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Irukandji Level 2: Shōhi | 消費

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Shōhi | 消費

Level 2 Irukandji Summon

 

Appearance:
A swarm that numbers in the tens of thousands, the tiny jellyfish have been modified to possess eerie luminescent bells. This creates a flickering balls of what looks like a ghostly green light when the swarm moves through the night's sky, which spreads fear through those who witness the swarm. Shōhi's swarm makes strange, unpredictable movements that allow the bioluminescent bells of the swarm to create intricate patterns before flying in en masse to consume their prey.

 

Personality:
Shōhi, being a few hundred years old, has a reasonable understanding of strategy having been through countless conflicts itself. With a swarm as massive as the one Shōhi possesses, it feels no concern sacrificing a handful of jellies to preserve the strength of the swarm. In that way, it is a strange creature for a summoner to deal with. It has little interest in human affairs, and seeks only for more opportunities to consume food to feed the swarm, keeping it strong for the day it is needed most.

 

 

Stats:
[Health] 850
[Stamina] 50
[Chakra] 600
[Taijutsu] 0
[Defence] 1400
[Ninjutsu] 100
[Genjutsu] 100
[Concentration] 400
[Speed] 1000
[Accuracy] 1000
[Evasion] 0

 

Skills 8/8:
-Collapse Release [0]

-Meditative Archetype [-1]

-Swarm Creature [-1]

-Irukandji Syndrome [-2]

-Hypertoxin IV [-4]

 

Advanced Element: Collapse [Family Element]

Spoiler

The Irukandji of the Shitaikutsu are famous for their uniquely complex and deadly toxins. These potent chemical cocktails cause agonising cellular collapse in the unfortunate victims, acting far faster than lesser venoms. Where a snake or spider bite might prove lethal in minutes to hours, and cause significant pain as the body breaks down, Irukandji venom not only is so expertly designed as to utterly destroy the cellular makeup of living things, but it also has a terrifying effect on the brain, creating the fear known as 'Irukandji Syndrome', one of the greatest terrors known to mankind.
Effect: Characters with this skill may utilise techniques of the ‘Collapse’ element. ‘Collapse' techniques with the 'Poison;' status effect also inflict one turn of Afraid; 1.
Requirements: Irukandji Jellyfish or Contract Manager; Irukandji
Cost: 0

 

Meditative Archetype

Spoiler

Not every genjutsu involves pain and submission, in fact genjutsu can be used to sustain one's self when their mind has become the battleground. Shinobi who study this archetype put themselves in a state of quick meditation that clears their head and regenerates their energies. This technique is so effective that their physical health begins to benefit as a result.
Effect: The user may sacrifice their Setup Phase to recover 4% total ghost health and 1% of their total health if they use a Meditative Archetype genjutsu in their Main Phase.
Cost: -1

 

Swarm Creature

Spoiler

These creatures are small, an individual summon made up of hundreds if not thousands of tiny creatures to make up the mass of a single summon of other families. Though their bodies are disparate, their minds are unified under a singular consciousness. This 'hive mind' directs the swarm with a far higher intelligence than the sum of its parts, but for every advantage creatures of this size gain, there are equal areas in which they suffer.
Effect: All Physical Attacks that target this character deal 5X% less total damage but gain an additional 10X% chance to hit, where X is equal to the summon's Summon Level.
Requirements: Summons only, must make sense
SP: -1

 

Irukandji Syndrome

Spoiler

Though the Irukandji's venom is potent indeed, the true danger it possesses is known as Irukandji Syndrome. The syndrome is an all consuming sense of impending doom, victims beg for death as the pain and torment the venom causes drives them into intense bursts of fear and melancholy. There are few toxins known to man that can match the terror of Irukandji Syndrome. 
Effect: If another character is under the effects of Poison inflicted by this character, all instances of Afraid used by this character treat their level as one higher, to a maximum of 4. A character with this skill may not deal damage other than through the status effect Poison or Poison items.
Requirements: Irukandji Summon Family
Cost: -2

 

Hypertoxin IV 

Spoiler

The Irukandji's venom, in addition to causing the dreaded Irukandji Syndrome, is also one of the most dangerous toxins in the world. It attacks multiple organs at once, and while the exact mechanisms of the venom are unknown its effects are obvious to all around. Crushing internal aches, swelling in the lungs, straining of the heart, nausea and vomiting are just some of the horrifying range of symptoms the Irukandji's venom can cause.
Effect: Any technique which deals Poison damage will deal a bonus +5 Poison damage per rank of the technique (per skill rank). This damage is divided  evenly between all turns of the triggering damage. 
Requirements: Irukandji Summon Family
Ranks: 5
Cost: -4

 

Techniques: [46/48]
-Glancing Sting [-1]
-Kawarimi III [-4]
-Cognition Stab [-3]

-Paralytic Sting [-5]

-Rippling Sting [-4]
-Brutal Sting [-4]

-Nematocyst Wall [-6]

-Gorgon's Sting [-4]

-Harpy's Sting [-4]
-Shattering Sting [-5]
-Doom Sting [-6]

 

Glancing Sting

Spoiler

Type: Ninjutsu [Collapse]
Rank: Chuunin
Cost: 20 Chakra 
Effects: Poison; 30 [1]. This attack uses Accuracy and Evasion to hit.
Description: This is less of an attack than it is a natural accident of just being near the swarm. Small vibrations in the air trigger nematocyst launches, which when not directed by the intelligence behind the swarm often harmlessly embed in clothing or armour. Occasionally a shot gets lucky, and lands on an exposed spot or some clothing thin enough to allow the barb passage. .
Points: 1


Body Replacement Technique III | Kawarimi No Jutsu III

Spoiler

Type: Ninjutsu
Rank: Chuunin
Cost: x Chakra (160 or lower only)
Effect: This technique may be performed as a Free Action in the Response Phase following a failed dodge roll. When determining the cost of this technique 'x' is equivalent to the cost of 1 Basic Attack or Taijutsu that the user failed to dodge. The damage and effects of that basic attack, weapon attack, or Taijutsu are negated. The user may take no action in the Setup Phase or Main Phase on the turn this technique is used. This technique has a 5% chance to fail. This technique may be performed 1 time per battle.
Description: A life-saving technique for most young shinobi, the Body Replacement Jutsu has been a staple in academy learning for many years. By utilizing their ability to manipulate chakra, with quick movement, a skillful shinobi is capable of switching their position with another object to evade damage. By creating a simple optical illusion, the user of the Kawarimi no Jutsu can make it appear as though they were damaged or even killed by the opponent's attack. Some ninja become extremely adept in the usage of this technique, and have even been known to swap places with hazardous materials to trap their enemies.
Points: 4


Cognition Stab

Spoiler

Type: Genjutsu/Ninjutsu [Meditative Archetype | Collapse | Barrier ]
Rank: Chuunin
Cost: 59 Chakra
Effects: Poisoned; 15 [2], Clobbered [1]
Description: A lone tentacle makes contact with the target's ear, allowing the deadly Irukandji venom to seep almost directly into the victim's brain. The pain is unreal, and the sudden spike in unimaginable discomfort causes the body to struggle managing all but the most basic of tasks, their cognitive abilities so distraught at the stress they are in.
Points: 3

 

Paralytic Sting

Spoiler

Type: Genjutsu/Ninjutsu [Meditative Archetype | Collapse]
Rank: Chuunin
Cost: 112 Chakra 
Effects: Poison; 5 [4]. A character hit by this technique also reduces their Speed by 30 for 4 turns. On the second turn after a character is hit by this technique, they are affected by Afraid; 1 [1]. This attack uses Accuracy and Evasion to hit.
Description: A cruel, lingering venom that is often delivered to the lower extremities, and specifically works to cause irritating swelling in the knee joints. Doing so can cause the opponent so affected to find it difficult to reach their maximum speeds, an annoyance that often masks the venom working to degrade the musculature attached to the affected area.
Points: 5

 

Rippling Sting

Spoiler

Type: Genjutsu/Ninjutsu [Meditative Archetype | Collapse]
Rank: Chuunin
Cost: 84 Chakra 
Effects: Poison; 50 [2]. Afraid; 1 [1]. This attack uses Accuracy and Evasion to hit.
Description: A potent sting which carries with it the true terror of facing the Irukandji summons, the combination of incredible pain and creeping terror that is the dawn of Irukandji Syndrome. Though only a small dose, repeated exposure can be fatal.
Points: 4

 

Brutal Sting

Spoiler

Type: Genjutsu/Ninjutsu [Meditative Archetype | Collapse]
Rank: Chuunin
Cost: 64 Chakra 
Effects: Poison; 100. This attack uses Accuracy and Evasion to hit.
Description: There is shockingly little to this technique, a small group of Irukandji lash out with their stingers, firing a short range barrage of nematocysts which carry a bountiful load of their deadly venom inside.
Points: 4

 

Nematocyst Wall

Spoiler

Type: Genjutsu/Ninjutsu [Meditative Archetype | Collapse | Barrier]
Rank: Chuunin
Cost: 132 Chakra 
Effects: Poison; 12 [1]. This attack also creates a barrier with 200 Health that lasts four turns. This attack uses Accuracy and Evasion to hit, and may be used up to twice per battle.
Description: A potent sting which carries with it the true terror of facing the Irukandji summons, the combination of incredible pain and creeping terror that is the dawn of Irukandji Syndrome. Though only a small dose, repeated exposure can be fatal.
Points: 6

 

Gorgon’s Sting

Spoiler

Type: Genjutsu/Ninjutsu [Meditative Archetype | Collapse]
Rank: Chuunin
Cost: 82 Chakra 
Effects: Poison; 50 [1] and Stunned. This attack uses Accuracy and Evasion to hit.
Description: The venom in this sting is specifically tailored to target the nervous system, which can have horrifying impacts on those stung, as while the venom burns through their veins, the hapless target is left barely able to move in response as the swarm grows closer.
Points: 4

 

Banshee's Sting

Spoiler

Type: Genjutsu/Ninjutsu [Meditative Archetype | Collapse]
Rank: Chuunin
Cost: 82 Chakra 
Effects: Poison; 50 [1] and Vulnerable. This attack uses Accuracy and Evasion to hit.
Description: The venom in this sting is works its way into the spin of the target, setting their nerves aflame and disrupting communication between their brain and the rest of their body. Complex efforts like hand seals become nigh impossible for the brief moments the venom is in the system. 
Points: 4

 

Shattering Sting

Spoiler

Type: Genjutsu/Ninjutsu [Meditative Archetype | Collapse]
Rank: Chuunin
Cost: 102 Chakra 
Effects: Poison; 50 [1], Impaired Hearing [1], Impaired Eyesight [1], Impaired Touch [1] and Numb [1].  This attack uses Accuracy and Evasion to hit.
Description: Those who suffer this sting are often stabbed at the base of the neck, allowing a nematocyst to slip up through the muscle and directly into the brain. Though only momentary, the destablising impact this venom can cause can leave the target a mess, their body rebelling against the simplest efforts.
Points: 5

 

Doom Sting

Spoiler

Type: Ninjutsu [Collapse]
Rank: Jounin
Cost: 200 Chakra 
Effects: Poison; 72 [1] and Afraid 2 [3]. The second and third turns of this technique increase the level of Afraid by 1. This attack uses Accuracy and Evasion to hit.
Description: A truly terrifying barrage of stings that is performed from a shockingly long range. By sending out a massive wave of nematocysts that puncture the target all over their body, the venom compounds upon itself causing significant damage as well as amplifying the worst elements of Irukandji Syndrome to terrifying new heights. 
Points: 6

 

Equipment:

Bioluminescent Bells

Armor Kind: Forced Mutation
Body Placement: Bell
Attributes: +200 Defence
Description: Shōhi's modifications have generated slightly enlarged, heavily reinforced bells atop each member of his swarm. These bells are capable of generating a bioelectric charge which triggers the release of oxygen into luciferin containing membranes throughout the bell, causing a bright, ghostly light to emanate from the jellyfish.

Cost: 両800

Edited by Princess
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