AR H) Tenkujutsu

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NSRP
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AR H) Tenkujutsu

Post by NSRP » Fri Nov 20, 2015 8:37 pm

Tenkujutsu Ether Arts Tenkujutsu is a general term used for a style of combat that involves the use of spirits from the Spirit Realm. The Spirit Realm is a different dimension and each animal/species' 'world' is a different plane of this dimension. Their chakra and the dimensions' chakra are more potent than ours which leads to them having the same limitations on jutsu and size limitations as humans when in the Human Realm. Tenkujutsu is more effective on them because it pulls and uses the ambient chakra from their dimension to form jutsu. The dissonance between the two dimensions prevents the chakra used to form tenkujutsu from affecting those not of the same dimension. It is unique, involving purified spiritual energy rather than chakra in order to function. Tenkujutsu is split into three subcategories: Kuchiyose, Ochiiru, and Shizumeru, explained below.

Because Tenkujutsu is not one of the three forms of jutsu (Ninjutsu, Genjutsu or Taijutsu), it does not fall into any of those slots for concentrations. Instead, similar to specializations, Tenkujutsu creates it's own "4th slot" on the app. As a concentration, it counts against the 18 total concentrations you are allowed, but not against any of the Taijutsu, Ninjutsu or Genjutsu concentration slots. Additionally, picking up the Tenkujutsu concentration requires a minimum of 15 Control. Tenkujutsu function off of their own pyramid. However some forms of Tenkujutsu may require a pre-requisite. IE Shizumeru overlay to reduce forms would require the Overlay Concentration.

  • Kuchiyose: The most basic form of Tenkujutsu. Kuchiyose is a form of Tenkujutsu for summoning a spirit from the spirit realm into the human realm. Kuchiyose is divided into three subsection as well: Contract, Realm and Chakra Binding. While Contract can be done without Tenkujutsu, Chakra Binding and Realm Summoning are a Tenkujutsu skill.
  • Ochiiru: A form of Tenkujutsu used to bond spirits to the human realm, either temporarily or permanently, allowing the spirits to occupy in physical objects or living creatures and manifesting spectacular abilities in the process.
  • Shizumeru: Perhaps the most well known form of Tenkujutsu, regarded in mythos as a form of exorcism, Shizumeru involves controlling, influencing, paralyzing, weakening, communicating with and banishing spirits. Shizumeru is an incredibly powerful form of Tenkujutsu and is regarded as the human realm's greatest defense against spirits.
The different types of Tenkujutsu are thoroughly explored in the following posts.
Last edited by Niro on Sun Jul 02, 2023 2:23 pm, edited 1 time in total.

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Tenkujutsu

Post by NSRP » Mon Nov 30, 2015 8:05 pm

Kuchiyose
Spiritualism
Summoning and Spiritual Contracts
As a subsection of Tenkujutsu, Kuchiyose exists as an alternative of the binding arts made available through summon sealing. Kuchiyose is the art of summoning, bringing spirits from their own realm into ours, and binding them via a contract or chakra. There are three types of summoning most commonly available, though other forms have been known to exist.
  • Contractual Summoning: Contractual Summoning is the most common type of summoning,done via the Kuchiyose jutsu able to be learned by almost any shinobi, through Ninpou. The user and spirit come into an agreement, which consequently allows the user to summon the spirit at the cost of chakra, depending on the users chakra supply to sustain them in our realm.
  • Realm Summoning: Realm Summoning is a more uncommon form of summoning, but is well known to fuuinjutsu users. Through the use of fuuinjutsu, the user will create a designated area and activate it. The user pays a cost of chakra, which creates an area that can sustain the presence of a number spirits, the number varying on the technique. Any spirits pulled into this designated area can continue to persist within the realm, so long as the boundary isn’t broken.
  • Chakra Binding Done via Shizumeru and it’s variants, chakra binding is a form of spiritualism that binds a spirit to an individual's chakra. The user forfeits a slab of chakra to their spirit, permitting it to exist within our realm for the duration of the technique. While bound, spirits are compelled to follow the will of the user, and must abide by it through commands, both mental and verbal.
Below we’ll explore each form more in depth, discuss its uses and limitations, and advantages and disadvantages.

Contractual Summoning

The most common form of summoning, Contractual Summoning is an art that creates a blood pact between a spirit and human. The pact can be activated via a jutsu which consumes chakra to give the spirit form in our realm, following, the spirit continues to siphon chakra from it’s summoner to remain. Contracts come in many forms, from paper contracts, to stone slabs, to a simple dab of blood on the summons forehead, they all share one factor: blood. The users blood is promised to the summon, granting them a link that can only be done by breaking the agreements of the contract. Below are the rules and guidelines for contractual summoning:
  • Summons exist naturally throughout our realm via by draining chakra from our realm to populate them, which is often unstable and lacks consistency. By taking in the blood of a human via a contract, the spirit is able to directly siphon chakra from the human, allowing them to populate in our realm.
  • Some spirits are picky in their contracts, and have certain requirements that must be fulfilled in order for the contract to be maintained.
  • The cost of summoning is paid initially upon casting, the Jutsu required is equal to the rank of the spirit being summoned. After that a maintenance cost must be paid after so many posts. These costs can be found here.
  • When the user no longer has the chakra to supply, or elects to stop providing chakra to the summon, the spirit will disappear.
  • Contracted spirits cannot move farther than 10 miles from their summoner.
Contractual Summoning is likely the most common avenue used because it’s the easiest to do. The varying power of summons in battle provide an enormous advantage in exchange for a hefty drain on the user’s stamina. Because anyone can sign a contract with a spirit, many people elect to go this route.

Realm Summoning The less commonly known variant of Kuchiyose, realm summoning utilizes Charge fuuinjutsu to create boundaries in which our realm and the spiritual realm overlap. This allows spirits to materialize in our realm without siphoning chakra from a human. Realm summoning takes a big drain on the user, however, and comes with a time limit. Here are the rules and guidelines on Realm Summoning;
  • Realm Summoning requires that the user create a fuuinjutsu that designates the boundaries of the crossover.
  • Realm Summoning requires that the user have the Charge Fuuinjutsu concentration.
  • The fuuinjutsu is a B-rank minimum, which typically allots 5 posts to up to 2 D-rank or below spirits. However, variations to the boundaries can be made to allot for multiple spirits, extending the time they’re allowed to populate, or the rank of the spirits able to populate.
  • Most realm summoners still sign contracts with spirits, and can summon spirits via their realm so they don’t have to pay chakra for the spirits.
  • However, some realm summoners are able to populate random spirits, using jutsu to call forward spirits with certain stat spreads based upon the Pets Stat Table. However, without a contracts these spirits can’t utilize jutsu even within the boundaries and are limited to taijutsu. These random spirits don't require special jutsu to summon them, but when summoned they must follow this format in the spoiler below and listed somewhere on the user's post at the time of summoning.
ExampleShow
Example:
Realm Summon • (Spirit's Name)
X-Rank Spirit
This spirit is an X from X, that has been summoned forth randomly pulled from its realm to battle on behalf of X. It follows the following stat spread.
•Taijutsu:
•Stamina:
•Strength:
•Speed:
  • All spirits called forward by Realm summoning, under contract or otherwise, cannot physically exit the boundaries, as it acts as physical wall. They also cannot rise higher than 20m from the boundary floor.
  • Realm Summoning also overlays a different environment pulled from the spirit realm. This realm can be anything from lava fields, swamp lands, or blindingly cold snow stormy fields. This overlay does not effect the existing terrain, IE a summoned lava field would effect those who step in, but the environment it overlays like buildings, trees, and etc. will not affected.
  • Once Realm Summoning has been completed, modifications can be made to the boundaries with more fuuin to increase their strength and potency.
  • If two realms are summoned on-top of one another, it then follows to a battle between the two user's Control stats. The higher of the two's realm is placed over the other one.
Realm Summoning is strong as it establishes a set cost to summon a spirit, which forgoes the risk associated with contractual summoning. The cost can be a double edged sword since it is all paid upfront, but it is definitely useful in combat. Additionally, the control over a boundary gives fuuinjutsu users the ability to even further boost the capabilities of the spirits they're utilizing, which can make them deadly opponents in themselves. The danger in realm summoning is that the overlap cannot be moved, so adjustments in the battlefield can neutralize the usage of a realm summoning.

Realm Summon jutsus are based off of a spirit point system, in which dictates what kind, and how many spirits can be summoned based off the rank of the realm summon itself. The table is located below in stating how each rank spirit is valued under the spirit points system.
Rank of the Spirit SummonedSpirit Points They're Worth
E-Rank5 Spirit Points
D-Rank10 Spirit Points
C-Rank15 Spirit Points
B-Rank20 Spirit Points
A-Rank25 Spirit Points
Rank of the JutsuSpirit Points Allocated
B-Rank20 Spirit Points
A-Rank25 Spirit Points
S-Rank30 Spirit Points
S(40)-Rank35 Spirit Points
S(45)-Rank40 Spirit Points
S(50)-Rank45 Spirit Points
To give an example of this system, look in the spoiler below.
ExampleShow
A person preforms an A-rank Realm Summoning jutsu in which the Realm's size and length is dictated. To see how many spirits the person can spawn up to in the realm, he refers to the table, seeing that he has 25 spirit points to spend on, he can summon a variety of spirit combinations as listed below.
  • 1x A-Rank Spirit
  • 1x B-Rank Spirit and 1x E-Rank Spirit
  • 1x C-Rank Spirit and 1x D-Rank Spirit
  • 2x D-Rank Spirit and 1x E-rank Spirit
Each of the combinations above total out to costing 25 spirit points, coinciding with those allocated by the initial A-Rank Realm Summoning jutsu.

Chakra Binding

Done via Shizumeru, chakra binding is popular in spirit specialists because it forgoes a blood contract in exchange for absolute control over a spirit. The user utilizes their power in Shizumeru to bind the spirit to their chakra, exerting control over the spirit and compelling it to act. This is extra powerful because it can be used to take over summons contracted by others and force them to fight against them, or to simply neutralize them. There are two types of chakra binding. Claiming a spirit is when a person encounters a spirit then uses a jutsu on it, this acts similar to a blood contract where the user is able to summon the spirit and bind it at once. Binding is when the spirit is subjected to the users control, and can be done to a claimed spirit or otherwise. The rules for chakra binding are as follows:
  • Users of chakra binding do not have to sign contracts. Instead, so long as they have used jutsu to claim the spirit, they are able to pull them to our realm via chakra binding. Otherwise, they must use jutsu to bind a spirit.
  • Blood contracts undo claiming done by chakra binding, so it is not uncommon for a spirit to seek a blood contract after being claimed. However, claiming is not required to bind a spirit that has already been summoned.
  • Regardless of it being claimed or bound, chakra binding lasts for a set number of posts based on the jutsu used to bind.
  • Chakra Binding is C-rank minimum and lasts 4 posts, which can be used on E-rank spirits. B-rank binding is done on D-rank spirits, and so forth. The cost for binding is static, but higher ranked jutsu can be made to last longer.
  • When bound, a spirit has no will of it’s own, and only acts at the whim of the binder. These whims can be expressed verbally or mentally.
  • Chakra Binding allows spirits to exist anywhere within our realm, and is not subject to range limitations like contracting spirits is, as they do not need chakra from a host to persist.
  • When bound, a spirit that was summoned by someone else will not siphon chakra from them for the duration of the binding, and thus, the original summoner cannot de-summon them.
Obviously, the limitation of Shizumeru means chakra binding is typically reserved only to those who specialize in spirits. It’s diversity and command it permits of spirits makes it an effective tool in fighting spirits and allows for great utility. However, the higher chakra cost and time limits can make it harder to use effectively, and devoting time to binding summons someone else summons can mean that if the opponent doesn’t use summons, the user is down a schitck.

And that is Kuchiyose.

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Tenkujutsu

Post by NSRP » Fri Sep 09, 2016 4:28 pm

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 Tsukimogami
:
  • Creating a Tsukimogami 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 Tsukimogami 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 Tsukimogami 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 Tsukimogami 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. Tsukimogami 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 Tsukimogami, 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 Tsukimogami, 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 Tsukimogami 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 Tsukimogami 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).
Last edited by Niro on Thu Jun 08, 2023 6:02 pm, edited 3 times in total.

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