Shaman King Jump V:0.1
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SHAMAN KING JUMP V:0.1 ================================================= When the two stars meet the earth after long separation Our King will awaken To show us the path we are supposed to walk To guide us onto the path of all living things ========================================= Blah blah spirits blah blah shamans blah blah giant swords blah blah god with momy issues blah blah everything dies. Backstory You come from 1. Hermit (Free) You are yourself, pretty much wake up on a cabin in the woods. 2. A normal family (Free) Common resident, family, friends, a brilliant future… until you go full murderhobbo. 3. Shaman lineage(200) You family is dedicated to the shamanic arts, and in the past there was quite the eugenics program a number of arranged marriages, your furyoku is remarkably higher than average(+100 to spend on furyoku level and free shamanic specialty). 4. Spirit/mochirei(200) You arrive in this world as a ghost, and since technically you didn’t have to die for this, nor can really die, I will alter the rules a bit for the duration of this jump. 1.-Passing over, unless the circumstances force you to accompany someone; failing to return in that case; being exorcised; receiving enough damage and being convinced that you are “so dead that now you are going to the after-afterlife”, is loss. If your current companion dies in battle, or when you could have intervened, it is a loss too. 2.-Since turning the full Jumper repertoire into a spirit-like abilities would Kill any shaman (barring maybe Hao) trying anything with you, you will be allowed to one set of abilities for this jump. …Fine fine you can buy more, but your reyrioku will increase, requiring a stronger partner, at five sets you’ll probably just float around since most people on that level are on the doomsday brigade. 1 set (free)=12,000/3000/8000 2 sets (100)=13,000/12,400/16000 3 sets (300)=25,000/21,800/24000 4 sets (500)=30,000/31,200/32000 5 sets (700)=50,000/40,600/40000 6 sets (900)=/50,000/50000 Let me tell you: vegeta was right. Power levels are bullshit. Since most of the reiryoku comes from age apparently, in your case it comes from sheer brute power. 5. Patch(300) Born in a society of shamans you hold more initial knowledge than any other background, also, boast a high level of furyoku, product of your ancestry, and extensive training. However, you cannot participate in the Shaman King Tournament, for some reason, and you are obligated to recognize and the winner, whomever that be as long as he won “fair and square” (+100 to spend on furyoku level) Zone Roll 1. ‘MERICA 2. Europe 3. Africa 4. Asia 5. Down under 6. Anywhere with land (50) Time 1. Shaman king 0 Set 10 years before the shaman fight. Mainly Hao making up his team. 2. Shaman king Every 500 years or so, there is a tourney to name the next King of shamans, basically God. You arrive five years prior. Lucky you. You get to be when the world dies. Maybe I’ll let that one slide… maybe maybe… 3. Shaman king Hana Ten years after the shaman king is elected. Apparently, killing everything was not that big a deal since the great old ones shaman kings council G8 is just now having issues with Hao, to which the challenged his rule with a sponsorship tourney. SKILLS Shamanism (Free): A Shaman is someone who can connect with the world of spirits and gods; this allows the person to do amazing things, like taking the skills and techniques of a spirit by assimilating it within him. They can ask for advice to the spirits, heal the sick and gather the ghosts of the dead in this world. Moreover, by contacting the dead, they can also speak with great historical figures. Also you get a zenkai boost to your spirit power whenever you experience death, pseudo death or rebirth. Furioku levels The Patch tribe has somehow found a way to measure furioku, yours is: 1.Sealed(+100):weaker than average, like a dam sealing a half of the total. It will also hamper any progress in its growth by the same factor. Taken as a drawback, can be taken multiple times, growing the factor by 2.(1/2->1/4…) 2.(300)points(Free) will revise as reread for reference 3.(10,500)points(100) will revise as reread for reference5,000 4.(20,200)points(200) will revise as reread for reference10,000 5.(40,000)points(400) will revise as reread for reference20,000 6.(50,000)points(700) will revise as reread for reference25,000 Slightly more than starting Yoh to half of ending Yoh (I dunno man, 5000~ is about the best you get pre-death and resurrection, but hao’s henchmen number in the 50,000…) Shikigami(Free for Hermit)(50): A basic training technique with many uses for advanced shamans, by fusing small spirits unto leaves or pieces of paper you can create servants. Anon-pedia(Free for normal)(50): With this you get the ability to summon a hefty book containing a great deal of pertinent knowledge of the world you are in –geography, history, mythology and more-- however, it is just recorded, publicly available information, well kept secrets will not appear as the book depicts the ‘official version’. 100% Gattai(Free for shaman family)(50): Every decently trained shaman is capable of allowing a spirit to dwell within his body, channeling their will and abilities, but only a few (for a given value of few) can fuse their will with their spirit’s completely, enabling the spirit to use its full capacity as if alive again. Patch-works (Free for Patch)(50): As a member of the proud patch tribe you partake in the traditional roll of a maker and seller of trinkets. With simple materials and your newfound dexterity for small and delicate works you can make interesting souvenirs. Laid Back(100): Some call it having your head in the clouds but to you it’s just clearing your mind of unnecessary thoughts. Not only allows for easier possession and increased acceptance rate but also keeps a cool head and makes you less affected by stress. My dream…(100): Everyone has a dream. A goal they would go to hell and back again to achieve. Be it monumentally difficult or beyond the scope of a mere human being; For greed or love or even just a peaceful life pursuing it is not for those of fickle heart. As long as you have a final goal, the willpower to surpass any obstacle will be there as long as you hold to that dream. Exorcism(125): A basic shamanic technique; the use of chants or prayer to help a spirit to pass over or purge an unwanted ghost. It may just be ignored by stronger spiritual beings. As a side note, the spirit in question must actually understand the language. Flowing OS(150): An oversoul capable of easily altering its general shape. An oversoul, being partially a mental construct, needs a certain degree of stability to make it actually solid, however you can alter its shape to a degree; Lengthening or bending a blade, or altering a guard into a shield. This however, makes the oversoul relatively weaker. Cannot be taken with Solid OS. Solid OS(150): An oversoul well ingrained into the mind of the shaman. Because this oversoul is so firmly in the mind of the shaman it is more resistant and ‘solid’ than it would seem. By using more furyoku in it’s creation, rather than size or shape all energy may be directed into overall ‘srenght’. Cannot be taken with Flowing OS. Multiple oversouls(200): an experienced shaman is capable of maintaining and coordinating several sprits at a time. Of course it all depends on how strong are the spirits and shaman in question. Shamanic schools (first one is free for those of shamanic lineage) Onmyodo/onmioji(400): Diviners, capable of using spirits to predict the future reading the present movement of the energy flow. Masters of this art can use their knowledge to change nature around them. Itako(400): They are Capable of summoning a spirit anywhere, any time, even after its passed on. Shugensha: Capable of summoning gods and Buddhas for help. Necromancy/Necromancer(400): A certain type of European shaman. By using the spirits of the dead and corpses as a medium, it is possible to create extremely efficient oversouls, if not truly strong. The more powerful the necromancer, the more corpses he can control. Necromancy/Bokor sorcerer(400): Zombies featured widely in Haitian folklore as dead persons revived by the act of necromancy, in this case, a special mix of drugs and poisons allow the person to enter a pseudo death and lose their conscience; thus allowing a spirit controlled by the shaman to possess them. Zombies remain under the control of the bokor as their personal slaves, since they have no will of their own. Although stronger than other corpses by virtue of still having working muscles of their own, they are slower and awkward; they still do need to eat and medical attention lest the body actually dies, making control harder and becoming weaker. Taosim: choushi soushi-jutsu(400): specializes in controlling dead bodies as puppets via ‘programing’ them with Jufu talismans with various behavioral patterns, while normally stronger than necromancy due to the process the bodies require and the occasional modification, the spirits are normally controlled in a way they only follow one order at a time, inscribed on a talisman, and lack any autonomy.