Ryoumen Sukuna

Created and Written by Khali A. Crawford

The Two-Faced Specter and Feared Lord of Death, Sukuna David

Physical Description

Special abilities

  • Destiny Manipulation: The power to perceive and manipulate the predetermined fate of events, people, or reality. The user can perceive, shape, and manipulate destiny/Fate, allowing them to affect reality and events in several ways, both overt and hidden.
  • Chrono Vision: The ability to see the past, present, and future. The user can see any point in time, from only a few seconds or minutes into the future and/or past, up to events throughout time, whether that be along their timelines or along the timelines of others.
  • Yin Yang Re-Convergence: Re-convergence is a technique of the Yin Yang Paths that separates the energies and then rejoins them together, acting as a sort of hard reset for your Magic. This is useful if a Mage has been poisoned with a Magical affliction linked to their Magical Energy, allowing them to purify themselves. It can also be used to cure Mana Cell Exhaustion (MCE), the most common sickness that can kill your ability to use Magic. Yin Yang Paths are difficult to learn, but doing so is vital to becoming an Eight Arts Mage.
  • Magic Art Evocation: Mahābhūta TransformationThe Mahābhūta is the basis of all creation within the cosmos and the elements that all Mages can manifest an affinity for. A Mage's Magic naturally manifests with its Mahābhūta embedded within, this is called the Magic Attribute or the Attributes of a Mage's Craft. Tejas (Fire): Tejas represent the element of fire and are associated with heat, energy, and transformation. It is the element that gives rise to heat, light, and energy.
  • Hypercompetence: The ability to be extremely skilled in an impressive number of fields. The user possesses powerful/incredible skill in one, several, or in some cases every possible field or discipline, whether intellectual or practical, formal or mundane: mathematics, cooking, strategy, sports, games, politics, fighting, martial arts, mechanics, psychology, economy, art, medicine, investigation, etc. Users demonstrate a mind-boggling level of perceptiveness and efficiency in their respective field(s), multiplying virtually impossible feats with ridiculous ease. Their unbelievable level of competence truly puts them in an unreachable category of their own, that simply eludes others' understanding.
  • 2 Track Mind: Sukuna can navigate the complexities of up to 2 different streams of consciousness concurrently. This unique cognitive capacity grants him a multifaceted approach to problem-solving and decision-making, allowing for unparalleled adaptability in various situations.
  • Door Magic: The power to use door-related magic. The users are able to use a form of magic that is related and based on doors/gates. For example, one can use this magic to gain access to (esoteric/mystical/magical) door/gate-related abilities or gain the ability to use magic and cast the spell.
  • Portal Manipulation: The power to manipulate portals. The user can create, shape, and manipulate portals, allowing them to control portal size, location/destination, etc.

Eight Arts Mage
The 8 Magical Arts is a system used to classify all Magic based on its primary effect and function. They are the eight recognized Arts by beings native to the 5th Dimension of Magic and are widely employed. To learn all 8 and master them all can take a lifetime or a few years depending on many factors, but those who do master all 8 earn the right to call themselves an "Eight Arts Mage", and those who take their abilities further are dubbed "Great Mage Equal to Heaven". Sukuna has earned the title of Eight Arts Mage for his proficiency of all 8 Magical Schools of Study and the title of Great Mage Equal to Heaven for his mastery of all avenues of Magic. Sukuna's Magical Energy reserves are classified as Zel = "Greater/ Many"
  1. DIVINATION: Divination is a magical art and practice that involves seeking knowledge, insight, or guidance through supernatural or mystical means. Divination is used to gain information about the past, present, or future, as well as to uncover hidden truths or understand the deeper aspects of a situation or individual's life. It is often employed as a tool for making decisions, predicting outcomes, or gaining spiritual insight. It is important to note that divination is not an exact science and does not guarantee absolute predictions or outcomes. The interpretation of divinatory tools and methods is subjective and can vary based on the individual practitioner and the specific circumstances involved. Divination should be approached with an open mind and used as a tool for reflection, self-discovery, and gaining insight rather than relying solely on it for decision-making.
  2. NECROMANCY: Necromancy is a magical art that involves the manipulation and interaction with death, the deceased, and the energies associated with the afterlife. It is often depicted as the study and practice of dark and forbidden magic, as necromancers deal with taboo subjects and can control or communicate with the spirits of the dead. Necromancy encompasses a wide range of practices and abilities. Some necromancers specialize in divination and communication with spirits, seeking knowledge or guidance from the deceased. Another aspect of necromancy involves the reanimation or manipulation of dead bodies or skeletal remains. Necromancers can also employ spells or rituals to manipulate death energy, draining the life force from living beings or harnessing the power of death itself.
  3. CONJURATION: Conjuration is a magical art that involves the summoning, calling forth, or creation of beings, energies, or objects through magical means. Practitioners of conjuration, known as conjurers, can bring forth entities from other planes of existence, create illusions or manifestations, or even summon and control elemental forces. Conjuration is a versatile and powerful school of magic that allows spellcasters to manipulate and interact with the fabric of reality. The practice of conjuration typically requires a deep understanding of the desired entity or force being summoned. Conjurers must be knowledgeable about the characteristics, nature, and potential risks associated with the beings they call upon. They employ rituals, spells, sigils, and incantations to establish a connection and draw forth the desired entity or energy.
  4. ENCHANTMENT: Enchantment is a magical art that involves imbuing objects, creatures, or locations with magical properties or abilities. Enchanters harness mystical energies to infuse an item or being with magical essence, enhancing its attributes, granting it special powers, or altering its nature. Enchantment can make objects more potent, provide protection, enhance abilities, or even bestow sentience upon inanimate objects. The process of enchantment typically involves the use of spells, rituals, and incantations. Enchanters draw upon their knowledge of magical principles and the specific properties of the object or creature they seek to enchant. They channel and direct magical energies into the target, imbuing it with the desired enchantment.
  5. ILLUSION: Illusion is a magical art that involves the manipulation of perception, creating sensory experiences that are not based on physical reality. Illusionists use spells, tricks, and subtle manipulations to deceive the senses, altering what individuals see, hear, feel, taste, and smell. Through their mastery of illusion magic, practitioners can create convincing illusions, deceive others, and shape their perception of the world. Illusion magic often requires a deep understanding of perception and psychology. Illusionists study how the mind processes sensory information and exploit its tendencies to create convincing illusions. They employ techniques such as misdirection, suggestion, and the manipulation of subtle cues to deceive the senses and make the illusion seem real.
  6. EVOCATION: Evocation is a magical art that focuses on the manipulation and control of elemental energies and forces. It involves the summoning and commanding of spirits, creatures, or energy manifestations to achieve various effects. Evocation is often associated with the direct manipulation of raw power and the ability to unleash destructive or transformative forces. Practitioners of evocation, known as evokers, harness the elemental energies present in the world around them or tap into metaphysical realms to bring forth and direct these forces.
  7. ALCHEMY: Alchemy is a mystical and ancient magical art that combines elements of science, philosophy, and magic. It is often associated with the transformation of base metals into precious ones, such as turning lead into gold, but alchemy encompasses much more than just material transmutation. Alchemists seek to understand the fundamental nature of matter, energy, and the universe, aiming to unlock hidden knowledge and achieve spiritual and physical transformation.
  8. ABJURATION: Abjuration is a magical school or art that focuses on protective and defensive magic. It involves the use of spells and rituals to ward off and negate harmful effects, banish or repel creatures, and create barriers of protection. Abjuration magic is often associated with shields, barriers, and dispelling magic. Abjuration spells and rituals often require concentration, focus, and a deep understanding of the magical energies involved.

Wheel-Turning King Form
Upon attaining the Wheel-Turning King Form (also known as Chakravartin State), a Mage undergoes a profound transformation wherein their body, mind, and soul undergo a comprehensive restoration, effectively eradicating any afflictions or damages they may have sustained. This metamorphosis is not merely cosmetic; it also heralds a substantial augmentation in the Mage's physical prowess and capabilities. Of particular significance is the secure assimilation of Raw Magical Energy, a process that distinguishes itself from the risky venture of Limit Breaking.
The Chakravartin Form bestows upon the Mage the profound ability to comprehend and wield Runic Magic, a formidable branch of magical arts intricately linked to the vital energies of the World Tree. Spells cast through Runic Magic, as well as any other magical or offensive maneuvers executed in this formidable form, transcend existence until the precise moment they impact the intended target. This unique characteristic endows the Mage with an unparalleled advantage, guaranteeing an impeccable success rate of 100% for all offensive endeavors conducted in the Chakravartin state. This form allows the user to use all Lower Mahābhūta Techniques without hindrance. The Mahābhūta is the basis of all creation within the cosmos and the elements that all Mages can manifest an affinity for. A Mage's Magic naturally manifests with its Mahābhūta embedded within, this is called the Magic Attribute or the Attributes of a Mage's Craft, however, when in the Chakravartin State, all Lower techniques are available for use, Prithvi (Earth), Ap (Water), Tejas (Fire), Vayu (Air), and Akasha (Ether or Space).
When beings die, they go to the 50 Dead Worlds of Helheim where they journey through each world until they reach the Well of Souls where their mind is utterly destroyed and their soul is reincarnated into a new being to begin a new. When the Chakravartin State is obtained, a Mage has awareness and memories of their past lives as well as the ability to influence the cycles of their future lives to some extent. When a Mage is no longer in their Chakravartin State, they will still retain the memories and awareness of their past lives, and in some cases, truly skilled Mages can draw on the power from their past selves to compound and increase their own. While this power may only be obtained or used in the Chakravartin State, Mages can take their past incarnations and distill them into Sword Arms, magical blades that are the manifestation of that incarnation's past and power. In this way, while not in the Chakravartin State, Mages can wield the power of their past lives.

Specialized Equipment

The Muramasa Collection: The Twined Blade of Devastation
Muramasa Sengo was a mythical swordsmith who created a collection of cursed swords. Although very valuable, they are incredibly dangerous, and should they overcome the will of their master, they will control them. The Twined Blade of Devastation was one such sword that doubled the power of its user, doubled its bloodlust, and doubled all of its attacks. In exchange, it demanded twice the strength to wield it and consumed twice as much magical energy. However, Lord Sukuna's bloodlust was already great and he had Magical Energy to spare.  

The Gates of Sukuna
Sukuna is a demigod son of Lord Janus, God of Gateways, Duality, and Ways. As such, he can manifest a set of 8 massive magical gates that increase in size. These Gates can be used for almost any utility that Sukuna needs, from opening a quick escape from one place to another, traping another being within them to simply providing some form of defense against his foes. Sukuna has 8 Gates total and despite being very durable, should they be destroyed, he will need to manually rebuild them.

Mental characteristics

Personal history

Sukuna is the demigod son of Lord Janus, God of all beginnings, gates, transitions, time, choices, duality, doorways, passages, and endings. His mother was a Geisha on the planet Hiphieter and after his birth, he was adopted by Govoner Sodam-Adán, the sitting Monarch of the planet. Sukuna was a two-headed, four-armed deity of immense power loved by all. He grew up in luxury and when he was a man, he easily overthrew the divinely sanctioned Daimelloian Dynasty, declaring himself the new Lord of Hiphieter. When the Empress (Empress Jingu also known as Okinagatarashihime no Mikoto) of their Empire demanded that Sukuna also submit to her will and authority, Sukuna refused. The mythical figure Takefurukuma no Mikoto, General of the Imperial Fist, was dispatched to force Sukuna into submission or remove him. Their battle was fierce and shook the planet to its core, but in the end, Sukuna was killed. Instead of dying, DEATH herself took a liking to him and made him into one of her Shinigami, Delivers of Death. And thus the legend continued.

Social

Family Ties

  • Janus, God of Duality | Parent 
  • Eitsu David | Parent 

Divine Classification
Demigod
Honorary & Occupational Titles
  • The Two-Faced Specter
  • Shinigami
Children
Creative Sources
Compiled list of (free) sites, tools, and links I use for various assets or art in SEVEN SEALS
  1. Article, World, & Icons made with Bannersnack (FREE)
  2. Character Portraits & Landscapes made with ArtBreeder (FREE)
  3. External Family Tree Tool is FamilyEcho (FREE)
  4. Unique Symbols & Signs from Cool Symbols (FREE)
  5. Various Fantasy Names generated from Fantasy Name Generator (FREE)
  6. Sci-Fi inspired names & Generators via Donjon (FREE)
  7. Flags & Shields made with Armoria

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