Sugar and Bugs

Techniques, skills, powers, spells, curses, manipulations, and everything else go here. List all abilities of your character, not abilities of xir allies or equipment, and wait for approval before RPing in Houcm.
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Ejio Tisco
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Joined: Sat Sep 15, 2012 1:25 am
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Sugar and Bugs

Post by Ejio Tisco » Mon Sep 17, 2012 1:31 am

ҖҖҖҖ = AVG; җ = Җ/2
PS: ҖҖҖҖҖ
MS: ҖҖҖҖҖҗ
HE: ҖҖҖҖҖҗ
MA: җ
CH: ҖҖҖҖ
STR: ҖҖҖҖҖҖҗ
DEF: ҖҖҗ
MAG: ҖҖҖ
RES: ҖҖҗ
SPD: ҖҖҖҖҖ

-Kekkei Gankai- Jukei Jiwuh (ju-ke ji-wɑ): Ejio's exclusive chakra is used for the manipulation, absorption, and enhancement of sugar and sugary items. Note that all organic beings have sugars in them, but it is not presently energy-efficient for Ejio to draw them outward or otherwise act on them in typical cases. All Jukei Jiwah-based abilities keep the subject matter sterile until the subject matter is no longer being affected by the ability in question, with the exception of the standard manipulation.

Sugarhold: At no cost, metaphysically store units of sugar up to the user's mass * 100 (multipliable with Level) within the user's body. Sugar may be expelled from the user's body if manipulated by Jukei Jiwuh to do so. While metaphysically stored, the sugar's weight is not added to the user, of course.

Liquorice Intestines: Ejio's body processes all sorts of sweets and snacks with the negative stuff that causes various health problems (especially in overdosing, which is very easy to do with liquorice) nullified and replaced with extra nutritional value.

Sweet Life: When conscious and immersed at least from neck to toe in sugar with at least the volume to fill a fifty-gallon vat, steadily recover HE at a constant increase (similar rate to Regen). When unconscious and fulfilling the other condition, regain consciousness with 10% HE after 35 minutes. The substance must be pure sugar; chocolate, for example, does not count.

Sugar Erosion 1: Sugar-based/sweet-based attacks deal laughably increased TD.

Fonduefont: Move over chocolate of any density or viscosity as though it is solid.

Sweetform: Spend proportionately low CH to convert sugar to ordinary sweets and vice versa (spending part of the sugar to form into flavorings, colorings, et cetera, and taking those elements to convert into sugar). This is compatible with chocolate, rock candy, marshmallows, taffy, nougat, and basically whatever else you could call "candy."

Solidify: Spend [small] CH per 255 grams (multipliable by Lv). Give a slight boost to the DEF and RES of any sugary substance for one minute. This is stackable.

Stretch: Spend proportionately low CH to improve the elasticity of a sugary substance. This is stackable.

Stick: Spend proportionately low CH to enhance the adhesiveness of a sugary substance. This is stackable.

Unstick: At no cost, toggle immunity to natural adhesiveness of sugary substances and enhanced adhesiveness from Jukei Jiwah jutsu.

Sugar Slice: At negligibly increased CH cost, sugar manipulation becomes offensive. Sugar crystals scratch and scrape targets. The damage is even lower than the cost increase.

Sweet Blood: CH can be spent to cause sugars to temporarily take forms of blood cells within the user's body to operate normally despite blood loss. Additional blood for mild adrenaline rushes can be added. The cost is a bit over standard sugar manipulation.

Gingerbread Wings: Spend [below AVG] CH to use inner sugar to generate wings of gingerbread with marshmallow joints. They have the same defences as the user. HE damage to them is treated as though it struck the points of attachment on the user's back. TD is applied to them at a halved rate (though wings don't need much TD to malfunction), and the crumbs are automatically reverted to sugar. The user's SPD is very slightly increased. The boost is doubled when applied to jumps. Descent speeds of the user can be increased or decreased moderately. The wings last until broken off unless they are transformed into something else.
Gingerbread Wings, Marshmallow Mitts.jpg
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Cinnamon Shotgun: Launch red-hot candy crystals in a conical formation with equal diameter to distance travelled from the user's hand(s). Right now, up to 50 crystals can be launched at once. Each crystal costs [laughable] CH, travels 5 meters, and deals fire-elemental, magical damage slightly less than what would be proportional to its cost. The blast's total cost can be doubled to double its range if at least 10 crystals are fired. If at least 20 are shot, the cost can alternatively be tripled for triple range. The crystals are of the same mass and size as the next ability, but, rather than the jagged protrusions, there is just a slightly larger, ovular, deep red crystal.

Coolmint Flush: Point hand at target within 10 meters as though preparing Cinnamon Shotgun. Summon ice-cold candy crystals at a 45-degree angle above and in front of the target (assuming that the target is facing the user; attack won't change with target's facing) that pause for a quarter-second before hailing down on the target. The crystals deal ice-elemental, magical damage that is equal to that of Cinnamon Shotgun. Apply the cost, crystals limit, and range multipliers of Cinnamon Shotgun.
Coolmint Flush.jpg
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Blitztart Drop: Point hand at target within 10 meters as though preparing Cinammon Shotgun. Summon electrifying candy crystals directly above the target that pause for a half-second before raining down on the target. The crystals deal lightning-elemental, magical damage that is equal to that of Cinammon Shotgun. Apply the cost, crystals limit, and range multipliers of Cinnamon Shotgun. The crystals look like a cluster of eight of the jagged protrusions of Coolmint Flush crystals with no base. The six jagged protrusions from Coolmint Flush are lengthened so that they reach to the same points from the origin, so the overall size and mass are still the same.

Sugarshield: Spend [AVG] CH to project a barrier field of sugar around the user. It expands outward while the user dispenses more sugar, stopping at a 10-meter radius. The sugar comes from the user's body, so the user must have a sufficient supply in order to use this. More sugar can not be added to the ability after it is started. The jutsu magically identifies who the user considers to be an ally and a foe. Allies within the area have their DEF and RES very slightly increased. The user's DEF and RES are increased by a tad more than that. When an enemy comes into contact with the barrier, the sugar that collides inflicts very small, physical damage and then loses its force. This causes that sugar to fall, often onto the enemy, while the barrier adjusts its size down to maintain consistency. The total damage of the barrier is about half that of a normal, phy attack. The ability ceases when the sugar supply is out. If it doesn't run out within five minutes of the jutsu being used, half the sugar is absorbed back into the user's body, and the other half simply stops and falls as though it had collided with something.
Sugarshield.jpg
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Rock Candy Pillars: For [small amount] CH, summon a 7-meter high pillar of rock candy upward from a surface within 5 meters. It is somewhat defensive. The cost can be divided by any integer in the range of 2-7 to divide the resulting pillar height by that amount. Aside from standard wall usage, it can have properties to act as mirrors or lenses. It can't be manipulated by other Jukei Jiwah jutsu. It spontaneously breaks and dismisses itself from this dimension after one hour.
Rock Candy Pillars.jpg
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Rock Candy Casing: For [AVG] CH, summon candy rocks out of nowhere that can't be manipulated elsewise. They appear around a target and close in (right), fusing and forming into a case (left) that renders the target magically immobilized (i.e. no teleporting out). The target's MAG and STR are also slightly lowered while captive. The structure is somewhat highly defensive, making it difficult to simply bust out of. It spontaneously breaks and dismisses itself from this dimension after thirty seconds. In its wake is left a tiny mound of sugar that amounts to approximately twenty grams.
Rock Candy Casing.jpg
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Mud Chocolate: Spend [slightly below AVG] CH per 10 liters (multipliable by Level). Target chocolate becomes more viscous and subject to water and earth manipulation. It also gains one of the following properties (choose one per cast):
  • Submerged wounds are repaired at a rate of 10% of the original wound magnitude per hour. This is only effective on tissue damage; HE will be unaltered.
  • Units who are 80+% submerged slowly regenerate PS.
  • Units who are 80+% submerged slowly regenerate MS.
Effects may accumulate with each other, but not stack upon themselves, with multiple casts. Viscosity increases may stack up to three casts.
Mud Chocolate.jpg
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Chococlone: Spend [very small] CH. Send sugar out from the user's body to a distance of up to 10 meters and transform it into a chocolate clone of the user. This clone can not act and can not move of its own volition beyond walking at the walking rate of the user. Upon taking damage, the clone reverts to sugar and is absorbed into the user. At this point, gain [quite small] CH so that the net cost is negligible. If the spent CH is augmented, augment the gained CH by the same factor(s).
Chococlone.jpg
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Fountainbringer: Strike the ground and spend [AVG] CH. From where the ground was struck, chocolate magically springs up for 15 seconds (approximately 40 liters per second; time multipliable by Level) to an apex at double the height of the user (clothing and adornments not counted). After the time runs out, the chocolate disappears. It can not be absorbed or otherwise harvested. Any non-caster unit that comes into contact with the chocolate experiences mag damage = [slightly below AVG] and a flat-rate KB (no stats factored, adjusts for wind resistance, et cetera) of 5 meters. The direction of the KB depends on the direction from which the unit came; the path of the unit will be inverted (almost as though reversing time). Multiply damage and KB by * 200/unit's current $ (less damage and KB to richer targets, more to poorer). If the multiplier is over 10 (You must have less than $20.), it becomes 10. If the target is totally broke, set the multiplier as 5.

Honey Bend: Magically manipulate honey to move with or without a medium, as is typical for standard manipulations, at a proportionately cheap CH cost. Nothing is added; there are no offensive forces or anything that isn't just moving honey with a jutsu.

Queen Bee: Magically compel bees to act in accordance with one's will. The MA/CH cost is negligible, but the force of compulsion is also weak. It is also highly MS-efficient, though, allowing large groups of bees to be directed with ease.

Overwhelming Swarm: Spend [AVG] MA/CH to send out a five-mile radius signal to all bees to attack a target with extra power. Bees die in their attacks, but the total attack power exceeds the cost enough to make it worth losing some weak assets. If, for some reason, a bee does not die in its attack, the power boost stays until it lands an attack. Boosts do not stack.

Life Order: Operate the same command as Overwhelming Swarm, but with oneself as the target, the damage multiplied by 2.1 (in addition to the previous power boost, but halved by Dull Stingers), and the damage inverted to HE healing.

Stinger Patching: For [small] MA/CH, order worker bees within five miles of the user to operate on a unit for five minutes. During this time, they are given the ability to magically weave tissue, and their barbs are phased into another dimension, allowing them to very slowly repair TD. If the target is Ejio, their rate of repair increases by an individually unnoticeable amount. Boosts do not stack.

Hive Fortification: For [small] MA/CH, order worker bees within five miles of the user to operate on a structure for five minutes. During this time, they are given the ability to magically enhance structural DEF and RES as they crawl over structures, allowing them to complete their task. If the target is a bee hive, the bees' wax production is enhanced to build more honeycombs. Boosts do not stack.

Sack Hive: For [AVG] MA/CH, summon a large, bag-like hive with bees equal to one fourth the hive's maximum capacity. Anything that is within it has its weight reduced by 70% and its DEF and RES increased slightly. The hive is resilient to attacks; it takes no structural damage from the first two hits that it receives, then halved damage after that.
Its size is twice what the pic shows.
Sack Hive.jpg
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Hive Protection: While bees are being directed by the Queen Bee ability, their DEF and RES is slightly increased. As long as this is being applied to at least five hundred targets, apply it also to Ejio.

Queen of Queens: When a hive is produced or summoned by Ejio with an ability such as Sack Hive, a queen honeycomb is summoned nearby with a bee that is automatically chosen as the queen of that hive. A negligible amount of MA is spent for this. There is a limit to its effectiveness; if Ejio produces or summons a hive with some super-powered queens of doom for queen bees, this ability just won't try. For some bees that are more formidable than the “standard” kind, this can kick in, but the MA cost is proportional to how good the queen is, so it doesn't take a whole lot to go over what Ejio can pay.

Dull Stingers: Damage from bugs to Ejio and vice versa is halved.

Stinger Punch: Unarmed attacks from Ejio have negligibly increased distraction and flinch factors and also inflict a blood-clotting poison that is so weak that it can't affect almost anything, especially not full-fledged characters or monsters.

Flight of the Bumblebee: Increase jumping capacity, decrease descent rate, and slightly increase KB factors to Ejio when in the presence of at least 255 bees within 25.5 meters.

Immersion Synchro: When immersed at least from neck to toe in honey with at least fifty gallons of volume, increase CH regeneration rate by the rate of MA regeneration. The substance can be a compound, but the volume of honey in the compound must meet the requisite.

Altruistic Vehemence: Distraction factors from enemy attacks are slightly reduced. When in critical health, mental and physical performance is unaltered. When attacking, negligibly reduce flinch factors to Ejio. Normal, physical attacks can be slightly strengthened by spending a bit of HE.
Liberty
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Candy Pop
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Sweet Bliss
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Lonely Merry-go-Round
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User avatar
Ejio Tisco
Posts in topic: 2
Posts: 14
Joined: Sat Sep 15, 2012 1:25 am
Money: $300
Abilities: http://seinvocc.com/forum/viewtopic.php?f=16&t=713
Inventory: http://seinvocc.com/forum/viewtopic.php?f=17&t=712
Guild:

Post by Ejio Tisco » Tue Mar 11, 2014 7:29 pm

Reviewed by others and approved.
Liberty
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Candy Pop
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Sweet Bliss
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Lonely Merry-go-Round
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