Ochiiru
To Trap
One of the subsections of Tenkujutsu, Ochiiru can be split into two forms: Sealing and Possession. Ochiiru is the use of Tenkujutsu to actually bind spirits with the physical world, removing their need for chakra to maintain their presence in the human realm. Meaning To Trap, Ochiiru can be used against the will of the spirit, or the host, or between two willing partners. Below is a description of the different types of Ochiiru, their products, and important information on how they work.
- Spirit Sealing: Said to be the origins of fuuinjutsu, this involves the use of binding the spirit and host or object together, resulting in an intricate design somewhere on the host or object reminiscent of a fuuinjutsu. Objects are typically simply used to detain and transport the spirit, though the application of chakra to the object can allow for unique events based on the abilities of the spirit. For example, a fire spirit sealed inside a sword could set the sword on fire when chakra is applied to it. When bound to a person or animal, jutsu links their spiritual energy together, this typically results in physical changes in the host, personality changes, and most importantly, access to new abilities from the spirit. Sealing a spirit in a living being always results in the creation of a 9th "Mastery" stat (though the name may vary.) Special techniques are required to undo a binding of a spirit to a host and can result from death to severe injury.
- Spirit Possession: Involves the use of jutsu for a spirit to occupy an object or host. When possessing a object, the spirit acts similarly to a puppet, obtaining puppet stats, and keeping its stamina stat, which also acts as its ninjutsu stat (more on this below.) When occupying a being, either the spirit can be in control, or the host can be in control, based on their soul size (more on this below). The being with the largest soul wins, if its a tie, the host wins because it is originally their body. Spirits possessing hosts can grant transformations, unique jutsu sets, stat boosts, and more. However, this is temporary, and the spirit can be forced out of the host. Spirit possession runs the risk of 'husking' a host, where their soul is forcibly removed from the host when the spirit leaves, leaving the body as a mindless corpse wandering the world on instinct and muscle memory.
The most important thing of note for Ochiiru is that the process of sealing - while often done via fuuinjutsu - does not require fuuinjutsu to be done. However, whether sealing or possessing, a like rank jutsu is required for the process. So sealing a B-rank spirit requires a B-rank jutsu, and an S-rank spirit would need an S-rank jutsu to possess an object.
Spirit Sealing
Spirit Sealing is the act of taking a spirit and sealing it within a host being or item by binding them together. The most common and well known example of this is Genma, but there are multiple other forms and iterations. Living beings that are hosts to spirits are often referred to as Jinchuuriki, though the term is often used exclusively for those with Genma sealed in them. First, we'll detail how Jinchuuriki work.
- Becoming a Jinchuuriki takes up an Ability Slot under the Unique Chakra Properties qualifier.
- A Jinchuuriki can be a human or pet, but it CANNOT be another spirit or summon. Jinchuuriki must be naturally occuring beings.
- The jutsu used to contain the spirit in the Jinchuuriki is based off the rank of the Spirit, not the host. However, the jutsu will not work if the spirit outranks the host in the case of sealing spirits in companions. The binding results in a design on the host similar to a fuuinjutsu.
- The binding process requires a 2000 word thread if earned after registration. which can either be the capturing of the spirit, or the actual binding.
- The creation of a Jinchuuriki requires the creation of a [Specialist Stat], often called a Mastery stat. The Mastery stat typically goes to 50, but can be lower dependent on the choices of the creator
- Spirit Sealing grants stat boosts via the Mastery stat, and can also grant unique abilities, and is generally associated with personality shifts and physical changes in the host.
- Spirit Sealing is permanent, the host and spirit are forever bonded, with the exception of jutsu specifically designed to undo the binding. If the binding is undone, it usually results in death, but Jinchuuriki have been known to survive. The loss of a spirit results in the forfeiture of the Mastery stat, without the redistribution of the stat points.
Jinchuuriki are subject to the powers of Shizumeru, much like spirits on their own are, allowing them to be influenced, weakened, and subdued by the jutsu style. Additionally, because Jinchuuriki are typically centered around their spirit due to the drain of the Mastery stat, the loss of a spirit can be devastating to a Jinchuuriki if they don't die, as they'll have to make large changes to their fighting style. The advantages of Spirit Sealing are clear, however, the stat boons and unique fighting styles allow for large shifts in the Jinchuuriki's fighting ability. Additionally, the permanency of it allows for security and long-term development of the Jinchuuriki.
Objects with spirits sealed in them are typically referred to as Tsukumogami, Tools of God. These can be carefully created structures such as jars or boxes, most commonly used to contain Genma in intermediary instances, or can be weapons and armors for people to actually utilize. The process of sealing a spirit in an object is easier than in a being, but can still come with complications. Here are the rules for Tsukumogami
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- Creating a Tsukumogami is a process, and cannot be done in combat. Only one spirit can be bound to an object at any given time.
- The object being used must be chakra tempered beforehand, or the jutsu will fail 100% of the time. This means you cannot simply seal a spirit into a rock.
- Should the object a spirit is sealed in be destroyed, the spirit will be released.
- Creating a Tsukumogami requires a 3000 word thread. This thread can be of capturing the spirit, or the actual binding process.
- Once sealed in an object, a spirit cannot influence the outside world. However, applying chakra to the fuuin sealing the spirit can elicit a reaction based on the spirit power. This reaction is set, and universal for all chakra sources. However, it can be very powerful. There is no defined limitation on what a Tsukumogami is capable of doing, but it is at the discretion of the moderating team. These responses are as a result of the person supplying the chakra not the spirit, and drains chakra from person, typically at a considerable cost.
- While considered permanent in that sealing a spirit in an object does not require any upkeep, jutsu can be used to undo the binding and not destroy the object it was sealed in when released.
The advantages of a Tsukumogami are clear: they are able to create powerful weapons, or contain even the strongest of spirits. However, because they don't allow the spirit to retain any freedom, they aren't able to be independent, which limits their combat options. Their permanency also limits the adaptability granted in combat. Tsukumogami are rare, and often the objects of legends, and should be treated as such.
Spirit Possession
While under the category of Ochiiru with Spirit Sealing, Spirit Possession could be said to be the heart and soul of Tenkujutsu. Spirit Possession is a
temporary method of a spirit occupying our realm through something that is not their body. This can be via an object or via a being from our plane of existence. While achieving similar effects, Possession is fundamentally different from Sealing, and has a variety of advantages and disadvantages. One rule remains true for Spirit Possession at all times, the Chakra Pool stat dictates a spirits ability to use jutsu (ninjutsu and genjutsu) while possessing a person or object. While they may have the ability to use jutsu higher than their Chakra Pool stat, doing so can, and will, husk or destroy whatever is occupied.
Those possessed by spirits are referred to as Kyokishi, defined as Gift of False Self. Kyokishi are feared around the world, despite many spirits being friendly, or the host retaining control. They are monsters of lore and legend, and have a nasty reputation they don't necessarily deserve. This is because Kyokishi have a risk of being Husked, where the soul of the host is ejected from the body, turning the host into a mindless, instinct based corpse. Below are guidelines on Kyokishi.
- In the case of a Kyokishi, either the host or the spirit can remain in control. Typically, the host retains control if they are human, or a pet that is higher ranked than the spirit. The spirit only takes control when they are a higher rank than the creature they’re possessing. However, higher ranked possession techniques and abilities can be used to forcibly take control of a host body.
- As a temporary effect, Kyokishi are formed in thread, and the technique or ability used for the possession dictates how the possession plays out. For example one technique may allow the spirit to possess a human and utilize the hosts jutsu, while another may allow the spirit to boost the hosts physical abilities.
- Those possessed by spirits typically have minor appearance changes, though certain spirits have been known to elicit large-scale transformations, or access to new abilities or concentration sets, though its not unheard of to have both of these things. Because spirit possession is temporary, it does not take up an ability slot.
- Spirit Possession is done via companion slots, may the person with the spirit be the target for the possession or otherwise.
- When a spirit is possessing a host, they are not subject to Shizumeru with the exception of Shizumeru techniques used to flush the spirit from the host, regardless of who is in control of the host. This means Shizumeru cannot be used to weak, stall, contain, or control a Spirit Possessed host, it can only be used to separate them.
- Spirit Possession does not utilize a mastery stat, and works more like an "on" or "off" switch, there are no forms, and semblance of progress.
- Hosts and Spirits separating is typically a quick process, forcible separating results in the spirit being ejected back to its plane of existence, while choosing to separate, or the time of the technique running out does not.
- When a forced possession is attempted, a specific technique is required, and must specify how the host can resist the possession, but this method may vary from technique to technique.
Clearly spirit possession comes with less risks than becoming a Jinchuuriki, but with less advantages too. Kyokishi are able to tap into spirits powers without subjecting themselves to the various adverse effects, without so heavily risking their lives, and without being victims to Shizumeru, but at the cost of not having as much power. While someone is typically more effective on their own, becoming a Kyokishi on the fly means not having as many jutsu for their spirits abilities, where-as a Jinchuuriki is adept in their spirits powers.
Unlike the Kyokishi vs Jinchuuriki debate, which comes down to minor differences, the difference between sealing spirits in objects as Tsukumogami, and spirits possessing objects -- Joruri -- is far more wide.
Joruri, meaning Puppet Threatre Script, are objects temporarily possessed by spirits. Joruri are famous for hauntings, and are thought by many civilians to be evil. Shinobi, on the other hand, recognize the incredible utility in a Joruri. Below are the guidelines on Joruri.
- When possessing an object, the spirits [Chakra Pool] stat cannot be higher than the [Strength] of an object, if the strength is specified. If it is, the object will break upon possession.
- If a [Strength] is not specified for the object, then it’s [Strength] becomes the spirit’s strength, as does it’s [Speed]. The spirit retains its [Chakra Pool], [Control], and [Willpower] stats, however, the spirit cannot activate any techniques with [Control] higher than their [CHakra Pool] or the object they’re possessing will be destroyed.
- Spirits are still able to move while in objects, though the amount of movement is dependent on the object. A Joruri sword would only be able to move strings attached to its hilt, and perhaps be able to swing itself. While a Joruri doll would be able to walk, jump, punch and kick. There are varying degrees of movement that are all subject to what the object is.
- Not all spirits can become Joruri, they must have an ability or jutsu for it. However, masters of Ochiiru are able to directly summon spirits into objects, creating Joruri on demand. As Joruri are possession, it is temporary and the length of the possession must be specified in the technique used.
- While possessing an object, spirits retain their intelligence, and are able to project their thoughts to those around them as if they were talking. They also retain all their jutsu, though obviously the logistics of the jutsu determine their ability to use them.
- Joruri can be flushed out of an object via Shizumeru, but are otherwise unaffected by Shizumeru.
- Much like Tsukumogami, Joruri must be made out of chakra treated objects, otherwise the object will simply be destroyed when trying to be possessed.
- Forced separation of the spirit and object will destroy the object and eject the spirit, while electing to separate, or the time allotted running out will simply separate them harmlessly.
The advantages between Joruri and Tsukumogami are distinct, and Joruri make excellent assistants to fighting depending on the style of the opponent. Being in an object allows the spirit to bypass certain tactics, and be more easily manipulated by users. Additionally, the creation of Joruri can take away the utility of some opponents weapons and items. While Tsukumogami grant an powerful weapon directly to a combatant, they are limited in their utility due to their reliant nature. Ultimately, the preference falls to the combatant, and varies based on their styles.
Body Hopping
Animus is a concentration combining the arts of fuuinjutsu and tenkujutsu even further. Through a marriage of the arts, the user has learned to seal away their chakra, consciousness, skills, and soul within an object or organ. This object or organ can then be removed from a body and placed within another body granting the Animus Owner the ability to swap from body to body. In the case of an Animus being consumed or implanted, the Animus Owner will possess the body immediately if it is dead or fight for control if it is alive (Animus Control vs Body WP).
Multiple Animus may be created and infused with varying levels of power. Animus must contain a percentage of the users total stats in a core. This means if you have 1 CP stored in an Animus, you must also store 1 WP, 1 Strength, 1 Speed, etc. These will be the functional stats of that Animus. In order to revive from an Animus (i.e your main Animus is destroyed) you must have at least 20% of your stat total in that Animus.
Only recently deceased bodies can be possessed through Animus (killed within the same thread) as the recently departed soul has made it so the body is more welcoming and searching for a new one to be anchored to it. Certain abilities can be lost through switching bodies, such as DNA based abilities, while others can be brought with the Owner as they are instead linked to their chakra itself. Due to the fragility of an Animus, transferring or implanting one is impossible to do in combat.
Animus:Animus are a combination of fuuinjutsu and tenkujutsu. Through a marriage of the arts, the user has learned to seal away their chakra, consciousness, skills, and soul within an object or organ. This object or organ can then be removed from a body and placed within another body granting the Animus Owner the ability to swap from body to body. In the case of an Animus being consumed or implanted, the Animus Owner will possess the body immediately if it is dead or fight for control if it is alive (Animus Control vs Body WP).