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Irukandji Level 3: Mure | 群れ

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Mure | 群れ
Level 3 Irukandji Summon

 

Appearance:
Mure's swarm is frightening in a way few other such swarms are, as unlike the soft and clear bells of its peers the Irukandji that make up this swarm have hardened and lose their opacity entirely. They are dense and dark like the night, and thus when the swarm spreads it is like a cloud of all consuming dark smoke that ensnares and consumes those unable to escape. Playing into this, Mure directs its swarms in squalls and swirls like the eddies of a vast cloud of blank ink, and given the swarm numbers in the hundreds of thousands it doesn't take much for a hapless enemy shinobi to be completely consumed, their final moments screaming pain in a sea of impenetrable blackness. 

 

Personality:
Mure's birth dates back almost eight hundred years earlier, and as such it has had plenty of time to observe both the world above the waves and the dark depths of its home. There is little left that surprises Mure, and it simply takes to each encounter as yet another search for food, its only real motivator now. There still lingers a desire to learn more, but this is outweighed by a crushing melancholy founded in the belief that there is nowhere left in the world it hasn't seen, and no sight left unwitnessed. Only when facing something truly unique does the ancient immortal rouse to full interest, directing its swarm with the full might of its alien intelligence. Woe be it to the wondrous shinobi who awaken this latent energy, for such a day may well be their last.

 

 

Stats:

[Health] 1500
[Stamina] 80
[Chakra] 900
[Taijutsu] 0
[Defence] 1200
[Ninjutsu] 160
[Genjutsu] 160
[Concentration] 400
[Speed] 1500
[Accuracy] 2000
[Evasion] 100

 

Skills 10/10:

-Collapse Release [0]

-Meditative Archetype [-1]

-Swarm Creature [-1]

-Irukandji Syndrome [-2]

-The Long Game (Nin) [-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

 

 

The Long Game (Ninjutsu)

Spoiler

 

Not every summon seeks to annihilate their foes in an instant. Be it careful training, shinobi guidance or natural instinct, some summons learn to weaken their foes with the intention of outlasting them. Like a viper that lands a venomous bite, a tiger that leaves gaping wounds or a beetle that spews forth caustic liquids, some creatures know how their attacks slowly overpower a foe, and learn to react more defensively against so burdened an enemy.

Effect: When taking a rank in this skill declare either Ninjutsu or Taijutsu. Attacks of the chosen type deal 95% of their total damage to you if the attacker was affected by Bleeding/Burning/Poisoned on the turn they used the attack.

Requirements: Summon

Ranks: 2

Cost: -2

 

 

Techniques 68/70:

-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]

-Return to the Depths [-6]

-Annihilator Sting [-5]

-Fearsome Sting [-4]

-Acidic Sting [-5]

-Slowing Sting [-3]

-Kawarimi III [-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 lone jellyfish flies forward to deliver a small, distracting sting while the others conjure a thin film of water around themselves, then pump that water through of insidious stinging nematocysts. Brave is the one who charges through such a defence.
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/Genjutsu [Collapse | Meditative] 
Rank: Jounin
Cost: 200 Chakra 
Effects: Poison; 24 [3] 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

 

Return to the Depths

Spoiler

Type: Ninjutsu/Genjutsu [Collapse | Meditative | Terrain]
Rank: Jounin
Cost: 200 Chakra 
Effects: Poison; 72 [1]. The terrain becomes Water (regardless of if the attack hits or not). This attack uses Accuracy and Evasion to hit.
Description: A venomous sting can be painful at the best of times, but with this callous assault not only is the swarm launching an attack, but a large number of them are venting some of the water stored in their bells, which (given the size of the swarm) is enough to coat the battlefield in a good metre or two of water. The amount they unleash seems vastly greater than what they could actually carry given their tiny sizes, and maybe the fuge from the sting leaves the mind seeing more than there really is. The enemies can drown in it all the same. 
Points: 6

 

Annihilator Sting

Spoiler

Type: Ninjutsu/Genjutsu [Collapse | Meditative]
Rank: Jounin
Cost: 170 Chakra 
Effects: Poison; 320 [1]. This attack uses Accuracy and Evasion to hit.
Description: A truly insidious attack, the swarm launch sting after sting at the exact same location, a single point of exposed skin about the size of a human fingernail. The insane overdose of venom causes intense swelling and pain that the human mind can barely comprehend. The brief few moments between sting and pain hang heavy with dread, for some primal part of the mind knows what is coming, and fears it immensely.  
Points: 5

 

Fearsome Sting

Spoiler

Type: Ninjutsu/Genjutsu [Collapse | Meditative]
Rank: Chuunin
Cost: 65 Chakra 
Effects: Poison; 40 [1] and Afraid; 2 [1]. This attack uses Accuracy and Evasion to hit.
Description: A simple sting, with a slightly altered cocktail of toxins. Instead of focussing on physical damage, it is the psychological effects of this toxin that bring the Irukandji’s prey into reach.
Points: 4

 

Acidic Sting

Spoiler

Type: Ninjutsu/Genjutsu [Collapse | Meditative]
Rank: Chuunin
Cost: 110 Chakra 
Effects: Poison; 12, Destroy Weapon (Chuunin) This attack uses Accuracy and Evasion to hit.
Description: A small part of the toxins the Irukandji possess are highly potent acids, which typically work to break down cell walls to allow the other toxins free reign to cause all kinds of terror. By producing roughly one hundred times the acid content they normally would, even strong metals like steel are melted away as if they were nothing. 
Points: 5

 

Slowing Sting

Spoiler

Type: Ninjutsu/Genjutsu [Collapse | Meditative]
Rank: Chuunin
Cost: 40 Chakra 
Effects: Poison; 12 [1] and Fazed [2]. This attack uses Accuracy and Evasion to hit.
Description: A fairly simple sting that messes with the perception of one stung as random spikes of pain prevent them from fully adapting to their surroundings. This can cause the world to look like it’s moving in slow motion for a brief few moments.
Points: 3

 

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

 

Equipment:

Bells of Darkness

Armor Kind: Forced Mutation
Body Placement: Bell
Attributes: +300 Defence
Description: Mure's modifications to the swarm have darkened their bells to the point where light can hardly pass through them. This allows the swarm to be a source of true fear for those who witness it, but the real value in the modification is the layers and layers of dense mesoglea, the functional skeleton of a jellyfish. Muscle tissue binds them together, creating a near impenetrable defence when the swarm works as one.

Cost: 両1200

Edited by Princess
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Harpy's Sting is approved as Banshee's Sting. Mechanically it's sound but the names are wrong.

 

Rippling sting is approved as

Namisasu | Rippling Sting | 波刺す

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

 

and you have it here on the page as

Rippling Sting

Type: Genjutsu/Ninjutsu [Meditative Archetype | Collapse]
Rank: Chuunin
Cost: 103 Chakra 
Effects: Poison; 50 [2]. Afraid; 1 [1]. This attack uses Accuracy and Evasion to hit.
Description: One of the most terrifying attacks the Irukandji can launch. Whereas often it is only a small fragment of the swarm attacking, with this assault the entire swarm move as one, aiming to inflict as many stings as possible in as short a time as possible. Should even a fraction of these stings land, the buildup of toxins in the system is catastrophic, causing severe tissue degeneration and vastly amplifying the horrifying effects of the Irukandji Syndome.
Points: 6

Edited by Sol Pope
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