Post by Hoots Rowlet on Jun 19, 2017 23:16:20 GMT -5
MIKOTO
Reborn Kunoichi seeking redemption
Reborn Kunoichi seeking redemption
QUOTE: "I will not allow the sins of my clan's past to continue. From this point on The Uchiha clan as it was known is dead and gone as it deserves to be. "
Full Name: Mikoto Uchiha
Age: 35 (Looks 25)
Other aliases: None
Occupation: Former Konoha Kunoichi, Mercenary, Adventurer, Traveler
Height: 5'5"
Weight: 108 lbs
Eye color: Onyx. They become bright red with three Tomoe around the iris when using her Sharingan, the pattern alters to one very similar to Madara's EMS eyes when using the Mangekyo Sharingan, and to Light purple with ripples when activating the Rinnegan.
Hair color: Black
Species: Uchiha Bloodline Human
ABILITIES
Int: 10
Str: 3
Agl: 4
Spd: 4
Dur: 4
HEALTH: 4/ P.L: 12
ENERGY: 42 / P.L: 36
REGEN: 26/ P.L: 19
Mana: 400
Mana Regen: 10 every 10 minutes
ACTIONS
Ninja: 10
(Agl and Str bonus and Wpn.modifier/2 Wpn.modifiers)
-Efficient
-May attack at Range 2 with Melee
-May attack in Area of 2
-May choose to do Normal and Stun Damage
-May Release Self or Others from Paralysis Effects
-Taijutsu
-Kunai/Shurikens
-Stealth
-Chokuto
-Fighting larger/multiple opponents
-Using powers in combat
-Concentration
-High Heels
-Guns
-Judo
Acrobatics: 10
(Agl.bonus)
-Efficient
Nerve Punch: 10
(Int Bonus)
Break: 10
Leadership: 10
Ninjutsu: 7
(Int.bonus)
-As Mastery of Elements (Fire, Wind and Electricity) and Magical Healing
-Create/Manipulate (Can't use Water Release to breathe underwater)
-Force Blast: Fire (2x damage, sets flammable materials on fire), Electricity (2x damage, May do Normal or Stun damage) and Wind (2x damage or Area Effect 5 [may increase with stones]) elements.
-Area Effect Force Blast AND Force Field
-Fire specialty (Gains 1 free stone from GP when using Fire, and loses 1 when using Water. All Fire effects are Efficient, and will improve to Super-Efficient if the 'Efficient' option is bought on the action. However, Water, if acquired, will never be Efficient regardless of options bought.)
-Accumulate Energy for greater effect.
Genjutsu: 10
-Efficient
-As Create Illusions, but enhanced: the illusions may affect up to one sense (sight, hearing, smell, touch, and taste, in that order) per stone played, with a difficulty equal to stones played as usual to "see through" the deception. In other words, if a person falls for it, the illusion could seem very real while being nothing more than a fake for anyone who saw through it. An illusion still cannot harm a person nor affect its environment.
-May be used for the opposite as well, hiding a real object from the senses of people around.
-Substitution jutsu (when used for this purpose, this action shifted into defense allows [if Mikoto manages to evade damage altogether] the user to 'change places' with a nearby object or person located at less than 30'. That object/person receives the attack instead, and the relocation allows Mikoto to attack from an unexpected angle the next turn.)
Puppet Making: 30
(Int Bonus)
-Masterful Puppets
-Realistic Puppets
-Fast Crafting
-Spare Puppets
-High Tech Puppets
-Human Puppets
-Inhuman Puppets
Chakra Strings: 10
(Int Bonus)
-Super-Efficient
-Invisible Threads
-Living Puppets
-Longer Range
-Pure Chakra Puppeteer
Puppeteer: 10
(Agl Bonus)
-Super-Efficient
-Jutsu Transfer
-Puppet Tactics and Teamwork
Sharingan: 10
(Int.bonus; only for using copied techniques or the Telepathy aspect of Sharingan)
-Efficient
-As Genjutsu (As per the action at AN; Requires Eye contact, Victims' Enhanced Vision is halved, Genjutsu Defense applies normally.)
-As Telepathy (All uses require Eye contact: Telepathic communications, Mental Bolts, Illusions, Project thoughts/Control others, Repair minds, Empathy, Psychometry, Generate Pain by touch, Empathic projection)
-Izanami (Perfect attack, No normal defense, Victim is stuck in a Genjutsu loop forcing him to relive a certain chain of events over and over again, until he finally accepts the decided outcome and is freed. The victim, in the real world, is immobilized, and can't act until freed of Izanami. Using this power will 'extinguish' the Sharingan Eye used to perform it, along with the reduction in power that comes with it.)
Eternal Mangekyo Sharingan: 10
(Int.bonus; only for use of Amaterasu, for use of Tsukuyomi and certain uses of Kamui and Kotoamatsukami)
-Efficient
-Amaterasu (Left Eye)(As a Create/Manipulate Amaterasu flames, Also used as a force blast of sorts [2x damage]. The victim's Reflexive Dodge doesn't apply. The flames burn for a very long time and can't be extinguished through normal means.)
-Tsukuyomi (Right Eye) (Works as an Attack VS Intelligence, dealing Stun Damage only, 2x damage; and an Attack VS Intelligence + Genjutsu Defense [or Half the target's Mental Defense, if higher], which either deals Mental Damage [as normal, but may only heal through Repair Minds option of Telepathy or through powerful Medical Ninjutsus] or which can stun for 1 minute per stone of damage due to the pain and mental trauma. If even 1 stone of mental damage is dealt, the victim takes -1 to all Actions for 30 minutes, cumulative with other uses of Tsukuyomi up to -3 to all actions.
-Kamui (Left Eye) (Allows teleportation and sending into and/or entering another dimension within the Sharingan Eyes. As Teleportation at AN [Don't need to travel to send others, Enter/exit the other dimension, Range: 3]; User cannot remain in the other dimension for more than 5 minutes, after which he is forcibly expelled, though harmlessly so. May be used to trap others in the dimension: Works as an Attack VS Defense [Ignores Toughness/Armor]; any stone of damage traps the victim in the dimension [aside from another use of Kamui from the user or another MS with the same power, there is no known way to escape, although other possibilities may exist, GM's call]. May also be used as Hammerspace at AN to store objects. Additionally, may be used to forcibly expel people or objects stored, kind of as a Telekinesis attack of AN + Intelligence bonus and Wpn.modifier. Finally, user may teleport only a part of a target in the dimension, resulting in a bloody mess [works as a Range 3 attack, Ignores Toughness and Armor, 2x damage]. At user's discretion, if the attack deals at least 3w, the user may choose to deal only 1w and rip out a limb instead. Or not, and deal the whole damage.)
-Kamui (Right Eye) (Allows teleportation at a lesser extent than the left eye, as well as a powerful Intangibility. Act as Teleportation as AN [Don't need to travel to send others, Enter/Exit the other dimension, Cannot use at the same time as Intangibility]. May use as Intangibility [As Phase Shift AN 10; User can still be seen/perceived as normal, but his body is in the Other dimension for the duration of the power's use]. After using Intangibility, user cannot activate it again for 1 panel/2 panels of use, or up to 2.5 minutes, whichever is lower [although it can still be used to shift stones into defense, the user cannot phase shift entirely for that duration]. May be used to attack and send others into the other dimension as well, as a melee range attack VS defence [Ignores Toughness/Armor]. May be used as Hammerspace at AN, and may be used to forcibly expel objects or trapped creatures as a Telekinesis attack with Intelligence bonus and Wpn.modifier.)
-Kotoamatsukami (Both Eyes) (Considered to be the ultimate Genjutsu. Works as this action's AN + Intelligence bonus VS victim's Intelligence + Genjutsu Defense OR Mental Defense [Whichever is higher], Requires eye contact. If successful, the following Telepathy Options affect the target, all together and all at the same time: Project thoughts/Control others [to force the victim to do something to the best of their capability], Edit memories [to make the victim remember things differently to make them both convinced that they were acting of their own free will all along AND ignore entirely the fact they were manipulated], Empathic Projection [to give the victim a proper emotion or set of emotions appropriate and useful to push him even further towards his forced new goal] and a general defense against Mind Reading for the specific purpose of making it difficult for anyone to find out the victim was manipulated for this specific purpose [this additional defense grants a bonus equal to the Mangekyo Sharingan's AN but only for the specific purpose of people having trouble to find out that the victim's mind was manipulated for that very reason]. The effects are permanent until the goal is accomplished, or simply permanent for the alteration to memory and the defense VS discovery of memory alteration. This power is exceptionally taxing on the user, and can only be used once every 10 years, unless the user has Hashirama Senju's cells in her body, which Mikoto hasn't. However, as both her eyes have this ability, she could use it up to twice every ten years.)
-Susanoo: Activates Growth as a Modifier up to one half the stones played rounded down with corresponding bonuses. Stones played in this action may be used as Force Field (with Defensive stones doubled). Mikoto gains twice as many stones played as Metamorphosis, which can be used to improve any physical action, or gain weapons with advantages on a 1 stone/+1 CL basis.
-Unlike regular Mangekyo Sharingan, Mikoto can use hers as much or often as she wants without fatigue or ill effect.
Six Paths Technique: 10
(Int.bonus)
-Efficient
-As Mastery of Fire, Lightning, Wind, Earth, and Water (Can't use Water Release to breathe underwater); Unlimited Create/Manipulate, Force Blast (Fire [2x damage, sets flammable objects on fire], Lightning [2x damage, or Normal and Stun damage], Wind [2x damage, or Area effect 5], Earth [Normal damage when target is airborne, 2x damage when target is standing on the ground, 3x damage when target is under/in the ground] and Water [Normal and stun damage, and 2x damage if target is on/in/under water]), Accumulate Energy, Combine with Close or Ranged Combat.
-Also usable as the aforementioned Mastery are mixed elements such as Mist, Lava, Wood, Mud, Ice, etc.
-Through the use of Rinnegan, Mikoto has access to all the powers of the Six Paths Technique, as detailed below the CAD as per the seven Paths: Deva, Asura, Animal, Human, Naraka, Preta, and Outer.
-Yin/Yang Release (Yin Release [Can create objects and materials as per Create/Manipulate Matter; and/or create automatons/lifeless creatures as per the Summoning action], Yang Release [Animate Objects and materials, or to actually make automatons/lifeless creatures alive], As Mutant Healing (Heals up to 2x AN white stones per day); May use to 'Regrow organs/Limbs' onto self or others; Yin-Yang Release [Can create beings of 20 creation stones per stone spent, up to AN. The created beings are permanent, although there is a limit as to how many she can create per day, equal to AN.])
Fūinjutsu: 8
(Int.bonus)
-As Hammerspace
-Can be used to seal creatures, objects, chakra, etc. within other objects, creatures, etc.
Catalyze Kekkei Genkai: 19
-As Manipulate Metagenic Fields
Chakra: 10
-Usable as Ki User
-Inner Power (As Accumulate Energy from M.o.M)
Kage Bunshin no Jutsu: 10
(Dur.bonus)
-As Duplicate Self, except as follows
-May create up to 1 clone per AN, must pay clones' Durability in stones to create a clone, then 1 stone per clone maintained per panel. Maintaining this does not use up an action per panel.
-Perfect Clones: Clones are as powerful as the original (with the following exception: Clones' Chakra is 2 ANs lower and their Power Level is reduced by 1)
-Original Mikoto retains knowledge/sensory experiences of her Clones
-May gain 1 additional LoE by using her Clones to learn something faster.
Rune of Punishment: 5
(Int.bonus)
-A powerful cursed Rune feeding on its user's lifeforce in exchange for highly destructive power, recovered from the corpse of the fiend known as Astaroth. Usually lethal to its bearer, but Mikoto's power seems sufficient to survive its parasitic nature. The Rune appears as a black vortex-like tattoo on Mikoto's left hand, and glows with white and black 'light' when its powers manifest. To activate, Mikoto simply raises her arm, rune towards her target(s), and wills the rune to activate. Said powers include:
- Eternal Ordeal (3x damage, Atk VS Durability + Magical Defense, Draining; Will disintegrate victim if killed, Automatically causes collateral damage. When used, the bearer *must* sacrifice at least 1w of Health, but it still counts as a use of the Draining advantage, adding 3 stones to the attack as normal. The victim is engulfed in the rune's unnatural light, usually vanishing into nothingness along with it.)
- Double-Edged Sword (2x damage, Area Effect, Atk VS Durability + Magical Defense, Draining; Will disintegrate victims if killed, Automatically causes collateral damage. When used, the bearer *must* sacrifice at least 2w of Health, but it still counts as a use of the Draining advantage, adding 6 stones to the attack as normal. This effect causes a massive wave of the same light as that emitted by the rune, often killing and disintegrating anyone inside, and most anything else around.)
- Voice of Death (Atk VS Durability + Magical Defense; Will kill if any stone gets through, but deals no damage otherwise; Victim is disintegrated if killed, Automatically causes collateral damage, Cannot be split between multiple targets. Drains 2w of Health from the user, but adds no stone to the effect. Visually, the effect is similar to Eternal Ordeal, but tends to kill with even more certainty.)
- Everlasting Mercy (Area Effect, Atk VS Durability + Magical Defense; Draining; Will disintegrate victims if killed, Causes massive collateral damage. Stones of damage are converted into Health to heal the caster and their allies. Must spend 2w of Health to use, which do not count as Draining; user may spend more Health as normal to improve this attack's power. Visually, this attack looks like the Double-Edged Sword, but the white and black light of the wounded/killed enemies is then absorbed by the caster and their allies.)
Prime Arcanum: 15
(Int Bonus)
-Accumulate Energy
-Analyze Magic Item (stones VS Highest AN/MN to analyze a magical item/artifact's properties. Covert spell.)
-Activate Magic Item (stones VS Resistance to activate a magical item, even if the means for its normal activation are unknown or unavailable. Vulgar spell. Requires AN 2+.)
-Dispel Magic (stones VS AN of active magical effect to dispel it. User's AN must exceed targeted's effect's in order to have the potential to do so. Vulgar spell. Requires AN 2+.)
-Magic Shield (as Force Field; Only effective VS Magic. Vulgar spell. Requires AN 4+.)
-Complex Phantasm (pay for Effect and Duration in panels; where Effect is as Create Illusions action. Covert spell. Requires AN 4+.)
-Channel Mana (stones VS Resistance; allows user to immediately draw the mana out of an Hallow or Tass, without need for a ritual. Vulgar spell. Requires AN 4+.)
-Duel Arcane (pay stones for Area and Duration, Target must be a willing mage. The mage transports himself and the target to an astral pocket plane similar to their original surroundings, but ghostly in nature, not unlike the Twilight. There, the two mages can battle each other in a Duel Arcane under their agreed upon conditions, at the end of which they will be transported back to the mortal world, with none of the collateral damage carrying over. Vulgar spell. Requires AN 4+.)
-Eyes of the Awakened (Atk VS Dur+Magical Defense, deals no damage; if successful, the target is affected as per the effects of Supernal Vision even if they are a Sleeper, but the effect will not cause any Paradox. Covert spell. Requires AN 6+.)
-Create Hallow (pay stones for Effect up to AN and Duration in days, where Effect is the MN value of the created Hallow. The mage downright creates an artificial Hallow, connecting an area with the Supernal World whether any such connection existed at all beforehand. The Hallow functions effectively like a normal one, generating mana if mages gather it, and tass if not. When the spell ends, the area returns to normal, and any remaining mana or tass dissolves into thin air. Vulgar spell. Requires AN 8+.)
-Imbuement (Pay stones for Effect up to AN, and Duration, where Effect is as the Action of the same name; Can imbue objects, May imbue up to AN objects at once; May make an Imbuement permanent by sacrificing 1w of Health for 24 hours, which must heal at normal, non-enhanced speed. May only imbue with powers the user possesses. Vulgar spell. Requires AN 6+.)
-Greater Enchantment (As Inventing, but for magical items; Costs 1 Mana for items up to AN/MN 5, 2 Mana for items up to AN/MN 10, and 3 Mana for anyhing higher than that. Vulgar spell.)
-Manifest Materia (Stones up to AN VS Resistance, where Resistance is the max AN of the target action (max 12), to create any Elemental and Magical Materia of all varieties; Costs 1 Mana per Materia created, 2 if creating a Master level Materia. Additionally, may spend 2 stones/Materia level, up to AN (and with a maximum of 12 stones for Master level), in order to create Materia from the Final Fantasy: The Dreaming book. Vulgar spell. Requires AN 8+, and the Matter Arcanum at MN 8+.)
Forces Arcanum: 15
(Int Bonus)
-Accumulate Energy
Life Arcanum: 15
(Int Bonus)
-Accumulate Energy
Matter Arcanum: 13
(Int Bonus)
-Accumulate Energy
-Decipher Mechanism (Stones VS Technological AN. Allows user to understand how a given mechanism works and what matter its parts are made of. Covert spell.)
-Alter Conductivity (Stones VS Resistance. Allows user to change the conductivity of a given substance, either increasing it, reducing it or potentially negating it entirely. Covert spell. Requires AN 2+.)
-Transmute Liquid (Stones VS Resistance+Area; transmutes a liquid into another. For example, a mage could turn oil into freshly pressed orange juice, or salt water into fresh water, or blood into soda. May not be used to alter transmute liquid inside living organisms. Vulgar spell. Requires AN 2+.)
-Alter Integrity (Pay stones for Effect, Duration, and Area if appropriate, where Effect lowers or increases an object's Hardness. Vulgar spell. Requires AN 4+.)
-Alter Plasticity (Pay stones for Effect, Duration, and Area if appropriate, where Effect lowers or increases an object's plasticity, making it more or less bendable and malleable. Vulgar spell. Requires AN 4+.)
-Repair Objects (stones VS Hardness, Technology or Area, whichever is higher, to repair a damaged object. Multiple castings may be necessary if damage is too extensive or the object is large. Cannot repair mystical materials or magical artifacts. Vulgar spell. Requires AN 4+.)
-Annihilate Matter (stones VS Hardness, Technology or Area, whichever is higher, to destroy an object and turn it to dust. Cannot destroy mystical materials or magical artifacts. Vulgar spell. Requires AN 6+.)
-Forge Thaumium (1 lb of Thaumium/stone played can be forged out of an equal amount of gold, silver and mercury; Takes additional time to cast (1 hour). Thaumium is a mystical metal with acute magical properties which has many uses, such as the ability to store mana and protect against magic, although other uses are possible. Covert spell. Requires AN 8+.)
-Raw Creation (pay stones for Effect, Technology, or Area, whichever is higher; allows user to permanently create a mundane object out of nothing. Vulgar spell. Requires AN 8+.)
Death Arcanum: 13
(Int Bonus)
-Accumulate Energy
Spirit Arcanum: 12
(Int Bonus)
-Accumulate Energy
-Summon Servants (As Summoning, only to summon Heroic Spirits from the Throne of Heroes; Costs 3 Mana to cast, and 1 Mana/Spirit/day to maintain. May either spends Stones VS Durability to summon a random Heroic Spirit from a random class which will be compatible with the user, Stones VS Durability+2 to summon a Herois Spirit from a specific class which should be compatible with the user, or Stones VS Durability+5 to summon a specific Spirit whether or not they are compatible with the user. Vulgar spell.)
Space Arcanum: 12
(Int Bonus)
-Accumulate Energy
Time Arcanum: 12
(Int Bonus)
-Accumulate Energy
Fate Arcanum: 10
(Int Bonus)
-Accumulate Energy
Mind Arcanum: 10
(Int Bonus)
-Accumulate Energy
High Speech: 7
Black Ops: 6
(Int.bonus)
-Efficient
-Search room/area
-Impersonate
-Undercover
-Surveillance
-Assassination
-Escape Artist
General Knowledge: 4
(Int.bonus)
-Efficient
-Konoha lore & culture
-Justu and combat tactics
-Tactical lore
-Elemental Nations History and geography
Hunting/Tracking: 8
Perform: 6
(Agl.bonus)
-Singing
-Dancing
-Painting/Drawing
-Play most instruments
-Calligraphy
-Consumed skills
Social Skills: 6
-Kind and gentle
-Motherly
-Intimidate
-Leadership
-Seduction
-Etiquette
MODIFIERS
Power Level: 12
-Power Level Recovery
-Tireless 1
Healing Factor
Reconstitute Self: As long as she has one Mana left she will revive within 24 hours.
Supernal Walker
Immortality
Self-Contained Life Form
Tier: 9
Sharingan Eyes / Rinnegan: 10
-Mikoto has the ability to use either her Eternal Mangekyo Sharingan eyes, or Rinnegan, and may switch freely between the two at a moment's notice.
-Grants its user the ability to use the Six Paths Technique at an AN equal to this modifier's MN. Also grants a "Sharingan/Rinnegan" modifier to all uses of the Sharingan/Eternal Mangekyo Sharingan/Six Paths Technique equal to 1/3 this modifier MN, rounded up (in this case, 4).
-Allows user to Sense Chakra (as Sense Power) at this action's MN
-Grants a defense VS Genjutsu and Sharingan powers equal to this Modifier's MN
Unknown Doujutsu: 10 (OOC: Feel free to name it how Mikoto pleases.)
-Mikoto spontaneously manifested this new doujutsu as a result of her resurrection and shifting through dimensions. It essentially allows her to perceive, interact with, and even harm JoJoverse Stands, but also to copy them and manifest them as needed for her own purposes.
- Stand Affinity (While this doujutsu is active, or while one of her copied Stands is present, Mikoto is able to perceive Stands, touch them and even harm them physically, or via her powers.)
- Stand Replication (When she perceives a Stand, Mikoto can choose to copy it for herself, gaining it for her own use. Up to MN Stands can be copied and 'stored away' at once.)
- Stand Manifestation (1 stone/panel to activate/maintain. For a single stone every panel (no Action spent), Mikoto can bring out one of her copied Stand to act or fight for her. She cannot have more than a single Stand manifested at once, but can switch between them at will every panel.)
- Stand User Weakness Negation (As the Stands she copies are not really hers, Mikoto suffers no damage whatsoever when one of her Stands is harmed. Additionally, should one of them be destroyed, she would simply lose that one copy without suffering any damage herself.)
-Currently copied Stands: Sticky Fingers, Paisly Park
Sharingan Copy
-Through Sharingan Eyes
Stealth: (Invisible to the extra sensory abilities of the Byakugan)
Totem Enemy (Hawk): Reduces the INT of Rat, Rabbit, and Squirrel based charactets to 1.
Gnosis: 20
-Transcend The Form
-Master the Paradox
-Subtle Aura
-Mikoto is strong in Prime, Forces, and Matter
Mana Well: 13
-Bottomless Well
Hallow: 10
-A mysterious hotspring hidden in the most remote mountains of the Far East
-Enhanced Hallow
-Isolated
-Secure (Protected by a quartet of Mikoto's puppets granted lives of their own.)
Magical Tools: 2
-A combat knife (General)
-A necklace with a trinket shaped like a war fan. (Prime)
Ascension
Slick Skin Jutsu: +10
(As Resistance to Entanglement)
-Applies to skin, and hair only. Not clothes.
Flexible Skeleton: +8
Energy Battery: 10
Deep Reserves +10
Transform Self by Touch
Acute Hearing/Acute Sight +4/+8
-Base Acute Sight is +3 due to Mercer's enhanced Eyesight, increased to +8 through Sharingan Eyes.
Reflexive Dodge +4
Genjutsu Defense +5/+10
-Protects against all forms of Illusions, including the powers of Sharingan. Number after slash used with Sharingan or Rinnegan active.
Targeting +2
Fast-draw +4
(Kunai and Shuriken)
Sneak Attack: +6
-Improved
-Enhanced
-Superior
-Lethal
-Lightning Strike
-Power Sneak Attack (2x Range)
-Ranged Sneak Attack (2x Range)
Critical Hit: +8
-Lethal Crits
Leaping +3
Prescience
-Through Sharingan Eyes
Enhanced Vision 10
-Perceive minute details, Fast Sight, Perceive an opponent's next move, all options granted by rote spells
-Through Sharingan Eyes
Sense Chakra 10
-As Sense Power
-Enhanced through the power of the Rinnegan
Izanagi, Ultimate Form
-The most powerful form of Izanagi, a very powerful Dojutsu technique of near ultimate defensive power, which wielders of Sharingan can potentially learn, and wields power from both Yin and Yang Releases in order to apply an illusion to reality itself as opposed to someone's senses, allowing them to re-write events centered on them in order to negate harm or even death being inflicted upon themselves. The Ultimate form is achieved by having the Sharingan, both Uchiha and Senju cells, and mastering the latter two.
-Basic Effect (As Instant Healing Factor, Instant Reconstitute Self, Instant Limb Regrowth; May only return to whatever state the user was in within the limitations of the technique mentioned below. For example, if the user lost an arm prior to the time the technique can negate events, it won't reappear, only if it was still attached priot to the activation of the effect.)
-Duration (The user can activate Izanagi for up to 1 minute/2 panels/Chakra AN they have, and negate events happening up to one panel before the activation of the technique, allowing Ultimate Izanagi users to activate it as a reaction rather than a precaution. Going one panel over that will result in the loss of their eye as well, except if they have awakened the Rinnegan, in which case they simply have to rest before using it again (see below).)
-Recovery Time (An Izanagi user simply cannot use the technique constantly and essentially be invincible. However, the stronger the user's technique is, the less time it takes to recover. The Ultimate form allows one to activate it again after a single hour. Naturally, if the user has two Sharingan eyes, they can use either separately. Should a Ultimate user who has awakened the Rinnegan exceed their time limit, they will not lose their eye, but will lose the ability to activate it until they get some significant rest, typically 6 hours of sleep, although calm activities or meditation or the like would also work.)
-Extended Reach (Ultimate form users also have the ability for their Izanagi to affect more than just themselves, at a very limited extent. In an Area 3 centered on them, they can have the effects of their technique apply to an ally, or anyone they wish to save or protect with it, in addition to themselves. Doing so, however, will automatically count as exceeding the limitations of the technique, and will make Izanagi unusable for that eye until proper rest is taken, see above.)
-Reality Warping/Izanami Weakness (For all of its power, Izanagi has some strong weaknesses in addition to its duration and recovery limitations. The most frequently seen one is Izanami, another ultimate Dojutsu created by Uchiha clan members specifically to counter those who abuse Izanagi. By definition, Izanagi will always lose to Izanami, regardless of the version used. Additionally, since Izanagi is still, at its most basic nature, an illusion applied to reality, stronger forms of reality warping will take precedence over it, making reality warpers a solid counter to the technique in a similar manner that Izanagi is.)
Command Rune, Special (6 Command Spells left)
-Mikoto, through use of her magic, has effectively imposed herself as a Master to reality itself, granting herself three Command Spells/Heroic Spirit she summons. Were she to lose an Heroic Spirit, her total would go down by 3 as well. Her Command Rune appears on her right hand, becoming more and more complex, but not larger, with each additional spirit. Her spells have the following capabilities:
- Command Servant (May be used as a 10 stones Atk VS Durability or Intelligence, Attacker's choice, which if successful, forces a Heroic Servant under one's control to obey a given order to the best of their capabilities. If they fail, they are forced to obey entirely, but even if they succeed, while they can disobey, they will take a -1 to -3 sit.mod to any action performed in opposition to the order, depending on the severity of the order, the power of the master, the directness of the order, and the power of the servant.)
- Special Commands (Usable as as Teleportation 10, as Magical Healing 9, and as Iron Will 8, all usable only on a user's active Servants.)
- GM can decide if other options are possible
- Unlimited Range to use
- Requires user to speak the command aloud
- Every Holy Grail War grants a participating Master 3 new Command Spells
- Losing all Command Spells automatically disqualifies a Master from the War
Wealth: 2
CHALLENGES
-Looking non-human (-1; Mikoto, like all Uchiha, has perfectly onyx black eyes when her Doujutsu aren't active. This may seem unnatural to normal humans.)
-C.T.S.U.F.U (-4; Mikoto is one of the kindest souls in existence, and obviously, it shows.)
-Haunted past (-3; the Uchiha massacre, and the subsequent actions of her surviving clanmates.)
-Prejudice (-2; against other Uchiha clan members. Mikoto has seen far too many horrors committed by members of her clan to be able to support them any longer... to say the least.)
EQUIPMENT
20 Kunai: +2 close or ranged combat
30 Shuriken: +1 ranged combat
-SCP-458 (Manifests a human holder's favorite pizza upon contact with their hands, whatever it may be as long as it's edible, within itself. Indestructible. Appears to be an otherwise normal-looking, large-sized Little Caesar's pizza box of their Hot-n-Ready variety, but can manifest pizzas of any kind, type, restaurant chain or homemade.)
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STORY: The Massacre of her clan should have been the end. She died... But then she was in the next world looking down on her son and surviving kin, enraged and disgusted with how they acted... Then out of nowhere she was given a second chance, naked in a world she knew nothing about. Might as well make the most of it.
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The Six Paths Technique
- The Deva Path: As Telekinesis (with Weapon modifier), As Mastery of Gravity (Immune to Effects, Create Manipulate, Force Blast [3x damage, Ignores Toughness/Hardness], Accumulate Energy, User gains Flight at AN, Combine with Close/Ranged Combat); Shinra Tensei Field (as Force Field; doubles defensive stones); Chibaku Tensei (User creates a small ball of black energy, which gathers matter in a large area in order to create an artificial heavenly body (stones as an Area Effect of 5 times what the D&R chart indicates; acts as an Attack ignoring Toughness/Hardness, works only against inanimate matter, which will create a mass equal to Area in diameter. This attack might only deal damage to living beings withing if they are crushed by the moving matter or hurt by rubble or inside buildings or underground yet within the area [GM's call].), which can be used as such by being put in orbit, or used as an attack by being dropped onto an area (in which case it acts as a basic Gravity blast, but with an Area effect equal to the Area of the heavenly body thus created). Using this aspect of the Six Paths Technique at more than 20 stones in total forces Mikoto to wait 1 panel before using it again.
- The Asura Path: Grants Mikoto the ability to summon a mechanized armor, augmenting her body and granting her the use of varied and powerful robotic weaponry. In effect, the Asura Path essentially works like Metamorphosis with an AN of 3/AN of this action, which can be used to acquire Cybernetic/Robotic powers/actions/abilities, including, but not restricted to, robotic weapons, increased Toughness, Cybernetic senses, etc. Additionally, the changes can be altered once every two panels as a reflexive and instant effect requiring no action, to reflect the great versatility of the Asura Path. The base form of the armor is a six-armed, three-faced version of the base body with robotic features, but Mikoto can alter it in various ways depending on its abilities.
- The Animal Path: Allows Mikoto to summon various creatures, with fewer limits than regular summoning jutsus would indicate. First, the types of creatures she can summon are many, and how many there can be at once is quite impressive, essentially making a small army (up to 2 creatures/AN can be present at once, though summoning each still requires to pay stones as normal). Second, all summoned creatures have the Rinnegan as they are connected to the summoner, allowing Mikoto to see through them and control them. Finally, all the creatures can be summoned only by paying their Durability in stones, as if Mikoto knew their true names. The creatures that can thus be summoned are: Giant Drilled-Beak Birds, Giant Multi-Headed Dogs, Giant Snake-Tailed Chameleons, Giant Pandas, Giant Oxen, Giant Rhinos, Giant Crustaceans, Giant Centipedes, her own Mikoto Clones, up to 3 allied Ninjas Mikoto would have previously created a mystic bond with. Creating such a bond requires Mikoto to meditate for a minute, and the bond can only be changed if a previous ally died, became hostile to her, or otherwise refuses to share the bond with her.
- The Human Path: This path is rarely used by Mikoto unless it is absolutely vital and all else failed. It allows her to forcibly extract the soul of a victim in order to read its mind.... but the soul removal results either in a coma if Mikoto decides to store the soul in the King of Hell, or in death if not. Extracting the soul is an attack VS Durability + Chakra + Mental Defense, meaning some very powerful individuals with either powerful minds or chakra might resist it, but otherwise, it instantly kills the victim (as 2x damage, plus the fact it ignores most defenses)/puts it in a coma, rendering it harmless. Mikoto has found a way to use her chakra to restore a stolen (and stored in the King of Hell) soul to its unconscious body, thankfully, so she can use this technique without killing the victim, restoring it to its normal state afterwards. "Reading the mind" of someone using this technique will not only bring all the information Mikoto wishes to learn regarding a person, its lore and experiences, but also allows her to gain +1 AN/MN in one Ability/Action/Modifier the victim had that was higher than Mikoto's own (if he had it at all), as she retains part of the victm's knowledge after such a thorough reading of its very soul.
- The Naraka Path: Through use of the Nakara path, Mikoto summons the King of Hell, a large head sprouting from the ground, surrounded by purple flames. The King of Hell, like all summons through the powers of the Six Paths Technique, has the Rinnegan, is under Naruot's control and Mikoto can see through his eyes if she wants to. The King of Hell grants three powers to her. One, the power of interrogation (the King of Hell immobilizes its victims through an attack VS Durability and Chakra which stuns for 1 panel/stone of damage; he then grabs a hold of the victims' lifeforce [which looks like an enlarged tongue through this power], and asks questions with an Enhanced Sense [Discern Truth] at MN 10. If the victims tell the truth, the King of Hell releases them with an Attack VS Durability and Chakra; each stone of damage causes a -1 to all actions for an hour, but they are still alive. If they lie, or refuse to answer, it releases instead an Attack VS Durability plus Chakra that deals normal damage). Two, the power of restoration (the King of Hell ingest the damaged body, regenerates it, then releases it fully healed, intact, including the wearer's clothes if Mikoto so wishes, though this power cannot resurrect the dead). And three, the power of transportation (allows use of this action as Teleportation; Mikoto, her allies and whatever she wants to bring along enter its mouth, then the King of Hell disappear into the ground, reappears elsewhere, and its passengers walk out). It is to be noted that the King of Hell is invisible except while restoring the wounded or served for teleportation (if Mikoto wishes it to be visible then), otherwise it is seen only by Mikoto (and victims being interrogated).
- The Preta Path: Allows to absorb either regular energy or that of Ninjutsus in general of up to 3/2 the amount of stones played, dispelling the technique or effect, and gaining up to half the stones absorbed. For example, if she puts 12 stones in this action, she can absorb a Fire release jutsu of up to 18 stones, and regains a total of 9 stones of Energy from absorbing it. If it's not enough to absorb the attack entirely, the rest of the stones still act as an attack against her, although severely weakened. If she manages to grab a victim, she can also use this as Improved Energy Drain.
- The Outer Path: The most powerful Path, and for obvious reasons, the only one Mikoto cannot grant to her clones through the Six Paths of Pain Technique (read further). The first use of this Path is the Six Paths of Pain technique, using animated corpses to serve as vessels for the six other Paths. In doing so, she shares her Paths with up to 6 reanimated corpses which essentially act as Clones, losing access to it until she dispells them/they disappear. The original Mikoto controls the Six Paths, of course.
Additionally, she can bring the dead back to life through use of the Samsara of Heavenly Life Technique, as long as they didn't die prior an amount of time set by this Action's AN on the Duration row of the D&R chart, by paying stones equal to the dead's Durability plus Chakra (doing this is tiresome and causes a -1 to all actions for 6 hours). If Mikoto so wishes, she can also bring back many dead back to life (1 per stone played), but doing so is positively exhausting and imposes a -5 penalty to all actions for one full day). NOTE: Some dead beings and creatures cannot be brought back from the dead, at the GM's discretion.
The third ability of the Outer Path is the creation of Demonic Chakra Chains, he can use to bind, cause pain to, and absorb the energy of its victims, as well as to control the Tailed Beasts through use of Chakra Receivers. Acts as an Atk VS Defense to immobilize, an Atk VS Durability+Chakra (Normal Damage, or 2x damage, Stun damage only) to cause pain, or as Improved Drain Energy. Control of attached Tailed Beasts is automatic as long as they have Chakra Receivers within them, and Mikoto can reabsorb them near-instantly within the Demonic Statue of the Outer Path if she were to lose control of them. The chains have a range of up to 5.
Finally, the fourth and final power of the Outer Path is the summoning and control of the Demonic Statue of the Outer Path itself. (CAD will be done later)