In case this seems a little intimidating, it's really intended to be more of a "teaser" than an appendix, and it gives a rough idea of where I'm going with the story.
// Appendix I - Lexicon //
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Akatsuki // the Crimson Moon:
The Impure King -- an ancient conqueror said to have harnessed the Juubi as a weapon, branding its eye with his mark. Vanished shortly after the defeat of the Juubi at the hands of the Rikudo Sennin. Prophecies of his return have existed for centuries.
Chakra:
Odic prana regulated by force of will.
Clockwork Barrier (Thaumaturgy) // Siege Broceliande:
A barrier of gears that encircles the grounds of the Clock Tower in London, in part conceived of by George Biddell Airy. Intended originally for purposes of defense, it has since been adapted to suppress (but not entirely suspend) the action of Counter Forces. Spells cast within its boundaries generally require lower amounts of prana than usual.
Derflinger // the Bone Sword of Alaya:
A "sentient weapon" from a distant refraction of the Kaleidoscope, somehow obtained by Gilgamesh in his lifetime and placed within the Gates of Babylon. The mind of the sword is said to have once been the soul of a human, reforged through the power of the legendary warrior, Gandalfr.
Engravement (Thaumaturgy):
The permanent embedding of a mystery within an existing implement; a highly difficult thaumaturgical process that sees use primarily in the crafting of Mystic Codes. Engraved artifacts require little prana to actuate despite their potency, but the technique behind their creation is considered impractical for conventional purposes, as perfect structural grasp and intense concentration must be maintained over a lengthy period of time. Originally an alchemical technique.
Material Transmutation (Alchemy):
The modification of matter and energy, extending to subatomic recomposition depending on degree of skill; the purpose of the traditionalist school of alchemy, to which the Prague Association and the Einzbern family count as adherents. The alchemists of Atlas, who instead seek "the manipulation of phenomena," disdain Material Transmutation, believing it to be an inferior, meaningless pursuit. Talented alchemists are capable of "Dynamic Material Transmutation"; rather than modifying a given quantity of matter only once, they temporarily bind it to their will, and dynamically execute ongoing changes as called for by their situation.
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Nanaya // Seven Nights:
Originally, a major clan from Kirigakure that possessed the dojutsu known as the "Jougan." Their influence within Mizu no Kuni began to decline with the growing prominence of anti-kekkei-genkai sentiments during the reign of the Third Mizukage, and gradually they ceased contact with those not of their blood. When Yagura of the Bloody Mist ordered the seizure of their heriditary lands several decades later, their property was found in state of disrepair, long abandoned. The only living member of clan currently known is a branch family orphan by the name of Nanaya Ranmaru, a chef trainee who lives near the border of Kawa no Kuni. Little information is available regarding the Jougan kekkei genkai.
Ninjutsu:
Manifestation of phenomenon recorded within the Akasha with gestures and prana regulation; the present formulation of Ninshuu (lit. the Sect of Patience), a school of magecraft developed by the Rikudo Sennin following his defeat of the Juubi. Only minimally restricted by the Counter Force of Gaia, its use has proliferated in the modern era without observable decline of magnitude of effect. Spells from the school of ninjutsu are generically referred to as 'jutsu.'
Projection (Ninjutsu):
Instant replication of a weapon as a chakra solid, faithful to the original in structure and mundane physical properties other than composition. A sealless original jutsu developed by Tenten, based on the chakra manipulation technique of Shape Transformation and her father's Trace/Projection ability; supported by Vipasyana. Incapable of replicating properties of Noble Phantasms beyond superficial structure.
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Kuchiyose - Rashoumon-Shin (Ninjutsu) // the Gates of Kyoto (True):
A kuchiyose technique that materializes an immense demonic gate of impenetrable steel, developed by Kirika-hime, the 2nd Princess of Hi no Kuni. The gate itself is etched with an intricate system of seals designed to remotedly summon and manipulate items contained within an 'encrypted' spatial domain per the user's will -- similar in nature to a reality marble. An incomplete version of the technique was stolen by Orochimaru, and adapted for defensive purposes.
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Rikudo Sennin:
A legendary personage who may have lived between 1000 to 800 years before present day -- suggested by some modern scholars to have been a composite of several different historic figures. The slaying of the Juubi and the invention of ninjutsu are generally attributed to him, though accounts differ widely on the details of his life. A 9th century manuscript now believed to most accurately portray his battle against the Juubi describes the weapon he used as "a marvelous jeweled sword."
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Shikotsumyaku-Tsukai // Gaia Liner:
Those of the Kaguya clan that exhibit the Shikotsumyaku bloodline, capable of crystallizing environmental mana within the calcium matrices of their bones; minor counter-guardians of Gaia, optimized to combat humans. Their bloodline enables them to externalize parts of their skeleton at will, forming blades and other assorted armaments. A small percentage possess the ability to draw upon their stored mana to generate pure conceptual weapons known as "Holy Blades" (Seiken). An inability to properly regulate their body's natural magical resistance occasionally arises from the accomodation of foreign energy, resulting in symptoms that resemble autoimmune failure.
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Sword of Kulika // the Serpent Wreathed in Obsidian Flame:
Rank B+ Noble Phantasm; Anti-Unit, Anti-Undead. The sword carried in the right hand of Acalanatha, one of the Five Kings of Wisdom in the Womb Realm of Buddhist mythology. Said to purify the Three Poisons -- Hatred, Attachment, and Craving.
// Appendix II - Dramatis Personae //
Arcueid (female; other data unknown):
A mischievous blonde girl who comes and goes like the wind.
Caster (male; other data unknown):
An aged wanderer who refers to himself as "Kaleidoscope." Appears to be extremely skilled at ninjutsu.
Gatou Fun // Fun-Baba (female; age 50; Hi no Kuni civilian):
The grotesquely overweight wife of the late shipping magnate Gatou Kouji, and the current owner of the Gatou Company; a major landholder on the eastern seaboard of Hi no Kuni, with designs to obtain and redevelop the Holy Forest of Kajisha, an ancestral property belonging to the Daimyou's family, currently maintained by the Temple of Fire. Known primarily for her lion-like countenance and the volume of her voice.
Kagura Yoshihiro (male; age 15; Konoha civilian)
An orphan and former chuunin of Suna who took part in the seige of Konoha under the orders of Orochimaru. Presumed missing in the chaos following the invasion, and was recovered two months later from an unspecified border village by Tohsaka Rin. Officially removed from the active roster of Suna due to the extent of his sustained injuries, he was taken in by Tohsaka Shirou as an apprentice and personal assistant.
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Kidu En // the Chain of Heaven (female*; age 18; Hi no Kuni noble):
A feral child discovered at age 9 by the entourage of the Hi no Kuni Daimyou during a state visit to Cha no Kuni, and subsequently placed into the care of the court physician, Kidu Higin. Undertaking the monumental task of resocializing the child as a civilized young lady, Kidu presented her again to the court seven months later as his stepdaughter, "En." Delighted and amazed by the transformation, the royal consort Ezen granted the child a position as a maidservant to her infant daughter, Kirika. Taking further note that En naturally possessed an immense physical strength disproportionate to her apparent musculature, Ezen ordered that she be trained in all manner of taijutsu -- affording her daughter an unlikely bodyguard. At present time, En is Kirika-hime's best friend and constant travel companion -- though she occasionally finds herself annoyed by her princess' lack of common sense. Customarily uses a chain weapon concealed in the sleeves of her kimono.
* Biologically and functionally male, but surgically altered by Ezen and Kidu Higin to develop the secondary sexual characteristics of a female.
Kirika-hime // the Golden Princess (female; age 10; Hi no Kuni royalty):
The arrogant, capricious 2nd Princess of Hi no Kuni, born to the Daimyou by the royal consort Ezen, a highly skilled former medic-nin of Kirigakure. Though not of the shinobi caste, Kirika-hime was allowed to study ninjutsu and chakra theory at the Temple of Fire from a young age, and proved to be immensely talented in the development of original ninjutsu. Her prized kuchiyose technique, Rashoumon, allows her to safeguard and summon at will items from her vast personal collection of legendary relics -- which she's 'liberated' from various corrupt nobles and nukenin. Seeking to resolve the troubles of commoners with royal authority, she frequently travels about the country on foot, accompanied only by her loyal maidservant and guard, Kidu En. Nicknamed "the Golden Princess" for the bright blonde hair she inherited from her mother; Kirika-hime's favorite kimono is also golden yellow.
Kurama Tayuya // Tayuya of the North Gate (female; age 14; Oto chuunin):
A former member of the Oto-nin cell known as "the Sound Four"; the daughter of a disgraced member of the Kurama clan, who fled Konoha with her mother at age 4. Following her mother's death, she was taken in by Orochimaru and trained as a genjutsu user. Captured by Konoha during the kidnapping of Uchiha Sasuke, and currently under the watch of the Intelligence Division.
Nanaya Ranmaru (male; age 13; Hi no Kuni civilian):
A branch family orphan of the Nanaya clan from Kiri, raised by the former Seven Swordsmen member, Kurosuki Raiga. Though he was a member of Kurosuki's gang prior to its disbandment, he was pardoned for his involvement in their crimes due to his young age. Currently an employee of Takagi Sanshou, the owner of the restaurant "The Curry of Life," which is situated in a small town near the border of Kawa no Kuni. Ranmaru is the only known wielder of the Jougan kekkei genkai; amongst other functions, his specific variant of the dojutsu allows for the viewing of a target's "life-lines." He also knows the recipe of a curry spicy enough to bring people back from the brink of death. Vaguely remembers meeting Caster as a child.
Tohsaka Amane // Tenten (female; age 14; Konoha genin)
A genin of Konoha, and a member of the cell operated by Maito Gai. Specializes in weapon-based taijutsu.
Tohsaka Rin // the Jeweled Huntress (female; age 36; Konoha jounin):
Enlisted as a genin at age 18, but was rapidly promoted for her achievements in the field during the 3rd Ninkai War. Transferred to the Oinin Division in the aftermath of the conflict, but shunned the traditional anonymity of the mask as a contrivance of cowards. Generally targeting high-ranking nukenin with a reputation of "immortality," she has since obtained a rare notoriety within the bounty hunting community, where she is titled "the Slayer of the Undying." Specializes in "Crystal Release" ninjutsu. The details of her life prior to her arrival in Konoha are largely unknown.
Tohsaka Shirou (male; age 35; Konoha civilian)
Husband to Tohsaka Rin, and the owner of "Bladeworks Limited," one of the longest-standing weapon smithies in the Market District of Konoha; a respected, upstanding member of the community, and an elected representative on the local Merchant Administration Board. Blades crafted by his hand are rumored to be unbreakable so long as they aren't used with ill intent. The details of his life prior to his arrival in Konoha are largely unknown.
// Appendix III - Mechanics //
Mara-Shiki // the Consciousness of Malice
A "perception" of the world within the mind of Alaya, emphasizing the explicit physical manifestation of conflict or malice.
A direct connection with Mara-Shiki grants a variety of benefits, which may be organized into the "phases" listed below. Note that phases 1 through 3 comprise the skill generally known as "Vipasyana" -- comparable to a form of extrasensory perception. Abilities beyond phase 4 exist, but are presently undefined.
In a breakaway sect of Yogacara Buddhism, Mara-Shiki is the consciousness of ill intent and malice that one directs toward others. An aspect of Mana-Shiki, one of the seven facets that form the complete self-consciousness known as Alaya-Shiki.
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Phase 1 // Analysis
Localized synchronization with the perceptions of Mara-Shiki, granting comprehension of the physical existence of any weapon within range; and, to a lesser extent, non-weapon inanimates or living beings. Comparable to Shirou's "Structural Grasp." As with the five normal senses, information retreived through Analysis isn't committed to memory unless specifically attended to.
Phase 2 // Apprehension
Awareness of a weapon's potential movement patterns, gained with practice at Analysis.
In general, numerous divergent forecasts of an opponent's weapon use exist simultaneously, and the difficulty of applying Apprehension lies in precisely discerning relative probabilities. For a particular weapon that one has never before encountered, ability to anticipate the method of its wielding is enhanced by familiarity* with similarly structured implements of proximate weight distribution and composition. Weapons that consist of more than one or two moving parts are capable of a wider variety of motion than a single rigid solid, and the evaluation of forecasts is at least initially impaired by the large volume of information that must be processed.
Though Apprehension bears similarities to clairvoyance, predictions drawn from Mara-Shiki are founded on the collective combat experiences of humanity, and are not necessarily infallible. Highly skilled weapon users may opt to employ low-probability techniques that throw off forecasts, and martial implements of novel designs are not as easily comprehended as normal weapons. Conversely, extremely common weapons may be grasped effortlessly.
Exploit of Apprehension "on reflex" is actually an acquired skill that improves with training. Perfect evasion entails dynamic movement "with" the open spaces that lie beyond the course of an opponent's offense.
* Familiarity in the context of probability discernment in Apprehension is semipermanently committed to procedural memory once obtained, and is a prerequisite to Disposition.
Phase 3 // Disposition
A higher-order exploit of Apprehension, wherein a weapon is relexively wielded per the course forecasted to most efficiently attain a particular goal, dynamically accounting for opponent behavior. Goal-oriented effectiveness is far more difficult to discern than mere 'probability,' but the factors that contribute to the accuracy of Apprehension generally enhance employment of Disposition.
Mere comprehension of 'how' a weapon should be used does not grant the physical conditioning necessary to do so.
Phase 4 (False) // Reinforcement (Ninjutsu)
Permanent structural and compositional alteration of a weapon's physical existence; a variant of a chakra manipulation technique used by ninja to temporarily reinforce their own physical capabilities*. Strictly speaking, this is a usage of magecraft unrelated to exploit of the Mara-Shiki, even though its effectiveness may be improved through use of Vipasyana. Distinct from Chakra Flow techniques, which merely focus on enhancing the performance of a weapon through investment of chakra.
* Generally, the original self-strengthening technique is gradually undone by the body's tendency to reassert its natural state.
Phase 4 (True) // Requisition
An extreme use of Disposition that forecasts the precise method of wielding a mundane weapon or object so as to perform a seemingly impossible feat, conventionally attainable only through exhaustive training in the martial arts -- for example, cleanly splitting a sheet of steel with a mere branch. To a degree, Requisition accounts for the condition of the user's body, but repeated execution of feats far beyond one's physical capabilities may result in severe injury.
The original "Knight of Honor" used by Berserker-Zero (Lancelot) in life may have been a skill of a similar nature.
Phase 5 // ???
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Analysis Ranking:
Effectiveness of Analysis and Apprehension differs by target rank. Prana detection / sensor abilities are unrelated to Analysis.
Exact comprehension of composition, structure;
Anticipation of movement:
A+ // cursed/evil weapons? (including cursed NPs of any rank)
A // generic, common weapons*
A- // rare weapons; noble phantasms of Rank E or lower
Exact comprehension of external structure only:
B+ // inanimates used as makeshift weapons; guns**
B // generic inanimate solids
B- // Rank D noble phantasms; plants; near-still animates
Inexact comprehension of external structure only;
(equivalent to unaided vision):
C+ // the body parts of animates in the process of attacking
C // generic animates
C- // Rank C noble phantasms; generic inanimate fluids
Disruption of Analysis, barring visual confirmation:
D+ // Rank B noble phantasms; generic supernatural beings; magecraft
D // Rank A, S, EX noble phantasms
D- // holy objects; existences alien to the concept of malice
* Though higher in base analysis ranking than rarely encountered weapons, an instrument whose specific function in combat involves the action of more than one or two moving parts is inherently more difficult to grasp than a weapon consisting of a single rigid solid.
** The "implement" that actually injures the opponent in a gunfight is the bullet, which can be easily perceived. The gun itself is regarded as a nonweapon inanimate of higher priority than generic inanimates.
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Range Statistics:
Shirou // Thousand-League Eye // 20 km
perfect vision in unobstructed space within field of view
Hyuuga // Byakugan // 15 km
perfect vision in all directions
viewing of chakra pathways / magical circuits
Tenten // Analysis - Weapons // 450 m
all directions - vision unnecessary
perfect perception of structure
Tenten // Apprehension // 450 m
all directions - vision unnecessary; attention necessary
anticipation of weapon motion
multiple targets acceptable, if attention allows
Tenten // Analysis - Inanimates // 300 m
all directions - vision unnecessary
perfect perception of external structure
Tenten // Analysis - Animates // 150 m
all directions - vision unnecessary
imperfect perception of external structure
Shirou // Unlimited Blade Works (External Perimeter) // 100 m
transportation of designated targets to UBW
Tenten // Sensor Ability // 50 m
all directions - vision unnecessary
detection of high-concentration prana/chakra
generally low effectiveness, but increases with proximity
Tenten // Disposition (Requisition) // 30 m
use of weapons to maximum goal-oriented efficiency
inclusive of projectiles
Shirou // Structural Grasp // 20 m
all directions - vision unnecessary
complete comprehension of structure