[Nin] "The Art of Poisons"

Red-Robin

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I really appreciate you agreeing to teach me in this particular subject, @Howard. I look forward to learning from you. 🙏

I'm open to both RP-based training or OOC; we can even switch between the two whenever it's convenient. Whatever works best for you.
 

Howard

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@Red-Robin Robin Yo so, Poison Ninjutsu is special in the sense that it has multiple states, unlike most elements. These forms have different strengths and weaknesses which is important in combat because you are able to use certain techniques as either a liquid or a gas. These substances have different properties and thus interact with things, such as solids, liquids, gases, fire, lightning, etc differently. Let's look them over and see if we can pick out the advantages of using one over the other in combat. At least to get you started and familiar with Poison Release as a whole.​

Poison

Strong to: In liquid form, Poison is strong to Fire, requiring one rank higher to turn it into it's gaseous form and causes it's effects to speed up if inhaled. In gas form, it is strong to Lightning.

Weak to: In liquid form, Water and Earth are good counters to contain and dilute the poison. While in gaseous form, Wind is highly effective.​
As you can see, poison as a substance comes in two basic forms, liquid and gas. These forms are their states of matter and heavily affect their strengths and weaknesses. A good way to think of this is to visualize, water, water can be a liquid, a solid; ice, or even a gas; vapor or steam. We'll talk about gaseous poison first. It's similar to wind, in some regards, but the fact that it usually has additional symptoms is what makes it better and more useful than wind release. At least, in my opinion, it has the same properties, it can be sharp like a blade of wind, or it can be dull like a gust of wind. It can be precise, or wide-spread. It can cause just about any alteration that wind release could.​
Gaseous poison is strong to lightning for the same reasons wind is strong to lightning. It can work as an insulator containing and breaking the lightning down through an elemental interaction between the two. This means a gaseous poison technique can nullify and snuff out a lightning technique one rank higher, or overpower a technique of the same rank as an example, a B-rank gaseous poison technique could deal with a A-rank lightning technique on equal terms. If instead, we pit an A-rank gaseous poison technique against an A-rank lightning technique the gaseous poison technique would overpower the A-rank lightning technique leaving behind a remainder of the poison technique to continue to defend against. However, gaseous poison is weak to wind release. This is because the wind can blow away, and move the usually less dense and less abundant poison scattering it. For gaseous poison, your main objective is to get your opponent to breathe it in. Some gaseous poisons can travel through the pores of the skin but for most applications, the main drawback of gaseous poison is the fact that if your opponent doesn't breathe it in, the symptoms won't take hold.
Liquid poison is strong to fire but it also has a tricky application that very few elements have. This fact is one of my favorites about liquid poison because it means you can mess with your opponent, especially if they don't understand the interaction. For example, let's say you used a C-rank liquid poison technique to defend from the B-rank fire technique. The liquid poison would be able to nullify the fire technique, and it would change its state of matter from liquid poison to gaseous poison. So after the two techniques clashed, and acted upon one another what would be left would be a gaseous mist of damage-less poison. Meaning you are able to still poison your opponent even after your chakra is gone from the technique imparting the symptoms onto someone. Onto its weaknesses, liquid poison is weak to water, because the water can dilute the poison, and weak to earth because it can contain and stop the liquid from moving. For liquid poison, your main objective is to get some onto your opponent's skin or into a wound as it can usually travel through their skin or the site of a wound and poison them. It can also be applied through injuries such as cuts making it very good to apply to your weapons.​
All custom poison techniques can have both physical damage, ie damage similar to Wind Release, or Water Release and side-effect based damage after the symptoms are imparted onto an opponent as well as various detriments, like reductions to speed, chakra usage, or damage. Custom Poisons are a great example of the side-effect based damage, for a Lingering poison you can deal 10 damage per turn to a poisoned individual, and for a Basic poison, you can deal 20 damage per turn. In addition to everything I've mentioned above, also read through these updates, because you have Medical Ninjutsu and I assume at some point you'll make your own Custom Poison.​
¤ Poison Updates ¤

Moving forward, all custom poisons must abide by the following rules:

There are now two types of poisons that are allowed to be submitted. A lingering poison, and a basic poison. Like the name implies, a lingering poison will have smaller effects, but its effects will not fade until the opponent is KO'd or Killed. However, to compensate for their long duration, their effects and the damage that they cause will be far less than those of a basic poison. Basic Poisons on the other hand will have a limited duration limit of 5-6 turns depending on the other effects. However, to compensate for the shorter duration limit, Basic Poisons will have stronger base effects than lingering poisons. Additionally, poison stages will no longer exist for basic poisons, the full effects of the poison will kick in a turn after the poison is ingested. Please don't write a scientific thesis on each ingredient, on how they interact chemically to cause the effects specified in the poison. Poisons will last for a maximum of six turns, with a specialty in poison allowing them to last an extra two turns (basically making it so that the opponent experiences the effects of the last/most damaging stage of the poison for an additional two turns if exposed to it). As a baseline, lingering poisons will be able to do a maximum of 10 damage per turn, whereas basic poisons will be able to do a maximum of 20 damage per turn. Obviously, these would scale down, depending on the other effects added to the poison. These changes are retroactive, meaning that any currently approved poisons need to be updated in order to reflect these changes. Currently pending poisons are considered declined, and must be resubmitted to reflect the new changes. Additionally, I'm going to use this opportunity to clarify trading in regards to custom poisons. It is possible to, in the NW, give your friend or ally a sample of your custom poison to coat their weapons or whatever with. However, this type of transaction will last for the duration of the arc that it happens in only. Outside of that, it is not allowed to teach others your poisons, or for others to have your poisons in their CJ threads.
Do you got all of that, or do you have any questions?
 

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@Red-Robin Robin Yo so, Poison Ninjutsu is special in the sense that it has multiple states, unlike most elements. These forms have different strengths and weaknesses which is important in combat because you are able to use certain techniques as either a liquid or a gas. These substances have different properties and thus interact with things, such as solids, liquids, gases, fire, lightning, etc differently. Let's look them over and see if we can pick out the advantages of using one over the other in combat. At least to get you started and familiar with Poison Release as a whole.​
As you can see, poison as a substance comes in two basic forms, liquid and gas. These forms are their states of matter and heavily affect their strengths and weaknesses. A good way to think of this is to visualize, water, water can be a liquid, a solid; ice, or even a gas; vapor or steam. We'll talk about gaseous poison first. It's similar to wind, in some regards, but the fact that it usually has additional symptoms is what makes it better and more useful than wind release. At least, in my opinion, it has the same properties, it can be sharp like a blade of wind, or it can be dull like a gust of wind. It can be precise, or wide-spread. It can cause just about any alteration that wind release could.​

Gaseous poison is strong to lightning for the same reasons wind is strong to lightning. It can work as an insulator containing and breaking the lightning down through an elemental interaction between the two. This means a gaseous poison technique can nullify and snuff out a lightning technique one rank higher, or overpower a technique of the same rank as an example, a B-rank gaseous poison technique could deal with a A-rank lightning technique on equal terms. If instead, we pit an A-rank gaseous poison technique against an A-rank lightning technique the gaseous poison technique would overpower the A-rank lightning technique leaving behind a remainder of the poison technique to continue to defend against. However, gaseous poison is weak to wind release. This is because the wind can blow away, and move the usually less dense and less abundant poison scattering it. For gaseous poison, your main objective is to get your opponent to breathe it in. Some gaseous poisons can travel through the pores of the skin but for most applications, the main drawback of gaseous poison is the fact that if your opponent doesn't breathe it in, the symptoms won't take hold.

Liquid poison is strong to fire but it also has a tricky application that very few elements have. This fact is one of my favorites about liquid poison because it means you can mess with your opponent, especially if they don't understand the interaction. For example, let's say you used a C-rank liquid poison technique to defend from the B-rank fire technique. The liquid poison would be able to nullify the fire technique, and it would change its state of matter from liquid poison to gaseous poison. So after the two techniques clashed, and acted upon one another what would be left would be a gaseous mist of damage-less poison. Meaning you are able to still poison your opponent even after your chakra is gone from the technique imparting the symptoms onto someone. Onto its weaknesses, liquid poison is weak to water, because the water can dilute the poison, and weak to earth because it can contain and stop the liquid from moving. For liquid poison, your main objective is to get some onto your opponent's skin or into a wound as it can usually travel through their skin or the site of a wound and poison them. It can also be applied through injuries such as cuts making it very good to apply to your weapons.​

All custom poison techniques can have both physical damage, ie damage similar to Wind Release, or Water Release and side-effect based damage after the symptoms are imparted onto an opponent as well as various detriments, like reductions to speed, chakra usage, or damage. Custom Poisons are a great example of the side-effect based damage, for a Lingering poison you can deal 10 damage per turn to a poisoned individual, and for a Basic poison, you can deal 20 damage per turn. In addition to everything I've mentioned above, also read through these updates, because you have Medical Ninjutsu and I assume at some point you'll make your own Custom Poison.​
Do you got all of that, or do you have any questions?
It's all very straightforward so far if I'm being honest. I'd say the fight we've been having the last few days has been actually very helpful at reinforcing some of these variables conceptually into a more applied circumstance. I'd say it's been more helpful to see them used properly, as you've the experience to do so, then it being incumbent upon me to practice their counters and effective nullification of each individually.

The only questions that I had by the end of it were "What's the difference between "lingering" and "basic"?" But that was answered in the update mentioned following the fact, so currently the only question I have that vaguely relates to the subject is: Why was it decided that custom poison techniques weren't tradable? Hypothetically speaking, each poison would have a formula/chemical makeup that (regardless of specificity in the technique itself) would be teachable to anyone with similar understanding of chemistry and poison mixtures. Is there an underlying mechanical reason for that decision?
 

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It's all very straightforward so far if I'm being honest. I'd say the fight we've been having the last few days has been actually very helpful at reinforcing some of these variables conceptually into a more applied circumstance. I'd say it's been more helpful to see them used properly, as you've the experience to do so, then it being incumbent upon me to practice their counters and effective nullification of each individually.

The only questions that I had by the end of it were "What's the difference between "lingering" and "basic"?" But that was answered in the update mentioned following the fact, so currently the only question I have that vaguely relates to the subject is: Why was it decided that custom poison techniques weren't tradable? Hypothetically speaking, each poison would have a formula/chemical makeup that (regardless of specificity in the technique itself) would be teachable to anyone with similar understanding of chemistry and poison mixtures. Is there an underlying mechanical reason for that decision?
Didn't need people running around with seven different poison variations really lol. I was working on it at one point until it got taken out. I had a sample of Med Toxin, a sample of Puppeteer's Poison, my custom poison; Shadow of the Bat, a sample of Korra's poison Red Lotus, and was working on picking up more from others. Custom Poisons are supposed to be at least right now, your own thing, that you know how to create, use and manipulate. It's also not a technique in and of itself, it is the recipe for your poison basically, it's paired with the techniques you use, can be applied to your weapons, laced into your smoke bombs etc. It isn't in and of itself a technique with its own usage just a reference for other people to know what your specific custom poison does.

We'll move onto the first technique if you have any further questions hmu with them.

(Dokuton: Doku Kemuri Kasui) - Poison Release: Poison Smoke Stream Technique
Rank: C-Rank
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: A technique where the user breathes forth a stream of poison. The poison itself wont do any outside damage, but when hitting against a body it flows into the opponents pores or lungs. The smoke itself is a slight paralysis, hindering speed and agility for two turn by 3 ranks.

With this, your biography can breathe out a stream of poison up to Mid-range. Most of the basic poison techniques don't do their own damage. There are a few but we'll get to that much later, most are like this one and deal status effects. This one can affect a person through the pores of the skin, merely though touch or being breathed in through the lungs. The effects are mild paralysis, reducing their speed by 3 ranks. This is a huge debuff for the technique's rank. Notice it says "ranks" not "levels." This means that when a person is affected by this poison for two turns, someone of Jonin rank would move at genin base speed. That is a massive debuff for a poison technique. However, its rank makes this pretty hard to land, or use at all, however like most of the other canon techniques sets up a basis for the kinds of detriments and symptoms you can use. Any questions?​
 

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Didn't need people running around with seven different poison variations really lol. I was working on it at one point until it got taken out. I had a sample of Med Toxin, a sample of Puppeteer's Poison, my custom poison; Shadow of the Bat, a sample of Korra's poison Red Lotus, and was working on picking up more from others. Custom Poisons are supposed to be at least right now, your own thing, that you know how to create, use and manipulate. It's also not a technique in and of itself, it is the recipe for your poison basically, it's paired with the techniques you use, can be applied to your weapons, laced into your smoke bombs etc. It isn't in and of itself a technique with its own usage just a reference for other people to know what your specific custom poison does.​

We'll move onto the first technique if you have any further questions hmu with them.​

(Dokuton: Doku Kemuri Kasui) - Poison Release: Poison Smoke Stream Technique​
Rank: C-Rank​
Type: Supplementary​
Range: Short-Mid​
Chakra Cost: 15​
Damage Points: N/A​
Description: A technique where the user breathes forth a stream of poison. The poison itself wont do any outside damage, but when hitting against a body it flows into the opponents pores or lungs. The smoke itself is a slight paralysis, hindering speed and agility for two turn by 3 ranks.​

With this, your biography can breathe out a stream of poison up to Mid-range. Most of the basic poison techniques don't do their own damage. There are a few but we'll get to that much later, most are like this one and deal status effects. This one can affect a person through the pores of the skin, merely though touch or being breathed in through the lungs. The effects are mild paralysis, reducing their speed by 3 ranks. This is a huge debuff for the technique's rank. Notice it says "ranks" not "levels." This means that when a person is affected by this poison for two turns, someone of Jonin rank would move at genin base speed. That is a massive debuff for a poison technique. However, its rank makes this pretty hard to land, or use at all, however like most of the other canon techniques sets up a basis for the kinds of detriments and symptoms you can use. Any questions?​



Ah, well I suppose that makes some sense. I wonder if it'd be feasible to create a sub-section for custom's learned/created that is specifically limited by the number of poisons you can have? So similarly to how you can only have a maximum of 10 custom Summoning Techniques, regardless of if they're your own or learned from another, you can only have so many relative to the limitations placed. So if applied to poisons as a separate category, perhaps you could only learn a maximum of 2 other poisons from other people? To help avoid the premise of everyone running around with a plethora of poisons at their disposal while still allowing for some interchangeability between users and those passionate about the field. Just a thought.

No questions in particular; it's fairly self-explanatory. That does seem very significant for a C-rank debuff, but as you pointed out, given the lower rank it has a far narrower gap to squeeze through in order to be applicable in normal fighting conditions. But, given the opportunity it could make a drastic difference in the pace of a fight in clear favor of the user.

I do have one question though, in relation to the concept of using poison. Are there ever any circumstances that your own poison could be redirected against you and have you suffer from the resulting side effects? Could an opponent "Hijack" your poison in any way, essentially.
 

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Poison
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Poison Ninjutsu or Dokuton/Doku is the ability to shape, mold and transform your chakra into harmful biochemical substances that you create and use to attack your enemies.

Abilities:
  • Both medical-nin and puppeteers can have Poison as their default Advanced Ninjutsu, if they so wish to. In doing so, they have the option to gain another Adv. Ninjutsu, but at the cost of not being able to have a mode or vice versa.
  • Only Medical Ninja can create custom poisons, counting as a Medical CJ.
  • Poison Users are immune to Poison Release as well as liquid poisons.
  • Poison Ninjutsu will always create the poison substance defined in the technique. When someone creates a Poison Ninjutsu technique, he or she will create a technique that uses chakra to create a substance that is only used in that technique and has specific effects.
  • Basic poison cannot poison weapons, tools, anything. It's simply bound by the technique. Basic Puppeteer poison can be applied to puppet weapons only. Mednin, however, can apply custom poisons to weapons and other usages

Restrictions:
  • Can be made at any rank.
  • Counts as an Advanced Ninjutsu.
  • Costs 4,500 Kumi.



The above quote will answer a lot of those questions, and if you haven't, you should read through it completely.

1. As a Poison Release user, you are immune to Poison Release as well as liquid poisons.
2. It is standard procedure for the creator of a Custom Poison to make themselves immune to it.
3. Medical-nin and puppeteers can have Poison as their default AN gaining a second one but forfeiting a mode.

Next technique.

(Dokuton: Hei no Doku Jutsu) - Dokuton: Wall of Poison Technique
Rank: B-Rank
Type: Defensive
Range:Short
Chakra Cost:20
Damage Points:N/A
Description: A technique used when an opponent is rushing towards the user, bringing forth a veil of poison mist in which the opponent will end up running through. When passing through the poison, the opponent will experience no sensation at all. However, once the enemy passes through it he will be poisoned. The effects are a mild numbness to the targets senses (blurred vision, hissing sound, skin numbness, etc) and momentary disorientation for 2 turns.

A terrible poison technique in my opinion. It's weak, and it has no damage making it nearly impossible to use in a battle against your opponent. Even against a taijutsu user or a speed blitzer this would not be useful because it doesn't reduce their speed, defend or stop them in any way. I'm teaching you it because it's required, but I don't see it ever getting used and if you can use it in a way that is useful I'll commend you for being more creative than I am. The effects are subpar and pretty pointless without a debuff to the opponent. I mean, blurred vision, hissing sounds, skin numbness, and momentary disorientation for 2 turns? Yet no tangible effects, no slow, no reaction reduction. Anyway, any questions?​
 

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The above quote will answer a lot of those questions, and if you haven't, you should read through it completely.​

1. As a Poison Release user, you are immune to Poison Release as well as liquid poisons.​
2. It is standard procedure for the creator of a Custom Poison to make themselves immune to it.​
3. Medical-nin and puppeteers can have Poison as their default AN gaining a second one but forfeiting a mode.​

Next technique.​

(Dokuton: Hei no Doku Jutsu) - Dokuton: Wall of Poison Technique
Rank: B-Rank​
Type: Defensive​
Range:Short​
Chakra Cost:20​
Damage Points:N/A​
Description: A technique used when an opponent is rushing towards the user, bringing forth a veil of poison mist in which the opponent will end up running through. When passing through the poison, the opponent will experience no sensation at all. However, once the enemy passes through it he will be poisoned. The effects are a mild numbness to the targets senses (blurred vision, hissing sound, skin numbness, etc) and momentary disorientation for 2 turns.​

A terrible poison technique in my opinion. It's weak, and it has no damage making it nearly impossible to use in a battle against your opponent. Even against a taijutsu user or a speed blitzer this would not be useful because it doesn't reduce their speed, defend or stop them in any way. I'm teaching you it because it's required, but I don't see it ever getting used and if you can use it in a way that is useful I'll commend you for being more creative than I am. The effects are subpar and pretty pointless without a debuff to the opponent. I mean, blurred vision, hissing sounds, skin numbness, and momentary disorientation for 2 turns? Yet no tangible effects, no slow, no reaction reduction. Anyway, any questions?​

Ah, I do recall reading through that. I suppose that means that using poison techniques against someone who also has poison ninjutsu in their arsenal would be pointless and vice versa, correct? Seems quite limiting in that sense, but I guess it makes sense all the same.

I do agree it seems a bit "deflated" in terms of severity, especially given the C-rank technique listed just before it seems far more applicable and tangible. I'd think if they removed the "mild" reference and left the symptoms as it suggests, it'd be a useful measure to utilize as advantages in a "dirty fighting" sort of manner. I'd imagine no different to the concept of boxing an opponents ears, throwing sand in their eyes, etc. Basic deconstruction of an opponents primary senses can be useful to give you the advantage of surprise while still being out in the open with minimal hidden tactics required. But given the vagueness of the description and the fact that it specifically refers to it as "mild" insinuates that it's less than debilitating by any standard, or at least could be reasonably argued as such with little effort. No questions.
 

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Coolcoolcooltighttighttight.

Next.

(Dokuton: Dokugakure Kiri no Jutsu) -Dokuton: Hidden Poison Mist Technique
Rank: B-Rank
Type: Supplementary
Range: Short-Long
Chakra Cost: 20 (-5 per turn to keep active, opponent suffers 20*X chakra point loss per turn, being X the number of turns exposed)
Damage Points: N/A (10*X per turn, being X the number of turns exposed)
Description: A technique based off of the Kirigakure no Jutsu. The user will do an unorthodox handseal (slamming both clenched fists together, palms facing down) and releases his chakra throughout the atmosphere. This chakra will copy a poison in the users possession and produce it in the atmosphere through the users chakra and the moisture all around. This creates a plethora of poison mist that very quickly fills up the area. It not only blocks off the view of the opponent, but also surrounds them by a dense poison mist which, if absorbed through the skin or breathed, is then used to drain the opponents chakra and health.

This one is a basic variation on something you'll learn more about later, check how the damage is calculated as well this is something you will see often with poison techniques, a damage per turn. It basically deals ten damage per turn and drains twenty chakra per turn on top of the other effects of the poison that you are copying. It's actually useful at your level and can be fun at higher levels because you are able to use it like the Hidden Mist Technique.

Through this technique, you are able to create a dense poison mist with properties similar to the Hidden Mist Technique itself restricting vision and making it hard to pinpoint the opponent. Due to the chakra found inside of the poison mist, sharingan users will be just as blind as a normal individual unable to pinpoint your chakra signature as it matches the chakra around you allowing you to obscure yourself, great for stealth like the Hidden Mist Technique but also has the added kick of being a poison.

The biggest thing about this poison technique is it copies a poison in your possession which some other poison techniques can do. This means not only does it have its own effects as mentioned above, in this case, the chakra drain per turn and the damage, it also takes on the properties of whatever poison you copy. So you are able to compound the usefulness of this technique making it more deceptive and deadly boosting its rank and damage also increases its usability.

While we're on that subject we can discuss the basic poison you'll obtain by being a medical shinobi.
Med Toxin
Type:
Neurological
Description and Effects: Med nin with poison specialty are able to produce a incredibly potent poison, which is capable of making the entirety of a victim's body numb just moments after inhalation and may eventually prove fatal. This toxin causes partial paralysis after exposure, reducing the victim's movement and reaction speeds by 25%. After 4 turns untreated, this will result in near total paralysis as the victim loses almost complete motor control. Will cause fainting 6 turns after exposure due to lack of oxygen.

Symptoms are:
1: Difficulty breathing, loss of balance. Effects take place after 1 turn.
2: Dizziness and mental disability; their mind becomes hazed as do the senses. Inability to perform 4 or more handseals or complex techniques. Diminished reactions and speed reduced by 25%. Effects take place after 2 turns.
3: Near complete paralysis: The target becomes almost fully paralyzed, moving at 75% their speed and their reactions reduced at the same level. Effects take place after 4 turns.
4: Knockout: Muscles shut down, the body shutting down as well causing the target to pass out. Effects take place after 6 turns.
The above can be paired with that technique and others like it, for example Poison Creation.

Any questions about the Poison Technique or Med Toxin itself?

Keep in mind, basic Med Toxin only comes in a gaseous variety, as per the mention of "inhalation."​
 

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Coolcoolcooltighttighttight.​
Next.​
(Dokuton: Dokugakure Kiri no Jutsu) -Dokuton: Hidden Poison Mist Technique
Rank: B-Rank​
Type: Supplementary​
Range: Short-Long​
Chakra Cost: 20 (-5 per turn to keep active, opponent suffers 20*X chakra point loss per turn, being X the number of turns exposed)​
Damage Points: N/A (10*X per turn, being X the number of turns exposed)​
Description: A technique based off of the Kirigakure no Jutsu. The user will do an unorthodox handseal (slamming both clenched fists together, palms facing down) and releases his chakra throughout the atmosphere. This chakra will copy a poison in the users possession and produce it in the atmosphere through the users chakra and the moisture all around. This creates a plethora of poison mist that very quickly fills up the area. It not only blocks off the view of the opponent, but also surrounds them by a dense poison mist which, if absorbed through the skin or breathed, is then used to drain the opponents chakra and health.​
This one is a basic variation on something you'll learn more about later, check how the damage is calculated as well this is something you will see often with poison techniques, a damage per turn. It basically deals ten damage per turn and drains twenty chakra per turn on top of the other effects of the poison that you are copying. It's actually useful at your level and can be fun at higher levels because you are able to use it like the Hidden Mist Technique.​
Through this technique, you are able to create a dense poison mist with properties similar to the Hidden Mist Technique itself restricting vision and making it hard to pinpoint the opponent. Due to the chakra found inside of the poison mist, sharingan users will be just as blind as a normal individual unable to pinpoint your chakra signature as it matches the chakra around you allowing you to obscure yourself, great for stealth like the Hidden Mist Technique but also has the added kick of being a poison.​
The biggest thing about this poison technique is it copies a poison in your possession which some other poison techniques can do. This means not only does it have its own effects as mentioned above, in this case, the chakra drain per turn and the damage, it also takes on the properties of whatever poison you copy. So you are able to compound the usefulness of this technique making it more deceptive and deadly boosting its rank and damage also increases its usability.​
While we're on that subject we can discuss the basic poison you'll obtain by being a medical shinobi.The above can be paired with that technique and others like it, for example Poison Creation.​
Any questions about the Poison Technique or Med Toxin itself?​
Keep in mind, basic Med Toxin only comes in a gaseous variety, as per the mention of "inhalation."​
That does seem incredibly advantageous in terms of the creative freedoms that opens up for the user once they have a variety of different poisons to choose from. Given the fact that it has long-range capacity gives it a lot of versatility.

I had seen that referenced in the medical ninjutsu lineup, which I was curious if it was trained through Medical Ninjutsu or through Poison Ninjutsu, since it seemed affiliated specifically to both.

A general question I have in regards to symptom progression over the course of turns: Is that something that is incumbent upon the user to keep track of and effectively remind the opponent of it's progression, or something that the opponent is expected to track themselves? I ask thinking in regards to a possible situation where the battle proceeds a turn or two progressively after a poison with turn-based symptoms has been applied, but without really acknowledging or taking into account the effects of symptoms that were technically supposed to take effect. Is that voided in favor of the target and recognized as the user's error for not tracking the effects sufficiently enough for their advantage, or can it be retroactively regarded and pointed out to alter the results so long as it makes sense?
 

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If you get the symptoms applied to someone it is usually best to keep track of it yourself, ie, make sure they know. Constantly remind them and bring it up each turn, especially if they try to get out of it, or ignore it. For the most part, take it as your responsibility to explain to them, what the effects are and keep making sure they know as it progresses.

Show me a combo you can exploit now that you have a decent Poison Ninjutsu Technique to work with.

In the meantime, we'll also move onto the next technique.

(Dokuton: Kurote no Jutsu) - Poison Release: Black Hand Skill
Rank: B-Rank
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: A technique where the user can transmit a special poison through an open wound. This jutsu is normally used close range, where the user shoves their hand forward and shove it into an opponents open wound. The opponents hands will turn black and become stiff and unable to perform Jutsu while the technique is active (lasts 2 turns if its not deactivated). The users chakra will infect the enemy with a poison which will instantly paralyze him. The effects can only be reversed by a medical ninja by removing the poison and administering the antidote. However, the technique is useless unless the user can target an open wound.

Basically, a jab and stab type technique. You coat your hand in poisonous chakra and shove it into an opponent's open wound. I know, weird. However, when you do this your opponent's hands will become black and stiff, making them unable to perform jutsu. This is because your chakra will invade and infect them, instantly paralyzing them. This effect lasts 2 turns, and can only be reversed by things like a medical shinobi removing the poison, or Touch of the Sun purging the poison or any other technique that can "remove" the poison itself. Granted the wording at the end reduces the viability by making it useless unless you target an open wound. You could always apply it through freeform, or chakra-less taijutsu, but it would be difficult to as opponents hardly ever let you touch them.

Any questions?​
 

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If you get the symptoms applied to someone it is usually best to keep track of it yourself, ie, make sure they know. Constantly remind them and bring it up each turn, especially if they try to get out of it, or ignore it. For the most part, take it as your responsibility to explain to them, what the effects are and keep making sure they know as it progresses.​
Show me a combo you can exploit now that you have a decent Poison Ninjutsu Technique to work with.​
In the meantime, we'll also move onto the next technique.​
(Dokuton: Kurote no Jutsu) - Poison Release: Black Hand Skill
Rank: B-Rank​
Type: Supplementary​
Range: Short​
Chakra Cost: 20​
Damage Points: N/A​
Description: A technique where the user can transmit a special poison through an open wound. This jutsu is normally used close range, where the user shoves their hand forward and shove it into an opponents open wound. The opponents hands will turn black and become stiff and unable to perform Jutsu while the technique is active (lasts 2 turns if its not deactivated). The users chakra will infect the enemy with a poison which will instantly paralyze him. The effects can only be reversed by a medical ninja by removing the poison and administering the antidote. However, the technique is useless unless the user can target an open wound.​
Basically, a jab and stab type technique. You coat your hand in poisonous chakra and shove it into an opponent's open wound. I know, weird. However, when you do this your opponent's hands will become black and stiff, making them unable to perform jutsu. This is because your chakra will invade and infect them, instantly paralyzing them. This effect lasts 2 turns, and can only be reversed by things like a medical shinobi removing the poison, or Touch of the Sun purging the poison or any other technique that can "remove" the poison itself. Granted the wording at the end reduces the viability by making it useless unless you target an open wound. You could always apply it through freeform, or chakra-less taijutsu, but it would be difficult to as opponents hardly ever let you touch them.​
Any questions?​
Alright, that's fair.

If you're referring to just a basic explanation of a combo I could utilize while using the previous explained technique, then I'd say it would be a perfect method of creating opportunity for initiating close range attacks on my own terms; allowing for quick and precise use of Taijutsu techniques given the visual distortion that the poison applies to the field against the opponent. At worst, they suffer from the default symptoms in conjunction to the possible ones tied to them through another poison additive; potentially the Med Toxin given that is likely the only one I would have at present, which would allow for me to close the gap between us unhindered and deal significant physical damage in close quarter combat.
Best case scenario for them, it still acts as a visual hindrance that requires for them to take the time to disperse, in which case the gap could still be significantly closed by that point and odds are significantly higher in favor of successfully executing an attack.
If not to use as a prelude to a Taijutsu followup, then at the very least utilized to throw projectiles from a safe distance such as kunai or shuriken, using other techniques to create trap-oriented situations for them that they'd have a much harder time noticing or reacting to.




"Weird" is one way to put it.. It's strangely specific, especially in relation to the fact that it "has" to be on your hand, and it "has" to be administered through an open wound. I suppose it'd be one thing if it was open-ended to the capacity of applying it to weapons that could then be not only the point in which the wound is created, but also the point in which the poison is put into the system, but unfortunately that isn't the case.

The only realistic situation that I foresee this being used would be a scenario where you manage to inflict a wound on an opponent at any point in a fight, then allowing the fight to go on until a situation presents itself where they bring themselves into close-quarters attempting a committed attack against you, which then you can take advantage of by aiming for their aforementioned wound with this technique. It's symptoms are significant enough that, if necessary to ensure it's inflicted on the target, taking a direct attack while trying to avoid it being fatally wounding to yourself could be worth the exchange to make it happen, granting the opportunity for a quick cleanup after the fact given the debilitating limitations they now suffer from.
 

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(Dokuton: Shinkei Douin no Jutsu) - Poison Release: Nerve Agent Technique
Rank: B-Rank
Type: Supplementary
Range: Short-mid
Chakra Cost: 20
Damage Points: N/A
Description: The user performs the needed handseal (Clap hands), while inhaling, and releases out a yellow fog from mouth. The special poison is a nerve agent designed to affect the motor nerves and muscles which is achieved by altering the users own saliva and respiratory secretions and giving it the needed qualities. As the poison touches the pores of an opponent that particular area of the body will begin to experience random and severe muscle spasms. The spams progress and make it rather hard to perform handseals, using projectiles, taijutsu, etc. The symptons increase for 3 turns, at the end of which the target will be almost in a seizure-like state. After that, the effect wears off instantly and the target regains control over their musculatory system.

This one is another one that isn't that great, there's not much to talk about or point out.

Anything you think is worth mentioning that you can point out?
 

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(Dokuton: Shinkei Douin no Jutsu) - Poison Release: Nerve Agent Technique
Rank: B-Rank
Type: Supplementary
Range: Short-mid
Chakra Cost: 20
Damage Points: N/A
Description: The user performs the needed handseal (Clap hands), while inhaling, and releases out a yellow fog from mouth. The special poison is a nerve agent designed to affect the motor nerves and muscles which is achieved by altering the users own saliva and respiratory secretions and giving it the needed qualities. As the poison touches the pores of an opponent that particular area of the body will begin to experience random and severe muscle spasms. The spams progress and make it rather hard to perform handseals, using projectiles, taijutsu, etc. The symptons increase for 3 turns, at the end of which the target will be almost in a seizure-like state. After that, the effect wears off instantly and the target regains control over their musculatory system.

This one is another one that isn't that great, there's not much to talk about or point out.

Anything you think is worth mentioning that you can point out?
The fact that it takes 3 turns to build up to a point in which it seemingly has any significance while doubling with an instantaneous drop-off of effect after the initial build up makes it rather pointless at a glance. I suppose if you try to take advantage of the specified turns; I'd imagine the only way this could be utilized effectively is if the user gets the right to determine when said spasms or seizure-like reactions take place, otherwise the opponent would more or less always depict themselves as "minimally affected" by it and rarely admit to being disadvantaged by it in any way, nor would I expect any differently given the specific yet oddly vague at the same time nature of this technique.
 

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(Dokuton: Mahi Doku Bakuha no Jutsu)- Poison Release: Paralysis Poison Blast Technique
Rank: B-Rank
Type: Offensive
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: A technique that is based off somewhat on the Phoenix Flower Jutsu. The user exhales five blasts of poison after inhaling and doing the Hare handseal. In the center of these blasts of guey poison are poison smoke bombs that the user threw at the same time, both aspects of the technique containing the same poison, albeit in different forms (liquid and mist). Upon impact, the liquid poison will enter the targets pores, being absorbed through the skin, causing high levels of physical pain (albeit no damage) while the poison bombs will detonate the mist, which, if inhaled, will cause motor paralyzation (1 turn).

An example of a replacement for smoke-bombs and a premise you can really work into custom jutsu. I say this because it is something I've worked into a few of my abilities, like replacements for Explosive Tags, and replacements for smoke-bombs. The technique itself doesn't hold any intrinsic physical damage, which I feel is a big let down because it is based off of the Phoenix Flower Jutsu, so there was the potential there for there to be at least some physical damage when you're dealing with sticky, globules of poison. There also isn't any side effect based damage, but if applied the poison causes paralysis for 1 turn. This would cause the opponent to lock up, unable to move, so if you somehow get it to land, and the symptoms to stick you can pin them down.​
 
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(Dokuton: Mahi Doku Bakuha no Jutsu)- Poison Release: Paralysis Poison Blast Technique
Rank: B-Rank
Type: Offensive
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: A technique that is based off somewhat on the Phoenix Flower Jutsu. The user exhales five blasts of poison after inhaling and doing the Hare handseal. In the center of these blasts of guey poison are poison smoke bombs that the user threw at the same time, both aspects of the technique containing the same poison, albeit in different forms (liquid and mist). Upon impact, the liquid poison will enter the targets pores, being absorbed through the skin, causing high levels of physical pain (albeit no damage) while the poison bombs will detonate the mist, which, if inhaled, will cause motor paralyzation (1 turn).

An example of a replacement for smoke-bombs and a premise you can really work into custom jutsu. I say this because it is something I've worked into a few of my abilities, like replacements for Explosive Tags, and replacements for smoke-bombs. The technique itself doesn't hold any intrinsic physical damage, which I feel is a big let down because it is based off of the Phoenix Flower Jutsu, so there was the potential there for there to be at least some physical damage when you're dealing with sticky, globules of poison. There also isn't any side effect based damage, but if applied the poison causes paralysis for 1 turn. This would cause the opponent to lock up, unable to move, so if you somehow get it to land, and the symptoms to stick you can pin them down.​
I agree that it's a bit disappointing that it doesn't do any damage. Even the specification that it causes "physical" pain specifically, but somehow that doesn't cause damage.. Yet things like Genjutsu -which is inherently mental/psychological- are frequently given damage values. Seems like an odd oversight. But, given the motor function paralysis function that sets in immediately upon infection can be a significant "end-all" step to any encounter. Especially since it takes a separate consistency and form from the other half of the technique, which I assume would mean they would need to defend against this single technique as if it were two separate techniques? i.e. accounting for the strengths/weaknesses accordingly between both the gas form and liquid form of the attack.
 

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The S/Ws don't really come into play for that specific technique because it doesn't have any inherent damage.

They would need a form of physical damage, for S/Ws to matter. So it can be easily countered, with just about anything.

A lot of the canon poison ninjutsu techniques are considerably lacking, that one is an example. It could be much better.

(Doku Sōzō) Poison Creation
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A (60 possible physical damage on impact, rest depends on the poison)
Description:
The user is able to take an existing sample of a given poison and manipulate it with his chakra, increasing is quantity and replicating it. Basically, much like one does with water release an a water source, the user is able to use a small sample of poison to, from it, create waves, projectiles, etc if the poison is liquid or a dust, clouds, gusts, mists, etc if the poison is a gas. This technique, however, cannot create poison out of nothing, only manipulate existing poison from a sample or source.
Note: the original sample or source needs to be within short range of the user.

The second truly useful technique you will learn and the one you'll probably end up using the most this one has a versatility not seen in any other poison technique thus far. You are able to create various objects or creations and this technique is limited mainly by your imagination. It can turn a single drop of poison on your person into a small ocean worth allowing you to defend and attack in tandem and overwhelm an unfamiliar opponent rather easily due to its very versatile nature.

Make note of the fact that you need a poison sample to use this. You are not "creating" poison from nothing as the name implies but proliferating a sample you already have. This can of course create a monumental supply from nothing more than a drop, but you still need that drop. Another downside is that you cannot use this on a source that is far away from you, it has to be within short range. So if you had dropped poison down around a person, or there is the remainder left over from a technique that is Mid-rank+ away from you you cannot take control of it with this. Which, kind of sucks, when compared to the versatility and usefulness of this technique.

This technique is special because it has multiple strengths and weaknesses depending on its state of matter. For example, if you create a gaseous gust of poison you can defend from S rank lightning nullifying it, while completely overpowering A-rank lightning leaving a poison technique for them to deal with. The same is true for S rank and A rank fire respectively if you use liquid there's something extremely tricky you can do, as I had brought up early on in this training session.

Say for example your opponent uses any of the following techniques;
(Katon: Gōen no Jutsu) - Fire Release: Great Flame Technique
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user does one handseal and inhales while molding a great amount of chakra into their lungs and expelling a large stream of flames from their mouth. The user has control over the concentration of the technique, being able to produce a narrow jet of flames, highly concentrated or one that will widen along its range. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time.


(Katon: Bakuryūgeki) - Fire Release: Exploding Dragon Strike
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user through use of one their scrolls will summon a large flame dragon that is directed towards the enemy target and explodes upon impact.

(Katon: Gōka Mekkyaku) - Fire release: Great Fire Majestic Annihilation
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: A technique where the user makes the horse hand seal and then kneads chakra inside his body which is then converted into fire and expelled from the mouth as a massive wall of intense flames, which covers an expansive range in both vertical and horizontal dimensions, making it extremely difficult to avoid. However, due to its massive width and height, the technique is not one of the fastest seen so far.

( Katon: Shinku Kaen ) - Fire Release: Crimson Flame
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user forms three handseals and accumulates fire and/or lava chakra in his hand and triggers a series of large fiery flame projectiles. After colliding against the target, it will explode in red flame blasts. This technique is powerful enough to demolish an entire area, causing a massive mid ranged explosion. The more blasts the user makes, the smaller the ensuing explosions becomes.
Especially (Katon: Gōka Mekkyaku) - Fire release: Great Fire Majestic Annihilation and (Katon: Gōen no Jutsu) - Fire Release: Great Flame Technique where your opponent needs to exhale you can use a wave, burst, or jet of liquid poison not only to nullify those types of techniques you can trap your opponent. Meaning when your liquid poison technique collides with and stalemates the fire technique what will remain is a cloud of inert gaseous poison that can still affect your opponent and taking into consideration the fact that your opponent had just exhaled and a lot of wind techniques requires your opponent to inhale-.. well it traps them into using something specific and creates a scenario where you can bait out a response and controlling the flow of battle is key in winning.

This is exceptionally true for poison where your goal isn't just to defend but to put your opponent on the defensive you always want them reacting to what you're putting out. That inert poison could then be used for custom techniques to attack further and pierce through that veil of wind your opponent uses to deal with the inert substance surrounding them.​
 
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The S/Ws don't really come into play for that specific technique because it doesn't have any inherent damage.​
They would need a form of physical damage, for S/Ws to matter. So it can be easily countered, with just about anything.​
A lot of the canon poison ninjutsu techniques are considerably lacking, that one is an example. It could be much better.​
(Doku Sōzō) Poison Creation
Type: Offensive​
Rank: A-Rank​
Range: Short-Mid​
Chakra: 30​
Damage: N/A (60 possible physical damage on impact, rest depends on the poison)​
Description:​
The user is able to take an existing sample of a given poison and manipulate it with his chakra, increasing is quantity and replicating it. Basically, much like one does with water release an a water source, the user is able to use a small sample of poison to, from it, create waves, projectiles, etc if the poison is liquid or a dust, clouds, gusts, mists, etc if the poison is a gas. This technique, however, cannot create poison out of nothing, only manipulate existing poison from a sample or source.​
Note: the original sample or source needs to be within short range of the user.​
The second truly useful technique you will learn and the one you'll probably end up using the most this one has a versatility not seen in any other poison technique thus far. You are able to create various objects or creations and this technique is limited mainly by your imagination. It can turn a single drop of poison on your person into a small ocean worth allowing you to defend and attack in tandem and overwhelm an unfamiliar opponent rather easily due to its very versatile nature.​
Make note of the fact that you need a poison sample to use this. You are not "creating" poison from nothing as the name implies but proliferating a sample you already have. This can of course create a monumental supply from nothing more than a drop, but you still need that drop. Another downside is that you cannot use this on a source that is far away from you, it has to be within short range. So if you had dropped poison down around a person, or there is the remainder left over from a technique that is Mid-rank+ away from you you cannot take control of it with this. Which, kind of sucks, when compared to the versatility and usefulness of this technique.​
This technique is special because it has multiple strengths and weaknesses depending on its state of matter. For example, if you create a gaseous gust of poison you can defend from S rank lightning nullifying it, while completely overpowering A-rank lightning leaving a poison technique for them to deal with. The same is true for S rank and A rank fire respectively if you use liquid there's something extremely tricky you can do, as I had brought up early on in this training session.​
Say for example your opponent uses any of the following techniques;​
Especially (Katon: Gōka Mekkyaku) - Fire release: Great Fire Majestic Annihilation and (Katon: Gōen no Jutsu) - Fire Release: Great Flame Technique where your opponent needs to exhale you can use a wave, burst, or jet of liquid poison not only to nullify those types of techniques you can trap your opponent. Meaning when your liquid poison technique collides with and stalemates the fire technique what will remain is a cloud of inert gaseous poison that can still affect your opponent and taking into consideration the fact that your opponent had just exhaled and a lot of wind techniques requires your opponent to inhale-.. well it traps them into using something specific and creates a scenario where you can bait out a response and controlling the flow of battle is key in winning.​
This is exceptionally true for poison where your goal isn't just to defend but to put your opponent on the defensive you always want them reacting to what you're putting out. That inert poison could then be used for custom techniques to attack further and pierce through that veil of wind your opponent uses to deal with the inert substance surrounding them.​
I suppose that makes sense. It does seem like a missed opportunity, shame.




Yeah, that does seem significant. Presumably, if you were to use a poison-based technique, would you be capable of utilizing the poison produced from said technique with this one and somehow enhance it's effectiveness? Or, if not to enhance that technique, but just to take that "drop" of poison from it to then create as a separate attack utilizing this technique in particular. Also, does it only replicate based on the form of the original substance sample used? In other words, could I change a drop of liquid poison into a bunch of gas, or is it only a liquid-to-liquid, gas-to-gas?
 

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Enhance it no, control it further, yes, use another technique as a source, yes as long as it is short-range. You could also take a drop of poison from a different technique and use that for a medium to use with Poison Creation. It's a clever utilization of it, awesome idea. It only replicates the poison in the form of the sample, so if you have a liquid sample it will create more liquid poison, if you have a gaseous poison, it will create gaseous poison. You cannot change the states of matter of poison that freely, it requires technique used to do that, and was why I made customs for that specific feature. That was also why I pointed out Med Toxin is a gaseous substance.

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(Dokuton: Soeki no Jutsu) - Poison Release: The Plague Technique
Rank: A-Rank
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: N/A (20*X per turn for 3 turns, X being the number of the turn in question)
Description: A technique which is a very deadly dokuton skill which can render even the strongest shinobi helpless with an extreme pain. By infusing highly concentrated poison chakra into one part of the persons body through direct contact, the poison begins to spread causing purple dots to appear all over the body. As they spread over the body, they constantly cause more and more pain as time goes on (lasts 3 turns). The effect is achieved by using the users chakra to create poison inside the enemy's cells through direct contact and using only the normal toxins and byproducts of the enemy's metabolism as source. The chakra will potentiate these toxins and multiply them, creating a cascading effect of increasing toxicity which can culminate in the enemy's death if he doesn't stop the spreading of the technique or receives treatment.
Note: Usable once every 4 turns

This one has weird scaling damage, due to the formula for figuring out damage. It starts at 20 damage on turn 1, goes to 40 damage on turn 2, and 60 damage on turn 3. This is because 20*X per turn for 3 turns, X being the number of the turn in question means;

Turn 1: 20*1 = 20
Turn 2: 20*2 = 40
Turn 3: 20*3 = 60

It requires direct contact which is hard to obtain but is possible through taijutsu and such if you are fast enough. It infuses poison chakra into the body and spreads it throughout their system like a virus. Ending in pain, sickness, and purple dots, lasting for 3 turns, and progressing in the way I mentioned above. A cool principle that can be pulled out of this technique is the ability to use internal sources, such as bodily toxins like their own carbon dioxide and other byproducts to poison your opponent. Ignore the mention of death, it's obsolete due to the health system. It just deals damage and stops if the person doesn't reach 0 health before the end of the technique.​
 

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Enhance it no, control it further, yes, use another technique as a source, yes as long as it is short-range. You could also take a drop of poison from a different technique and use that for a medium to use with Poison Creation. It's a clever utilization of it, awesome idea. It only replicates the poison in the form of the sample, so if you have a liquid sample it will create more liquid poison, if you have a gaseous poison, it will create gaseous poison. You cannot change the states of matter of poison that freely, it requires technique used to do that, and was why I made customs for that specific feature. That was also why I pointed out Med Toxin is a gaseous substance.​

Next​

(Dokuton: Soeki no Jutsu) - Poison Release: The Plague Technique​
Rank: A-Rank​
Type: Offensive​
Range: Short​
Chakra Cost: 30​
Damage Points: N/A (20*X per turn for 3 turns, X being the number of the turn in question)​
Description: A technique which is a very deadly dokuton skill which can render even the strongest shinobi helpless with an extreme pain. By infusing highly concentrated poison chakra into one part of the persons body through direct contact, the poison begins to spread causing purple dots to appear all over the body. As they spread over the body, they constantly cause more and more pain as time goes on (lasts 3 turns). The effect is achieved by using the users chakra to create poison inside the enemy's cells through direct contact and using only the normal toxins and byproducts of the enemy's metabolism as source. The chakra will potentiate these toxins and multiply them, creating a cascading effect of increasing toxicity which can culminate in the enemy's death if he doesn't stop the spreading of the technique or receives treatment.​
Note: Usable once every 4 turns​

This one has weird scaling damage, due to the formula for figuring out damage. It starts at 20 damage on turn 1, goes to 40 damage on turn 2, and 60 damage on turn 3. This is because 20*X per turn for 3 turns, X being the number of the turn in question means;​

Turn 1: 20*1 = 20​
Turn 2: 20*2 = 40​
Turn 3: 20*3 = 60​

It requires direct contact which is hard to obtain but is possible through taijutsu and such if you are fast enough. It infuses poison chakra into the body and spreads it throughout their system like a virus. Ending in pain, sickness, and purple dots, lasting for 3 turns, and progressing in the way I mentioned above. A cool principle that can be pulled out of this technique is the ability to use internal sources, such as bodily toxins like their own carbon dioxide and other byproducts to poison your opponent. Ignore the mention of death, it's obsolete due to the health system. It just deals damage and stops if the person doesn't reach 0 health before the end of the technique.​

So with this particular technique, the poison is manipulated chakra from the user that is then transmitted into the opponent through physical contact? Does that then mean (with the exception of Dojutsu or some other possible form of sensory technique) it isn't detectable by the target under normal circumstances, or does it exude some form of visual representation that could give it away? And does the contact have to be direct skin contact, or can it be through general contact such as through clothing?
 

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Technically there's no real visual cue since it's an infusion.

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(Ninpou: Dokugiri) - Ninja Art: Poison Mist
Rank: S-rank
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: N/A (40*X damage per turn, X being the number of turns after exposure)
Description: Chakra is kneaded within the body and then changed into special chemical substances which is then ejected through the mouth in the form of a massive poison cloud. When this substance comes in contact with the air outside the body, it instantly changes and is transformed into a mist of deadly poison. The poison's ability to kill is tremendous, as even just breathing in a small amount will mean the end of the target's life. As this technique combines ninjutsu, chemistry, and medical knowledge, using it requires fine chakra control and advanced ability in medical ninjutsu.
Note: Can only be used by those with Medical Training in Poison techniques.

Since you're a medical shinobi you can learn this, basically, you breathe out a wave of poison mist. This is the technique from the series usually associated with Poison Ninjutsu, it was used by Shizune. Disregard the mention of death again, due to the health system death isn't a thing anymore. There isn't much to talk about besides again the weird damage scaling. I don't know if it was intentional but the damage scales exponentially due to the formula used to calculate it similar to the plague technique.

Example:

Turn 1: 40*1 = 40
Turn 2: 40*2 = 80
Turn 3: 40*3 = 120

Though again it will be nearly impossible to hit a person with it, as there are many viable counters.

This leaves little chance to apply the symptoms to someone, just like the rest of the canon techniques so far.
 
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