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Old 06-13-2017, 01:08 AM   #11
Jami
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Default True Bijuu - Mohosha the Five

Mohosha, The Five-Tailed
True Bijuu - "Mimicry"

History: Some time after the destruction of the Bijuu at the end of the last Great War, when their bodies of chakra were still scattered to the winds but before their energy had been drawn to the great trap laid for them at Spirit Island, a few motes of the Five-Tailed settled at a simple shrine. There, only a handful of seasons after being destroyed, the Five-Tailed began to regenerate. It rest in the dark, dim places of the shrine and siphoned off the prayers of the believers. Shapeless and weak, the Five-Tailed encouraged their worship and drew sustenance from their spirits, little by little. The priestesses took notice and called the presence a god, their own kami, blind to the truth, but moved nonetheless.

They provided it with a home, an ancient relic of the shrine once said to house a different sort of spirit. A fist-sized lump of dark green jade, carved into a magatama formed the perfect host for the bijuu while it continued to recover. The jade kept its chakra from continuing to bleed off, and instead the Five-Tailed only grew stronger. It reached out and caused miracles, it drew flocks of pilgrims, it stood at the center of festivals, and a decade after the Five-Tailed came to rest at this little mountain shrine, it urged one miko to pick up her parring knife and cut down her sisters in their sleep.

From there, the history of the Graveyard Jade becomes unclear. It passed from hand to hand, from one desperate maniac to another, with the Five-Tailed whispering promises of power to whichever ear was closest. At least twice more, the Graveyard Jade stood at the center of massacres, soaked in blood. By the time the Jade found its way to already unstable Arashi Ryogo, its reputation proceeded it. He believed it could work miracles, that it had power over life and death.

The Five-Tailed had outgrown its shell - it needed to molt. The time had come for it to burst forth and take its place in the world. It promised to revive the Arashi's blood by offering to remove the weak-blooded. Purity, it said, was what it could offer. Ryogo grabbed a worker's hammer and shattered the Jade into pieces and within minutes, the Arashi were wiped out, no matter how stubbornly they refused to die. All but one, a young boy whose bloodline sank its hooks into the Five-Tailed and devoured it, bit by bit, as the last scion of the Arashi revolted against the bijuu and against Death itself.

Now, the Five-Tailed is in a new prison, one of skin and bone, the body of a boy with bad blood. The boy calls it Mohosha - "Imitator".

Appearance: The Five-Tailed, in its current incarnation, resembles an octopus, its even tails forming its Five sucker-covered arms. where the remaining three arms should be, there are instead short stubs as if they had been cut off. The Five-Tailed has sharp eyes with a golden luster, like gemstones. Its body looks to be made of liquid glass full of multi-hued smoke. Hidden on its underside, where the beast should have its beak, the Five-Tailed instead has a black void lined with row upon row of teeth, stretching into nothingness.

Abilities: This aspect of the Five-Tailed, Mohosha, has the power of Mimicry, which it bestows upon its host. This provides a number of distinct powers to the host.

Mimicry
The Imitation Game

Mundane Mimicry

The host can imitate the speech, writing, and movement of other people, provided he has interacted with them or watched them do what he wants to copy. He can perfectly parrot speech he has actually heard, or can generate new speech based using pattern recognition. While he can use this ability to emulate the movements of taijutsu, this does not copy statistics, and cannot be used to imitate Special Techniques. Mimicry does not mean understanding, so while the host can copy someone else's code, they do not gain any insight into its meaning.

Observation

With concentration, the user can utilize the Five-Tailed's talent for Mimicry to learn about other people's chakra-based techniques. By spending one defensive action, the user can determine the 'type' of someone else's active technique (ninjutsu, taijutsu, genjutsu, miko, bijuu, bloodline, etc). This does not fully reveal how the technique works, it only provides insight into its origins. Once a technique has been analyzed this way, it is tagged as [Observed] until the end of the thread.

The host may use [Observed] techniques as though they were on his character sheet. He ignores list, archetype, or previous technique requirements, but must meet other prerequisites, including stats. For taijutsu specials with no statistic requirements, he must instead meet the requirements of the taijutsu stage the technique belongs to. If the [Observed] technique is a swap jutsu, he must use the stats of whatever slot his mimicked target has placed the swap in. If the technique requires a particular item, he must have that item. If the technique requires a bloodline, seal, or another True Bijuu, he cannot mimic it. [Observed] techniques are always used at minimum scaling.

If an [Observed] technique is used, it instead becomes [Memorized] until the end of the thread.

The host may only have one technique [Memorized] at a time. Should another technique become [Memorized], the previous technique loses the [Memorized] tag and is completely forgotten.

Example: The host watches a Leaf nin fighting and sees them launch a Powerful Fireball, which he spends an action to tag as [Observed]. Later, he sees the same character attack with Jyuken, which he also marks as [Observed], and discovers is a bloodline ability, and thus cannot be mimicked. The host uses Powerful Fireball himself, changing it to [Memorized], even though he does not know Dragon Fire. If the host were to later use a different [Observed] technique, that new technique would be [Memorized] and Powerful Fireball would be lost.

Memorization

At the end of any thread where the host has a technique tagged as [Memorized], he may choose to add that technique to his Memory List as if he were learning a jutsu normally (limit one jutsu per thread rating).

Techniques in the Memory List may be overwritten. Placing a newly [Memorized] technique into an occupied slot deletes the previous technique; if the host would like to relearn it, he will need to start the process over again. Forgotten techniques do not refund jutsu points.

Example: The host decides he likes Powerful Fireball, which he has already marked [Memorized]. Provided that he receives at least one rating point for that thread, he can exchange it to add Power Fireball to his Memory List in any Stage Four slot. Because all of his slots are filled, he decides to remove Shunshin from one of the slots and place Powerful Fireball there instead. Shunshin is lost until it is learned again.

The Memory List

As long as the host has the Five-Tailed sealed within them, they must fill two list slots with a single Memory List. The Memory List is a special type of jutsu list structured like a ninjutsu list, however the six techniques per stage may hold any mixture of ninjutsu, genjutsu, and taijutsu special techniques. The Memory List does not require techniques to be filled in stage sequential order - the host does not need to fill a Stage One slot before learning a Stage Two.

The Memory List is treated like a ninjutsu list, but can contain techniques originally from ninjutsu, genjutsu, taijutsu, miko techniques, or any other list-like structure that the user can copy. Unlike other lists, the Memory List can never accept the user's own personal swap jutsu and may only have techniques added to it via the process of Observation and Memorization.

A: Power
B: Control
C: Reserves
D: Intelligence
E: Tactics
F: Willpower

Stage One
First Jutsu: Power 2, Tactics 2
Second Jutsu: Control 3, Intelligence 2
Third Jutsu: Power 3, Willpower 2
Fourth Jutsu: Intelligence 3, Reserves 3
Fifth Jutsu: Power 4, Control 4
Sixth Jutsu: Intelligence 4, Tactics 4

Stage Two
First Jutsu: Power 5, Control 4, Reserves 4
Second Jutsu: Intelligence 5, Tactics 4, Willpower 4
Third Jutsu: Power 6, Control 6, Intelligence 4
Fourth Jutsu: Intelligence 6, Tactics 5, Control 5
Fifth Jutsu: Power 7, Control 7, Intelligence 6
Sixth Jutsu: Intelligence 7, Tactics 7, Control 6

Stage Three
First Jutsu: Power 8, Control 8, Reserves 6
Second Jutsu: Intelligence 8, Tactics 6, Willpower 8
Third Jutsu: Power 9, Control 9, Intelligence 7
Fourth Jutsu: Intelligence 9, Tactics 9, Control 7
Fifth Jutsu: Power 10, Control 10, Willpower 8
Sixth Jutsu: Intelligence 10, Tactics 10, Reserves 8

Stage Four
First Jutsu: Power 12, Control 11, Reserves 10, Intelligence 12
Second Jutsu: Intelligence 12, Tactics 11, Willpower 10, Power 12
Third Jutsu: Power 14, Control 13, Reserves 11, Tactics 10
Fourth Jutsu: Intelligence 14, Tactics 13, Willpower 11, Control 10
Fifth Jutsu: Power 15, Control 15, Reserves 13, Intelligence 14
Sixth Jutsu: Intelligence 15, Tactics 15, Willpower 13, Power 14

Stage Five
First Jutsu: Power 17, Control 16, Reserves 16, Intelligence 15
Second Jutsu: Intelligence 17, Tactics 16, Willpower 16, Power 15
Third Jutsu: Power 18, Control 17, Reserves 17, Tactics 14
Fourth Jutsu: Intelligence 18, Tactics 17, Willpower 17, Control 14
Fifth Jutsu: Power 19, Control 19, Reserves 18, Intelligence 16
Sixth Jutsu: Intelligence 19, Tactics 19, Willpower 18, Power 16

Stage Six
First Jutsu: Power 21, Control 20, Reserves 19, Intelligence 17, Tactics 15
Second Jutsu: Intelligence 21, Tactics 20, Willpower 19, Power 17, Control 15
Third Jutsu: Power 23, Control 23, Reserves 22, Tactics 16, Willpower 15
Fourth Jutsu: Intelligence 23, Tactics 23, Willpower 22, Control 16, Reserves 15
Fifth Jutsu: Power 26, Control 25, Reserves 24, Intelligence 19, Tactics 17
Sixth Jutsu: Intelligence 26, Tactics 25, Willpower 24, Power 19, Control 17

Stage Seven
First Jutsu: Power 30, Control 27, Reserves 26, Intelligence 22, Tactics 20
Second Jutsu: Intelligence 30, Tactics 27, Willpower 26, Power 22, Control 20
Third Jutsu: Power 32, Control 30, Reserves 28, Intelligence 24, Tactics 22
Fourth Jutsu: Intelligence 32, Tactics 30, Willpower 28, Power 24, Control 22
Fifth Jutsu: Power 35, Control 33, Reserves 31, Intelligence 26, Willpower 18
Sixth Jutsu: Intelligence 35, Tactics 33, Willpower 31, Power 26, Reserves 18

Last edited by Jami; 06-15-2017 at 09:16 PM..
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Old 06-19-2017, 11:40 PM   #12
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Default Return of the Black

Combo Archetype, Black Jewel swaps, and a Precision Fist special.

Angra Mainyu
Archetypes: Myrmidon + Offensive Healer
Combo Special: The user may take Medical Ninjutsu, but may only take Disease Containment, its Greater counterpart, and Medical Kinjutsu. He treats these jutsu as if they were swaps and may place them in Global Ninjutsu or Force Jewels as though they were non-elemental. These jutsu originate from the user's Force Jewel rather than from true medical training.
Description: A destructive spirit, the Angra Mainyu is named for the classical source of all evil. To be an Angra Mainyu is to be a false prophet, deceiving both others and the self, and to sow the seeds of jealousy, fear, and hatred. At best, Angra Mainyu leave trails of fire and blood through carelessness and incompetence. At worst, they are malignant and malicious, creating trouble to bask in the chaos.

Black Jewel – Passenger
Stage One
The result of a weak mind and body succumbing to a Force Jewel, something has gone extraordinarily wrong. The implanted jewel has sunk deep into the user's skin and partially dissolved into their blood stream, becoming far more a part of them than it should be. In essence, the jewel is always considered to be active, with the jewel veins appearing over the user's actual veins, running with black blood. Passively, the user is immune to low grade toxins, poisons, disease and so on. Effects that cost Item Points or jutsu cannot be absorbed by this ability.
Stage Two: By spending a jutsu usage, the user immediately cures themselves of all 2 Item Point or Stage One poisons.
Stage Three: By spending a jutsu usage, the user immediately cures themselves of all 3 Item Point or Stage Two poisons.
Stage Four: By spending a jutsu usage, the user immediately cures themselves of all 4 Item Point or Stage Three poisons.
Special: Poison immunity can be 'turned off', but is naturally working. Because the user has lost control of their jewel, they may no longer use Activate Jewel or generic 'Jewel' techniques, and they cannot extend jewel veins beyond their own person. The user may still use Medical Kinjutsu swapped into the Force Jewel List.

Black Jewel – Infection
Stage Three
The trick of the corrupted jewel is that, while the user may be immune to poisons, his body is not actually fighting them off; the jewel itself keeps the toxins inert, but circulating through the user's blood. When needed, the jewel weaponizes these stored poisons and makes them potent once more. The user's blood is treated as though it were Hallucinogenic Poison when applied to weapons, making skin contact, or ingested. This ability is passive.
Stage Four: The user may instead treat their blood as Debilitating Poison, but only as one poison at a time.
Stage Five: The user may instead treat their blood as Lethal Poison, but only as one poison at a time. Lethal Poison consumes a jutsu usage per post (and requires opponent permission per Lethal Poison rules).
Special: The user's blood is potent for just one post after it leaves the body, after which it can be safely handled.

Black Jewel – Rot
Stage Five
An insidious technique that requires the user to make direct contact with their target, usually by laying hands on them. A spike of blood erupts from the user's skin up to three inches and sharp enough to pierce leather. By itself, the spike does as much damage as a kunai, but the black jewel rapidly corrupts and deteriorates anything organic it comes in contact with. Flesh and muscle dissolve as if eaten by acid, bone softens and melts, and blood boils away. Damage is highly localized and ends as soon as contact is broken, but this ability can be maintained to destroy more and more of a target per post. The damage done by Rot can be healed by Chiyute and similar regenerative ninjutsu/bloodlines, but does not heal naturally.

Backblow
Precision Fist Special Tech
Stage Two
Utilizing elements of neijia, internal martial arts, the user is capable of manipulating the explosive chakra of Precision Fist. This allows them to strike a target and have the energy move safely through them as little more than a dim vibration. However, once the energy travels through a surface, it emerges full force from the opposite side as though the user had thrown the punch themselves. This manifests as a three-foot 'arm' of visible chakra that detonates upon hitting another target.

Last edited by Jami; 06-21-2017 at 11:05 PM..
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Old 07-15-2017, 12:16 AM   #13
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Default Black Jewel Swap Part 2

For Masato. This is intended for Stage Six, trading Healing Hands Major's ability to target others for the toxic saliva/gourmand ability.

Black Jewel – Famine
Stage Six
The black jewel's corruption increasingly warps its host's body, allowing him to ingest and digest virtually any organic matter. When pressed, the black jewel is capable of quickly rearranging consumed biomass in order to heal the user. This ability requires that the user spend an action eating – meat is preferred, but plants, bone, even leather will suffice – and forces the body to regenerate as if he user targeted themselves with Healing Hands Major. Rapidly, the host's wounds close, their bones set, and their organs repair. Healing this way requires a jutsu usage with the food serving only as a catalyst. At least a full mouthful needs to eaten before this ability may trigger.
Special: Passively, the user has the jaw strength to snap bone, and their saliva can be made toxic as though it were their blood. The user can consume raw and rotten foods, including carrion, without illness or issue.

Last edited by Jami; 08-10-2017 at 09:19 PM..
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Old 04-15-2018, 11:04 PM   #14
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Default Hungry Vessel - Archetype

Hungry Vessel
[Gourmand] x [Unleashed]
Special: When a Hungry Vessel kills a target with Borrowed time, they absorb some of the target's memories, and blend them with their own. This does not allow them to learn jutsu.

Hungry Vessels may lose 10 Drive each post they are Walking in Death.
Hungry Vessels may lose 10 Drive each time they use an [Observed], [Memorized], or Memory List technique instead of the normal gain.
Hungry Vessels who enter Death's Door also gain 100 Drive.

While Overwhelmed or Lost, Hungry Vessels may still use [Observed], [Memorized], or Memory List techniques.
Hungry Vessels gain one fewer taijutsu level from Blended, Overwhelmed, and Lost.
Hungry Vessels do not lose Drive from being Soothed or Holding Back, and instead may gain 10 Drive.

Primary: Physical
Merit: +3 Chakra
Flaw: -3 Mental

Description: The Hungry Vessel consumes everything in his path. He struggles against the Beast inside him, but he possesses an uncontrollable appetite for destruction. Hungry Vessels are the perfects hosts for Bijuu, acting as nursemaids and incubators instead of jailors, despite their best efforts.

Last edited by Jami; 04-17-2018 at 11:18 PM..
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Old 05-15-2018, 01:45 AM   #15
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Default Shipori Swaps

A couple weird, meta-jutsu swaps for Shipori.

Dance of the BunshinBunshin no Mai
Stage Six:
Requirements: Kage Bunshin
Description: The Dance of the Bunshin is a compressed variant of the standard kage bunshin. While the original technique creates wholly functional, separate entities, the Dance creates fleeting bundles of chakra that act as extensions of the user. Their reduced nature is represented by the single handed half seal they require, which can be added to some other ninjutsu.

When employed, a Dance bunshin appears directly out of the user, moves, and performs a single melee action. Like a standard shadow clone, the bunshin has the user's full physical stats. Further, in this brief moment, the user and the bunshin are considered to be the same person for the purposes of originating jutsu. For example, a Dance bunshin could be used to deliver a rasengan or chidori on behalf of the user, who performs the seals but is able to create the other technique on the clone's hand.

Dance bunshin are limited in what they can accomplish. A Dance bunshin can move up to 10 feet away from the user in a straight line before dissipating, effectively increasing the user's melee reach by the same amount. They flicker in and out of existence quickly, disappear in the same round they are made, and fade when their target is reached – they cannot, for example, be ordered to hold a door shut, as they would vanish upon touching the door itself. Only a single Dance bunshin can be created at a time, cannot use jutsu which would generate additional bunshin of any kind, and may only deliver those jutsu that require melee contact (including genjutsu with such triggers).

Using the Dance does not require an action, as it is combined with another, whether that is a taijutsu strike or a ninjutsu.

Little OgreChisana Oni
Stage Six
Requirements: Ancestral Memory
Description: The product of Shipori's long career as a shinobi, and the decades of delicately modifying his own chakra system, he has found a way to discard one of the signatures of the shinobi – the handseals. With a perfect memory, finely tuned coils, and a truly brutish power source, Shipori can simply will his chakra into the appropriate shape to produce jutsu without ever forming a seal.

This alters the techniques somewhat, and his ninjutsu and genjutsu performed this way read as both shinobi and miko powers, as well as being obviously fueled by his warped, poisoned chakra. They still interact with other effects as if they were shinobi powers, and the ability to perform jutsu this way doesn't alter the standard action limit in any way. Genjutsu triggers still need to be met as normal.

Little Ogre is a passive technique that cannot be used in combination with kawarimi or Stage Seven jutsu. Techniques that require making or holding seals as part of their effect still require them.

Last edited by Jami; 05-25-2018 at 11:59 PM..
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