Three Shining Armours
Three Shining Armours (三輝甲, Sankigai): The Three Shining Armours, also known as the Original Units (オリジナル・ユニット, Orijinaru Yunitto), are a trio of Magical Armours which existed during the time of a Black Wizard, during the Human-Dragon War. They were created for the three strongest magicians of humanity, forged by a holy sage using the MP Engine as a core in order to function independently regardless of the user's magical reserves. The reason why the Three Shining Armours were forged was in order to combat the threat of the draconic race whom were looming over humanity, as well as the Black Wizard whom ruled over Earth Land with an iron fist—at the current state, all of mankind were doomed to a swift extinction until the holy sage stood in, using the MP Engine, which was shaped from Aer Kerne, "springs" of magic which produced an unlimited amount of eternano, forcing the core of the Aer Kerne into the armour as to enable it to emit an unlimited quantity of magical power and fuel the armours, giving the wearer unlimited energy, strength, and stamina. With the Three Shining Armours, humanity was able to force a comeback, managing to take down numerous dragons through the sheer power of their attacks, as well as fighting the Black Wizard to a standstill. However, at the end of the war, all but one of the armours was destroyed, and people gathered their remains, burying them underneath the earth as to ensure that humanity would never use their terrible power once more, as they were no longer needed. Despite this, an esteemed blacksmith managed to get her hands on a part of the Xerium Armor; reforging it; and the Fafnir Armour reemerges within Dusk. The three armours are known as Belphoebe Armour (ベルフィービーの鎧, Berufībī no Yoroi), Armour of Fafnir (ファヴニールの鎧, Favunīru no Yoroi), and lastly, the Xerium Armour (ゼリャムの鎧, Zeriamu no Yoroi).
Belphoebe ArmourBelphoebe Armour (ベルフィービーの鎧, Berufībī no Yoroi): The Belphoebe Armour, also known as the True Fairy Queen's Armour (真・妖精女王の鎧, Shin Yōseijoō no Yoroi) is a special Magical Armour and one of the Three Shining Armours; legendary armours that have existed since the time of a Black Wizard. The Belphoebe, along with the other two armours, was the original attempt to mass-produce the Soul Armours, and is the common ancestor of both the Soul Armours and the regular Magical Armours depicted within the Daybreak continuity. The trio of armours were used to fight against said Black Wizard; being forged by a holy sage, but the trio of warriors were defeated and their armours were sealed away, only uncovered in the present day. However, the Belphoebe Armour is the only one of these armours to survive until the present day—as it's wielder, Ein, had managed to defeat said Black Wizard, if only barely. Meanwhile, the other two armours were completely destroyed, and other blacksmiths managed to replicate the other two. Being the first generation Magical Armour, the Belphoebe Armour is bleeding edge armour technology; it utilizes untested weapons and equipment as a test-bed for future armour development. Although it was an experimental armour, the Belphoebe Armour was the most advanced Magical Armour of its time; however, Phenex outperformed it. The Belphoebe Armour is mostly coloured in shades of silver, black, grey and blue. Notable additions include a silver breastplate resembling an upside-down crescent moon and a dark-visored helmet. The helmet bears two prongs on either side, with the silver ones wrapping around the sides and angling diagonally downwards; and the cape is that of a dusty-rose colour. It also has more armour near the upper legs and hips. Built from lightweight Luna Metal, its frame was both lighter than that of other regular armours and much sturdier, able to shrug off a dragon's breath with little to no damage. The armour is specially tuned up to be used under gravity, known to be powerful enough to balance itself while holding its huge weaponry; modeled after a knight. Unlike other armours in the Solar Wars four hundred years ago, the armour of the Belphoebe Armour is strong enough to withstand attacks from a dragon's roar with no apparent damage. The Belphoebe Armour was the first Magical Armour to incorporate the "Eternano Flight" system, a miniaturized eternano craft system designed to keep the armour hovering in mid-air at any altitude while maneuvering with its rocket and vernier thrusters. The Belphoebe is a well rounded armour, featuring both long range and melee weapons, and also light-weight armour coupled with high power boosters which allow it to zip around the battlefield at high speeds. However, the powerful boosters put a lot of strain on the wearer, producing acceleration of about fifteen Gs. In this form, the user's sword transforms into a wave-like weapon called the Drag Visor-Zwei, which can assume Drag Blade mode with the sword opening from the visor like a pocket knife with a blade measuring one point two meters in length. By four hundred years later, during the time of Daybreak, the Belphoebe Armour's overall performance had been upgraded to a higher level to keep up with the other Soul Armours; thanks to Giselle's addition of a Magical Particle Drive. Its combat data proved invaluable to Giselle four hundred years ago, as with it, she was able to create newer weaponry and functions for her Soul Armour project. Belphoebe (or Belphebe, Belphœbe) is a character in Edmund Spenser's poem The Faerie Queene (1590), a representation of Queen Elizabeth I (conceived of, however, as a pure, high-spirited maiden, rather than a queen). Spenser intended her name to mean "beautiful Diana" (Phoebe being an epithet of the Greek moon goddess Artemis, who was known to the Romans as Diana), and it is suggested that she is a member of Poseidon's family.
Armour of FafnirArmour of Fafnir (ファヴニールの鎧, Favunīru no Yoroi): The Armour of Fafnir is a special Magical Armour and one of the Three Shining Armours; legendary armours that have existed since the time of a Black Wizard. The Armour of Fafnir, along with the other two shining armours was the original attempt to mass-produce the Soul Armours, and is the common ancestor of both the Soul Armours and the regular Magical Armours depicted within the Daybreak continuity. The trio of armours were used to fight against said Black Wizard; being forged by a holy sage, but the trio of warriors were defeated and their armours were sealed away, only uncovered in the present day. The Fafnir Armour was the last of the Three Shining Armours to be uncovered; being excavated by Austa Rayominana a good eight hundred years after the armours were sealed; whom gave it to Kratos Sōma after the armour immediately attached to him during an invasion—some speculate that the reason for this is because of the fact that his descendants are Soul Armour Knights. Being the first generation Magical Armour, the Armour of Fafnir is bleeding edge armour technology; it utilizes untested weapons and equipment as a test-bed for future armour development. Although it was an experimental armour, the Armour of Fafnir was the most advanced Magical Armour of its time; however, Phenex outperformed it—though as Giselle revealed, the Armour of Fafnir was designed later on, as it was based off what she had at the time for Soul Armour Gaiki. The Armour of Fafnir is predominantly sporting shades of steel blue, gold, and black armour, with several red lines decorating it; and it has a yellow cape to that is discoloured, almost appearing rusted. The armour on the knees are gold and bear a sharp, upward-pointing hook on the outer side of each one. The helmet is more squashed and flat at the top, and it also has two prongs on either side of the user's head which point backwards and angle diagonally upward. The boots are coloured completely gold when the Armour of Fafnir is active. In every respect, the Armour of Fafnir is a scaled down version of Gaiki. This was done possibly to reduce the strain placed on the user by the Starcharger System and the superior capabilities of Gaiki. The weapons of the Armour of Fafnir are also considerably less powerful than those found on Gaiki, as the Armour of Fafnir was designed to be "strong," but not "overpowering" like its ancestor. Its mix of physical ranged and melee weapons makes it a potent contender on any battleground, while its reactive armour helps to reduce damage dealt to the wielder. It is a rounded armour, featuring both long range and melee weapons, and also light-weight armour coupled with long variable X-shaped thrusters, composed of four thrusters can be pointed at any direction: the main thrusters allow high mobility, while combined into one huge rocket column they largely increased the armour's top speed, without increasing the size and mass of the armour. However, the powerful boosters put a lot of strain on the wearer, producing acceleration of about fifteen Gs. The Armour of Fafnir was also the first Magical Armour to incorporate the "Eternano Flight" system, a miniaturized eternano craft system designed to keep the armour hovering in mid-air at any altitude while maneuvering with its rocket and vernier thrusters. Overall, the Armour of Fafnir is a deadly contender, but also quite balanced in terms of power thanks to the numerous limitations placed upon it by the creator.
Collbrande (コールブランド, Kōruburando): Collbrande is a powerful magical object that was forged eons ago—during the advent of the Origin Magitek being uncovered during the beginning of civilization; the common people, wishing to ensure that they would survive against demons, forged the weapon from lost technology and primitive magic as a holy symbol of the desire to eradicate the darkness—since it was possibly the first weapon even created, the methods in how to produce it have been lost to the sands of time, leaving it unable to be analyzed or reproduced for that very reason. Interestingly, thanks to its origins, for people viewing it in the present day, Collbrande appears to be a technology embodying general knowledge from a far future, beyond the reach of modern man. Despite its shape, Collbrande is an object that was forged before the concept of the sword, so it's not something that should be categorized as a blade; yet it functions and looks similar. It is not forged from metal of any kind—rather, it is high-energy eternano particles which are precisely shaped and molded through the manipulation of the particles to form a blade-shape that is permanently frozen within place using a thin sheet of Magical Barrier Particles that are so microscopic that they would not devour the eternano- known as a "casing", with the surging of the user's Magical Aura superheating the blade portion of the weapon as to produce an effective cutting blade. The termination of the "casing" of the eternano along a solid contact surface allows the eternano to eat away at the offending material until the "casing" reestablishes itself, allowing the weapon to "cut" through almost any target. Likewise, as Collbrande's "casing" repels eternano, it not only keeps the blade's eternano in but also keeps eternano out allowing it to be harnessed in order to defend against magical attacks. Collbrande is shown to be a longsword with a speak-esque tip, which is constantly glowing so brightly that even looking at it for a brief period of time could blind those staring—and at the sides of the hilt, the sword has two door-handle-esque protrusions serving as the cross-guard. Collbrande is often seen to choose or accept its master by its own will, and those whom possess a pure heart are the only ones capable of harnessing its power. However, even wielding it is almost impossible as it shocks (maybe even kill) anyone who tries to so much as grasp it. There are only two ways that anyone can wield the sword. One is with a specifically designed protective glove; which the previous wielder. The second is to have a powerful will, which can allow the sword to be used, as shown with Tsuruko fighting Amadam, but not without burning up her bare hands in the process.
Mask of the Fierce Deity (鬼神の仮面, Kishin no Kamen): Long ago, Amadam created a cursed mask with a consciousness that is driven by its desire to love as many humans as possible. Unfortunately, the only way it can show its love for them is through killing them. Or rather, Amadam bonded his second strongest demon to the mask with Black Arts—but instead of properly pacifying the demon, it caused the body of it to merge with the mask; and it was used by an ancient tribe for its bewitching rituals, but the mask's wicked power became so great that it was sealed away to prevent a great catastrophe. However, since the ancient tribe vanished, no one accurately knows the true nature of its power. The demon is awakened when it is touched by human blood. It will then extend tendrils of stone from its edges, piercing the wearer's skull and brain. The tendrils are meant to precisely find and trigger certain points in the brain in a fashion similar to acupuncture, and from thereon causes the demon's will to seep out, possessing them and granting them the power of the Black Arts. Certain wearers can resist its possession, but only barely; as it becomes stronger each time. The mask's ultimate goal is to merge its consciousness with the rest of humanity, en masse. To achieve this, it wants to infect every living human with its curse and fill them with its "loving whispers." When the wearer taps into the power of the demon, they become a demon themselves; gaining enhanced powers. The true power of the Mask of the Fierce Deity is immense; using just a fraction of its power, Rosa obliterated Reiner, and when Rosa dons the complete mask, it transforms her into an enormously powerful demon, capable of piercing the otherwise impenetrable barriers created by Amadam. However, the power of the mask is less than that of the power of the Exalted One, as seen when Rosa confronts Amadam, and is soundly defeated. Amadam emerges from the encounter seemingly unscathed, grasping the fragment of the mask that Rosa wore as a helmet. However, this may also be because the mask's power may have withered over time. This can be assumed based on the damaged and cracked condition of the actual relic, and Reiner's reference to it as "ancient and withered." Also, though Amadam is unharmed physically, he is no longer in the form he was when he fought the group at the end of S1; possibly because Rosa weakened him.
Break Sword: Slashing Moon (制動刀斬月, Seidōtō Zangetsu): Break Sword: Slashing Moon is a powerful katana forged from Soul Metal by an unknown benefactor to Marisa's cause; with it, she is capable of fighting on-par with Soul Armour Knights. Break Sword: Slashing Moon is a katana with a black blade which is curved as it nears the tip, with three protrusions alongside the blunt end of the sword; close to its tip. The cross guard has four prongs bent out to form the shape of the manji which are abstract and slender in appearance, extending out for about five centimeters each; the tsuba is curved and jagged, and to finish the appearance, there is a medium-length of chain with a broken link extending downwards from the pommel, dangling from the base of the hilt—it curls around to attach to the base of the sword's hilt, forming a loop. The blade itself can endure even the strongest of attacks, making it quite effective in blocking and deflecting incoming attacks; and it can withstand getting crushed by force. The blade is strong and sharp enough to cut clean through Dragredder as well. Interestingly, Break Sword: Slashing Moon is capable of cutting straight through Soul Metal and Orichalcum; being touted as "being so sharp you could cut yourself just by looking at it"; but on a serious note, Break Sword: Slashing Moon was able to cleave through diamond and even magic blasts effortlessly; and on one occasion, the user was capable of using the cold steel of the sword to absorb an energy blast before returning it to sender via another swing of the blade. The quality of the metal is extremely high, thanks to being made out of Soul Metal—making them somewhat enchanted. The blade is shown to become as light or as heavy as the wielder wishes it to, thanks to its composition; however, as a downside to wielding such a powerful blade, it can only be utilized for three minutes as the Soul Metal eats into the user's flesh; but despite this, Marisa is known to push on in wielding Break Sword: Slashing Moon from up to twenty minutes at a time—this is only allowed thanks to the Magitek Gauntlet that she wears. Lastly, the user is capable of channeling magic into Break Sword: Slashing Moon, endowing it with a bright red aura and causing runic symbols to appear along its length—something that drastically increases its cutting power to the point that Marisa was able to lop off one of Tsuruko's arms –which are made of Orichalcum- in a single strike while Tsuruko herself was in DTD Mode.
Serpent Tail Guild
Serpent Tail (サーペン・トテール, Sāpento Tēru) is a Legal Guild located within Fiore; it is noted to be one of the most powerful around, though it is near impossible to determine how strong it is. Despite this, it is noted to be more powerful than Sabertooth, whose members have been hyped up too much to the point that they were unable to back up their claims. Despite the dark imagery that the guild displays, they are noted to be a friendly bunch. The name "Serpent Tail" symbolizes a snake biting its own tail, symbolizing infinity.
The Legal Guild known as Serpent Tail was formed ten years before the current time; during the time of Makarov Dreyar's rise to fame as the Third Guild Master of Fairy Tail, the Guild Master, who had met the man a grand total of once, decided to start his own guild to compete with the famed Fairy Tail. However, while Fairy Tail exploded in popularity, Serpent Tail fell into relative obscurity until Fairy Tail's disappearance during the Sirius Island incident, where it suddenly had a surge of new members joining; leading to their competition in the Grand Magic Games, where they lost to Sabertooth, by only a small margin—with the Guild Ace even knocking out Minerva Orland, but she lost to Rufus and his overpowered Memory-Make Magic. After Fairy Tail returned, they did not participate in that particular Grand Magic Games, but rather cheered on Fairy Tail from the sidelines as their strongest members were training.
Come the next Grand Magic Games, Serpent Tail steamrolled the competition, effortlessly dominating guilds such as Lamia Scale and Sabertooth without breaking a sweat. However, the S-Class Mage and the last participant of Serpent Tail, Kirara Masamune, was scheduled to face the infamous Natsu Dragneel in the final round, but she was late by ten minutes to the match, causing Fairy Tail to win by default. This mistake was what caused Serpent Tail to gain a great deal of infamy; but of course, there is no such thing as bad publicity, as many people continued to flock to the guild precisely because of this loss.
The strength of Serpent Tail is absolutely phenomenal; with the strongest S-Class magician, Kirara Masamune being nominated for Wizard Saint status more than once; however, she denied the position multiple times. The rest of the guild members are also known to be extremely strong—without about twelve full members; all about S-Class Magician strength, and dozens upon dozens of minor members who simply hang around the building.
Magic and Equipment
The Serpent Tail, very much like their rival, the Fairy Tail Guild, has a trifecta of highly powerful spells that are exclusive to the Guild Master, and anyone whom she blesses them upon—these are known as the Three Great Magics of Serpent Tail (サーペン・トテールの三大魔法, Sāpento Tēru no Sandaimahō).
Crime and Penalty (クライム＆ペナルティ, Kuraimu & Penaruti): Crime and Penalty are the name of Jeanne's personal customized guns; they are linked together via a red rope and they are designed to rapidly fire bullets instilled with Jeanne's magical power. It is a one of a kind weapon only for her use that she has favoured on many battlefields. Crime and Penalty both resemble an extremely large Desert Eagle with a six-chambered hexagonal cylinder. It has an overall bulky, brick-like shape and possesses characteristics of both a revolver and a semi-automatic pistol, with both a cylinder and a slide. It also has two triggers and an external hammer, and each pistol has stylized grips twisting into sharp points. There are targeting sights, and porting on each barrel to reduce recoil and muzzle flip; and an obvious extra barrel underneath allowing for a double shot. The cylinder has also been modified to release on the right to reload rather than the usual left. Each gun is ten centimeters long, weighing two thousand grams. Due to a special Lacrima planted within both of the pistols; Crime and Penalty never have to be reloaded; generating extra bullets whenever Jeanne runs out through exerting magical power that links to the barrels of the pistols. This charge ability has three charge levels, each requiring more power to be channeled from Jeanne's magical reserves. They are represented by the guns glowing different colours. Additionally, the pistols can attack targets through walls as the pistols have the ability to manipulate space, allowing Jeanne to open wormholes to direct her shots- Jeanne can use a telescopic view in battle. They also appear to surround Jeanne's kicks and punches in blue magical energy when she uses them in conjunction with Juu Kune Do, acting as both a melee and long range weapon- even without spatial manipulation, all bullets fired by Crime and Penalty will ricochet off surfaces at least once and attempt to hit nearby enemies. While each gun is a powerful weapon with especially powerful bullets displaying destructive power capable of easily puncturing bulletproof vests and killing large animals in a single shot when discharged from a handgun, its true use lies in the specialized firing pin and additional magical modifications for firing different types of ammunition. Jeanne is capable of using the recoil from each shot fired from the Crime and Penalty to enhance her mobility in combat, firing shots to propel herself short distances, simultaneously attacking and evading opponents; and she can use the recoil to launch herself into the air at astounding speeds.
- Lacrima Bullet (魔水晶弾丸 (ラクリマ・バレット), Rakurima Baretto lit. Magic Crystal Bullet): A Lacrima Bullet is exactly as the name would indicate; they are Lacrima fashioned into projectiles. Lacrima is a Magic crystalline substance found in both Earth Land and Edolas. Lacrima can be powered up with different spells and used for different purposes. Lacrima is crystallized Magic. Metaphysically, Lacrima calls upon the wisdom of the world in order to manipulate nature itself. This manifests as the phenomenon of magic for most Lacrima, although other Lacrima pieces enhance the user's abilities. To withdraw the power from the stabilized crystal, a shock triggered by the user's mind is required. As a result the Lacrima user's mind is weakened and frequent use of Lacrima without rest taxes their stamina. In any case, the Lacrima Bullets shot out by Crime and Penalty use eternano as propulsion while they seek out targets. After impact with their targets, the bullets inject eternano into its target's superstructure, destroying their target from the inside. Because of the use of eternano for propulsion, these bullets may be slightly hampered in terms of operational firing range. However, it is safe to assume that they can still be used in medium-range mass-fire tactics; and overall, the bullets possess firepower that is capable of destroying houses in a single shot. Each Lacrima Bullet can be charged with elemental magic or otherwise, granting a vast variety of effects and allowing the Lacrima Bullets to confound the enemy and keep them guessing.
Origin Compound: Velvet Nightmare allows Alexis to fire specialized Origin Bullets which are miniature Lacrima spheres filled with a compound made of the souls of those who were killed by Alexis' experiments, thus causing their life force to be crystallized; the Origin Compound is what remains of the Phantom Beasts after they die. In order for the magical power of a Phantom Beast to be fully drained, they must be transformed into the Origin Compound. The being's soul remains anchored to the Origin Compound, and can communicate and also be temporarily summoned back into their living incarnation. According to Alexis, the Origin Compound is warm to the touch. In order to utilize the Origin Bullets, Alexis places it inside the gun, loads it and fires it. Alexis usually fires the gun above her, sometimes in front of her to hit the opponent, in order to transform activate the Origin Bullets' special functions. She can also load multiple Origin Bullets one right after another, causing all of them to activate at once when the trigger is pulled. Once the Origin Bullets have been fired, Alexis snaps her fingers, causing the Phantom Beast sealed inside the bullet to reveal itself. She can summon three different Phantom Beasts at once; it is noted that Alexis has transformed the Phantom Beasts into mindless beasts, husks without any other thoughts, only able to obey her commands, stripped of free will.
Ichigeki Hissatsu (一撃必殺, One Shot One Kill)
Der Freischütz (魔弾の射手 (ダー フ・レースカトス), Dā Fureisukatosu lit. Magic Bullet Shooter)
basically my new rune knight is based around that play. Well, their magic. Their unique guns magic grants them seven bullets, but the last bullet they fire is controlled by an outside force which could kill them
Ways of Combat
Master Marksman: Jeanne's main method of combat is through the use of her personalized revolvers; indeed, it is without a doubt that Jeanne is one hell of a crack shot with her guns. Because of her specialty with guns, Jeanne is known as Der Freischütz (魔弾の射手 (ダー フ・レースカトス), Dā Fureisukatosu lit. Magic Bullet Shooter); while this mainly refers to her scarily consistent shots, it can also refer to her Daemon Bullets. In any case, Jeanne uses her hawk-like eyes and magical energy to pinpoint her enemies, shooting them with an almost uncanny precision. Jeanne strikes her enemies from a distance, attacking with rapid barrages of bullets. Due to her hawk-like eyes, Jeanne has a constant awareness of the immediate vicinity, as she is able to calculate where her bullets would land and how they would affect the environment, enabling her to use the surroundings as an extra weapon of sorts through which she can confound the opponents by using her guns to attack from almost any and every direction, destroying their defenses and leaving them vulnerable. Jeanne has shown that she can head-shot a group of enemies surrounding somebody all without harming the person in the middle even once; she constantly shows the ability to alter the trajectory of her bullets in order to apprehend targets without killing them- she can shoot down almost any aerial magician from a distance, even when she herself is in motion or propelling herself into the air. Even while being encased by a restriction-type spell, Jeanne is able to land her shots upon an opponent from such a very far distance without any assistance.
It has been noted that she displays astounding accuracy and the ability to fire bullets rapidly without hesitation, and without needing time to correctly aim; making complicated trick shots that can ricochet off of multiple enemies or solid objects to make her shots unpredictable while displaying enough skill to hit targets as small as the pommel of a sword; shoot her opponents' bullets out of mid-air; and hit the same target over and over with such unerring precision that her bullets stack on top of each other, initiating attacks from otherwise improbable angles. Interestingly, Jeanne is capable of infusing her magical energy into her guns and bullets without the need to utilize Guns Magic (銃弾魔法 (ガンズ・マジック), Ganzu Majikku lit. Bullet Magic); an extremely common Holder Magic- indeed, she can fire magical bullets which can vary from normal bullets to any other type of bullets, such as wind bullets, mud bullets, sunlight bullets, and magic bullets- by combining her two guns, Jeanne can further enhance the power of her shots. Jeanne is just as much of an acclaimed sharpshooter—as evidenced time and time again; even with only her left hand, her weaker hand, she was able to finish off a round of practice in thirty seconds. Reloading a pistol in one second with one hand is too slow for her, even though she was just testing her gun, and later on, she was able to successfully shoot three people holding a child hostage while falling out of a helicopter.
In the heat of battle, Jeanne displays a certain grace in regards to her movements and shots, effortlessly switching between "rapid-fire, total destruction" and "cool precision" in an instant in order to confound her enemies and neutralize any sort of threat they would pose to her almost effortlessly and immediately. What is interesting to note that she can use her twirling guns for a practical purpose: when faced with oncoming projectiles, she can twirl her guns in the opposing attack's direction to deflect it- she can also fire her bullets with pinpoint precision to the point that they can pierce and negate any other attack upon impact- the power of her bullets overwhelm almost any other attack, with the force negating the incoming strike and simultaneously piercing it in order to land a more powerful blow. Jeanne shows the ability to fire over two thousand bullets consecutively, turning the force she unleashes towards her enemy by firing towards or away from them into a geometric curtain of destruction with almost no equal.
Juu Kune Do
Juu Kune Do (
Juu Kune Do has two variants of the combat method- the Short Range Style (近距離流, Chikyori-ryū) and the Long Range Style (長距離流, Nakyori-ryū). The Short Range Style involves the user putting their all into dueling a single opponent at an extremely close range, with both duelists wielding guns and trying to point them at each other and pull the trigger, while constantly knocking off the enemy's aim, since a fired shot cannot be blocked or parried as in unarmed combat and fencing, except when ridiculous swordsmanship moves are in play; it is essentially the Wing Chun technique "Sticky Hands," with guns. The Long Range Style is the core of Juu Kune Do, with the gunslinger evading bullets by assuming a set of predefined body positions, which are theoretically supposed to reduce their body area exposed to enemy fire to the smallest amount statistically possible, all while raining lead upon the enemy with their dual guns without even aiming at them- this can also enable the user to assume such positions among the multiple enemies so that they shoot each other instead.
The user's martial arts moves are further bolstered by them holding their guns, as the user is capable of twirling their guns around their trigger fingers in order to strike the opponent swiftly in a similar manner to a cowboy gunslinger in Hollywood films, throw their guns like a boomerang, or more simply, smack the poor sap who decided to fight them in the head with the barrel. At the same time, the user fires their guns rapidly, shooting at the enemy in conjunction with physical attacks, allowing the user to fire up to five invisible bullets from each used gun which does not stun the opponent and only has medium range as a way to rack up damage. When the user transitions to the next attack, they can fire one less bullet than the last time; indeed, Juu Kune Do is immensely combo-centric, with the style mostly consisting of multi-hit moves and are made to keep them and their target in the air; even juggling the opponent. Generally, all of Juu Kune Do's moves are weak swipes that hit multiple times, meant to juggle enemies until they're in the kill range. Juu Kune Do was designed to effectively terminate the threat of multiple opponents whether it be from a distance or at close-range utilizing their stylized moves with firearms, though it is just deadly against a single foe- when the battle ends, the user clashes the hammers of the guns together. The style allows the user to be extremely maneuverable and powerful.
List of Techniques
- Daemon Bullet (
自由六弾限一弾, Dēmon Baretto lit. Six Bullet Freedom, One Bullet Limit): The Daemon Bullet is a special spell that is exclusive to Jeanne- it is a power akin to a member of the Black Arts and one of the sources of Jeanne's nickname. The Daemon Bullet was created when Jeanne made a pact with a demon who granted unparalleled accuracy in exchange for the contractor's soul and the ability to guide the 'final bullet'; upon signing the contract, the demon granted Jeanne power beyond all compare in regards to gunplay, allowing all of her shots to never miss with the addition of seven 'special bullets' which she can call upon at any time- the Daemon Bullets. Indeed, with the Daemon Bullets, Jeanne is capable of using her magical energy to guide her bullets towards her enemies as if they possessed heat-seeking properties, enabling her shots to perform unexpected sharp turns and move her projectiles at impossible angles to take her foes off-guard and land a one-shot kill without fail. The Daemon Bullets possess incredible speed and possess tremendous force, they are touted to chase their foes to the ends of the earth, no matter where the foe is standing, even if they possessed high speed, as they would catch their foe eventually; since they are guided by Jeanne's mind, they can move at impossible angles and always manage to reach their target; they will always change their path around any obstacles or pierce through any wall in order to reach their target. As they move though the atmosphere, they gather and condense stray eternano upon their forms to increase in speed. If the bullets are obstructed by anything, the magical energy condensed upon the bullets will open a spatial rift to redirect the shots, constantly ensuring a clean hit. The Daemon Bullets move much more quickly than other projectiles, and can be controlled in midair. They can be curved around in a full circle if controlled properly and thus avoid flying into the distance. The power of these bullets are more than enough to pierce any magical barrier with a single blow- this is because while the bullet is being formed, it is enveloped with a special energy coating which is applied within the barrel of her gun; additionally, the bullets produce an explosion of magical energy which can easily kill any sort of opponent. The Daemon Bullets automatically pursue the target, leaving Jeanne free to perform another action. However, due to her belief that she is better without any "tricks", Jeanne rarely, if ever utilizes such a skill; however, another reason she rarely uses the Daemon Bullets is that the demon granted her seven bullets, but the last bullet she fires is controlled by an outside force which could kill her.