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Still, the only benefit to pulling a Voldemort and having multiple phylacteries would be the fear that your organs would get attacked while away, which is kinda fair. Well, also as potential Quirk training exercises.
You know, if our guy can have Awakenings for each quirk he owns, maybe he can do this. Or maybe he can just have the time limit for his skin puppet disappear so he can achieve lichdom.
 
I'm gonna copy an answer I did to a similar post on SB about how the jar power works:
For logical reasons (and balance) I'd say that since Canopic Jar is based off of the irl egyptian burial jars he would need to put a minimum of lung, stomach, liver, and intestines in a single jar for it to count as a respawn point (and let him regenerate/puppet his redundant body). He can make more jars after that but they would need to be returned faster than the 48 hour time limit and he wouldn't activate the regeneration effect from doing something basic and small like plucking his eye out and putting it back in on a loop. The more he puts in a jar, the less he has to worry about being damaged and the faster he'd regenerate from any major damage.

He could play with his organs whenever, but he would be an absolute idiot to do it without making a Lung/Stomach/Liver/Intestines jar beforehand to make his body redundant in case an accident happened. Regenerating from a bare minimum jar would take ages, but if it was a jar stuffed with everything besides his "outer layer" it'd probably only be a few days.
The quirk actually has a 48 hour time limit. It takes 24 hours before the body begins to break down, and another 24 hours after that before the connection is severed fully and he needs to regrow a body. Since the human body doesn't have enough bones to make any sizable container out of that would hold even a fraction of your organs I assume the quirk makes extra bone and sinew for the construction and it gets reabsorbed when you retake the jar back in. I assume he's just as strong as he'd be with all his bones and organs due to telekinesis bullshittery, but he'd probably be a fair bit less durable considering the fact that he's now a flesh pinata.

For Eraserhead there's two ways I could go about it. Either his power doesn't work because he isn't looking at "Toji", he's looking at a flesh shell puppeted by Toji from miles away. Another thing is that I assume for all intents and purposes Toji turning into a bone jar would more than qualify him for the "he's a heteromorph, he's immune" card.


TLDR to all that shit: Toji can only have one phylactery, he can make more jars past that one but they won't count as additional respawn points (so no horcrux spam for now). He can trigger the regeneration effect by reabsorbing or removing large parts of himself but can't cheat it into activating by removing small parts. His strength as a skin puppet is just as high as his actual strength due to telekinesis bullshittery and his durability is probably kinda shit.
 
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I thought with the wording of "jars" being plural, each of his organs would have their own jar. Though later wording does have jar as singular. I suppose he can do both? Maybe the 24 hour limit is only if he ejects everything? So if he only does it to his heart or kidneys or something the time limit might be longer.

Quirks can grow stronger with training, and that'd be a hell of a way to do it. It also gives the option that if his body is destroyed/killed/whatever, he'd reform around his phylactery heart.

But what happens if he has two different jars to reform around? The first (and funniest) option is he grows a body around each jar. Whether the bodies are telepathically linked or not is also to be considered. The second option is that the body reforms around one jar and the other jar dies off or something, idk. This one would probably have a complex equation depending on biomass and/or "hierarchy" of organs (brain is priority over heart, heart over lungs, lungs over stomach, etc.) to determine where it reforms.

Still, the only benefit to pulling a Voldemort and having multiple phylacteries would be the fear that your organs would get attacked while away, which is kinda fair. Well, also as potential Quirk training exercises.

...I had a sudden thought, what are the limits of "vital organs and bodily systems"? Obviously the stuff in his torso counts, but could he push out his entire skeleton? Everything but his skin? If he can do that, does his telekinesis somehow compensate for losing most of his weight, or does he become light enough to basically float? Both? What's the limit of his telekinesis on his body? Could he fly by dragging his "cicada shell" through the air?

What happens if Eraserhead glares at him? Is his body instantly "killed" or does he just temporarily lose the ability to control it?

These are absolutely all questions that need to be explored.
If this is the way you like to think can I recommend a quest for you:
 
His strength as a skin puppet is just as high as his actual strength due to telekinesis bullshittery and his durability is probably kinda shit.
I imagine his technical durability is weaker.

Functional durability on the other hand… given that his shell is moving thanks to telekinesis rather than anything else, most damage is cosmetic, making the functional durability higher as damage really does not change the amount of work/force that can be exerted.
 
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I imagine his technical durability is weaker.

Functional durability on the other hand… given that his shell is moving thanks to telekinesis rather than anything else, most damage is cosmetic, making the functional durability higher as damage really does not change the amount of work/force that can be exerted.
Damage to long bones possibly reduces the amount of leverage the telekinesis can exploit to amplify its force.

The terminology I would use is
Reduced damage resistance
Increased damage tolerance
 
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