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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. So Toji's basically immune on both fronts from getting canopic jar neutralized.

Since he can put his nervous system in the jar and the body's redundant he experiences no pain or permanent injury from getting mangled and can move even if all his limbs got "broken". This would probably be more traumatizing for whoever tried breaking his legs than it'd be for himself. I would assume he would be immune to pain even if he left the nervous system in since the body is stated to be redundant and controlled from a distance, but I wouldn't want to test that out.

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 better than it should be but still a fair bit worse.
 
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