[HA] The healthy Jashinist

Tsuki

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Hey hey! So the clan is essentially a cult whose members worship Jashin by offering human sacrifices through their rituals. It's probably through Jashin that they are granted immortality, but their immortality isn't completely perfect. They can probably die of starvation and can be completely disabled if they receive the same treatment Shikamaru gave to Hidan. They still need to get patched up if their limbs leave the rest of their body.

As for abilities, they can be used once two conditions are met:
1. Creating a triangle within a circle both from their own blood on the ground, which the jashinist will remain within in order to perform their abilities.
2. Ingesting a minimal amount of blood from the target they intend to harm/manipulate.

With these two conditions met, any pain (depends either physical or mental) the jashinist or their doll experiences, the target experiences too. Keeping in mind that the jashinist is immortal, it's the target who's in a loss.
 

Ańbu Juniør

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It's indeed the enemy who'll be at a loss if a Jashinist gets their hands on their blood. However, getting a drop of your opponent's blood is already hard enough, so you have your work cut out for you.

With that said, let's move on to the techniques. The technique below is very self-explanatory, so instead of performing it, I'll ask you to list the advantages and disadvantage of this technique, and how you'd counter if if it was used on you.

( Jujutsu: Shiji Hyōketsu ) - Curse Technique: Death Controlling Possessed Blood
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50 ( -20 per turn )
Damage: N/A ( dependent on jutsu used )
Description: In order to use this jutsu, the user must first create the Jashin insignia, a large 4 meter circle with a triangle on the inside, on the ground with his own blood. The user must remain in the center of the circle throughout the jutsu in order for the Curse to continue to work. After obtaining the opponent's blood in some way, the user ingests the blood and his face becomes black with various white markings that commonly resembles skeleton, a symbol of death. Once the sacrificial ritual has been done, the victim and the user are fatally linked. Any physical harm that the user takes will be reciprocated on the opponent, ranging from scratches to stabbing themselves through their chest.
Note: This jutsu lasts 4 turns and can only be used once every 4 turns.
Note: This jutsu can only be used by Jashinists.
 

Tsuki

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That's true, would have to figure out a nifty way to get that blood.

Advantages:
- The enemy would need to focus more on removing the user from the Jashin insignia or getting rid of the insignia itself rather than harming the user. Otherwise the enemy harms themselves too.
- If the enemy decides to harm the user anyway, then the user also benefits because the enemy ends up harming themselves.
- Not sure, but I'm guessing you can "freeform" draw the circle at the start of the fight so that you can move to it later on when you actually get hold of the opponent's blood.
- You can enter a previously drawn Jashin insignia later on during the fight.

Disadvantages:
- The user must remain in the insignia to use this ability.
- The enemy isn't restricted, they can still move around and perform abilities.
- The insignia can be destroyed by wiping the blood away with low rank water or ruining the symbol by breaking the ground with an earth technique (any element really).

Counter:
I'd focus on destroying the insignia so the jashinist wouldn't be able to re-use it. Water Release: Gushing Water Imprisonment would both ruin the insignia and imprison the Jashinist.
 

Ańbu Juniør

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I had a Jashinist before they were cool.
Thanks for the input. Hook my boy up with some customs!

That's true, would have to figure out a nifty way to get that blood.

Advantages:
- The enemy would need to focus more on removing the user from the Jashin insignia or getting rid of the insignia itself rather than harming the user. Otherwise the enemy harms themselves too.
- If the enemy decides to harm the user anyway, then the user also benefits because the enemy ends up harming themselves.
- Not sure, but I'm guessing you can "freeform" draw the circle at the start of the fight so that you can move to it later on when you actually get hold of the opponent's blood.
- You can enter a previously drawn Jashin insignia later on during the fight.

Disadvantages:
- The user must remain in the insignia to use this ability.
- The enemy isn't restricted, they can still move around and perform abilities.
- The insignia can be destroyed by wiping the blood away with low rank water or ruining the symbol by breaking the ground with an earth technique (any element really).

Counter:
I'd focus on destroying the insignia so the jashinist wouldn't be able to re-use it. Water Release: Gushing Water Imprisonment would both ruin the insignia and imprison the Jashinist.
You clearly listed the same advantages and disadvantages I also saw in the technique. In regards to countering, destroying the insignia is one way, but you could also force the opponent to remove themselves from it by attacking them from below. Using earth techniques to alter the gound could also work to effectively destroy the Insignia.

Given the fact that these techniques requiring the insignia, you might want to look into creating customs that allow you to work around this. Perhads a fuuin seal that automatically deploys the insiqnia that you pre-stored blood into, or a way to move the seal along with you or something.

Here is the next technique, which is similar to the last one except it does reduced damage in exchange for allowing you to control your opponent's movements. List the advantages and disadvantages of this technique, and how you'd counter if if it was used on you.

( Jujutsu: Kuji Sōketsu ) - Curse Technique: Body Controlling Manipulated Blood
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50 ( -20 per turn )
Damage: N/A ( dependent on jutsu used )
Description: In order to use this jutsu, the user must first create the Jashin insignia, a large 4 meter circle with a triangle on the inside, on the ground with his own blood. The user must remain in the center of the circle throughout the jutsu in order for the Curse to continue to work. After obtaining the opponent's blood in some way, the user ingests the blood and smears some on his puppet, both it and the opponent faces become black with various white markings that commonly resembles skeleton, a symbol of death. Now linked, half of the physical damage done to the puppet to be shared with the connected individual. Even if the victim dies, the connection isn't severed, leaving their corpse to be a puppet. This means if the user stabs it with an A rank technique, the opponent will take 30 damage while suffering the normal limb damage. The user is capable of physically moving the opponent via moving the voodoo dolls limbs, preventing the opponent from moving at the same time. This counts as a move per turn.
Note: This jutsu lasts 4 turns and can only be used on each opponent twice.
Note: This jutsu can only be used by Jashinists.
 

Tsuki

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You clearly listed the same advantages and disadvantages I also saw in the technique. In regards to countering, destroying the insignia is one way, but you could also force the opponent to remove themselves from it by attacking them from below. Using earth techniques to alter the gound could also work to effectively destroy the Insignia.

Given the fact that these techniques requiring the insignia, you might want to look into creating customs that allow you to work around this. Perhads a fuuin seal that automatically deploys the insiqnia that you pre-stored blood into, or a way to move the seal along with you or something.

Here is the next technique, which is similar to the last one except it does reduced damage in exchange for allowing you to control your opponent's movements. List the advantages and disadvantages of this technique, and how you'd counter if if it was used on you.

( Jujutsu: Kuji Sōketsu ) - Curse Technique: Body Controlling Manipulated Blood
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50 ( -20 per turn )
Damage: N/A ( dependent on jutsu used )
Description: In order to use this jutsu, the user must first create the Jashin insignia, a large 4 meter circle with a triangle on the inside, on the ground with his own blood. The user must remain in the center of the circle throughout the jutsu in order for the Curse to continue to work. After obtaining the opponent's blood in some way, the user ingests the blood and smears some on his puppet, both it and the opponent faces become black with various white markings that commonly resembles skeleton, a symbol of death. Now linked, half of the physical damage done to the puppet to be shared with the connected individual. Even if the victim dies, the connection isn't severed, leaving their corpse to be a puppet. This means if the user stabs it with an A rank technique, the opponent will take 30 damage while suffering the normal limb damage. The user is capable of physically moving the opponent via moving the voodoo dolls limbs, preventing the opponent from moving at the same time. This counts as a move per turn.
Note: This jutsu lasts 4 turns and can only be used on each opponent twice.
Note: This jutsu can only be used by Jashinists.
Ty for the suggestion, luckily I picked up my fuin training again so will try to cook something up.

Advantages:
- The user avoids the hassle of spilling their own blood by using a doll instead.
- Although the damage points are halved, the user can now severe limbs from their opponent through the doll without having to severe their own limbs.
- The target can be controlled to block attacks for you or do your bidding while you keep a safe distance.

Disadvantages:
- Still need to get the opponent's blood.
- If your game-plan is to exhaust the target's health points (unlikely) then it's inefficient because the damage is halved.
- Even if they can't form hand seals (?), the opponent can still use their chakra.

Counter:
- This one is more troublesome to deal with because your physical body is restricted. If this also restricts hand seals, then Water Release: Gushing Water Imprisonment would still do the trick since it doesn't require hand seals and can ruin the insignia drawing while also allowing you to go offensive.
- Other options would be to force the jashinist out of the insignia as you suggested, but with a technique that doesn't require hand seals.
 

Ańbu Juniør

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Sorry for the wait.

You're correct in the fact that while an opponent affected by this technique has the bodily movements controlled, they can still perform techniques that don't require handseals that could remove you from the sigil such as water pillar thrust and other low ranked elemental abilities, so watch out for that.

Here is the last technique, which deals damage to the opponent from spiritual techniques such as genjutsu, Yamanaka, and Ronin techniques that you also take due to becoming spiritually linked. List the advantages and disadvantages of this technique, and how you'd counter if it was used on you.

( Jujutsu: Seishin Hizumi Hyōketsu ) - Curse Technique: Mind Distorted Possessed Blood
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50 ( -20 per turn )
Damage: N/A ( dependent on jutsu used )
Description: In order to use this jutsu, the user must first create the Jashin insignia, a large 4 meter circle with a triangle on the inside, on the ground with his own blood. The user must remain in the center of the circle throughout the jutsu in order for the Curse to continue to work. After obtaining the opponent's blood in some way, the user ingests the blood and smears some on his face which becomes black with various white markings that commonly resembles skeleton, a symbol of death. Once the sacrificial ritual has been done, the victim and the user are spiritually linked. Any mental or spiritual harm that the user takes will be reciprocated on the opponent, ranging from Genjutsu to Yamanaka techniques.
Note: This jutsu lasts 3 turns and can only be used once every 4 turns.
Note: This jutsu can only be used by Jashinists.
 
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Tsuki

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Advantages:
- If the mental attack paralyses you then you don't have to worry about the enemy moving around as they'll be paralysed too.
- Once this technique is active, your opponent will for some reason chose to use non-mental techniques while you remain in the circle. This helps you narrow down their future actions and allows you not to worry about mental attacks.
- Since the link is spiritual and doesn't require the user to insert chakra/energy onto the enemy, then this ability can replicate the mental damage onto enemies that naturally repel foreign chakra/energy from their bodies. The only ones remaining immune from it would probably be those whose spirits are somehow fortified.

Disadvantages:
- You restrict your own movements and need to acquire the blood, much like the other two techniques.
- Your opponent will most likely stop using mental attacks for the duration even if they've been spamming them for the past turns (can be both an advantage and disadvantage).

Counter:
If I knew that the jashinist's curse technique only affects mental attacks, then I'll take advantage of them restricting their own movement by throwing some attacks to incapacitate their limbs. Tbh I don't have a way to figure this out so I'd just use the same counters I would've used for the other two jashin techniques (as uncreative as this sounds).
 
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Ańbu Juniør

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Good job. Being spiritually linked would also cause your opponent to be wary of using genjutsu on you as it would also affect them, so it can be good depending on who you fight. They'll also not know that you've been spiritually linked. As for counters, attacking the sigil is always a good way to break the link.

With that, you've completed your Jashin training. Good luck getting your hands on some blood.
 
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