Short
Chakra: 30 per turn
Damage: 60
Description: The user invents a Chakra blade that uses the wielder's Chakra to generate a makeshift blade but has the downside of draining too much Chakra too quickly. These blades are able to cut through attacks of the same rank and below with ease. Cyborgs are able to grow these blades from attachments to their body, noted within the biography.

Note: Ninja can have up to 2 Chakra Blades. Custom Cyborgs can have up to 4 Chakra Blades.

Requip: An odd type of attire, sometimes referred to as a "Mystic Code", it responds to the user's Chakra, and changes it's shape and design based on the user's whims and tastes, allowing the user a near-instant outfit change.

(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.

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

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

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Shayde: Fire.

Wrath (Child of Marduk):

Pride (Otsu (Karma): Entropy

Lust (Haruka):

Envy (Amalgamation):


 
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Summoning Animal: Ahamkara - Wish Dragons

Scroll Owner: Imperfect
Other Users who have signed contract: N/A

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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