(Kemuriton: Haibo Funsai) | Smoke Release: Ash Abrasion
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn to continue emitting smoke)
Damage: 60 damage (+20 if internal damage)
Description: The user, after performing 2 handseals, emits smoke from anywhere on their body. The smoke is very light and quickly covers the battlefield up to 20m. The individual smoke particles are light and easily inhaled; in addition to this, they have a burr-seed-like spikes that allows them to stick to things like weapons, clothes, hair, and skin. When stuck to the opponent, every movement the target makes causes the particles to scrape and grind against the skin, and contact points, turning their movements into a source of injury (-5 per turn if they move). If inhaled, breathing will push and pull the particles within the lungs, causing them to scrape and grind the inner surfaces of the lungs and causing the lining of the lungs to bleed. The target begins to cough up blood and has a hard time breathing as their lungs fill with blood. This will cause them to hyperventilate, which, of course, pushes and pulls the smoke particles more in the lungs causing more damage as they begin to cough violently.
Note: Can only be used 3 times.
Note: 3 turn cooldown period.
Note: Smoke remains on field for 3 turns unless the user is constantly emitting.
∞ Declined. I feel like this is going beyond Smoke Release, especially in the highlighted section. Basic smoke 'scraping' objects as they move feels like it should have been paired with some other form of Ninjutsu. I would stick to damaging opponents who breathe in the smoke. Notes of hyperventilation can go, as that is completely different from just having difficulty breathing. The added internal damage clause is also unnecessary as that would have been a part of the technique to begin with. ∞
(Genjutsu/Kemuriton: Enmu Shikei) | Illusion/Smoke Release: Sensory Isolation
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user performs a single handseal before spewing out as a dense cloud of smoke. Targets who inhale this smoke will experience desynchronization of their senses; this, of course, is just an illusion which makes them experience their senses one at a time instead of at the same time. Sound arrives late, touch precedes sight, and balance lags behind movement. This, of course, causes them to become uncoordinated and vulnerable.
Note: Can only be used 5 times
Note: Lasts 4 turns
Note: Technique has a 2 turn cooldown
∞ Approved. Removed the note allowing the smoke cloud to be used for other techniques. ∞
(Akuma Senbonken) | Thousand Demon Daggers
Type: Weapon
Rank: S
Range: Short-Long
Chakra: 40 (-10 per shatter or reform after first activation)
Damage: 80 (90 when fragmented)
Description: The Thousand Demon Daggers is a poison-based katana with a black hilt that has a demonic face on it and a purple blade that seems to be shattered but somehow still holds its form. This is a chakra conductive sword that is able to shatter into up to a thousand fragments and reform all at the user's will. To activate the fragmentation ability for the first time, the user must expend 40 chakra, after which the user needs only to spend 10 chakra to shatter and reform the blade as they see fit for the rest of the fight. In its standard form, the blade is able to deal 80 freeform damage, while in its fragmented form, it deals 90 damage collectively due to the sheer amount of the fragments.
When fragmented, the pieces move at the same speed as the user and scale proportionally with any increases to the user’s speed. The fragments can be manipulated freely by the user via gestures, allowing them to swarm, strike from multiple angles, or even orbit the user at high speeds to form barriers or shields capable of blocking incoming attacks. The fragments are chakra attuned to the hilt and will automatically align and reform when they are recalled, even without the user being able to see them. If chakra flow to the fragments is disrupted or somehow drained, they will lose mobility and fall inert until reactivated by once more spending 40 chakra. As long as the user maintains possession of the hilt, they may restore control over fragments.
This being a poison-based katana, the user is able to utilize all poison ninjutsu they know with this katana via slashes. It also grants the user a +20 boost to all poison-based jutsu. Additionally, infusing poison chakra into the katana causes it to passively emit a toxin that accelerates the effects of non-lethal poisons. This toxin is passively emitted simultaneously to any poison technique used by the user via the sword, however it takes up a move slot. The acceleration forces any poison to reach its most severe symptomatic stage immediately, rather than after a delay.
Note: Acceleration does not increase the poison's lethality.
Note: Acceleration does not bypass poison resistance, immunity, or cleansing techniques and does not apply to poisons that can kill the opponent.
Note: Fragment attacks do not damage per fragment, they do collective damage.
∞ Declined. Increased damage while fragmented won't be allowed, as that is simply just a different mode of the same weapon. Also, mention of the fragmented mode scaling with increases in the user's speed cannot be allowed. Control over the pieces of the weapon are tied to your Ninjutsu, or Mind attribute, meaning the fragments would move at the speed of an S-ranked Universal technique and not your speed, which comes from Agility. Manipulating the shards will also require constant contact and gestures via the hilt of the weapon instead of just any motion from the user. Finally, your idea of acceleration here is actually just instant. Causing even a non-lethal poison to skip all stages immediately from a passive technique is too much. Instead, having each stage requiring one less turn to complete would be more logical. Of course this acceleration ability cannot be passive, either. It will need to be an activated technique that then affects subsequent techniques used through the sword. ∞