Amegakure's Custom Center

Zatanna

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Ask not the sun why she sets
Why she shrouds her light away
Or why she hides her glowing gaze
When night turns crimson gold to grey


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N A M E : Diana

N I C K N A M E : Scorn of the Moon, Celestial Aspect of the Moon

G E N D E R : Female

A G E : 27

C L A N : Ganmi

L O O K S :
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P E R S O N A L I T Y :
Diana is a very strict person, often criticizing the bad behavior and habits of the other clan members, causing most of them to apologize, fearing that they might invoke her wrath. She is also very impatient, disliking people who don't answer her questions quickly enough. This, coupled with her own tragic childhood, caused many of her clanmates to avoid her due to her social awkwardness. However, she has a great sense of justice and pride in being a member of her clan.

Diana describes herself as someone who was always crying, since she wasn't able to protect those dear to her. Also, Diana has stated that she feels uncomfortable and insecure when she's not wearing armor.
Despite her reserved personality and mostly dressing in her conservative standard battle armor, Diana has been shown to have very little modesty and an unusual view on the concept in general. Many of her armors are skimpy, revealing and feminine, and when out of armor she has an affinity for sexy and revealing clothing.


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For silent falls the guilty sun
As day to dark does turn
One simple truth she dare not speak:
Her light can only blind and burn


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V I L L A G E O F B I R T H : Konohagakure

V I L L A G E O F A L L I A N C E : Amegakure


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N I N J A R A N K : Kage

S P E C I A L T Y :
  • Diana has an elemental affinity for water, mastering all the most difficult techniques, and even being able to perform them with one simple handseal. (P, 1)
  • Diana, also being trained as a close combat assassin shinobi, she has mastered Taijutsu to to point where she has increased reflexes from her training, as well as the ability to fight opponents without looking into their eyes. (P, 2)
  • Often outside and always on missions, Diana learnt medical jutsu to treat wound when supplies were low and unable to get to a town. As a result Diana had mastered Medjutsu. (P, 3)
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No mercy for the guilty
Bring down their lying sun
Blood so silver black by night
Upon their faces pale white

E L E M E N T S :

Lightning ReleaseCompleted
Earth ReleaseCompleted
Fire ReleaseCompleted
Wind ReleaseCompleted
Water ReleaseCompleted
Ganmi jutsuTraining
[td]
[/td]
[td] Y O U R N I N J U T S U :
TaijutsuCompleted
NinjutsuCompleted
GenjutsuCompleted
NB TaiCompleted
MedjutsuCompleted
Firefly SummonsCompleted
Slug SummonsCompleted

[/TR]
[/td][/tr]


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Cruel moon, bring the end
The dawn will never rise again.

H I S T O R Y :
Diana was born as her mother and father sheltered from a storm on the unforgiving slopes of Mount Targon. They had travelled from a distant land, drawn by dreams of a mountain they had never seen and the promise of revelation. Exhaustion and blinding stormwinds overwhelmed them on the eastern slopes of the mountain, and there, beneath cold, pitiless moonlight, Diana came into the world as her mother breathed her last.

Hunters from the nearby Solari Temple found her the next day as the storm abated and the sun reached its zenith, wrapped in bearskin and cradled in the arms of her dead father. They brought her to the temple, where the foundling child was presented to the sun and named Diana. The girl with the sable hair was raised as one of the Solari, a faith that dominated the lands around Mount Targon. Diana became an initiate, and was raised to venerate the sun in all its aspects. She learned the legends of the sun and trained every day with the Ra-Horak, the warrior templars of the Solari.

The Solari elders taught that all life came from the sun, and that the light of the moon was false, offering no nourishment and crafting shadows in which only creatures of darkness found succor. Yet Diana found moonlight entrancing and beautiful in a way the harsh sun glaring down the mountain could never match. Every night the young girl would wake from dreams of climbing the mountain to sneak from the initiates' dormitories to pick night-blooming flowers and watch freshwater springs turn silver in the moonlight.

As the years went by, Diana found herself ever at odds with the elders and their teachings. She couldn't help but question all she was told, always suspecting there was more that went unsaid in every teaching, as though what she was being taught was willfully incomplete. As she grew, Diana's sense of isolation only became stronger as childhood friends distanced themselves from the mordant, questioning girl who never quite fit in. At night, watching the silver moon rise over the impossibly distant summit, she felt more and more like an outcast. The urge to climb the mountain's flanks was like an itch that could never be scratched, but everything she had been taught since birth told her the mountain would claim more than just her life should she ever try. Only the most worthy and heroic dared make such an ascent. With every passing day, Diana felt more alone and more certain that some vital aspect of her life remained unfulfilled.

Her first clue as to what that might be came when she was sweeping the temple library as punishment for arguing with one of her elders. A glint of light behind a sagging bookcase drew Diana's eyes, and upon investigation, she discovered the partially burned pages of an ancient manuscript. Diana took the pages and read them beneath the full moon that very night, and what she read unlocked a door into her soul.

Diana learned of an all-but-extinct group known as the Lunari, whose faith saw the moon as a source of life and balance. From what Diana could glean from the fragmentary texts, the Lunari spoke of the eternal cycle - night and day, sun and moon - as essential for universal harmony. This was a revelation to the girl with the sable hair, and as she looked beyond the moonlit temple walls, she saw an elderly woman wrapped in a bearskin cloak trudging up the far path that eventually led to the mountain's summit. The woman's steps were faltering and she leaned on a carved staff of willow to remain upright. She saw Diana and called for help, saying that she had to reach the top of the mountain before morning - an ambition Diana knew was utterly impossible.

Diana's desire to help the woman and climb the mountain warred with everything the Solari taught. The mountain was for the worthy, and Diana had never felt worthy of anything. Again the woman asked for her help, and this time Diana did not hesitate. She scrambled over the walls and took the woman's arm, leading her up the mountain, amazed someone so aged had even made it this far. They climbed for hours, above the clouds and into the chill air where the moon and stars glittered like diamonds. Despite her age, the woman kept climbing, urging Diana onwards when she stumbled or when the air grew thin and cold.

As the night wore on, Diana lost track of time as the stars wheeled overhead and all but the mountain faded from view. Together, Diana and the woman climbed ever upwards and each time her steps faltered, she drew strength from the pale glow of the moon. Eventually Diana fell to her knees, exhausted and weary beyond imagining, her entire body strained to the limits of exhaustion. When Diana looked up, it was to see that somehow they had reached the mountaintop, a feat that should not have been possible in a single night. The summit was wreathed in cascades of spectral illumination, veils of brilliant light, spirals of vivid color and the glimmering ghost of a vast city of silver and gold hovering in the air.

She searched for her companion, but the woman was nowhere to be seen - only the bearskin cloak mantling Diana's shoulders suggested she had existed at all. Looking into the light, Diana saw the promise of the emptiness within her being filled, of acceptance and the chance to be part of something greater than she could ever imagine. This was what Diana had sought all her life without truly knowing it, and fresh vitality flowed through her limbs as she rose to her feet. She took a hesitant step towards the incredible vista, her resolve growing stronger with every breath.

The light surged and Diana screamed as it poured into her, a union with something vast and inhuman, impossibly ancient and powerful. The sensation was painful, but also joyous - a moment or an eternity that was both revelatory and hallucinatory. When the light faded, the sense of loss was an ache like nothing she had known before.

Diana stumbled down the mountain in a fugue state, oblivious to her surroundings, until she found herself before a cleft in the mountainside; a cave mouth that would have been invisible but for the moonlight shadows. Cold and needing shelter for the night, Diana sought refuge within the cave. Inside, the narrow cleft widened into the crumbling ruin of what might once have been a temple or vast audience chamber. Its crumbling walls were painted in faded frescoes depicting warriors of silver and gold fighting back to back against an unending host of grotesque monsters as the sky rained comets of searing light.

At the center of the chamber stood a crescent sword and a suit of armor unlike any other; a mail shirt of spun silver rings and wondrously crafted warplate of polished steel.

Reflected in the gleam of the armor, Diana saw her once sable hair was now purest white, and a rune shone on her forehead with incandescent light. She recognized the symbol so exquisitely etched into the plates of the armor; the same symbol depicted in the pages of the burned manuscript she had found in the library. This was Diana's moment of truth. She could turn away from this destiny or choose to embrace it.

Diana reached out, and as her fingers touched the cold steel of the armor, her mind exploded with images of lives she had never lived, memories she had never experienced and sensations she had never known. Scraps of ancient history raged like a blizzard in her mind; secret knowledge she but dimly grasped and innumerable futures scattered like wind-blown dust.

When the visions faded, Diana saw she was now fully clad in the silver warplate, armor that fitted her as though wrought especially for her. Her mind was still afire with newly acquired knowledge, but much of it remained frustratingly out of reach, like a picture half in shadow, half in light. She was still Diana, but she was also something more, something eternal. Feeling vindicated with this new knowledge, Diana left the mountain cave and made her way unerringly towards the Solari Temple, knowing she had to tell the elders what she had learned.

She was met at the temple gates by Leona, the master of the Ra-Horak and the Solari's greatest warrior. Diana was brought before the temple elders, who listened with mounting horror as she told of what she had learned of the Lunari. When she had finished her tale, the elders immediately denounced her as a heretic, a blasphemer and peddler of false gods. For such a heinous crime, only one punishment could suffice; death.

Diana was appalled. How could the elders reject what was so patently true? How could they turn their back on revelations brought from the very summit of the holy mountain? Her fury built at their willful blindness, and blazing orbs of silver fire spun in the air around her. With a scream of rage-fueled frustration, Diana's sword swept out, and where it struck, silver fire burned with killing light. Again and again, Diana lashed out and when her fury ebbed, she saw the carnage she had unleashed. The elders were dead and Leona lay on her back, her armor smoking as though fresh from the forge. Appalled at what she had done, Diana fled the site of the massacre, escaping into the wilds of Mount Targon as the Solari reeled from the savagery of her attack.

Hunted by the warriors of the Ra-Horak, Diana now seeks to piece together the fragmentary memories of the Lunari hidden within her mind. Driven by half-remembered truths and glimpses of ancient knowledge, Diana has only one truth to cling to - that the Lunari and the Solari need not be foes, that there is a greater destiny for her than that of a simple warrior. What her destiny might be is unknown, but Diana will find it, whatever the cost.

Night's Work
Night had always been Diana's favorite time, even as a child. It had been that way since she was old enough to scramble over the walls of the Solari temple and watch the moon traverse the vault of stars. She looked up through the dense forest canopy, her violet eyes scanning for the silver moon, but seeing only its diffuse glow through the thick clouds and dark branches.

The trees were pressing in, black and moss-covered, their branches like crooked limbs reaching for the sky. She could no longer see the path, her route forward obscured by rank weeds and grasping briars. Wind-blown thorns scraped the curved plates of her armor, and Diana closed her eyes as she felt a memory stir within her.

A memory, yes, but not her own. This was something else, something drawn from the fractured recollections of the celestial essence that shared her flesh. When she opened her eyes, a shimmering image of a forest overlaid the close-packed trees before her. She saw the same trees, but from a different time, from when they were young and fruitful and the path between them was dappled with light and edged in wildflowers.

Raised in the harsh environs of Mount Targon, Diana had never seen a forest like this. She knew what she was seeing was an echo of the past, but the scents of honeysuckle and jasmine were as real as anything she had experienced.

"Thank you" she whispered, following the spectral outline of the ancient path.

It led Diana through overgrown and withered trees that ought to have been long dead. It climbed the slopes of rocky highlands, and passed through stands of twisted pine and wild fir. It crossed tumbling mountain streams and wound its way around sheer slopes before bringing her to a rocky plateau overlooking a vast lake of cold, dark water.

At the center of the plateau was a circle of towering stones, each carved with looping spirals and curving sigils. On every stone Diana saw the same rune that shimmered upon her forehead and knew she had reached her destination. Her skin tingled with a sense of febrile anticipation, a sensation she had come to associate with wild and dangerous magic. Wary now, she approached the circle, eyes scanning for threats. Diana saw nothing, but she knew something was here, something utterly hostile and yet somehow familiar.

Diana moved to the center of the circle and drew her sword. Its crescent blade glittered like diamond in the wan moonlight penetrating the clouds. She knelt with her head bowed, the blade's tip resting on the ground, its quillons at her cheeks.

She felt them before she saw them.

A sudden drop in pressure. A raw charge to the air.

Diana surged to her feet as the spaces between the stones split apart. The air buckled and a trio of screeching beasts charged her with ferocious speed; ivory flesh, bone-white carapaces of segmented armor and steel talons.

Terrors.

Diana dived beneath a snapping jaw filled with teeth like polished ebony, slashing her sword in an overhead arc that clove the first monster's skull to its heavy shoulders. The creature fell, its flesh instantly unraveling. She rolled to her feet as the others circled like pack hunters, now wary of her gleaming blade. The creature she had killed now resembled a pool of bubbling tar.

They came at her again, one from each side. Their flesh was already darkening to a bruised purple, hissing in this world's hostile atmosphere. Diana leapt over the leftmost beast and swung her sword in a crescent arc towards its neck plates. She yelled one of the Lunari's holy words and incandescent light blazed from the blade.

The beast blew apart from the inside, gobbets of newly-wrought flesh disintegrating before the moonblade's power. She landed and swayed aside from the last beast's attack. Not fast enough. Razored talons punched through the steel of her pauldrons and dragged her around. The beast's chest split apart, revealing a glutinous mass of sense organs and hooked teeth. It bit into the meat of her shoulder and Diana screamed as numbing cold spread from the wound. She spun her sword, holding the grip like a dagger and rammed it into the beast's body. It screeched, relinquishing its hold. Steaming black ichor poured from its ruptured body. Diana spun away, biting down on the pain racing around her body. She held her moonblade out to the side as the clouds began to thin.

The beast had tasted her blood and hissed with predatory hunger. Its armored form was now entirely gloss black and venomous purple. Bladed arms unfolded and remade themselves in a fan of hooks and talons. Unnatural flesh flowed like wax to seal the awful wound her blade had ripped.

The essence within Diana surged. It filled her thoughts with undying hatred from a distant epoch. She glimpsed ancient battles so terrible that entire worlds had been lost in the fires of their waging; a war that had almost unmade this very world and still might.

The creature charged Diana, its body rippling with the raw power of another realm of existence.

Clouds parted and a brilliant shaft of silver speared downwards. Diana's sword drank in the radiance of distant moons and light burned along its edge. She brought it down in an executioner's arc, cleaving plated bone and woven flesh with the power of the night's illumination.

The beast came apart in an explosive detonation of light, its body utterly unmade by her blow. Its flesh melted into the night, leaving Diana alone on the plateau, her chest heaving with exertion as the power she had joined with on the mountain withdrew to the far reaches of her flesh.

She blinked away after-images of a city that echoed with emptiness where once it had pulsed with life. Sadness filled her, though she had never known this place, but even as she mourned it, the memory faded and she was Diana again.

The creatures were gone and the stones of the circle gleamed with threads of silver radiance. Freed from the touch of the hateful place on the other side of the veil, their healing power seeped into the earth. Diana felt it spreading into the landscape, carried through rock and root to the very bones of the world.

"This night's work is done" she said. "The way is sealed."

She turned to where the moon's reflection shimmered in the waters of the lake. It beckoned to her, its irresistible pull lodged deep in her soul as it drew her ever onwards.

"But there is always another night's work" said Diana.


Ask not the sun why she sets
Why she shrouds her light away
Or why she hides her glowing gaze
When night turns crimson gold to grey

For silent falls the guilty sun
As day to dark does turn
One simple truth she dare not speak:
Her light can only blind and burn

No mercy for the guilty
Bring down their lying sun
Blood so silver black by night
Upon their faces pale white

Cruel moon, bring the end
The dawn will never rise again.


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T H E M E S O N G :


B A T T L E S :

Won: n/a
Lost: n/a​
 

Howard

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(Senpo/Senninka: Muku Sanmai) - Sage Arts/Sage Transformation: Pure Samadhi
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A ( +20 chakra per turn during Sage Mode )
Damage: NA
Description: Sage Transformation clansmen passively absorb natural energy as a biological function they need not think about this, regulate it or even acknowledge it however with training in Sage Mode they learn to control this flow of energy as any Sage Mode user does gaining an intuitive and beneficial control over this biological function and a new found control over their temperamental and erratic bipolar episodes. They also don't have to ever worry about turning to stone if their chakra becomes unbalanced instead only becoming angry and possibly losing themselves to a rage.
Unlike most Sage Mode users Sage Transformation clansmen do not need to be still to meditate or clear their mind to enter Sage Mode they must just regulate and control the natural energy flowing into their body at all times able to instigate Sage Mode while moving not requiring the one turn of stillness. This state mimics the teachings of Yoga, Tai Chi (neigong and qigong), and Taoism predominantly influenced by wu wei (effortless action) all revolve around meditative states that don't require stillness only control of the body and the flow of energy therein through motion. This is best summarized in the sense that beings that are wholly in harmony with natural energy can behave in a completely natural, uncontrived way acting as they naturally would, moving, acting and fighting without effort.
After instigating Sage Mode the Sage Transformation clansmen continues to absorb natural energy all throughout it's duration needing to balance it with their chakra to create senjutsu chakra by doing this they gain additional chakra beyond just that given by initiating Sage Mode as each turn more senjutsu chakra is created. They also naturally gain an additional two turns to their Sage Mode usage as they have a way to continually draw in natural energy while moving extending the time they are able to be in Sage Mode. They also do not suffer the exhaustion phase brought on after Sage Mode ends because they constantly draw in natural energy thus this has the same effect as dispersing a clone right before or after Sage Mode times out. This ability happens in the same time frame as the instigation of Sage Mode and is passive because it isn't something the Sage Transformation clansmen has to use chakra to do. Using it during Sage Mode increases the turn limit by two turns.
Note: Must be used in unison with the instigation of Sage Mode or during it
Note: Can only be used twice per battle or conflict, with a three turn cool down
(Senpo/Senninka: Muku Sanmai) - Sage Arts/Sage Transformation: Pure Samadhi
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A
Damage: NA
Description: Sage Transformation clansmen passively absorb natural energy as a biological function they need not think about this, regulate it or even acknowledge it however with training in Sage Mode they learn to control this flow of energy as any Sage Mode user does gaining an intuitive and beneficial control over this biological function and a new found control over their temperamental and erratic bipolar episodes. They also don't have to ever worry about turning to stone if their chakra becomes unbalanced instead only becoming angry and possibly losing themselves to a rage thus with sufficient training, meditation and mental reflection they can learn how to better themselves physically and spiritually by accepting exactly who and what they are biologically and psychologically.
Unlike most Sage Mode users Sage Transformation clansmen must learn to meditate and clear their mind while moving thus to enter Sage Mode they must regulate and control the natural energy flowing into their body at all times. This makes them able to instigate Sage Mode while moving not requiring the one turn of stillness on a whim. This state mimics the teachings of Yoga, Tai Chi (neigong and qigong), and Taoism predominantly influenced by wu wei (effortless action) which all revolve around meditative states that don't require stillness only control of the body and the flow of energy therein through motion. This is best summarized in the sense that beings that are wholly in harmony with natural energy such as what a Sage Transformation user can accomplish can behave in a completely natural, uncontrived way doing as they naturally would, moving, acting and fighting without effort.
Instantly the user is able to instigate Sage Mode converting 10% of their chakra to senjutsu chakra by forcefully merging the natural energy with their own chakra. Even after this the Sage Transformation clansmen continues to absorb trace amounts of natural energy all throughout it's duration as it erratically and forcefully creates senjutsu chakra rudimentarily balancing it with their own chakra by doing this they gain additional senjutsu chakra beyond just that given by initiating Sage Mode as each turn more senjutsu chakra is created. Each turn for four turns an additional 5% of their chakra is forcefully converted into senjutsu chakra even while moving thus extending the time they are able to be in Sage Mode. Sage Transformation at it's most basic is a way of attaining Sage Mode, using a bodily reaction exhibited by members of Jūgo's clan this technique it just a state of mind allowing for the automation of the entire Sage Mode process. At it's simplest it's a path to true enlightenment; Pure Samadhi.
Note: Must be used in unison with the instigation of Sage Mode and upon the first turn 10% of the users chakra is converted to senjutsu chakra then for the next four turns on each turn 5% of the users chakra is converted to senjutsu chakra for the potential to convert 30% of their chakra into senjutsu chakra.
Note: This technique can only be used once per battle and only alongside Imperfect Sage Mode. However it can be used for any form of Sage Mode. While in use the user is unable to use any other Sage Art Techniques and they are also unable to transfer this senjutsu chakra to another being as it will cause uncontrollable transformations similar to a curse seal if given to anyone else.



(Dokuton: Sarugerasu no chi) - Poison Ninjutsu: Blood of Sargeras
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: ( 10 per turn until cured or halted )
Description: Like it's parent technique (Dokuton: Doku no ki, Kalaipahoa) - Poison Ninjutsu: Kalaipahoa, the Tree of Poison the user begins by concentrating poison chakra throughout their body. However instead of using it outwardly to turn their entire body or limbs into poison they concentrate this chakra directly into their own blood stream lacing their blood with minute traces of poison causing their own blood to become poisonous to the touch when drawn or released from a wound. The user is able to change the consistency of this poison as it leaves the body either creating small torrents of liquid poison similar to the venom spit out by animals or small gusts of the deadly gas upon being wounded. Unlike it's parent technique this variation is much less useful being more of a deceptive technique exploiting the opening left after the user has been wounded wherein the opponent may assume they have bested them or dealt a major blow thus it can be activated passively at the start of a battle and will last indefinitely. It can also be mentioned in the user's bio thus being always active. The poison itself is merely akin to med toxin unless the user uses a specific poison as the template however they must hold an immunity to the substance for it to work otherwise they would just poison their own body.

(Dokuton: ) - Poison Ninjutsu: Bardic Knowledge
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Bardic Knowledge is an overarching term for a set of emotion manipulating poisons that use several subtle bodily substances mainly neurotransmitters such as dopamine, serotonin, oxycontin, epinephrine, glutamate, acetylcholine as well as several other enzymes to create specific emotional responses upon anyone effected by the poison itself allowing the user to manipulate an opponent on a psychological level. The major draw back of this technique is that it can only be produced directly from the body itself and has a very short range thus causing direct touch or physical contact to be made for the poison to take effect because of this extreme prerequisite the poison's effects are almost instantaneous when they enter the body or pass the first layer of skin.

Charm Person - Primarily oxytocin and epinephrine based this variation causes the poisoned individual to have strong emotional ties similar to those built up among friendly acquaintances. It causes a slight increase to heart rate and breathing mimicking the feelings brought on by love and creates a chakra imbalance. This imbalance causes used techniques to be weaker and to need excessive amounts of chakra to be used. It removes twenty damage from any technique used while poisoned and causes the poisoned individual to double their chakra usage.

Hold Person - Primarily acetylcholine and dopamine based the acetylcholine clogs and blocks acetylcholine receptor sites causing muscles to completely lock up stopping even smooth muscles from moving meaning it temporarily stops the lungs and heart from bringing in air and beating. This is similar to various plant based toxins such as hemlock or snake venom causing an immediate effect stunning an opponent abruptly though very short lived being temporary only lasting a single turn.

Fear - Primarily dopamine and epinephrine based when poisoned the individual has a similar feeling as to Killing Intent as the dopamine causes intense fear and the epinephrine causes a spike in blood pressure, heart rate, breathing rate as well as all of the bodily reactions revolved around the fight or flight response. While frightened by this poison, a creature will move away from the person they fear by the safest available route on each of its turns, unless there is nowhere to move.





[video=youtube;LCUcT1mPh1s]https://www.youtube.com/watch?v=LCUcT1mPh1s[/video]
“What we must do now is create ourselves, not re-create, but create. This is why it is cruel. When we first did this, we had all the energy of youth. We did not know that attaining our dreams would be impossible we just went out and got them. Innocence shielded us. Enthusiasm and unflagging confidence got us through. But now we have none of that. Now we are older, wiser, and most of all tired.”

Name: Sado Yasutora
Nickname: Howard
Gender: Male
Age: 24
Clan: Unknown (Jūgo's)​


Looks:

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Sado is a man of unknown descent and has wavy brown hair that generally hangs over his brown eyes. He is a muscular and extremely tall man that rivals Jūgo in height being slightly taller then him. He is a half an inch taller than one of the tallest men shown in Naruto, Han. Sado is roughly 7'5" but tends to slouch profusely making him seem shorter than he actually is. Due to his height and rugged features he appears to be much older than he actually is sometimes mistaken for a man in his early thirties. Sado has a tattoo on his left shoulder which reads "Love and Death" and consists of a heart with a snake and angel wings around it, it doubles as a symbol and a snake summoning tattoo. He typically wears flashy short sleeved shirts with open collars. He also wears a dark, long-sleeved shirt with a rose emblazoned on the left sleeve. He sometimes wears a plain black cloak but only when needed as he feels restricted when wearing it. As he has aged a little he has grown a small goatee on his chin. Over the years he has gained an older appearance appearing to be in his late thirties but still seeming to be in peak condition. He has at times allowed his hair to grow in length from shoulder length, to hair that spans all the way down past his shoulders his facial hair has also become more pronounced. He sometimes wears a dark black cloak trimmed in crimson, He also wears full-length black leather armor that covers his entire upper body. He has gone stark naked a few times, namely once when in Kirigakure no Sato just so he'd be able to flash the Mizukage for laughs. He also tends to use jutsu that tear his own clothes, as well as others frequently just for his own amusement.

Sado fancies himself a doctor, and has taken to wearing a traditional white lab coat that most medical shinobi wear. He is often times seen wearing this coat instead of the black cloaks with crimson trim that he never really liked wearing. His lab coat is always clean, and neat surprisingly different than the way he cared for his normal attire he will even at times clean the coat if it has gotten dirty during a fight and will remove it if he feels it may be torn or ripped. He takes pride in it, even if this pride is unwarranted. He wears a vial of poison he created around his neck that he calls Shadow of the Bat. While undergoing Sage Transformations his skin turns a light purple like skin that has atrophied due to lack of oxygen. He also gains horns, and green marks all over his body that glow a repugnant green. He also grows more muscular and taller, gaining an additional half a foot in height.


Personality:



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Sado Yasutora has multiple personality disorder which has the unforeseen effect of changing his decision making process on a regular basis. He has two totally separate personalities a primary and a secondary. He tries his best to keep some kind of control over when and how these personalities reveal themselves, but that isn't always possible. He has gotten better at suppressing his secondary personality but he can't always reign it in. In the past he had dismissed his secondary personality as a defect but over time he has begun to accept it more readily using it in battle as a means of survival. In both states he is somewhat quiet and can be a bit of a pervert. Over the years, his personalities have changed gradually he even questions which is the real true him leaning more toward the notion that they are two sides of the same coin that make up who he truly is. Due to his training in Jeet Kune Do he has gained the ability to silence his emotions while in battle keeping a calm and collected demeanor even when he turns to his more violent self allowing him to exploit his opponent and their weak spots. He holds within himself a very strong distrust of Kirigakure no Sato and their shinobi spurred on by stories he has acquired from years spent in Iwagakure no Sato. This has caused him to be cautious in dealings with Kirigakure no Sato especially when it comes to meetings, and journeys to their village.

Sado has a slight disdain for children but has shown a fatherly bond with Yachiru Kusajishi who shares his lonely upbringing. As far as he can trace she too spent most of her early life alone fighting for survival this has instilled a respect in him for her and an almost fatherly need to protect her. On more then one occasion he has lashed out with pure killing intent towards those who would try to harm Yachiru going as far as threatening to kill a man who had the audacity to hit Yachiru. His brilliance is often muddled by his jaded personal views and his addictive and alcoholic tendencies as well as a deep rooted set of psychopathic and sociopathic tendencies most likely instigated by his childhood and lineage. Sado's consumption of alcohol was presented by himself more from a comedic viewpoint making it a joke so those around him would laugh, in reality he was using the alcohol to numb himself to the world around him and the pain inside. This is most likely due to the traumatizing effect that his continuous, violent and brutal actions may have on him. Sado is easily bored and does not do well with routine which alludes to him having severe ADHD.

He is more than willing to be extremely brutal such as when people betray him or those close to him putting them in danger saying "You're supposed to look out for number one, I'M NUMBER ONE!" when confronted about this character flaw. He is usually shown to be homicidal, having a large disregard for life, enough that he's destroyed various villages and killed dozens while drunk, or bored. He has shown to find killing fun in his earlier years and still does but tends to not divulge this information to the people who he now surrounds himself with. If he were to describe himself in terms of basic personality he might say chaotic neutral or even chaotic good, while others could easily describe him as chaotic evil due to his actions. However deep down, at a basic level he wants to be a good person, he just doesn't believe he can. When confronted about who he is and why he does the violent, sadistic and terrible things he does he has replied "I'm just a shape-shifting nobody who's in over his head, a man who wants to be anyone but himself. Empty on the inside, active on the outside." Sado is a natural-born leader. He is rarely alone constantly surrounding himself with others to distract himself from-... himself.

Primary: Sado tends to be a quiet person however he can become quite loud and comedic randomly as per the bipolar nature of his clansmen. In his childhood he was sometimes the subject of jokes or bullies because he only fought back when pushed to the absolute limit and allowed the bullying to take place for extended periods of time. Sado has also shown to be very intelligent; he ranked 11th out of 322 students in his Chuunin exams which set him ahead of most of the other students. Sado has a very loyal personality he can be overly loyal to his friends especially females. He is overprotective toward women and children and is hesitant to fight them in most scenarios however if forced into it he may hold himself back slightly depending on his opponent. He displays little emotion except when something he cares about is in danger then he can become almost enraged by the thought of a friend or comrade dying. He will throw his life away for one of his friends and has gone as far as fighting enemies much stronger than himself to create time for a friend to leave the area just to protect said friend. He has done this more then once and tends to always make peace with himself before the end of the fight. He always seems calm and unassuming hardly judgmental towards others because he like them has had to find out who he really is over time.

During his training with Garrett Hawke he began to be more erratic in his fighting even in his normal non-violent state. He will make jokes, quote lyrics, say odd catchphrases and all around try to distract his opponent with nonsense. In a way he fancies himself a bard for himself, to keep his mind active. Boredom, slowly kills him every moment of everyday but it's barely noticeable when he's fighting, and being himself. After making friends and finding a home he has shown he can be a kind and caring person with a deep sense of loyalty, great charisma, and skill in negotiation. He sees anyone he respects enough to call a friend as a part of his own family, and his strength and determination takes a firm root in them and their well-being. He seems proud of the knowledge he obtains so much so that he's willing to share it with others for their benefit. He doesn't seem to hoard his abilities and has tried to save numerous lives on the battlefield. This isn't out of altruism, he just finds it amusing and it staves off the boredom to play the hero to be the savior of the people he doesn't believe himself to be a good person. In fact he deeply believes that he isn't and that no human is truly good. He finds a comfort in being perceived as good, just and fair by those around him and will try to get people to like or respect him just because he can

Sado has trouble taking orders from others, is very anti-totalitarian, and seems to dislike people with authority and government officials barring those he respects who know he respects them, because most likely he will tell them. He doesn't like "being told where to go and what to do" and most of the people around him know this however this has caused problems with other groups on multiple occasions. He also has a great dislike of standardized education, claiming that school "isn't a place for smart people" and a "waste of time" he seems to believe that education should be for everyone not just the elite or those who can access it. He seems to believe that knowledge is strength, and no one should be weak merely because of the circumstances of ones birth.

Secondary: During his childhood, Sado could become extremely violent when pushed to his limits he would exploit his advantage in size to intimidate and hit the other children that bullied him. This however would only increase the bullies interest in him and force them to try more drastic measures to annoy and harass Sado. When he wasn't in this more violent state he was mostly passive and didn't really defend himself being overly stoic and enduring. This was where his secondary personality arose partially from loneliness and the fact that he was often bullied for what seemed to him to be no reason but mainly due to his clan and their abilities which brought on these states. Later on Sado's secondary personality developed further when active he appeared to be laid-back and irreverent, but his scruffy exterior hides a brutal, impulsive, and excessively-violent personality with a lethally-short temper. Sado in this state is blunt, sarcastic, and quite sadistic, revealing a psychotic grin whenever he becomes excited usually when blood has been shed his enemy's or even his own. He displays little respect for authority now and says whatever is on his mind no matter who may be around regardless of whether or not it is appropriate. He is a very rude and disrespectful individual ignorant and uncaring to those around him. Despite his aggression and obvious blood lust in battle, he possesses a feral cunning and has a knack for quickly exploiting any opening his opponent reveals. He has also shown a dark sense of humor and can be quite the pervert.

Eventually he began to consider himself emotionally separated from the rest of humanity; in his narration and internal monologues he often refers to "humans" as if he is not one of them. Sado also makes frequent references to an internal feeling of emptiness to himself and sometimes others. In battle he appears to have no feelings or conscience killing without remorse, even going to sadistic extremes like gouging out Uchiha's Sharingan eyes, and cauterizing the wounds leaving the Uchiha clan member to live the rest of his life without his doujutsu he's done this on at least four documented occasions. He has begun to believe that all of his emotional responses are part of a well-rehearsed act to conceal his true nature which is much more sadistic then even he lets on. This is possibly tied to his growing misanthropy as his love and appreciation of his friends and family grows, the dislike and distrust of other villages and the rest of humankind grows exponentially.

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Sado in his secondary state began to revel in instilling fear in the people around him making them fear him. It was the polar-opposite of his primary personality who finds it amusing to have people think highly of him. Sado in this state has shown to use all of his knowledge to attack his opponent relentlessly using their body against them picking out their weak points both physically and psychologically. He believes this to just be the natural progression of this side of himself. This personality drove Sado to study fear in depth from this he created his own poison. This made him seek out in himself what he feared most which after days of silent contemplation and meditation he learned it was loneliness. If he were alone there would be no one to entertain him to keep him busy to drive him to become stronger and this realization made something click in his head.

He now understood that his violent tendencies, his anger, his rage, mistrust, jealousy they were all instigated by the fear of loneliness. The thought of losing his friends and his home was always the factor that brought this personality to light and drove him to sadistic ends. The people that kept him from being bored, the people who kept him from killing, the people who stopped him from sleeping in caves and destroying villages losing them was what he feared most and over the years he had to watch as they died in battle or drifted away with time. So he took that as motivation and learned how to weaponize the fears of others and how to overcome his own fear.


Village Info


Village of Birth: N/A
Village of Alliance: N/A​


Rank//Chakra Info


Ninja Rank:
Sannin
Chakra | Health:
1700 | 1400
Specialty:
Lightning Release
Taijutsu
Jeet Kun Do
Poison Release
Medical Ninjutsu
Elements:
Lightning - Mastered
Earth - Complete
Fire - Complete
Water - Complete
Wind - Complete
Oobleck - Creator
Red Sand - Co-Creator
Your ninjutsu:
Ninjutsu - Complete
Taijutsu - Mastered
Genjutsu - Complete
NB Taijutsu - Mastered
Jeet Kune Do - Mastered
Snake Ninjutsu - Complete
Poison Ninjutsu - Mastered
Medical Ninjutsu - Complete
Sage Transformation - Mastered
Imperfect Snake Sage Mode - Complete​


Background Info.


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How does a bastard, orphan, whoreson, dropped in the middle of a forgotten spot in Konohagakure by providence, impoverished, in squalor. Grow up to be a doctor and a scholar? This violent, brutal, futile shinobi without a father got a lot farther by working a lot harder, by being a lot smarter, who knew, he'd grow up to be a martyr. And every day while shinobi were being slaughtered while his friends departed and their destiny got started he was stuck in Konoha, he struggled and kept his guard up. Inside, he was longing for something to be a part of, the boy was ready to beg, steal, borrow, or barter. Then a Kumogakure war party came, and devastation reigned our boy saw his future drip, dripping down the drain. The fire burned an ire was earned he would lay his life on the line, for any village he just wanted to be a part of a grand design. He fought a man named Darui but calm down, sit back this is just the preview because that's when he began to train it was just a testament to his pain.

Well the word got around, they said:

This kid is insane.
Don't forget from whence you came.
The world's gonna know your name.
What’s your name?

Sado Yasutora, you better remember the name, don't forget the pseudonym. You're about to see what I can do to em'. Because the chances may seem slim, hell I know they look grim but they can tear off a limb, they can strike me with bolts of lightnin'. I won't die. Now why would I lie? My eyes are dry, I have no tears left to cry all that's left is to say goodbye.​

And with those words that was where the story began.

How does the bastard, orphan, immigrant, ninja war vet get stronger through more bloodshed and sweat? Fight the Ninja World til he has to forfeit? Have it all, lose it all. You ready for more yet? Check it, you're about to regret it. Every battle just another experiment. They set a precedent, a testament to the skill he was born with. Not so fast. Someone came along to resist him. Pissed him off until he could no longer keep his distance. You haven’t met him yet, you haven’t had the chance cause look there he goes swifting through with Rain Dance. But someone has to rival him give em' something to work at, and face him in mortal combat. You simply must meet Yarduat. An Iwagakurian diplomat. Who was he? A dangerous fella, a man who spoke not just with his fists but through acapella. An immigrant you'll know and love, who's unafraid to step in. He’s constantly confusin’, confoundin’ the world while rallying henchmen. So everyone around him better sit back and pay attention!

I’m takin' this world by the reins makin’ battlefields redder with bloodstains.
And I’m never gonna stop until I make ‘em drop and burn ‘em up and scatter their remains, I’m Yarduat.
Watch me engagin’ em! Escapin’ em!
Enragin’ em! I’m— always in combat.
I go to Iwa for more training, what fun.
Then I come back when I'm done.
Spins and flips. What do you know about Swift?
So eventually the balance shifts but holy shit this kid has natural gifts.
He's nothing more than makeshift. I confer with Toku;​

Sir, he knows what to do in a trench he works best in the clench.
Intuitive, ingenuitive. I mean right now he's just a tool, just another wrench.
But just look at the potential. You training him is essential.
Someone's going to use him eventually, he's not going to just sit on the bench, you'll see.
This man, Sado, no one has more resilience.
No one else matches my practical tactical brilliance!

Eventually he catches his drift! He wasn't even slow to. After fighting for months Sado moved to Iwagakure a dark depression he had to work through, but soon he flew. Wings outstretched he began to etch his history in stone there he didn't feel all alone. There would have been nothin’ left to do for someone less astute. He woulda been dead or destitute without a cent of restitution. Started workin’, networkin' for Toku the man in charge he was honorable, feared and large. Time past, so fast; Yarduat left Sado was bereft. Soon he had to go, and so low and alone he went to begin his ascent. He spent time traveling, unraveling his story pages turning, fires burning, people dying, Sado lying, people crying, even more flying.

Then Amegakure, the proud, the rain, the loud, their pain. He found a true home, his actions monotone. He began to wish for a war. He knew that he was poor, it was a bore to the core he wanted so much more. He knew it was the only way to rise up. If they told his story he was either gonna die on the battlefield in glory or rise up, he'd wise up, with pride he'd lift his eyes up. How does that bastard, orphan, whoreson go on and on? How does he grow into more of a phenomenon? Watch this obnoxious, arrogant, loudmouth bother be seated at the right hand of the father.

Check it. Can I be real a second? For just a millisecond?
Let down my guard and tell the people how I feel a second?
Now I’m the Sandaime Amekage a venerated veteran whose men are all.
Lining up, to put me up on a pedestal, writing letters to relatives.
Embellishing my elegance and eloquence. But the elephant is in the room.
The truth is written on their faces when they hear the war drums go… BOOM!
My men, they need someone whom-...

Sado, I called you here because our odds are beyond scary, this paper work is arbitrary.
Your reputation precedes you, but I have to laugh I can connect the dots and I can do the math.
It’s alright, you want to fight, you’ve got a hunger. I was just like you when I was younger.
Your head is full of fantasies of dyin’ so your name can flourish?
Are you just another manslayer, with sword and saber believing you're greater because you're braver?
Let me tell you something. Anyone can die. It's living that takes courage.
I think you can, that's why you'll be my red right hand. Don't be discouraged... you'll flourish.​

Kenshin Himura hires Sado right on sight, but Sado still wants to fight, not right, despite this he tried. With pride, side by side, he was certified. Now Sado’s skill to kill was undeniable. He was reliable to the kunochi he was desirable. As the Peace General he was empyreal doing as he pleased free as a light breeze. Amegakure was always out gunned, out manned so together they planned how best to defend their homeland. Sado always found the supplies he knew how to rally the guys. He helped them master the element of surprise, with time he fooled them all into believing that he was wise when all he had was a skill to vocalize his fractured thoughts. His stomach was always in knots he was fraught and distraught that one day they'd realize he was no lancelot. He told them to look to the skies that with time they would rise, through the lies he taught them how to improvise and they began to idolize a traumatized guise full of lies and bias. He would rise above his station, organize the information, he would rise to the occasion all he had was a way with persuasion a proficiency in dissuasion. It took time, sweat, blood and grime but eventually they made him the First Officer, some of them even called him sir. He knew he was a mere amateur but he couldn't let them all know he was no seigneur just a man who needed succor.

After the infamy, more brilliancy, skillfully he crafted his ammunition. His dreams were slowly coming to fruition. Soft and firm, water and earth it came forth a new ability. He practiced it, he practically perfected it. He saw flaws in the substance and corrected it. Now it was time for a strong central dynamic, he'd use it to cause a panic. If not, then he’d be throwing oobleck rocks-.. At these-... mediocrities. More time more theories. He was non-stop on his way to the top. Goes and proposes his own form of sand. Something never seen before in this rainy land. He talks for six weeks his allies are listless.

Okay. I know I talk too much, I’m abrasive.
You’re all incredible in the field, I'm pervasive, invasive.
You’re succinct, persuasive.
I need a strong defense. It's common sense.
You’re the solution. It's sort of a fusion.​

Finally Korra offers assistance. A hand. A name.

Red Sand. Now was that so hard?
It should have been child's play for a self proclaimed bard.​

Eventually he proved himself. He couldn't be put on the shelf. He was strong. He was never wrong. At least that's what he thought. He was arrogant enough to forget the stories he was taught. Akatsuki, he had a ring it was just a tiny little thing, but pride, like he had never felt. His cold heart began to melt. He had flipped the measly hand he had been dealt. Even with that he imagined death so much it felt more like a memory. Who would be the next enemy? Would it be treachery: would it get him on his feet when the future finally looked exemplary. If this was the end of it all, at least he had a friend beside to ease the fall. Yarduat take a look at that, how could they ever fall flat? Together they weathered the weather. However time past, at last he hadn't slept for a week he was weak he was awake. You've never seen a bastard, orphan, more in need of a break. It was all just a headache another order he didn't want to take. "Kirigakure, time for peace. A new start an emotional release." Vincent's mistake. Sado traveled in silence, unaware he was entering the den of a lioness. She was beauty, the booty, the thighs-... those crimson sharingan eyes-... the lies, those eyes saw his demise. Barely got her name. Isabella. She was no cinderella. This failure would be his shame. The one that would snuff out the flame. She took the ring, that tiny, little thing. To her he was no king, just a kid with a clipped wing. Returning home he met Vegeta. Strong like a tree, fast like a cheetah. He was everything Sado aimed to be. Carefree. Cocky. He still held a fire, a strong desire Sado remembered that feeling it was appealing.

These Ame streets get colder, as I shoulder every burden, every disadvantage.
I have learned to manage, I don’t have a name to brandish.
I walk these streets famished.
The plan is to fan this spark into a flame.
But damn, it’s getting dark, so let me spell out the name.
I am the V-E-G-E-T-A so don’t be shocked if your girl mentions me.
As she calls out my name endlessly.
I'll rise up higher with fire.​

With time Sado remembered the feeling of having a flame to burn, another page to turn, and a new thing to learn. He decided it was time to re-earn respect and relearn how to reflect. He picked up a scalpel connected it to his brain, as he worked to obtain and attain something new. Just a simple clue as to who he could be now. How? Medical ninjutsu and poison. A new horizon. He dreamed of being zen his head so filled with rage time and again his heart etched with pain but somehow he remained sane. With time he went ahead and created his own medicine his desire was genuine. He began meditating using what he had learned from his clan he was a sinner who wanted to be a better man. Trained until his brain felt like it was going to explode, enter Sage Mode. Another power bestowed, natural energy flowed. He was a star about to implode. A simple smack to the head, memories shed. Might as well have been dead. Rewind the story, it was purgatory. Nothing left, he began to take whatever he could make But just like before when he got knocked down he got the hell back up again it didn't matter if he had to retrain I mean look at all of those gainz. Finally he asked for aid, afraid, dismayed only to have it in spades. Those around rushed in and helped calm him down. Fought Tohru the Dragon she couldn't stop braggin. He saw something in her, just a blur, a whisper. She was the first to snap back, to react, to attack. Sado spoke often he was trying to soften her caution.

Oh hai, I'm that guy, built so fly.
I don't know why I'm built so fly.
But I am no lie, oh my.
You strike me as a woman who has never been satisfied.
You’re like me. I’m never satisfied. I have never been satisfied
I'll be honest right now I'm pretty weak.
Though I can't help but notice your physique.
To say the least it's unique and even when things seem bleak.
Technique after technique. I just keep staring.
At the skin you're baring. Hey Mami, you're a P.Y.T.​

She'd reply before he could ask why. He pried, and tried and got nothing but lines and lies.

Mirroring, manipulating, poisoning, fighting all for naught. Words wrought, time rots.

This is recreation, set your station, and get your place in.
A comfy seat, pump this beat, Tohru will set the occasion.
For your entertainment I work hard on my flows.
This scene is full of falling Ninjas I wear hardhats to shows.​

Soon he gained ground. Memory after memory filled with energy they began to come back. Each attack, something he lacked this amnesiac was on his way back. Still weak, still dumb, but every crumb was going to become his strength. Then he started to talk about it at length. That's why we're here right? Here I'll give him the spotlight because if you're still reading this you must have an appetite.

I amaze and astonish.
The problem is I got a lot of brains but no polish.
I gotta holler just to be heard with every word I drop I try to strive to the top.
Tryin’ to reach my goal. My power of speech: unimpeachable.
Let me tell you what I wish I’d known when I was young and dreamed of glory.
You have no control:

Who lives.
Who dies.
Who tells your story?
But when you’re gone, who remembers your name?
Who keeps your flame?​

In the heart of a battle, there is quiet. For just a moment before the emotional riot. When I was seventeen I destroyed an entire town. An entire army, none could bring me down. The Hidden Shadow, reduced to a plateau, the Hidden Waterfall, I killed them all, the Three Tails never mind the details. I couldn’t seem to die I fought my way out, through each bout the fallout was paramount. Killed everyone as far as I could see trying to understand who I needed to be to a degree I was thirsty. I just wanted a guarantee of safety, a lock and a key. I had nobody. My life, my actions they were all just hyperbole. I fought my way out I looked up and the world had its eyes on me. Total strangers. Moved to violence by my silence. I drank myself numb. It was dumb, it didn't help me overcome but at least I didn't succumb to those voices, the almost infinitesimal choices. With so many fights, so many dangers, each farewell. I was going to fight my way out of hell. With time I fought my way to revolution. I was nothing more than a death knell, I slammed my hands against the walls until they fell. My hands were dirty, bloodied, and soiled but there was no time for ablution. I fought for Amegakure and I defended it well. And in the face of ignorance and resistance, I fought an entire world against our existence. And when my prayers to the Sage of Six Paths were met with indifference, I picked up a blade, I cut down those in the way of my own deliverance. I was twenty when at the hands of a war my optimism died but yet I couldn’t seem to die. My wings clipped it was hard to fly, looking up at that empty blood red sky. Listening to those lies, staring at those thighs, those crimson sharingan eyes. I was already dead on the inside. If you're unsure of this story I'll try to show you in subtle ways. Though honestly my punchlines are more like lost baggage you should get them in a couple days. I have one more phrase so let me try and paraphrase while I delay and keep you in a haze, a daze, a malaise.

I imagine death so much it feels more like a memory
When’s it gonna get me?
In my sleep? Seven feet ahead of me?
If I see it comin’, do I run or do I let it be?
Is it like a beat without a melody?
See, I never thought I’d live past twenty
Where I come from some got half as many
Ask me why I'm livin’ fast and I'll laugh, and reach for a flask
I have to make this moment last, this world is deadly. Some are dead already.
I wish I could say that I'm the hero of this story, good, just and fair.
A hero that none could compare, debonair, but beware.
I'm just a violent sociopath barely holding it together, I'm aware.
I'm two drinks away from turning into your nightmare.

So if this world won't write or remember my story.
I'll just have to be the one to tell my own allegory.
You see, wrath, pride, and the pursuit of happiness.
I fought for these ideals. I WILL NOT settle for less!
These are wise words but eventually you'll quote em'.
Don't act coy or oblivious I already know it's because I wrote em'.​


Other



Ninja Tools/Weapons: Not only are his weapons coated in deadly poison he has also substituted a large portion of his explosive tags and smoke bombs with special tags and canisters of his own creation. He also has several hundred special tags given to him from the Sage of Snakes, Korra.

Exploding Snake Tags - Given to him by the Sage of Snakes these tags release snakes upon detonation.

(Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Type: Offensive
Rank: E Rank
Range: Short
Chakra: 5
Damage: 10
Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and scaly look. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag.
Note: Must post this in the user bios to be able to use them
Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect.
Viscous Mockery - A special set of explosive tags and metal canisters that were created due to an innate curiosity of poison release and the various things that could be done with it. They are infused with or filled with different types of poison either Med Toxin, the weilders own Custom Poison or Tasha's Hideous Laughter a poison Sado created specifically for these creations. Sado carries Tasha's Hideous Laughter, having his weapons and normal smoke bombs laced with his own custom poison.

(Dokuton: Setsudan-go) - Poison Release: Viscous Mockery
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Vicious Mockery is the name given to special tags and metal canisters that can replace the users basic explosive tags and smoke bombs. Made by someone with an innate curiosity of poison release the tags or canisters can have different substances inside of them if they so choose needing specific skills to acquire these. The first is the basic Med Toxin, this variation requires the user to be a Medical Ninja, it's effects are the exact same as the Med Toxin. The second is their own custom poison this requires the user to be a Medical Ninja with access to a custom poison that they have created. Finally the third is a special poison created specifically for these tags and canisters for anyone with poison release to use. This poison is called Tasha's Hideous Laughter and has specific effects that include uncontrollable laughter on turn one accompanied by auditory hallucinations where people will mock and insult the poisoned individual, blurred vision, twitching and numbness on turn two reducing the poisoned individual's reactions by one fourth, partial paralysis on turn three making hand seals impossible and reducing the effected persons speed by three ranks and finally complete paralysis on turn four. This third variation can be used by anyone who knows poison release.
Note: These need to be mentioned in the bio or in the first post of the fight alongside the variation the user carries
Note: The user is immune to every poison this technique produces except custom ones created by others

Taijutsu: Sado has studied night and day working on his Taijutsu ability with people like Nagato, Yard and Zero Kelvin. He found he liked hand to hand combat more and underwent a weight training session with Scorps, and Nathan learning how to drop the weights and increase his speed. Due to his training in Jeet Kun Do he has a x3 to his reaction speeds due to his intense training and ability to move limbs in a blink of an eye.

(Katai Omori) Leg Weights
Type: Weapon/Supplementary
Rank: A-rank
Range: Short
Chakra: 30
Damage: N/A
Description:
The Leg Weights used for Special Taijutsu Training with Added Weights are made through the application of a sealing formula to ordinary leg weights. The sealing formula is used to, through the use of chakra, increase the weight of the leg weights to the desired level. The seal can't be applied to anything other than the leg weights and its use is restricted to its original purpose. One can remove the leg weights but the sealing technique in them stays active indefinetely and can't be released. Additionally, the Leg Weights and their unique seal calibration makes them only usable by the ninja to whom they belong. They can't be sealed or stolen.

(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description:
The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a drastic boost to his running speed (doubles) and +20 to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.

Imperfect Snake Sage Mode: Sado eventually remembered his training in Snake Sage Mode to an imperfect degree unable to completely balance his chakra with the natural energy due to his clan traits but he has gained something to be proud of. This Imperfect form of Snake Sage Mode can be augmented with his Weapon X medicine extending it and prolonging his time in it and has become a pseudo-crutch that Sado believes he will rely on in times to come.

( Fukanzen Hebi Sennin Modo ) - Imperfect Snake Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 20 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is immune to C-rank and below damage (unless externally empowered to increase lethality) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. Lastly, the user gains access to snake anatomy and other physical feats granted by Sage mode.
Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.

Medical Ninjutsu: Sado has already trained in medical ninjutsu and accessed some fairly advanced medicine and poison but has forgotten a large portion of his advanced training being unable to use several of the things he has learned but still holds what he knows, and what he has created close to him. After working towards it he has re-accessed most of what he had learned previously only missing a few things.

Medicine - Healing Factor: Weapon X

Weapon X was born from an innate curiosity of healing, stem-cells and cancer cells. By using cell differentiation Howard created a way to change mutated and usually deadly cancer cells into new healthy cells to heal nearly any wound excluding death itself. Limbs, organs, bones, blood, muscles and anything else excluding the heart, brain and central nervous system could be rebuilt in a moment. By combining these traits with Natural Energy and Senjutsu chakra the user can instantly enter and prolong Sage Mode if they know how to use it. If the user has no training in natural energy usage they will turn to stone after consuming the pill, this does not need to be Sage Mode.

Name Of Medicine: Healing Factor: Weapon X
Creator: Howard
Type: Healing
Description and Background: The pill at it's base is mostly a mass of mitogens suspended in a concentrated medium of senjutsu chakra and natural energy that when consumed begins to breakdown and move throughout the body activating and signaling proto-oncogenes to ramp up cell growth exponentially. The proto-onogenes along with the body itself begin using the senjutsu chakra and natural energy as a fuel source to expedite this process. It completely turns off tumor suppressors as every cell in the body begins to rapidly and nearly uncontrollably go through mitosis converting the new cells at the site of the wound, wounds, or missing appendages to blastema. Blastema are masses of cells capable of growth and regeneration into organs or body parts, these blastema begin to form all throughout the body almost like tumors which would usually impede natural function but through the senjutsu chakra and natural energy fuel they are quickly converted into new cells rebuilding the body at a rapid pace becoming whatever new cell the body needs. These blastema can replace organs, bones, blood, muscles, nerves and any other bodily form however they are unable to repair fatal damage such as spinal column destruction, as well as severe damage to the brain or heart. However limbs can be regrown and organs excluding the heart, brain, spinal column and central nervous system can be rebuilt. The healing effects of the pill only last a single turn and will heal the user back to one hundred percent of their health pool dependent upon the state of their body in that specific turn.

In essence they can become any form of tissue or structure for the body including muscle tissue, bone tissue, organ tissue, Endothelial cells, nerves, tendons, brain tissue etcetera, and form rapidly almost like a cancer spreading throughout the body causing the consumers skin to flake and tear as if sickly almost as if they were in the late stages of cancer. These proto-oncogenes eventually convert to oncogenes and ramp up the production of mutated cells even further creating some pain but this pain is a signal that allows the consumer to know the process is halfway complete as their body is now littered with masses of blastema that are breaking down and transforming into new cells rebuilding the body through a genetic sense memory like that of the Axolotl who can rebuild organs, limbs and even brain tissue multiple times throughout their life. After this pain sets in the body begins using the senjutsu chakra and natural energy to fuel histiocytes which are large somatic cells found in stationary form in the tissues or as a mobile white blood cell, especially at sites of infection. These begin to consume and dispose of any tissue that is no longer needed converting it back, excess flesh, bone, and sinew are disposed of as the last few stages of the process begin. These histiocytes work with anti-bodies like a clean-up crew after the healing has taken place. These anti-bodies and histiocytes actively seek out the oncogenes consuming them directly. This entire process takes place over the course of a single turn.

The senjutsu chakra and natural energy has it's own effect separate from the bodily reactions brought on by the mitogens. They allow the user to instantly enter any form of Sage Mode they know as their body is flooded with this foreign energy no longer needing to wait a full turn to gather the natural energy required. Due to the spike in foreign energy most genjutsu are broken after taking this excluding MS grade or above, upon activation the user is granted 10% of their chakra as senjutsu chakra through this method the rest is consumed by the mentioned processes. This includes everything from E to Forbidden rank as well as elemental genjutsu and other types lower than MS grade. If this pill is taken while already in Sage Mode it grants the user 30% of their chakra as senjutsu chakra per pill consumed. However only a single pill can be taken per turn, with a maximum of two per individual battle. They cannot be taken within a two turn period of each other. The senjutsu chakra and natural energy also has the added effect of overcharging the entire body on a cellular level pushing any foreign material from the body this includes poisons, toxins, pathogenic matter and any harmful substance. These substances will be nullified and excreted from the body as sweat rapidly. This is due in part to the natural energy and senjutsu chakra's natural healing and rejuvenative properties but also because the metabolism of the consumer is overcharged to a point where these things are unable to remain in the body.

Description of Side Effects: The side effects mainly revolve around the pain created by the process taijutsu falters as the consumers muscles feel sore, and tense. He takes an extra twenty damage from taijutsu techniques or blunt force trauma after the medicine has worn off this lasts for two turns. The consumer is unable to use a KG or HA the turn after consuming the medicine as the cells themselves go through a state of flux where old cells are replaced. Taking one pill doesn't cause too many problems outside of the pain but taking a second does. The body won't be able to handle the clean up and disposal of the excess cells created by the second pill so the body will heal but the cells will not be disposed of thus they are left riddled with small blastema that will need to be healed later. These blastema will not be life threatening and are mostly an annoyance but will cause the consumer to be very susceptible to taijutsu and blunt force trauma taking an additional thirty damage until the blastema are healed. At this point the blastema are pretty much just scar-tissue annoying but no where near harmful however due to these blastema the user is unable to use any KG abilities, or any advanced ninjutsu including, Rain Release, Fuuinjutsu, or Hidden Abilities for two turns or until healed.

The side effects of the natural energy and senjutsu chakra are separate from the above mentioned side effects. If used to instigate a form of Sage Mode the body will be exhausted upon the deactivation of Sage Mode unable to use any KG abilities, or any advanced ninjutsu including Rain Release, Fuuinjutsu, or Hidden Abilities for two turns after Sage Mode has ended. They also lose one third of the chakra gained from the activation of Sage Mode so if the user gained three hundred chakra by entering Sage Mode upon deactivation they lose one hundred chakra meaning if chakra isn't properly mitigated and monitored this effect can be deadly. Two pills force the user to lose all of the chakra given by activating Sage Mode, so if by activating Sage Mode the user gains three hundred chakra they lose three hundred chakra upon deactivation. If taken by someone who hasn't trained with Natural Energy it'll instantly and uncontrollably turn them to stone. This training doesn't require being trained in Sage Mode just a form of natural energy or senjutsu usage.
Medicine - Miraclo Formula: Venom

Venom was created with the express purpose of overcharging and powering the muscles through cellular energy instead of chakra usage allowing the imbiber to push their body harder, longer, and with less rest. It creates and stores cellular energy in the muscles of the body tripling their mass and potential unlocking the untapped potential of the muscle cells themselves. It does this by modifying ATP energy into a new form and compounding it's usefulness with other substances. It however can be addictive and have several non-beneficial side effects for those without the knowledge of medical ninjutsu.

Name Of Medicine: Miraclo Formula: Venom
Creator: Howard
Type: Supplementary
Description and Background: Most of the basic medicine Howard had learned about revolved around nourishing the body, or amplifying the output of chakra production to stimulate the muscles through the application of chakra instead of actual cellular energy. Noticing this Howard decided to try and find a way to stimulate the muscles and the body itself directly through the creation of cellular energy instead of using chakra to fuel the body. He would do this through the application of phosphorous, testosterone, creatine and human growth hormones that would stimulate the production of Adenosine Triphosphate Energy partially spending chakra to begin and maintain this process. Then the hormones, and phosphorous would be bound to the ATP allowing it to release much more energy and even store energy unlike natural ATP which can only create and release energy. This increased it's potency and usability Howard then found that by applying a chakra similar in consistency to that found in (Iryō Ninjutsu: Masui Sejutsu) Medical Technique: Secret Anesthesia Technique through the medicine directly to the muscle cells he could increase the users pain threshold immensely. They won't be immune to pain but it will be less hindering meaning they will be able to take on the damage and continue on as if they aren't feeling the pain. The creatine binds itself to the muscles allowing them to absorb a vast quantity of water nourishing them far beyond what they naturally would be able to do breaking down and disposing of the lactic acid the muscles would build up overtime that cause muscle fatigue and the burning sensations that happen after or during intense exercise or physical activity increasing the users stamina exponentially allowing them to push the body far past it's natural limitations.

The most active ingredient of the Miraclo Formula is a special form of phosphorus, which binds temporarily with the ATP energy being produced in the muscle cells to create a special more refined type of energy that Howard began calling "Adenosine Quad-Phosphate" which energizes the cells three times as well as regular ATP energy overcharging the metabolism and the muscle tissue and cells themselves on a cellular level better than what chakra itself can do in safe small quantities rivaling what can be done with dangerous amounts of chakra. The energy being created and the substances in the medicine give the subject increased strength, speed, as well as heightened stamina and reactions that reflect their increase in speed for about an hour or roughly five turns. After that time, the "AQP" burns itself out, and the waste toxins generated need to be eliminated through the bloodstream over about a two turn period naturally through time or quickly through the use of Iryō Ninjutsu. While under the effects of the medicine the user's muscle mass triples, their speed doubles and they gain thirty damage to all taijutsu attacks. However they must spend thirty chakra per turn to convert and bind the phosphorous, creatine, testosterone and hormones, changing the growth hormone and testosterone into muscle cells to be used to increase their muscle mass through the production of stem cells by converting normal tissue and fat cells into stem cells and then into muscle cells through cellular differentiation allowing for an extreme increase in energy output.

Their muscles physically grow during this time becoming bulkier, heftier and all around stronger due to the testosterone their hair will grow excessively as well. The muscles produced are specialized being ninety percent fast-twitch muscles and ten percent slow-twitch muscles. The fast-twitch muscles are great for bursts of speed, and strength but burn out quicker than the slow-twitch muscles, the slow-twitch muscles created are specifically for balancing out the remainder allowing the user to still function as they usually would. The fast-twitch muscle mass is what increases the users speed, as it allows for rapid movements like sprinting, jumping or moving a limb or limbs in a quick successive fashion. They generate far more power and strength, but they fatigue much faster and require more time for recovery which is why the more refined form of energy is required and why the side effects are more specific. The chakra similar in consistency to that found in (Iryō Ninjutsu: Masui Sejutsu) Medical Technique: Secret Anesthesia Technique the creatine, testosterone, HGH and the AQP are the reasons why the muscles can be pushed beyond their natural limit and work longer producing the boosts in strength and speed mentioned.

The hair on their head will grow from whatever length it currently is to hair that spans long past their lower back and their facial hair growths excessively giving the user a massively bushy beard. If a female were to take the medicine they would also suffer this effect growing facial hair even if naturally they wouldn't be able to due to low testosterone or high levels of estrogen. This hair remains even after the muscle stimulation ends for males wherein the muscles seem to deflate back to their natural size in an almost comedic fashion for females it comically falls out rapidly. The effects last five turns but cost thirty chakra per turn to maintain for the first pill forcefully converting the aforementioned substances to bodily energy. Taking two pills in a single conflict increases the chakra cost of the second by thirty chakra points per turn and causes excessive muscle pain because the muscles are being overworked this is during the second pill and not after it. Venom comes in two forms, pills for oral consumption or patches that are sometimes referred to as "Slappers." They are called as such because you ultimately slap one on, and go for a ride.

Description of Side Effects: Due to the focused effect of the pills the side effects are more focused as well. Unlike most medications that try to increase several fields these only increase one aspect of the user their body and therefor after the first pill wears off the users strength wavers slightly causing -10 damage to all taijutsu and a drop in 3 speed ranks for three turns, this increases after the second pill to -20 to all taijutsu damage for three turns and the user loses 4 speed ranks. The effects of the first pill can be superseded by immediately taking the second before the effects of the first wear off but the user loses two turns of activity on the second pill. The pills them self can be highly addictive in nature and taking one can create a dependency wherein if the user doesn't take a second pill after taking the first they begin to go through the early stages of withdrawal. These symptoms include and last for three turns;

Sweating and salivation
Racing heart and palpitations
Muscle tension and burning
Tightness in the chest, lungs and throat
Difficulty breathing
Inability to perform successive handseals quickly (max of 2) due to muscle spasms
and bodily Tremors

These symptoms take place after a second dose as well and the user can only take two pills per conflict. These symptoms along with any mention of pain for the consumer is non-existent in Shadow Clones or any other type of Clones under the effects of the medicine meaning clones will not disperse from the effects of the medicine however their taijutsu will still be weakened just as a normal human taking the medicine, their handseals will be limited and their turn limit will be shortened if they take a second dose or are formed after the consumer has taken a second dose.

Poison - Shadow of the Bat

Shadow of the Bat is a smokey-orange poison based on fear creation. It creates fear in any one who becomes poisoned by it inducing vivid hallucinations of what they fear most. It makes them feel as though they are constantly suffocating as the fear intensifies. Eventually this poison leaves them paralyzed completely unable to breathe, writhing in pain and fear as the hallucinations carry them off to their death. Sado is immune to his own poison. His weapons are coated in this substance as are his fingernails, hands and teeth before every battle. His smoke bombs are replaced with poison laced ones.

Name Of Poison: (Batto no kage) - Shadow of the Bat​
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Name Of Poison: (Batto no kage) - Shadow of the Bat
Creator: Howard
Type: Neurological, Muscular, Respiratory
Ingredients and Background: Fear can have crippling effects on a person, it can leave them frozen unable to move, think or act. It can force them to see things, hear things, feel things that just aren't there. Anxiety, paranoia, and panic can force a person to waver or to simply give up, the poison itself revolves around the ability to weaponize fear in people. Shadow of the Bat is a poison that creates the emotional response of fear for those exposed to it. It forces them to see, smell, hear, feel, and taste their deepest darkest fear in great detail and at times to a crippling extent. A lot like the application of Killing Intent but physically so done through poison not chakra. Most of the ingredients manipulate the brain and the mind through something more tangible than genjutsu more deadly and more real causing it to create and send synapses. Some even force the brain to produce chemicals forcefully and without mental consent from the poisoned individual like dopamine.

Shadow of the Bat is a deep smokey orange poison that comes in two forms an orange liquid and an orange gas surrounded in a smokey black aura-like outline. While in it's liquid form it has two constituencies dense and sticky like tar, or light and watery like water. The first consistency is sticky to the touch and will stick to anything it comes into contact with for long periods of time drying out slowly and hardening. When in contact with the skin it breaks down the lipid bilayer passing right on through and entering the blood stream and then bypassing the blood brain barrier for fast and rapid effects. While in it's gaseous state it has a slightly earthy smell like petrichor due to the herbs found in the poison, when inhaled it has an almost cinnamon-like taste if ingested while liquid it has this same taste but no discernible smell. It's base is Dihydroxyphenylalanine an amino acid that is made and used as part of the normal biology of humans it is the precursor to Dopamine in the brain, Carbogen a mixture of thirty percent Carbon Dioxide and seventy percent oxygen, Corticotropin a peptide hormone and a neurotransmitter, Deadly Nightshade (Atropa Belladonna), Conium (aka Hemlock) both ground into a fine syrup, and Irukandji venom. All ingredients that induce; fear, anxiety, paranoia, panic and straight up terror. Each do this in their own way and have specific effects that end up compounding together to create the over all reaction that the poison causes.

Howard is immune to these effects and the poison itself and due to the oxygen found in it he can breathe it as if it were normal air, and even drink it in it's liquid form if he so desires. It is applied to all of his ninja tools and weapons as well as in a small vial around his neck for poison jutsu usage as well as being sealed in his Medical Summoning Scroll. This poison can also be applied to the fingernails to augment taijutsu usage through fingerjabs and the like and teeth for more animalistic applications akin to the injection abilities of a snake through bites.

Description of Effects:

First the hallucinogens Dihydroxyphenylalanine which also allows the body to produce extra dopamine, Atropa belladonna, and Hemlock. These three together create very vivid and very surreal hallucinations as soon as they become active on the opponent. They induce a mental reaction wherein the brain itself brings out it's most base, deepest, darkest fear bringing it to life through various hallucinations with aspects of visual, auditory, and even smell and taste stimuli. The brain creates these sensations by stimulating the parts of the brain related to these sensations. These hallucinations can easily be mistaken for genjutsu as they have a similar application and even seem to be in a similar vein as it but isn't a genjutsu. The hallucinations will seem real, the opponent will be able to, see, smell, hear and taste the object if the situation arises. They can actively interact with the opponent but aren't tangible in the sense that they have physical substance. This can make distinguishing reality nearly impossible making it difficult to fight. To anyone seeing the poisoned person react to these sensations they would merely seem crazy or delusional. These can range from small changes to what the poisoned individual sees to extreme world altering changes.

Inhalation, Consumption or Injection: The hallucinations begin immediately after inhalation, consumption or injection beginning in the same turn.
Skin contact or a wound: The hallucinations are slightly slower starting one turn after being poisoned in this manner.

Next the fear creators, Carbogen, Irukandji venom, and Corticotropin Corticotropin is a peptide hormone and neurotransmitter involved in the stress response. In such a high dose it creates an intense stress on the body making the body feel as if it were under severe physical and mental stress. Carbogen makes them feel as if they are suffocating unable to breathe which along with the Dihydroxyphenylalanine which becomes dopamine once the poison passes the blood brain barrier, floods the brain with dopamine usually dopamine makes you feel confident and happy but if it seeps into the wrong part of your brain, dopamine will arouse feelings of terror and dread. This is what happens, the brain is overtaken by this forced production of chemicals and the body responds with intense fear, fear that makes thinking harder and slows down the natural thought process. Irukandju venom just straight up creates feelings of dread and impending doom putting the effected person in a state similar to Killing Intent making rational thought impossible halving their reaction speed and making movement harder. When a summoning creature is exposed to the poison be they the wielders own creatures or an opponent's it makes them see their natural predator swarming around them much larger than they are and intimidating them excessively forcing the summoning creature to reverse summon or disperse.

Along with this intense fear the carbogen forces the poisoned being to feel as if they are always suffocating no matter what they do or how they react even mind clearing jutsu can't overcome this. This is an innate reaction that cannot be overcome no matter how hard the opponent tries to focus or look past it this is because when carbogen is inhaled, the increased level of carbon dioxide causes a perception, both psychological and physiological, of suffocation. The brain itself interprets an increase in blood carbon dioxide as a decrease in oxygen level, which would generally be the case under natural circumstances. Inhalation of carbogen causes the body to react as if it were not receiving sufficient oxygen: breathing quickens and deepens, heart rate increases, and cells release alkaline buffering agents to remove carbonic acid from the bloodstream as stated this is an innate bodily reaction something that can't be bypassed with thought, or any form of breathing exercises. The only way to bypass this is either a transfusion or nullifying and curing the poison and it's effects. This can also be done by removing the poison through normal means and nullifying the remainder. Additionally, normal shinobi are able to stop the spread of the poison by removing the afflicted limb/body part before the poison is able to spread, this won't apply if they inhale it nor if the wound isn't superficial on a limb or body part that cannot be removed. Nearly bleeding out and taking a Blood Replenishing Pill can have a similar effect as to a transfusion stopping this symptom but if exposed to the carbogen again the process just begins again.

Inhalation, Consumption or Injection: Fear is created immediately after inhalation, consumption or injection beginning in the same turn. This halves human reaction speeds due to the stress, anxiety, fear and panic that can at times feel crippling. If a summoning creature is exposed to the poison when the effects set in the intense fear forces them to reverse summon or disperse.
Skin contact or a wound: Fear sets in one turn after being poisoned in this manner it then halves human reaction speeds. For summoning creatures as soon as the fear sets in they reverse summon or disperse back to their homeland.

Finally the paralytics the Hemlock and Belladonna force the muscles to tense up becoming partially paralyzed. This eventually forces the muscle to begin to lock up completely which reduces the opponents speed halving it and limiting their reactions and tracking speed significantly. If undefended or not healed and nullified properly the untreated poison causes the person to become completely paralyzed unable to move their body locked in place as their muscles will not respond to the signals being sent to them. This eventually causes death due to the body being unable to inflate the lungs or move the diaphragm and bring oxygen into the body instigating physical suffocation and asphyxiation.

Inhalation, Consumption or Injection: Partial paralysis and muscle numbness begins immediately after inhalation, consumption or injection beginning in the same turn but doesn't cause any outward problems yet merely spreading from the point of contact. On the following turn the opponent's speed is halved as their muscles begin to lock up becoming unresponsive making movement harder and needing forceful action to move. Complete paralysis takes effect after two turns of not being treated (this means two turns after the poisoned person's speed is halved, the turn when speed is halved is counted as the first then there's a another turn where nothing new happens symptom wise) and leaves the opponent unable to move with a running speed of zero unable to perform hand seals, move their mouth, or lungs. This eventually ends in death by asphyxiation after three turns of being unable to breathe the only way to prolong a life past this point is Chakra CPR or nullifying the poison completely.
Skin contact or a wound: Everything is shifted one turn later. Partial paralysis begins the turn following being poisoned. Speed is halved the following turn as muscles begin to lock up becoming unresponsive. Complete paralysis follows two turns after that (this means two turns after the poisoned person's speed is halved, the turn when speed is halved is counted as the first then there's a another turn where nothing new happens symptom wise) reducing running speed to zero, making it impossible to perform hand seals, move their mouth or lungs. Asphyxiation takes place three turns after this the only way to prolong a life past this point is Chakra CPR or nullifying the poison completely.

Note: Samples can only be willingly given by Howard and the carrier risks exposure as only Howard is immune
Note: Can be applied to weapons, ninja tools, and smoke bombs by anyone given a sample
Note: Can be applied to the fingernails, hands, and teeth by someone with an immunity
Note: Since the poison is predominantly hormone and amino acid based it is resistant to heat and liquid once inside the body.
(Heishi Piru) Soldier Pills
Type: Supplementary
Description and Background: Soldier pills are a more combat aimed variation of the military ration pill. Upon ingesting the pill, your chakra supply doubles, but burns at a greatly accelerated rate due to the "pressure" involved. Upon ingesting the pill, any ninjutsu you use gains +15 damage and any taijutsu gains +10 for 4 turns. Upon expiry of the effects you must use an extra 10 chakra for every technique afterwards for 5 turns due to the fatigue setting in meaning you have to force your techniques more, and thereby adding to the toll it takes on your body. These pills are a basic medicine medical ninjas use in combat and are essentially black small round pills which are swallowed and absorbed through the mucosa in the stomach, made off of various ingredients and medicinal herbs as well as stimulants
Description of Side Effects:
-Upon using a second pill in a conflict the additional chakra cost after expiry rises to +30 until healed
-Upon taking a third pill, the medical ninja will suffer cardiac arrest upon expiry of the pill.

(Hyōrōgan) Military Ration Pills
Type: Healing
Description and Background: Military Rations Pills (兵糧丸, Hyōrōgan) are special pills that replenish one's chakra and nourish the body. It is made up of powerful stimulants and nutrients, said to allow the user to keep fighting for three days and three nights without rest. Replenishes 50 percent of the user's maximum chakra supply per pill taken, along with pumping stimulants into the body to alleviate tiredness. These pills are a basic medicine medical ninjas use or distribute in combat and are essentially dark brown small round pills which are swallowed and absorbed through the mucosa in the stomach.
Description of Side Effects:
-Taking two pills in a conflict results in hyper-stimulation of the cardiovascular system. The users heart rate and blood pressure increase to the point they become painful for 6 turns after taking the pill.
-Taking 3 pills in a conflict pushes the user's cardiovascular system to breaking point, resulting in heart failure after 4 turns.

(Ketsueki no Zōka Piru) Blood Replenishing Pill
Type: Healing
Description and Background: Contains high concentrations of amino acids, iron and mitosis inducing enzymes designed to turbo boost the production of erythrocytes from haematopoetic stem cells in the human body. This pill alleviates and cancels the symptoms of blood loss after one turn. These pills are a basic medicine medical ninjas use or administer in combat and are essentially dark red small round pills which are swallowed and absorbed through the mucosa in the stomach
Description of Side Effects:
-Taking 2 pills leads to increased blood pressure, and increased likelihood of blood clots forming, specially through trauma.
-Taking 3 pills over stresses the cardiovascular system and causes aneurysm after 4 turns.

(Kuchiyose No Jutsu: Eisei Yougu) Summoning technique: Medical tools
Type: Supplementary
Rank: B-Rank
Range: N/A
Chakra cost: 20
Damage: N/A
Description: The medical shinobi bites his thumb and draws his Medical Kanji on the Medical scroll underneath the symbol of the tool he desires to summon.
Note: This can only be used by Medical Shinobi.

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(Iryo Ninjutsu: Muku Sanmai) - Medical Technique: Fractured Psyche
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A
Damage: NA
Description: Usually brought on by traumatic events in the users life Fractured Psyche is just that a split in the consciousness of a single being similar in usage and form to the condition experienced by Sakura Haruno in her youth which she herself deemed "Inner Sakura." This usually has the unforeseen effect of compartmentalizing portions of the users personality into two or more separate individuals with vastly different personalities, emotional responses, fears, dreams, etc as well as the multiple personalities inhabiting separate areas of the brain usually one is more connected to the left hemisphere of the brain more in touch with their verbal, analytical, and orderly skills as such as; logic, sequencing, linear thinking, mathematics, facts and thinking in words. While in contrast the other is more connected to the right hemisphere of the brain which deals with; imagination, holistic thinking, intuition, arts, rhythm, nonverbal cues, feelings, visualization and daydreaming. This technique was created by Sado Yasutora in response to his acceptance of his mental imbalances instead of curing it he decided to weaponize it realizing that he spent his entire life with this condition and he wouldn't be the same person if he cured it. After his studies in Medical Ninjutsu he studied fear, as well as the human brain and psychology to gain a better understanding of his own mind.
What this can do is passively allow the user to switch between the two or more personalities finally taking hold of and controlling them in perfect harmony acting as a third party almost a control switch. This acts in the same way as thinking or speaking not actually entering timeframe. This acts as a genjutsu breaking mechanic as well as a natural defense against things such as Yamanaka techniques as well as mind probing or reading techniques it however has the same usage limit as Kai. This is because if one personality falls under any of these conditions the user is able to shift the two thus breaking genjutsu, forcing a Yamanaka's consciousness from the mind similar to what Sakura did to Ino in the Chunin exams or abruptly change or hide thoughts through the use of the currently dormant personality. However the technique isn't foolproof, in stressful situations or scenarios sometimes a power struggle between the two or more personalities ensues and this causes various instabilities with the two sometimes switching or acting on their own.

(Senninka: Enjin; Reshipurokakuchō) - Sage Transformation: Engine; Recipro Extend
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (+40 for Recipro Burst)
Damage: N/A (+20 to taijutsu actions for Recipro Extend, +40 to taijutsu actions for Recipro Burst)
Description: A Sage Transformation clansmen creates six small vents upon their forearms, calves and shoulders creating six somewhat rudimentary combustion engines powered by chakra in the specific limbs that work like internal pistons pumping chakra and newly created energy out of the exhausts. Creating these cavities, pistons and exhausts mimic what can already easily be done by a Sage Transformation clansmen with ( Kassokuken ) - Living Wall Fist but it is done in a much more refined and specialized way. This cavity amasses chakra concentrating and molding it into several fine streams of chakra mixed with oxygen from the users body, and energy created by the piston that are constantly released from the vents and valves increasing the Sage Transformation clansmen's speed, dexterity and strength by putting extra force, energy and strength behind their movements while attacking or running. While using this technique running is more akin to gliding across the ground at high speed with the legs needing to work half as hard to get this increase in speed due to the increase in force, energy and strength. This is similar in usage to ( Senninka: Funsha Atooshi ) - Sage Transformation: Jet Booster Boost but again in a much more refined manner with the effect being a constant.
These engine like constructs increase the users speed x2 increasing their all around movement speed including both their running speed and the fine dexterity required for close quarters taijutsu usage being able to move limbs at a heightened speed. However these engines require that the exhaust pipes on the back of the arms, legs and shoulders remain clear of obstructions in order to function properly. If clogged the chakra will build up with no place to go and could become explosive in nature causing damage to the Sage Transformation clansmen dealing 20 damage to them if left clogged for two turns. Recipro Extend adds an additional 20 damage to any taijutsu attack used while active. The Sage Transformation clansmen's own blood works as a coolant that cools the internal combustion engines stopping them from becoming extremely hot due to friction but this has the effect of heating up the entire body to a slight degree causing them to breathe heavier and sweat more as to release the created heat causing them 5 damage spread out over their body causing muscle pain. This isn't substantial damage just muscle wear and tear.

Engine; Recipro Burst: By releasing all of the chakra that is being manipulated or molded as well as doubling it the user can increase their speed momentarily by x3 but this deactivates the transformation forcing them to return to their previous state after it's deactivation this doesn't effect other sage transformation techniques or transformations leaving them unaffected. This also has the added effect of clearing the exhausts of any debris if they happen to be clogged. The explosive force is so great that the vents make a loud audible kick-back noise that signals the opponent to the activation of the ability. This is in essence like shifting an engine into a higher gear thus gaining higher performance allowing the Sage Transformation clansmen to go faster and hit harder by burning and releasing his chakra at a higher capacity using the piston like engines to force chakra out of their body at a higher rate than just releasing it. Recipro Burst adds 40 damage to any taijutsu action. After the deactivation of Recipro Burst the Sage Transformation user takes 10 additional damage as their muscles cramp slightly from being overworked. This reduces their speed by 1 rank for the next turn.
Note: Recipro Extend can last for five turns and can only be used twice per battle
Note: Recipro Burst can only last for two turns and deactivates Recipro Burst after those two turns
Note: No other Sage Transformation techniques can be used the turn this is activated


Update Declined: in short, due to insufficient drawbacks.


(Senninka: Enjin; Reshipurokakuchō) - Sage Transformation: Engine; Recipro Extend
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (+40 for Recipro Burst)
Damage: N/A (+20 to taijutsu actions for Recipro Extend, +40 to taijutsu actions for Recipro Burst)
Description: A Sage Transformation clansmen creates six small vents upon their forearms, calves and shoulders creating six somewhat rudimentary combustion engines powered by chakra in the specific limbs that work like internal pistons pumping chakra and newly created energy out of the exhausts. Creating these cavities, pistons and exhausts mimic what can already easily be done by a Sage Transformation clansmen with ( Kassokuken ) - Living Wall Fist but it is done in a much more refined and specialized way. This cavity amasses chakra concentrating and molding it into several fine streams of chakra mixed with oxygen from the users body, and energy created by the piston that are constantly released from the vents and valves increasing the Sage Transformation clansmen's speed, dexterity and strength by putting extra force, energy and strength behind their movements while attacking or running. While using this technique running is more akin to gliding across the ground at high speed with the legs needing to work half as hard to get this increase in speed due to the increase in force, energy and strength. This is similar in usage to ( Senninka: Funsha Atooshi ) - Sage Transformation: Jet Booster Boost but again in a much more refined manner with the effect being a constant.
These engine like constructs increase the users speed x2 increasing their all around movement speed including both their running speed and the fine dexterity required for close quarters taijutsu usage being able to move limbs at a heightened speed. However these engines require that the exhaust pipes on the back of the arms, legs and shoulders remain clear of obstructions in order to function properly. If clogged the chakra will build up with no place to go and could become explosive in nature causing damage to the Sage Transformation clansmen dealing 20 damage to them if left clogged for two turns. Recipro Extend adds an additional 20 damage to any taijutsu attack used while active. The Sage Transformation clansmen's own blood works as a coolant that cools the internal combustion engines stopping them from becoming extremely hot due to friction but this has the effect of heating up the entire body to a slight degree causing them to breathe heavier and sweat more as to release the created heat causing them 10 damage spread out over their body causing muscle pain. This isn't substantial damage just muscle wear and tear.

Engine; Recipro Burst: By releasing all of the chakra that is being manipulated or molded as well as doubling it the user can increase their speed momentarily by x3 but this deactivates the transformation after it's usage limit forcing them to return to their previous state after it's deactivation this doesn't effect other sage transformation techniques or transformations leaving them unaffected. This also has the added effect of clearing the exhausts of any debris if they happen to be clogged. The explosive force is so great that the vents make a loud audible kick-back noise that signals the opponent to the activation of the ability. This is in essence like shifting an engine into a higher gear thus gaining higher performance allowing the Sage Transformation clansmen to go faster and hit harder by burning and releasing his chakra at a higher capacity using the piston like engines to force chakra out of their body at a higher rate than just releasing it. Recipro Burst adds 40 damage to any taijutsu action. After the deactivation of Recipro Burst the Sage Transformation user takes 10 additional damage as their muscles cramp slightly from being overworked. This reduces their speed by 2 ranks for the next turn.
Note: Recipro Extend can last for five turns and can only be used twice per battle
Note: Recipro Burst can only last for two turns and deactivates Recipro Burst after those two turns
Note: No other Sage Transformation techniques can be used the turn this is activated or the turn following


Resubmitting the following because I was jounin when I first submitted it.
It was never checked though so I left the old bolded changes:




(Senninka: Ta keita) - Sage Transformation: Polymorph
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( user regains 150 chakra per creature )
Damage: 80 ( also heals 80 to the user per creature )
Description: The Sage Transformation clan has already shown the ability to absorb other human cells no matter their origin and convert them into usable cells for their own body healing it and gaining chakra from their target. This works on that exact principle but on animals instead of humans namely summoning creatures either summoned by the user or even their opponent if they are weak enough. The Sage Transformation user by using this technique absorbs the flesh, muscle, bone, blood, organs, and chakra from the creature molding the tissue and bone into usable tissue and bone for the their own body. The user doesn't need to completely absorb the creature if they're large enough just a small portion will do, and depending on the size and strength of the creature it may not harm them excessively. In doing so they alter the structure of their body with the newly acquired structures intuitively mimicking them and applying them to their own body. This is done by extending one, or multiple needle like growths out of their body and puncturing flesh, or making direct contact with the creature and can be done in the same time frame as a summoning technique as long as direct contact is being made between the summoner and the summon. This allows them to gain a heightened form of sensing on the level of that creature doubling their reaction speed due to their new found sensing abilities for example if a snake is absorbed the user is able to gain heat sensing, brill that block visual genjutsu A rank and below, tough flexible scales that can block A rank and below ninjutsu and S rank taijutsu once similar to how snakes can shed their skin. If for example a bird was absorbed they gain enhanced sight and large wings granting flight. A frog-like creature or a creature with strong leg muscles would create the ability to jump long distances and increase taijutsu damage by 20 damage, a cat-like creature or a clawed beast would grant nightvision and claws allowing for modified taijutsu granting an additional 20 damage to taijutsu. Two separate summoning creatures can be absorbed to gain different traits by creating an amalgamation of the creatures and the Sage Transformation users own previous form but damage buffs cannot be stacked. The Sage Transformation clansmen doesn't gain inherent traits from the specific creature absorbed just their overarching species traits like wings, claws, talons, eyes or brill, muscle structures, bone structures etc. If they absorb a creature with venom producing glands, they can mimic the venom producing glands of that animal long enough to augment a poison technique. This allows them to gain an additional rank to poison ninjutsu up to A rank with S rank gaining 20 damage instead of a rank augmenting a single poison technique per creature absorbed. These glands last until the user uses a poison technique, and after this the glands breakdown returning to the body. Absorbing two creatures allows for the augmentation of two poison techniques, after the glands vanish from the body. This technique cannot be used on people or other bios though and can only be used on summoning creatures.
Note: The user is unable to use any other healing based Sage Transformation techniques the following turn
Note: Can consume two creatures per use, those creatures cannot be summoned again for the rest of the battle
Note: Can only be used two times per battle and the senses lasts four turns per use


Declined: to start, reframe the initial CJ description as a derivative of the newly added "Cellular Regeneration Absorption." Moreover, the boosts to be yielded from this ought to be more succinct and ironclad. And in order to do so, reword this so that the user gains only the physical traits and their associated boost(s) as per each each contracted animal's description. That being said, speed boosts via this move may or may not be allowed. And to be sure, this'll only be useable on one summoning at a time and any target of this CJ is likely going to lose access to whatever is absorbed by the user, which makes a strong case for their dispelling after the matter.


(Senninka: Ta keita) - Sage Transformation: Polymorph
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( user regains 150 chakra per creature )
Damage: 80 ( also heals 80 to the user per creature )
Description: The Sage Transformation clan has already shown the ability to absorb other human cells no matter their origin and convert them into usable cells for their own body healing it and gaining chakra from their target via (Saibō Kyūin) - Cellular Regeneration Absorption. This works on that exact principle extending it to animals instead of humans namely summoning creatures either summoned by the user or even their opponent if they are weak enough. The Sage Transformation user by using this technique absorbs the flesh, muscle, bone, blood, organs, and chakra from the creature molding the tissue and bone into usable tissue and bone for the their own body. The user doesn't need to completely absorb the creature if they're large enough just a small portion will do, and depending on the size and strength of the creature it may not harm them excessively. In doing so they alter the structure of their body with the newly acquired structures intuitively mimicking them and applying them to their own body similar to how they are able to absorb the organs, flesh, bones etc of another person and re-purpose them. This is done by extending one, or multiple needle like growths out of their body and puncturing flesh, or making direct contact with the creature and can be done in the same time frame as a summoning technique as long as direct contact is being made between the summoner and the summon. This allows them to gain a heightened form of sensing on the level of that creature doubling their reaction speed due to their new found sensing abilities. They gain only the physical traits and their associated boost(s) as per each each contracted animal's description. So for example if they absorb a portion of an animal that is immune to A rank techniques than they share that immunity until the technique wears off. The summon loses access to these abilities thus it tends to reverse summon after it's usage. If they absorb a creature with venom producing glands such as a snake, they can mimic the venom producing glands of that animal long enough to augment a poison technique. This allows them to gain an additional rank to poison ninjutsu up to A rank with S rank gaining 20 damage instead of a rank augmenting a single poison technique per creature absorbed. These glands last until the user uses a poison technique, and after this the glands breakdown returning to the body. Absorbing two creatures allows for the augmentation of two poison techniques, after the glands vanish from the body. This technique cannot be used on people or other bios though and can only be used on summoning creatures. Additionally like it's parent technique (Saibō Kyūin) - Cellular Regeneration Absorption it can reverse the effects of (Saibō Haishutsu) - Cellular Regeneration Ejection.
Note: The user is unable to use any other healing based Sage Transformation techniques the following turn
Note: Can consume one creature per use, those creatures cannot be summoned again for the rest of the battle
Note: Can only be used two times per battle and the senses lasts four turns per use




Username & Rank: Howard - Sannin
Tier # & Your Request: Tier III - Fuinjutsu
Why this ability/bio?: Mainly because I feel like it would be a cool thing to try and obtain and I'd like to begin working on techniques for it. Additionally it seems like the best thing to work towards after Medical Ninjutsu and Poison Release which are what I've recently gotten. Other than that I'll explain further down in the mission proposal section.

Mission Proposal: Upon the reset of ranks I began rp'ing my bio as if it had lost a large portion of his memories and thus lost access to most of his training. My bio started at jounin and due to that was fairly handicapped when it began it's journey of self rediscovery. Through fights and stressful situations I had it re-obtain the memories affiliated with it's past including it's training and it's own personality. I've gotten to the point where it's at about the same level of power it was when it was reranked, if not slightly stronger due to the techniques it's obtained since including a fairly decent Poison and Sage Transformation arsenal alongside Sage Mode.
Anyway building off of that and the bio's I'd like to do a story-line where he tracks down his old Akatsuki ring and finds someone to seal it away for him as a form of atonement for his past actions and his remorse and regret for losing it in the process possibly finding someone to teach him fuinjutsu outright so he can seal the ring himself. The bio had the San - Three ring which now belongs to Korra iirc. It was taken from him at the hands of Isabella Uchiha right before the coup de tête she threw over the Akatsuki before relocating them to Kirigakure no Sato. Due to the bio's defeat he basically gave her an opening to get into the Akatsuki and spur on the entire ordeal and I feel like since it's regained those memories the bio would be focused upon that portion of his past as it's around one of the last things it can remember. Thus it creates a decent story for my bio to add to it's history and it allows me to obtain a permission for fuuinjutsu.
 
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(Dokuton: Itsutsu no doku no Te) - Poison Ninjutsu: Hand of Five Poisons
Type: Offensive
Rank: S - Forbidden
Range: Short - Mid ( depending upon variation )
Chakra: 40 - 50 ( -10 per turn for S rank usage )
Damage: 80 - 90 ( 20 to the user and destroys the hand )
Description: Based upon the principles of (Dokuton: Kurote no Jutsu) - Poison Release: Black Hand Skill, and partially inspired by (Raiton: Raikiri) - Lightning Release: Lightning Blade the Hand of Five Poisons is a technique where the user produces a very specific and strong poison for each one of their fingers. Then by cladding their hand in an aura of gaseous or liquid poison they can use that poison offensively in some way to attack or defend in close quarters.

The Sorrow - The index finger is able to produce a strong tearing agent creating a continuously refilling short range smog of aerosolized liquid compounds appearing to be a gas but not truly a gas. This substance is based on phenacyl chloride, dissolved in hydrocarbon solvents. The Sorrow works by irritating mucous membranes in the eyes, nose, mouth and lungs, and causes intense crying, sneezing, coughing, as well as difficulty breathing, pain in the eyes, and temporary blindness. All of this combined together cuts the poisoned individuals reactions in half. The symptoms are instantaneous upon exposure to the substance and last three turns per application.

The Fury - The middle finger can produce a highly flammable and ignitable liquid poison that works similar to a nerve agent. It causes blisters and burning of the eyes and lungs and causes symptoms similar to third degree burns upon any flesh it touches. It's usage is more direct than the Sorrow needing to be administered through a direct finger jab as it clads the hand in a liquid shroud of poison. However it's real usability comes in when used alongside a fire technique. It provides additional fuel and acts as a napalm when ignited meaning it will continuously burn until extinguished however like a grease fire it cannot be extinguished with simple water needing a wind and water combination or a water technique one rank higher. It can be used on A ranks and below to raise a fire techniques rank or alongside an S rank but only grants it 10 additional damage.

The End - The third finger creates a sure kill poison based on dendrotoxins. The only basic variation that can attack from afar. The user will hold out their third finger creating a pressurized drop of poison with the ability to snipe an opponent from a distance. The poison has enough force to enter the body puncturing flesh and bone before acting rapidly by blocking the exchange of positive and negative ions across the neuronal membrane. This leads to no nerve impulses, thereby paralyzing the nerves. This causes the heart and lungs as well as other various organs to slowly shut down over the next three turns. As a fail safe if spotted and defended against the user is able to perform the seal of confrontation proliferating the poison into a fair amount allowing it to play on par with similar elemental releases having the normal strengths and weaknesses of liquid poison.

The Fear - The pinky finger is able to produce a poison rich in dopamine and Corticotropin which is a peptide hormone involved in the stress response. When administered through a finger jab the poison enters the body causing the fear response. This causes the body to mimic the normal bodily responses to fear causing a change in hormone production causing a feeling similar to Killing Intent. When used alongside Killing Intent it creates a more solidified feeling of fear. This doesn't have much effect like the others and is more of a show of force. It causes damage to the body but is never really fatal.

The Pain - The thumb is able to produce a poison that mimics fasciculin a toxic protein that attacks sensory nerves and motor nerves causing neuropathic pain. Meaning pain that isn't exactly connected to an outside injury but instead injuries to the nerves themselves. This poison is administered by coating the thumbs in the poison and then causing it to create an aura that surrounds the entire hand by partially vaporizing the poison. The through a taijutsu action the user is able to increase the level of pain felt by applying the poison to the body. Once applied to the strike the poison will pass through the pores of the skin latching to the nerves of the body causing first a slight numbness that radiates from the point of contact out a few inches before inducing a strong abrupt rush of intense pain. This pain increases the rank of taijutsu techniques by one up to S rank with S ranks it increases the damage by ten.

The Boss - The culmination of everything above the Boss is the final variation a mixture of all of the poisons concentrated into a pressurized gaseous beam. It has the biological effects of each poison without any of their specific abilities. IE it has the tearing agent aspect of the Sorrow but cannot be used to create a cloud of poison. It has the blistering and burning properties of the Fury but cannot be used alongside a fire technique. As well as having the nerve impulse limiting abilities of the End, the fear creating properties of the Fear and the pain inducing properties of the Pain. However it is much easier to defend against due to it's more elaborate and showy execution. Upon it's usage the poison literally eats away at the users hand dissolving the flesh and bone, crudely cauterizing the wound dealing twenty damage to the user and taking away the ability to use hand seals and the hand.

Note: S rank can only be used twice with one poison per usage and a three turn cd
Note: Forbidden rank can only be used once and negates the ability to use it at S rank
 
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(Dokuton: Ikari) - Poison Ninjutsu: The Fury
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 ( 10 per turn to maintain and rebuild )
Damage: 80
Description: The Fury is a highly flammable and ignitable liquid poison that works similar to a nerve agent. It causes blisters and burning of the eyes and lungs and causes symptoms similar to third degree burns upon any flesh it touches. It can be used by creating a torrent of liquid poison from the hand through a palm strike or it can be administered through a direct finger jab by being used to clad the hand in a liquid shroud of poison. This is partially inspired by (Raiton: Raikiri) - Lightning Release: Lightning Blade and (Dokuton: Kurote no Jutsu) - Poison Release: Black Hand Skill. However it's real usability comes in when used alongside a fire technique as it is flammable and works like a fuel source similar to oil or another combustible liquid when ignited. It burns continuously and acts as a napalm when ignited meaning it will burn until extinguished however like a grease fire it cannot be extinguished with simple water needing a wind and water combination or a water technique one rank higher.
It can be used in the same timeframe as an A rank fire technique or below to raise a fire technique's rank or alongside an S rank but only grants it 10 additional damage. The user is able to clad both of their hands in poison and create two blade-like constructs similar to what can be done with water release or they can clad a single hand in the poison either way they are able to constantly feed poison into the construct in a similar way as to how Lightning Blade can be used. It can be used offensively to attack or defend augmenting taijutsu usage allowing the user to create slashing, piercing or blunt damage but due to needing constant dokuton chakra to sustain it the user is only able to use poison techniques while they extend it's usage.
Note: Can only be used three times per battle and can last four turns at maximum
Note: Can only be used alongside fire techniques twice and can't be sustained if done


(Dokuton: Gentsū) - Poison Ninjutsu: The Phantom Pain
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The Phantom Pain is a poison that mimics fasciculin a toxic protein that attacks sensory nerves and motor nerves causing neuropathic pain and intense muscle twitching and spasms. It is found in select strains of snake venom including the mamba. Neuropathic pain is pain that isn't exactly connected to an outside injury but instead injuries to the nerves themselves and due to this fact mimic the pain caused by genjutsu induced injury. This poison is administered by coating the thumbs in the poison and then causing it to create an aura that surrounds the entire hand by partially vaporizing the poison causing gaseous plumes of green poison to fume from the hands. Then through a taijutsu action or just attacking in a free form way the user is able to increase the level of pain felt by attacks by applying the poison to the body through additional offensive actions. Once applied to the skin the poison will pass through the pores latching to the nerves of the body causing first a slight numbness that radiates from the point of contact out a few inches before inducing a strong abrupt rush of intense pain that continues to radiate throughout the body as long as the poison is attached to the nerves causing ten additional damage per turn until cured. As mentioned above this damage is similar to the pain induced by genjutsu thus it on it's own isn't able to break the effected person out of genjutsu as it's basically pain created by tricking the brain into believing damage has been taken.
This pain increases the rank of taijutsu techniques by one up to S rank with S ranks or Forbidden techniques it increases the damage by thirty. It can additional be controlled to extend the users reach up to mid range by having the poison burst forward but only works with freeform attacks needing direct taijutsu techniques to still hit their mark to deal the initial damage of that technique. The muscle twitching and spasms has the additional effect of reducing the poisoned individuals speed by half.
Note: Can be used twice per battle and lasts three turns




(Senpo: Zen no Hikō ) - Sage Art: Zen Flight
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: A purely evasive maneuver with no offensive capabilities the user while in a meditative state focusing on melding and absorbing natural energy will use trace amounts of that same natural energy to hover or glide without breaking their stance or meditation. This is done by creating an aura of tangible natural energy surrounding the user that has enough substance to lift the user. Then by pure thought alone they are able to move the natural energy aura similar to how the aura of Sage Mode itself can be used along side taijutsu via Sage Kata allowing them to move their body out of the way of danger while remaining in a meditative state. This can be used alongside the activation of Sage Mode to evade or move out of the way of a technique allowing the user to continue to absorb natural energy without moving their body. By moving the natural energy aura the user is able to travel or once per turn the user is able to avoid an incoming technique at the cost of a move slot.
Note: Can be used twice per battle lasting three turns per use but only lasts as long as the user is meditating
Note: While in use it is the only technique that can be used
 
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Edits in bold and new name

(Niiro Suna: Yogg-Saron no Gyappingumō) - Red Sand Release: The Gapping Maw of Yogg-Saron
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra: 50
Damage: 90 (+30 to the user)
Description: The user does the snake sign and channels their chakra underneath their opponent. The user uses a great amount of chakra and has the ground underneath the opponent turn into red sand in a short range radius of the opponent tearing open and causing most structures and even the opponent to fall inward as it pulls them down due to the unstable ground leaving no footing. This is a lot like a large ant-lion devouring most things in a short range radius. The red sand quickly keeps growing in radius and depth till it reaches fifteen meters across and forty meters in depth this all happens before the end of the users turn. By performing a single hand seal the sand directly below the opponent forms into two large arms that grab the opponent and bind them this happens in unison to the red sand's area growing and each hand is S rank in strength. The arms will begin to recede deep into the open maw drawing the opponent down with them pulling them through the scorchingly hot sand. The heat of this technique is as hot as the sand can be before it would naturally transition into a glass-silicate form. Due to this immense temperature the jutsu causes fourth degree burns. The opponent will be dragged underneath the pit and sunken to the bottom of the pit while being burned and suffocated. At this depth with so much red sand on all sides the pressure is so intense it has the ability to crush bones and puts so much pressure on the opponent they are unable to move their chest to take oxygen into their lungs. If they do inhale this deep in the sinkhole they pull red sand into their nose and mouth burning the linings of their throat, nose and mouth burning them to the point of being irreparable through time. The sinkhole is large enough to also sink giant summoning creatures like Manda and scale wise is the size of (Doton: Yomi Numa) - Earth Style: Swamp of the Underworld at it's largest.
Note: Usable one time per battle
Note: After using this technique the user is unable to create new red sand for three turns and is in a state of exhaustion meaning any red sand technique they use for the following three turns will be significantly weaker then normal losing -20 damage. The user wont be able to use jutsu A rank and above in the following turn, take 40 damage from strain and lose 2 ranks to their speed for 2 turns.

Approved - nice technique, added restrictions
(Niiro Suna: Yogg-Saron no Gyappingumō) - Red Sand Release: The Gapping Maw of Yogg-Saron
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra: 50
Damage: 90 ( 30 to the user )
Description: The user does the snake sign and channels their chakra underneath their opponent. The user uses a great amount of chakra and has the ground underneath the opponent turn into red sand in a short range radius of the opponent tearing open and causing most structures and even the opponent to fall inward as it pulls them down due to the unstable ground leaving no footing. This is a lot like a large ant-lion devouring most things in a short range radius. The red sand quickly keeps growing in radius and depth till it reaches fifteen meters across and forty meters in depth this all happens before the end of the users turn. By performing a single hand seal the sand directly below the opponent forms into two large arms that grab the opponent and bind them this happens in unison to the red sand's area growing and each hand is S rank in strength. The arms will begin to recede deep into the open maw drawing the opponent down with them pulling them through the scorchingly hot sand. The heat of this technique is as hot as the sand can be before it would naturally transition into a glass-silicate form. Due to this immense temperature the jutsu causes fourth degree burns. The opponent will be dragged underneath the pit and sunken to the bottom of the pit while being burned and suffocated. At this depth with so much red sand on all sides the pressure is so intense it has the ability to crush bones and puts so much pressure on the opponent they are unable to move their chest to take oxygen into their lungs. If they do inhale this deep in the sinkhole they pull red sand into their nose and mouth burning the linings of their throat, nose and mouth burning them to the point of being irreparable through time. The sinkhole is large enough to also sink giant summoning creatures like Manda and scale wise is the size of (Doton: Yomi Numa) - Earth Style: Swamp of the Underworld at it's largest.
Note: Usable one time per battle
Note: After using this technique the user is unable to create new red sand for two turns and is in a state of exhaustion meaning any red sand technique they use for the following two turns will be significantly weaker then normal losing twenty damage. They also can't use A rank or above Red Sand in the following turn and lose one rank to their speed for two turns.

(Nirro Suna: Yougu) Red Sand Release: Tools
Type: Attack
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user can form strong tools out of Red Sand either by creating a source with this jutsu or manipulating an already existing source, these include; kunai, swords, pillars, shields etc. The tools will be able to repel water and the sand is heated slightly giving them a burning property. The heat from the tools are enough to cause third degree burns to human skin on contact and cause deep searing wounds. The user himself doesn't directly touch the tools therefor he is unaffected by the heat of them. The tools can only be created Short Range from the user if the technique is used to create its own source of red sand.
Note: Usable 4 times a match

________________________________________________
 Approved 
Editted. Taking into account its scolding hot sand, I cannot allow you to create this from anywhere. You could use this to potentially attack an enemy in a way from a blind side where he would have no actual escape or defense possible and would end up severely burned and damaged.
(Nirro Suna: Ryokō-sha no Tsūru) Red Sand Release: Tools of the Traveler
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra cost: 20 - 40
Damage points: 40 - 80
Description: The user can form strong tools out of Red Sand either by creating a source with this jutsu or manipulating an already existing source, these include; kunai, swords, pillars, shields etc. The tools will be able to repel water and the sand is heated significantly giving them a burning property. The heat from the tools are enough to cause third degree burns to human skin on contact and cause deep searing wounds. The user himself doesn't directly touch the tools therefor he is unaffected by the heat of them. The tools can only be created short range from the user if the technique is used to create its own source of red sand.
Additionally the user is able to surround other solid techniques, items or constructs in Red Sand giving them a defensive layer of Red Sand allowing them to take more damage than they usually would. Alternatively the Red Sand can be molded alongside less solid techniques to have a similar effect but doesn't work with fire or lightning due to the way the two interact with Red Sand. If used with a liquid the liquid will be surrounded in a dense shell of Red Sand affording it a defense from a clash before the liquid technique itself is left to deal with the remainder or to move on. This grants the technique a rank and gives it twenty additional damage excluding S rank and Forbidden techniques which it just gives it an additional ten damage. This is an A rank ability and can happen alongside another technique in the same timeframe.
Note: S rank can be used once per turn and four times per battle
Note: Defensive ability can be used three times per battle with a one turn cool down


Cant edit my other post any more


(Nirro Suna: Shūkai) Red Sand Release: Gathering
Type: Supplemantary
Rank: C rank
Range: Short - Mid (10 meter radius), Mid Range in depth
Chakra cost: 15
Damage points: N/A
Description: The user will do the snake sign channel either already existing Red Sand or their chakra into the ground to change the ground into a fine sand like dust quality, then use their chakra to make sand/dust in the ground turn into Hydrophobic Sand, in a short to mid range with a 10 meter radius, while also being Mid Range in depth, so the user will have more to use in a battle. This is like when Gaara uses his sand to create more sand from the ground for his use.
Note: Usable 5 times a battle

________________________________________________
 Approved 

(Nirro Suna: Nain Heruzu o Atsumeru ) Red Sand Release: Gathering of the Nine Hells
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: N/A ( +20 damage to other Red Sand techniques )
Description: The user will perform a single hand seal and channel either already existing Red Sand or their chakra into the ground to change the ground into a fine sand like dust quality. Then they mold that sand into Hydrophobic Sand. This can create a massive amount of Red Sand at a relatively quick pace allowing the user to turn the battlefield to his advantage. Obviously this Red Sand is already infused with the users chakra causing the ground to become unusable by the opponent for Earth Release techniques as there won't be any solid earth left to use. Additionally any Red Sand technique used from this source has more chakra than normal in it due to the chakra already found in it strengthening the technique increasing it's rank by one and adding an additional twenty damage. Due to the nature of the technique the user is able to use it in the same timeframe as another Red Sand technique almost instantly providing an empowered source for that additional technique. The size and scale of the ground that is converted is roughly the same as Swamp of the Underworld allowing the user to trap multiple opponents or even large summons. If something living happens to sink into the Red Sand they begin to take damage due to the sheer heat of the sand which has the potential to cause third degree burns. This damage is roughly twenty per turn while partially or fully submerged in the sand and the Red Sand itself has the consistency of quicksand allowing it to pull a person in deceptively quick.
Note: Usable four times a battle and can only be used in the same timframe of another technique twice

(Nirro Suna: Akai Suna no Hogo-Sha) Red Sand Release: Asmodu
Type: Attack
Rank: S
Range: Short-Long (Made short range of the user)
Chakra cost: 40 (-30 per turn)
Damage points: 80 (on contact)
Description: The user will do the the ram hand sign and focus their chakra into the ground. The user will the have a T-Rex like creature (same size of great stone golem) made out of red sand rise from the ground. The creature will be completely made out of red sand and is able to protect the user from incoming attack while also being able to attack. The creature is able to release blast of red sand (which are A rank in power, Mid range and counts as a move of the user) or even grab and crush the opponent while also being able to cause third degree burns to the opponent. If their is a red sand source available the creature can use it to reform its self from damage it could have taken while being used but it counts as a turn of the user. After the creature is done it will just disperse into red sand leaving red sand all over the battle field up to long range allowing the user a more range of access to red sand.
Note: Usable twice a battle and needs a 2 turn cool down while no other Red Sand jutsus can be used during the cool down.
Note: Creature last for 3 turns
Note: The user cannot use any techniques other than Red Sand techniques while sustaining the creature.
Note: The blast and reform ability counts as a move. Both can only be used 2 times each
Looks like:
Just imgaine its red instead xD
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 Approved 
(Nirro Suna: Nesasu no Asumodeusu) Red Sand Release: Asmodeus of Nessus
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 ( -10 per turn )
Damage points: 80
Description: The user will perform a single hand seal and channel their chakra into the ground. From this massive amount of chakra the user causes Red Sand to form and then erupt upward from the ground buckling it and cracking it as a massive creature made out of Red Sand rises from the ground. The creature will be completely made out of Red Sand and is able to protect the user from incoming techniques while also being able to attack. Once per turn passively the creature can lash out with it's arms or body to smash or crush anything in it's path with the sheer weight and size of their body. The enormous familiar can regrow body parts or reform from damage that didn't destroy it if the user pays 20 chakra points but can only be done once in this way. It not only can attack a target physically by lashing out in various ways to attack the enemy in a freeform manner it can attack at range. It does this by shooting from it's mouth a highly pressurized torrent of Red Sand with enough potential and strength to pierce through anything Red Sand is strong to up to Forbidden rank. This can be done once per turn with a two turn cool down and costs a move slot it can do this once upon the turn of creation passively. Any Red Sand that touches human or animal flesh is able to cause third degree burns. If there is a red sand source available the creature can use it to reform itself from damage it could have taken while being used but it counts as a move slot. However unlike the reformation ability mentioned above this doesn't cost any chakra needing only a source of Red Sand to accomplish After the creature is done or if it's broken down due to a clash with a stronger technique the creature will disperse itself throughout the air causing a massive source of Red Sand to form leaving red sand all over the battle field up to long range. Additionally while it is being sustained the creature can be used as a Red Sand source for techniques S rank and below allowing it to produce Red Sand from it's body for the user to control.
Note: Usable twice a battle and needs a two turn cool down while no other Red Sand jutsus can be used during the cool down. After it's dispersal.
Note: The user cannot use any techniques other than Red Sand techniques while sustaining the creature.
Note: The torrent of Red Sand and the reformation abilities each cost a move slot but can be used in the same timeframe as another technique due to originating from the creature instead of the user.
Note: Creature can last for three turns


New Submission since cant edit my last submission >_<

(Niiro Suna: Sabaku no Hōtō) Red Sand Release: Desert Sparda
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short/Mid
Chakra cost: 20
Damage points: 40
Description: The user releases Red Sand as he punches, kicks or uses basic taijutsu motions which allows for blasts of Red Sand to be incorporated into free-form taijutsu and Taijutsu use that does not incorporate chakra usage. The user can also perform arm motions such as waving of the arms in an arc like motion or kicking of the legs in swift motions to release crescent arc-like blasts, waves or torrents of Red Sand allowing the user to attack the opponent from a moderate distance such as Mid Range. The blasts and arcs hold enough force behind them to knock the opponent back as well as possibly bruise the internal organs but it's real damages comes in due to the heat and properties of the Red Sand. This justsu is more of a way to create openings in the opponent's stance or exploit openings or weak points in the opponent's stance. The Red Sand follows the strengths and weaknesses found in the element itself.
Notes:
-Cannot use any other Red Sand jutsu the turn this is used
-The user can only create four blasts, arcs or waves with each use, with the total power divided between them.


 Approved  Edited. Don't go too overboard with stuff. The previous technique contained ample "DNR-level" exploits.
(Niiro Suna: Sabaku no Hōtō) Red Sand Release: Desert Sparda
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user releases Red Sand as he punches, kicks or uses a taijutsu motion which allows for blasts of Red Sand to be incorporated into free-form taijutsu and taijutsu usage. The user can also perform arm motions such as waving of the arms in an arc like motion or kicking of the legs in swift motions to release crescent arc-like blasts, blades, waves or torrents of Red Sand allowing the user to attack the opponent from a moderate distance such as Mid Range. The blasts and arcs hold enough force behind them to knock the opponent back as well as possibly bruise the internal organs but it's real damages comes in due to the heat and properties of the Red Sand. This justsu is more of a way to create openings in the opponent's stance or exploit openings or weak points in the opponent's stance. The Red Sand follows the strengths and weaknesses found in the element itself causing the taijutsu technique to have the strengths and weaknesses of Red Sand.
Additionally by supplementing basic or elemental chakra from taijutsu with Red Sand the user is able to instead empower that technique with Red Sand causing more damage than it usually would have on it's own. This is because when the Red Sand hits a person it will pierce into or through the body causing deep burns and slashes as well as when it comes against other techniques it will have the strengths of Red Sand. This potential for damage and additional Red Sand increases the rank of taijutsu techniques by one up to S rank with S ranks or Forbidden techniques it increases the damage by thirty but doesn't effect the rank. This is because it applies half of the damage of Desert Sparda to the taijutsu technique itself. An example of what this can do is if it is used alongside something like (Konoha Ryūjin ) - Leaf Dragon God instead of using the basic chakra they release to create gale winds and an air current based dragon through the initial kick they can release a massive amount of Red Sand with the kick creating a Red Sand dragon in it's stead.
Note: Cannot use any other Red Sand jutsu the turn this is used
Note: The user can only create four blasts, arcs or waves with each use, with the total power divided between them.
Note: Can only be used alongside taijutsu once per turn with a one turn cool down.
 
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Howard

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(Dokuton: Kōdokuso) - Poison Ninjutsu: Antitoxin
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A
Damage: N/A ( -30 damage poison techniques or toxic CEJ that act on the body)
Description: The user by constantly applying a usually harmless toxin to their body can cause a bodily reaction wherein their own body begins to produce an abundance of antibodies. This process is similar to the one that affords poison users their poison immunity and the harmless toxin is harmless to poison users because they have obtained an immunity to various poisons. To any one else not trained in poison ninjutsu this toxin would be rather deadly. These antibodies act to kill off the harmless toxin affording the user an eventual passive immunization strengthening their own immune system and immune response towards various poisons, toxins, and chemicals. This has the ability to reduce the damage of poisonous elements or toxic custom elements by partially immunizing the user against such techniques. It doesn't heal the user in anyway only making them more resistant to normally toxic substances. This doesn't mean the user will be able to breath these substances instead of oxygen just that when they do inhale them or when they're subjected to them they will take less damage.
Note: This is a passive ability and can be added to a bio or stated in the first turn.

( Dokuton: Yūdokuna ito ) - Poison Release: Toxic Threads
Type: Offensive/Defensive/Supplementary
Rank: A - S
Range: Short - Long
Chakra Cost: 30 - 40 ( +10 to maintain )
Damage Points: N/A - 80 ( +20 per turn )
Description: The user concentrates dokuton chakra into the tips of their fingers extending from each of their fingers a long spindle like thread of dense liquid or gaseous poison. The user is able to choose how many threads for whatever scenario. Then they can weave these threads throughout the battlefield to attack or around the target, somewhat similar to those used by puppet users or the threads created by ( Iryō Ninjutsu: Chakra No Ito ) - Medical Technique: Chakra Threads.
The threads can be funneled into the ground to travel to the opponent's position to attack from several angles allowing for a very deceptive use. The threads can then embed themselves into the target and pierce into the opponents chakra circulatory system as well as their vascular system. Through this connection the user can pump poison directly into the opponents body or can directly pollute their chakra with dokuton chakra causing the chakra circulatory system to decay and erode from the damage. Individuals who have had their chakra circulatory system polluted will have to mold an additional twenty chakra alongside their techniques and if the threads are connected for more than three turns the opponent will lose the ability to mold chakra until they are healed. This also causes additional damage as long as the threads are attached to the opponent and even once removed the opponent will remain poisoned until cured as per the usual requirements of poison. If dokuton chakra has been applied to their chakra circulatory system a full body purge has to be performed to removed the polluted chakra otherwise it remains in the body circulating through the body.
Alternatively if the user wishes to use the threads defensively or in a different offensive manner they can lift their hands into the air causing the threads to spiral around their body in a rapid manner. These threads begin to whip around the user at a fast pace with the potential to either create a defensive dome of fast moving threads or they can be directed to whip at the opponent to attack directly with slashing and piercing motions. Additionally the user can connect these threads to a technique they've used pumping dokuton chakra or poison directly into the technique empowering it. This has the potential to raise the rank of a technique by one up to S rank where it merely grants an additional ten damage. Though this has to be a technique that the threads can attach to like solids or liquids
Note: Can only be used twice per battle with a two turn cool down
Note: Can only use poison techniques while this technique is being maintained
 
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Pyro NB

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(Gurentsu~e) - Grenth
Type: Weapon/Armor
Rank: S
Range: Short(gas/blades)-Mid(Skulls)
Chakra: 15(passive repair), X(-arm technique used)
Damage: +10(blade damage), X(poison dmg), X(arm technique dmg)
Description: Grenth is an armor based on the Tyrian God of Death; it was created by Desmond upon joining Ikiru and his Reapers. It is comprised of an animal skull, dense chakra metal pauldrons/chest plate/vambraces/tasset/greaves/sabatons, cloth lined with a chakra thread mesh, and leather straps. Altogether the armor is able to take up to one S-Rank of non-elemental dmg and up to one A-Rank of elemental dmg within reason. Unless the armor is completely destroyed the user can spend 15 chakra to infuse into the metal causing it to reform.


The skull mask is repurposed to function as a rebreather allowing the user to breathe underwater without making bubbles and a gas mask filtering toxins from the air. On the right pauldron are five detachable skulls that can be filled with poison gas and tossed like a grenade at opponents; alternatively the user can push a button at the top of the skull sprouting a skeletal body no bigger than a two year old allowing the skull to chase down/latch onto enemies before releasing their poison. The vambraces are designed with puppetry in mind and were built to accommodate the use of any arm based puppetry techniques the user may know as well as release poisonous gas. The tasset has three heads and a man being dragged to hell on either side of them molded into it. These are filled with poisonous gas that can be released at the will of the user. Attached to the tasset is a long decorative cloth that has darken blades woven into the seams; due to their coloration, they aren’t noticeable by any means. The greaves have 8in hidden blades in the upper area and are filled with gas that can be released at any time. The sabatons have 8in hidden blades in the frontward soles.


Notes:
~Repairing counts as a move slot
~Utilizing puppetry techniques count as a move slot
~Utilizing gas while freeform takes a move slot
~Skulls can each contain different poisons which must be mentioned in bio
~Can only be taught by FLCL Pyro
 

Howard

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(Dokuton: Iridari no hōken) Poison Release: Consencration of the Ilidari
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 ( +10 to keep producing mist )
Damage: 60 ( -20 to opponent's techniques that originate from the ground )
Description: The user channels poison chakra into their arms or legs and slams his dominant hand onto the ground or stomps his foot upon the ground. If he slams his dominant hand to the ground he stabs his fingers into the ground releasing his poison chakra as he manipulates it lacing the ground with a plethora of poisonous substances that encompasses a five - twenty five meter radius around the user in all directions as well as deep into the ground itself. He can do this same thing merely by stomping his foot upon the ground.
The poison chakra creates a deadly poison that combines with the soil on a chemical level rapidly killing off any plant life such as wood, plants, roots, or mushrooms and makes it harder for plant life to grow from the ground. This is because the substances that are created in the ground are a mixture of a deadly insecticide and a hazardous herbicide poisoning plants and creatures indiscriminately. Summoning creatures poisoned in this manner immediately reverse summon, whereas the summons associated with Summoning Ninjutsu Techniques die off rapidly as soon as they are poisoned. Insects and bugs die off just as quickly dying the turn they are exposed to the poison with the potential to kill even Forbidden rank insects that travel in or around the ground.
Additionally this poison absorbs and restricts the nutrients in the soil in turn it changes the soil from a soft loamy quality into a rocky dirt-clod like consistency devoid of moisture and almost acidic in nature. This change in soil makes it harder for plant life to thrive reducing the rank and damage of such techniques by twenty damage and one rank it also drastically lowers the ph of the soil making the soil acidic to plant life as well as insects and summoning creatures found in the ground or traveling above the ground or even individuals traveling through the ground poisoning them directly. The ground itself becomes toxic to the touch allowing it to poison anything or anyone who touches it excluding the user as they are immune to the poisonous effects. Lacing the ground with poison also reduces the power of earth techniques that originate from the ground forcing them to partially crumble and break away when formed thus they lose twenty damage and one rank. This is because the earth is weakened due to it's course weak consistency. This technique also creates a thick sticky, tar-like film of poison on the surface of the ground a few inches thick. What this does is slow any person connected to the ground but the user who can passively send small amounts of chakra to their feet to walk upon the poison. This won't work for anyone else thus causing them to lose half of their speed as movement becomes harder with their feet or any body part in contact with the ground sticking to it like glue. The poison eventually seeps out of the ground which creates fumes that rise up from the ground from turn one until turn three when all of the poison has evaporated these fumes have the potential to poison individuals through breathing it in or it touching the pores of the skin. Alternatively by performing a single handseal instead of touching the ground the user can release this poison as a gas cloud that fills up Short - Long range with the poison like (Dokuton: Dokugakure Kiri no Jutsu) - Dokuton: Hidden Poison Mist Technique. It is ethereal in nature when used this way able to be seen through.
Note: Can be used three times per battle with a two turn cool down
Note: The toxic ground effect lasts for three turns per usage


(Kuchiyose/Dokuton: Honō no Sutoraiku) - Summoning/Poison Release: Flame Strike
Rank: S
Type: Offensive
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user slams their hands upon the ground or stomps their foot causing a summoning rift to open along the ground either directly above the opponent or near their position roughly five meters away. From the summoning rift flows a rushing column of volatile, hot, bubbling poison able to extend up to twenty meters in height. The torrential column has a short range radius and has enough force to throw an object ten meters away scalding it profusely causing second to third degree burns to a human or a creature. This poison can be liquid or gas and in either form is extremely flammable being able to be set off by fire, lightning or even explosive tags and makes for a fairly useful opener to combo into with this technique creating a twenty meter column of fire and poison if set ablaze. The user is able to open multiple rifts at different angles aiming them in different directions or towards different things but the power is always shared between them with the total potential being split. The rift can also be opened below the opponent if he is in the air. By adding an additional two hand seals to the technique the user is able to also summon a massive amount of weapons alongside the poison inside of it with the potential to slash and cut at people or things altering the damage and allowing for additional combinations to be used. The poison has very little bodily effects it only has the potential to cause blisters and burns on the skin and it can causes respiratory problems restricting the use of ninjutsu that requires being breathed or spit out. Additionally it can be substituted for Med Toxin or the users own custom poison but will still have a flammable nature to it.
Note: Can only be used twice per battle once per turn with a one turn cool down
Note: The user cannot use any other S rank poison release techniques in the same time



(Dokuton: Byōtekina sagi-shi Raishan) - Poison Ninjutsu: Raishan, the Diseased Deceiver
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 ( only 20 if combo'ed with a gaseous poison technique )
Damage: 80
Description: The user either creates a gaseous source of poison creating a short - long range mist of poison surrounding their own body as it's central point of dispersion and their opponent or they take hold of gaseous poison already in play proliferating it and controlling it. They use this gaseous poison to create a single or multiple ethereal humanoid or animal-like constructs that can travel anywhere throughout the poison mist almost instantly dispersing and reforming an entire range away from where they dispersed. Due to this it appears as if they can teleport throughout the poison mist however they cannot form upon another object, or within five meters of the opponent needing to form five meters away and needing to travel to the opponent. If no construct is specified they appear as decently sized pseudodragon with a maximum size of five meters in height.
In reality they are merely dispersing their concentrated form and reforming it somewhere else inside the mist at a rapid pace controlled merely by the thoughts of the user with the chakra being the catalyst for this concentration. If the technique is used to create the mist itself it costs the normal chakra cost and one construct will hold the power of an S rank every additional construct will split the power. However if combo'ed with a gaseous poison technique such as (Dokuton: Dokugakure Kiri no Jutsu) - Dokuton: Hidden Poison Mist Technique this technique can be used for half of it's normal chakra cost with the user only needing to manipulate the gas instead of creating it and manipulating it with the total damage split between however many constructs that are created.
This combo'ing ability also empowers this technique itself allowing it to become a genuine combo move compounding the damage of both techniques together. The very useful part of this technique is how hard it is for the opponent to distinguish, sense or see the construct. This is due to the fact that the constructs are formed inside of the poison chakra infused mist meaning they can be completely hidden as the gaseous form can meld into the gaseous mist as well as the chakra creating an effect that makes sensing impossible as it will meld with the chakra infused mist. They can be seen by the naked eye while inside short range but the sharingan, byakugan and rinnegan are unable to see them as they meld into the chakra mist and sensing techniques such as the Chakra Sensing Technique or Sage Mode are unable to perceive the chakra inside the constructs as anything other than the same chakra inside the mist. The major drawback of this technique is the fact that these constructs cannot exist outside of a gaseous poison. If they travel outside of the poison they merely disperse into the air. This can be used with any gaseous poison including custom poisons, as well as the poison created from poison laced smoke bombs but obviously these uses cannot be used within five meters of the opponent or be formed upon another object.
Note: Can only be used twice per battle with a two turn cool down
Note: The user can only use poison techniques while controlling the constructs
 

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( Enton: Kokyū no Toyotama-Hime) -Blaze release: Breath of Princess Toyotama
Type: Offensive
Rank: Forbidden Rank
Range: Short - Long
Chakra cost: 70
Damage Points: 120 (-30 to the user)
Descripton: The physical ninjutsu ability of the Daphnaie Mangekyou Sharingan, Breath of Princess Toyotama is a cyclone type attack using the Flames of Amaterasu and shape manipulation. Manipulating the flames on the smallest scale, the user will form them into a root system from their focal point, creating a large blossoming tree composed entirely of Amaterasu. The tree will aim to wrap around restraining them while the bark of Amaterasu burns them. Should the target avoid the first sprouting of the tree, by shifting the users gaze, they can launch leaves comprised entirely of Amaterasu from the tree towards the target. These leaves rotate at an extremely fast speed, and instead of igniting the target, simply cut through. Also, its been noticed that Dojutsu users (3 Tomoe Sharingan, Rinnegan, Byakugan) and skilled chakra sensors can see/feel the overflow and increasing chakra pressure in the eye, right before Amaterasu is used, but that in itself is not enough to dodge or block it, as target would need to move faster than the user can focus his eye on it. Another thing that has been shown capable of blocking Breath of Princess Toyotama are "sentient" automated defenses, like Gaara's sand shield. By coming between the user and their target, a fast enough defense can block the intended focal point (the enemy) and defend him from the black flames, as long as its tangible and completely blocks the users line of sight.
Note: Requires the user to have his MS or EMS active
Note: Can only be used 4 times and reduces MS duration by 1 turn each use
Note: Cannot be dodged unless the user has an ability that fits the ones described
Note: If hit, enemy has 1 turn before losing conscious and eventually being completely consumed, during which he experiences excruciating pain and damage.
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( Doujutsu: Gazu Hyakki Yagyō ) - Eye Technique: Night Parade of a Hundred Demons
Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra Cost: 70
Damage Points: 120 (-20 to user per use)
Description: The genjutsu awoken with the Daphnaie Mangekyou Sharingan, this illusion devours all the chakra of the target leaving the target feeling completely devoid of all chakra, exhausting all their energy causing them to collapse and pass out from a lack of stamina. By looking into the Targets eyes, the user casts a powerful genjutsu in which the target feels their body burn from their chakra being eaten away by parasites inside their body unable to control their chakra flow as it decays. As the technique attaches itself to the host, the target is left unable to use any chakra while the genjutsu is active.
Note: Requires direct Eye Contact and the user to have MS active
Note: Each use reduces the duration of MS by 1 turns
Note: Its unblockable and unreleasable
Note: If the target doesn't possess at least a 3 Tomoe Sharingan, he is left unconscious and unable to fight regardless of body's physical condition
Note: Doesn't work on enemies who have MS/EMS active and use their own Tsukuyomi to counter

( Doujutsu: Kuninotokotachi ) - Eye Technique: Born from the Soil
Type: Supplementary/Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 120 (-30 per turn)
Damage Points: N/A (-20 to user per turn)
Description: Kuninotokotachi, also known as Kuninotokotachi-no-Kami, or literally "That arose from the soil", is the third ability granted by the Daphnaie Mangekyō Sharingan to those who awaken both Mangekyou abilities in their eyes. It creates a gigantic, humanoid, ethereal warrior that surrounds the user. Even though it envelopes the user, they can move around within the protector freely, use techniques from inside of it, as well as manifest only parts of the guardian — as the situation calls for it. The guardian of the Daphnaie Mangekyou is a powerful entity known as Kuninotokotachi, the Goddess of the Earth, an ethereal warrior looking like a forest deity. Kuninotokotachi's body is instead of composed of muscle like sinew, made from vines and growing plants with thick tree bark like armour. Its said that when the Kuninotokotachi appears, every step it takes leaves behind fresh grass with blossoming flowers even in the most desolate of places, bringing forth new life.
Despite Kuninotokotachi's impressive defensive capabilities, the protection it grants its user is not absolute. The user can be thrown out of the upper half of Kuninotokotachi by an enemy manipulating the substance underneath Kuninotokotachi (the ground basically). Also, a sufficiently powerful attack will still result in damage, especially during the technique's initial stage. The only known ways to attack the user while Kuninotokotachi is active is either to draw the wielder out of the technique and then attack, bind and restrict its movements, or to break the defence with overwhelming force. Susano'o users are also vulnerable to attacks which don't actually deal physical damage to it, such as strong lights and sounds, that can also impair their ability to sustain Kuninotokotachi. Normal and Sound-based genjutsu can also bypass Kuninotokotachi impressive defence.
The user while inside stands on a branch, capable of manipulating it to rise or lower to move anywhere wished while inside the guardian spirit. Along the spirits arms and on top of its head it has leaves, capable of using the Yasaka No Magatama. The deity is capable of moulding and shaping its hands by growing its bark into any weapon it desires having a reach of long range with an S rank attack. Once per turn, the Deity can plunge its hands into the ground creating a root like system to erupt vines from the ground anywhere within long range restraining the target. Should the need arise, the guardian can grow two extra arms from its back to have 4 arms.
Note: Can only be used by Tohru Kobayashi with MS active
Note: While active user can't use Eye Techniques except for Kokyū no Toyotama-Hime and those pertaining to Kuninotokotachi.
Note: Takes 1 full turn to stabilize into the full final form, during which his body bestows only a B-Rank defense, without being neutralized or overpowered.
Note: The body of Susanoo grants an A-Rank defense almost perfect against most elemental attacks, specially tangible ones.
Note: With full Kuninotokotachi active the user is only able to use two other techniques per turn due to the extreme chakra consumption and can't make clones of any kind.
Note: User can manifest it partially (an Arm, or a leg, only the ribcage, etc) 4 times per battle, with each partial manifestation lasting only a moment and having an A-Rank defensive/offensive power.
Note: Can only be used twice and last for a maximum of 5 the first time and 3 turns the second time, after which the user will be left blind in both eyes and extremely exhausted, for two and then 4 turns
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Howard

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( Dokuton: Chi to ase ) - Poison Ninjutsu: Blood and Sweat of Mannarothr
Type: Supplementary
Rank: B
Range: Short
Chakra: ( -5 per turn )
Damage: 40
Description: The user passively imbues dokuton chakra into their blood and sweat causing these substances to turn into a deadly poison when they leave the body. This has the added benefit of coating the user in poison laced sweat causing any technique that originates from the body to be slightly empowered due to the extra poison put into them. This sweat can be used as a poison source for techniques like Poison Creation which proliferates small sources and causes anyone the user touches to become poisoned. Additionally when damaged or cut when blood escapes the body it becomes deadly poison with the potential to cause cell necrosis that mimics burns. This can allow for the instant cauterization of minor to moderate wounds B rank and below. This doesn't mean the user won't take the damage the wounds will just close rapidly meaning they won't bleed out. When in use any poison technique used gains twenty damage as a passive buff and will be slightly larger and more deadly. The generic poison has the same effects as med toxin but the technique can be used with a custom poison.
Note: Can be placed in the bio or posted in the first turn

( Senpo: Azzinoth no Waruguraibu ) - Sage Art: Warglaive of Azzinoth
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 30
Damage: N/A ( +20 )
Description: This technique aims to mold the natural energy and senjutsu that is infused directly into any technique used while in Sage Mode. To do this the user filters out trace amounts the natural energy from their body alongside the molding of the chakra and in doing so upon using a technique they surround it in an additional layer of pure natural energy giving it a defensive layer as well as masking the chakra present from sharingan, byakugan, as well as other chakra sensors. This allows the user to cause a technique they use to be rendered invisible to sensors however due it will still be visible to the naked eye. Additionally if merely evaded similar to Sage Kata the layer of natural energy can be used to extend the blow outward hitting an enemy that may have tried to merely dodge or evade the technique. The empowerment given by this technique is considered a passive buff it can be done in the same timeframe as another technique but will cost a moveslot.
Note: Can only be used three times per battle with a one turn cool down
 

Pyro NB

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Name: (Ikōru) - Ichor
Creator: Pyro NB
Type: Autoimmune and Genotoxic
Ingredients and Description:
Ichor utilizes a combination of several minerals and traces of DNA refined with the use of Pyro NB's medical knowledge. The result is a black liquid that has a higher viscosity than water, being comparable to an oil and is also capable of being used in a gas state; also black in color. In both liquid and gas states the poison has no smell but tastes of iron. Ichor is comprised of iron, copper, omega-3 fatty acids, folic acid, vitamins: B6, B12, C, E, and traces of Pyro NB's DNA within these minerals.

Being the creator of this toxin and having his own DNA within it Pyro NB has injected himself with the toxin causing a permanent increase to his white blood cell count granting him all benefits of the toxin without any of the negatives. Pyro NB applies this poison to various weapons and carries samples of the toxin in sealed jars on his person and medical scrolls.

Description of Effects:
Once the poison has entered the body it progresses fairly unnoticed by the target(s) as the body breaks down and absorbs the minerals. Followed by the mass production of genetically altered white blood cells that cure the victim(s) of any other harmful infections, toxins, diseases, etc.. Once no other threat to the body is present the white blood cells begin to reject host joints and organs. Further description of effects:

Absorbed, Ingested, Injected, or Inhaled in any form:
1) Turn 1, the target(s) own body begins to break down and absorb the poison into their bone marrow increasing the bodies ability to produce white blood cells. Blood is also turned black at this stage. The host is unaware of any of this unless bleeding.

2) Turn 2 the 5x the normal amount of white blood cells are produced within the body providing the host with the natural ability to fight off infections, toxins, diseases, etc., and develop an immunity to previous exposers. I.E. If a toxin has 5 turns of effects the host of this poison will naturally target, destroy and cure itself after 1 turn of exposure. If not toxin is present skip to turn 3.

3) Turn 3 with no other threats white blood cells begin to target and attack parts of the host body as they are not of the same genetic code and recognizes them as foreign. In the same turn, joints are targeted making it impossible to weave seals more than 3 long and reduces the host speed by 2 ranks.

4) Unable to perform seals altogether, ability to hold a weapon is lost, speed is reduced by another 2 ranks, and vital organs begin to fail.

5) Full loss of movement begins to spit up black blood as organs completely die off killing the host.
Notes:
~ Can only be used by Pyro NB and those he gives samples to
~ Pyro NB bios inject themselves daily leaving them constantly infected.
 
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Howard

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(Ekitai: Yoroi) Oobleck Release: Armor
Type: Supplementary
Rank: A rank
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user pulls on a source of oobleck or creates a new source and from that he creates a vest and leggings made of oobleck. The oobleck is coated with a layer of chakra which lets the oobleck keep and retain a form around the user which appears to be a hoodie and pants. The oobleck is able to defend against projectiles, punches and kicks as well as attacks that oobleck is strong against up to S rank, if it is an attack that oobleck is weak against the oobleck can be destroyed by a B rank of the element it is weak to. The armor will, however, be weakened to a certain degree by any technique that it is hit by. If the oobleck is hit by an element it is strong to, it will simply just harden briefy, this can leave the user vulnerable because their body will be stiff unable to move until to molding relaxes.

-Note: Active for 4 turns unless destroyed.
-Note: When the armor goes stiff, it requires chakra to aid it molding back soft. Counting as a move
-Note: Can be created twice but must wait 2 turns in between
_________________
~Approved~
Made one edit, VM me if you disagree.
( Ekitai: Agashī no Yoroii ) - Oobleck Release: Armor of Agathys
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40 ( +20 to rebuild )
Damage points: 80
Description: The user begins by manipulating a source of oobleck or he creates a new source and from that he creates a set of pseudo-clothing made of oobleck. The oobleck is coated with a layer of chakra which lets the oobleck keep and retain a form around the user which can be different for each user. This is bound by their discretion as long as it takes the form of something roughly the size of actual clothing. The oobleck is able to defend against projectiles including kenjutsu and weapon ninjutsu, taijutsu and similar field like Jyuken as well as attacks that oobleck is strong against up to Forbidden rank. If it is a technique that oobleck is weak against the oobleck can be destroyed by an A rank of the element it is weak to. The armor will, however, be weakened to a certain degree by any technique that it is hit by however by performing an additional hand seal and spending a move slot they can rebuild the armor sustaining it through damage that would normal destroy it.
Additionally the armor can be used to attack an opponent by using it as an S rank construct with the constructs being able to travel up to mid range from them in any direction. This is done by creating appendages such as tentacles, hands or legs that whip out and strike at their opponents and just requires the user to manipulate the cloak to attack. It can be done passively upon creation but if used after the turn of creation it will cost a move slot but can happen in the same time frame as another technique as it's merely manipulating the armor slightly. These appendages can be used to travel by using them like arms and legs pushing the user up into the air and letting them move around. These constructs can be completely destroyed without hampering the armor itself.

Note: Active for four turns unless destroyed.
Note: Can be created twice but must wait two turns in between
Note: Can only be used to attack as an S rank construct once per turn and costs a moveslot after the turn of creation


Just a minor update and grammar correction

(Ekitai: Ekitai Karada) Oobleck Release: Oobleck Body
Type: Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30 (-10 per turn)
Damage points: 60
Description: The user releases doton and suiton chakra throughout his body much like other elements. The user is then able to turn portions of his body into oobleck. This can be used defensively to absorb punches, kicks, sword strikes and projectiles, as well as water, wind and any other element oobleck is strong against or neutral to. It can be used offensively as when the user punches or kicks with a limb turned to oobleck it takes on a solid state at the point of contact and can effect the opponent to the same extent as a normal punch or kick. The user can also grab the opponent and surround his head in oobleck suffocating him or gripping a limb. When a limb is made of oobleck it can stretch out to Mid range hitting an opponent from afar. If the user performs the Seal of Confrontation with his free hand while grabbing an opponent's limb the oobleck can be controlled to crush the limb with enough force to break bones.

Note: The user can turn his entire body to oobleck but must perform the Ram hand seal to do so. If he instead only turns a small portion of his body to oobleck he doesn't need the hand seal.
Note: While the user's body is made of oobleck he can only use earth, water and oobleck jutsu.
Note: If hit by a jutsu that oobleck is weak against the user reverts back to his normal form and takes damage for the attack.
Note: the usage of the technique is required for each transformation and keeping the transformation requires the user to expend chakra per turn. The limits of the transformation are 3 full turns with one turn cold down.

________________________________________________
 Approved 

( Ekitai: Mordenkainen no Oobleck ) - Oobleck Release: Mordenkainen’s Oobleck Grasp
Type: Defensive/Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra cost: 30 (-10 per turn)
Damage points: 60
Description: The user quickly turns portions of his body or at times his whole body into oobleck. This can be used defensively to absorb the damage of taijutsu, and similar fields like Jyuken as well as projectiles such as kenjutsu or weapon based ninjutsu. It can also defend against water, wind and any other element oobleck is strong against or neutral to. For elements it is strong to this is up to S rank unless the oobleck is boosted in strength to defend from more. It can be used offensively through the user extending their arms or legs out to attack an opponent extending the range of certain taijutsu techniques. Due to the fact that the user is proliferating their body into oobleck thus this extension isn't their real body. This means the extended arms or legs can be destroyed completely without effecting the users body as they work like a buffer between the body and the thing the user is attacking. The arms and legs can be extended passively after the technique is activated. The user can also grab the opponent and surround his head in oobleck suffocating him or gripping a limb. When a limb is made of oobleck it can stretch out to mid range hitting an opponent from afar. If the user performs the Seal of Confrontation with his free hand while grabbing an opponent's limb the oobleck can be controlled to crush the limb with enough force to break bones. However while the user's body is made of oobleck he can only use earth, water and oobleck jutsu but can use his body as a source for oobleck techniques allowing him to proliferate oobleck from his body. This has the added benefit of passively adding more chakra ( ten chakra points ) into an oobleck attack that uses the body as a source compounding the damage by twenty damage and increasing the rank of the technique by one upto S rank where it only grants ten additional damage putting it on par with a forbidden rank.
Note: The user can turn his entire body to oobleck but must perform the Ram hand seal to do so. If he instead only turns a small portion of his body to oobleck he doesn't need the hand seal.
Note: If hit by a jutsu that oobleck is weak against the user reverts back to his normal form and takes any left over damage from the clash. However the arms or legs clashing with a technique doesn't instigate this process only the main body mass itself. The transformation lasts for three turns with a one turn cool down.



(Ekitai: Teiku o-ba) Oobleck Release: Take Over
Type: Supplementary
Rank: A rank
Range: Short-Mid
Chakra cost: 30 (+10 per 5 meters)
Damage points: N/A
Description: The user when in direct contact with water or earth will use their suiton or doton chakra to mold the water or earth, slowly turning the water or earth into oobleck. Once created the user can control the consistency of the oobleck hardening it slightly. If an opponent begins to sink into the oobleck it'll be hard to get out because as the opponent struggles to get out the oobleck takes on a solid property holding the opponent down. This source of oobleck can be used for other jutsu as well. However it can only support jutsu A rank and below
-Note: can only convert inanimate Earth or Water sources or B-Rank and below water techniques through contact.
-Note: the max size of the area converted is related to the users chakra input but can not transform the whole field or a large water source, following principles of reason and logic.

________________________________________________
 Approved 
This is as high as it gets.

(Ekitai: Konran no Arashi ) - Oobleck Release: Bog of Bemusement
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: N/A ( 20 if trapped in the oobleck )
Description: The user when in direct contact with water or earth will perform two hand seals and use their suiton or doton chakra to mold the water or earth. This can rapidly turn the water or earth into oobleck creating a massive source of oobleck that takes the appearance of a large bog. Once created the user can control the consistency of the oobleck hardening it slightly allowing them to passively walk upon it's surface. If an opponent stands upon the bog or tries to walk or run on it they will quickly sink into the oobleck. Due to it's properties it will be hard to get out because as the opponent struggles to get out the oobleck takes on a solid property holding the opponent down. This additional has the potential to cause damage to anyone stuck in it. This is because if they struggle against it can crush bones under the sheer weight of the substance as it shifts between liquid and solid from force or pressure. This source of oobleck can be used for other jutsu as well. However it can only support jutsu A rank and below. At it's largest it is roughly the size of Swamp of the Underworld.
Alternatively while forming a water technique or while manipulating their own water technique in the same timeframe they can lace it with oobleck causing it to change it's consistency and properties to that of oobleck causing it to share it's strengths and weaknesses. Meaning the technique will be empowered through this process gaining twenty damage allowing the user to increase the rank of the technique by one up to S rank where it merely gains ten damage. This costs a move slot. Additionally when the bog is used as a source for oobleck techniques they have this same empowerment however it is passive in this manner.

Note: Can only convert inanimate Earth or Water sources or the user's water techniques
Note: This technique can change the terrain to the extent of Swamp of the Underworld but cannot turn an entire landmark into a source unless used multiple times.











(Katon: Saiha) Fire Release: Blazing Blade
Type: Attack
Rank: A rank
Range: Short
Chakra cost: 30 (-5 per turn to maintain)
Damage points: 60
Description: The user begins by gathering up a fair amount of katon chakra letting it flow into a gauntlet and then manipulating it around a single area creating a visible flame almost a jet of fire that blasts out. He then compresses the katon chakra into a long thin blade that extends out from the gauntlet. It can be extended from nearly any part of the gauntlet and has both shape and form. It can easily cut through flesh creating deep searing wounds. The blade can be extended out to about the same size as a normal sword and can be used as an extension of the person's own self giving him a longer reach.
Notes:
-Can only be used three times per battle
-Can't use S rank katon the same turn this is used
-The blade can be held for as long as the user continues manipulating Katon Chakra
-While maintaining the blade, the user is unable to mold any other chakra than Fire and can't do handseals.

±± Approved ±± added note.
(Katon: Saiha) Fire Release: Blazing Blade
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra cost: 30 (-5 per turn to maintain)
Damage points: 60 ( +20 to taijutsu or kenjutsu )
Description: The user begins by gathering up a fair amount of fire chakra letting it flow through their body or a specific limb and then manipulates it into a specific area. By doing so they create a visible flame almost a jet of fire that blasts out. He then compresses the fire into a long thin blade that extends out from the body. It can be extended from nearly any part of the body and has both shape and form. It can easily cut through flesh creating deep searing wounds. The blade can be extended out to roughly five meters from their position acting like an extension of their body giving them a larger and more dangerous reach.
This blade can be used to supplement the damage of taijutsu adding an additional twenty damage to any taijutsu technique where the blade is used to attack. It can also be channeled into a blade or a projectile to be used alongside kenjutsu or to be thrown up to mid range. The blade can be held for as long as the user continues feeding the fire.

Note: Can only be used three times per battle
Note: While active the user can only use fire techniques, taijutsu and kenjutsu


(Katon: Saiha Ba-suto) Fire Release: Blazing Blade Burst
Type: Attack
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user begins by gathering up an enormous amount of katon chakra into each of their fists or feet. Along the same lines as it's parent technique (Katon: Saiha) Fire Release: Blazing Blade, the user manipulates the katon into dense blades, long and thin with a severe cutting potential almost like boomerangs. However instead of holding the katon chakra and continually feeding it the user releases the katon chakra with swift punching or kicking motions from these punching or kicking motions multiple fair sized blade like projectiles are formed and sent out. These can range in size from as small as a kunai to as long as a full length Claymore. They are able punch through dense earth (A rank and below), and when coming in contact with an opponent they can cause very deep searing wounds that cauterize themselves cutting off blood vessels and stopping blood flow. They can pierce deep enough to cause severe internal damage and can cut off whole limbs if the opponent is struck correctly. These projectiles cannot be controlled once released, but can be very useful in short - long range. Only five consecutive blades can be shot off, and after the blades make contact and cut through something they rebound hitting it again before exploding into a dense explosion of fire that can catch even solid earth on fire, the fire burns until it's put out by an opposing force.
Notes:
-Can only be used twice per battle
-Can only create five (5) blades ranging in size from small to large per use
-Can't use A rank and above katon the same turn this is used, and only A rank and below katon the next turn (along with other chakra natures and such)
-The user cannot use handseals the same turn this jutsu is used due to the pain of the severe heat

________________________________________________
 Approved 
(Katon: Saiha Ba-suto) Fire Release: Blazing Blade Burst
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user begins by gathering up an enormous amount of fire chakra into each of their fists or feet. Along the same lines as it's parent technique (Katon: Saiha) Fire Release: Blazing Blade, the user manipulates the fire into dense blades, long and thin with a severe cutting potential almost like boomerangs. However instead of holding the fire and continually feeding it the user releases the it with swift punching or kicking motions from these punching or kicking motions multiple blade like projectiles are formed and sent out with the maximum being five. These can range in size from as small as a kunai to as long as five meters. They are able to pierce through dense earth S rank and below being neutral to earth. When they come in contact with an opponent they can cause very deep searing wounds that cauterize themselves cutting off blood vessels and stopping blood flow. They can pierce deep enough to cause severe internal damage and can cut off whole limbs if the opponent is struck correctly. These projectiles cannot be controlled once released, but can be very useful in short - long range. Only five consecutive blades can be shot off and after the blades make contact and cut through something they rebound hitting it again before exploding into a dense explosion of fire that can catch even solid earth on fire. The fire burns until it's put out by an opposing force.
Note: Can be used twice per battle
Note: The user is unable to use S rank fire techniques in the same turn







( Sandāu~ēbu ) - Thunderwave
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Thunderwave is a basic chest plate outfitted with a surround sound speaker system, a microphone and a camera. It can be used to play music or make noises more audible than normal similar to a karaoke machine. It is able to produce sound louder than most techniques or the clashing of techniques and can be much louder than the user or opponent can scream. In essence it can act like the (Utsusemi no Jutsu) - Empty Cicada Shell Technique passively at all times being louder and stronger than even that basic technique. It comes pre-loaded with all of the wielder's favorite songs and videos and even has a small screen in a pocket of the chest plate to view recorded data if desired. In battle it can be used to play theme music or it can make the user louder as it has a built in microphone system connected to the speaker system.
The chest plate itself has no combat use and isn't defensive in nature merely a convenience it can be distracting but isn't damaging in any way. It can also connect itself to other similar systems such as communication devices, and telephones, used for communication or strategic planning. This is to allow the user to communicate to his allies or even opponents if he chooses to be annoying. It isn't a form of hacking just merely working as a peer to peer communication device.
It has a long enough range to communicate across the Ninja World and can send voice, video or text over massive distances. The sound can encompass a short - long range area around the user being louder the closer to the user the people who can hear it and due to this it has a dampening system as to not harm the users ears or cause them any undue problems. It can be fine tuned to look different depending on the wielder's appearance or preference.

Music usage examples [x] [x]

¤ Declined, has too much going on for one item. These Scientific Ninja Tools are going to be as open as you think; this is, as the first sentence suggests, a speaker system for music. It will not be allowed for communication, or anything outside of the speaker based sound systems. I understand trying to get the most out of an item, but we're not going to allow these type of things. Items will have one main use and at max 2 smaller related uses at most ( this can vary based on the specific item submitted ). ¤.
( Sandāu~ēbu ) - Thunderwave
Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: N/A ( - 5 per turn )
Damage: N/A
Description: Thunderwave is a basic chest plate outfitted with a surround sound speaker system, and a microphone. It can be used to play music or make noises more audible than normal similar to a karaoke machine. It is able to produce sound louder than most techniques or the clashing of techniques and can be much louder than the user or opponent can scream. In essence it can act like the (Utsusemi no Jutsu) - Empty Cicada Shell Technique passively at all times being louder and stronger than even that basic technique. It comes pre-loaded with all of the wielder's favorite songs. In battle it can be used to play theme music or it can make the user louder as it has a built in microphone system connected to the speaker system.
The primary use of Thunderwave as mentioned above is the ability to play music with the offshoot of this being the ability to cancel sound waves with sound waves while playing music. This is similar to the Scientific Ninja Tool: Shijima and works like a noise-cancellation speaker. The system can emit a sound wave with the same amplitude but with inverted phase also known as antiphase to the original sound. The waves combine to form a new wave, in a process called interference, and effectively cancel each other out. This effect is called destructive interference and is able to nullify sound techniques in equal rank. The sound can encompass a short - long range area around the user being louder the closer to the user the people who can hear it are and due to this it has a dampening system as to not harm the users ears or cause them any undue problems. It can be fine tuned to look different depending on the wielder's appearance or preference.
Note: Sound techniques can only be canceled once per turn three times per battle.

( Kyuu-tsuki ) - September
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 ( +500 ) or ( +100 per turn )
Damage: 80
Description: September is a small orb-like self sustained chakra battery that can be pre-charged with basic chakra, any advanced chakra nature or natural energy. If charged with basic chakra it will be compatible with any non-hostile shinobi allowing them to passively absorb chakra directly from the battery through direct contact and can be used while still hidden or in a pouch not needing to be pulled out to use. If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of 100 chakra per turn. This allows them to either gain five hundred chakra immediately from the battery or stretch this process out over five turns. These turns do not need to be sequential and the battery can be used by allies as well through brief contact.
Alternatively if charged with natural energy it it can provide that instead of basic chakra but obviously the person absorbing it must be able to mold it or they turn to stone. If they absorb enough natural energy to convert ten percent of their chakra supply to senjutsu chakra they can circumvent the wait time for Imperfect Sage Mode. They don't have to stop at ten percent though and can take in enough natural energy to convert thirty percent of their chakra supply to senjutsu chakra.
As mentioned the user is able to pre-charge the battery with an advanced chakra nature such as earth, wind, fire, water, lightning, an advanced element or ninjutsu or even a custom element. What this does is different from merely giving the user chakra. Through a move slot they can activate a discharge process where the battery spends forty of it's own chakra to release a surge of elemental chakra either in a non-focused or directed manner. This causes eighty damage to anything around the user excluding the user and his Ninja Technology. This includes Ninja Technology and can even short circuit other Ninja Tech if lightning is used. This has the added benefit of almost instantly ( roughly the speed of nagashi ) creating an elemental source. If used in a non-focused manner it encompassed short to mid however if directed in a conical way it can travel up to long range. This leaves a massive source of the substance on the battlefield roughly equivalent to (Suiton: Bakusui Shōha) - Water Release: Exploding Water Colliding Wave thus giving the user an empowered source if needed. This surge or chakra can be channeled through another piece of Ninja Technology to have that piece of tech release the element but doing so is purely cosmetic and doesn't change anything about it.
Finally the battery can obviously be used to sustain or maintain any other Ninja Technology because it is a battery. All of the users own Ninja Technology is able to directly connect to the battery and wirelessly share the chakra from the battery. This stops the user from needing to worry about sustaining his own Ninja Technology and allows them to focus on the battle at hand. The battery also has a fail safe similar to a surge protector which is a long metal wire like a lightning rod that runs down the users leg ending at the sole of their foot in direct contact with the ground. What this does is allow the battery to protect electrical devices from voltage spikes by limiting the voltage supplied to an electric device by either blocking or shorting to ground any unwanted voltages above a safe threshold. This can protect Ninja Technology from up to S rank surges but the battery uses forty chakra from it's own reserve when this process happens. However it is passive.
Note: The user can only have a single chakra battery on them and the discharge can only be used once per turn.
Note: The chakra can be compartmentalized into three types for example 300 Natural Energy, 100 Basic Chakra and 100 Lightning Chakra or similar setups. The maximum compartmentalization possible is three types of chakra. The user can state in their bio or the first post of a fight which types of chakra are charged into their battery.

¤ Declined, this wont work better than Fuuinjutsu chakra draining/absorption works and Fuuin only allows a return of 100 chakra max per turn. This will work half as efficiently as Fuuin, draining a max of 50 chakra per turn and an overall cap of 200 chakra. This also doesn't need to be S rank, A rank at best. Limit the types to 2 and overall capabilities to 2 as well. Chakra draining, granting chakra, releasing elemental blasts, immunity to S rank surges, and sustaining/empowering other tools is TOO much for one item. These items are meant to be just like the canon tools and have LIMITED uses, not as advanced as you are trying to make them. ¤
( Kyuu-tsuki ) - September
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provided senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use it's drain ability.

Drain: Alternatively if a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally through this draining ability the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool called the Powered Suit on a much lower and more basic scale. Where it can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of drain will cost a move slot, can only be used once per turn and only twice per battle.

Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery
 
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( Chōkuton - Rudī wa chōku ) Chalk Release - Rudy's Got the Chalk
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The user can form objects such as weapons, tools or constructs out of chalk to attack an opponent, or defend against other techniques with relative ease. These objects can be made of solid chalk or chalk dust. If the user is using an already formed source of chalk they can do so with slight motions of the hands or they can create chalk from their body or materialize it in short range and have it move outward to attack or defend. Forming a source outside of short range will require the tiger hand seal. At any time the user can form an additional hand seal forcing the chalk particles in a solid source to grind against one another breaking down solid chalk into it's dust-like form. Additionally when solid chalk from this technique clashes with another technique it has the potential to be broken down into it's dust-like nature. The user is also able to encase things such as constructs, techniques, and weapons in a layer of chalk or feed chalk dust itself into the molding of another technique. This layer holds all of the properties of chalk and makes hits dealt with the layered object, construct, technique or weapon stronger. The layering ability will require the use of a hand seal and happens in the same timeframe as the technique it's empowering. The layering ability can be used on chalk techniques without the seal. This also has the added benefit of increasing the rank of the technique by one up to S rank. In addition, by adding chakra to a chalk technique the user can change the color of it by molding the consistency and color of the chakra itself causing it to act like a pigment.
Note: S rank can only be used once per turn
Note: Empowering ability is A rank and can only be used four times per battle

( Chōkuton - Ikiru ) - Chalk Release - Coming to Life
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The basis for the animation abilities of Chalk Release the user is able to either draw an object, creature or construct on a hard or solid surface or materialize chalk powder directly upon a solid or hard surface to create a drawing. Then by performing the seal of confrontation and pooling chakra into the creation they can breathe into it the chakra needed to sustain it. This allows the animation to become three dimensional and rise from the surface then through this chakra it can attack, defend or supplement the user and their own offense or defense. The major drawback of this technique is the fact that the user must draw or create the animation in battle thus for B to A rank animations this can be done merely with the seal of confrontation but S rank animations will require an additional hand seal. Similar to Sai's Super Beast Imitating Drawing the animations are able to grow larger after being drawn with S rank's size limitations being that of the Great Stone Golem technique. Once created the animations can act on their own and at any time they can disperse into a massive amount of chalk dust that can be used as a source. Additionally the user can draw a word if they are less artistically inclined or if they are trying to hurry and these words will take the form of the animal or construct that was written. However these animations will seem malformed and will appear like a mixture between the word and the animal or construct. By combining the abilities into one construct the user is able to draw an animation and write the word explode, explosion, or detonate and upon attacking something the animation will explode in a puff of chalk dust. Alternatively the word explode or similar words can be written on a surface and they themselves will just explode into a source of chalk dust.
Note: S rank can only be used once per turn with a one turn cool down
example of a word creation:
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¤ Both Declined, okay few things we need to establish with Chalk moving forward. I won't allow one Chalk jutsu to have both solid and dust forms in the same technique. Dust form will be supplementary in use, not offensive. All B ranks and up require at least 2-3 handseals and the seal of confrontation doesn't count either. The second jutsu seems like it requires Yang based on how you worded it but it shouldn't be needed; this should read like basic Ink jutsu: you create an animation and use chakra to animate it briefly. When done, it returns to chalk dust. Beside that, there aren't many issues. ¤
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Nice work.
 
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( Chōkuton - Rudī wa chōku ) Chalk Release - Rudy's Got the Chalk
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The user performs two hands seals and forms objects such as weapons, tools or constructs out of chalk to attack an opponent, or defend against other techniques with relative ease. These objects can be made of solid chalk. If the user is using an already formed source of chalk they can do so with slight motions of the hands or they can create chalk from their body or materialize it in short range and have it move outward to attack or defend. Forming a source outside of short range will require the two hand seals. At any time the user can form an additional hand seal forcing the chalk particles in a solid source to grind against one another breaking down solid chalk into it's dust-like form. Additionally when solid chalk from this technique clashes with another technique it has the potential to be broken down into it's dust-like nature.
Note: S rank can only be used once per turn

( Chōkuton - Ikiru ) - Chalk Release - Coming to Life
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The basis for the animation abilities of Chalk Release the user is able to either draw an object, creature or construct on a hard or solid surface or materialize chalk powder directly upon a solid or hard surface to create a drawing. Then by performing two hand seals allowing them to attack, bind, and allow the user to fly. The major drawback of this technique is the fact that the user must draw or create the animation in battle thus for B to A rank animations this can be done merely with the two hand seals but S rank animations will require an additional hand seal. This is similar to ( Ninpou: Choujuu Giga ) - Ninja Art Beast Imitation and ( Ninpou: Chou Choujuu Giga ) - Ninja Art: Super Beast Imitation and like those techniques the animations are able to grow larger after being drawn with S rank's size limitations being that of the Great Stone Golem technique. Once created the animations can attack or defend at the will of the user and have substance until they are dispersed. They can disperse into a massive amount of chalk dust that can be used as a source for other techniques. Additionally the user can draw a word if they are less artistically inclined or if they are trying to hurry and these words will take the form of the animal or construct that was written. However these animations will seem malformed and will appear like a mixture between the word and the animal or construct. By combining the abilities into one construct the user is able to draw an animation and write the word explode, explosion, or detonate and upon attacking something the animation will explode in a puff of chalk dust with a decent amount of explosive force comparable to the damage that would have been dealt by a direct attack. Alternatively the word explode or similar words can be written on a surface and they themselves will just explode into a source of chalk dust.
Note: S rank can only be used once per turn with a one turn cool down
example of a word creation:
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( Keisan no te ) - Hand of Reckoning
Type: Tool
Rank: S
Range: Short - Long
Chakra: 40 ( +40 for overcharging Shield of the Righteous )
Damage: 80
Description: Hand of Reckoning is a stationary sentry turret that upon activation and being given the necessary chakra to function begins to slowly accumulate natural energy. It has the appearance of a metal box roughly the size of a briefcase that when opened becomes two gun like barrels mounted on a swiveling platform. After accumulating enough natural energy the sentry is able to fire Jutsu Bullets in the form of condensed natural energy shells at unknown or hostile chakra sources in the landmark or battle they were deployed in or create a defensive shell-like aura around itself.
The turret has no AI and thus relies on a simple program that distinguishes chakra sources needing the user to create a white list of chakra sources that are considered friendly. After this is done the turret will shoot at anyone or anything with a non-white listed chakra source unless commanded not to. These turrets can be placed in a claimed landmark to act as a defense or can be deployed in battle with the deployment acting in the same way as a jutsu released from a Kote. A single turret can be destroyed by an S rank attack.

Avenging Wrath: The primary ability of Hand of Reckoning after a single turn of gathering natural energy the turret becomes able to fire Jutsu Bullets either on it's own accord or at the command of the person who deployed it. Once per turn passively the turret can shoot up to four freeform bullets on it's own accord. These together deal twenty damage and due to being natural energy are invisible and neutral to elemental releases. If the person who deployed the turret is within short range of it at the cost of a move-slot he is able to command the turret to fire off a spray of four larger Jutsu Bullets dealing eighty damage to anything they make contact with. However this can only be done once per turn needing a turn to recharge after. It can be done alongside a combined effort from the person who deployed it such as another technique and needs only a verbal command or a snap of the fingers to initiate. Thus it can allow them to either overwhelm or defend against an intruder but can only be done four times per battle.

Shield of the Righteous: The secondary ability of Hand of Reckoning after a single turn of gathering natural energy the turret is able to create a defensive aura of natural energy surrounding a short range diameter. This defensive aura is S rank in power and has the potential to defend against similarly ranked elemental release techniques. This can be done passively once per turn with a two turn cool down needing to recharge over that time. Alternatively if the person who deployed the turret is within short range of it at the cost of a move and forty chakra they are able to overcharge the turret by infusing it with senjutsu chakra allowing it to double the defensive capabilities. Meaning it can defend from a forbidden rank technique of any element. This has the same usage limit as the passive version but requires the user to be able to use senjutsu chakra in some form and can only be done three times per battle.

Note: Two turrets can be carried and deployed by a specific bio

(Dokuton: Ikari) - Poison Ninjutsu: The Fury
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 ( 10 per turn to maintain )
Damage: 80
Description: The Fury is a highly flammable and ignitable liquid poison that works similar to a nerve agent. It causes blisters upon the skin and burning of the eyes and lungs and causes symptoms similar to third degree burns upon any flesh it touches. It can be used by creating a torrent of liquid poison from the hand through a palm strike or it can be administered through a direct finger jab by being used to clad the hand in a liquid shroud of poison. This is partially inspired by (Raiton: Raikiri) - Lightning Release: Lightning Blade and (Dokuton: Kurote no Jutsu) - Poison Release: Black Hand Skill. However it's real usability comes in when used alongside a fire technique as it is flammable and works like a fuel source similar to oil or another combustible liquid when ignited. It burns continuously and acts as a napalm when ignited meaning it will burn until extinguished however like a grease fire it cannot be extinguished with simple water needing a wind and water combination or a water technique one rank higher.
It can be used in the same timeframe as an A rank fire technique or below to raise a fire technique's rank or alongside an S rank but only grants it 10 additional damage. The user is able to clad both of their hands in poison and create two blade-like constructs similar to what can be done with water release or they can clad a single hand in the poison either way they are able to constantly feed poison into the construct in a similar way as to how Lightning Blade can be used. It can be used offensively to attack or defend augmenting taijutsu usage allowing the user to create slashing, piercing or blunt damage but due to needing constant dokuton chakra to sustain it the user is only able to use poison techniques while they extend it's usage.
Note: Can be used with a custom poison or med toxin
Note: Can only be used three times per battle and can last four turns at maximum
Note: Can only be used alongside fire techniques twice and can't be sustained if done


(Dokuton: Gentsū) - Poison Ninjutsu: The Phantom Pain
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The Phantom Pain is a poison that mimics fasciculin a toxic protein that attacks sensory nerves and motor nerves causing neuropathic pain and intense muscle twitching and spasms. It is found in select strains of snake venom including the mamba. Neuropathic pain is pain that isn't exactly connected to an outside injury but instead injuries to the nerves themselves and due to this fact mimic the pain caused by genjutsu induced injury. This poison is administered by coating the hands or feet in the poison and then causing it to create an aura that surrounds the entire limb by partially vaporizing the poison causing gaseous plumes of green poison to fume from the hands. Then through a taijutsu action or just attacking in a free form way the user is able to increase the level of pain felt by attacks by applying the poison to the body through additional offensive actions. In essence the user is able to supplement basic or elemental chakra from taijutsu with poison causing more damage than it usually would have on it's own. An example of what this can do is if it is used alongside something like (Konoha Ryūjin ) - Leaf Dragon God instead of using the basic chakra they release to create gale winds and an air current based dragon through the initial kick they can release poison with the kick creating a poison based dragon in it's stead. Once applied to the skin the poison will pass through the pores latching to the nerves of the body causing first a slight numbness that radiates from the point of contact out a few inches before inducing a strong abrupt rush of intense pain that continues to radiate throughout the body as long as the poison is attached to the nerves causing ten additional damage per turn until cured. As mentioned above this damage is similar to the pain induced by genjutsu thus it on it's own isn't able to break the effected person out of genjutsu as it's basically pain created by tricking the brain into believing damage has been taken.
This pain increases the rank of taijutsu techniques by one up to S rank with S ranks or Forbidden techniques it increases the damage by ten. It can additionally be controlled to extend the users reach up to mid range by having the poison burst forward but only works with freeform attacks needing direct taijutsu techniques to still hit their mark to deal the initial damage of that technique. The muscle twitching and spasms has the additional effect of reducing the poisoned individuals speed by half.
Note: Can be used with a custom poison or med toxin
Note: Can be used twice per battle and the aura lasts three turns





( Dokuton: Hidora no Kyūshi ) - Poison Release: Halt of the Hydra
Rank: S
Type: Defensive/Offensive
Range: Short
Chakra Cost: 40
Damage Points: N/A ( or 80 )
Description: Primarily a defensive technique based upon the basic principles of (Dokuton: Hei no Doku Jutsu) - Dokuton: Wall of Poison Technique the user will stomp their foot upon the ground sending a wave of dokuton chakra into the ground. This chakra will travel a few meters then rupture upward creating a massive wall of poison within short range of the user allowing for a defensive barrier to be created rather quickly. This defensive barrier can be created with liquid or gaseous poisons thus having varying strengths and weaknesses allowing it to be adaptable to specific scenarios.
However due to it's defensive nature it only has an offensive use if the opponent is within short range or moving toward the user. If in short range the user is able to cause the wall of poison to form under their opponent or directly in front of them similar to the more basic (Dokuton: Hei no Doku Jutsu) - Dokuton: Wall of Poison Technique thus allowing the wall to rush upward throwing the opponent back up to ten meters. Additionally it has the potential to poison an individual through contact. The symptoms for the basic variation are a more intensified version of the technique it is based on with severe numbness to the targets senses including blurred vision, ambient noise and auditory hallucinations, skin numbness, and momentary disorientation for four turns. This compounds into a decrease in reactions by four ranks. The technique can be used with a custom poison or med toxin.
Note: Can be used three times per battle with a turn cool down


Bio with paper, snakes, poison, fuuin


(Fuinjutsu: Kizutsuita Hīrā) - Sealing Technique: Wounded Healer
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A ( heals 60 damage, or an A ranks worth ) ( +20 damage to poison techniques )
Description: Wounded Healer is a two symbol seal used to seal away a small amount of poison chakra and a small amount of medical chakra creating two symbols side by side on the body so when they're read together "Wounded Healer" can be read. The two symbol seal itself isn't air tight so to speak and works similarly to the Eight Trigrams Sealing Style allowing small traces of the sealed chakra to seep into the body from the seal passively infusing the users body with it after the trigger is instigated. This trigger is damage to the body. First the symbol is the kanji for wounded 創 in which poison chakra is sealed away when damage is taken the symbol infuses the users blood with trace amounts of poison and lasts for three turns any blood lost evaporates instantly creating a short range mist of A rank poison needing similarly ranked wind to blow it away. This releases poison anytime blood is drawn that can be proliferated or used further creating a jet of acidic poison that melts flesh upon contact. This poison only works mildly on the user and only on open wounds as they are partially immune to it and just has the potential to close those wounds similar to cauterization however on opponents it has enough potential to melt flesh to the bone if contact is made. Through a mental command the user is able to break the symbol and release all of the poison chakra channeling it through their body and using it to empower a poison technique. This makes the technique stronger, and more dangerous imparting a sort of acidic nature to any poison technique granting a rank and twenty damage up to A rank.
The second symbol is the kanji for healer 癒 and slowly releases medical chakra into the body similar to the wounded symbol it has the potential to close wounds but it does this in a more refined way genuinely healing the wounds similar to Medical Mode healing twenty damage per turn for three turns after damage is taken. It also has the potential to mend bones, and heal organs being able to heal in a much more precise and definite way. It additionally makes the user immune to genjutsu temporarily for those three turns as the medical chakra seeps into the chakra pathway system spiking the chakra each turn. It also nullifies any foreign poison or substance in the body curing poisoning, purging the body of foreign substances excluding the users own chakra or poison. This symbol can be broken as well releasing all of the chakra at once either healing sixty damage to the user all at once or being channeled into an ally or patient to heal sixty damage on someone else. The user can obviously choose what level of damage they want the seal to activate on and the healing ability has the potential to heal damage as it happens before it has a chance to cause severe damage negating either A rank damage ( boosted or not ) or sixty damage points worth working on even S and Forbidden ranks reducing the damage in which a user takes instantly.
Note: Triggering a symbol is passive, however breaking the symbol costs a move
Note: Only one symbol can be activated at a time and each symbol can only be activated once per battle


Declined: "medical chakra" with the intent of healing means this ought to be submitted in the med CJ thread, no?


(Fuinjutsu: Kizutsuita Hīrā) - Sealing Technique: Wounded Healer
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A ( +20 damage to poison techniques )
Description: Wounded Healer is a seal used to seal away a small amount of poison chakra creating a symbol that reads "Wounded Healer." The seal itself isn't air tight so to speak and this is by design thus it works similarly to the Eight Trigrams Sealing Style allowing small traces of the sealed chakra to seep into the body from the seal passively infusing the users body with it after the trigger is instigated. This trigger is damage to the body or can be triggered by the seal of confrontation. Inside the seal poison chakra is sealed away when damage is taken the symbol infuses the users blood with trace amounts of poison and lasts for three turns any blood lost evaporates instantly creating a short range mist of A rank poison needing similarly ranked wind to blow it away. This releases poison anytime blood is drawn that can be proliferated or used further creating a jet of poison that creates blisters and swelling upon contact. This poison only works mildly on the user and only on open wounds as they are partially immune to it and just has the potential to close those wounds similar to cauterization however on opponents it has enough potential to blister and melt flesh to the bone if contact is made.
Alternatively the seal can slowly release dokuton chakra into the body similar to it's primary user however instead of supplying the dokuton chakra to the user's body directly it can be channeled into the user's poison techniques with this additional chakra augmenting the technique instead of closing wounds. Thus for upon activation the seal slowly release ten of the poison chakra channeling it through their body. It is then channeled into any poison technique they use to empower a that technique. This makes the technique stronger, and more dangerous imparting the blistering effect to any poison technique granting a rank and twenty damage up to A rank and to S ranks it grants ten damage. Due to the nature of the seal this is a passive buff and lasts only for the use of three poison techniques augmenting those three techniques adding an additional ten chakra and twenty damage to them.
Note: Triggering a symbol is passive
Note: Only one symbol can be activated at a time and each symbol can only be activated once per battle
 
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( Dokuton: Byōki no sagi-shi ) - Poison Release: Last Breath of the Deceiver
Rank: A - S
Type: Supplementary/Offensive
Range: Short - Long
Chakra Cost: 30 - 40
Damage Points: 80 for initial attack
Description: The user creates a rather basic blast of poison that they release from their palms in the form of two spiraling torrents of liquid or gaseous poison. These two torrents rush forward with the aim to strike whatever is in their path trying to pierce through it like a drill using the rotating momentum to bore into and through things. Obviously this still follows the normal strengths and weaknesses of poison but this portion of the technique is more of a deception than an actual straight forward attack, it does have enough strength to deal with techniques of equal rank or power but it's true purpose arises after a clash. Once this technique clashes with a technique it begins to evaporate if liquid or rise into the sky if it is gaseous. These fumes of poison stagnate in the air above the battlefield and begins to condense into small liquid drops similar to rain, as well as solidify into poisonous dust-like ash similar to the dust in Poison Creation.
Over the next two turns this poison liquid and dust begins to fall to the ground similar to radioactive fallout ( similar in it's means of delivery, not in it's properties ) covering the entire battlefield in a layer of poison ash and a layer of poisonous condensation. This poison being rank less in nature has no real damage on it's own but due to it's toxic nature is able to poison individuals who it touches. This makes for a rather deceptive way to poison someone as they may not expect this to happen the turn after a clash. The poison itself causes severe itching the turn after it makes contact with skin creating blisters and sores on the flesh touched. Additionally it causes dizziness, headaches and blurry vision the second turn after exposure reducing the poisoned individuals reactions by two ranks. It can be substituted for a custom poison but obviously loses the mentioned symptoms
Alternatively the secondary properties of this technique can be imparted upon another technique by using it in the same timeframe as the other technique. The other technique will work as a delivery system for the secondary properties meaning when that technique clashes with another technique and is either overpowered or neutralized the poison from that technique will evaporate or the gas will travel to the sky causing the fallout effect. This application is A rank and due to imparting additional properties onto another poison technique has the ability to increase the rank of a poison technique by one up to A rank techniques, when used on an S rank it can grant ten additional damage.
Note: S rank can be used twice per battle with a two turn cd
Note: A rank can be used thrice per battle with a two turn cd

( Dokuton: Vuanparikkutatchi ) - Poison Release: Vampiric Touch
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 ( -20 to the opponent per turn )
Damage Points: N/A
Description: The user concentrates dokuton chakra into the souls of their feet and either stomps their foot or takes a step releasing a pulse of dokuton chakra out through the ground or water they are standing upon. This intense rush of dokuton chakra creates a thin layer of liquid poison upon the ground or in the case of water upon the top layer of water with properties the exact same as (Dokuton: Dokugakure Kiri no Jutsu) -Dokuton: Hidden Poison Mist Technique.
This allows the user to either prep the technique beforehand in anticipation of an event layering the ground in poison or to use it in the middle of battle to create a deceptive way of poisoning someone. Since the layer is very thin it can be hard to notice more akin to condensation or moisture than a mass of poison. A custom poison can be copied similar to the above mentioned technique allowing the user to compound the usefulness of the technique. However it doesn't deal damage on it's own like some other poisons making it good for a delivery system and nothing else as it doesn't have an offensive application. This move can be quickly combo'ed with (Dokuton: Dokugakure Kiri no Jutsu) -Dokuton: Hidden Poison Mist Technique in the same timeframe by performing a secondary hand seal to cause a very deceptive one-two punch. This is because anyone who can see it will notice the Mist Technique forming but some might not notice that the ground has been coated in poison as well.
Due to it's chakra draining nature this technique can be used alongside another poison technique in the same timeframe by coating the other technique with the additional poison or funneling it into the technique itself. This has the effect of causing the technique itself to partially absorb the chakra of another technique as it clashes with it. This can reduce the rank of the opposing technique by one rank up to S rank, for anything above S rank power it reduces the technique by ten chakra reducing it by twenty damage. This process takes precedence over the clashing of the techniques themselves with this deduction happening first. After that the poison technique clashes as it naturally would. This ability can be the deciding factor on whether the poison technique overpowers, or neutralizes the opposing technique.
Note: The debuffing ability can only happen twice per battle with a two turn cool down
Note: Can only be used three times per battle




( Itsutsu no doku no te ) - Hand of Five Poisons
Type: Nintaijutsu
Background: The style is based upon the subtlety of poison release mixed with the direct nature of taijutsu or kenjutsu usage allowing the two polar opposites to coexist in natural harmony. This is because very few people will allow themselves to be poisoned through showy techniques thus a style could be created to act as both a delivery method and a way to augment both poison as well as taijutsu and kenjutsu usage.

It hinges upon the application of poison release to taijutsu or kenjutsu strikes instead of delivering the poison through large and showy poison techniques such as Poison Creation or Poison Hydra Barrage. This style would be used instead of or alongside those more showy applications negating the large tells on the use of poison such as a wave of poison or a torrent of poison instead creating small doses applied through contact or trough taijutsu or kenjutsu.

Description on the Abilities and Inner Workings of the Style:

The user will use their skill with poison ninjutsu to alter their very bodily structure at times. Meaning they use the subtle substances in their body to create the poisons they use for these techniques by altering things like their blood, their sweat, their saliva etc converting these types of bodily excretion into deadly poisons. This is similar to what is done with techniques like (Dokuton: Doku Hebi Rendan no Jutsu) - Poison Release: Poison Hydra Barrage Technique where the blood is used as a template or (Dokuton: Soeki no Jutsu) - Poison Release: The Plague Technique where the normal toxins and byproducts of the enemy's metabolism can be used as a source.

These poisons and others like it can be applied through taijutsu and kenjutsu, elemental or not to get even just the tiniest trace amounts of poison into the opponent. Similar to (Dokuton: Kurote no Jutsu) - Poison Release: Black Hand Skill for example or customs like and with the aim to augment the way the user attacks in short range. The style has a relatively short ranged focus with the potential for mid range applications where the user extends their own reach through the use of poison to hit a fleeing opponent or an avoiding opponent as they avoid. This is to always keep the person on the defensive and ultimately the final goal is to poison them indirectly thus allowing the battle to turn in favor of the Hand of Five Poisons user.

On top of this by administering poison to their own body numerous times they can gain a more natural resistance to the residual effects of being poisoned. Additionally medical ninjutsu users are able to pinpoint specific vulnerable body parts of their opponents and are naturally better at using the style as a whole. Examples of what this can do is if a technique from the style is used alongside something like (Konoha Ryūjin ) - Leaf Dragon God instead of using the basic chakra they release to create gale winds and an air current based dragon through the initial kick they can release poison with the kick creating a poison based dragon in it's stead. Users of custom poisons can supplement any Five Poison's technique with their custom poison.

Example Techniques:

( Dokuton: Chi to ase ) - Poison Ninjutsu: Blood and Sweat of Mannaroth
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A ( -5 per turn )
Damage: N/A ( +10 to poison techniques or taijutsu / passive )
Description: The user passively imbues dokuton chakra into their blood and sweat causing these subtle substances to turn into a deadly poison when they leave the body. This has the added benefit of coating the user in poison laced sweat causing any poison or taijutsu technique that originates from the body to be slightly empowered due to the extra poison put into them. This sweat can be used as a poison source for techniques like Poison Creation which proliferates small sources and causes anyone the user touches to become poisoned while the technique is being maintained. The user is immune to the poison itself causing no ill effects for them and it can be halted when dealing with allies or opponents that the user doesn't want to poison. Additionally when damaged or cut when blood escapes the body it becomes deadly poison with the potential to cause cell necrosis that mimics burns upon any flesh touched. This can allow for the instant cauterization of minor to moderate wounds B rank and below for the user as the flesh will seemingly "burn" closed. This doesn't mean the user won't take the damage the wounds inflict the wounds themselves will just close rapidly meaning they won't bleed out and their body will naturally close minor to moderate wounds. When in use any poison technique used gains ten damage as a passive buff and will be slightly larger and more deadly. The generic poison has the same effects as med toxin but the technique can be used with a custom poison.
Note: Can be placed in the bio or posted in the first turn of combat and can be activated and deactivated passively at will

(Dokuton: Kōdokuso) - Poison Ninjutsu: Antitoxin
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A
Damage: N/A ( -20 damage to poison techniques or toxic CEJ that act on the body)
Description: The user by constantly applying a usually harmless toxin to their body can cause a bodily reaction wherein their own body begins to produce an abundance of antibodies. This process is similar to the one that affords poison users their poison immunity and the harmless toxin is harmless to the poison user because they have obtained an immunity to various poisons. To any one else not trained in poison ninjutsu this toxin would be rather deadly. These antibodies act to kill off the harmless toxin affording the user an eventual passive immunization strengthening their own immune system and immune response towards various poisons, toxins, and chemicals. This has the ability to reduce the damage of poisonous elements or toxic custom elements by partially immunizing the user against such techniques. It doesn't heal the user in anyway only making them more resistant to normally toxic substances. This doesn't mean the user will be able to breath these substances instead of oxygen just that when they do inhale them or when they're subjected to them they will take less damage.
Note: This is a passive ability and can be added to a bio or stated in the first turn


( Dokuton: Owari ) - Poison Ninjutsu: The End
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user produces a sure kill poison based on dendrotoxins concentrating poison into the tip of their finger causing a small drop to form. The user will hold out their finger creating a pressurized drop of poison with the ability to snipe an opponent from a distance. The poison has enough force to enter the body puncturing flesh and bone before acting rapidly by blocking the exchange of positive and negative ions across the neuronal membrane. This leads to no nerve impulses, thereby paralyzing the nerves. This causes the heart and lungs as well as other various organs to slowly shut down over the next three turns. As a fail safe if spotted and defended against the user is able to perform two hand seals to proliferate the poison into a fair amount allowing it to play on par with similar elemental releases having the normal strengths and weaknesses of liquid poison.
Additional effects and Restrictions:
Poison Release techniques, Taijutsu and Kenjutsu techniques gain ten additional passive damage
Practitioners are more resistant to poisons taking less damage from the residual effects of poison ( -10 damage per turn )



( Keisan no te ) - Hand of Reckoning
Type: Tool
Rank: S
Range: Short - Long
Chakra: 40 ( +40 for overcharging Shield of the Righteous )
Damage: 80
Description: Hand of Reckoning is a stationary sentry turret that upon activation and being given the necessary chakra to function begins to slowly accumulate natural energy. It has the appearance of a metal box roughly the size of a briefcase that when opened becomes two gun like barrels mounted on a swiveling platform. After accumulating enough natural energy the sentry is able to fire Jutsu Bullets in the form of condensed natural energy shells at unknown or hostile chakra sources in the landmark or battle they were deployed in or create a defensive shell-like aura around itself. The turret has no AI and thus relies on a simple program that distinguishes chakra sources needing the user to create a white list of chakra sources that are considered friendly. After this is done the turret will shoot at anyone or anything with a non-white listed chakra source unless commanded not to. This is similar to things like the ( Mikagami Dorōn ) - Mirror Drone and ( Kinzoku Kugutsu ) - Autonomous Puppets. These turrets can be placed in a claimed landmark to act as a defense or can be deployed in battle with the deployment acting in the same way as a jutsu released from a Kote. Each turret can be destroyed by a direct S rank attack.

Avenging Wrath: The primary ability of Hand of Reckoning after a single turn of gathering natural energy the turret becomes able to fire Jutsu Bullets either on it's own accord or at the command of the person who deployed it. Once per turn passively the turret can shoot up to four freeform bullets on it's own accord. These together deal twenty damage and due to being natural energy are invisible and neutral to elemental releases. If the person who deployed the turret is within short range of it at the cost of a move-slot he is able to command the turret to fire off a spray of four larger Jutsu Bullets dealing eighty damage to anything they make contact with. However this can only be done once per turn needing a turn to recharge after. It can be done alongside a combined effort from the person who deployed it such as another technique and needs only a verbal command or a snap of the fingers to initiate. Thus it can allow them to either overwhelm or defend against an intruder but can only be done four times per battle.

Shield of the Righteous: The secondary ability of Hand of Reckoning after a single turn of gathering natural energy the turret is able to create a defensive aura of natural energy surrounding a short range diameter. This defensive aura is S rank in power and has the potential to defend against similarly ranked elemental release techniques. This can be done passively once per turn with a two turn cool down needing to recharge over that time. Alternatively if the person who deployed the turret is within short range of it at the cost of a move and forty chakra they are able to overcharge the turret by infusing it with senjutsu chakra allowing it to double the defensive capabilities. Meaning it can defend from a forbidden rank technique of any element. This has the same usage limit as the passive version but requires the user to be able to use senjutsu chakra in some form and can only be done three times per battle.

Note: Two turrets can be carried and deployed by a specific bio

¤ Declined, invisible senjutsu techs is a no for starters. Note that it won't turn people into stone either if hit. The second ability of Avenging Wrath With the user causing it to fire bullets for 80 damage needs a wider cooldown period as well as lower usage rate. F rank senjutsu shield overall is a no. S rank shield also isn't going to be passive lol. Needs an overall usage limit. Also, only one turret per landmark. ¤
( Keisan no te ) - Hand of Reckoning
Type: Tool
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Hand of Reckoning is a stationary sentry turret that upon activation and being given the necessary chakra to function begins to slowly accumulate natural energy. It has the appearance of a metal box roughly the size of a briefcase that when opened becomes two gun like barrels mounted on a swiveling platform. After accumulating enough natural energy the sentry is able to fire Jutsu Bullets in the form of condensed natural energy shells at unknown or hostile chakra sources in the landmark or battle they were deployed in or create a defensive shell-like aura around itself. The turret has no AI and thus relies on a simple program that distinguishes chakra sources needing the user to create a white list of chakra sources that are considered friendly. After this is done the turret will shoot at anyone or anything with a non-white listed chakra source unless commanded not to. This is similar to things like the ( Mikagami Dorōn ) - Mirror Drone and ( Kinzoku Kugutsu ) - Autonomous Puppets. These turrets can be placed in a claimed landmark to act as a defense or can be deployed in battle with the deployment acting in the same way as a jutsu released from a Kote. Each turret can be destroyed by a direct S rank attack.

Avenging Wrath: The primary ability of Hand of Reckoning after a single turn of gathering natural energy the turret becomes able to fire Jutsu Bullets either on it's own accord or at the command of the person who deployed it. Once per turn passively the turret can shoot up to four freeform bullets on it's own accord. These together deal twenty damage and due to being natural energy are neutral to elemental releases. If the person who deployed the turret is within short range of it at the cost of a move-slot he is able to command the turret to fire off a spray of four larger Jutsu Bullets dealing eighty damage to anything they make contact with. However this can only be done once per turn needing a two turn to recharge after. It can be done alongside a combined effort from the person who deployed it such as another technique and needs only a verbal command or a snap of the fingers to initiate. Thus it can allow them to either overwhelm or defend against an intruder but can only be done three times per battle.

Shield of the Righteous: The secondary ability of Hand of Reckoning after a single turn of gathering natural energy the turret is able to create a defensive aura of natural energy surrounding a short range diameter. This defensive aura is S rank in power and has the potential to defend against similarly ranked elemental release techniques. This can be done once per turn costing a move but able to be used alongside another technique with a two turn cool down needing to recharge over that time. It can only be used three times per battle.
Note: Two turrets can be carried and deployed by a specific bio with one per LM


Parent Technique:

(Dokuton: Setsudan-go) - Poison Release: Viscous Mockery
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Vicious Mockery is the name given to special tags and metal canisters that can replace the users basic explosive tags and smoke bombs. Made by someone with an innate curiosity of poison release the tags or canisters can have different substances inside of them if they so choose needing specific skills to acquire these. The first is the basic Med Toxin, this variation requires the user to be a Medical Ninja, it's effects are the exact same as the Med Toxin. The second is their own custom poison this requires the user to be a Medical Ninja with access to a custom poison that they have created. Finally the third is a special poison created specifically for these tags and canisters for anyone with poison release to use. This poison is called Tasha's Hideous Laughter and has specific effects that include uncontrollable laughter on turn one accompanied by auditory hallucinations where people will mock and insult the poisoned individual, blurred vision, twitching and numbness on turn two reducing the poisoned individual's reactions by one fourth, partial paralysis on turn three making hand seals impossible and reducing the effected persons speed by three ranks and finally complete paralysis on turn four. This third variation can be used by anyone who knows poison release.
Note: These need to be mentioned in the bio or in the first post of the fight alongside the variation the user carries
Note: The user is immune to every poison this technique produces except custom ones created by others

♪ Approved: Cool technique, made edits. ♪
( Jigoku Hanran ) - Hellish Rebuke
Type: Tool
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60 ( if generic and used as grenades )
Description: An alternative to the Kote this tool is a type of ammunition clip compatible with any other gun or sentry. It comes in the form of several canisters that allow them to hold various samples of the user's poisons or for a more advanced usage a singular poison technique. How this is used is similar to the Kote itself the user throws the canister and upon detonation it releases the mass of stored poison and a catalyst of stored dokuton chakra to release the technique itself from the canister without any outside usage of the user beyond throwing it. What differentiates this from a Kote is the limited nature it has, only being able to seal a poison technique and no other type of technique meaning to make up for this the user is able to store up to a single S rank poison technique inside one of their grenades. This can only be done once per battle, costs a move but can be done alongside another technique.

When used as an ammunition clip the user merely connects the canister to the gun, or projectile based weapon and that weapon can then fire Poison Jutsu Bullets instead of their standard ammunition. This has the effect of upping the damage of whatever weapon it is augmenting due to the additional surge of dokuton chakra through the weapon allowing it to work as a conduit for the poison. For example if a gun fires off Fire Jutsu Bullets instead it will fire empowered Poison Jutsu Bullets instead with what the gun's normal damage being increased by 10 passive damage. This supply of dokuton chakra and poison lasts three turns, and can only be used twice as a clip for a maximum of six turns of empowered ammunition. Alternatively as mentioned they can be used as grenades releasing generic poison to attack this can be gaseous med toxin, or any variety of custom poison. This can only be done twice per battle and costs a move.
Note: Using it as a clip is passive and just takes the user connecting it to their weapon to use












Doing updates

(Nirro Suna: Ryokō-sha no Tsūru) Red Sand Release: Tools of the Traveler
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra cost: 20 - 40
Damage points: 40 - 80
Description: The user can form strong tools out of Red Sand either by creating a source with this jutsu or manipulating an already existing source, these include; kunai, swords, pillars, shields etc. The tools will be able to repel water and the sand is heated significantly giving them a burning property. The heat from the tools are enough to cause third degree burns to human skin on contact and cause deep searing wounds. The user himself doesn't directly touch the tools therefor he is unaffected by the heat of them. The tools can only be created short range from the user if the technique is used to create its own source of red sand.
Additionally the user is able to surround other solid techniques, items or constructs in Red Sand giving them a defensive layer of Red Sand allowing them to take more damage than they usually would. Alternatively the Red Sand can be molded alongside less solid techniques to have a similar effect but doesn't work with fire or lightning due to the way the two interact with Red Sand. If used with a liquid the liquid will be surrounded in a dense shell of Red Sand affording it a defense from a clash before the liquid technique itself is left to deal with the remainder or to move on. This grants the technique a rank and gives it twenty additional damage excluding S rank and Forbidden techniques which it just gives it an additional ten damage. This is an A rank ability and can happen alongside another technique in the same timeframe.
Note: S rank can be used once per turn and four times per battle
Note: Defensive ability can be used three times per battle with a one turn cool down



Update Declined

It's a no on allowing this to be combined with other techniques.

(Nirro Suna: Ryokō-sha no Tsūru) Red Sand Release: Tools of the Traveler
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra cost: 20 - 40
Damage points: 40 - 80
Description: The user can form strong tools out of Red Sand either by creating a source with this jutsu or manipulating an already existing source, these include; kunai, swords, pillars, shields etc. However B rank will need one hand seal, A rank will need two hand seals and S rank will need three hand seals. The tools will be able to repel water and other liquids and the sand is heated significantly giving them a burning property. The heat from the tools are enough to cause third degree burns to human skin on contact and cause deep searing wounds. The user himself doesn't directly touch the tools therefor he is unaffected by the heat of them. The tools can only be created short range from the user if the technique is used to create its own source of red sand. As a defensive mechanism the user is able to produce Red Sand directly from their body in a large enough quantity to push hazardous substances such as liquid, oil, fire, mud, etc away and off of them. This is able to happen fast enough to counter most techniques or abilities before they can deal direct damage to the body. For example if a punch is about to connect and the user is moving at relatively the same speed with high enough reactions it can be blasted away by releasing the Red Sand knocking a blow away.
Note: S rank can be used once per turn and four times per battle


(Nirro Suna: Nain Heruzu o Atsumeru ) Red Sand Release: Gathering of the Nine Hells
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: N/A ( +20 damage to other Red Sand techniques )
Description: The user will perform a single hand seal and channel either already existing Red Sand or their chakra into the ground to change the ground into a fine sand like dust quality. Then they mold that sand into Hydrophobic Sand. This can create a massive amount of Red Sand at a relatively quick pace allowing the user to turn the battlefield to his advantage. Obviously this Red Sand is already infused with the users chakra causing the ground to become unusable by the opponent for Earth Release techniques as there won't be any solid earth left to use. Additionally any Red Sand technique used from this source has more chakra than normal in it due to the chakra already found in it strengthening the technique increasing it's rank by one and adding an additional twenty damage. Due to the nature of the technique the user is able to use it in the same timeframe as another Red Sand technique almost instantly providing an empowered source for that additional technique. The size and scale of the ground that is converted is roughly the same as Swamp of the Underworld allowing the user to trap multiple opponents or even large summons. If something living happens to sink into the Red Sand they begin to take damage due to the sheer heat of the sand which has the potential to cause third degree burns. This damage is roughly twenty per turn while partially or fully submerged in the sand and the Red Sand itself has the consistency of quicksand allowing it to pull a person in deceptively quick.
Note: Usable four times a battle and can only be used in the same timframe of another technique twice


Update Declined

You're trying to get too much out of this. Focus on the original concept (converting everything up to long range into red sand is too much as well, this will go up to mid range). I really don't see the logic behind saying this can be used in the same timeframe as another Red Sand technique. You use this, then any other RS techniques thereafter with this used as a source are boosted. No need to throw in that timeframe clause. Add a duration limit on this before the battlefield returns to normal sand, this won't last indefinitely.

(Nirro Suna: Nain Heruzu o Atsumeru ) - Red Sand Release: Gathering of the Nine Hells
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: N/A ( +20 damage to other Red Sand techniques )
Description: The user will perform a two hand seals and channel either already existing Red Sand or their chakra into the ground to change the ground into a fine sand like dust quality. Then they mold that sand into Hydrophobic Sand. This can create a massive amount of Red Sand at a relatively quick pace allowing the user to turn the battlefield to his advantage. Obviously this Red Sand is already infused with the users chakra causing the ground to become unusable by the opponent for Earth Release techniques as there won't be any solid earth left to use. Additionally any Red Sand technique used from this source has more chakra than normal in it due to the chakra already found in it strengthening the technique increasing it's rank by one and adding an additional twenty damage. Using the red sand as an empowered source is considered a passive buff. The size and scale of the ground that is converted is roughly the same as Swamp of the Underworld allowing the user to trap multiple opponents or even large summons. If something living happens to sink into the Red Sand they begin to take damage due to the sheer heat of the sand which has the potential to cause third degree burns. This damage is roughly twenty per turn while partially or fully submerged in the sand and the Red Sand itself has the consistency of quicksand allowing it to pull a person in deceptively quick.
Note: Usable four times a battle and the red sand lasts three turns before reverting to normal sand
 
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[video=youtube;xrhFsmCzpcg]https://www.youtube.com/watch?v=xrhFsmCzpcg[/video]
"The beginning of wisdom is the statement 'I do not know.' The person who cannot make that statement is one who will never learn anything. And I have prided myself on my ability to learn."

Name: Sado Yasutora
Nickname: Howard
Gender: Male
Age: 24
Clan: Unknown (Jūgo's)​


Looks:

"At the highest mountain peaks — far above the slopes where trees grow and where the air is thin and the frigid winds howl dwell the reclusive goliath. Few folk can claim to have seen a goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their shifting souls take after the wandering wind, making them nomads who wander from peak to peak. Their bodies look as if they are carved from mountain stone and give them great physical power. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying."

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Sado is a man of goliath descent and has wavy brown hair that generally hangs over his brown eyes. He is a muscular and extremely tall man being roughly 7'5" but tends to slouch profusely making him seem shorter than he actually is. Even this great and menacing stature was and still is runtish to the massive frames of the goliath. Due to his height and rugged features he appears to be much older than he actually is sometimes mistaken for a man in his early thirties. Sado has a tattoo on his left shoulder which reads "Love and Death" and consists of a heart with a snake and angel wings around it, it works as a snake summoning tattoo. He typically wears flashy short sleeved shirts with open collars. During his time as a mercenary he wore a plain black cloak but only when needed as he feels restricted when wearing it. As he has aged a little he has grown a small goatee on his chin. Over the years he has gained an older appearance appearing to be in his late thirties but still seeming to be in peak condition. He has at times allowed his hair to grow in length from shoulder length, to hair that spans all the way down past his shoulders his facial hair has also become more pronounced. He sometimes wears a dark black cloak trimmed in crimson, He also wears full-length black leather armor that covers his entire upper body. He has gone stark naked a few times, and has very little modesty about this due to his goliath upbringing. He also tends to use jutsu that tear his own clothes, as well as others frequently just for his own amusement.

Sado has taken to wearing a traditional white lab coat that most medical shinobi wear. He is often times seen wearing this coat instead of the black cloaks with crimson trim that he never really liked wearing. His lab coat is always clean, and neat surprisingly different than the way he cares for his normal attire he will even at times clean the coat if it has gotten dirty during a fight and will remove it if he feels it may be torn or ripped. He takes pride in it, even if this pride is unwarranted. He wears a vial of poison he created around his neck that he calls Shadow of the Bat. While undergoing Sage Transformations his skin turns a light purple like skin that has atrophied due to lack of oxygen. He also gains horns, and green marks all over his body that glow a repugnant green. He also grows more muscular and taller, gaining an additional half a foot in height. The white lab coat seems to be his first tie to civilized society.


Personality:

"In some ways, the goliath's drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in battle, at the peak of his strength and skill, than endure the slow decay of old age. Few folk have ever met an elderly goliath, and even those goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay. Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by long- term leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age. Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to the entire tribe, while an individual’s heroic effort can ensure the entire group’s survival. Goliaths thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills."

Sado Yasutora has multiple personality disorder which has the unforeseen effect of changing his decision making process on a regular basis. He has two totally separate personalities a primary and a secondary. He tries his best to keep some kind of control over when and how these personalities reveal themselves, but that isn't always possible. He has gotten better at suppressing his secondary personality but he can't always reign it in. In the past he had dismissed his secondary personality as a defect but over time he has begun to accept it more readily using it in battle as a means of survival. In both states he is somewhat quiet and can be a bit of a pervert. Over the years, his personalities have changed gradually he even questions which is the real true him leaning more toward the notion that they are two sides of the same coin that make up who he truly is. Due to his training in Jeet Kune Do he has gained the ability to silence his emotions while in battle keeping a calm and collected demeanor even when he turns to his more violent self allowing him to exploit his opponent and their weak spots. He holds within himself a very strong distrust of other shinobi spurred on by the atrocities that befell him and his tribe when he was child. Sado has a slight disdain for children instilled by his rigorous warrior upbringing feeling little to no sympathy for weakness. His brilliance is often muddled by his jaded personal views and his addictive and alcoholic tendencies as well as a deep rooted set of psychopathic and sociopathic tendencies most likely instigated by his childhood and lineage. Sado's consumption of alcohol is presented by himself more from a comedic viewpoint making it a joke so those around him will laugh, in reality he is using the alcohol to numb himself to the world around him and the pain inside. This is most likely due to the traumatizing effect that his continuous, violent and brutal actions may have on him. Sado is easily bored and does not do well with routine which alludes to him having severe ADHD this was brought on by the constant reminders to never be complacent.

He is more than willing to be extremely brutal such as when people betray him or those close to him putting them in danger saying "You're supposed to look out for number one, I'M NUMBER ONE!" when confronted about this character flaw. He is usually shown to be homicidal, having a large disregard for life, enough that he's destroyed various villages and killed dozens while drunk, or bored similar to his goliath forefathers. He has shown to find killing fun in but tends to not divulge this information to the people who he now surrounds himself with. If he were to describe himself in terms of basic personality he might say chaotic neutral or even chaotic good, while others could easily describe him as chaotic evil due to his actions. However deep down, at a basic level he wants to be a good person, he just doesn't believe he can. When confronted about who he is and why he does the violent, sadistic and terrible things he does he has replied "I'm just a shape-shifting nobody who's in over his head, a man who wants to be anyone but himself. Empty on the inside, active on the outside." Sado is a natural-born leader. He is rarely alone constantly surrounding himself with others to distract himself from-... himself.

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Primary: Sado tends to be a quiet person however he can become quite loud and comedic randomly as per the bipolar nature of his clansmen. In his childhood he was the subject of viscous beatings at the hands of his tribe to "toughen him up." This caused his mind to splinter as he partially rejected the violent nature but nedeed it to survive. Sado has a very honorable and loyal personality he can be overly loyal to his friends especially females. He is overprotective toward women and children and is hesitant to fight them in most scenarios however if forced into it he may hold himself back slightly depending on his opponent. This spits in the face of his upbringing where he was taught to abhor weakness. It was most likely brought on by the events before his exile. He displays little emotion except when something he cares about is in danger then he can become almost enraged by the thought of a friend or comrade dying. He will throw his life away for one of his friends and has gone as far as fighting enemies much stronger than himself to create time for a friend to leave the area just to protect said friend. He has done this more then once and tends to always make peace with himself before the end of the fight. He always seems calm and unassuming hardly judgmental towards others because he like them has had to find out who he really is over time.

During his time as a mercenary and his training in ninjutsu, he began to be more erratic in his fighting even in his normal non-violent state. He will make jokes, quote lyrics, say odd catchphrases and all around try to distract his opponent with nonsense. In a way he fancies himself a bard or wordsmith for himself, to keep his mind active. Boredom, slowly kills him every moment of everyday but it's barely noticeable when he's fighting, and being himself giving into his goliath nature. After making friends and entering civilized society he has shown he can be a kind and caring person with a deep sense of loyalty, great charisma, and skill in negotiation. He sees anyone he respects enough to call a friend as a part of his own family as per the nature of his past tribe, and his strength and determination takes a firm root in them and their well-being. He seems proud of the knowledge he obtains so much so that he's willing to share it with others for their benefit. He doesn't seem to hoard his abilities and has tried to save numerous lives on the battlefield. This isn't out of altruism, he just finds it amusing and it staves off the boredom to play the hero to be the savior of the people he doesn't believe himself to be a good person. In fact he deeply believes that he isn't and that no human is truly good. However he finds a comfort in being perceived as good, just and fair by those around him and will try to get people to like or respect him just because he can

Sado has trouble taking orders from others, is very anti-totalitarian, and seems to dislike people with authority especially shinobi barring those he respects who know he respects them, because he will tell them so. He doesn't like "being told where to go and what to do" and most of the people he surrounds himself with know this however this has caused problems with other groups on multiple occasions. He also has a great dislike of standardized education, claiming that school "isn't a place for smart people" and a "waste of time" he seems to believe that education should be for everyone not just the elite or those who can access it. He seems to believe that knowledge is strength, and no one should be weak merely because of the circumstances of their birth.

Secondary: During his childhood, Sado could become extremely violent when pushed to his limits he was trained to be a warrior. With no parents to comfort him he was beaten and bloodied since the age of five. Taught to be strong and tough his personality splintered. He wanted to be kind and caring but in goliath society that would get him beaten. When he wasn't in this more violent state he was mostly passive and at times wouldn't defend himself being overly stoic and enduring. This was where his secondary personality arose partially from loneliness but mainly due to his clan and their abilities which brought on these rage-like states. Later on Sado's secondary personality developed further when active he appeared to be laid-back and irreverent, but his scruffy exterior hides a brutal, impulsive, and excessively-violent personality with a lethally-short temper. Sado in this state is blunt, sarcastic, and quite sadistic, revealing a psychotic grin whenever he becomes excited usually when blood has been shed his enemy's or even his own. He displays little respect for authority now and says whatever is on his mind no matter who may be around regardless of whether or not it is appropriate. He is a very rude and disrespectful individual ignorant and uncaring to those around him. Despite his aggression and obvious blood lust in battle, he possesses a feral cunning and has a knack for quickly exploiting any opening his opponent reveals. He has also shown a dark sense of humor and can be quite the pervert.

He considers himself emotionally separated from the rest of humanity due to his goliath upbringing; in his narration and internal monologues he often refers to "humans" as if he is not one of them. Sado also makes frequent references to an internal feeling of emptiness to himself and sometimes others. In battle he appears to have no feelings or conscience killing without remorse, even going to sadistic extremes. He has begun to believe that all of his emotional responses are part of a well-rehearsed act to conceal his true nature which is much more sadistic then even he lets on. This is possibly tied to his growing misanthropy as his love and appreciation of his friends and family grows, the dislike and distrust of other shinobi and the rest of humankind grows exponentially.

Sado in his secondary state began to revel in instilling fear in the people around him making them fear him. It was the polar-opposite of his primary personality who finds it amusing to have people think highly of him. Sado in this state has shown to use all of his knowledge to attack his opponent relentlessly using their body against them picking out their weak points both physically and psychologically. He believes this to just be the natural progression of this side of himself. This personality drove Sado to study fear in depth from this he created his own poison.


Village Info


Land of Birth: Lightning Mountains
WSE Clan: Golden Sabbath​


Rank//Chakra Info


Ninja Rank:
Kage
Chakra | Health:
1900 | 160
Specialty:
Lightning Release
Taijutsu
Jeet Kun Do
Poison Release
Medical Ninjutsu
Elements:
Lightning - Mastered
Earth - Complete
Fire - Complete
Water - Complete
Wind - Complete
Chalk - Student
Oobleck - Creator
Red Sand - Co-creator
Laughing Gas - Co-creator
Your ninjutsu:
Ninjutsu - Complete
Taijutsu - Mastered
Genjutsu - Complete
Fuinjutsu - In Training
NB Taijutsu - Mastered
Jeet Kune Do - Mastered
Snake Ninjutsu - Complete
Poison Ninjutsu - Mastered
Medical Ninjutsu - Complete
Sage Transformation - Complete
Imperfect Snake Sage Mode - Complete​


Background Info.


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"Right, listen up. If you have ale, then you have a friend in Sado. A goliath of towering height and size, this barbarian has an appetite for the two great loves in his life: combat, women, and ale. Wait a minnit......."


The Shifting Soul

Sado Yasutora was born to a roving band of barbarians who called themselves goliath due to their sheer size. They were called the herd of the shifting soul. They lived on the fringes of society due to their uncontrollable fits of rage and unbridled and nearly unstoppable tendency for destruction. It was common place to hear stories of one lone goliath demolishing entire settlements in berserker like rages. During these fits of madness the body would twist and warp into beastly or demonic forms causing society to reject and revere them as monsters or beasts. His father was killed in one such fit of rage, and his mother a human woman from civilized society died in child birth leaving Sado to be raised as an orphan in the tribe. Her body was too fragile and meek to carry even a half blooded goliath to term. This meant he would be raised as a warrior from birth, as he had no parents to raise him. From a very young age he was taught to be violent, abrasive, competitive, self-reliant, and most of all never complacent instilling a constant sense of boredom in him. He was taught how to fight early and was beaten often as his tribe held no sympathy for the weak or small. He learned to fight against individuals larger than him and stronger than him exploiting their weaknesses be they psychological or physical. During his adolescence he was a runt who became known among his tribe as the wordsmith. This was because he could set off nearly anyone in the tribe with a string of insults or words unleashing their more predictive beastly nature. He would then exploit their emotions to out maneuver and out think his opponent. Competitiveness was everything to the shifting soul. Everyone wanted to out do those around them but most of all they wanted to out do themselves. Being better, stronger and even at times smarter than your opponents or past self was always the goal.

The Lost Souls

Around his fifteenth year Sado had became known among his tribe as an honorable and talented individual his strength and determination far eclipsing his small stature. His charisma and way with words made it easy to sway hearts and minds in the tribe. Even those he insulted and goaded in combat were his friends mere moments after the fighting stopped willing to die for him. However comparatively to his kin he was still a runt small but cunning. He was considered small in goliath society where their massive frames ranged from seven to ten feet tall being a measly six foot, two, at fifteen where the usual goliath was at minimum seven feet tall. This difference in size made him larger than the humans of civilized society but smaller than his brethren who never let him forget he was merely a half-blood.

It was the middle of summer the heat in the mountains was staggering and Sado was placed on watcher duty. His job was to watch the outskirts of the ever moving camp. It had been a week of watcher duty. He was day dreaming looking to the sky thinking up what to say in his next battle. He wasn't paying attention as a group of shinobi snuck into the camp of souls. He didn't even notice until the screams. Several valiant goliath warriors and women killed before they could react. The goliath were confrontational and they were aggressive but due to this they weren't well versed in stealth combat. They didn't expect a mercenary band of shinobi to sneak in and stab them in the back before they could react. Claymore warriors they were called, there were tales of them cannibalizing his people stealing away children to eat like veal. Sado rushed into the camp only to find several dead goliath warriors missing their left ear, some with large pieces of flesh and bone just gone from their body, mere proof of their work. The chieftain was furious and the tribe as a whole was as well. They needed a scapegoat someone to blame for this atrocity. Who better than the weak, fragile, wordsmith who was supposed to be watching their perimeter. Society had placed a bounty on any member of the herd of the shifting soul they were tired of their wanton destruction. Each ear worth one thousand ryo.

The Shattered Soul

"Among goliaths, any adult who can’t contribute to the tribe is expelled. A lone goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can’t take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play. A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate."​

His complacency cost him dearly. Beaten nearly to death, left bloodied and broken he was banished by the chieftain and the tribe left behind as they moved on. Shunned and ostracized from his home he left the mountainous region as he traveled to more wooded areas orbiting close to the edges of civilized society. He had nowhere to go and no one to turn to so he became a sell-sword his massive physique and statue helped him obtain jobs no one asked his age they assumed he was grown. In reality he started working as a mercenary at the age of fifteen. Hired muscle, violent killings, a growing misanthropy and hate for shinobi he began to absorb the teachings of civilized society and the shinobi he hated. He picked it all up so easily technology, stealth, ninjutsu. He used it all to make his lone journey more tolerable. He believed himself an exile who deserved no sympathy due to his early life thus he didn't try to form new connections. Instead he drowned his sorrows and impulses in ale, women and combat. At heart Sado was a creature of impulse. He killed, he fought, he slept, he ate, he did it all again the next day. Working alongside other sell swords he slowly began to pick up their jutsu learning how to mimic them. For two years he did this his body becoming covered in large scars and pockmarks.

The Lone Soul

After two years of sell sword work he had obtained a fair amount of money he decided to spend it on knowledge. A wordsmith needed to be smarter than the rest so he bought himself some advanced training. He paid whoever would teach him ninjutsu any form of it. He learned the basics quickly, and built off of that. He learned poison release and medical ninjutsu. He needed to be able to heal himself if he wanted to be a better mercenary. He took a few classes and learned some chemistry learning how to create medicine and the like. He trained in meditation learning how to control his more feral nature as he began to work towards perfecting his past. He learned more about the shifting soul that resided in him. It wasn't mystical or magical like he was taught it was a biological reaction his body had to an unseen force called Natural Energy. He learned how to control his rage and learned an art called Sage Mode. He fell in with a group named Golden Sabbath and began traveling with them.

On a Gathering Storm of Souls​

"Trust and honor are the key aspects of most goliaths. These traditions of honor and trust meant that goliaths tended to be good overall. This combined with their competitive nature often led goliaths to valorous heroics. Goliaths are also notably daring and fearless. Feats of physical strength and agility, like jumping chasms or climbing cliffs, held no fear for goliaths. Goliaths are naturally curious beings and love to explore. Their goliath maxim "today's rival is tomorrow's teammate" lead them to hold few grudges and seek combat to share emotion."​
After traveling with Vegeta a member of the the Golden Sabbath they decided to place down roots. The first land they stopped at was called Kusasōgen. Almost instantly after entering the land Sado seemed to have a momentary mental breakdown, it was brought on by his fractured mind and his past pushing through it Sado put a very traumatic event behind him. He then traveled around the numerous settlements scattered throughout the bamboo and mushroom infested landscape he found various people, in unison to this Vegeta decided to build a base of operations. These people they all seemed to need help. He healed a man who poisoned himself by eating toxic mushrooms, as well as a sick child, and a woman with broken fingers. The settlement dwellers were thrilled to have a doctor near they had never had one residing in their lands before and Sado grew to like the attention, and praise he received. Next Sado set out finding another small settlement where their well had run dry. He found two trapped underground water springs and crafted new wells for the settlement. Realizing that so many small settlements were in constant peril and in need of protection or help Sado decided to travel into the outlying areas. Before he set off Vegeta introduced him to another person, Uta. This man was a claymore, it took everything inside Sado, every fiber of his being to not fight this man. He gave the man an ultimatum, never cause violence or trauma to the people of the Golden Sabbath's lands and they could work together. It was a tumultuous agreement with the potential to backfire eventually. It was plain to see both men were on opposite sides, they would need to be careful as each seemed like monsters hiding in plain sight.

On his travels he ended up in a land deemed the Graveyard of Sin, it was a very interesting place the desert-like landscape and the rocky mountainous cliff faces reminded him of his old nomadic life-style. He set up a small camp and met with another local clan that was calling themselves the White Lotus. These individuals included Korra a tan muscle bound woman of few words. Fu, a small bubbly woman with a childlike nature with a reserved and apprehensive nature and finally a young man named Kilik. Sado spoke to Fu and set up negotiations and claims of land, Golden Sabbath would take everything surrounding and below Kusasōgen and the White Lotus could have everything upward and surrounding Takinomori. He traded with Kilik who was interested in his medicine and moved on back toward home. With time and rest he moved through the adjacent lands finding an abandoned site in the rainy area below Kusasōgen. There he found a manuscript of a lost and dying settlement from the past as well as two pictures of time gone by. He then traveled to Forskellig helping a merchant deliver his wares to his shop. He learned that due to the fall of the Freehold many settlements were in dire need of order and protection. No rules meant no regulations on bandits and highwaymen that robbed from the settlements on top of that he learned most shinobi either used their power to extort or destroy.

Sado noticed a growing theme among each settlement he visited and helped. These lands needed protection, he thought maybe the Golden Sabbath could offer that. A light touch to stop the crime but leave the people to govern themselves. He spoke to an older woman in a small hospital adjacent to the market and helped heal a few of her patients. He then went to Tsuchi Heiho seeking out the census bureau and made his clan official claiming the lands he had visited and placing them under the protection of the Golden Sabbath. He stopped at the market and bought a permit to build roads and a set of obsidian shaded armor. Returning home he found a boy tramping around the base Vegeta had created. Instinctively he stepped out from his hidden position and attacked without thought. He forced upon the boy a truth serum wanting to know why he was here, what he wanted and most of all who he was. During a short fight Sado got over himself and his hatred of shinobi enough to realize this boy meant him nor his lands any harm. More than that he was looking to promote peace and prosperity. Sado asked him to join his clan and explained his thoughts and the tenets of his clan as well as noticed a familiar technique the boy had used. Not long after the fight ended a woman came up to Sado asking for his help. She was from Forskellige and a hunting party had gone missing. The kid told Sado his name was Trunks and then Sado and Trunks decided to go looking for the hunting party.

The woman had told Sado that they may have ventured into the Haunted Forest so Sado and Trunks traveled northward passing through Tsuchi Heiho. Sado noticed a gleam in the boy's eye as he saw all the wares and weapons and slipped him some ryo he had saved up to go on a little spending spree. Once Trunks returned they continued onward toward their destination. Reaching the forest Sado noticed multiple off putting things multiple sets of tracks, skittish animals and the distinct smell of burnt chemicals and plastics. Tracking down the scent he and Trunks found the remains of a burnt down lab with several instruments of torture strewn about. They followed sets of tracks fleeing the area to a small group of desperate and scared people. They together learned that a man had viciously tortured them. Sado healed a few of them and Trunks healed the rest. It however took some convincing to show that the pair meant these people no harm.They learned that a man freed these people and burnt the lab to the ground. Not long after this revelation the man showed himself trying to scare Sado and Trunks. Sado merely told him to cut the bullshit and show him where the man who hurt these people was. He was seeking vengeance and was nearly blind to any other course of actions. He tired to force a compromise wherein this man would report to the Golden Sabbath as to keep these lands safe. Grenth refused giving his name and information of his clan. Seeking retribution Sado attacked him, if he wouldn't do what needed to be done to keep these lands safe and force punishment upon the evil vile creature that did this then Sado would do it for him.​


Other



Scientific Tools: Sado has crafted a few personal Scientific Ninja Tools inspired by other technology he has heard about. These include September a chakra battery and Thunderwave a speaker system disguised as a chest-plate. In addition to these self made Scientific Ninja Tools Sado carries a single Kote device pre-loaded with a single Shadow Clone hidden inside of it.

September - A small circular chakra battery. It has the potential to store senjutsu or normal chakra and can be used to instantly enter Sage Mode. This battery is precharged before a fight meaning it doesn't effect the users own chakra supply merely gifting him chakra. It can also steal chakra from opposing techniques similar to the capabilities of the Absorption Arm allowing the user to weaken his opponent. Additionally it can steal chakra from an opponent forcefully through contact.

( Kyuu-tsuki ) - September
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provided senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use it's drain ability.

Drain: Alternatively if a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally through this draining ability the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of drain will cost a move slot, can only be used once per turn and only twice per battle.

Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery
190 senjutsu chakra
10 regular chakra
Thunderwave - Thunderwave is a built in surround sound speaker system hidden inside the user's natural attire. It allows them to play theme music passively at all times or make themselves louder. It can also negate sound ninjutsu at an equal level and drown out other techniques such as the Empty Cicada Shell technique.

( Sandāu~ēbu ) - Thunderwave
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( - 5 per turn when used )
Damage: N/A
Description: Thunderwave is a basic chest plate outfitted with a surround sound speaker system, and a microphone. It can be used to play music or make noises more audible than normal similar to a karaoke machine. It is able to produce sound louder than most techniques or the clashing of techniques and can be much louder than the user or opponent can scream. In essence it can act like the (Utsusemi no Jutsu) - Empty Cicada Shell Technique passively at all times being louder and stronger than even that basic technique. It comes pre-loaded with all of the wielder's favorite songs. In battle it can be used to play theme music or it can make the user louder as it has a built in microphone system connected to the speaker system.
The primary use of Thunderwave as mentioned above is the ability to play music with the offshoot of this being the ability to cancel sound waves with sound waves while playing music. This is similar to the Scientific Ninja Tool: Shijima and works like a noise-cancellation speaker. The system can emit a sound wave with the same amplitude but with inverted phase also known as antiphase to the original sound. The waves combine to form a new wave, in a process called interference, and effectively cancel each other out. This effect is called destructive interference and is able to nullify sound techniques in equal rank. The sound can encompass a short - long range area around the user being louder the closer to the user the people who can hear it are and due to this it has a dampening system as to not harm the users ears or cause them any undue problems. It can be fine tuned to look different depending on the wielder's appearance or preference.
Note: Sound techniques can only be canceled once per turn three times per battle.
Kote - Sado carries a single Kote device loaded with the Shadow Clone technique.

( Kote ) - Forearm
Type: Tool
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: As its name suggests, this tool is worn on the forearm. After choosing one Ninjutsu to seal within the scroll, the user seals it within the seal after using it or having another person utilize it. The user initiates one of their techniques before sealing them into a scroll. The scroll is then shrunken to pill-size and is put inside the Kote. Afterwards, they can release the scroll and use the sealed technique. To use some elemental technique, the user apparently needs to form the corresponding seal first. Because using the Kote doesn't require chakra, the user can gain an advantage in battle by releasing normally chakra-taxing techniques while saving their chakra or continuing to use techniques when low on chakra, thereby keeping the user rested and less-likely to endure exhaustion; it can even be used by a non-ninja person.
Note: Genin to S-Jounin Ninja can seal up to Forbidden ranked Ninjutsu techniques, which must be noted within the bio. S-class and Sannin can seal up to S ranks and Kage and up ninja can only seal A ranks and below within a Kote.
Note: Only up to 3 Kotes can be owned, counting as a Tool slot.
Note: Only Ninjutsu, Elemental Ninjutsu, and non Fuuinjutsu based Advanced Ninjutsu fields can be sealed.

(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 4, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 10% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.

The clone has 950 chakra

Artifacts: Sado has obtained multiple artifacts, some merely used to increase his clan and build roads. Others are more battle or travel related. He has a pair of shoes that seem to allow him to move faster than average reducing his travel time. Beyond this he has a set of Chakra Armor crafted for the use of the Hangurian Black Ones that increases his durability among other things.

Chakra Armor - A strange armor Sado bought in Tsuchi Heiho from a dubious merchant. While wearing it, it seems to enhance his offensive capabilities but slows him down slightly. Due to this he only dons it before combat, and even then he only uses it if he believes he needs it. It reduces his speed but makes him more durable, granting him an innate immunity to C-rank and below energy based attacks as well as D rank taijutsu and C rank elemental taijutsu. Additionally all of his techniques hold an additional margin of chakra and he finds it easier to break genjutsu.

(Chakura no Yoroi) – Chakra Armor
Type: Artifact
Rank: S
Range: N/A
Chakra: N/A (-5 per turn)
Damage: N/A
Description: The Chakra Armor was developed by the Hangurian Black Ones was not simply a means to better protect their elite soldiers, but to enhance their offensive capabilities as well. The armor is a type of cuir bouilli, or boiled leather, making it very durable but also pliable and moldable. While the armor is equipped by the user, he or she will suffer a 2-base movement speed penalty. In terms of its chakra-enhancing related abilities, the armor amplifies the user’s charka causing all of their techniques to possess numerically higher chakra levels than they would otherwise; this does not mean that the user spends more chakra per technique, rather it means that each point of chakra is effectively worth more. As such, all of the user’s techniques are enhanced by an additional 10 chakra while not taxing the user’s reserves any more than they would otherwise. The armor also naturally siphons foreign chakra from the user’s body, allowing for an inherent defense against internal chakra-based techniques such as Genjutsu. This reduces all Genjutsu casted upon the user by a single rank, with the exception of Doujutsu illusionary techniques and Mangekyou Sharingan level illusions. Given its draining nature, the armor also grants a basic level of protection against energy-based assaults. The armor will protect the user’s body from C-Rank and below energy-based attacks (Lightning, Fire, Explosion, explosive tags, etc). It also offers limited protection against D-Rank and below Taijutsu; elemental Taijutsu characterized by their energy-based natures can be resisted up to, and including, C-Rank. Once every other turn the user is capable of using a wrist mounted wire-launcher that enables the user to quickly move about using the wire, which can be penetrated into surfaces, or bind and restrain an opponent. The wire’s binding capabilities, and its durability, can be considered B-Rank given their chakra enhancements. In terms of its evasive capabilities, one would need to respect the logical limitations of the techniques they are evading. While the armor is equipped to the user, they will suffer a 5 chakra per turn penalty in order to fuel it.
Hangurian War Chaser’s Shoes - An ornate pair of shoes that seem to allow Sado to move faster than average. He can travel between landmarks faster than others without such a boon. This can allow him to outrun someone else or chase someone down before they can escape. Sado doesn't really see them as useful in retrospect but they were a gift for his work among the settlements of his home landmark so he keeps them as a sign of respect and appreciation.

(Hanuri Sensō Cheisā Kutsu) – Hangurian War Chaser’s Shoes
Type: Artifact
Rank: C
Range: N/A
Chakra: N/A
Damage: N/A
Description: A pair of worn shoes recovered from the Ruins of Chungsu and sold on the Ninja World Marketplace after being refurbished. These shoes augment the user’s travel speed in the Ninja World, reducing their travel time by 5 minutes. The shoe’s bonus to travel time cannot stack with other items equipped on the user’s person that also reduce travel time in the Ninja World; meaning two pairs of shoes, or an item like it, would not additively reduce the user’s travel time. However, the bonus from the shoes can be stacked with bonuses granted to specific landmarks, like a road or bridge. This bonus can also be stacked with consumable items, like the Runner’s Liquid Courage, to further reduce travel time.

Ninja Tools/Weapons: Not only are his weapons coated in deadly poison he has also substituted a large portion of his explosive tags and smoke bombs with special tags and canisters of his own creation. He also has several hundred special tags given to him from the Sage of Snakes, Korra.

Fullbring - A set of malleable chakra metal gauntlets. They allow the user to imbue their jutsu with poison, or infuse their punches with an incredible amount of force. It makes their punches strong enough to cause damage similar to Chakra Enhanced Strength. They also have the potential to constantly produce poison coating their fingers and blades in poison.

(Furuburingu) - Fullbring
Type: Weapon
Rank: S
Range: Short
Chakra: 40 (La Muerte) (15 per turn while being imbued upon)
Damage: 80 (La Muerte) (+20 to poison techniques)
Description: Fullbring is a set of gauntlets made of chakra metal that has the potential to absorb kinetic energy. It is normally liquid in nature similar in form and function to mercury with a more solid form when the user imbues upon it either their basic or dokuton chakra. Making it similar to traditional chakra metal allowing it be in tune with the users natural chakra signature. This allows it to seemingly appear out of nowhere as long as it is carried with the wielder in someway as it is a liquid metal in it's default form and a more solid variation when imbued with the users chakra. It is also able to repair itself and reform from damage. It is able to do this because it is a shape-memory alloy. This is similar to the metal used in Kubikiribōchō but instead of reconstructing when in contact with the iron found in blood it rebuilds and reforms merely through contact with chakra. Something trivial about the metal is that it can change it's color or size dependent upon the user and their chakra system as every shinobi has different chakra with the metal being tied to the imbuing process of each individual. If the wielder shape-shifts for any reason the weapon changes shape with them.

Right Arm of the Giant - This guard can take two forms a defensive form which appears as a large shield roughly half the size of the wielder or an attack form a form fitting arm guard with the ability to create needles or blades anywhere upon the guard. This guard focuses upon the defensive and shape-memory abilities of the alloy. his guard is great for defensive purposes in short range combat such as close range taijutsu or kenjutsu with the ability to defend against most taijutsu or kenjutsu passively within reason. It can passively defend against thrown objects such as kunai, shuriken or bladed weapons. The metal is also very good at absorbing and redirecting kinetic energy allowing it to absorb the force of explosive tags. The metal itself is able to be imbued with the users chakra thus infusing their punches with the chakra similar to Chakra Enhanced Strength but the user won't have to focus on the chakra level. The imbued chakra can also be focused into one massive punch deemed "La Muerte" in which the chakra gathers at the finger tips and infuses into the wielder's punch. It can cause destruction similar to Chakra Enhanced Strength with the potential to create massive craters with a short range diameter (S-rank). The guard can also defend from a single S rank or similar damage.

Left Arm of the Devil - The guard has unnoticeable spikes protruding from the tips that have the potential to slowly release liquid poison like hypodermic needles. It can passively create multiple torrents of poison to spray out up to mid range. This has the potential to poison an individual. This guard focuses more upon the ability to imbue the metal with dokuton chakra. It has the potential to poison anyone touched by it excluding the user. It does this by releasing poison dust into the air that when breathed in or when it touches the skin enters the bloodstream and eventually binds to neural pathways creating a mental imbalance in the body. It also sticks to mucous membranes in the nose, throat, eyes and lungs acting as a tearing agent. The first thing a person will notice after being contaminated is their speech becomes slurred and their vision becomes blurred making seeing and speaking harder. The turn following their mental acuity becomes slowed with them being unable to form rational thoughts at a fast pace. Their reactions and speed are slowed by three ranks. Once per turn three times per event at the cost of a move the user can force the guard to create a short - mid range dust cloud of toxic heavy metal particles. This ability is A-rank and deals appropriate damage. Additionally this ability can be imparted upon any poison technique the user creates and has the potential to increase the strength, size and rank of the technique. This is because the user will lace into the poison technique the poison dust imparting the effects onto it further manipulating the poisonous effects of a specific technique or poison. This works up to A-rank granting a rank and +20 damage to most poison techniques and can be done in the same timeframe alongside the other technique. The poisonous symptoms can be imparted upon an S-rank without the rank increase only gaining ten damage.
Note: Each ability is useable thrice per event with a two-turn cooldown (individually), and counts as a move to initiate.

Exploding Snake Tags - Given to him by the Sage of Snakes these tags release snakes upon detonation.

(Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Type: Offensive
Rank: E Rank
Range: Short
Chakra: 5
Damage: 10
Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and scaly look. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag.
Note: Must post this in the user bios to be able to use them
Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect.
Viscous Mockery - A special set of explosive tags and metal canisters that were created due to an innate curiosity of poison release and the various things that could be done with it. They are infused with or filled with different types of poison either Med Toxin, the weilders own Custom Poison or Tasha's Hideous Laughter a poison Sado created specifically for these creations. Sado carries Tasha's Hideous Laughter, having his weapons and normal smoke bombs laced with his own custom poison.

(Dokuton: Setsudan-go) - Poison Release: Viscous Mockery
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Vicious Mockery is the name given to special tags and metal canisters that can replace the users basic explosive tags and smoke bombs. Made by someone with an innate curiosity of poison release the tags or canisters can have different substances inside of them if they so choose needing specific skills to acquire these. The first is the basic Med Toxin, this variation requires the user to be a Medical Ninja, it's effects are the exact same as the Med Toxin. The second is their own custom poison this requires the user to be a Medical Ninja with access to a custom poison that they have created. Finally the third is a special poison created specifically for these tags and canisters for anyone with poison release to use. This poison is called Tasha's Hideous Laughter and has specific effects that include uncontrollable laughter on turn one accompanied by auditory hallucinations where people will mock and insult the poisoned individual, blurred vision, twitching and numbness on turn two reducing the poisoned individual's reactions by one fourth, partial paralysis on turn three making hand seals impossible and reducing the effected persons speed by three ranks and finally complete paralysis on turn four. This third variation can be used by anyone who knows poison release.
Note: These need to be mentioned in the bio or in the first post of the fight alongside the variation the user carries
Note: The user is immune to every poison this technique produces except custom ones created by others

Taijutsu: Sado has studied night and day working on his taijutsu ability. Due to his savage nature he found he liked hand to hand combat more and underwent a weight training session learning how to drop the weights and increase his speed. Due to his training in Jeet Kun Do he has a x3 to his reaction speeds and due to his intense training an ability to move limbs in the blink of an eye.

(Katai Omori) Leg Weights
Type: Weapon/Supplementary
Rank: A-rank
Range: Short
Chakra: 30
Damage: N/A
Description:
The Leg Weights used for Special Taijutsu Training with Added Weights are made through the application of a sealing formula to ordinary leg weights. The sealing formula is used to, through the use of chakra, increase the weight of the leg weights to the desired level. The seal can't be applied to anything other than the leg weights and its use is restricted to its original purpose. One can remove the leg weights but the sealing technique in them stays active indefinetely and can't be released. Additionally, the Leg Weights and their unique seal calibration makes them only usable by the ninja to whom they belong. They can't be sealed or stolen.

(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description:
The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a drastic boost to his running speed (doubles) and +20 to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.

Imperfect Snake Sage Mode: Sado eventually trained in Snake Sage Mode to an imperfect degree unable to completely balance his chakra with the natural energy due to his clan traits. This allowed him to understand his body more. This Imperfect form of Snake Sage Mode can be augmented with his Weapon X medicine extending it and prolonging his time in it and has become a pseudo-crutch that Sado believes he will rely on in times to come.

( Fukanzen Hebi Sennin Modo ) - Imperfect Snake Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 20 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is immune to C-rank and below damage (unless externally empowered to increase lethality) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. Lastly, the user gains access to snake anatomy and other physical feats granted by Sage mode.
Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.

Medical Ninjutsu: Sado has trained in medical ninjutsu and accessed some fairly advanced medicine and poison. He holds what he knows and what he has created close to him. He has also began working on several new abilities and techniques but feels he needs more time to expand them before using them.

Medicine - Healing Factor: Weapon X

Weapon X was born from an innate curiosity of healing, stem-cells and cancer cells. By using cell differentiation Howard created a way to change mutated and usually deadly cancer cells into new healthy cells to heal nearly any wound excluding death itself. Limbs, organs, bones, blood, muscles and anything else excluding the heart, brain and central nervous system could be rebuilt in a moment. By combining these traits with Natural Energy and Senjutsu chakra the user can instantly enter and prolong Sage Mode if they know how to use it. If the user has no training in natural energy usage they will turn to stone after consuming the pill, this does not need to be Sage Mode.

Name Of Medicine: Healing Factor: Weapon X
Creator: Howard
Type: Healing
Description and Background: The pill at it's base is mostly a mass of mitogens suspended in a concentrated medium of senjutsu chakra and natural energy that when consumed begins to breakdown and move throughout the body activating and signaling proto-oncogenes to ramp up cell growth exponentially. The proto-onogenes along with the body itself begin using the senjutsu chakra and natural energy as a fuel source to expedite this process. It completely turns off tumor suppressors as every cell in the body begins to rapidly and nearly uncontrollably go through mitosis converting the new cells at the site of the wound, wounds, or missing appendages to blastema. Blastema are masses of cells capable of growth and regeneration into organs or body parts, these blastema begin to form all throughout the body almost like tumors which would usually impede natural function but through the senjutsu chakra and natural energy fuel they are quickly converted into new cells rebuilding the body at a rapid pace becoming whatever new cell the body needs. These blastema can replace organs, bones, blood, muscles, nerves and any other bodily form however they are unable to repair fatal damage such as spinal column destruction, as well as severe damage to the brain or heart. However limbs can be regrown and organs excluding the heart, brain, spinal column and central nervous system can be rebuilt. The healing effects of the pill only last a single turn and will heal the user back to one hundred percent of their health pool dependent upon the state of their body in that specific turn.

In essence they can become any form of tissue or structure for the body including muscle tissue, bone tissue, organ tissue, Endothelial cells, nerves, tendons, brain tissue etcetera, and form rapidly almost like a cancer spreading throughout the body causing the consumers skin to flake and tear as if sickly almost as if they were in the late stages of cancer. These proto-oncogenes eventually convert to oncogenes and ramp up the production of mutated cells even further creating some pain but this pain is a signal that allows the consumer to know the process is halfway complete as their body is now littered with masses of blastema that are breaking down and transforming into new cells rebuilding the body through a genetic sense memory like that of the Axolotl who can rebuild organs, limbs and even brain tissue multiple times throughout their life. After this pain sets in the body begins using the senjutsu chakra and natural energy to fuel histiocytes which are large somatic cells found in stationary form in the tissues or as a mobile white blood cell, especially at sites of infection. These begin to consume and dispose of any tissue that is no longer needed converting it back, excess flesh, bone, and sinew are disposed of as the last few stages of the process begin. These histiocytes work with anti-bodies like a clean-up crew after the healing has taken place. These anti-bodies and histiocytes actively seek out the oncogenes consuming them directly. This entire process takes place over the course of a single turn.

The senjutsu chakra and natural energy has it's own effect separate from the bodily reactions brought on by the mitogens. They allow the user to instantly enter any form of Sage Mode they know as their body is flooded with this foreign energy no longer needing to wait a full turn to gather the natural energy required. Due to the spike in foreign energy most genjutsu are broken after taking this excluding MS grade or above, upon activation the user is granted 10% of their chakra as senjutsu chakra through this method the rest is consumed by the mentioned processes. This includes everything from E to Forbidden rank as well as elemental genjutsu and other types lower than MS grade. If this pill is taken while already in Sage Mode it grants the user 30% of their chakra as senjutsu chakra per pill consumed. However only a single pill can be taken per turn, with a maximum of two per individual battle. They cannot be taken within a two turn period of each other. The senjutsu chakra and natural energy also has the added effect of overcharging the entire body on a cellular level pushing any foreign material from the body this includes poisons, toxins, pathogenic matter and any harmful substance. These substances will be nullified and excreted from the body as sweat rapidly. This is due in part to the natural energy and senjutsu chakra's natural healing and rejuvenative properties but also because the metabolism of the consumer is overcharged to a point where these things are unable to remain in the body.

Description of Side Effects: The side effects mainly revolve around the pain created by the process taijutsu falters as the consumers muscles feel sore, and tense. He takes an extra twenty damage from taijutsu techniques or blunt force trauma after the medicine has worn off this lasts for two turns. The consumer is unable to use a KG or HA the turn after consuming the medicine as the cells themselves go through a state of flux where old cells are replaced. Taking one pill doesn't cause too many problems outside of the pain but taking a second does. The body won't be able to handle the clean up and disposal of the excess cells created by the second pill so the body will heal but the cells will not be disposed of thus they are left riddled with small blastema that will need to be healed later. These blastema will not be life threatening and are mostly an annoyance but will cause the consumer to be very susceptible to taijutsu and blunt force trauma taking an additional thirty damage until the blastema are healed. At this point the blastema are pretty much just scar-tissue annoying but no where near harmful however due to these blastema the user is unable to use any KG abilities, or any advanced ninjutsu including, Rain Release, Fuuinjutsu, or Hidden Abilities for two turns or until healed.

The side effects of the natural energy and senjutsu chakra are separate from the above mentioned side effects. If used to instigate a form of Sage Mode the body will be exhausted upon the deactivation of Sage Mode unable to use any KG abilities, or any advanced ninjutsu including Rain Release, Fuuinjutsu, or Hidden Abilities for two turns after Sage Mode has ended. The user spends an additional 10 chakra points per turn to sustain Sage Mode if taken to activate Sage Mode. If the user takes a second pill this 10 chakra points is doubled to 20 additional chakra points to sustain Sage Mode if used to activate Sage Mode. If taken by someone who hasn't trained with Natural Energy it'll instantly and uncontrollably turn them to stone. This training doesn't require being trained in Sage Mode just a form of natural energy or senjutsu usage.
Medicine - Miraclo Formula: Venom

Venom was created with the express purpose of overcharging and powering the muscles through cellular energy instead of chakra usage allowing the imbiber to push their body harder, longer, and with less rest. It creates and stores cellular energy in the muscles of the body tripling their mass and potential unlocking the untapped potential of the muscle cells themselves. It does this by modifying ATP energy into a new form and compounding it's usefulness with other substances. It however can be addictive and have several non-beneficial side effects for those without the knowledge of medical ninjutsu.

Name Of Medicine: Miraclo Formula: Venom
Creator: Howard
Type: Supplementary
Description and Background: Most of the basic medicine Howard had learned about revolved around nourishing the body, or amplifying the output of chakra production to stimulate the muscles through the application of chakra instead of actual cellular energy. Noticing this Howard decided to try and find a way to stimulate the muscles and the body itself directly through the creation of cellular energy instead of using chakra to fuel the body. He would do this through the application of phosphorous, testosterone, creatine and human growth hormones that would stimulate the production of Adenosine Triphosphate Energy partially spending chakra to begin and maintain this process. Then the hormones, and phosphorous would be bound to the ATP allowing it to release much more energy and even store energy unlike natural ATP which can only create and release energy. This increased it's potency and usability Howard then found that by applying a chakra similar in consistency to that found in (Iryō Ninjutsu: Masui Sejutsu) Medical Technique: Secret Anesthesia Technique through the medicine directly to the muscle cells he could increase the users pain threshold immensely. They won't be immune to pain but it will be less hindering meaning they will be able to take on the damage and continue on as if they aren't feeling the pain. The creatine binds itself to the muscles allowing them to absorb a vast quantity of water nourishing them far beyond what they naturally would be able to do breaking down and disposing of the lactic acid the muscles would build up overtime that cause muscle fatigue and the burning sensations that happen after or during intense exercise or physical activity increasing the users stamina exponentially allowing them to push the body far past it's natural limitations.

The most active ingredient of the Miraclo Formula is a special form of phosphorus, which binds temporarily with the ATP energy being produced in the muscle cells to create a special more refined type of energy that Howard began calling "Adenosine Quad-Phosphate" which energizes the cells three times as well as regular ATP energy overcharging the metabolism and the muscle tissue and cells themselves on a cellular level better than what chakra itself can do in safe small quantities rivaling what can be done with dangerous amounts of chakra. The energy being created and the substances in the medicine give the subject increased strength, speed, as well as heightened stamina and reactions that reflect their increase in speed for about an hour or roughly five turns. After that time, the "AQP" burns itself out, and the waste toxins generated need to be eliminated through the bloodstream over about a two turn period naturally through time or quickly through the use of Iryō Ninjutsu. While under the effects of the medicine the user's muscle mass triples, their speed doubles and they gain thirty damage to all taijutsu attacks. However they must spend thirty chakra per turn to convert and bind the phosphorous, creatine, testosterone and hormones, changing the growth hormone and testosterone into muscle cells to be used to increase their muscle mass through the production of stem cells by converting normal tissue and fat cells into stem cells and then into muscle cells through cellular differentiation allowing for an extreme increase in energy output.

Their muscles physically grow during this time becoming bulkier, heftier and all around stronger due to the testosterone their hair will grow excessively as well. The muscles produced are specialized being ninety percent fast-twitch muscles and ten percent slow-twitch muscles. The fast-twitch muscles are great for bursts of speed, and strength but burn out quicker than the slow-twitch muscles, the slow-twitch muscles created are specifically for balancing out the remainder allowing the user to still function as they usually would. The fast-twitch muscle mass is what increases the users speed, as it allows for rapid movements like sprinting, jumping or moving a limb or limbs in a quick successive fashion. They generate far more power and strength, but they fatigue much faster and require more time for recovery which is why the more refined form of energy is required and why the side effects are more specific. The chakra similar in consistency to that found in (Iryō Ninjutsu: Masui Sejutsu) Medical Technique: Secret Anesthesia Technique the creatine, testosterone, HGH and the AQP are the reasons why the muscles can be pushed beyond their natural limit and work longer producing the boosts in strength and speed mentioned.

The hair on their head will grow from whatever length it currently is to hair that spans long past their lower back and their facial hair growths excessively giving the user a massively bushy beard. If a female were to take the medicine they would also suffer this effect growing facial hair even if naturally they wouldn't be able to due to low testosterone or high levels of estrogen. This hair remains even after the muscle stimulation ends for males wherein the muscles seem to deflate back to their natural size in an almost comedic fashion for females it comically falls out rapidly. The effects last five turns but cost thirty chakra per turn to maintain for the first pill forcefully converting the aforementioned substances to bodily energy. Taking two pills in a single conflict increases the chakra cost of the second by thirty chakra points per turn and causes excessive muscle pain because the muscles are being overworked this is during the second pill and not after it. Venom comes in two forms, pills for oral consumption or patches that are sometimes referred to as "Slappers." They are called as such because you ultimately slap one on, and go for a ride.

Description of Side Effects: Due to the focused effect of the pills the side effects are more focused as well. Unlike most medications that try to increase several fields these only increase one aspect of the user their body and therefor after the first pill wears off the users strength wavers slightly causing -10 damage to all taijutsu and a drop in 3 speed ranks for three turns, this increases after the second pill to -20 to all taijutsu damage for three turns and the user loses 4 speed ranks. The effects of the first pill can be superseded by immediately taking the second before the effects of the first wear off but the user loses two turns of activity on the second pill. The pills them self can be highly addictive in nature and taking one can create a dependency wherein if the user doesn't take a second pill after taking the first they begin to go through the early stages of withdrawal. These symptoms include and last for three turns;

Sweating and salivation
Racing heart and palpitations
Muscle tension and burning
Tightness in the chest, lungs and throat
Difficulty breathing
Inability to perform successive handseals quickly (max of 2) due to muscle spasms
and bodily Tremors

These symptoms take place after a second dose as well and the user can only take two pills per conflict. These symptoms along with any mention of pain for the consumer is non-existent in Shadow Clones or any other type of Clones under the effects of the medicine meaning clones will not disperse from the effects of the medicine however their taijutsu will still be weakened just as a normal human taking the medicine, their handseals will be limited and their turn limit will be shortened if they take a second dose or are formed after the consumer has taken a second dose.

Poison - Shadow of the Bat

Shadow of the Bat is a smokey-orange poison based on fear creation. It creates fear in any one who becomes poisoned by it inducing vivid hallucinations of what they fear most. It makes them feel as though they are constantly suffocating as the fear intensifies. Eventually this poison leaves them paralyzed completely unable to breathe, writhing in pain and fear as the hallucinations carry them off to their death. Sado is immune to his own poison. His weapons are coated in this substance as are his fingernails, hands and teeth before every battle. His smoke bombs are replaced with poison laced ones.

Name Of Poison: (Batto no kage) - Shadow of the Bat​
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Name Of Poison: (Batto no kage) - Shadow of the Bat
Creator: Howard
Type: Neurological, Muscular, Respiratory
Ingredients and Background: Fear can have crippling effects on a person, it can leave them frozen unable to move, think or act. It can force them to see things, hear things, feel things that just aren't there. Anxiety, paranoia, and panic can force a person to waver or to simply give up, the poison itself revolves around the ability to weaponize fear in people. Shadow of the Bat is a poison that creates the emotional response of fear for those exposed to it. It forces them to see, smell, hear, feel, and taste their deepest darkest fear in great detail and at times to a crippling extent. A lot like the application of Killing Intent but physically so done through poison not chakra. Most of the ingredients manipulate the brain and the mind through something more tangible than genjutsu more deadly and more real causing it to create and send synapses. Some even force the brain to produce chemicals forcefully and without mental consent from the poisoned individual like dopamine.

Shadow of the Bat is a deep smokey orange poison that comes in two forms an orange liquid and an orange gas surrounded in a smokey black aura-like outline. While in it's liquid form it has two constituencies dense and sticky like tar, or light and watery like water. The first consistency is sticky to the touch and will stick to anything it comes into contact with for long periods of time drying out slowly and hardening. When in contact with the skin it breaks down the lipid bilayer passing right on through and entering the blood stream and then bypassing the blood brain barrier for fast and rapid effects. While in it's gaseous state it has a slightly earthy smell like petrichor due to the herbs found in the poison, when inhaled it has an almost cinnamon-like taste if ingested while liquid it has this same taste but no discernible smell. It's base is Dihydroxyphenylalanine an amino acid that is made and used as part of the normal biology of humans it is the precursor to Dopamine in the brain, Carbogen a mixture of thirty percent Carbon Dioxide and seventy percent oxygen, Corticotropin a peptide hormone and a neurotransmitter, Deadly Nightshade (Atropa Belladonna), Conium (aka Hemlock) both ground into a fine syrup, and Irukandji venom. All ingredients that induce; fear, anxiety, paranoia, panic and straight up terror. Each do this in their own way and have specific effects that end up compounding together to create the over all reaction that the poison causes.

Howard is immune to these effects and the poison itself and due to the oxygen found in it he can breathe it as if it were normal air, and even drink it in it's liquid form if he so desires. It is applied to all of his ninja tools and weapons as well as in a small vial around his neck for poison jutsu usage as well as being sealed in his Medical Summoning Scroll. This poison can also be applied to the fingernails to augment taijutsu usage through fingerjabs and the like and teeth for more animalistic applications akin to the injection abilities of a snake through bites.

Description of Effects:

First the hallucinogens Dihydroxyphenylalanine which also allows the body to produce extra dopamine, Atropa belladonna, and Hemlock. These three together create very vivid and very surreal hallucinations as soon as they become active on the opponent. They induce a mental reaction wherein the brain itself brings out it's most base, deepest, darkest fear bringing it to life through various hallucinations with aspects of visual, auditory, and even smell and taste stimuli. The brain creates these sensations by stimulating the parts of the brain related to these sensations. These hallucinations can easily be mistaken for genjutsu as they have a similar application and even seem to be in a similar vein as it but isn't a genjutsu. The hallucinations will seem real, the opponent will be able to, see, smell, hear and taste the object if the situation arises. They can actively interact with the opponent but aren't tangible in the sense that they have physical substance. This can make distinguishing reality nearly impossible making it difficult to fight. To anyone seeing the poisoned person react to these sensations they would merely seem crazy or delusional. These can range from small changes to what the poisoned individual sees to extreme world altering changes.

Inhalation, Consumption or Injection: The hallucinations begin immediately after inhalation, consumption or injection beginning in the same turn.
Skin contact or a wound: The hallucinations are slightly slower starting one turn after being poisoned in this manner.

Next the fear creators, Carbogen, Irukandji venom, and Corticotropin Corticotropin is a peptide hormone and neurotransmitter involved in the stress response. In such a high dose it creates an intense stress on the body making the body feel as if it were under severe physical and mental stress. Carbogen makes them feel as if they are suffocating unable to breathe which along with the Dihydroxyphenylalanine which becomes dopamine once the poison passes the blood brain barrier, floods the brain with dopamine usually dopamine makes you feel confident and happy but if it seeps into the wrong part of your brain, dopamine will arouse feelings of terror and dread. This is what happens, the brain is overtaken by this forced production of chemicals and the body responds with intense fear, fear that makes thinking harder and slows down the natural thought process. Irukandju venom just straight up creates feelings of dread and impending doom putting the effected person in a state similar to Killing Intent making rational thought impossible halving their reaction speed and making movement harder. When a summoning creature is exposed to the poison be they the wielders own creatures or an opponent's it makes them see their natural predator swarming around them much larger than they are and intimidating them excessively forcing the summoning creature to reverse summon or disperse.

Along with this intense fear the carbogen forces the poisoned being to feel as if they are always suffocating no matter what they do or how they react even mind clearing jutsu can't overcome this. This is an innate reaction that cannot be overcome no matter how hard the opponent tries to focus or look past it this is because when carbogen is inhaled, the increased level of carbon dioxide causes a perception, both psychological and physiological, of suffocation. The brain itself interprets an increase in blood carbon dioxide as a decrease in oxygen level, which would generally be the case under natural circumstances. Inhalation of carbogen causes the body to react as if it were not receiving sufficient oxygen: breathing quickens and deepens, heart rate increases, and cells release alkaline buffering agents to remove carbonic acid from the bloodstream as stated this is an innate bodily reaction something that can't be bypassed with thought, or any form of breathing exercises. The only way to bypass this is either a transfusion or nullifying and curing the poison and it's effects. This can also be done by removing the poison through normal means and nullifying the remainder. Additionally, normal shinobi are able to stop the spread of the poison by removing the afflicted limb/body part before the poison is able to spread, this won't apply if they inhale it nor if the wound isn't superficial on a limb or body part that cannot be removed. Nearly bleeding out and taking a Blood Replenishing Pill can have a similar effect as to a transfusion stopping this symptom but if exposed to the carbogen again the process just begins again.

Inhalation, Consumption or Injection: Fear is created immediately after inhalation, consumption or injection beginning in the same turn. This halves human reaction speeds due to the stress, anxiety, fear and panic that can at times feel crippling. If a summoning creature is exposed to the poison when the effects set in the intense fear forces them to reverse summon or disperse.
Skin contact or a wound: Fear sets in one turn after being poisoned in this manner it then halves human reaction speeds. For summoning creatures as soon as the fear sets in they reverse summon or disperse back to their homeland.

Finally the paralytics the Hemlock and Belladonna force the muscles to tense up becoming partially paralyzed. This eventually forces the muscle to begin to lock up completely which reduces the opponents speed halving it and limiting their reactions and tracking speed significantly. If undefended or not healed and nullified properly the untreated poison causes the person to become completely paralyzed unable to move their body locked in place as their muscles will not respond to the signals being sent to them. This eventually causes death due to the body being unable to inflate the lungs or move the diaphragm and bring oxygen into the body instigating physical suffocation and asphyxiation.

Inhalation, Consumption or Injection: Partial paralysis and muscle numbness begins immediately after inhalation, consumption or injection beginning in the same turn but doesn't cause any outward problems yet merely spreading from the point of contact. On the following turn the opponent's speed is halved as their muscles begin to lock up becoming unresponsive making movement harder and needing forceful action to move. Complete paralysis takes effect after two turns of not being treated (this means two turns after the poisoned person's speed is halved, the turn when speed is halved is counted as the first then there's a another turn where nothing new happens symptom wise) and leaves the opponent unable to move with a running speed of zero unable to perform hand seals, move their mouth, or lungs. This eventually ends in death by asphyxiation after three turns of being unable to breathe the only way to prolong a life past this point is Chakra CPR or nullifying the poison completely.
Skin contact or a wound: Everything is shifted one turn later. Partial paralysis begins the turn following being poisoned. Speed is halved the following turn as muscles begin to lock up becoming unresponsive. Complete paralysis follows two turns after that (this means two turns after the poisoned person's speed is halved, the turn when speed is halved is counted as the first then there's a another turn where nothing new happens symptom wise) reducing running speed to zero, making it impossible to perform hand seals, move their mouth or lungs. Asphyxiation takes place three turns after this the only way to prolong a life past this point is Chakra CPR or nullifying the poison completely.

Note: Samples can only be willingly given by Howard and the carrier risks exposure as only Howard is immune
Note: Can be applied to weapons, ninja tools, and smoke bombs by anyone given a sample
Note: Can be applied to the fingernails, hands, and teeth by someone with an immunity
Note: Since the poison is predominantly hormone and amino acid based it is resistant to heat and liquid once inside the body.
(Heishi Piru) Soldier Pills
Type: Supplementary
Description and Background: Soldier pills are a more combat aimed variation of the military ration pill. Upon ingesting the pill, your chakra supply doubles, but burns at a greatly accelerated rate due to the "pressure" involved. Upon ingesting the pill, any ninjutsu you use gains +15 damage and any taijutsu gains +10 for 4 turns. Upon expiry of the effects you must use an extra 10 chakra for every technique afterwards for 5 turns due to the fatigue setting in meaning you have to force your techniques more, and thereby adding to the toll it takes on your body. These pills are a basic medicine medical ninjas use in combat and are essentially black small round pills which are swallowed and absorbed through the mucosa in the stomach, made off of various ingredients and medicinal herbs as well as stimulants
Description of Side Effects:
-Upon using a second pill in a conflict the additional chakra cost after expiry rises to +30 until healed
-Upon taking a third pill, the medical ninja will suffer cardiac arrest upon expiry of the pill.

(Hyōrōgan) Military Ration Pills
Type: Healing
Description and Background: Military Rations Pills (兵糧丸, Hyōrōgan) are special pills that replenish one's chakra and nourish the body. It is made up of powerful stimulants and nutrients, said to allow the user to keep fighting for three days and three nights without rest. Replenishes 50 percent of the user's maximum chakra supply per pill taken, along with pumping stimulants into the body to alleviate tiredness. These pills are a basic medicine medical ninjas use or distribute in combat and are essentially dark brown small round pills which are swallowed and absorbed through the mucosa in the stomach.
Description of Side Effects:
-Taking two pills in a conflict results in hyper-stimulation of the cardiovascular system. The users heart rate and blood pressure increase to the point they become painful for 6 turns after taking the pill.
-Taking 3 pills in a conflict pushes the user's cardiovascular system to breaking point, resulting in heart failure after 4 turns.

(Ketsueki no Zōka Piru) Blood Replenishing Pill
Type: Healing
Description and Background: Contains high concentrations of amino acids, iron and mitosis inducing enzymes designed to turbo boost the production of erythrocytes from haematopoetic stem cells in the human body. This pill alleviates and cancels the symptoms of blood loss after one turn. These pills are a basic medicine medical ninjas use or administer in combat and are essentially dark red small round pills which are swallowed and absorbed through the mucosa in the stomach
Description of Side Effects:
-Taking 2 pills leads to increased blood pressure, and increased likelihood of blood clots forming, specially through trauma.
-Taking 3 pills over stresses the cardiovascular system and causes aneurysm after 4 turns.

(Kuchiyose No Jutsu: Eisei Yougu) Summoning technique: Medical tools
Type: Supplementary
Rank: B-Rank
Range: N/A
Chakra cost: 20
Damage: N/A
Description: The medical shinobi bites his thumb and draws his Medical Kanji on the Medical scroll underneath the symbol of the tool he desires to summon.
Note: This can only be used by Medical Shinobi.

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Won:
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(Kuchiyose no Jutsu: ) - Summoning Technique: Kinana
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Kinana is a large serpent with violet scales and a light colored underside. Her eyes are green with black pupils, and she has a very meek personality considering herself a pet. She is able to change her size relatively quickly shifting between two sizes. First is a large ten meter long snake being large enough to coil around the summoner like a physical defensive barrier or the second is a much smaller more manageable meter long snake that can coil around the user to make travel easier. She can move at thrice the summoner's base speed allowing her larger form to be used for travel. If she users the defensive ability she is able to tank one S rank or lower technique and shed her skin surviving the damage at the cost of a move-slot. At either size Kinana can use poison release techniques releasing the poison from her fangs molding it with poison chakra and expelling it from the mouth allowing her to use any poison technique the user knows up to S rank. Additionally due to the fact that she can innately produce her own venom she only has to lace it with poison chakra to manipulate it meaning her poison techniques have a passive +20 to their damage. She is able to communicate with her summoner either verbally or mentally and has senses strong enough to sense minute vibrations and heat signatures up to one LM away. She can also merge with the summoner should she need to hide from something, or avoid damage.
Note: Can only be summoned once lasting four turns

( Kiba o Funsai Suru ) - Crushing Fang
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A ( 20 per turn if poisoned )
Description: After biting their thumb the user summons around himself and his opponent a massive venom gland from a giant snake making the gland large enough to surround a short - mid range area. Along with the gland itself they summon the compressor muscle that is usually connected to the gland itself. The moment it is summoned around the compressor muscle begins to squeeze causing the wall of the venom gland to begin closing around the opponent crushing them between the walls of the gland. Additionally the venom gland will be filled with venom, when summoned the feet of the opponent and the user will be inside of the venom with the potential to poison those standing in it. However the user will be immune to this venom as they have to be a poison user to summon the gland. Additionally as the compressor muscle flexes it will cause the gland to produce more poison secreting it from the walls and linings of the gland coating anything in a sticky poison similar to the Starch Syrup Technique. The user is able to control how and when the gland flexes allowing themselves to remain safe. While inside the gland the summoner can use the poison as a source and the gland will produce either med toxin or the users own custom poison making it safe for them to use and touch. Any technique that uses the venom as a source will have a passive +20 to the damage of it.




( Suraimutaimu! ) - Slime Time!
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 ( 5 per turn to coat the body )
Damage: 60 ( 10 per turn if poisoned )
Description: Salamanders can coat their body in a slippery slime-like substance that they produce. This mucus coating on damp skin makes them difficult to grasp, and the slimy coating may have an offensive taste or be toxic depending on the type of Salamander using the technique. When attacked by an aggressor, a salamander may position itself to make the main poison glands face the aggressor so that as they are attacked they release this substance outward spraying their aggressor. This slippery substance makes grappling the user incredibly difficult reducing taijutsu damage by twenty as each strike is softened by this slime that causes blows to ricochet or glance off on top of this solid offenses like earth release, and similarly solid techniques glance off reducing their damage as well. Salamanders can have a ridge of large granular glands down its spine which are able to squirt a fine jet of toxic fluid at its attacker and a contract signer can mimic this by releasing the poison in a pressurized jet from the pores of their skin. Alternatively when used by a contact signer they are able to quickly produce poison to accomplish the effect of the mucous acting in the place of the salamander's natural toxic defense. Obviously they would need to know poison release, but by coating their body in poison they are able to mimic this property getting the same benefit as well as adding twenty passive damage to their poison techniques. This is because excess poison from the body will be forced into these techniques increasing their deadly nature.
Note: Poison spraying ability can only be used thrice with a one turn cool down
Note: Producing and coating the body in the mucous or poison is passive and can be stated in the bio or the first move



( Janpā ) - Jumper!
Type: Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Salamander can detach their tails in a last ditch effort to escape. This is similar to things like Flicker Evasion where the Salamander will drop their tail instead of using another object. They will turn their body so that their tail is facing the offensive and then channel chakra into the tail pushing it downward across the ground using it like a spring. This with quickly push their upper body and weight upward as they use the produced momentum to either move directly upward in the air or backward up to fifteen meters from their current position. For salamander that can use poison release they can channel their chakra into the tail so that when a technique or offensive collides with the dismembered, wiggling tail it can explode in a plume of dense poison.
For a contract signer that has learned Salamander Sage Mode, and has the ability to gain the traits and abilities of the Salamander they can temporarily create a prehensile tail. They can either use this offensively by swinging their lower body to launch the tail forward or in the same exact way as mentioned above for normal Salamander. However, this technique doesn't give an inherent speed boost, needing the user to have enough speed to react and move out of the way with the motion.
Note: Can only be used twice per battle once per turn in the sametimeframe as another technique

( Senpo: Axolotl no Karada ) - Sage Art: Body of Xolotol
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80 healed
Description: This technique plays heavily on the Axolotol's regenerative properties most Salamander have regenerative abilities being able to regrow limbs or tails but none better than that of the Axolotol. After taking damage the user is able to rapidly produce new cells in the same exact way as the Axolotol. After the loss of a limb or a large wound cells will draw together to form a clump known as a blastema. Blastema that originated in the skin later develop into new skin, muscle cells into new muscle and cartilage cells into new cartilage. It is only the cells from just beneath the surface of the skin that are pluripotent and able to develop into any type of cell. This causes no inherent scarring and is capable of the regeneration of entire lost appendages in a period of two turns, and, in certain cases, more vital structures. Some Salamander have even been found restoring the less vital parts of their brains as well as vertebra of the spine and by mimicking this process the user can even restore small amounts of brain or organ tissue. The user like an Axolotol can also readily accept transplants from other individuals, including eyes and parts of the brain restoring these alien organs to full functionality. In some cases, axolotls have been known to repair a damaged limb, as well as regenerating an additional one, ending up with an extra appendage.
Note: Can only be used once and heals forty damage per turn for two turns






( Fuinjutsu: Intāseputoshīru ) - Sealing Arts: Intercepting Seal
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A ( damage redirected )
Description: A reflexive seal created by placing the seal for intercept either on the body or an object like a kunai, sword, or gauntlet. When a hostile individual goes to touch the user or the object the seal moves to intercept their touch making it so the seal is what is touched instead of the users body or the object creating a temporary buffer. Rapidly and almost instantly the seal takes in all of the concussive force of the strike or blow absorbing the potential damage before a second later releasing all of that built up force and damage back upon the hostile individual. Depending on the strength of the blow this can have varying effects for example if the damage of a light slap or punch about the power of a D rank is absorbed all that is redirected is a light concussive wave enough to move the attacking limb away. However if something like an incredibly forceful blow similar in power to an S rank is redirected it has the potential to cause crippling damage to the intercepted limb for example a straight punch to the jaw dealing eighty damage would have enough concussive force pulled into the seal and then released abruptly back upon the limb to crush the bones in the attacking limb leaving the hostile individual severely hurt. Due to the nature of fuuinjutsu even the force and damage of an S rank taijutsu techniques can be redirected. It has no use against anything but taijutsu being unable to seal away and redirect the damage of an elemental ninjutsu technique.
Note: Can be used twice per battle and can be placed during or before combat





(Kyōjin no Rengeki) - Serial Surges of the Giant
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user taps into the power of the Red Right hand performing a massive uppercut striking the opponent with a ferocious strike while in unison releasing a decent amount of refined chakra from the reserves of the weapon. This creates a torrent of chakra that surges upward carrying with it the opponent creating a fair amount of blunt force trauma as well as lacerating damage due to the sheer sharpness of the refined chakra. The jutsu itself seems to take on the form of a small swirling mass of chakra that can carry away foes larger then the user himself carrying them up into the air at least three to five meters allowing for the user to follow up with more devastating attacks.
This jutsu can be used to intercept incoming attacks and the upper cut itself doesn't have to make direct contact for the force of the blow and the swirling chakra to carry the opponent upwards but making contact allows for the user to augment the damage significantly forcing the blow deep within the opponent's body causing moderate damage such as small breaks and fractures of bones such as the ribs. The lacerating damage is enough to tear clothes and cause moderate slashes to the opponent's body akin to that of various deep sword strikes.
Notes:
-Must be wielding (Sono Niiro Ontou Te) The Red Right Hand and The Devil's Left
-Can be used once per turn and only four times a match
______________
-Approved-
(Kyōjin no Rengeki) - Serial Surges of the Giant
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user taps into the power of the Right Arm of the Giant performing a massive uppercut striking the opponent with a ferocious strike while in unison releasing a decent amount of refined chakra from the reserves of the weapon. This creates a torrent of chakra that surges upward carrying with it the opponent creating a fair amount of blunt force trauma as well as lacerating damage due to the sheer sharpness of the refined chakra. The jutsu itself seems to take on the form of a small swirling mass of chakra that can carry away foes larger then the user himself carrying them up into the air at least three to five meters allowing for the user to follow up with more devastating attacks. It can be used with a downward strike with the user hitting the ground instead of an opponent creating an outward rushing swirling mass of energy creating a defensive barrier of sorts.
This jutsu can be used to intercept incoming attacks and the upper cut itself doesn't have to make direct contact for the force of the blow and the swirling chakra to carry the opponent upwards but making contact allows for the user to augment the damage significantly forcing the blow deep within the opponent's body causing moderate damage such as small breaks and fractures of bones such as the ribs. The lacerating damage is enough to tear clothes and cause moderate slashes to the opponent's body akin to that of various deep sword strikes. Alternatively by using the Left Arm of the Devil gaseous poison can be used creating a moderate swirling tornado of gaseous poison. This tornado can be directed to travel forward carrying an opponent similar to the basic chakra usage. Using poison makes the technique count as a poison technique for clashes or boosts.
Note: Can be used once per turn and only four times a match










(Nebari no Aru Saramandā ) - Sticky Salamander
Type: Offensive/Defensive/Supplementary
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 80
Description: Similar to the (Dokuton: Doku Hebi Rendan no Jutsu) - Poison Release: Poison Hydra Barrage Technique the user is able to create a construct made from very sticky liquid poison. It's size can vary depending upon how much poison is used and how much chakra is placed into the technique. The A rank's size limit is that of Ibuse or a generic Salamander being about fifteen meters in height with the larger variation's limitation being thirty meters in height. A salamander that can use poison release can use this technique in the same timeframe as their summoning to create a massive protective layer surrounding themselves in the substance creating an armor. As for a contract signer they are able to use it to stand on or to attack or defend themself.
The enormous familiar will be made of a generic poison with the effects of Med Toxin or a specific poison either the user's custom poison or another poison that a Salamander itself can use. It can regrow body parts just like a Salamander can regrow it's limbs and tail if the user pays 20 chakra points. If attacked by a technique below A rank when used at A rank it will form a new appendage allowing it to attack one additional time per turn per limb after being repaired if attacked with by a technique below S rank when made at S rank it can do this as well. It not only can attack a target physically by making contact with it by attacking in a freeform manner but it can also shoot from it's mouth an A rank or S rank bullet of the poison its made of reducing it's size by one third per bullet fired depending upon the rank it was used at. Upon formation it can attack passively once as a construct dealing it's appropriate damage if contact is made with it's target. The salamander lasts four turns.
Note: Can use the repair ability twice, once per turn with a two turn cool down
Note: Can shoot a bullet of poison once per turn twice per battle

( Fuinjutsu: Sairentoarāmu ) - Sealing Arts: Silent Alarm
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 ( +3 to the caster when broken )
Damage: N/A
Description: A seal that does exactly what the name suggests creating a silent alarm when triggered. The user is able to place a seal upon a surface such as a door, a window, or a circular area within range on the ground that has a five meter radius. Until the seal is broken an alarm alerts the caster whenever a creature touches or enters the warded area. This is similar to techniques like (Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique but doesn't require the user remain inside the area of the barrier or seal to know when it detects something. When the seal is placed, the caster can designate creatures that won't set off the alarm including but not limited to allies, summoning creatures, animals etc. The caster can also choose whether the alarm is mental or audible or both. When designated to be mental it will merely return ten percent of the chakra used to create the seal to the user along with it comes all of the information of what has happened in the warded area including things that have entered the area or techniques that have been used. The seal breaks when the alarm is triggered to facilitate this action, and can even be accompanied by a barrage of sealed weapons or a substance such as ink, water, fire, or poison to combat the intruder. The seal breaks when foreign chakra, natural energy from a person, or a heat signature not designated enters it's area of effect, but can also be set off by a change in pressure upon the seal from things like ( Hijutsu: Fūinjutsu Kai ) – Secret Technique: Sealing Release should the alarm try to be nullified
Note: The user can place and have four alarm seals active



( Senninka: Akuma o Yashinau ) - Sage Transformation: Feed the Demon
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: A special property of the Sage Transformation clan is that they passively and biologically absorb natural energy having that natural energy act upon the enzymes of the body. Through this innate functionality natural energy is constantly being forced into the skin, muscles, bones, tendons and other tissues of the body passively nourishing them similar to how a Sage Mode user is able to heal from damage. This means that a Sage Transformation user will naturally heal faster than a normal individual outside of combat and will be more resistant to trivial damage like taijutsu or weapon based attacks. This is best shown when Jugo takes severe damage nearly fatal damage for anyone else from the raikage and is able merely continue onward. This is because the natural energy they absorb works on a cellular level upping their cellular regeneration rate allowing the soft tissue of the body to be more elastic and energy absorbent than normal human cells. In the WSE this means that instead of gaining the standard five health per day a Sage Transformation user that knows this technique will heal ten health per day basically cutting their healing time in half. Additionally due to the constant influx of natural energy the body naturally has more vitality and vigor having an outside stream of energy flowing into the body. Meaning the Sage Transformation users health is boosted by twenty affording them additional health beyond the standard health that would be obtained by rank. This is simply because of the way their body is, making it a passive and constant action.
Note: Can be placed in a bio or referenced in the first turn of a fight



( Sādo ai Buraindo ) - Third Eye Blind
Type: Supplementary
Rank: D
Range: Short
Chakra: N/A
Damage: N/A
Description: A little known fact about Salamanders like their amphibious relatives the frog or the reptilian snake they too have nicticating membranes on their eyes. Like snakes they have a third transparent eye-lid that can be drawn down covering the eyes thus protecting them from sand, dust, mud, water or other liquids. This creates a natural barrier with which certain substances cannot travel and is one of the reasons why they can so easily travel underground. Additionally it makes all Salamanders immune to visual based genjutsu, these being the types of genjutsu that require direct eye contact. A signer of the Salamander contract after learning either form of Sage Mode, Imperfect or Perfect is able to gain this trait. Thus making them immune to visual genjutsu when in Sage Mode. This is a passive ability and can happen alongside the activation of Sage Mode just needing to be referenced.



(Katon: Saiha) Fire Release: Blazing Blade
Type: Attack
Rank: A rank
Range: Short
Chakra cost: 30 (-5 per turn to maintain)
Damage points: 60
Description: The user begins by gathering up a fair amount of katon chakra letting it flow into a gauntlet and then manipulating it around a single area creating a visible flame almost a jet of fire that blasts out. He then compresses the katon chakra into a long thin blade that extends out from the gauntlet. It can be extended from nearly any part of the gauntlet and has both shape and form. It can easily cut through flesh creating deep searing wounds. The blade can be extended out to about the same size as a normal sword and can be used as an extension of the person's own self giving him a longer reach.
Notes:
-Can only be used three times per battle
-Can't use S rank katon the same turn this is used
-The blade can be held for as long as the user continues manipulating Katon Chakra
-While maintaining the blade, the user is unable to mold any other chakra than Fire and can't do handseals.

±± Approved ±± added note.
(Katon: Saiha) - Fire Release: Blazing Blade
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra cost: 30 (-5 per turn to maintain)
Damage points: 60 ( +20 to taijutsu or kenjutsu )
Description: The user begins by gathering up a fair amount of fire chakra letting it flow through their body or a specific limb and then manipulates it into a specific area. By doing so they create a visible flame almost a jet of fire that blasts out. He then compresses the fire into a long thin blade that extends out from the body or around a blade. It can be extended from nearly any part of the body or blade and has both shape and form. It can easily cut through flesh creating deep searing wounds. The blade can be extended out to roughly five meters from their position acting like an extension of their body giving them a larger and more dangerous reach.
This blade can be used to supplement the damage of taijutsu adding an additional twenty damage to any taijutsu technique where the blade of fire is used to attack. It can also be channeled into a blade or a projectile to be used alongside kenjutsu or to be thrown up to mid range. The blade can be held for as long as the user continues feeding the fire or throws it.

Note: Can only be used three times per battle
Note: While active the user can only use fire techniques, taijutsu and kenjutsu

Parent technique for the following:



(Senpo: Derauea Sumasshu) - Sage Arts: Delaware Smash
Type: Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user will concentrate a massive amount of natural energy into one of their index fingers extending their respective arm out while bending the finger back with their thumb to a painful degree. The user continues to force immense amounts of natural energy into their finger as their arm and hand begin to glow slightly with their veins being outlined in a glowing aura before finally releasing the finger flicking it out towards an opponent. As they do this they release all of the built up natural energy creating a dense torrent of natural energy that picks up the wind around the users fingers creating an intense gust of wind accompanied by a dense, destructive and forceful burst of natural energy that collides with anything in it's path. Due to the sheer amount of stress placed on the finger it is broken by the release of so much energy.
This torrent of natural energy is strong enough to pierce through the human body and it has a three inch radius being up to long range in length from where the user releases it. It is also strong enough to deal with any elemental nature on par with it nullifying anything S rank or below, continuing on if what it nullified was weaker than S rank. This torrent acts like a percussive shockwave when it comes in contact with a solid object traveling through it while also causing a fair amount of damage to it with it radiating out throughout the medium. It will crush and crumble earth, bend and break steel as well as other solid objects or elemental releases or blast away liquids like water or poison etc. If it comes into contact with an energy based object the shockwave with blow fire away and destabilize lightning while also breaking down wind or elements of a gaseous nature due to the colliding shockwave-like aspects. This applies to things weaker to, or neutral to it. Things that are stronger will be partially weakened in the ways specified but not completely nullified or destroyed. If it strikes a person at full strength it can pierce through them creating a six inch hole through their body while also radiating through the body like it would any solid medium breaking and snapping bones, bruising and tearing muscle and organ tissue as well as bursting and rupturing nerve endings causing excruciating pain all throughout the body. If it strikes a person after being weakened it has enough force to create the rippling effect breaking bones, tearing and bruising muscles and organs as well as rupturing nerve endings but cannot create the piercing effect which is the most substantial damaging aspect.
Note: No other Sage Arts can be used in the same turn or the turn directly after
Note: It breaks the finger involved and can only be used twice per battle once per index finger

Appearance [ ]

□ Approved. □


(Senpo: Detoroito Sumasshu) - Sage Arts: Detroit Smash
Type: Offensive/Defensive
Rank: C - A
Range: Short - Mid
Chakra: 15 - 30
Damage: 20 - 60
Description: Based heavily upon the principles behind (Senpo: Derauea Sumasshu) - Sage Arts: Delaware Smash but toned down to a point where it won't damage the user allowing them to supplement and use Detroit Smash in a much safer way than Delaware Smash. The Sage Mode user will concentrate a small amount of natural energy to a significant amount of natural depending upon how much damage they wish to create and channel it into their arm as they perform a punch of some kind. Similar to Leaf Dragon God the user through the sheer power of their body empowered by natural energy and the natural energy create a massive amount of wind pressure around the limb creating a forward pulse of natural energy and sheer wind pressure. The pressure and natural energy plays on par with elemental techniques.

5% Detroit Smash: At C rank the user concentrates a small amount of natural energy to create a small pulse of wind pressure and natural energy. This is enough to knock an opposing limb away and move the opponent back one or two meters opening them up to a follow up attack. If used in an upward strike like an uppercut or a downward strike like an axe-fist it has enough force to lift a body one to two meters or cause it to buckle hitting the ground.

20% Detroit Smash: At B rank the user concentrates a moderate amount of natural energy to create a fairly reasonably sized burst of power and wind pressure creating a gale of pressure with enough force to break bones if it makes contact. It can knock a person back about five meters carrying them with the wind pressure and natural energy. Additionally it has enough force to smash the ground slightly creating small buckles and cracks in solid earth able to negate B rank and below solid earth techniques.

100% Detroit Smash: At A rank the user concentrates a signigicant amount of natural energy but less than it's parent technique (Senpo: Derauea Sumasshu) - Sage Arts: Delaware Smash. Through a strike the user can create enough force to create an updraft which in turn creates rain for a moment. This rain is cosmetic and can't be used for rain or release and only lasts a second or two. This has enough wind pressure and natural energy behind it to crush several bones under the sheer strength of it and can travel up to mid range from the user. It has enough force to knock an opponent back up to ten meters throwing them back if undefended.

Note: C or B rank can be used four times per battle
Note: A rank can only be used twice with a one turn cool down.



(Senpo: Derauea-Detoroito Sumasshu) - Sage Arts: Delaware-Detroit Smash
Type: Offensive/Defensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 ( -30 to the user as recoil )
Description: An ultimate combination between (Senpo: Derauea Sumasshu) - Sage Arts: Delaware Smash and (Senpo: Detoroito Sumasshu) - Sage Arts: Detroit Smash where the user will concentrate an extreme amount of natural energy throughout their entire body using it to power their body past it's natural limitations. The user continues sending natural energy directly to the muscles themselves causing them to rip and tear at a cellular level causing an intense wave of pain. This process is similar to a balloon being filled with air as the natural energy is forced into the muscles to a point where they begin to expand slightly due to the sheer amount of natural energy infused and forced into them. Then the user will with his left hand bend his finger back flicking it forward creating a massive burst of wind pressure and natural energy being as strong as Sage Arts: Delaware Smash enough to pierce through even S rank techniques of any element nullifying them. He follows this up by creating a punching motion with his right arm similar to Sage Arts: Detroit Smash. If this strike makes contact with an object it has enough force and power to send a massive amount of force through the body or solid object and can even create a forward rushing gale of wind pressure and natural energy. For earth release and other solid techniques this will cause anything S rank and below to crumble to dust and ash, for liquids it will send the mass of liquid rushing away in the other direction as it's struck traveling with the forward momentum and with wind release or energy based techniques it will destabilize and distort them nullifying them. When combined against one singular technique these two motions have enough to nullify Forbidden rank and below elemental techniques. It's real power comes in when it hits a living being directly either strike has enough force and power behind it to crush numerous bones acting as a wave that travels through the body. Additionally it will rupture every single nerve ending in the body causing intense pain that washes over the body paralyzing the opponent due to the nerves being ruptured thus unable to temporarily send or receive messages only sending synapses of pain to the brain. However like Delaware Smash there is a massive amount of recoil when using this technique hence it's forbidden nature. It breaks the small bones in the left hand and shatters the humerus, radius and ulna of the right arm due to the sheer strain and force placed on the limbs as they strike outward thus is a last ditch effort. This is like a balloon popping when all of the natural energy and pressure that was stored in the body is released it causes such destructive damage to the users own body roughly one third of the damage it would cause to an opponent.
Note: Can only be used once per battle.
Note: Cannot use any Sage Arts in the same turn or for two turns after usage


Old idea:

Velocity 9
Creator:
Type: Healing/Supplementary
Description and Background: Velocity 9 is based heavily on the same principles behind (Ketsueki no Zōka Piru) Blood Replenishing Pill focusing on increasing speed, healing, stamina and to a lesser extent strength. This is done through the process of blood doping by creating an excess amount of blood through the pill which at is base is a large does of the hormone erythropoietin. Erythropoietin is a substance produced by the kidney that leads to the formation of red blood cells, by consuming more Erythropoietin than the kidneys naturally produce the consumer is able to increase the red blood cell content which allows the newly created blood to carry oxygen to the muscles, tendons and organs allowing them to work harder, longer, and with less rest. This is because they are constantly being supplied with oxygen, increasing the rate of cellular respiration. Cellular respiration is the process in which your muscles use oxygen to produce ATP energy. The process is rather simple your body obtains oxygen from the ambient air you breathe. It enters the blood stream and is carried to your muscles, where some of it is used immediately, and the rest is stored by a compound called myoglobin. Whether you’re using your muscles or not, the oxygen in your body is used to break down glucose and create the fuel for your muscles called ATP. More oxygen means more extra energy.
Additionally the hormone erythropoietin is paired with a haemoglobin-based oxygen carrier which in essence is a blood substitute which allows the blood itself to carry more oxygen than natural. This substance was designed specifically to maximize blood flow and tissue perfusion and therefore, oxygenation. All of this together also create a process called Platelet-Rich Plasma therapy, which is a concentrate of platelet-rich plasma protein derived from whole blood. It has a greater concentration of growth factors than whole blood, and is used in the medicine to encourage a brisk healing response across several bodily structures including tendons, skin, bones and organs. This is because the platelet-rich plasma contains growth hormones that can stimulate the healing of soft tissue and joints slowly healing the body over time.

All of the above mentioned substances work together to increase the users speed x2 increases their reactions x2 and increases the rate at which they heal allowing them to heal twenty damage per turn for four turn. Additionally it will increase their taijutsu damage by twenty passive damage. These effects last for four turns before another pill has to be taken to maintain the effects. Thus allowing moderate to severe wounds to be healed but cannot heal things like missing limbs or appendages. This is because it is basically just a very increased form of homeostasis allowing the body to return to normal. The increase to reactions is because the brain is able to be supplied with excess oxygen allowing it to process information faster. Large wounds such as cuts, scrapes etc will scab over quicker with blood coagulating and making the user immune to the process of bleeding out. Broken bones can also be healed slowly over time as well as nerve and tendon damage. It also has the effect of diluting and scrubbing the body of poison should it be inside the body nullifying it.

Description of Side Effects:

The side effects include high blood pressure, hyper-viscosity of the blood as well as a decreased cardiac output and blood flow velocity which results in the reduction of peripheral oxygen delivery. What all of this amounts to is that after taking one pill the blood thickens slightly causing the body to be less oxygenated. This in turn slows the user by two speed ranks after the first pill wears off for two turns. This becomes three speed ranks after a second pill wears off for three turns and finally after a third pill wears off the users speed is halved for three turns.

During the times where they are slowed they will breathe heavily and sweat profusely as if always trying to catch their breath. This is because of the taxing nature of the reaction the blood has as the heart muscle will need to work harder and longer to maintain itself and oxygen to the muscles and brain. Additionally they will be unable to form more than four hand seals per turn for the period of time wherein they are effected.
 
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Zatanna

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Kami no me | The Eye of God
Type: Weapon
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description:
The Eye of God is an idol carried by those called "Truth Bearer" for the servants of Nagakabouros, believed to be the God of the Sea, depicted as an enormous serpent head with tentacles spiraling around it in endless motion, with no beginning and no end. Also called The Mother Serpent, The Great Kraken, or even The Bearded Lady. The Idol itself is made from chakra infused metal, able to conduct and absorb the users chakra and control the beings it constructs. The Eye of God has 3 abilities, separate but all interlinked.

The first being that by fueling the Idol with (20) chakra, the user can passively once per turn (at the cost of a move slot) create a chakra construct to take the form of a tentacle. This tentacle is 10M long, with a 3M diameter base. Once created, the tentacle can last until destroyed, or released, costing 5 chakra per turn to remain active. This ability has a 2 turn cooldown before another can be made. By manipulating the Idol, the user can control the tentacle and command it to attack, grab, or defend from incoming attacks, being able to defend from one A rank (60 Damage) before being destroyed. This tentacle's attack by slamming the target deals 60 damage.

The second ability, usable twice per battle with a 4 turn cool down is by slamming the Idol into the ground, the user summons immediately 4 tentacles around themselves. These tentacles function exactly as the first ability ones, however due to extreme stress on the idol can only be used twice, and after the second time, the idol can no longer be used in battle at all.

The last ability, taking advantage of the Idols ability to funnel chakra and control the tentacles, allows the user once per turn passively at the cost of a move and 20 chakra points, imbue an element into all tentacles on the field. Only one element can be channeled at a time, which affects all tentacles.
 

Howard

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The following is meant to be a personal summon:

( Kuchiyose no Jutsu: Salazzle ) - Summoning Technique: Salazzle
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Salazzle is a dark grey Fire salamander resembling a bipedal salamander. She has a thin dark grey body with a purple underside. Her head is dark grey with purple eyes and slit pupils reducing the amount of light that can enter into the eyes. There are several tooth-like protrusions on the lower jaw being vestigial teeth that can be released after biting something leaving sharp arrow like teeth behind. Salazzle's body has three pink markings, one on the chest, and the other two on the abdomen. Salazzle has a long, dark grey tail with a pink underside and two protrusions come out from the tail's base which can be used like hypodermic needles should a tail strike land allowing her to inject poison directly into an opponent's blood stream. She has hands and feet with five digits each similar to summons like Ma and Pa toad having a somewhat bipedal stance however when she moves she returns to all fours to move and run. She is able to change her size relatively quickly shifting between two sizes passively once per turn. First is roughly twice the size of a normal human being about ten meters from head to the end of the tail. Alternatively she can shrink down to a much smaller more manageable meter long size small enough to stand on a shoulder or cling to the body thus making travel easier.
She can move at thrice the summoner's base speed allowing her larger form to be used for travel by the user standing on her back. At either size Salazzle can use poison techniques releasing the poison from her vestigial fangs molding it with poison chakra and expelling it from the mouth allowing her to use any poison technique the user knows up to S rank. Or she can release poison techniques from her tail protuberances shooting the techniques outward or over her head. Additionally due to the fact that she can innately produce her own poison she only has to lace this poison with chakra to manipulate it meaning her poison techniques have a passive +20 to their damage.
Her poison is Samandarin a toxic substance produced by most Fire salamanders. It's effects are over-excitation of the muscles, restlessness, hypertension, rapid breathing, dilated pupils, muscle convulsions, respiratory paralysis, and eventually the poisoned person will faint. Once poisoned by this substance the first symptom is muscle convulsions and over-excitation of the muscles as well as restlessness causing the poisoned individual to twitch and stutter this happens the turn after the poison touched the skin. After two turns the lungs begin to shut down causing labored breathing causing the opponent to need to gasp taking deep breathes to merely obtain enough oxygen to breath as well as hypertension and rapid breathing. Finally after six turns of being poisoned the organs begin to shut down causing the poisoned individual to pass out, for the WSE this causes the individual's health to drop to zero. Each turn after passing out the poisoned individual will take five damage thus negating their natural healing ability leaving them unable to act on their own unless healed from outside sources.
She is able to communicate with her summoner either verbally or mentally and has senses strong enough to sense minute vibrations such as changes in pressure and heat signatures up to one LM away. This is because of several compounding senses first is her sight, Fire salamanders unlike their kin have a flatter lens which can focus over a much wider range of distances so unlike her amphibious kin she is neither near or far sighted having fairly decent vision. On top of this like other Salamander she uses trichromatic color vision extending into the ultraviolet range. Next is her sense of smell, enhanced by a Vomeronasal organ allowing her to sense pheromones and scents over a large distance. Third like most Salamander she has a lateral line organ allowing her to sense pressure differentials in air and water. Finally all salamanders lack middle ear cavities, eardrum and eustachian tubes making her immune to sound techniques that target the eardrum or the middle ear specifically. Additionally she takes half damage and half of the effects of sound techniques in general due to the fact that she lacks the usual organs and faculties targeted by sound release techniques. She is able to passively merge with the user to hide once per turn, or evade damage however she doesn't grant the merged summoner with any abilities only making travel or hiding easier.
Note: Can only be summoned once lasting four turns


Declined: significantly cut down on how many abilities this one contracted animal has—it's altogether way too much.


( Suraimutaimu! ) - Slime Time!
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 ( 5 per turn to coat the body )
Damage: 60 ( 10 per turn if poisoned )
Description: Salamanders can coat their body in a slippery slime-like substance that they produce this is meant to be a natural deterrent and can be either mucous or toxic excretions from granular glands found under the skin. This mucus coating on damp skin makes them difficult to grasp, and the slimy coating may have an offensive taste or be toxic depending on the type of Salamander using the technique. When attacked by an aggressor, a salamander may position itself to make the main poison glands face the aggressor so that as they are attacked they release this substance outward spraying their aggressor. This slippery substance makes grappling the user incredibly difficult reducing taijutsu damage by twenty as each strike is softened by this slime that causes blows to ricochet or glance off on top of this solid offenses like earth release, and similarly solid techniques glance off reducing their damage as well. Salamanders can have a ridge of large granular glands down their spines which are able to squirt a fine jet of toxic fluid at their attacker and a contract signer can mimic this by releasing the poison in a pressurized jet from the pores of their skin. Alternatively when used by a contact signer they are able to quickly produce poison to accomplish the effect of the mucous or toxin acting in the place of the salamander's natural toxic defense. Obviously they would need to know poison release, but by coating their body in poison they are able to mimic this property getting the same benefit as well as adding twenty passive damage to their poison techniques. This is because excess poison from the body will be forced into these techniques increasing their deadly nature. The user can also halt and start the process at will merely by stopping or starting the chakra flow to the pores of their skin allowing them to use it against enemies but not harm allies.
Note: Poison spraying ability can only be used thrice with a one turn cool down
Note: Producing and coating the body in the mucous or poison is passive and can be stated in a bio or the first move


Declined: neither salamanders nor contract signers are getting a passive +20 to poison that lasts indefinitely.


( Kuchiyose no Jutsu: Salazzle ) - Summoning Technique: Salazzle
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Salazzle is a dark grey Fire salamander resembling a bipedal salamander. She has a thin dark grey body with a purple underside. Her head is dark grey with purple eyes and slit pupils reducing the amount of light that can enter into the eyes. There are several tooth-like protrusions on the lower jaw being vestigial teeth that can be released after biting something leaving sharp arrow like teeth behind. Salazzle's body has three pink markings, one on the chest, and the other two on the abdomen. Salazzle has a long, dark grey tail with a pink underside and two protrusions come out from the tail's base which can be used like hypodermic needles should a tail strike land allowing her to inject poison directly into an opponent's blood stream. She has hands and feet with five digits each similar to summons like Ma and Pa toad having a somewhat bipedal stance however when she moves she returns to all fours to move and run. She is roughly a meter long small enough to stand on a shoulder or cling to the body thus making travel easier.
She can move at thrice the summoner's base speed. Salazzle can use poison techniques releasing the poison from her vestigial fangs molding it with poison chakra and expelling it from the mouth allowing her to use any poison technique the user knows up to S rank. Or she can release poison techniques from her tail protuberances shooting the techniques outward or over her head. Additionally due to the fact that she can innately produce her own poison she only has to lace this poison with chakra to manipulate it meaning her poison techniques have a passive +20 to their damage.
Her poison is Samandarin a toxic substance produced by most Fire salamanders. It's effects are over-excitation of the muscles, restlessness, hypertension, rapid breathing, dilated pupils, muscle convulsions, respiratory paralysis, and eventually the poisoned person will faint. Once poisoned by this substance the first symptom is muscle convulsions and over-excitation of the muscles as well as restlessness causing the poisoned individual to twitch and stutter this happens the turn after the poison touched the skin. After two turns the lungs begin to shut down causing labored breathing causing the opponent to need to gasp taking deep breathes to merely obtain enough oxygen to breath as well as hypertension and rapid breathing. Finally after six turns of being poisoned the organs begin to shut down causing the poisoned individual to pass out, for the WSE this causes the individual's health to drop to zero. Each turn after passing out the poisoned individual will take five damage thus negating their natural healing ability leaving them unable to act on their own unless healed from outside sources. She is able to communicate with her summoner either verbally or mentally. She is able to passively merge with the user to hide once per turn, or evade damage however she doesn't grant the merged summoner with any abilities only making travel or hiding easier.
Note: Can only be summoned once lasting four turns



( Suraimutaimu! ) - Slime Time!
Type: Supplementary/Offensive
Rank: A
Range: Short - Mid
Chakra: 30 ( 5 per turn to coat the body )
Damage: 60 ( 10 per turn if poisoned )
Description: Salamanders can coat their body in a slippery slime-like substance that they produce this is meant to be a natural deterrent and can be either mucous or toxic excretions from granular glands found under the skin. This mucus coating on damp skin makes them difficult to grasp, and the slimy coating may have an offensive taste or be toxic depending on the type of Salamander using the technique. When attacked by an aggressor, a salamander may position itself to make the main poison glands face the aggressor so that as they are attacked they release this substance outward spraying their aggressor. This slippery substance makes grappling the user incredibly difficult reducing taijutsu damage by twenty as each strike is softened by this slime that causes blows to ricochet or glance off on top of this solid offenses like earth release, and similarly solid techniques glance off reducing their damage as well. Salamanders can have a ridge of large granular glands down their spines which are able to squirt a fine jet of toxic fluid at their attacker and a contract signer can mimic this by releasing the poison in a pressurized jet from the pores of their skin. Alternatively when used by a contact signer they are able to quickly produce poison to accomplish the effect of the mucous or toxin acting in the place of the salamander's natural toxic defense. Obviously they would need to know poison release, but by coating their body in poison they are able to mimic this property getting the same benefit as well as adding twenty passive damage to their poison techniques. This is because excess poison from the body will be forced into these techniques increasing their deadly nature. The user can also halt and start the process at will merely by stopping or starting the chakra flow to the pores of their skin allowing them to use it against enemies but not harm allies. This can only boost the power of poison techniques for three turns and has to be referenced when it does. After those three turns there won't be enough poison on the skin to accomplish this effect. It can used in this way twice per battle.
Note: Poison spraying ability can only be used thrice with a one turn cool down
Note: Producing and coating the body in the mucous or poison is passive and can be stated in a bio or the first move
 
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