Name: Horo Horo no Mi
Type: Paramecia
Effect: The Horo Horo no Mi grants the user the ability to create spectral, ghost like beings, called hollows, which can influence the emotions of everyone they touch to a certain point. The two sorts of hollows serving that purpose that exist can be sorted into positive and negative hollows, one having the main purpose to motivate, one to demotivate. At later levels, the user can create a third group, made up of hollows with the ability to explode, causing direct damage to their surroundings. True masters can also create smaller illusions using their abilities.
User:
Scott Spencer Growth curve:
0% The user can create one ghostlike creature which pushes the morale of anyone it touches down a bit. Though it will not turn you into a quivering pile of self loathing, it will push your will to fight down a bit. It vanishes after touching one opponent or after being activated for more than two minutes (one post). It can also be easily be fended off like a normal weapon, it will vanish after one strong hit.
10% The ghost the user creates can now pass through things, and thus can't be fended off anymore. Its effect still isn't very strong, but can make persons with lower morale lose their interest in the fight for a short span of time (say two posts). It can't carry out complicated orders and the users control over them is limited (he can name a victim and make them dodge once or twice, though slowly).
20% The user can now create two ghosts at once, both of which can pass through things and make even a person with normal morale turn from the fight to deal with their own, sudden problems for a while. They will vanish after four minutes (two posts).
30% The user gains the ability to not only make persons lose their morale but also to push it up a bit. Only one ghost with this ability can be created at a time, it can be deflected easily and doesn't have any effect on people who don't want their morale brought up (for one reason or another).
40% The user can now create three negative hollows or two positive hollows at a time. The negative hollows can now cause problems even to persons with high morale, they're also faster and can carry out more complicated maneuvers as they're completely controlled by the user or the ability.
Positive hollows now bring up the morale of any victim they touch considerably and can pass through two persons each before vanishing. They can now also be used for scouting, as the user gains all knowledge they might have collected as soon as they vanish or return to him. This counts for both negative and positive hollows.
50% The user can create and fully control four negative hollows or three positive hollows. Negative hollows can pass through three victims each before vanishing and can be kept active for ten minutes before vanishing.
Positive hollows can motivate even the most cowardly person now and can pass through two persons each before vanishing.
The user can now also mix the two species instead of just summoning a group made up of one species at a time.
Also, a third species becomes available, the mini hollows, which function as small bombs, creating shockwave explosions. The size of the explosion is proportional to the size of the hollow. At this stage, the user can create small mini hollows which would cause explosions big enough to hurt a person standing close, but not kill them unless extremely lucky. If not used, they vanish after two minutes. They can either float on one spot or travel into one direction until they touch something, in which case they explode. The limit on active mini hollows is at five.
60% Negative hollows now cause their opponent to lose all will to fight for a full six minutes. The victim then slowly recovers their morale over the cause of three more minutes.
Positive hollows can now not only motivate persons they touch, but can also cause them to go into a rage, though not an uncontrollabe one, if the user wishes them to. The user can now summon seven mini hollows at a time, or fewer, bigger mini hollows. The minimum is four mini hollows, which would cause considerable damage to their surroundings.
70% Positive and negative hollows can now be kept active for twenty minutes, though this timespan gets shorter the more of them there are. One group of four can be ket active for twenty minutes, eight (which would be the maximum the user can create in a mixed group) could be kept active for seven, one single hollow of either species could be kept alive for about fifty minutes.
The mini hollows become a bit bigger, and the user can now create a single, huge mini holow (toku hollow) instead of many, which would be like a bomb. The user would have to wait thirty minutes until he could use this technique again.
The user can also detonate smaller mini hollows with a snap of their fingers and completely control their movement (save for the toku hollow).
80% The user can now use astral projection, a perfect replica of themselves, which can summon hollows, pass through things and is therefore intangible. It can fly like the normal hollows can. The users body has to be completely limp while this astral projection is in effect, an attack would interrupt the technique and all hollows plus the astral projection would vanish.
He can also now summon up to seven negative hollows at once, or seven positive hollows. They vanish after passing through five persons each.
90% Positive hollows can now send anyone they touch into an unstoppable rage if the user wishes them to, or simply work their normal effect and motivate them like few other things could.
The user can now summon up to twenty small mini hollows and would also have to only wait fifteen minutes until being able to summon a toku hollow again. He can now also create a toku hollow with a group of other hollows, though at most one positive and one negative hollow, or three mini hollows. Astral projection can now change in size and attack the opponent directly, though all injuries or pain would of course be caused by illusion and therefore vanish once the astral projection does. It can be held up for fifty minutes.
100% The user can have a full of thirty negative or positive hollows at once, mix groups however he wishes to, has almost unlimited control over the effects, as long as they can be sorted into demotivating and motivating fields, and can create up to thirty mini hollows or two toku hollows at once. To be able to create a new toku hollow, he only has to wait for five minutes, or ten to create two at once. They can also be included into groups of at most ten normal or mini hollows each. The user has full control over every hollow, and can control whether or not a mini hollow explodes when coming in contact with something.
He also gets information the exact moment the hollows get it, making scouting missions much more effective. Hollows are now much faster than before, and can't be forced to vanish by anyone but the user. The only exception is a direct contact with water.
Astral projection can be held up up to one hour and thirty minutes, and has every ability the user has, save for creating two toku hollows at once. The users body can, at the expense of the illusion losing the ability to directly attack, now move slowly to change hiding places or summon more hollows. As soon as the user becomes limp again, the astral projection gains all its abilities back.
The astral projection can now also change form into something else than the user, as long as it shares the basic attributes (most notably having arms, legs and something resembling a head), though such illusions can easily been seen through if only one of the victims notices its nature. They are like classical illusions, and can't harm anyone. If the illusion is seen through it will vanish and return to being a normal astral projection. The user can only use this technique once per battle.
Ability Points Cost: 18 Ability Points, as assigned by Gael