Amegakure's Custom Center

Howard

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(Senninka: Ta keita) - Sage Transformation: Polymorph
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 ( user regains 150 chakra per creature )
Damage: 60 ( also heals 60 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 self healing them self 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 self the user doesn't need to completely absorb the creature if they're large enough a small portion will do. 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 for a turn. 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 and an increased sense of sight. 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. 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. The Sage Transformation clansmen doesn't gain inherent traits from the specific creature absorbed just their overarching species traits like wings, claws, talons, eyes, muscle structures, bone structures etc. If they absorb a creature with venom producing glands, they can mimic the venom producing glands of an that animal. 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.
This is because their body is now able to support the production of venom and poison to a much higher degree than even a poison user almost on the level of a poison master giving them a temporary immunity to any canon poison technique. If the user is already immune to canon poison this portion does nothing for them. The Sage Transformation user can only mimic the venom producing glands if they know poison ninjutsu.

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 lasts four turns per use


(Dokuton: Kagaku tenshi) - Poison Ninjutsu: Chemical Angel
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30 ( +5 to continue producing the poison after activation )
Damage: 30x ( x being number of turns effected )
Description: Chemical Angel was used by the creator of this technique to refer to the colorless, poisonous substances found within it. These substances form an overarching family of flammable poisons that react violently with liquids such as water becoming intensely hot releasing a vast amount of heat boiling itself and the water, or other liquids such as alcohol and turning it to vapor while also vaporizing itself and turning into a gaseous poison one rank lower than it was before the clash. If already in a gaseous state the poison has the strong effect on water while still remaining in it's gaseous state allowing for a strength to water release and water based elements like snow or ice while in whichever form; liquid or gas. Being flammable the poison also reacts violently with lightning and fire igniting upon contact in both forms. If in it's liquid state it becomes gaseous continuing onward as a dense torrent of bright yellow flame vaporizing to a semi-fluid dense mist that burns brightly. If in it's gaseous state when it comes against fire or lightning it ignites as well staying as it's gaseous form in essence absorbing the flames into itself and using them to power the flame as it begins to sublimate into the air creating a large short range plume of bright yellow-green smoke-like smog and flame. The same happens with lightning.
This can be released in it's gaseous or liquid form from the mouth, and nose or created from any part of the skin. No matter which way it's produced it works very similar to the Poison Creation technique being able to be formed into blasts, waves, gusts, or torrents and directed towards the opponent.
Unlike some poisons these substances are a pesticide similar to the substance sealed in medical scrolls that is used to kill bugs being double strong to Aburame, Kamizuru, or custom summoning techniques that revolve around insects with this technique being able to kill bugs from even Forbidden Rank variations of those techniques.
With it's various applications out of the way the ingredients and their bodily symptoms, first is, Methyl isocyanate: which is a colorless, poisonous, tearing agent, also being a flammable liquid. It is soluble in water, but it also reacts with water very violently as described above. Exposure symptoms include coughing, chest pain, dyspnea, asthma, irritation of the eyes, nose and throat, as well as skin damage ie: second and third degree burns. Higher levels of exposure, can result in pulmonary or lung edema, and hemorrhages, and eventual death.
Next is Bipyridilium, a liquid or solid dissolved in a liquid carrier in this case the Methyl isocyanate, it is flammable as well as Methyl isocyanate and is what makes it so strong against Aburame bugs, as well as insects. This also makes it strong to fungi, and plants. It has the same exposure effects as a nerve agent which leads to contraction of pupils, profuse salivation, convulsions, and death by asphyxiation due to a loss of control of the respiratory muscles. This technique can be used alongside and in the same timeframe as a fire or water technique imparting upon those elements the toxic nature of this poison as well as making water scalding hot this increases their rank by one rank up to S rank which increases it's damage by +20. The bodily effects begin the turn after exposure except burns if contact with the skin is made which are instantaneous, with eventual death taking place 6 turns after exposure. The user will not be burned by this if they come in contact with it. If chakra is being siphoned from the user by insects similar to Aburame bugs, this technique can be used to mold that chakra into poison almost instantly killing the insects that are feeding on the chakra.
Note: Can be used four times per battle
Note: The user is immune to their own poison, and Howard is immune to all variations

Not sure whether to make this next one Sage Mode based or Sage Transformation based.I feel like either could do it in a technical sense. I lean toward Sage Mode.


(Senpo: ) - Sage Art: I'll Be Your Hero!
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30 ( +15 each turn )
Damage: N/A
Description: A very complex technique it is born by the innate need to protect others or their self from harm. The user begins by surrounding their body in a defensive aura of natural energy pulling it directly from their surroundings and forcing what little natural energy they have in their body outward to commingle with this aura pulling it inward. Instinctively they begin to absorb this aura and force it back into their muscles deep within their body increasing their durability and size while also increasing their speed. This increases their muscle mass doubling it by forcing the natural energy into their very body instead of creating senjutsu chakra. The natural energy that would have become an outward protective cushion becomes an inward one allowing the user to hold the natural energy in their muscles for four turns negating the damage of any A rank that comes into contact with the user's form and halving the damage of any S rank. Each turn an additional 15 chakra can be paid to keep the form going or to regain the ability to negate damage which is lost when the user takes more than A rank damage.
Note: Form lasts four turns and can be used three times
 
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Hiko

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(Suiton - Denpunshiroppu no hōshutsu) Water style - starch syrup release
Type:Offensive|Defensive| Supplementary
Rank: D
Range:Short - Mid
Chakra: 10
Damage: 20
Description: The user utilises a more basic release of the C rank technique 'Water Style: Starch Syrup Capture Field' by making there water styled chakra higher in viscosity much like the C rank technique, the user can create small waves of starch syrup,small blasts, and small objects of the sticky substance from the users body which the user can hold. By utilising a single hand-seal the user can creates small bodies of starch syrup from the ground by channelling there chakra into the said area.

how is it .-.
 

Howard

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(Senninka: Burasutorasshutābo) - Sage Transformation: Blast Rush Turbo
Type: Supplementary/Offensive
Rank: B/A
Range: Short - Mid
Chakra: 20 - 30 ( +10 per turn to sustain the vents )
Damage: 40 - 60
Description: The Sage Transformation user creates two small vents on the palms of their hands or the soles of their feet or both and from them releases continual small blasts of natural energy infused chakra bursts. This can be used to create forward, or backward momentum by properly positioning the arms allowing them to dodge and avoid in abrupt non-telegraphed ways controlling the momentum created by the blasts to increase momentum, decrease momentum, change directions, or attack the opponent or techniques with dozens of small consecutive pressurized blasts. This can be used to dodge techniques passively by moving the body out of the way.
This can create a pseudo-form of flight by manipulating and constantly using the energy produced by the blasts to move the body through the air higher or lower faster or slower by controlling and directing the energy output precisely and purposefully. This can be used to augment taijutsu, to fly, to break and destroy different types of jutsu and the blasts play on par with elemental releases of the same rank. This attack will add an additional forty damage if used with taijutsu and the user can spend an additional ten chakra per turn to keep the vents active allowing for an indefinite augmentation to their body. These pressurized bursts can be used in close quarters combat to target vital organs and bones. When moving around through the use of this technique the user will move at double their base speed.
By placing their hands together and aiming them at a technique or opponent the user can create a very dense pressurized version of this technique releasing all of the explosive force at once. This creates a larger single blast with much more power while also molding the natural energy intensely. This pressurized blast can punch through solid things such as earth release, steel release and other solid elements like ice, it will cancel out things like fire, wind, or lightning dispersing their forward momentum and finally it can negate the movement of liquid techniques such as water or poison sending the liquid back at where ever it originated from. This is an A rank release of pressure with comparable strength to any element, it is stronger than raw chakra, taijutsu, weapon ninjutsu and Jyuken.
Note: The vents for the A rank variation cannot be sustained for multiple turns

Appearance: [ ]
A rank variation: [ ] [ ]


CMT stuff:

(Kōti Makkokōto) - Coaty McCoatface
Type: Weapon
Rank: Forbidden
Range: Short
Chakra Cost: 40 (for aura-abilities) (-20 per turn)
Damage Points: 80 (for aura-abilities)
Description: Coaty McCoatface, originally named Coat·tail is a sentient Medical Lab Coat stitched together with the fibers of a dozen Medical Summoning Scrolls. Personality wise Coat-tail is a smug, egotistical, snobbish, self-centered and selfish being only helping it's wearer because without them he would be nothing more than a coat sitting on a rack with nothing to do or no way to see the world. While being worn Coat-tail has access to the wearers chakra flow able to absorb minuscule amounts of chakra proliferating and amplifying it converting twenty of the wearers chakra points into forty for himself every turn that he absorbs chakra storing it for later use this is a passive ability.
Coat-tail at it's core is roughly eighty percent summoning scroll fibers meaning that the user is able to use (Kuchiyose No Jutsu: Eisei Yougu) Summoning technique: Medical tools through it without a blood sacrifice summoning any tool they have at their disposal or stored away in another location along with Basic Medicine, Custom Medicine, Basic Poison Samples, Custom Poison Samples, and the various other herbs and solvents needed to create or conduct medical treatment of a patient. The remaining twenty percent is human skin fiber and muscle fiber tissue which is bound with life force energy granting coat-tail his sentience and his "health." This counts as a move, but the wearer can summon various objects with a single use just like it's parent technique (Kuchiyose No Jutsu: Eisei Yougu) Summoning technique: Medical Tools. When using this ability it appears as if the wearer is reaching into the coat and just simply pulling out these objects in an almost cartoonish fashion as if they were coming from a pocket dimension when in reality they are just being summoned the same way as they would with a summoning scroll just without any summoning smoke or noise. This is only the first of a few abilities Coat-tail has which will be explained further down.
The second ability Coat-tail has is the ability to take the absorbed chakra that he has amplified and apply it to any Medical Jutsu the wearer uses as well as use certain medical techniques; Chakra Transfer Technique, and Mystic Palm Technique. This extra chakra increases the potency of Medical Ninjutsu adding an additional free thirty chakra to techniques where the user is converting chakra into healing energy or transferring chakra to an ally or patient or an additional twenty damage to a destructive medical technique such as Strong Beam for example. This ability is passive and can only be used after Coat-tail has absorbed chakra from the wearer and happens in the same timeframe as the technique it is used to amplify or alter this chakra comes from Coat-tail's supply and if he doesn't have the chakra to perform it it cannot be used. It can only be used once per turn with a turn cooldown in between and can only be used four times per battle. The wearer if he so wishes is able to give chakra directly to Coat-tail but must use the Chakra Transfer Technique to do so spending the jutsu slot Coat-tail can do the same in return to the wearer but must have chakra to do so. Coat-tail has a capacity of three hundred chakra points meaning he can hold up to that amount to be used to help the wearer or their medical jutsu usage he has ninety health points and can be destroyed if they are depleted. However he can be healed through medical jutsu such as (Iryō Ninjutsu: Seru Soutei) Medical Technique: Cell Binding, (Iryō Ninjutsu: Saibō no saisei) Medical Technique: Cellular regeneration and (Iryō Ninjutsu: Shōsen Jutsu) Medical Technique: Mystic Palm Technique. This is due to the fact that he is twenty percent human skin fiber and muscle fiber tissue meaning the cells can be regenerated, grown or bound back together just like a human however if his health reaches zero this is impossible as it means all of the human tissue has been destroyed.
Coat-tail through the connection to the wearer's chakra flow is able to passively perform the diagnosis skill on his wearer continuously alerting the wearer to anytime that their chakra flow falls under aberration. Coat-tail can then send chakra to the wearer spiking their chakra and freeing them from whatever ailment caused the aberration or tear through their flesh, and muscle causing a spike in pain. Breaking genjutsu counts as a move and spends chakra equal to the amount needed to break the genjutsu through kai. If he doesn't have enough chakra in his reserves he cannot do this but doing so through pain does not require chakra however can only be done twice per battle whereas breaking genjutsu through chakra spiking can be used as many times as kai is allowed to be used. Coat-tail is also able to monitor the wearers health and know when they have taken damage and can keep them posted on their bodily functions including all of their Vital Signs and is able to use the Mystic Palm technique on the user to heal wounds using his own chakra to heal by applying the healing natured energy directly to the body. Finally all of the basic chakra natures can be channeled into and subsequently through Coat-tail to create an aura around the wielders torso and upper-body that makes direct contact by opponents impossible Poison Specialists are able to channel dokuton chakra into the coat for a similar effect. Each nature creates varying effects but this aura only directly surrounds the user and doesn't extend past short range. These auras effect neither Coat-tail or the wearer and each aura ability is S rank in strength dealing the appropriate damage.

Lighting - Lighting chakra creates coiling electricity all around the user that sparks out striking anything that tries to make contact with the user. This can shock anyone in short range akin to (Iryō Raikō Ninjutsu: Shinkeikei Konran no Jutsu) Lightning Medical Technique: Skill of Nervous System Confusion. This lightning temporarily neutralizes all feeling to the targeted area for a limited amount of time, essentially anesthetizing it by overloading and numbing the nerves with the electrical discharge. If struck it can paralyze a person completely for a single turn leaving them numb for three turns, or if used out of battle it can last upwards of five turns like the medical usage of (Iryō Raikō Ninjutsu: Shinkeikei Konran no Jutsu) Lightning Medical Technique: Skill of Nervous System Confusion). This ability can be used once per turn.

Fire - Fire chakra creates a omni-directional aura of flame around the torso burning anything that comes into contact with the flames. These flames are enough to cause third degree burns to anything that comes in direct contact with it excluding the user. They only travel outward away from the user surrounding their upper-body in bright flames. These jump outwards in all directions and can be directed to strike anyone in short range of the user. They can cause precise localized burns to opponents causing a wound and immediately cauterizing it making the damage somewhat permanent. This also has the added benefit of sterilizing the coat, torso, upper-arms, forearms and hands akin to the "I Clean all of Me/Him" techniques removing dirt, debris, or sediment in a short range radius. The flames can be directed once per turn.

Wind/Water - Wind or water chakra create a shroud of wind or water all around the users torso arms and stomach blocking objects from reaching the user as well as four blades of wind or water that lash outward acting as additional appendages. These can be directed in a manner that can cause deep cuts with near surgical precision severing blood vessels, tendons, muscles nerves or even bones. These blades are strong enough to cut through flesh, muscle and bone, having enough precision and dexterity to even perform precise surgery being used as a medium for certain medical techniques. Rudimentary they whip out striking anything within short range of the user at their discretion. The blades can be manipulated once per turn with four active blades being used.

Earth - Earth chakra creates a three hundred and sixty degree dust-storm around the user filling all of short range with it. This masks their presence with thick dust encompassing all of short range with the chakra infused dust. Sharingan is unable to pierce through this neither are regular eyes allowing the user to hide, or move through the dust cloud to avoid confrontation. If the opponent is inside or enters this dust-storm the dust sticks to the linings of their eyes, nose and throat when breathed and can even work it's way deep into the lungs. This will cause anyone excluding the user to cough profusely and it will blind them as well as making the sense of smell useless. The user is able to sense anything the dust touches giving them an almost seismic sense in short range allowing them to see the world around them without their eyes.

Poison - Dokuton chakra can be used to create a liquid shroud of poison directly around the users torso, upper-arms, forearms and hands and is an extension of the ability granted by channeling water chakra into the coat. The user can create four dense blades of liquid poison that have the same abilities as the water mentioned above. A secondary ability is to evaporate the shroud of poison creating a dense gaseous cloud of poison all throughout short range covering a three hundred and sixty degree sphere around the wielder. This cloud follows the user and moves with them changing it's area with them and works a lot like the dust-storm created by earth chakra. The poison is chakra infused and unable to be pierced through by sharingan or chakra sensing allowing the user to hide in it and they are able to sense anything the poison touches giving the ability to sense everything in short range as long as poison is touching it. The user is able to create a shroud of basic poison or a shroud of custom poison but they must be immune to whatever poison they use as if they are not they will be infected by it and suffer the effects. The poison has the effects of whatever poison is used to create the aura, and must be referenced when used. Each ability can only be used once per turn.

His personality is that of a cynical, self-serving Englishman and he can talk directly to the wearer through their mind but when he does this it sounds like a smart-ass Englishman with a snide tone and little interest in the actual well-being of it's wearer. As stated the only reason Coat-tail helps the wearer is so that he isn't hung on a coat rack and left to rot. He is rather smart and perceptive and will at times refuse to help the wearer if he feels they aren't respecting him. The coat can be sealed inside of the wielders Medical Summoning Scroll and passively be summoned to the battlefield if not already being worn.

Note: Coat-tail can be on the field indefinitely but can only do what he has enough chakra for
Note: Anything that isn't specified as passive counts as a jutsu
Note: Diagnosis is passive and can be used indefinitely
Note: Coat-tail can only be worn by Medical Shinobi and can only be destroyed by his "health" being depleted
Note: The auras can be activated two times per battle and lasts four turns per usage
Note: Only a single aura can be active at any time and must wait one turn between deactivation


(Kōti Makkokōto) - Coaty McCoatface
Type: Weapon
Rank: A
Range: Short
Chakra Cost: ( -20 per turn to the wearer ) ( +40 to Coat-tail's reserves per turn )
Damage Points: ( -20 to the user upon wearing this happens once )
Description: Coaty McCoatface, originally named Coat·tail but called Coaty by the medical shinobi who found him just to annoy him is a parasitic, sentient Medical Lab Coat stitched together with the fibers of a dozen Medical Summoning Scrolls. Personality wise Coat-tail is a smug, egotistical, snobbish, self-centered and selfish being only helping it's wearer because without them he would be nothing more than a coat sitting on a rack with nothing to do or no way to interact with the world. While being worn Coat-tail has access to the wearers chakra flow able to absorb minuscule amounts of chakra proliferating and amplifying it converting twenty of the wearers chakra points into forty for himself every turn that he absorbs chakra storing it for later use this is a passive ability.
Coat-tail at it's core is roughly eighty percent summoning scroll fibers meaning that the user is able to use (Kuchiyose No Jutsu: Eisei Yougu) Summoning technique: Medical tools through it without a blood sacrifice summoning any tool they have at their disposal or stored away in another location along with Basic Medicine, Custom Medicine, Basic Poison Samples, Custom Poison Samples, and the various other herbs and solvents needed to create or conduct medical treatment of a patient. The summoning scroll fiber is bound with life force energy granting coat-tail his sentience and his "health." This counts as a move and costs the same as it's parent technique, but the wearer can summon various objects with a single use just like it's parent technique (Kuchiyose No Jutsu: Eisei Yougu) Summoning technique: Medical Tools. When using this ability it appears as if the wearer is reaching into the coat and just simply pulling out these objects in an almost cartoon-like fashion as if they were coming from a pocket dimension when in reality they are just being summoned the same way as they would with a summoning scroll just without any summoning smoke or noise.
The second ability Coat-tail has is the ability to take the absorbed chakra that he has amplified and apply it to any medical or poison jutsu the wearer uses as well as use certain medical techniques; Chakra Transfer Technique, and Mystic Palm Technique. This extra chakra increases the potency of Medical Ninjutsu adding an additional thirty chakra to techniques where the user is converting chakra into healing energy or transferring chakra to an ally or patient or an additional twenty damage to a destructive medical or poison technique such as Strong Beam for example or poison techniques increasing their rank by one up to S rank. S ranks just gain 20 extra damage. This ability is passive and can only be used after Coat-tail has absorbed chakra from the wearer and happens in the same timeframe as the technique it is used to amplify or alter this chakra comes from Coat-tail's supply and if he doesn't have the chakra to perform it it cannot be used. It can only be used once per turn with a turn cooldown in between and can only be used four times per battle. The wearer if he so wishes is able to give chakra directly to Coat-tail but must use the Chakra Transfer Technique to do so spending the jutsu slot Coat-tail can do the same in return to the wearer but must have chakra to do so and he can only return half of the chakra he has giving back exactly what was given to him no more. Coat-tail has a capacity of three hundred chakra points meaning he can hold up to that amount to be used to help the wearer or their medical or poison jutsu usage he has sixty health points and can be destroyed if they are depleted. However he can be healed through medical jutsu such as (Iryō Ninjutsu: Seru Soutei) Medical Technique: Cell Binding, (Iryō Ninjutsu: Saibō no saisei) Medical Technique: Cellular Regeneration and (Iryō Ninjutsu: Shōsen Jutsu) Medical Technique: Mystic Palm Technique. This is due to the fact that he is bound with life-force energy from the wearer so he can be regenerated, grown or bound back together just like a human however if his health reaches zero this is impossible as it means all of the life-force energy has dissipated and his sentience has been lost.
Coat-tail through the connection to the wearer's chakra flow is able to passively perform the diagnosis skill on his wearer continuously alerting the wearer to anytime that their chakra flow falls under aberration. Coat-tail can then send chakra to the wearer spiking their chakra and freeing them from whatever ailment caused the aberration or tear through their flesh, and muscle causing a spike in pain. Breaking genjutsu counts as a move and spends ten chakra from Coat-tail's pool. If he doesn't have enough chakra in his reserves he cannot do this but doing so through pain does not require chakra however can only be done twice per battle whereas breaking genjutsu through chakra spiking can be used once per turn with a one turn cool down period. Coat-tail is also able to monitor the wearers health and know when they have taken damage and can keep them posted on their bodily functions including all of their Vital Signs and is able to use the Mystic Palm technique on the user to heal wounds using his own chakra to heal by applying the healing natured energy directly to the body.
His personality is that of a cynical, self-serving Englishman and he can talk directly to the wearer through their mind but when he does this it sounds like a smart-ass Englishman with a snide tone and little interest in the actual well-being of it's wearer. As stated the only reason Coat-tail helps the wearer is so that he isn't hung on a coat rack and left to rot. He is rather smart and perceptive and will at times refuse to help the wearer if he feels they aren't respecting him. The coat can be sealed inside of the wielders Medical Summoning Scroll and passively be summoned to the battlefield if not already being worn.
Note: Coat-tail can be on the field indefinitely but can only do what he has enough chakra for
Note: Diagnosis is passive and can be used indefinitely, anything that isn't specified as passive counts as a jutsu
Note: Coat-tail can only be worn by Medical Shinobi and can only be destroyed by his "health" being depleted




( Iryō/Dokuton Ninjutsu: Miama Mōdo ) - Medical/Poison Technique: Miasma Mode
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( -30 per turn active to refill the area and augment techniques )
Damage points: N/A ( adds up to 40 damage to a technique per turn )
Description: Based heavily on it's parent technique ( Iryō Ninjutsu: Iryō Mōdo ) - Medical Technique: Medical Mode after forming 2 hand seals, this mode envelops the user in a flowing shroud of purple chakra converting the amino-acids, pheromones, hormones and other subtle substances in their body into a strong poison.
This chakra is a twenty/eighty percent mixture of medical chakra and poison chakra creating a ratio that allows both to commingle allowing for a stronger, more precise poison with the ability to passively mold this chakra alongside other natures to create toxic jutsu. The user can also use this to produce a poison that they have on their person or within short range of them. This allows them to constantly add poison to their jutsu usage while at the same time creating a Short-Long range ethereal mist of poison throughout the field allowing the user to sense anyone or anything inside of the mist. This poison mist doesn't react with other jutsu in the standard way, it will not clash with techniques being like air a medium in which techniques can travel through but it won't clash or dissipate but can be temporarily blown or moved around with wind release but will immediately flow back to re-encompass it's previous area of effect. This sensing ability allows them to distinguish between chakra natures, individual people and even subtle differences in the consistency of the chakra used to produce techniques and is similar in usage to the diagnosis skill being a medium for a pseudo-diagnosis allowing the user to know of the chakra levels, the health levels, the emotional responses and any other vital sign related to their opponents or even anyone found inside the poison mist including their own body being able to know things down to the hormone, neurological, and cellular level. This is passive, just like the diagnosis skill that it is based upon and raises the reactions of the user to the point of emotion sensing giving them a x3 to their reaction speed.
When used to augment jutsu usage such as fire, water, wind or semi-solid earth like dust or mud as well as other elements the user may know the ethereal poison chakra can boost the lethality of these types of techniques by imbuing upon them an innate toxicity. They will gain an additional rank up to S rank and gain an extra forty damage. Depending on the effects of the poison the symptoms may vary the basic poison produced by this technique has the same effects as the basic Med Toxin also working as a tearing agent burning the linings of the nose throat and lungs, however if a sample is used it instead has the effects of that specific poison accompanied by the tearing agent like effect. Using a different poison sample will change the color of the shroud and the poison involved mimicking the natural color of the poison used. Each time this is used to augment a technique it will cost a move slot but happens in the same timeframe as the technique it is used to augment. Due to being created by the users own chakra they will be immune to any negative effects of this technique or it's poison but allies will not, and even individuals with a poison immunity to canon poisons will be effected by the poison created by this technique.
Note: Miasma Mode lasts 5 turns and can be used twice per battle, war or conflict
Note: Medical Mode cannot be used if Miasma Mode was used and vise-versa
 
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Howard

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Technique Name: Frenzied Regeneration
Type: Durability
Rank: B
Range: Short
EXP: 20
Damage: 60% ( Healed )
Description: Frenzied Regeneration is an offshoot of Beast Boy's core ability meaning it is closely tied to his transformation abilities. With it he is able to begin the process of healing his wounds over time or instantly healing certain low rank or low scale wounds. His core ability itself already allows for the regrowth of removed limbs what this is, is an advanced form of that regaining health and vitality along with the newly created flesh. It allows him to produce extra bodily tissue, blood, muscle, bone and sinew to replace that which was lost by an attack over a period of time as well as creating new stem cells to heal other wounds..
Healing isn't really instant in most cases and is something the user must focus on to accomplish meaning if the user wishes to heal he must actively regenerate and it takes a full turn to heal larger damage such as limb loss or organ degeneration. This is because it is something he must focus on for an extended period of time sort of like how a Salamander regrows it's tail or an Axolotol regrows parts of it's body. The reason why this is faster than in nature is Beast Boy's ability to speed up and instigate almost instant transformations. When activated this technique heals 30% of Beast Boy's durability stat as health healing things like large lacerations, broken bones, torn muscles lost arms, legs, hands, finger, toes or other appendages and then for the next three turns he heals an additional 10% of his durability stat as health per turn. During these three turns small things like cuts, bruises, fractures etc are healed. Each activation counts as a move, so after three turns the technique needs reactivated if the user wishes to continue healing.
Note: Can only be used three times per battle




[video=youtube;8iiRUs1oLZk]https://www.youtube.com/watch?v=8iiRUs1oLZk[/video]
“Things that I said, are suddenly swarming and oh, I'm losing sight-... I'm losing touch. All these little things seem to matter so much that they confuse me, that I might lose-... me.”

Name: Steven Universe | Connie Maheswaran
Nickname: Stevonnie, Howard
Gender: Male | Female
Age: 14
Clan: Sōma no Kō​


Looks:

Steven is relatively short with a thick, stocky build. He has curly black hair and full black irises. He wears a pink T-shirt with a gold star in the center of it. He also wears cuffed blue jeans and salmon-pink flip-flop sandals. Connie is a young girl with dark skin and waist-length dark brown puffy hair, a prominent nose, thick eyebrows, and is slightly taller than Steven. When fused together they inhabit a slightly taller version of Connie's body that they collectively refer to as Stevonnie.


Personality:



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Steven: Steven is an optimistic, friendly, outgoing, soft-hearted and carefree boy with a happy-go-lucky attitude that can get him into trouble on a battlefield. He is musically inclined, with a propensity for breaking out into song and occasionally playing on his ukulele. Steven is also very kind-hearted, good-natured, and compassionate, something that can get him hurt at times as he is not always prepared or ready to fight however he deeply loves his friends and family and wishes to protect them with every facet of his being. He is friendly toward almost everyone he meets (even to his detriment), rarely holds grudges, and is very non-discriminatory, never treating anyone with prejudice, even his enemies. No matter the situation, Steven will always go out of his way to support his loved ones, even if it means putting his life on the line, and he will avoid resorting to violence if possible. He would much rather make a compromise and choose to reason than fighting back.

Steven is rather naive and socially oblivious, due to his isolated upbringing. Steven has never attended a school, and isn't the best at socializing in a proper manner, having an oblivious nature. While Steven is often prepared to go on adventures at a moment's notice, he has a habit of biting off more than he can chew, requiring his friends and Connie to intervene. While Steven initially retains his childlike innocence and obliviousness to the dangers he is frequently put in, his encounter with other shinobi have given him a new level of seriousness about being who he is. This initially makes Steven self-conscious about his immaturity, and he gains resolve to outgrow it, although his misguided attempt becomes a source of self-inflicted misery as he tries to break off his friendship with Connie to protect her from harm.

Connie: Connie is introverted, curious, and intelligent. Due to her lifestyle she hardly stays in one place for long and has been unable to form lasting friendships, which left her frequently feeling lonely. She can be a bit deadpan at times, such as when she jokes about cutting off Steven's hand. She has grown to be more confident and aggressive at times having a side to her personality that was brought out when she learned how to fight. She also began to display a reckless side, but this was quickly put out by Steven who told her she wasn't alone. She holds a very protective nature over Steven and has dedicated herself to becoming his knight wanting to fight alongside him, and for him in times of strife as he isn't an intuitive and sharp fighter.


Village Info


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


Rank//Chakra Info


Ninja Rank:
Jounin
Chakra | Health:
1300 | 800
Specialty:
N/A
Elements:
Lightning - A rank
Earth - A rank
Fire - A rank
Water - A rank
Your ninjutsu:
Ninjutsu - A rank
Taijutsu - A rank
Genjutsu - A rank
Poison Ninjutsu - A rank
Medical Ninjutsu - A rank
Sōma no Kō - A rank​


Background Info.


History: Steven and Connie were orphaned early and drifted throughout various lands learning what they could.


Other



(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.

Taijutsu: Together they studied taijutsu and learned how to fight.

Medical Ninjutsu: The two have trained in medical ninjutsu and accessed some fairly advanced medicine and poison given to them by others.

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. Both Steven and Connie are immune to their 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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(Dokuton: Dokuhebi no shokushu) - Poison Ninjutsu: Touch of the Toxic Tyrant
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60 ( accompanied with the effects of the poison )
Description: A summoner molds poison chakra for a summoning creature alongside the summons own chakra exactly like Naruto did for Gamabunta in the anime when he fought the Shukaku allowing Gamabunta to use the Transformation Technique to turn into a representation of the Kyubi momentarily. It doesn't matter if the creature on it's own can or cannot produce poison as the summoner is imbuing it upon them through an innate connection or directly to a jutsu they are about to use allowing them to produce a certain poison for a limited amount of time with no ill effects. The user and the creature must make contact while the chakra is being molded and given and the creature is given a temporary immunity to the poison they create as it is an amalgamation of their own chakra mixed with that of their summoner. This can be used alongside an ally instead of a summoning creature but requires direct contact and works similarly to the Chakra Transfer Technique with the user imparting a fraction of poison chakra upon the ally with the same allowable effects as a summoning creature described below.
This allows the creature to either create a "toxic jutsu" a jutsu that has an innate toxicity to it due to the poison chakra eg: a fire technique would release gaseous poison as it burns, a water technique would have a thick poison-like consistency, a wind technique would have the hue and effects of the copied poison, and mud or dust from an earth technique would be a solid variation of the poison copied or creature the poison in it's base form. This boosts the rank of a technique by one rank and grants twenty extra damage up to S rank where it just grants forty extra damage. If the summoning creature cannot use ninjutsu this poison chakra can be used to create a specific poison and passively release it from the mouth, fangs, talons, skin, feathers etc for three turns having a temporary immunity to it during that time. If released from the mouth it can be liquid or gas and travels as a large wave or gust of poison but can only be done once per turn. If a specific poison isn't used the poison created has the effects of Med Toxin
Note: Can be used three times per battle
Note: Can be used in the same timeframe as a summoning technique

(Dokuton/Senninka: Haiki Gasu) - Poison Ninjutsu/Sage Transformation: Exhaust Fumes
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20 ( upon first reference or injection )
Damage: ( +20 to vent based Sage Transformation techniques )
Description: At it's most basic form a passive jutsu where the user molds minuscule almost immeasurable amounts of poison chakra alongside their transformations allowing the jets, vents and exhausts that they expel natural energy and chakra from to expel poison gas as well alongside these other substances. This needs to be posted as a reference but can just naturally happen alongside the users transformations allowing the normally harmless exhausts to become somewhat deadly in nature. This poison gas is ethereal in nature and doesn't clash with most jutsu acting like air but can be blown away with wind release. This is a constant process that happens all throughout a fight augmenting any vent based Sage Transformation technique with a poison the user can create, like Med Toxin or their own custom poison.
Each time a technique where chakra is expelled from a vent is used it creates a Short - Mid range mist of ethereal poison that can be seen through. This technique requires the user to have medical knowledge, know Poison Release and Sage Transformation obviously though making it only usable by a select few. An active application of this technique is the ability to create needle-like protuberances from the body like hypodermic needles with the ability to inject poison directly into the bloodstream of the opponent through taijutsu usage or Sage Transformation techniques allowing for a better application of both poison and Sage Transformation. This active ability can be used five times per battle and counts as a move whereas simply releasing poison gas from the exhausts does not. The poison gas released from the vents or the liquid created and injected into the opponent is densely laced with large amounts of Natural Energy meaning if breathed in or injected it has the potential to partially turn people to stone reducing their speed by two ranks causing severe pain with the ability to turn entire limbs to stone if uncured for two turns. This works against even Sage Mode users because this Natural Energy is bound to the poison touchable by the person effected by the poison meaning this cannot be balanced no matter how hard the effected person tries or struggles. The only people this effect does not work on are Sage Transformation users as they cannot be turned to stone through natural energy usage. This natural energy doesn't enter the chakra flow of the opponent and acts directly upon the cells of the body it can be cured or nullified in the same way poison can be and if the stone portions are removed the stone will stop spreading but this is a painful process as it is removing flesh, and skin.

(Senninka: Demigodo no tēruseniriasu) - Sage Transformation: Tail of the Demigod Cenarius
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: 30
Description: The Sage Transformation user creates one or two tails upon their lower-back allowing them to augment taijutsu usage with the ability to attack with them as if they were extra arms. once created these extra tail-like appendages can last indefinitely throughout an entire event or multiple battles. They are as strong as the users normal arms, and if desired rudimentary hands can be formed at the ends of the tails to create hand seals, hold things or use taijutsu. Hand based techniques can be used from these such as Chidori, Raikiri and even the Rasengan or any other techniques that originate from the hands and the tails can be extended up to long range allowing the user to augment the range of certain techniques. If techniques are dangerous to the user such as the Rasenshuriken for example the user can release the tail immediately after it takes damage allowing them to negate that damage. This technique works by extending a useful tail or two from the tailbone making it easy to control and manipulate as easily as an arm or leg.
Note: Can be used three times per battle and can last indefinitely until destroyed
 
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Howard

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Next CJ cycle.




(Senninka: Ta keita) - Sage Transformation: Polymorph
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 ( user regains 100 chakra per creature )
Damage: 60 ( also heals 60 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. 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. 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.
This is because their body is now able to support the production of venom and poison gaining a natural immunity to such substances. The user becomes able to produce these substances to a much higher degree than even a poison user almost on the level of a poison master giving them the temporary immunity to any canon poison technique mentioned. If the user is already immune to canon poison this portion does nothing for them. The Sage Transformation user can only mimic the venom producing glands if they know poison ninjutsu.


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 lasts four turns per use

♪ Declined: The colored portion is iffy. If anything, it should only be applicable for the next poison technique used by the user, and the poison would only last for a turn max within the user's body. The immunity to canon poison as a result of absorbing a single venom is illogical, that won't be approved. ♪
(Senninka: Ta keita) - Sage Transformation: Polymorph
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 ( user regains 100 chakra per creature )
Damage: 60 ( also heals 60 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. 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.

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 lasts four turns per use



Updating:

(Senninka: Kaibō-gaku kōen) - Sage Transformation: Anatomy Park
Type: Supplementary
Rank: C - A
Range: Short
Chakra: 15 - 30 to activate ( +5 to make further alterations )
Damage: 30 - 60 ( healed to the user )
Description: By using their Sage Transformation ability a member of the clan can alter the structure and placement of their organs shifting them throughout their body. This allows them to avoid fatal damage by moving an organ out of the way of a strike that could deal fatal or near fatal damage. Things like the heart, lungs and other vital organs can be shifted anywhere throughout the body and encased in a layer of thick dense subcutaneous tissue and rough hard bone. Moving an organ is easy, only being a C rank ability and this ability can be done passively in the same time frame as another technique. This allows the user to preemptively move them, or do so in the moment either right before or as they are being struck. Encasing that organ in a reinforced protective layer is an A rank ability and makes the organ itself immune to A rank and below elemental damage as well as S rank and below taijutsu or ninjutsu. When the organ or organ system is struck the subcutaneous tissue and bone takes the entire brunt of the damage absorbing it before being broken back down and returned to the Sage Transformation other systems. When this break down and dispersion happens the Sage Transformation user is healed instead of harmed as that tissue and bone returns to any injured portion of their body rebuilding it almost instantly. For example if they have a broken bone or a large laceration the tissue and bone that is broken down travels to that point rebuilding the missing, broken or lost tissue. Moving the organ or organs again after activating the jutsu is a passive action and costs 5 additional chakra but also counts as a usage against the two times per battle limit but does not cost a move slot
Note: Can be used two times per battle
Note: Unusable on the user's brain.

♪ Approved: Reduced the number of times you can use this. Remember the duration of the technique is for the turn it's used in. After that, the organ would return to its original state. Loved the idea though, was the inspiration the Elder Toguro brother from YYH? ♪
(Senninka: Kaibō-gaku kōen) - Sage Transformation: Anatomy Park
Type: Supplementary
Rank: C - A
Range: Short
Chakra: 15 - 30 to activate ( +5 to make further alterations ) ( +10 to sustain )
Damage: 30 - 60 ( healed to the user )
Description: By using their Sage Transformation ability a member of the clan can alter the structure and placement of their organs shifting them throughout their body. This allows them to avoid fatal damage by moving an organ out of the way of a strike that could deal fatal or near fatal damage. Things like the heart, lungs and other vital organs can be shifted anywhere throughout the body and encased in a layer of thick dense subcutaneous tissue and rough hard bone. Moving an organ is easy, only being a C rank ability and this ability can be done passively in the same time frame as another technique. This allows the user to preemptively move them, or do so in the moment either right before or as they are being struck. Encasing that organ in a reinforced protective layer is an A rank ability and makes the organ itself immune to A rank and below elemental damage as well as S rank and below taijutsu or ninjutsu. If the user is skilled enough to understand their own tenkestu structure they can surround their specific tenketsu or their flow of chakra in general in a similar protective layer allowing for an innate defense against techniques that attack that specific system for example Jyuuken. When the organ or organ system is struck the subcutaneous tissue and bone takes the entire brunt of the damage absorbing it before being broken back down and returned to the Sage Transformation other systems. When this break down and dispersion happens the Sage Transformation user is healed instead of harmed as that tissue and bone returns to any injured portion of their body rebuilding it almost instantly. For example if they have a broken bone or a large laceration the tissue and bone that is broken down travels to that point rebuilding the missing, broken or lost tissue. Moving the organ or organs again after activating the jutsu is a passive action and costs 5 additional chakra but also counts as a usage against the two times per battle limit but does not cost a move slot. By spending an additional 10 chakra per turn the user can passively hold the alterations for multiple turns like other Sage Transformation techniques but if they fall unconscious or stop supplying additional chakra the organ or organ system returns to normal. This does not cost a move or a use of the technique but obviously costs chakra as mentioned.
Additionally the user can increase the amount of subcutaneous tissue, cartilage and bone in a specific part of their body. This doesn't need to be an area adjacent to an organ or organ system being anywhere throughout the body. By doing this the user can create a sort of pocket or growth of dense flesh and bone that takes damage for the user absorbing it into itself and breaking down. This is just like the ability to surround an organ and has all the same defensive abilities but is done elsewhere in the body as a defensive ability. For example if the user is about to be or is being struck in the chest, gut or shoulder in a place where an organ isn't they can pool a fair amount of this additional subcutaneous tissue and bone there to take the hit instead of their natural anatomy. They can reinforce their bones allowing them to stand through damage that would break regular bone and can create these mounds of flesh that can take on slashing and cutting damage much better than the users natural anatomy. In unison to this damage being taken the user can use the decomposing tissue to heal their other bodily structures just like the organ augmentation ability.
Note: Can be used two times per battle
Note: Unusable on the user's brain.



New:

(Dokuton/Senninka: Haiki Gasu) - Poison Ninjutsu/Sage Transformation: Exhaust Fumes
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20 ( upon first reference for vent techniques or any injection )
Damage: ( +40 to vent based Sage Transformation techniques )
Description: At it's most basic form a passive jutsu where the user molds minuscule almost immeasurable amounts of poison chakra alongside their transformations allowing the jets, vents and exhausts that they expel natural energy and chakra from to expel poison gas as well alongside these other substances. This needs to be posted as a reference but can just naturally happen alongside the users transformations allowing the normally harmless exhausts to become somewhat deadly in nature. This poison gas is ethereal in nature and doesn't clash with most jutsu acting like air but can be blown away with wind release. This is a constant process that happens all throughout a fight augmenting any vent based Sage Transformation technique with a poison the user can create, like Med Toxin or their own custom poison.
Each time a technique where chakra is expelled from a vent is used it creates a Short - Mid range mist of ethereal poison that can be seen through. This technique requires the user to have medical knowledge, know Poison Release and Sage Transformation obviously though making it only usable by a select few. An active application of this technique is the ability to create needle-like protuberances from the body like hypodermic needles with the ability to inject poison directly into the bloodstream of the opponent through taijutsu usage or Sage Transformation techniques allowing for a better application of both poison and Sage Transformation. This active ability can be used five times per battle and counts as a move whereas simply releasing poison gas from the exhausts does not. The poison gas released from the vents or the liquid created and injected into the opponent is densely laced with large amounts of Natural Energy meaning if breathed in or injected it has the potential to partially turn people to stone reducing their speed by two ranks causing severe pain with the ability to turn entire limbs to stone if uncured for two turns. This works against even Sage Mode users because this Natural Energy is bound to the poison untouchable by the person effected by the poison meaning this cannot be balanced no matter how hard the effected person tries or struggles. The only people this effect does not work on are Sage Transformation users as they cannot be turned to stone through natural energy usage. This natural energy doesn't enter the chakra flow of the opponent and acts directly upon the cells of the body it can be cured or nullified in the same way poison can be and if the stone portions are removed the stone will stop spreading but this is a painful process as it is removing flesh, and skin.
 
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Shinta

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This is just an idea I made yesterday on impulse, not sure if it's worth wasting a CW spot on this or not O__O'

Fūjin no sensu - (Fan of the Wind God)
Type: Offensive/Defensive/Supplementary
Rank: S-rank
Range: Short
Chakra: 30 (to summon)
Damage: 60
Description: This giant folding fan was created from pieces of the Nanabi's exoskeleton to create a fan particularly in tune with utilising wind style ninjutsu. When fully open, it bears the Kanji of the wind God Fūjin (風神) on the pale-green body of the fan itself. The outer spokes of the fan where comprised solely of the exoskeleton of the Nanabi, being the same blue colour as his armoured body. As such, a Jinchuuriki of the Nanabi is able to release some of Chomei's chakra to effectively and quickly materialise this fan in their hands; similar to the way they might form wings using the Flying Bug Technique. An extension of this is the Jinchuuriki is able to disperse the fan at will in order to prevent anyone else using it or to free up there hands. Not only will this fan grant the Jinchuuriki use of the Wind Ninjutsu that require Giant Fans but it also serves an effective weapon and shield, in both its closed and open states. When closed, it can be used as a club or bladed weapon due to the top of the outer spokes being sharpened. In its open form, it is able to completely hide the holder from head to toe and thus protect the Jinchuuriki from harm and has the ability to produce a blinding flash of light, similar to the Scale Camoflauge technique at the at the cost of 15 chakra. The fan is strong enough to block all forms of both standard and elemental taijutsu and kenjutsu up to A-rank, while blocking elemental ninjutsu up to B-rank but only once per turn. Twice per match the fan is able to block up to S-rank elemental Tai/Ken or A-rank Elemental Ninjutsu at the cost of immediately dispersing afterwards where it can not be summoned for another three turns.
Notes:
- Can only by used by the Seven Tails Jinchuuriki.
- If dispersed by the user, the fan can not be summoned for 1 full turn.
- The fan can use the blinding ability only three times
 

Howard

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This is just an idea I made yesterday on impulse, not sure if it's worth wasting a CW spot on this or not O__O'

Fūjin no sensu - (Fan of the Wind God)
Type: Offensive/Defensive/Supplementary
Rank: S-rank
Range: Short
Chakra: 30 (to summon)
Damage: 60
Description: This giant folding fan was created from pieces of the Nanabi's exoskeleton to create a fan particularly in tune with utilising wind style ninjutsu. When fully open, it bears the Kanji of the wind God Fūjin (風神) on the pale-green body of the fan itself. The outer spokes of the fan where comprised solely of the exoskeleton of the Nanabi, being the same blue colour as his armoured body. As such, a Jinchuuriki of the Nanabi is able to release some of Chomei's chakra to effectively and quickly materialise this fan in their hands; similar to the way they might form wings using the Flying Bug Technique. An extension of this is the Jinchuuriki is able to disperse the fan at will in order to prevent anyone else using it or to free up there hands. Not only will this fan grant the Jinchuuriki use of the Wind Ninjutsu that require Giant Fans but it also serves an effective weapon and shield, in both its closed and open states. When closed, it can be used as a club or bladed weapon due to the top of the outer spokes being sharpened. In its open form, it is able to completely hide the holder from head to toe and thus protect the Jinchuuriki from harm and has the ability to produce a blinding flash of light, similar to the Scale Camoflauge technique at the at the cost of 15 chakra. The fan is strong enough to block all forms of both standard and elemental taijutsu and kenjutsu up to A-rank, while blocking elemental ninjutsu up to B-rank but only once per turn. Twice per match the fan is able to block up to S-rank elemental Tai/Ken or A-rank Elemental Ninjutsu at the cost of immediately dispersing afterwards where it can not be summoned for another three turns.
Notes:
- Can only by used by the Seven Tails Jinchuuriki.
- If dispersed by the user, the fan can not be summoned for 1 full turn.
- The fan can use the blinding ability only three times
Honestly I think an armor for the Seven Tails Jinchuuriki's base form would be better and more cool. Like a scale armor that resembles Samurai Armor [ ] as an example. Could make it shift size with transformations acting like a secondary chakra cloak made from the same hard, dense scales that are used in the Seven Tails Jinchuuriki techniques. You could give it scale wings allowing for passive use of the flight technique, and it all around would look cooler imo than a folding fan. It could have similar effects creating bright light, blocking techniques, etc. Could also mention the wings on the back are the same size and shape of giant folding fans allowing the use of those techniques through them.

Though iunno up to you.

(Sōma no Kō: Tatchi no Tenshi) Twin Demons Technique: Caress of the Fallen Angel
Type: Supplementary
Rank: C - A
Range: Short
Chakra: 15 - 30 ( +100/-100 per turn when used to give or take chakra )
Damage: 30 - 60 ( Healed or Negated )
Description: This technique revolves around the ability of Sōma no Kō siblings to heal others or their Sōma no Kō sibling by restructuring their own DNA to provide flesh, bone, blood, tissue, or substance to someone or their own sibling. Due to being able to restructure the DNA this tissue matches the healed individual completely as if it was their own tissue. This is similar to their ability to restructure and merge with others to harm as the user will temporarily merge with another through momentary touch providing the aforementioned substances to them healing instead of harming. This can heal mild wounds things like bruises, cuts, or burns up to moderate things including large lacerations, missing fingers or toes, broken bones, severed muscles or tendons etc. After using this the Sōma no Kō siblings will need to merge so that the missing tissue can be replaced over time and can passively be used on each other to negate damage. This can be used while already fused as well allowing for versatility. After using this to heal the Sōma no Kō siblings cannot separate for an entire turn. It can also be used to alongside the flesh provide chakra to another by imbuing the flesh with chakra that will merge with the existing flesh eventually making it's way into the healed individual's chakra pathway system. Additionally by temporarily merging with an opponent or an ally the Sōma no Kō can temporarily link their chakra pathway systems by forcing a partial merger upon them. Through this intuitive connection a Sōma no Kō user can steal or gift chakra through their chakra system. This is done by forcing more chakra into an ally through this merger or by pulling chakra out of an opponent and forcing it into their own body.
This technique can be activated merely through momentary touch allowing the user to instantly give or take 100 chakra to or from an ally or opponent. Each turn that the merger continues the user can give or take an additional 100 chakra. This technique is based upon the natural connection that happens to the chakra flow of Sōma no Kō siblings as they merge only forcing this merger upon someone else by changing their DNA structure to mimic that of another.
Note: Can only be used four times per battle lasting four turns per activation



Shinta submitted:
(Dokuton: Poizunburetto) - Poison Ninjutsu: Poison Bullet
Type: Offensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 80
Description: The user begins by creating a small amount of liquid poison pooling the sticky liquid in their mouth chewing it like bubblegum kneading into it dense amounts of chakra perfecting the consistency. When complete the user exhales the poison, blowing it outward like a bubble creating a thick film of liquid poison. They fill this liquid film of dense sticky tar-like poison with gaseous poison inflating it. After the bubble gets to a reasonable size, decided upon by the user as small as a normal bubble or as large as their own body they release it. When released the poison travels towards an opponent or a technique. When it clashes with something the liquid erupts outward exploding with a decent amount of force while also creating a wave of liquid poison followed by a dense gust of gaseous poison. By performing the seal of confrontation the user can create multiple poison bullets each consisting of a liquid shell filled with gaseous poison. The poison created can be Med Toxin, a custom poison, or a specific poison created with this technique. The specific poison will cause cell necrosis to any skin touched causing symptoms of that mimic third degree burns with skin melting and bubbling up and reduce the poisoned individual's reactions and speed by three ninja ranks when it passes the lipid bilayer of the skin cells spreading throughout and effecting the whole body. This poison also makes it more difficult to breathe, forcing the effected person to wheeze and cough.
Note: Can be used three times per battle and the user is immune to any poison created

(Dokuton: Doku Rendan no Jutsu) - Poison Release: Breath of the Hydra
Rank: S
Type: Offensive/Defensive
Range: Short - Long
Chakra Cost: 40 ( -20 next turn to use again )
Damage Points: 80 ( -5 to user )
Description: Based heavily on (Dokuton: Doku Hebi Rendan no Jutsu) - Poison Release: Poison Hydra Barrage Technique the user will make two small nicks on their thumbs allowing blood to pool in their palms. Using this blood as a template they create either a generic poison similar to that created by the Hydra Barrage Technique having the same effects (which will cause increasingly severe muscular pain, sensory numbness and damage if absorbed through the skin (30 damage per turn, effects last 5 turns after exposure, death if the poison is vaporized and inhaled) or a unique poison of their own creation. What they do with this poison is release it in either one massive wave of liquid poison by bringing their hands together and releasing the poison all together, or two smaller waves by separating their hands and releasing the poison in two moderately sized torrents of liquid poison.
These torrents can be directed in two different directions allowing the user to attack multiple things and like it's predecessor by spending more chakra the user can passively release another smaller wave of poison on their next turn by spending half of the chakra they used for the original.
Note: Can be used three times per battle

(Dokuton: Dorakonikkuburesu) Poison Release: Tibsy's Draconic Breath
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( +10 to make it semi-solid again )
Damage points: 60 ( +30 to coated technique )
Description: The user molds poison chakra to create poison, or manipulates an already existing source of poison. If creating the source, he must perform the boar hand seal allowing him to form the source of poison into projectiles, nets, waves, tools or weapons. If he's manipulating an already existing source he is able to merely use slight motions of the hands to form sources into the above mentioned items.
As he manipulates the poison he coats it in chakra giving it shape and making it retain a form until the user decides to release the chakra coating at that point the liquid poison loses it's solid properties covering the opponent in a thick, gooey, liquid, tar-like, purple poison that can impede movement making the opponent slowed due to the excess weight of the poison as well as it's sticky properties. The poison reduces the poisoned individual's reactions and speed by three ninja ranks and causes a numbness upon any skin touched. This numbness radiates throughout the body ending in complete paralysis on turn five. During this time the numbness is accompanied by excessive pain and burning as the poison eats away at the first and second layer of skin causing moderate first to second degree burns all over the body. This will also half the opponent's speed as long as the poison remains on the opponent due to it's sheer weight and stickiness nearly doubling the opponents weight due to the weight. The user can also manipulate the poison to constrict the opponent hardening it to a point that it can hold a person in place indefinitely unless defended adequately. This is done by calling upon the chakra inside the poison causing it to increase the viscosity of the substance to the point where it's a semi-solid allowing for the temporary capture of opponents. The aforementioned process is the same one that keeps the poison solid until impact. If the opponent uses a technique that vaporizes the liquid poison such as fire, lightning or heat related ninjutsu the poison becomes a gaseous cloud of poison one rank lower and doubles the poison's effectiveness on the body as it becomes easier for it to act upon the body. This means the poisoned individual will lose six ninja ranks for their speed, and total paralysis will happen on turn three instead of five.
The user is also able to coat objects, constructs, other techniques, and weapons in a thick layer of liquid poison or feed poison itself into the molding and mixture of the technique itself. This layer holds all of the properties of poison and makes hits dealt with the coated object, construct, technique or weapon stronger, and more devastating. When solid, liquid, or semisolid techniques are coated with a layer of poison they stand up to force, and elements poison is strong to as if the coated technique is strong to the opposing technique. However this is true for the opposite as well, if this technique is used to reinforce a technique and poison is weak to the element it is clashing with even if the technique this was used on is strong to it, it will be considered weak to said technique.
Weapons, objects and constructs coated in poison become larger with a visible enlargement such as a kunai being completely enshrouded with purple poison, while techniques only change color slightly to a dull purple and become physically larger in size. The user can only form four constructs with a use of the jutsu and the power will be divided evenly between the constructs
Note: The reinforcing ability will require the use of the hand signal and happens in the same timeframe as the technique it's modifying. The reinforcing ability can only be used three times per battle and increases the rank of the modified technique by one rank up to S rank.
Note: The reinforcing ability can be used on other poison jutsu without the seal, as the user is just pumping more poison into the technique to make it larger, and stronger. This also has the added benefit of increasing the rank of the poison technique as it becomes a quick combo. This does not work on S rank or Forbidden techniques.
Note: This can be used with a custom poison but requires it to be liquid

Edits for Shinta's re-submission:



(Dokuton: Poizunburetto) - Poison Ninjutsu: Poison Bullet
Type: Offensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 80
Description: The user begins by creating a small amount of liquid poison. pooling the sticky liquid in their mouth and chewing it like bubblegum while kneading into it dense amounts of chakra to perfect the consistency. When complete the user exhales the poison, blowing it outward like a bubble creating a thick film of liquid poison. They fill this liquid film of dense sticky tar-like poison with gaseous poison inflating it. After the bubble gets to a reasonable size, decided upon by the user as small as a normal bubble or as large as their own body they release it. When released the poison travels towards an opponent or a technique. When it clashes with something the liquid erupts outward exploding with a decent amount of force while also creating a wave of liquid poison followed by a dense gust of gaseous poison. By performing the seal of confrontation the user can create multiple poison bullets each consisting of a liquid shell filled with gaseous poison. The poison created can be Med Toxin, a custom poison, or a specific poison created with this technique. The specific poison will cause cell necrosis to any skin touched causing symptoms of that mimic third degree burns with skin melting and bubbling up and reduce the poisoned individual's reactions and speed by three ninja ranks when it passes the lipid bi-layer of the skin cells spreading throughout and effecting the whole body. This poison also makes it more difficult to breathe, forcing the effected person to wheeze and cough.
Notes:
- Can be used three times per battle and the user is immune to any poison created
- Can not be used in successive turns


Declined: pick a rank, as there is no significant reason for this to be multi-rank. Either way, it'll need a few handseals and a turn-by-turn look at the attack's effects instead of "when it passes the lipid bi-layer.." Aside from that, omit the bit where it can create "a specific poison created with this technique."



(Dokuton: Poizunburetto) - Poison Ninjutsu: Poison Bullet
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user begins by creating a small amount of liquid poison pooling the sticky liquid in their mouth and chewing it like bubblegum while kneading into it dense amounts of chakra to perfect the consistency. In unison to doing this they form two hand seals (boar, snake) and exhale the poison, blowing it outward like a bubble creating a thick film of liquid poison. They fill this liquid film of dense sticky tar-like poison with gaseous poison inflating it. After the bubble gets to a reasonable size, decided upon by the user as small as a normal bubble or as large as their own body they release it, where it will travel at the same speed as a Lightning Release Technique traveling through the air at a fast pace. The poison bubble only takes a moment to form and release. When released the poison travels towards an opponent or a technique, when it clashes with something the liquid erupts outward exploding with a decent amount of force while also creating a wave of liquid poison followed by a dense gust of gaseous poison. By performing the seal of confrontation the user can create multiple poison bullets each consisting of a liquid shell filled with gaseous poison. The poison created can be Med Toxin, or a custom poison. Poison created through this technique will additionally cause cell necrosis to any skin touched causing symptoms that mimic third degree burns with skin melting and bubbling up and reduce the poisoned individual's reactions and speed by three ninja ranks when it makes contact. The poison also makes it more difficult to breathe, forcing the effected person to wheeze and cough.
Notes:
- Can be used three times per battle and the user is immune to any poison created
- Can not be used in successive turns, and the effects last for four turns or until cured











(Dokuton: Purageton kawa) Poison Release: River of Phlegethon
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( +10 per 5 meters beyond mid range)
Damage points: N/A ( +20 a water technique and adds the effects of the poison )
Description: The user when in direct contact with water will use their poison chakra to mold that water, slowly turning it into a liquid poison. Once created the user can passively control the consistency of the poison hardening it slightly allowing him to walk upon it while others will not be able to do this this is similar to Water Walking but only works for the user. If an opponent begins to sink into the poison it'll be hard to get out because as the opponent struggles to get up the sticky liquid pulls them down. This source of poison can be used for other jutsu as well such as Poison Creation. However it can only support jutsu A rank and below. The max size of the area converted is related to the users chakra input but can not transform massive water sources like entire lakes. The user must have a liquid poison to use as a template. A special property of poison created with this technique is it becomes flammable being able to ignite with the smallest of sparks. The liquid also will slowly begin to evaporate creating a dense ethereal poison mist that rises up from the liquid poison creating a tearing agent that decreases reactions by half. The liquid poison will also cause paralysis to any flesh it touches causing numbness and immobility until cured. This doesn't apply to the ethereal mist. This technique can only convert inanimate water sources or opposing B-Rank and below water techniques through contact. However the user can convert A rank and below water techniques that they use into poison in the same timeframe as the technique they're augmenting as long as it originates from their body. This is done by molding small amounts of poison chakra with another water technique using the water as a base for the poison creating a water jutsu with an innate toxicity. This increases the water techniques rank by one rank and grants 20 extra damage up to S rank where it just grants an extra 20 damage empowering the technique. Due to the fact that this is changing water to poison it also changes the techniques strengths and weaknesses to that of liquid poison release.
Note: Can be used four times per battle

(Dokuton: Midori no ryū no tanjū) Poison Release: Bile of the Green Dragon
Type: Offensive/Supplementary
Rank: B
Range: Short - Long ( mid of poison )
Chakra cost: 20 ( 10 per turn to sustain )
Damage points: 40 ( 20 per turn if sustained )
Description: The user can control poison already in play forcing it to move towards the opponent at a rapid pace through the air or across the ground. If it makes contact with the opponent it will cling to them forcing upon them a heavy weight restricting movement and holding them in place. This is enough force to restrict them holding their limbs in place but can be countered with a proper jutsu. This technique is initiated by performing the seal of confrontation during this time any and all poison in a fifteen meter radius of the targeted area will move to and cling to it. The user can then clasp a hand creating an intense pressure solidifying the poison into a dense liquid allowing for the ability to break and fracture bones while also still holding the opponent tightly. This can be used on gaseous or liquid poison. Constriction of the opponent can last up to two turns and makes them unable to move their arms, legs, head, neck or any other body part.
Note: While sustaining the constriction ability the user cannot mold chakra for other techniques

(Dokuton: Setsudan-go) - Poison Release: Viscous Mockery
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A
Damage: 60
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 either 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. This poison also has the effects of (Gokan Sakusou) - 5 Senses Confusion Disorder, causing minor confusion the entire time the effected person is poisoned and can interrupt the performing of a jutsu breaking hand seals or causing involuntary movement for a moment after breathing in the poison. This gaseous poison can be blown away by similarly ranked wind release.
Note: These need to be mentioned in the bio alongside the variation the user carries
Note: The user is immune to every poison this technique produces except custom ones created by others

(Dokuton: Dokuhebi no shokushu) - Poison Ninjutsu: Touch of the Toxic Tyrant
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60 ( accompanied with the effects of the poison )
Description: A summoner molds poison chakra for a summoning creature alongside the summons own chakra exactly like Naruto did for Gamabunta in the anime when he fought the Shukaku allowing Gamabunta to use the Transformation Technique to turn into a representation of the Kyubi momentarily. It doesn't matter if the creature on it's own can or cannot produce poison as the summoner is imbuing it upon them through an innate connection or directly to a jutsu they are about to use allowing them to produce a certain poison for a limited amount of time with no ill effects. The user and the creature must make contact while the chakra is being molded and given and the creature is given a temporary immunity to the poison they create as it is an amalgamation of their own chakra mixed with that of their summoner. This can be used alongside an ally instead of a summoning creature but requires direct contact and works similarly to the Chakra Transfer Technique with the user imparting a fraction of poison chakra upon the ally with the same allowable effects as a summoning creature described below.
This allows the creature to either create a "toxic jutsu" a jutsu that has an innate toxicity to it due to the poison chakra eg: a fire technique would release gaseous poison as it burns, a water technique would have a thick poison-like consistency, a wind technique would have the hue and effects of the copied poison, and mud or dust from an earth technique would be a solid variation of the poison copied or creature the poison in it's base form. This boosts the rank of a technique by one rank and grants twenty extra damage up to S rank where it just grants forty extra damage. If the summoning creature cannot use ninjutsu this poison chakra can be used to create a specific poison and passively release it from the mouth, fangs, talons, skin, feathers etc for three turns having a temporary immunity to it during that time. If released from the mouth it can be liquid or gas and travels as a large wave or gust of poison but can only be done once per turn. If a specific poison isn't used the poison created has the effects of Med Toxin
Note: Can be used three times per battle
Note: Can be used in the same timeframe as a summoning technique

(Dokuton: Amune no yorokobi) - Poison Ninjutsu: Amnesiac's Delight
Type: Offensive
Rank: C - A
Range: Short - Long
Chakra: 15 - 30
Damage: N/A
Description: Amnesiac's Delight is a modest gaseous substance with an oddly sweet scent created through chakra with only one useful ability the creation of temporary amnesia. When poisoned the poisoned individual will forget how to mold a specific kind of chakra temporarily. Depending upon the strength of the poison and the chakra put into creating it it can have mild to moderate effects with smaller amounts of chakra creating milder effects. If used at C rank a poisoned individual will forget how to use one chakra nature for two turns. If used at B rank a poisoned individual will forget how to use two chakra natures for three turns and finally if used at A rank the poisoned individual will forget how to use three chakra natures for four turns. Using the technique at B rank requires the seal of confrontation, while using it at A rank will require a hand seal.
Note: Can be used four times per battle

(Dokuton: Morudenkainen no kongōmono) - Poison Ninjutsu: Mordenkainen's Magnificent Mixture
Type: Supplementary/Offensive
Rank: C - A
Range: Short - Long
Chakra: 15 - 30 ( +10 - +40 chakra if over powering a boosted technique )
Damage: 30 - 60
Description: Mordenkainen's Magnificent Mixture at it's most simplest is just a poisonous form of carbogen a mixture of carbon dioxide and oxygen in any ratio allowing the user to create a poison that is similar in consistency and usage to smoke ninjutsu but more refined and stronger. This is done by using the users poison chakra to bind carbon dioxide in the atmosphere or the carbon dioxide that the user naturally expels to oxygen also in the atmosphere creating a pitch black gaseous poison that causes significant effects on the body more akin to what's done with poison instead of what's done with smoke ninjutsu with the ability to force itself into bodily orifices such as the mouth and nose forcing itself into the body and causing additional damage by tearing and expanding the gullet and nostrils.
Due to this fact it can be used against a smoke ninjutsu technique to turn that technique against it's previous user over powering it and taking hold of it having a similar strength to it as wind release allowing this poison technique to over power a smoke ninjutsu technique one rank higher. Additionally by spending extra chakra the user can overpower even boosted smoke ninjutsu techniques. This is done by forcefully breaking the carbon dioxide's bonds to the water particles and the other solid particles instead binding the carbon dioxide found in the smoke directly to the oxygen that surrounds it creating a new substance. While doing this it also nullifies the chakra found in the smoke technique with poison chakra and replaces it with the users own poison chakra. This doesn't exactly nullify the smoke technique in essence, instead it empowers it with it no longer being just smoke it's now carbogen thus it allows the user to take control of it retching it away from the opponent. Basically it is the same principle behind overpowering an earth technique that is being used on the ground by using a stronger earth technique and is possible because of how closely linked smoke ninjutsu is to poison ninjutsu both being gaseous using air as it's medium.
Alternatively the user can use this technique to simply create carbogen and release it from their mouth in a gaseous form having it force it's way into an opponents body. When carbogen is inhaled, the increased level of carbon dioxide causes a perception, both psychological and physiological, of suffocation because the brain 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 forcing the opponent to breathe in more carbogen, heart rate increases and becomes painful, and cells release alkaline buffering agents to remove carbonic acid from the bloodstream. A poisoned individual will lose control over their breathing and be left unable to breathe consciously needing to rely completely on the subconscious and their smooth muscles to breathe for them. They will continually feel as if they are suffocating short of breath and coughing reducing their reactions by one fourth for four turns. If not exposed to carbogen again the effects fade after four turns as the alkali buffering agents in their blood break down and dispose of the carbonic acid.
Note: Can be used five times per battle

Offensive appearance: [ ]


(Dokuton: Pirōtōku) - Poison Ninjutsu: Pillow Talk
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: A poison based on sleep the user molds several subtle substances from their own body such as melatonin which is produced by the pineal gland along with a sedative midazolam that calms the mind and places the poisoned individual into a drowsy state before putting them to sleep. This process mimics the process from ( Nehan Shōja no Jutsu ) - Temple of Nirvana Technique putting the opponent to sleep but cannot be broken the way genjutsu can be. However if poisoned by this an effected person can cause progressively more pain to their body to stay awake. If no pain is caused the poisoned individual will fall asleep one turn after being poisoned, if D rank damage is caused to them they can stay awake through this first turn however on the next turn they will fall asleep unless they take C rank damage to forgo this effect another turn, then B rank damage on the next turn, A rank on the following turn and finally S rank damage. Each turn the damage must double to have the same effectiveness until eventually the poisoned individual is rendered unconscious either due to the poison or the damage they have taken trying to not fall asleep. The turn after being poisoned the individual is also blinded until the poison is cured.
Note: Can be used twice per battle





Rank up information:





 
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(Raiton: Akarui me o Mawasu) - Lightning Release: Turn Around Bright Eyes
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: N/A ( +5 per turn to activate and maintain )
Damage: N/A
Description: A rather deceptive technique created to annoy and abuse the natural instinct of genjutsu users to make and maintain direct eye contact with their prey. The user will send small amounts of lightning chakra to their eyes creating a strobe-light effect that creates bright flashes in a forward direction towards anyone or anything that tries to make direct eye contact with the user.
This technique can be activated passively since it can be countered merely by avoiding eye contact thus doesn't count as a moveslot. These flashing lights can cause mild seizures and blindness to an opponent due to their extremely bright effects causing hand seals to falter and jitter apart making it impossible to use hand seals for two turns after even just briefly looking at the lights for a moment. The blindness will also last for two turns if the opponent tries to look directly into the users eyes causing additional problems. If direct eye contact is tried to be maintained for more than a single turn at a time the opponent will enter into a full on seizure unable to control their body at all as it causes convulsions, where the body shakes uncontrollably and they fall to the ground. The seizures aren't just created by the strobe effect, the light carries with it small amounts of electrical energy that mimic natural signals in the brain. This energy is enough to after entering the body through the eyes cause Generalized Seizures by creating misinformation in the brain through electrical signals being miss communicated and confused. The bright lights only travel forward effecting people in front of the user allowing them to be unaffected by this. It can also be used to cosmetically make the eyes glow any color the user wishes, for whatever reason. This also makes it impossible for the opponent to make direct eye contact even if the opponent tries to stare through the light because of the light itself and the energy it carries. It can also be used as a medium for genjutsu if desired as it's sending chakra and electrical signals into the brain anyway already.
Note: This technique is passive and can be used in the same timeframe as another technique


(Dokuton: ) - Summoning/Poison Ninjutsu: Tears of Elune
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A ( 60 if contact is made )
Description: The user will either create a large rift high in the sky Long Range above the ground with a mid range radius and begin to summon fourth a massive amount of poison through a portal creating a torrential downpour of poison or they will send moisture and subtle substances like sulfur dioxide and nitrogen oxide into the sky mixing it with the natural moisture in the air. Either way this creates a very dense storm of poison that rains down upon the battlefield with both poisonous and acidic effects being able to eat through or corrode solid substances such as paper, earth, metal, sand, wood, plants, bubblegum etc. It also has the potential to cause blisters and welts all across any skin touched causing pain and discomfort to anyone but the user. The user is able to if they choose to use a custom poison with this technique creating their poison instead of the acidic-like poison.
The user by concentrating these substances into their hands and releasing them in a forward burst can create a torrential wave instead of creating a poisonous rain but to do this requires the snake hand seal. Poison created this way has the potential to eat through solid techniques like mentioned above. Through this usage the user will create a massive amount of poison comparable in quantity to (Suiton: Dai Bakusui Shōha) - Water Release: Great Exploding Water Colliding Wave creating a massive source of poison to be used by other techniques.

Eh got bored half way through


(Dokuton: ) - Poison Ninjutsu: Last Breath of the Diseased Deceiver
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: A situational technique used after a poison technique has been changed from a liquid state to a gaseous state thus losing the ability to control and manipulate it but still have very deadly and useful properties. The user merely forces more poison chakra into the gaseous poison regaining control of it allowing them to manipulate it freely once more. This is best used after a liquid poison technique has clashed with a fire technique becoming gaseous in nature. Through this control the user can force the gas into the nose and mouth of the opponent at a time when they least expect it as well as forming it into blades, gusts or torrents that can cause slashing, piercing or blunt damage to an opponent.

Shinta's resubmissioins.



(Dokuton: Poizunburetto) - Poison Ninjutsu: Poison Bullet
Type: Offensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 80
Description: The user begins by creating a small amount of liquid poison. pooling the sticky liquid in their mouth and chewing it like bubblegum while kneading into it dense amounts of chakra to perfect the consistency. When complete the user exhales the poison, blowing it outward like a bubble creating a thick film of liquid poison. They fill this liquid film of dense sticky tar-like poison with gaseous poison inflating it. After the bubble gets to a reasonable size, decided upon by the user as small as a normal bubble or as large as their own body they release it. When released the poison travels towards an opponent or a technique. When it clashes with something the liquid erupts outward exploding with a decent amount of force while also creating a wave of liquid poison followed by a dense gust of gaseous poison. By performing the seal of confrontation the user can create multiple poison bullets each consisting of a liquid shell filled with gaseous poison. The poison created can be Med Toxin, a custom poison, or a specific poison created with this technique. The specific poison will cause cell necrosis to any skin touched causing symptoms of that mimic third degree burns with skin melting and bubbling up and reduce the poisoned individual's reactions and speed by three ninja ranks when it passes the lipid bi-layer of the skin cells spreading throughout and effecting the whole body. This poison also makes it more difficult to breathe, forcing the effected person to wheeze and cough.
Notes:
- Can be used three times per battle and the user is immune to any poison created
- Can not be used in successive turns


Declined: pick a rank, as there is no significant reason for this to be multi-rank. Either way, it'll need a few handseals and a turn-by-turn look at the attack's effects instead of "when it passes the lipid bi-layer.." Aside from that, omit the bit where it can create "a specific poison created with this technique."


(Dokuton: Doku Rendan no Jutsu) - Poison Release: Breath of the Hydra
Rank: S
Type: Offensive/Defensive
Range: Short - Long
Chakra Cost: 40 ( -20 next turn to use again )
Damage Points: 80 ( -5 to user )
Description: Based heavily on (Dokuton: Doku Hebi Rendan no Jutsu) - Poison Release: Poison Hydra Barrage Technique the user will make two small nicks on their thumbs allowing blood to pool in their palms. Using this blood as a template they create either a generic poison similar to that created by the Hydra Barrage Technique having the same effects (which will cause increasingly severe muscular pain, sensory numbness and damage if absorbed through the skin (30 damage per turn, effects last 5 turns after exposure, death if the poison is vaporized and inhaled) or a custom poison. What they do with this poison is release it in either one massive wave of liquid poison by bringing their hands together and releasing the poison all together, or two smaller waves by separating their hands and releasing the poison in two moderately sized torrents of liquid poison.
These torrents can be directed in two different directions allowing the user to attack multiple things.
Notes:
- Can be used three times per battle
- Requires two turn cooldown between activation


Approved: other than adding a few handseals, in fact, the same ones as the technique this CJ is loosely based on, the bit about passively releasing another wave in the next turn has been omitted. Despite the CJ stating "like it's predecessor..," I fail to see such a thing like that in the canon technique..


(Dokuton: Dorakonikkuburesu) Poison Release: Tibsy's Draconic Breath
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( +10 to make it semi-solid again )
Damage points: 60 ( +30 to coated technique )
Description: The user molds poison chakra to create poison, or manipulates an already existing source of poison. If creating the source, he must perform the boar hand seal allowing him to form the source of poison into projectiles, nets, waves, tools or weapons. If he's manipulating an already existing source he is able to merely use slight motions of the hands to form sources into the above mentioned items.
As he manipulates the poison he coats it in chakra giving it shape and making it retain a form until the user decides to release the chakra coating at that point the liquid poison loses it's solid properties covering the opponent in a viscous, almost tar-like, purple poison that can impede movement making the opponent slowed due to the excess weight of the poison as well as it's sticky properties. The poison reduces the poisoned individual's reactions and speed by three ninja ranks and causes a numbness upon any skin touched. This numbness radiates throughout the body ending in complete paralysis on turn five. During this time the numbness is accompanied by excessive pain and burning as the poison eats away at the first and second layer of skin causing moderate first to second degree burns all over the body. This will also half the opponent's speed as long as the poison remains on the opponent due to it's sheer weight and stickiness nearly doubling the opponents weight due to the poison's weight. The user can also manipulate the poison to constrict the opponent hardening it to a point that it can hold a person in place indefinitely unless defended adequately. This is done by calling upon the chakra inside the poison causing it to increase the viscosity of the substance to the point where it's a semi-solid allowing for the temporary capture of opponents. The aforementioned process is the same one that keeps the poison solid until impact. If the opponent uses a technique that vaporizes the liquid poison such as fire, lightning or heat related ninjutsu the poison becomes a gaseous cloud of poison one rank lower and doubles the poison's effectiveness on the body as it becomes easier for it to act upon the body. This means the poisoned individual will lose six ninja ranks for their speed, and total paralysis will happen on turn three instead of five.
The user is also able to coat objects, constructs, other techniques, and weapons in a thick layer of liquid poison or feed poison itself into the molding and mixture of the technique itself. This layer holds all of the properties of poison and makes hits dealt with the coated object, construct, technique or weapon stronger, and more devastating. When solid, liquid, or semisolid techniques are coated with a layer of poison they stand up to force, and elements poison is strong to as if the coated technique is strong to the opposing technique. However this is true for the opposite as well, if this technique is used to reinforce a technique and poison is weak to the element it is clashing with even if the technique this was used on is strong to it, it will be considered weak to said technique.
Weapons, objects and constructs coated in poison become larger with a visible enlargement such as a kunai being completely enshrouded with purple poison, while techniques only change color slightly to a dull purple and become physically larger in size. The user can only form four constructs with a use of the jutsu and the power will be divided evenly between the constructs
Notes:
- The reinforcing ability will require the use of the hand signal and happens in the same timeframe as the technique it's modifying. The reinforcing ability can only be used three times per battle and increases the rank of the modified technique by one rank up to S rank.
- The reinforcing ability can be used on other poison jutsu without the seal, as the user is just pumping more poison into the technique to make it larger, and stronger. This also has the added benefit of increasing the rank of the poison technique as it becomes a quick combo. This does not work on S rank or Forbidden techniques.
- This can be used with a custom poison but requires it to be a liquid

♪ Declined: The second portion of this technique clashes heavily with Korra's poison infusion CJ. Doubling the effects of this from vaporization is a no as well, the poison is being vaporized lol. ♪
(Dokuton: Poizunburetto) - Poison Ninjutsu: Poison Bullet
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user begins by creating a small amount of liquid poison pooling the sticky liquid in their mouth and chewing it like bubblegum while kneading into it dense amounts of chakra to perfect the consistency. In unison to doing this they form two hand seals (boar, snake) and exhale the poison, blowing it outward like a bubble creating a thick film of liquid poison. They fill this liquid film of dense sticky tar-like poison with gaseous poison inflating it. After the bubble gets to a reasonable size, decided upon by the user as small as a normal bubble or as large as their own body they release it, where it will travel at the same speed as a Lightning Release Technique traveling through the air at a fast pace. The poison bubble only takes a moment to form and release. When released the poison travels towards an opponent or a technique, when it clashes with something the liquid erupts outward exploding with a decent amount of force while also creating a wave of liquid poison followed by a dense gust of gaseous poison. By performing the seal of confrontation the user can create multiple poison bullets each consisting of a liquid shell filled with gaseous poison. The poison created can be Med Toxin, or a custom poison. Poison created through this technique will additionally cause cell necrosis to any skin touched causing symptoms that mimic third degree burns with skin melting and bubbling up and reduce the poisoned individual's reactions and speed by three ninja ranks when it makes contact. The poison also makes it more difficult to breathe, forcing the effected person to wheeze and cough.
Notes:
- Can be used three times per battle and the user is immune to any poison created
- Can not be used in successive turns, and the effects last for four turns or until cured



(Dokuton: Dorakonikkuburesu) Poison Release: Tibsy's Draconic Breath
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( +10 to make it semi-solid again )
Damage points: 60 ( +30 to another poison technique )
Description: The user molds poison chakra to create poison, or manipulates an already existing source of poison. If creating the source, he must perform the boar hand seal allowing him to form the source of poison into projectiles, nets, waves, tools or weapons. If he's manipulating an already existing source he is able to merely use slight motions of the hands to form sources into the above mentioned items. By doing this the user can control poison already in play forcing it to move towards the opponent at a rapid pace through the air or across the ground. This poison is usually the residual leftovers of a clash or the poison released from smoke bombs but can even be just inert poison that is on the battlefield.
As he manipulates the poison he coats it in chakra giving it shape and making it retain a form until the user decides to release the chakra coating at that point the liquid poison loses it's solid properties covering the opponent in a viscous, almost tar-like, purple poison that can impede movement making the opponent slowed due to the excess weight of the poison as well as it's sticky properties. The poison reduces the poisoned individual's reactions and speed by three ninja ranks and causes a numbness upon any skin touched. This numbness radiates throughout the body ending in complete paralysis on turn five. During this time the numbness is accompanied by excessive pain and burning as the poison eats away at the first and second layer of skin causing moderate first to second degree burns all over the body. This will also half the opponent's speed as long as the poison remains on the opponent due to it's sheer weight and stickiness nearly doubling the opponents weight due to the poison's weight. The user can also manipulate the poison to constrict the opponent hardening it to a point that it can hold a person in place indefinitely unless defended adequately. This is done by calling upon the chakra inside the poison causing it to increase the viscosity of the substance to the point where it's a semi-solid allowing for the temporary capture of opponents. The aforementioned process is the same one that keeps the poison solid until impact.
In the same timeframe as another poison technique the user can also pump more chakra into it through this technique increasing it's rank by one rank while also adding 30 extra damage up to S rank where it merely gains an additional 30 damage. This is done by performing an extra hand seal alongside another poison technique thus making it larger, stronger and more deadly imparting the aforementioned effects onto another poison.
Notes:
- The strengthening ability can be used once per turn with a one turn cool down
- This can be used with a custom poison but requires it to be a liquid






(Dokuton: Kōgo no Yogore) - Poison Ninjutsu: Colloquial Cloak of Contamination
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( +10 per turn to maintain ) ( +20 to rebuild, strengthen or temporarily become poison )
Damage: 80
Description: The user begins by releasing poison chakra from their skin materializing it into a shroud of dense liquid or gas cloaking their body in the substance creating a form of pseudo-clothing from pure poison. This allows for a rather decent defense against things that form of poison is strong to for example a liquid shroud will allow for the defense of even Forbidden rank fire release as the liquid vaporizes into it's gaseous state while also being able to take on two S rank fire techniques. Alternatively if a gaseous shroud is created it can defend from even Forbidden rank lightning or take on two S rank lightning techniques. Anything that form of poison is neutral to plays on equal terms with the cloak obviously. Additionally by performing a hand seal and spending a moveslot by releasing more poison into the cloak it can be rebuilt and strengthened temporarily allowing it to survive through damage that would normally destroy it. However this can only be done once per usage.
Alternatively while enshrouded in poison the user can turn portions of their body into poison momentarily if a technique or an attack passes through their defense with the potential to strike them directly. This costs a move and the user can temporarily become poison for an entire turn before reverting to normal with this ability only being able to be used once every other turn. Due to this the user can defend against something that would naturally harm them negating the damage of an attack with the strength of an A rank or below.
The cloak can additionally be used to attack an opponent by forming it into weapons such as blades, spears, nets, waves, or gusts and releasing a portion of it as an A rank attack allowing it to travel up to mid range. This is similar to poison creation where the user proliferates the source to attack or defend. Or they can use it to attack in short range as an S rank construct with it being able to travel up to five meters from them in any direction creating tentacles and hands that whip out and strike at their opponents this is passive and just requires the user to manipulate the cloak to attack. The gaseous form is able to grant flight, and create wings on the back allowing the user to fly at double their current running speed. The basic poison itself only has the effects of Med Toxin, where the really useful part comes in is when the user uses their own custom poison to create the cloak imparting upon it those effects.
Note: Can be used twice per battle lasting four turns per use

(Dokuton: Toripuru pointo) - Poison Release: Triple Point
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A ( +20 to poison techniques )
Description: In chemistry and physics, the triple point is the temperature and pressure at which solid, liquid, and vapor phases of a particular substance coexist in equilibrium. It is a specific case of thermodynamic phase equilibrium. By forcing more chakra than usual into a poison technique while also coating it with a dense layer of chakra and forcing it to pressurize by forcing an immense pressure on it the user is able to raise or lower the temperature and pressure of the poisonous substance in unison. This causes any poison to reach it's natural triple point thus the poison can shift quickly through the three basic states of matter gas, liquid, and solid allowing them to coexist as one creating a superfluid/supersolid.
By then slowing down and manipulating this process in a very precise and deliberate way the user is able to immediately and in the same timeframe as another poison technique change it's state of matter or change the state of matter of an already used technique. For example they are able to turn a liquid poison technique into gas or a gas one into a liquid; meaning they are able to vaporize or condense the poison without losing any of it's strength instead gaining strength from it. Also a third state of poison can be created one that is different and new this being a solid variation. Solid poison is strong to wind, water and fire while being weak to lightning and neutral to earth. No other state of poison is weak to lightning with liquid poison being neutral and gaseous poison being strong as well there is no basic form of poison that is strong to wind and water with gaseous poison being neutral and liquid poison being weak. Thus this allows for a tricky and rather deceptive way to use poison release turning the style on it's head.
Changing the state of poison is done by basically forcing more poison chakra into a technique thus making it naturally stronger than normal increasing it's rank by one and giving it an additional 20 damage. This is done by pressurizing the poison with that chakra making it denser. This works up to S rank allowing the user to alter many forms of poison including another technique or just ambient inert poison on the field. The user can preemptively use this on a technique at the cost of a move to allow for the passive change of state once in the next two turns whenever he chooses without the user of a move as he has activated the poison's triple point where it will be in a superposition of all three states. It can happen in the same timeframe as another poison technique but it still costs a move to use.
Note: Can be used five times per battle with a one turn cool down
 
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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 ( -30 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 thirty 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. It specifically affects plant nutrient availability by controlling the chemical forms of the nutrients poisoning them directly making the ground itself 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. This can be used to stop the use of plant, mushroom, or wood like jutsu that originate from the ground as well as make the growing of roots, wood and plants underground impossible.
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 thirty 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 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. Once the poison chakra enters the ground it becomes the chemical poison binding to the soil instead of mere poison chakra, thus making it hard to counter as merely using the earth through earth release techniques will not nullify this process. This technique can be used alongside a custom poison to gain the additional effects of said poison creating toxic ground slowly over the course of the next five turns the poison evaporates slowly. This creates fumes that rise up from the ground from turn one until turn five 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. It is ethereal in nature when used this way able to be seen through.
Note: Can be used three times per battle
Note: The toxic ground effect lasts for five turns per usage



Updating:

(Doton: Doro Rappu) - Earth Style: Mud Wrap
Type: Supplementary
Rank: A
Range: Short ( of mud )
Chakra Cost: 30
Damage Points: N/A
Description: The person takes hold of Chakra infused mud already in play due to the chakra already found in the mud it can be slightly manipulated to surround the opponent. It basically blasts out and around the opponent covering their body in mud. This makes moving harder as well as restricts breathing. This is due to the chakra infused mud that covers the opponent It has the same effect as Swamp of the Underground as it makes movement harder. The mud can possibly asphyxiate the opponent if it successfully covers the opponent completely. The mud can be controlled slightly and forced to surround the opponent's head making it's way into their nose, mouth and eyes. The user must have used a Mud based Earth jutsu prior to this jutsu.
Notes:

-Must have already used a mud based jutsu such as Swamp, Mud Fall, or mud bullets
-Must be able to manipulate up to A rank Earth to use this
-Must be the person's own Chakra infused Mud

~ Edited the range to short. Short here means the opponent must be in short range of the mud, not short range of you, so that's fine. Removed the part about regaining strength. Approved. ~
(Doton: Doro Rappu) - Earth Release: Mud Wrap
Type: Supplementary
Rank: A
Range: Short ( of mud )
Chakra Cost: 30
Damage Points: 60 ( +20 to mud based techniques )
Description: The user channels additional earth chakra into a mud based technique or takes hold of earth chakra infused mud already in play. Due to the earth chakra already found in the mud it can be slightly manipulated further to surround the opponent. It can also be formed into weapons or spikes to cause additional damage if a mud technique doesn't already hold damage itself granting it A rank damage through this technique. The mud basically blasts out and around the opponent covering their body in mud or slashes and tears at their skin with small blade like creations formed from the mud giving it an additional sharpness. This makes moving harder as well as restricts breathing placing an excessive weight on the opponent tripling their weight and cutting their movement speed in half for as long as the mud remains on them. This is due to the earth chakra infused mud that covers the opponent. It has the same effect as Swamp of the Underworld in a more refined and specific way as it makes movement harder. The mud can possibly asphyxiate the opponent if it successfully covers the opponent completely. The mud can be controlled slightly and forced to surround the opponent's head making it's way into their nose, mouth and eyes. However to use this technique the user must have used a mud based earth jutsu.
The additional chakra can also strengthen the mud making it a sort of psuedo-combination allowing for the addition of more damage. Through this additional earth chakra the mud can be proliferated creating more making the original technique larger and stronger increasing it's rank by one up to S rank and granting it 20 additional damage. This can be used alongside another mud based technique in the same timeframe to alter or augment the way the user attacks or can be used later on to control mud that is still just lying around.
Note: Can only be used three times per battle with a one turn cool down
Note: The strengthening ability can only be used twice and only once per turn



Updating:

(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. ♪
(Dokuton: Setsudan-go) - Poison Release: Viscous Mockery
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: N/A
Damage: N/A ( 10 damage per turn while poisoned when used alongside other techniques )
Description: Vicious Mockery is the name given to special tags and metal canisters that can replace the users basic explosive tags and smoke bombs. This is a passive technique in that it doesn't take a move or really enter into timeframe as it's just the replacing of 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. When used alongside basic ninjutsu techniques such as the Shadow Shuriken Technique or summoning techniques that summon explosive tags that technique becomes considered a poison technique being strong to whatever gaseous poison is strong to. It also adds damage to the technique through the poison's effects on the body with the gas being strong to lightning. This gas also creates a moderate explosion similar to a regular explosive tag when detonated and is flammable.
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

Rank up information:












[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 rip and 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:
S-Class
Chakra | Health:
1300 | 1000
Specialty:
Lightning Release
Taijutsu
Poison Release
Medical Ninjutsu
Sage Transformation
Elements:
Lightning - Mastered
Earth - Complete
Fire - Complete
Water - Complete
Wind - Complete
Your ninjutsu:
Ninjutsu - Complete
Taijutsu - Complete
Genjutsu - Complete
Snake Ninjutsu - Complete
Poison Ninjutsu - Mastered
Medical Ninjutsu - Complete
Sage Transformation - Mastered
Imperfect Snake Sage Mode - Complete​


Background Info.


History:

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Sado speaking of what he remembers of his own history:

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. That's when he began to train a testament to his pain.

Well the word got around, they said, “This kid is insane, man."

"Don't forget from whence you came. The world's gonna know your name."

"What’s your name, man?”

Sado Yasutora

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.

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. 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. 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. It took time, sweat, blood and grime but eventually they made him the First Officer, some of them even called him sir. Then a smack to the head, memories shed. Might as well have been dead.

Life doesn’t discriminate between the sinners and the saints. It takes and it takes and it takes and we keep living anyway. We rise and we fall and we break and we make our mistakes and if there’s a reason why he was still alive when everyone who loved him has died. He was willing to work for it. Nothing left, he began to take whatever he could make. Finally he asked for aid, afraid, dismayed only to have it in spades. Those around rushed in and helped calm him down. 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. "I prob’ly shouldn’t brag, but dag, 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?"​
Sado was previously struck in the head hard during an experiment fracturing the occipital bone leading to temporary amnesia. This fracture was caused by him falling back in his chair while leaning upon the back two legs of the chair losing his balance for a moment and falling to the ground with the force of a seven foot, five inch tall man who weighed roughly two hundred and eighty pounds. This amnesia will last until such time that the concussive trauma heals and he re-accesses his lost memories. This includes the events of his past as well as several fields of training that he no longer remembers. His personality was still intact unaffected by this sudden injury. Over time he has made minor connections regaining certain memories. He now remembers a large portion of his lost training as well as the training sessions, theory-crafting and work towards all of this. He has remembered vague things about his time in Iwagakure no Sato, remembering Toku, Yarduat and a few other people's faces who's names still escape him. He has remembered everything revolving around his time in Amegakure no Sato including his time as First Officer, and Peace General as well as the brief amount of time he spent in the Aktasuki and both his fight to get into it against Solf J. Kimblee and his defeat at the hands of Isabella Uchiha. He also can remember his training with Garrette Hawke and the time he spent with his daughter in Konohagakure no Sato.

These memories were reconnected through stressful situations in which he fought people stronger than himself sometimes people who didn't realize he had lost his memory and been weakened significantly in his time. After the first few fights he sought out medical advice from a fellow medical shinobi Kenshin Himura and they agreed that stressful situations seemed to be the focal point of his ability to regain and reuse the things he had learned previously. He fought Vegeta an old friend and was able to reobtain his memories relating to Amegakure no Sato and the brutal, sadistic, things he had done in the past on behalf of his home. He began to realize he was a sick bastard and is having trouble coming to terms with this fact. He also fought a Sage Transformation user, and two Hyuuga. The Hyuuga, Desmond Miles allowed him to regain several memories related to his time as Peace General and the times he trained individuals while his fight with another Hyuuga who used Ice Release Todoroki Shouto allowed him to access memories relating to his more sadistic side. One thing he remembered from this specific fight was the event where he stabbed out the Uchiha's sharingan who was the War General of Konohagakure no Sato and the decapitation of their First Officer at the time.

After coming to terms with the fact that he needed to place himself into stressful situation to regain his memory he fought Tohru the Dragon regaining his need to survive and prove himself. He also realized that he liked fighting strong women and that these were the type of women he was attached to. He fought hard in this fight feeling as though he might die multiple times throwing Tohru off of her guard and pushing her back multiple times. The fight ended in a clash of several large scale attacks, at this point Tohru was no longer holding back launching two massive fire attacks at him and his clone. Sado somehow found a way to counter turning the fire techniques and the poison techniques he used to counter into a large explosive firework show. After this fight Sado was able to regain access to his use of Snake Sage Mode to an imperfect degree.


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.

(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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Godaime Mizukage
Mei Terumi




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Name: Mei Terumi
Nickname: Godaime Mizukage
Gender:
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Female
Age: 30
Clan: N/A



Looks:

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Mei is a slender woman in her thirties. She has green eyes, and ankle-length, auburn hair styled into a herringbone pattern at the back, a top-knot tied with a dark blue band, and with four bangs at the front. Two bangs are short, with one covering her right eye, and two are long, crossing each other on her bust, just below her chin.

Mei often wears a long-sleeved, dark blue dress that falls just below the knees. It seems to be closed at the front with a zip, and is kept open on the front-right side from the waist down. The dress only covers up to the upper part of her arms and the underside of her voluptuous breasts. Underneath, she wears a mesh armour that covers slightly more of her upper body than her dress. She also wears shorts in the same colour as her dress and, underneath those, mesh leggings reaching down over her knees. Around her waist, she wears a belt with a ninja pouch containing tools, attached to the back on the left along with high-heeled sandals and shin-guards reaching up over her knees, dark blue polish on her fingers and toes, and is usually shown wearing dark blue lipstick.


Personality:

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Mei is a cheerful person, and will smile even when swearing to kill Ao after she mishears him. She is usually kind and peaceful, speaking well of others and attempting to avoid conflict. Mei proved to be more open-minded than the other Kage, as she had shown respect and was willing to listen to Gaara, at one point even defending him from the Tsuchikage's disrespectful behaviour, and later showing admiration for Gaara after seeing how pure-hearted he was. Mei also can be very flirtatious, as she remarked to Sasuke that he was good looking, and expressed regret that she must kill someone so handsome, but would give him a kiss before that. She also stated to Madara that though she liked when men complimented her, she would hold off in his case.

Mei seems to be somewhat sensitive when it comes to her love life, as shown when she misheard Ao say that she was "past marriageable age", and threatened to kill him for such an "insult". This seems to be a running gag, as she has made similar mistakes on multiple occasions. She also has low tolerance towards insults about her age and appearance, as she was angered when Karin called her an "old hag", and beat up Ao while Fū possessed his body and insulted her.


Befitting her role as the village's leader, Mei cares about the welfare and history of Kirigakure. Under the belief that Yagura, her predecessor, had been manipulated by Tobi using genjutsu, she was prepared to fight Danzō Shimura, who also possessed a Sharingan which could cast a similar genjutsu. Though Mei is courageous and calm in battle, she is not above realising her or any one else's limitations seen from her open acknowledgement that it seems as though Madara could not be stopped. She is also usually quite fearless of her enemies, Madara being the only exeption, shown when Mei trembled with fear when he didn't vanish when the Impure World Reincarnation was released. Despite this, Mei stood alongside the other Kage, never backing down, and fought until she was defeated and left for dead by the legendary Uchiha and even resolved to battle Madara once again when she recovered from her injuries.






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Village of Birth:
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Kirigakure
Village of Alliance:
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Amegakure


Ninja Rank: Sannin

Specialty:
Water
Mei Terumi, is a superior water user, on parr with Tobirama Senju, and as a result, can use Water techniques, that require water sources out of thin air. She can use Water Techniques with one Handseal, even those that require a water source, without a water source.

Taijutsu
Mei Terumī is a very powerful kunoichi from Kirigakure, her abilities and leadership earned her the title of Mizukage. She is very calm, observant and perceptive in battle and can pick up on slight discrepancies in another person's personality and behaviour as seen when she was able to detect the difference in Ao's behaviour when Fū was inhabiting his body. She seems to be skilled in taijutsu, able to intercept Black Zetsu attacking the daimyō with a single kick, sending him crashing out of the hiding spot. She also has good reaction time, being able to quickly react to Madara Uchiha's Fire Release attacks and effectively counter them.

Medical Ninjutsu:
Mei, being the ex Kage of Kirigakure is also a well known medical shinobi, mastering many of the medical techniques that were taught to her. Due to her natural talent with chakra control and manipulation, she was able to complete her medical training very quickly, as well as being able to remember and recognize almost all basic poisons and toxins in the natural environment. The readily keeps basic antidotes as well as chakra pills on hand.

Earth
Mei because of her double kekkei Genkai, can create handseals for Earth Release techniques much quicker than usual, and faster than normal ninja.


Elements:

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Water: Mastered

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Fire: Mastered

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Earth: Mastered

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Lightning:Mastered

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Wind: Mastered

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Boil: Mastered

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Lava: Mastered

Ninjutsu: Mastered

Fireflies: Mastered

Genjutsu: Mastered

Taijutsu: Mastered

Medjutsu: Mastered

NB Taijutsu: Training

Mei Terumi is natural with three basic elements which is, Fire, Water, and Earth. When combing these elements, Mei has access to two unique Kekkei Genkai's which are Youton, Lava release, and Vutton, Boil or Vapour release.

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Her first kekkei genkai, by simultaneously using the earth and fire natures, allows Mei to use Lava Release ninjutsu, such as spitting out lava that can melt almost anything in its path. The great amount of steam generated after the lava strikes can serve as an effective smokescreen, allowing her to attack again while the enemy is distracted. A significant amount of exposure was enough to partially melt Madara Uchiha's Susanoo ribcage.

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The second kekkei genkai, by simultaneously using water and fire natures, allows her to use Boil Release ninjutsu, such as releasing a corrosive mist that can burn away almost anything it touches. It even managed to burn through the ribcage of Sasuke's Susanoo. She has suggested she has the ability to alter the potency and acidity of the mist created by her Boil Release techniques and she is apparently not affected by the mist herself.






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When Mei leaves for the Kage Summit, the villagers of Kirigakure cheer for her. One of her bodyguards, Chōjūrō, expresses worry that he will not be able to protect her, so Mei cheers him up by expressing confidence in his abilities. She continues to speak kindly to Chōjūrō during their journey to the Land of Iron. Similarly, whenever Ao, her other bodyguard, tries to scold Chōjūrō for not acting like a man, Mei mistook his words and threatens to kill him. When the Summit begins Mei proved to be more open-minded than the other Kage, as she had shown respect and was willing to listen to the Fifth Kazekage; even at one point defending him from the Third Tsuchikage's disrespectful behaviour. The Fourth Raikage explains his suspicions of the other Kage, he states Mei and the rest of her village to be the least trustworthy; as the Summit is being held to discuss Akatsuki, and Akatsuki is rumoured to have been created in Kirigakure, the village's actions make it suspect. Over Ao's objections, Mei admits that many in Kirigakure believe her predecessor to have been manipulated by someone. When Tobi's involvement with Akatsuki is brought to light, the Summit mediator, Mifune, suggests forming an alliance to be headed by Danzō Shimura. Although Mei does not object, Mifune explains that Akatsuki's supposed ties with Kirigakure leave her unsuited to lead a task force meant to eliminate the organisation.
Ao soon afterwards exposes that Danzō is manipulating Mifune. Before he can be questioned about it, Zetsu infiltrates the meeting and informs them of Sasuke Uchiha's presence. The Raikage breaks his neck while trying to learn Sasuke's whereabouts, prompting Mei to scold him for killing a potential information source. Mei and her escorts remain in the Summit room while the Fourth Raikage, and Fifth Kazekage, go to deal with Sasuke. Believing Danzō's mind-controlling dōjutsu may somehow be related to the manipulation of the Fourth Mizukage, she instructs Ao to not let Danzō out of his sight. Sasuke soon arrives in the Summit hall to kill Danzō. Danzō flees and Sasuke tries to follow him, but Mei uses her Lava Release to block his path. She advises that the Tsuchikage should get out of the way if he's not intending to participate in the battle and attacks Sasuke again. Chōjūrō forces Sasuke into an adjacent hall, where Mei seals him in with her, intending to destroy him by filling the hall with a corrosive mist. As a weakened Sasuke begins to feel the effects of her technique and the bones of Susanoo's ribcage visibly melting, Mei is caught in Zetsu's Spore Technique before she can finish him, which transfers her chakra to Sasuke. As he breaks back into the Summit hall, Mei neutralises her Boil Release so that it doesn't harm anyone else. She returns to the hall once she has recovered and, finding Tobi, is told about his Eye of the Moon Plan. As he ends his explanation by requesting the Kage give him Naruto and Killer B, Mei and the other Kage refuse, causing Tobi to declare the start of the Fourth Shinobi World War.
With the outbreak of war, Mei and the other Kage agree to form a Shinobi Alliance to be led by the Raikage. Mei argues that Naruto and B should be protected from Akatsuki, which the other Kage agree to before returning home. Mei and Chōjūrō take a detour to look for Ao, who had followed Danzō. They find him in time to stop him from decapitating himself. He explains that his body was being controlled by another ninja and asks that Mei remove the seal protecting his Byakugan. Since Ao would never ask her to do so, Mei knows his body is still being controlled and she asks to borrow Chōjūrō's Hiramekarei. Ao calls her a hag before she can use it on him and she beats him up, unaware that he has finally been released.
When they return to Kirigakure, they hear that the daimyō have approved the formation of the Shinobi Alliance.

A few days later, the Kage convene again to discuss war tactics, Ao accompanying Mei once again. Mei expresses relief that the Fifth Hokage returned to her position. She then suggests the villages combine their intelligence networks in an effort to locate Akatsuki's base of operations.
After learning that information on the jinchūriki was leaked to Akatsuki, Mei comments, that the enemy won't send a large number of soldiers. It was agreed on that the Tsuchikage will be going to the island as reinforcement.
When the Tsuchikage is returning from the island, she then meets the Tsuchikage and begins to discuss what went on at the island. After she is briefed then the last meeting is held in order to fully prepare for the war. Mei orders Chōjūrō to contact Ao in the Sensor Division and tell him that they need to hurry.
Mei was tasked with leading a team of elite shinobi tasked with guarding the daimyō and ensuring their safety from their homelands into protective custody. She explained to the Frost Daimyō their defence plan, where the daimyō would travel between five separate hideouts at regular intervals as well as being guarded by some of the Shinobi Forces' most powerful ninja to keep them safe. When Black Zetsu who was sent after the daimyō, found them, before he could launch an assault, he was confronted by Mei. Black Zetsu prepared to fight her but she told him that she's not the only one he will have to defeat, but her entire team as well. As the battle waged on, Naruto's shadow clone eventually appeared on the battlefield and charged at Black Zetsu who simply sidestepped the attack. With this new addition to the battlefield, Mei looked on bewildered as to what was occurring, though Raidō and Genma merely confirmed that Naruto's rash nature had not changed in the slightest as Chōjūrō, who took advantage of Naruto's distraction, was finally able to land a hit on Black Zetsu and pin him down, ending the fight to everyone's amazement.
At that point, Genma was notified by Shikaku of the reincarnation of the real Madara Uchiha. As Mei contemplated leaving to aid her fellow Kage, she was reassured by Chōjūrō that she could leave this battle to him, as he would protect it with his life — this caused Mei to marvel on how much personal growth he'd made since the war began. Using the combined abilities of Genma, Raidō and a third ninja from the Hokage Guard Platoon, Mei was teleported to the front-line via the Flying Thunder God Technique. Mei arrives in time to stand alongside her fellow Kage as they faced off against Madara.
In order to buy Tsunade time to heal Ōnoki and Gaara, Mei and A immediately attack Madara. Immediately spewing out lava in an attempt to cover him, Madara was able to evade the assault only to be punched into the lava by A. Mei launched another torrent of lava at him, forcing Madara to activate his Susanoo to protect himself. After A attacked Madara again she continued covering him in copious amounts of lava. Madara however emerged from the lava unscathed, though the ribs of this Susanoo started to melt, and compliments their offensive prowess, to which Mei responds that, while she liked being complimented by men, she had to hold off in Madara's case. To test their defences, Madara attacked them with his Yasaka Magatama technique, which was blocked by the combined effort of Gaara and Ōnoki. With Ōnoki healed, Mei assisted him and A in their assault on Madara by using the Hiding in Mist Technique to obscure Madara's vision. Before Naruto's clone dispersed, she along with the rest of the Kage told him to defend the other battlefield and left him with one word: "win".
As the battle dragged on, Mei fell back to be healed by Tsunade while A and Ōnoki confronted Madara. As Madara used the Wood Release: Advent of a World of Flowering Trees technique, she marvelled at how Madara could create such a forest in an instant. The Kage are ambushed by Madara and his Susanoo, which knocked them into the forest below. As Madara attacked them with a fire technique, Mei prepared to counter with a Water Release technique, but she and the other Kage pass out after inhaling the surrounding pollen in the forest. They recovered after Ōnoki was able to destroy the forest in time to see the face formed from the DNA of the First Hokage jutting out of a regenerating Madara's chest. When Madara learned that Tsunade was the Hashirama's descendant, he marked her as his first target, but Mei retorted that taking down the medic in a platoon was a basic strategy, one she and the other Kage would not allow him to get away with. Madara however told her that he was not targeting Tsunade because she was a medical-nin, but because she was a descendant of Hashirama. She later smirked as Tsunade explained to Madara that she was not a weak woman simply because she did not inherit her grandfather's Wood Release kekkei genkai.
Somewhat shocked initially as Tsunade stepped forward and confronted Madara, Mei interjected immediately after Madara used the Fire Release: Great Fire Destruction technique, countering with the Water Release: Water Formation Pillar technique. Giving him no time to relent, she followed through with the Water Release: Water Dragon Bullet Technique which sent him flying into the air where he was attacked by Tsunade, A and Ōnoki. She later stared in shock after Tsunade was impaled by Madara's Susanoo Sword and it was revealed that they had sealed a wood clone of Madara instead of the real one.
Shocked to see Tsunade unaffected by the attack and countering with her own, Mei watched on as Ōnoki took the opportunity to launch an attack of his own. As Madara retorted to Tsunade mocking him for his use of clones, Mei stated that he should not look down on them because they are taking him on altogether, but instead it was an acknowledgement of his power. Mei and the other Kage are then surrounded by wood clones that Madara created. He then replied to Mei's comment, stating that they should not look down on him because of his clones, but instead should take it as acknowledgement of their own power before asking them if they would prefer the clones use Susanoo or not.
Confronting the five Susanoo-clad clones sent to her, Mei was soon overwhelmed by them but rallies to the side of the other Kage after once again being spurred on by Ōnoki to continue fighting. Launching an attack with A and Gaara after Ōnoki manages to destroy the twenty-five Susanoo-clad clones, Mei's lightning-enhanced Water Release: Water Dragon Bullet Technique made contact with Madara. Revealing that there was also sand inside the attack, Mei continued to use her lightning-enhanced Water Release technique in order to prevent Madara's escape. After the sealing seemed to head towards success, Madara released his full Susanoo and overwhelmed their efforts before declaring that even the power of the five Kage was futile against Susanoo's perfect form. Awestruck at the giant construct that had been formed, Mei was knocked off her feet along with the other Kage from a single swing of Madara Susanoo's sword. She and the other Kage later stood to face Madara once again. Despite the Tsuchikage's words of encouragement, after seeing Madara prepare to attack them with another attack from his sword, Mei remarked that it seemed that this was the end of the line for them before being told to shut up by the Raikage who was still determined to not lose hope.
Bewildered as a light surrounded Madara out of nowhere, Mei wondered what exactly was transpiring before being told that the Impure World Reincarnation technique had been cancelled. When Madara doesn't disappear with the deactivation of the technique, Mei questioned whether he had been restored before Madara stated that he had severed the link between himself and Kabuto to negate disappearing and remain in the fight, as well as his reincarnated state indefinitely. After Madara released the Impure World Reincarnation's summoning contract, having moments before informed the Kage that doing so was the technique's only risk, a horrified and shocked Mei questions what was happening, to which Madara criticised her for not figuring out that he was not the kind of person to let himself be bound by such a technique as that after having fought with him. When the Third Tsuchikage moved to block Madara from leaving to go after Naruto, Mei urges him that Madara was not an opponent they could defeat and listens as he stated they must stop Madara then and there.

Despite their attempt to stop Madara from leaving their battlefield, Mei and the other Kage were ultimately defeated and left severely wounded. Later, upon the arrival of Karin, Suigetsu and Orochimaru at the battlefield, Tsunade was healed by Karin. After being considerably healed, she in turn helped in healing Mei and the other Kage. With no time to lose, they all made their way to the battlefield atop Gaara's sand. While closing in on the battlefield, the Kage noticed the Shinju in the distance and were updated by Katsuyu as to what was happening on the battlefield. They are later contacted by a reincarnated Hashirama Senju telepathically to update all everyone on what he had uncovered during his battle with Madara. As Naruto's anger at the comrades he had fought so hard to protect grew, his emotions and memories were channelled to everyone within range of Ino Yamanaka's technique.
Later when Hashirama — through the same medium — shared his own memories, Mei recognised the scene as the first Summit of the five Kage before arriving on the battlefield as Hashirama declared his wishes for the future of the world. After echoing A's sentiments that protecting their dreams was a moot point, Mei made her way to one corner of the battlefield. Rallying the troops there, Mei noted that it was unacceptable to be late to the battlefield as a woman before telling those around her that they were heading out.






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Howard

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(Nirro Suna/Dokuton: ) - Red Sand/Poison Release:
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60 ( +20 to poison or red sand techniques )
Description: The user feeds poison chakra into a forming or already formed Red Sand technique creating a layer of poison surrounding each tiny grain of sand. Due to their hydrophobic nature the grains become coated in the poison without the two commingling in a way that would nullify either creating a sticky emulsion. What this forms is a heated liquid with millions upon millions of tiny nearly microscopic grains of red sand. The heat causes the poison to slowly evaporate creating a gaseous smoke-like smog that surrounds the emulsion. Due to this it empowers either a poison or a red sand technique allowing them to have a second dimension of power. The technique grows larger nearly doubling in size, power, strength and increasing their rank by one. The grains of red sand are able to cause lacerations and scraps to skin with the potential to force poison into wounds or openings. It also allows for the temporary control of a red sand or poison technique that have already been used. So for example if a technique is clashing with another the user is able to force poison chakra or red sand into the technique to give it additional strength and a rank up to S rank allowing it to over power something that would usually destroy it. This can only be done three times per battle and costs a move. The user must have their own custom poison to use for this as only their own poison being laced with their own poison chakra will work for this technique as other poisons would evaporate away to nothing due to the heat.

(Dokuton: ) - Poison Release: The Red Queen
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 ( +10 to each ninjutsu technique used after being poisoned )
Damage: ( -5 damage per turn ) ( +20 to taijutsu techniques )
Description: The Red Queen is a poisonous virus a non-lethal variety with a demented spin to it. It has a awkward symbiotic coexistence with it's imbiber as it has the potential to harm the poisoned individual on a muscular and physiological level while also increasing their strength and bone density making them temporarily stronger, and more durable to damage from the outside world. This is because it uses the poison user's blood as a sort of template being infused with two drugs one called AMD3100 which basically rips stem cells from bone marrow temporarily weakening the bones while in unison forcing them into the bloodstream where these cells are able to then travel through the body healing minor wounds. In unison to this the poison aspect of it devours and tears at the muscles causing microscopic tears decaying the muscles while at the same time these stem cells rebuild and restructure the muscles mimicking the process of exercising on a much faster and more deliberate timeframe causing the user to become stronger while in unison causing moderate muscle pain all throughout the body. The virus itself has psychoactive properties.
The second drug tacrolimus tamps up the immune response forcing the body to react on a cellular level instigating the immune response allowing the body to quickly strengthen the bones and deal with the damage that is being dealt to them as the tears the stems cells from them. These two together create a wound healing “side effect.” However the virus isn't all beneficial because once infected, the victim begins to hear voices and hallucinate, which is related to their deepest, darkest secrets that they are attempting to keep hidden. For example, if someone who feels guilty about something they may have done in their past is poisoned by this virus they will constantly hear their internal monologue say "guilty" over and over again alongside other auditory hallucinations and they will also hallucinate that the "guilty" ones are their opponents who they will see as zombie like figures. The victims eyes redden, with their veins clearly visible as their heart rate and blood pressure rise. As stated earlier the victim's muscle and bone power increases dramatically as well as heals itself to a limited level. Eventually after three turns of this the victim will be driven into madness by the virus, before they completely snap and let their darker side takeover becoming excessively violent. Their chakra flow also becomes more unstable forcing the user to use more chakra to mold techniques.

eh after writing it out, it sounds kind of stupid.

(Dokuton: Konfotaburī namu) - Poison Release: Comfortably Numb
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A ( negates 60 damage )
Description: Based upon research done on snake venom mainly mambalgin a peptide isolated from the venom itself the user is able to create a poison that can be used to reduce pain at the same level as a substance such as morphine and by pairing this with a drug that calls to action blood stem cells the user is able to actually heal himself or others by using this poison to instigate a bodily response. The peptide poison negates pain by targeting and blocking acid-sensing ion channels. This peptide poison is bound with the drug plerixafor which is an immunostimulant a substance that instigates an immune response from the body which is used to mobilize hematopoietic stem cells pulling them from bone marrow and pushing it into the bloodstream.
These stem cells travel throughout the body flowing with their natural bloodstream finding any wounds or damage binding themselves to wounds coagulating blood, rebuilding blood vessels, muscles tissue, skin or bones. These small amounts of stem cells aren't being produced through the poison or applied through the poison but are being instigated and directed by the poison with them already being found in the body just moved around by the poison. While under the effects of the poison the poisoned individual will be unable to break genjutsu through pain, or feel any pain that is below A rank in power but will still have the sense of touch. Due to being a peptide found in snake venom, snakes can produce this poison naturally passively and in the same timeframe as another technique. The poison only remains inside the body for a single turn being excreted as sweat on the next turn. This technique can be used in the same timeframe as another technique as it has no offensive application but unless created by a snake costs a move slot.
Note: Can only be used four times per battle with a turn cool down

(Dokuton: Atsuryoku no Shita) - Poison Release: Under Pressure
Type: Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The poison user concentrates poison chakra below their skin pooling a fair amount of the chakra in a specific spot before releasing it from their pores. This is similar to what they would naturally do with something like (Ninpou: Dokugiri) - Ninja Art: Poison Mist but instead of releasing the created poison from the mouth they do so from the pores of the body. When released from the pores it creates an intense burst of poison gas or liquid with the ability to negate an incoming technique or to dull or even completely negate momentum from things such as taijutsu or weapon ninjutsu. It does this by creating the poison in a very pressurized way creating a forceful burst of it that can be released from any part of the body and directed outward in a direction up to mid range knocking objects, or people back up to fifteen meters. Multiple bursts can be created but obviously the more there are the less strength each singular burst has needing to be aimed collectively to be as useful as a single burst. The bursts follow the natural strengths and weaknesses of the form of poison used. This technique can be used with Med Toxin or a custom poison.
Alternatively the poison chakra can be pooled all throughout the body just below the skin to create a forceful burst from all of the pores on the body creating a pressurized gust of gaseous poison or a wave of liquid poison with similar potential but in a multi-directional manner. This burst obviously has less stopping power as it is spread throughout the body releasing a concentrated burst that can knock opponents, creatures or objects back up to five meters. This has enough force to move even large summoning creatures. This variation creates an ethereal mist of poison that completely engulfs short range around it's user and it hangs heavily in the air until blown away with similarly ranked wind. If an opponent's body is hit with any release of this poison it has the potential to do miscroscopic damage to the veins and arteries of the poisoned individual creating internal bleeding as well as causing microscopic tears and degeneration to the chakra pathway system leaving the opponent unable to properly control their chakra needing twenty extra chakra to mold any technique that requires chakra. The damage lasts until healed but the effects only last five turns as the poisoned individual's body will become used to the damage allowing them to act as they naturally would. This doesn't mean that the effects of a custom poison lose effectiveness after five turns just the chakra usage aspect.
Note: Can be used three times per battle and once per turn




UPDATES for Shinta that might push it a bit.

(Dokuton: Poizunburetto) - Poison Ninjutsu: Poison Bullet
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user begins by creating a small amount of liquid poison, pooling the sticky liquid in their mouth and chewing it like bubblegum while kneading into it. dense amounts of chakra to perfect the consistency. When complete the user exhales the poison, blowing it outward like a bubble, creating a thick film of liquid poison. They fill this liquid film of dense sticky tar-like poison with gaseous poison inflating it. After the bubble gets to a reasonable size, decided upon by the user as small as a normal bubble or as large as their own body they release it, where it will travel at the same speed as a Lightning Release Technique travelling through the air at a fast pace. The poison bubble only takes a moment to form and release. When released the poison travels towards an opponent or a technique, when it clashes with something the liquid erupts outward exploding with a decent amount of force while also creating a wave of liquid poison followed by a dense gust of gaseous poison. By performing the seal of confrontation the user can create multiple poison bullets each consisting of a liquid shell filled with gaseous poison. The poison created can be Med Toxin, or a custom poison. Poison created through this technique will additionally cause cell necrosis to any skin touched causing symptoms that mimic third degree burns with skin melting and bubbling up and reduce the poisoned individual's reactions and speed by three ninja ranks when it makes contact. The poison also makes it more difficult to breathe, forcing the effected person to wheeze and cough.
Notes:
- Can be used three times per battle and the user is immune to any poison created
- Can not be used in successive turns, and the effects last for four turns or until cured


Approved~

(Dokuton: Poizunburetto) - Poison Ninjutsu: Poison Bullet
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user begins by creating a small amount of liquid poison, pooling the sticky liquid in their mouth and chewing it like bubblegum while kneading into it. dense amounts of chakra to perfect the consistency. When complete the user exhales the poison, blowing it outward like a bubble, creating a thick film of liquid poison. They fill this liquid film of dense sticky tar-like poison with gaseous poison inflating it. After the bubble gets to a reasonable size, decided upon by the user as small as a normal bubble or as large as their own body they release it, where it will travel at the same speed as a Lightning Release Technique travelling through the air at a fast pace. The poison bubble only takes a moment to form and release. When released the poison travels towards an opponent or a technique, when it clashes with something the liquid erupts outward exploding with a decent amount of force while also creating a wave of liquid poison followed by a dense gust of gaseous poison. By performing the seal of confrontation the user can create multiple poison bullets each consisting of a liquid shell filled with gaseous poison. The poison created can be Med Toxin, or a custom poison. Poison created through this technique will additionally cause cell necrosis to any skin touched causing symptoms that mimic third degree burns with skin melting and bubbling up and reduce the poisoned individual's reactions and speed by three ninja ranks when it makes contact. The poison also makes it more difficult to breathe, forcing the effected person to wheeze and cough.
Additionally by performing a single handseal alongside this technique the user is able to in the same timeframe funnel a gaseous poison technique into the bullet compounding it's usefulness allowing for a sort of one-two punch. The film of liquid poison will be what is hit first, thus exploding outward taking on the technique, creature or object it initially clashes with. Upon this forced detonation the gaseous poison technique will be released allowing that technique to continue on unharmed as the liquid bullet of poison will take the brunt of the attack but obviously normal strengths and weaknesses count for this so if the poison bullet doesn't completely take out the opposing technique then the secondary technique will then be forced to take on the remainder. This can also be done with an elemental technique that is released from the mouth. To do this the user will coat the inside of the poison bullet with a dense layer of chakra akin to what they do to their throat, gut, lungs and gullet when molding or kneading chakra inside their body. This can be done in the same timeframe as the initial technique ending in the same timeframe allowing both techniques to travel forward in unison. If fire is used, the user is able to shift the liquid poison to gas by expanding the bullet and controlling the fire technique inside the bullet breaking the chakra barrier creating a torrent of gaseous poison and fire. This can be done with any element that originates from the mouth and happens as the bullet is being formed filling it with said technique. Any additional technique used obviously costs their moveslot to use.
Notes:
- Can be used three times per battle and the user is immune to any poison created
- Can not be used in successive turns, and the effects last for four turns or until cured
 
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(Senninka: Kiretsu Ryūki) - Sage Transformation: Fissure Uplift
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The sage transformation user concentrates natural energy into their dominant arm and then by punching the ground with, and channeling natural energy into and through their dominant arm they can generate a small fissure of invisible natural energy that stretches for about a dozen or so meters. This natural energy in turn unleashes a powerful force sufficient to easily launch several victims into the air and away from the user even tossing medium to large summoning creatures away with relative ease tossing these creatures upwards of ten meters away. This breaks and crushes the ground in a similar way to what can be done with Chakra Enhanced Strength creating a massive rippling wave of natural energy that rides along the ground using both the air and the ground itself as a medium traveling towards, into and then through an opponent or technique causing varying degrees of damage depending on how strong the wave is when it hits. If at full power it can shatter multiple bones, rupture organs and tear muscles, nerves and tendons causing severe pain and leaving limbs broken and torn. While doing this they undergo a small transformation in which they strengthen and enlarge their arm. This transformation lasts only for the technique itself.
In the same timeframe as this technique the user is able to use (Senninka: Funsha Atooshi) - Sage Transformation: Jet Booster Boost or a similar Sage Transformation technique creating a compounding effect nearly doubling the strength of the technique by adding the additional damage from that technique to this one. Doing so increases this technique's rank by one rank, bringing it up to S rank but has the ability to push it's damage even further than that. This is because the Sage Transformation user can trigger the secondary technique at the right point thus adding more power and force to their attack compounding it and nearly doubling it's strength, size and power. This additionally ups the range to Short - Long but obviously the user must spend the secondary moveslot to use the other Sage Tranfromation technique. This plays on equal terms with any earth or solid technique with the force and the wave of natural energy being able to tear apart solid elemental techniques of the same rank with relative ease. This also plays on par with any elemental release allowing it to defend against other techniques such as wind, water, fire, lightning etc and it travels through the air just as it does the ground creating a rippling effect throughout the ground and air creating an inverted dome shape. It can also be used on a water source to create a massive wave that accompanies the force and natural energy of the technique itself. This technique can be used in the same timeframe as another Sage Transformation technique as stated above.
Note: Can be used four times per battle





[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 rip and 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:
S-Class
Chakra | Health:
1300 | 1000
Specialty:
Lightning Release
Taijutsu
Poison Release
Medical Ninjutsu
Sage Transformation
Elements:
Lightning - Mastered
Earth - Complete
Fire - Complete
Water - Complete
Wind - Complete
Your ninjutsu:
Ninjutsu - Complete
Taijutsu - Complete
Genjutsu - Complete
Snake Ninjutsu - Complete
Poison Ninjutsu - Mastered
Medical Ninjutsu - Complete
Sage Transformation - Mastered
Imperfect Snake Sage Mode - Complete​


Background Info.


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Sado speaking of what he remembers of his own history:

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. That's when he began to train a testament to his pain.

Well the word got around, they said, “This kid is insane, man."

"Don't forget from whence you came. The world's gonna know your name."

"What’s your name, man?”

"Sado Yasutora" And that was where it all 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 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."​

Eventually he catches my drift!
Sado no one has more resilience.
No one else matches my practical tactical brilliance!"


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. 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. 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. It took time, sweat, blood and grime but eventually they made him the First Officer, some of them even called him sir. Then a smack to the head, memories shed. Might as well have been dead.

Life doesn’t discriminate between the sinners and the saints. It takes and it takes and it takes and we keep living anyway. We rise and we fall and we break and we make our mistakes and if there’s a reason why he was still alive when everyone who loved him had died. He was willing to work for it. Nothing left, he began to take whatever he could make. Finally he asked for aid, afraid, dismayed only to have it in spades. Those around rushed in and helped calm him down. 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. "I prob’ly shouldn’t brag, but dag, 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 guyot. When I was seventeen I destroyed an entire town. An entire army, none could bring me down. 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. With so many fights, so many dangers. 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, 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 twelve when at the hands of a war my optimism died but yet I couldn’t seem to die. Looking up at the empty blood red sky those crimson sharingan eyes. I was already dead on the inside.

"This is the heart of a battle, and if the world won't write or remember my story."

"I'll just have to tell my own allegory."

"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 know it's because I wrote em'."​

Sado was previously struck in the head hard during an experiment fracturing the occipital bone leading to temporary amnesia. This fracture was caused by him falling back in his chair while leaning upon the back two legs of the chair losing his balance for a moment and falling to the ground with the force of a seven foot, five inch tall man who weighed roughly two hundred and eighty pounds. This amnesia will last until such time that the concussive trauma heals and he re-accesses his lost memories. This includes the events of his past as well as several fields of training that he no longer remembers. His personality was still intact unaffected by this sudden injury. Over time he has made minor connections regaining certain memories. He now remembers a large portion of his lost training as well as the training sessions, theory-crafting and work towards all of this. He has remembered vague things about his time in Iwagakure no Sato, remembering Toku, Yarduat and a few other people's faces who's names still escape him. He has remembered everything revolving around his time in Amegakure no Sato including his time as First Officer, and Peace General as well as the brief amount of time he spent in the Aktasuki and both his fight to get into it against Solf J. Kimblee and his defeat at the hands of Isabella Uchiha. He also can remember his training with Garrette Hawke and the time he spent with his daughter in Konohagakure no Sato.

These memories were reconnected through stressful situations in which he fought people stronger than himself sometimes people who didn't realize he had lost his memory and been weakened significantly in his time. After the first few fights he sought out medical advice from a fellow medical shinobi Kenshin Himura and they agreed that stressful situations seemed to be the focal point of his ability to regain and reuse the things he had learned previously. He fought Vegeta an old friend and was able to reobtain his memories relating to Amegakure no Sato and the brutal, sadistic, things he had done in the past on behalf of his home. He began to realize he was a sick bastard and is having trouble coming to terms with this fact. He also fought a Sage Transformation user, and two Hyuuga. The Hyuuga, Desmond Miles allowed him to regain several memories related to his time as Peace General and the times he trained individuals while his fight with another Hyuuga who used Ice Release Todoroki Shouto allowed him to access memories relating to his more sadistic side. One thing he remembered from this specific fight was the event where he stabbed out the Uchiha's sharingan who was the War General of Konohagakure no Sato and the decapitation of their First Officer at the time.

After coming to terms with the fact that he needed to place himself into stressful situation to regain his memory he fought Tohru the Dragon regaining his need to survive and prove himself. He also realized that he liked fighting strong women and that these were the type of women he was attached to. He fought hard in this fight feeling as though he might die multiple times throwing Tohru off of her guard and pushing her back multiple times. The fight ended in a clash of several large scale attacks, at this point Tohru was no longer holding back launching two massive fire attacks at him and his clone. Sado somehow found a way to counter turning the fire techniques and the poison techniques he used to counter into a large explosive firework show. After this fight Sado was able to regain access to his use of Snake Sage Mode to an imperfect degree.


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.

(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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(Dokuton: Dorakonikkuburesu) Poison Release: Tibsy's Draconic Breath
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( +10 to make it semi-solid again )
Damage points: 60 ( +30 to another poison technique )
Description: The user moulds poison chakra to create poison, or manipulates an already existing source of poison. If creating the source, he must perform the boar hand seal allowing him to form the source of poison into projectiles, nets, waves, tools or weapons. If he's manipulating an already existing source he is able to merely use slight motions of the hands to form sources into the above mentioned items. By doing this the user can control poison already in play forcing it to move towards the opponent at a rapid pace through the air or across the ground. This poison is usually the residual leftovers of a clash or the poison released from smoke bombs but can even be just inert poison that is on the battlefield.
As he manipulates the poison he coats it in chakra giving it shape and making it retain a form until the user decides to release the chakra coating at that point the liquid poison loses it's solid properties covering the opponent in a viscous, almost tar-like, purple poison that can impede movement making the opponent slowed due to the excess weight of the poison as well as it's sticky properties. The poison reduces the poisoned individual's reactions and speed by three ninja ranks and causes a numbness upon any skin touched. This numbness radiates throughout the body ending in complete paralysis on turn five. During this time the numbness is accompanied by excessive pain and burning as the poison eats away at the first and second layer of skin causing moderate first to second degree burns all over the body. The user can also manipulate the poison to constrict the opponent hardening it to a point that it can hold a person in place indefinitely unless defended adequately. This is done by calling upon the chakra inside the poison causing it to increase the viscosity of the substance to the point where it's a semi-solid allowing for the temporary capture of opponents. The aforementioned process is the same one that keeps the poison solid until impact.
In the same time frame as another poison technique the user can also pump more chakra into it through this technique increasing it's rank by one rank while also adding 30 extra damage up to S rank where it merely gains an additional 30 damage. This is done by performing an extra hand seal alongside another poison technique thus making it larger, stronger and more deadly imparting the aforementioned effects onto another poison.
Notes:
- The strengthening ability can be used once per turn with a one turn cool down

- This can be used with a custom poison but requires it to be a liquid

♪ Declined: Increasing poison techs by one rank AND adding +30 damage? Nah. Techniques can get a one rank boost up to S rank - wherein they'd simply have their damage increased by 10 (to Forbidden rank). Where are you finding inert poison on the ground from before a battle has taken place? Provide an example of what you mean by that, the wording is a bit confusing. You talk about reducing the opponent's speed and reactions by three ranks, but then later you talk about his speed being halved immediately because of the poison's weight/adhesiveness, does that only take place after turn 5? Or from the beginning? And, finally, I'm not keen on allowing this to be usable with smoke bomb poisons, seems like a reach to be able to solidify them/increase their viscosity to that extent -- especially from a gaseous form. ♪
(Dokuton: Dorakonikkuburesu) Poison Release: Tibsy's Draconic Breath
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( +10 to make it semi-solid again )
Damage points: 60 ( +10 to another poison technique )
Description: The user moulds poison chakra to create poison, or manipulates an already existing source of poison. If creating the source, he must perform the boar hand seal allowing him to form the source of poison into projectiles, nets, waves, tools or weapons. If he's manipulating an already existing source he is able to merely use slight motions of the hands to form sources into the above mentioned items. By doing this the user can control poison already in play forcing it to move towards the opponent at a rapid pace through the air or across the ground. This poison is usually the residual leftovers of a clash but can even be just inert poison that is on the battlefield. Inert poison refers to poison on the battlefield created by the user that no longer retains chakra. An example, poison created by something like Poison Creation that is left on the battlefield from before. This is similar to Earth Release or Water Release ie, mud left from previously used Earth Techniques or Water left from previously used water techniques. These substances would be inert, just chakra-less substances but would be usable by forcing chakra into them such as the B rank (Suiton: Bakusui Shōha) - Water Release: Exploding Water Colliding Wave technique. For a more specific example for poison release itself Poison Creation or this technique itself could be used to create a source of poison by manipulating the users own custom source creating a large amount of liquid poison leaving behind a massive amount of inert poison. It becomes inert because it's no longer being manipulated so it's just there on the field. This would obviously need the user to create poison beforehand as there wouldn't just be poison lying around on the ground like natural water that can be found for water release.
As he manipulates the poison he coats it in chakra giving it shape and making it retain a form until the user decides to release the chakra coating at that point the liquid poison loses it's solid properties covering the opponent in a viscous, almost tar-like, purple poison that can impede movement making the opponent slowed due to the excess weight of the poison as well as it's sticky properties. The poison reduces the poisoned individual's reactions and speed by three ninja ranks and causes a numbness upon any skin touched. This numbness radiates throughout the body ending in complete paralysis on turn five. During this time the numbness is accompanied by excessive pain and burning as the poison eats away at the first and second layer of skin causing moderate first to second degree burns all over the body. This will also half the opponent's speed as long as the poison remains on the opponent due to it's sheer weight and stickiness nearly doubling the opponents weight due to the poison's weight. The user can also manipulate the poison to constrict the opponent hardening it to a point that it can hold a person in place indefinitely unless defended adequately. This is done by calling upon the chakra inside the poison causing it to increase the viscosity of the substance to the point where it's a semi-solid allowing for the temporary capture of opponents. The aforementioned process is the same one that keeps the poison solid until impact.
In the same time frame as another poison technique the user can also pump more chakra into it through this technique increasing it's rank by one rank while also adding ten extra damage up to S rank where it merely gains an additional ten damage. This is done by performing an extra hand seal alongside another poison technique thus making it larger, stronger and more deadly imparting the aforementioned effects onto another poison.
Notes:
- The strengthening ability can be used once per turn with a one turn cool down
- This can be used with a custom poison but requires it to be a liquid
 
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(Dokuton: Dorakonikkuburesu) Poison Release: Tibsy's Draconic Breath
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( +10 to make it semi-solid again )
Damage points: 60 ( +10 to another poison technique )
Description: The user moulds poison chakra to create poison, or manipulates an already existing source of poison. If creating the source, he must perform the boar hand seal allowing him to form the source of poison into projectiles, nets, waves, tools or weapons. If he's manipulating an already existing source he is able to merely use slight motions of the hands to form sources into the above mentioned items. By doing this the user can control poison already in play forcing it to move towards the opponent at a rapid pace through the air or across the ground. This poison is usually the residual leftovers of a clash but can even be just inert poison that is on the battlefield. Inert poison refers to poison on the battlefield created by the user that no longer retains chakra. An example, poison created by something like Poison Creation that is left on the battlefield from before. This is similar to Earth Release or Water Release ie, mud left from previously used Earth Techniques or Water left from previously used water techniques. These substances would be inert, just chakra-less substances but would be usable by forcing chakra into them such as the B rank (Suiton: Bakusui Shōha) - Water Release: Exploding Water Colliding Wave technique. For a more specific example for poison release itself Poison Creation or this technique itself could be used to create a source of poison by manipulating the users own custom source creating a large amount of liquid poison leaving behind a massive amount of inert poison. It becomes inert because it's no longer being manipulated so it's just there on the field. This would obviously need the user to create poison beforehand as there wouldn't just be poison lying around on the ground like natural water that can be found for water release.
As he manipulates the poison he coats it in chakra giving it shape and making it retain a form until the user decides to release the chakra coating at that point the liquid poison loses it's solid properties covering the opponent in a viscous, almost tar-like, purple poison that can impede movement making the opponent slowed due to the excess weight of the poison as well as it's sticky properties. The poison reduces the poisoned individual's reactions and speed by three ninja ranks and causes a numbness upon any skin touched. This numbness radiates throughout the body ending in complete paralysis on turn five. During this time the numbness is accompanied by excessive pain and burning as the poison eats away at the first and second layer of skin causing moderate first to second degree burns all over the body. This will also half the opponent's speed as long as the poison remains on the opponent due to it's sheer weight and stickiness nearly doubling the opponents weight due to the poison's weight. The user can also manipulate the poison to constrict the opponent hardening it to a point that it can hold a person in place indefinitely unless defended adequately. This is done by calling upon the chakra inside the poison causing it to increase the viscosity of the substance to the point where it's a semi-solid allowing for the temporary capture of opponents. The aforementioned process is the same one that keeps the poison solid until impact.
In the same time frame as another poison technique the user can also pump more chakra into it through this technique increasing it's rank by one rank up to S rank where it merely gains an additional ten damage. This is done by performing an extra hand seal alongside another poison technique thus making it larger, stronger and more deadly imparting the aforementioned effects onto another poison.
Notes:
- The strengthening ability can be used once per turn with a one turn cool down
- This can be used with a custom poison but requires it to be a liquid



[ ]

(Dokuton: Kōgo no Yogore) - Poison Ninjutsu: Colloquial Cloak of Contamination
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( +10 per turn to maintain ) ( +20 to rebuild )
Damage: 80
Description: The user begins by releasing poison chakra from their skin materialising it into a shroud of dense liquid or gas cloaking their body in the substance creating a form of pseudo-clothing from pure poison. This allows for a rather decent defence against things that form of poison is strong to for example a liquid shroud will allow for the defence of even Forbidden rank fire release as the liquid vaporizes into it's gaseous state while also being able to take on two S rank fire techniques. Alternatively if a gaseous shroud is created it can defend from even Forbidden rank lightning or take on two S rank lightning techniques. Anything that form of poison is neutral to plays on equal terms with the cloak obviously. Additionally by performing a hand seal and spending a move slot by releasing more poison into the cloak it can be rebuilt and strengthened temporarily allowing it to survive through damage that would normally destroy it. However this can only be done once per usage.
The cloak can additionally be used to attack an opponent by using it as an S rank construct with it being able to travel up to mid range from them in any direction creating tentacles and hands 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. The gaseous form is able to grant flight, and create wings on the back allowing the user to fly at their current running speed the wings themselves are more cosmetic than anything else as the gaseous cloak is what allows the flight. This is because it has enough substance to pick up and move the user and by being manipulated it can carry the user throughout a battlefield allowing them to hover or glide. The basic poison itself only has the effects of Med Toxin, where the really useful part comes in is when the user uses their own custom poison to create the cloak imparting upon it those effects. The cloak can support S rank and below poison techniques allowing it to be used as a source for things such as Poison Creation or other similar poison techniques.
Note:
Can be used twice per battle lasting four turns per use
Can only be used to attack as an S rank construct once per turn and costs a moveslot after the turn of creation
Twice per battle, once per turn and passively per cloak creation the user can use the gaseous cloak to avoid incoming techniques.



(Dokuton: Doku no ki, Kalaipahoa) - Poison Ninjutsu: Kalaipahoa, the Tree of Poison
Type: Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 ( when used to attack )
Description: A poison user concentrates poison chakra all throughout their body or into a specific part of their body and by using this poison chakra they can turn portions of their body into poison. If a technique or an attack strikes this form with the potential to strike them directly depending on it's strengths and weaknesses some techniques can be completely negated while others can be partially negated. This is because not only does the user literally turn their body to poison they proliferate this poison creating an additional buffer of poison allowing the "body of poison" to take on far more damage than the users natural body. This costs a move and the user can temporarily become poison for at maximum three turns before reverting to normal. This ability can only be used once every other turn and if used to negate damage the user reverts to normal upon taking enough damage to take out the poison. Due to this the user can defend against something that would naturally harm them negating the damage of an attack with the strength of an A rank or below for things neutral to the form of poison the body is converted into. Alternatively it can negate an S rank technique of something that form of poison is strong to.
The whole body can be converted to poison but to do so the user must perform a single hand seal. If instead they only turn a portion of their body to poison they are able to do so without a seal. Whole limbs, or portions of the body such as the head, neck, shoulders, stomach, fingers or chest can be converted to poison relatively easily. However as mentioned above the form of the poison dictates it's strengths and weaknesses. While this technique is primarily a defensive technique it can be used offensively by for example turning an arm to poison and grappling an opponent. Limbs converted to poison can be extended up to mid range away and can be destroyed without harming the user because as mentioned above it is not their natural body but instead poison proliferated from the poison they converted their body into.
Notes:
Can be used three times per battle with transformations lasting for three turns at max
Can be used once per turn with a two turn cool down












For myself.

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(Kuchiyose no Jutsu: Azushara Joō) - Summoning Technique: Azshara of the Highborne
Type: Supplementary
Rank: A
Range: Short
Chakra: 20
Damage: 40 ( to the summoner to nullify pain ) ( +100 senjutsu chakra per copy absorbed )
Description: Azshara is a cruel, sadistic, and vain emerald shaded, gliding/flying snake she believes herself to be beautiful, charismatic, and persuasive in every way, and will try to control and manipulate the summoner into risking their life for her amusement knowing that if she ever comes in harms way she can merely disperse away to safety. She is only five and a half meters in length she is relatively small is size and stature when compared to much larger and dangerous snakes but makes up for her size with cunning and deception. When summoned she will coil around the summoners arm, leg or body and can bite them inject into them a numbing agent. This numbing agent usually used to catch and dull the senses of small prey increases the summoners pain threshold immensely dulling the sense of pain to a point where minor to moderate damage (D to A rank damage) that would usually hinder a person doesn't. This doesn't mean they don't take the damage they do, and this has the potential to put them in a very dangerous predicament where they take damage and don't fully grasp the severity of it until it's too late. Azshara revels in this. While connected to the summoner through the bite's point of contact she has a mental connection to the summoner and their chakra flow able to in a way meld with the summoner speaking directly to them by accessing their mind. She is able to feel and perceive the summoners chakra flow and can even feed off of it if she so desires taking basic chakra from them while also spiking their chakra in the case that they fall under a genjutsu.
She can create natural energy based copies of herself that are invisible to anyone who has no training in natural energy those who do can sense them but not see them. These copies can be controlled by her and like shadow clones are connected to her in the same way when she disperses one or it is forcefully dispersed Azshara gains all of the knowledge it has accumulated as well as the ability to create a new copy of herself. These copies can do nothing beyond scout over large distances and gather information. Aszhara can only have three copies in play at any time however they can be anywhere as long as Aszhara herself is safe. While active Aszhara can share her senses including smell, vision, infrared, hearing and sense of touch and vibration sensing with the copies sensing everything they do. Immense concentration is required for this and she is unable to concentrate on the landmark or battlefield she is on while doing so. She can relay all these senses and sensations to the summoner as well as talk directly to them to relay the information. Each copy counts as a Shadow Clone, reducing the number of clones that can be active at anytime by the number of copies created. Only two can be active at anytime and Aszhara and the copies can sense things one landmark away through their snake based senses. Due to her being a flying/gliding snake she can glide through the air her copies can outright fly due to their ethereal nature. She however cannot use any other form of ninjutsu or senjutsu only having access to the above mentioned abilities. Once per battle the summoner can have Aszhara allow them to absorb the natural energy copies granting one hundred senjutsu chakra per copy absorbed allowing the user to absorb two per battle granting two hundred senjutsu chakra in total.
Note: Can be summoned once per battle
Note: Can only be on the field for four turns
Note: No other summons can be on the field while she is but Snake Ninjutsu Techniques can still be used

[ ]

(Senninka: Schwifty o Nyūshu) - Sage Transformation: Get Schwifty
Type: Supplementary
Rank: C - S
Range: Short
Chakra Cost: 15 - 40
Damage: ( heals 30 to 80 damage depending on wounds healed )
Description: Get Schwifty is an ability that allows a Sage Transformation clansmen to replace limbs, or appendages lost in battle and recover from similar severe damage such as crater-like wounds to the upper or lower body barring complete organ degeneration. The Sage Transformation clansman is able to produce muscle, flesh, nerves, bones and tendons but is unable to produce organs, however it can produce small amounts of organ tissue these cells only replace what was lost and cannot create different appendages ie; if an arm was lost and is being regenerated the user cannot produce a wing instead it has to be an arm with the same exact proportions and usability. They can also produce endothelial cells though to replace blood vessels that were severed or lost due to damage but are unable to replace the entire heart muscle itself if it is excessively damaged but can heal organs if they were merely bruised or harmed mildly they just cannot replace entire organs. This is based heavily on the ability that Juugo was shown to use that allowed him to enlarge his child sized body during his fight with A the Fourth Raikage. He was shown to be able to produce muscle, flesh, bone, tendons and nerves by entering a Complete Sage Transformation replacing the cells he had given to Sasuke to heal his wounds. The Sage Transformation clansmen can also reattach limbs by placing them against a wound and using this technique instead of growing an entirely new limb. This process is a lot like how a lizard can regrow a tail, or the African Spiny Mouse can regrow it's skin. The process is rather painful even though it is replacing what was lost and is able to break any genjutsu that can be broken through pain. This technique can be performed alongside most other Sage Transformation techniques happening in the same timeframe. By rejecting the new cells and providing them to a Curse Seal recipient or another Sage Transformation user the user is able to heal them in a similar fashion to healing their-self. This is because any Curse Seal user or Sage Transformation user is compatible with the Sage Transformation enzyme which grants the shape-shifting abilities. Additionally in the same timeframe as damage being taken the user is able to heal their own body at a quick pace by replacing dead, or dying tissue as well as healing broken bones as they happen. This allows the Sage Transformation user to negate damage as it happens by either preemptively healing the body or replacing tissue as it is destroyed. This is an intensely painful process even moreso than the healing mentioned above. This is because the user takes the damage from the attack directly but is able to negate it in time to stop irreparable damage from being done.
Note: A rank or below can only be used twice per battle
Note: S rank version can only be used once per battle
Note: Cannot be used while in Complete Sage Transformation
 
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(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 if need be appearing to 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. 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. These constructs can be controlled merely through thought as mentioned allowing the user to perceive whatever the constructs can allowing them to see or feel what the construct sees or feels. 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 where as each additional construct will be weaker. Meaning two constructs will be an A rank each, four constructs would be B rank each, eight would be C rank each etc. 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 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. When combined with a poison that causes hallucinations this makes it even harder to perceive the constructs as it becomes even harder to distinguish reality from hallucination with their ethereal nature. The major drawback of this technique is the fact that these constructs cannot exist outside of a poison mist. If they travel outside of the mist 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 three turn cd
Note: The user can only use poison techniques while controlling the constructs



For Korra

(Dokuton: Machigatta Yūyo) - Poison Release: Spiteful Respiration
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A ( +20 to infused technique )
Description: Like it's parent technique (Dokuton: Doku no Chūnyū) - Poison Release: Poison Infusion the user will channel their poison into their arms causing their arms to turn a purplish color the main difference from this technique to it's parents is the arms begin to give off gaseous fumes of poison. Instead of using a liquid variation of poison they use a gaseous one thus infusing the gaseous poison into an energy or ethereal based technique excluding lightning, as gaseous poison will merely snuff out the lightning instead of empowering it. The user does this by releasing gaseous poison from their pores while creating or using another jutsu, or by funneling it into an ethereal based technique as they use it. Techniques like ( Fire, Wind, Dust etc ) will become a dull purple and will be naturally larger with things like fire giving off sickening poison fumes and wind changing it's natural color and further pressurizing it while dust, becomes poisonous in nature and can be breathed in causing it to stick to the mucous membranes of the nose, throat and lungs as well as the eyes. This additionally works for things like mist, or steam as well as any other ethereal element.This jutsu is as fast as it's parent technique being able to infuse a jutsu with poison as soon as the jutsu is made or released happening in the same timeframe as the altered technique. It can also grant an additional rank and twenty damage to the technique up to S rank where it just gains the damage boost. This requires the user to have a gaseous poison sample to use as a template.
Note: Requires a 2 turn cool down between uses
Note: Each use lasts for the duration of that singular technique.
Note: Cannot be used with jutsu that materialize within 5 meters of the opponent.






(Furuburingu) - Fullbring
Type: Weapon
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80 ( La Muerte ) ( +20 to poison techniques )
Description: Fullbring is a set of gauntlets made of a special malleable toxic heavy 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 pulling upon the wielders chakra flow. This allows it to seemingly appear out of nowhere as long as it is carried with the user in someway. It is a non-living, pseudo-symbiote creating a link to the wielder's chakra system pulling on it using it to repair and change shape at the will of the user. It is able to do this because it is a shape-memory alloy that "remembers" its original shape and when deformed or damaged returns to its pre-deformed shape when chakra is channeled into or through it. The guards don't have various forms though only being able to make minor changes to it's original form such as turning the fingertips into needles or creating bladed protuberances from the guards by siphoning off chakra and using it to change it's shape. Something trivial but special about the metal is that is has the innate functionally to change it's color or size dependent upon the user and their chakra system as every shinobi has a different chakra consistency, and color however this has no combat benefit or usability it just slightly changes the appearance slightly depending upon it's current wielder. If the wielder shape-shifts for any reason the weapon changes shape with them.

Right Arm of the Giant - Also known as the Red Right Hand the right arm guard is red and black in color and 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 more heavily upon the defensive and shape-memory abilities of the alloy. This guard is great for defensive purposes in short range combat such as close range taijutsu with the ability to defend against most taijutsu passively within reason. It can passively defend against thrown objects such as kunai, shuriken or bladed weapons quite easily. 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 absorb the wielder's chakra directly from his chakra reserves without his permission or consent storing it then infusing their punches with the chakra much to the same extent Sakura and Tsunade do but the user won't have to focus on the chakra level like Sakura or Tsunade. The guard itself does it for the wielder maintaining chakra flow from the user to the guard. The stored 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 the chakra in no way forms a blast but absorbs into the part of the arm guard that covers the fingers and then into the user's hand. The punch is not so much driven by muscle power but by the chakra that is infused into the punch. La Muerte is roughly an S rank attack dealing appropriate damage it counts as a technique and can only be used three times per battle but not in the same turn. It can cause destruction similar to Chakra Enhanced Strength with the potential to create massive craters and destroy the ground with relative ease. The guard can also defend from a single S rank or similar damage twice per battle by forcing additional chakra into the guard while doing so even empowered techniques can be blocked by increasing the chakra cost by half that of the damage negated. Blocking a technique with Right Arm of the Giant counts as a technique but can be done alongside another technique in the same timeframe

Left Arm of the Devil - The arm guard is white with a red stripe running down the length of the center. The fingertips have red diamond shaped marks on them with small almost unnoticeable spikes protruding from the tips that have the potential to slowly release liquid poison like hypodermic needles, by channeling chakra through them they can passively create multiple torrents of poison to spray out. This is rankless and doesn't deal damage only having the potential to poison an individual sort of like how an animal can spit venom. A spike protrudes from the shoulder. and two more, resembling claws, extend over the wielder's chest. This is the more offensive of the two guards it focuses more upon the toxic heavy metal aspect of the metal. It has the potential to poison anyone touched by it excluding the user who due to their chakra connection is immune to this. It does this by releasing small flecks of poisonous heavy metal into the air that when breathed 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 causing an intense burning sensation causing coughing and sneezing. 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. This is almost akin to becoming drunk as inhibitions are also weakened this happens the turn a person is effected by the toxic metal. The turn following this their mental acuity becomes slowed with them being unable to form rational thoughts at a fast pace. They will notice a visible change in their thinking process as their reactions and speed are slowed by three ranks for this to work direct contact has to be made and is passive however once per turn three times per battle at the cost of a move the user can force the guard to create a short - mid range dust cloud this disperses after two turns. Additionally this ability can be imparted upon any poison technique the user creates or uses and has the potential to increase the strength, size and rank of the technique increasing the damage. This is because the user will lace into the poison technique a stream of the toxic heavy metal 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 any poison technique, it counts as a move but is done in the same timeframe alongside the other technique. The poisonous symptoms can be imparted upon an S rank without the damage or rank increase. When done the poison technique will shimmer slightly due to the heavy metal. This ability can be used four times per battle, with a one turn cool down.
 
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(Warugasuton/Dokuton: Hanikamu) - Laughing Gas/Poison Release: Hahnium
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60 ( +20 to Poison techniques or Laughing Gas techniques )
Description: Due to the innate connection between Poison Release and Laughing Gas as mentioned in the element itself a poison technique can be laced with vast amounts of Laughing Gas and vise-versa a Laughing Gas technique can be laced with vast amounts of poison creating a compounding effect. This is because as directly specified in the element Laughing Gas is a carrier gas allowing it to carry with it a secondary substance or be laced into another substance creating a mixture of the two. This can be used alongside a poison technique or a Laughing Gas technique in the same timeframe to impart additional effects into the substance empowering whatever technique it is used with. This works up to A rank techniques allowing a boost in damage by +20 and a rank increase. It can additionally be used upon S rank or Forbidden rank techniques to impart additional effects onto the technique but it won't gain damage or rank, it merely means the technique will have the effects of another poison or Laughing Gas itself.
Alternatively this technique can be used alone to create a mixture of poison and Laughing Gas allowing the user to create weapons, torrents, constructs or waves of the mixture. This is similar to Poison Creation or the basic Laughing Gas technique but due to the compounding strengths the substance created will be neutral to all elements. This allows the substance to play on equal terms with everything. This can be used upon a source of poison or Laughing Gas allowing the user to attack or defend with relative ease.
Note: The basic creation ability can be used five times per battle
Note: The carrier gas ability can be used three times per battle with a one turn cool down

(Raiton: Akarui me o Mawasu) - Lightning Release: Turn Around Bright Eyes
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: N/A ( +5 per turn to activate and maintain )
Damage: N/A
Description: A rather deceptive technique created to annoy and abuse the natural instinct of genjutsu users to make and maintain direct eye contact with their prey. The user will send small amounts of lightning chakra to their eyes creating a strobe-light effect that creates bright flashes in a forward direction towards anyone or anything that tries to make direct eye contact with the user.
This technique can be activated passively since it can be countered merely by avoiding eye contact thus doesn't count as a moveslot. These flashing lights can cause mild seizures and blindness to an opponent due to their extremely bright effects causing hand seals to falter and jitter apart making it impossible to use hand seals for two turns after even just briefly looking at the lights for a moment. The blindness will also last for two turns if the opponent tries to look directly into the users eyes causing additional problems. If direct eye contact is tried to be maintained for more than a single turn at a time the opponent will enter into a full on seizure unable to control their body at all as it causes convulsions, where the body shakes uncontrollably and they fall to the ground. The seizures aren't just created by the strobe effect, the light carries with it small amounts of electrical energy that mimic natural signals in the brain. This energy is enough to after entering the body through the eyes cause Generalized Seizures by creating misinformation in the brain through electrical signals being miss communicated and confused. The bright lights only travel forward effecting people in front of the user allowing them to be unaffected by this. It can also be used to cosmetically make the eyes glow any color the user wishes, for whatever reason. This also makes it impossible for the opponent to make direct eye contact even if the opponent tries to stare through the light because of the light itself and the energy it carries. It can also be used as a medium for genjutsu if desired as it's sending chakra and electrical signals into the brain anyway already.
Note: This technique is passive and can be used in the same timeframe as another technique

♪ Declined: Seizures and such are a no. Just say that it would result in blindness for a turn or something lol. No to using it as a medium for genjutsu as well, that's pretty overpowered (especially when paired with gen outside of the usual parameters). ♪
(Raiton: Akarui me o Mawasu) - Lightning Release: Turn Around Bright Eyes
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: 5 ( to activate )
Damage: N/A
Description: A rather deceptive technique created to annoy and abuse the natural instinct of genjutsu users to make and maintain direct eye contact with their prey. The user will send a small amount of lightning chakra to their eyes creating a strobe-light effect that creates bright flashes in a forward direction towards anyone or anything that tries to make direct eye contact with the user.
This technique can be activated passively since it can be countered merely by avoiding eye contact thus doesn't count as a move slot. These flashing lights can cause blindness to an opponent due to their extremely bright effects by even just briefly looking at the lights for a moment. The blindness will last for a single turn if the opponent briefly makes eye contact causing visual problems that mimic snow blindness. The longer eye contact is tried to be forced the more damage to the cornea is done and the deceptive part is that the pain doesn't begin until the person looks away meaning they can do more damage to their eyes than they think they've done. If direct eye contact is tried to be maintained for more than a single turn at a time the opponent will cause irreparable damage to their eyes causing permanent damage to the eyes leading to permanent blindness meaning the light makes it physically impossible to stare into the users eyes even if the opponent tries to force eye contact. The pain after looking away from the lights are akin to having something stuck in the eyes like sand or dust and worsens the more exposure the opponent forces onto their-self capping off at a feeling similar to having glass in the eyes with an intense burning and stinging pain that causes the eyes to water and tear up. The bright lights only travel forward effecting people in front of the user allowing them to be unaffected by this. It can also be used to cosmetically make the eyes glow any color the user wishes, for whatever reason. If a doujutsu user or chakra senseor tries to pierce through this light all they will see is a layer of chakra instead of the users eyes themselves making it impossible to instigate visual genjutsu. This is similar to the brill created by Snake Sage Mode users as it creates a layer in which chakra cannot travel to instigate genjutsu.
Note: This technique is passive and can be used in the same timeframe as another technique

(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

(Dokuton: Furui Kami) - Poison Release: Stomach of C'thun
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A ( +20 to infused technique )
Description: By using this technique the user forces chakra into a poison technique either one that has already been used or one they are using at the moment and drastically reduces the pH of the poison to a point that it becomes a superacid. A superacid is an acidic substance that has a pH in the negatives namely in excess of -12. This grants the poison the ability to dissolve solid objects that it comes into contact with quickly and easily. For example it would be able to dissolve things such as earth, steel, bubblegum, paper, sand, flesh, bone, muscle, etc being strong to any solid substance while being diluted by things such as water, or other such liquids while being neutral to energy based elements such as lightning and fire. This allows liquid and gaseous poison to become strong to earth and solid substances while becoming weak to water or liquid substances. If the poison comes into contact with human or animal flesh it will dissolve it with relative ease being able to cause even forth degree burns melting away flesh all the way to the bone.
The technique itself has no offensive use as it cannot be used to produce poison directly only manipulate existing poison or poison the user is creating in the moment happening in the same time frame as another technique. It works up to A rank granting a rank and +20 damage to the altered technique. It can also be used on S rank techniques to lower the pH of a technique but doesn't directly increase it's strength only adjusting it's natural strengths and weaknesses.
Note: Can be used four times per battle with a two turn cool down.
 
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(Dokuton/Genjutsu: Sayōnara Moonmen) - Poison Release/Illusionary Arts: Goodbye Moonmen
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A ( 60 if layered with a genjutsu and controlled to cause pain )
Description: The user begins by producing a poison fundamentally the same as Ayahuasca releasing it from their body either the mouth or pores creating a gust of the poison or creating liquid poison on their body that they can poison someone through by touch. When it makes contact with the skin, is breathed in or enters the blood stream it has the potential to induce vivid, surreal and psychedelic hallucinations including both visual and auditory stimulation leading to the mixing of sensory modalities, and psychological introspection that may lead to great elation, fear, or illumination. These hallucinations mimic genjutsu and are the basis for the next portion where the user layers in a genjutsu to control and manipulate the hallucinations using the poison as a trigger mechanism. The user from this point forward is able to induce multiple different streams of hallucinations and control the hallucinations. During this time the entire world becomes extremely trippy everything begins to warp and twist. Colors and objects begin to fade and slowly the real world is replaced by a series of events that you'd expect to see on an extremely bad acid trip. Colors slowly flash brightly, time seems irrelevant as visions of objects, people and colors move and twist together in a swirling mass of intense sound and rhythm. The opponent begins to rise their body feeling as if they are floating and they're taken on a trip through space, where they see planets and stars along with other celestial bodies all the time they're seeing colors this is the basic hallucination brought on by the poison but can be altered and changed radically by the induction of a genjutsu.
The poison makes these hallucinations seem even more real by inhibiting certain parts of the brain making the person more likely to believe what they are seeing and hearing. The opponent is unable to see their opponent at this point as they are left in a sort of catatonic state. Even if the opponent breaks the genjutsu they are left dealing with moderate hallucinations brought on by the poison and the user doesn't have to lace in a genjutsu it's just an additional effect that can cause mental pain or anguish to be forced upon the opponent when they're at a vulnerable state. Due to the way this technique acts as a trigger mechanism it allows a genjutsu to be layer into it almost seamlessly in the same timeframe and allows for a much more in-depth control over the genjutsu than regular genjutsu usage or the poison's effects themselves allowing the user to know exactly what the opponent is seeing and hearing. This technique makes it twice as hard to break a genjutsu through chakra usage or pain due to the the real effects the poison has commingling with the "fake" effects the genjutsu has.
Note: Can be used two times per battle with a four turn cool down
Note: Can effect multiple people at the same time but the user will have less control over the genjutsu aspect
Note: The genjutsu can last three turns if not broken unless layered with a genjutsu that has it's own usage limit
Note: The poison lasts three turns if not cured

Basic version reference: [ ]

(Senninka: Gekimetsu no Sekando) - Sage Transformation: Destructive Second Bullet
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The sage transformation user concentrates natural energy into their dominant arm and then by punching the ground with, and channeling natural energy into and through their dominant arm they can generate a small fissure of invisible natural energy that stretches for about a dozen or so meters. This natural energy in turn unleashes a powerful force sufficient to easily launch several victims into the air and away from the user even tossing medium to large summoning creatures away with relative ease tossing these creatures upwards of ten meters away. This breaks and crushes the ground in a similar way to what can be done with Chakra Enhanced Strength creating a massive rippling wave of natural energy that rides along the ground using both the air and the ground itself as a medium traveling towards, into and then through an opponent or technique causing varying degrees of damage depending on how strong the wave is when it hits. If at full power it can shatter multiple bones, rupture organs and tear muscles, nerves and tendons causing severe pain and leaving limbs broken and torn. While doing this they undergo a small transformation in which they strengthen and enlarge their arm. This transformation lasts only for the technique itself.

In the same timeframe as this technique the user is able to use (Senninka: Funsha Atooshi) - Sage Transformation: Jet Booster Boost or a similar Sage Transformation technique creating a compounding effect nearly doubling the strength of the technique by adding the additional damage from that technique to this one. Doing so increases this technique's rank by one rank, bringing it up to S rank but has the ability to push it's damage even further than that. This is because the Sage Transformation user can trigger the secondary technique at the right point thus adding more power and force to their attack compounding it and nearly doubling it's strength, size and power. This additionally ups the range to Short - Long but obviously the user must spend the secondary moveslot to use the other Sage Tranfromation technique. This plays on equal terms with any earth or solid technique with the force and the wave of natural energy being able to tear apart solid elemental techniques of the same rank with relative ease. This also plays on par with any elemental release allowing it to defend against other techniques such as wind, water, fire, lightning etc and it travels through the air just as it does the ground creating a rippling effect throughout the ground and air creating a sort of inverted dome. It can also be used on a water source to create a massive wave that accompanies the force and natural energy of the technique itself. This technique can be used in the same timeframe as another Sage Transformation technique as stated above and can also be performed through a kicking or stomping motion instead of a punch. The user can also directly strike their opponent instead of the ground creating the damage mentioned above as well as the chance for the fist to pierce and lacerate the body entering flesh, muscle and bone at the point of contact due to the natural energy and the sharpness of the trasformation their fist and arm undergo.
Note: Can be used four times per battle

Declined: It was fine until you talked about doubling the damage/strength/area of effect. The idea is cool, but the scale is way too vast. 120 damage with an A rank is insane, as is doubling the area of pf effect when it can already displace large summons lol.
(Senninka: Hokorashigena Ken) - Sage Transformation: Proud Fist
Type: Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The sage transformation user concentrates natural energy into their dominant arm and then by punching the ground with, and channeling natural energy into and through their dominant arm they can generate a small fissure of invisible natural energy that stretches for about a dozen or so meters. This natural energy in turn depending heavily on it's strength unleashes a powerful force sufficient to easily launch several victims into the air and away from the user even tossing medium to large summoning creatures away with relative ease tossing these creatures upwards of ten meters away. This breaks and crushes the ground in a similar way to what can be done with Chakra Enhanced Strength creating a rippling wave of natural energy that rides along the ground using both the air and the ground itself as a medium traveling towards, into and then through an opponent or technique causing varying degrees of damage depending on how strong the wave is when it hits. While doing this they undergo a transformation in which they strengthen and enlarge their arm depending heavily on the rank and strength they put into the technique. This transformation lasts only for the technique itself. The technique comes in three levels of power depending upon how much natural energy, strength and stress they place onto their body and subsequently the ground or opponent they strike.

Shocking First Bullet - The first of the three "fists" only being roughly B rank in strength it has enough force to knock a single person back a few meters. The wave created is smaller than all of the rest being only short range in diameter radiating out from the user in a circular expanse slightly displacing and cracking the ground. It doesn't have enough power to create massive damage to the landscape or to an opponent being only able to create moderate damage to the ground such as a small fissure. When striking the body the wave only has enough force to fracture bones, and bruise and tear muscles. Due to being natural energy it plays on equal terms with any elemental release and is stronger than taijutsu, basic ninjutsu, or certain Advanced Ninjutsu for example Sound Release as the natural energy can scatter or disperse sound waves somewhat better than even wind release could.

Destructive Second Bullet - The second of the three "fists" being roughly an A rank in strength. It is virtually the same as the first but with a larger area of effect. The wave carries to and encompasses mid range with enough potential to throw one to four people or a medium sized summon back upwards of ten meters causing significant damage to the opponent's body and the ground around the user. It has enough strength to turn the area directly around the user short range of him to rubble and cracks and splinters of earth radiate outward into mid range. If it hits a physical human body straight on it has enough power to shatter bones, tear muscles, bruise organs and rupture nerve endings causing excruciating pain similar to what can be accomplished with Sage Art techniques but to a lesser degree due to it's rudimentary and basic nature. As mentioned in the above fist this plays on equal terms with elemental ninjutsu, is stronger than basic taijutsu and basic ninjutsu as well as certain advanced ninjutsu like sound release.

Obliterating Last Bullet - The third and strongest of the three "fists" this is just a relatively larger blast in all regards. It can create a fair sized crater all around the users position up to mid range and cracked and splintered earth will radiate up to long range from their position. The wave has enough force to knock away even a large summoning creature roughly ten meters or a single person fifteen meters. The wave of natural energy released with this technique is on par with even (Senninka: Chakra Bakuhastu) - Sage Transformation: Chakra Blast creating a a massive explosive wave of force that if it makes contact with the human body can smash bones into dust, rupture and decimate the organs causing severe internal bleeding as well as rupture nearly every nerve ending in the body creating a wash of pain that is even more intense than the damage dealt to the body. This is on par with the damage that can be done with Sage Art techniques in all regards it is destructive and if it hits at full power will most likely always be lethal unless defended against in some way. As mentioned above it plays on par with elemental release is stronger than raw chakra or taijutsu, basic ninjutsu or sound release. The attack also makes an intense noise similar to a sonic boom when used.


In the same timeframe as this technique the user is able to use (Senninka: Funsha Atooshi) - Sage Transformation: Jet Booster Boost or a similar Sage Transformation technique creating a compounding effect by adding the additional damage from that technique to this one. Just like they naturally would be able to, but at a quicker pace because both are Sage Tranfromation techniques. The user must spend the secondary moveslot to use the other Sage Tranfromation technique. This technique is on equal terms with any earth or solid technique with the force and the wave of natural energy being able to tear apart solid elemental techniques of the same rank with relative ease. This also plays on par with any elemental release allowing it to defend against other techniques such as wind, water, fire, lightning etc and it travels through the air just as it does the ground creating a rippling effect throughout the ground and air creating a sort of inverted dome. It can also be used on a water source to create a massive wave that accompanies the force and natural energy of the technique itself. This technique can be used in the same timeframe as another Sage Transformation technique as stated above and can also be performed through a kicking or stomping motion instead of a punch and when used through the stomping motion the user alters their leg instead of their arm and hand. The user can also directly strike their opponent instead of the ground creating the damage mentioned above as well as the chance for the fist to pierce and lacerate the body entering flesh, muscle and bone at the point of contact due to the natural energy and the sharpness of the transformation their fist and arm undergo.
Note: B rank can be used three times per battle once per turn
Note: A rank can be used twice per battle once per turn
Note: S rank can be used once per battle once per turn
Note: The user cannot use Sage Transformaion the turn after using the S rank version



(Dokuton: Feru no Ame) - Poison Release: Rain of Fel
Rank: A
Type: Supplementary/Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: 60 ( alongside the poison's effects )
Description: The user sends minute substances into the sky through the release of poison chakra creating toxic green clouds high in the sky far above the battlefield. This poison chakra condenses into a sickly, sticky, green liquid that begins to drop down upon the ground like natural rain fall. It is similar in regards to (Suiton: Ukojizai no Jutsu) - Water Style: Rain Tiger at Will Technique however it has the potential to poison anyone it touches besides the user seeping into skin and clothes clinging to clothes and cloth soaking them congealing into a slime-like goop that sticks to people and objects. This goop increases the weight of the opponent doubling it reducing their speed by three ranks as along as the substance stays on their body. This isn't an effect of the poison itself merely it's weight and can be negated by removing the sticky poison and stopping it from clinging to the body. This rain is acidic in nature due to the chemical structure of the substance with the potential to eat through chakra infused; clothes, cloth, paper, wood, plant matter, mushrooms, earth release etc. This is because it is a fairly strong acidic substance similar to natural Acid Rain but even stronger and more deadly. It can cause wounds similar to second to third degree burns melting flesh and muscle causing an intense burning sensation on the body. The poison also lands upon the ground creating puddles of liquid poison all throughout the field allowing them to be used as sources. The user is able to sense anything the poison hits, or is stuck to in a more in-depth manner than the above mentioned water technique. If it touches an opponent or intruder the user is able to perceive their body as a mass of chakra and can easily distinguish their location. The acidic properties have no effect on the user. With a single hand seal the user can solidify the rain into blade like constructs slicing and cutting at anything it makes contact with allowing it to enter an opponent's body with the potential to force itself into open wounds. This technique is based heavily upon (Ensan no Kouu) - Acid Rain in a more refined and versatile while mixing several different properties together.
Note: Can only be used twice per battle and the poison rain lasts until stopped

(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 creating a summoning rift to open along the ground either directly below the opponent or near their position. From the summoning rift flows a rushing column of volatile hot poison able to extend up to twenty meters in height. The column has a short range radius and has enough force to throw an object upwards ten meters 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 above the opponent. 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 on it's own relying on it's flammable nature, but can be substituted for Med Toxin or the users own custom poison.
Note: Can only be used twice per battle once per turn
Note: The user cannot use any other S rank poison release techniques in the same time

(Dokuton: Funsai Suru) - Poison Release: Shatter
Rank: S
Type: Supplementary/Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: In essence a trap technique where the user sends moderate amounts of poison chakra through the ground to the area near the opponent. This can be done in close range through close quarters combat releasing the poison from the soles of the feet hiding them by having them burrow slightly into the ground or from a distance by channeling poison through the ground from the soles of the feet. Either way the aim is to create several ( one to eight ) small condensed bead sized orbs of poison to embed themselves in the ground around the opponent. Once done the user can either perform the seal of confrontation causing the poison to detonate or wait for the opponent to step upon the area where the poison is causing the beads to detonate in tandem.
When they explode they release a mass of liquid or gaseous poison along with a strong explosion roughly the strength of a hundred explosive tags each able to create a one meter crater. The poison rushes outward from the tiny bead proliferating itself into a massive amount with the aim to strike anything or anyone in a short - mid range area covering it in a thick dense poison if liquid or create a massive plume of gaseous poison filling a short - mid range area around the opponent with it. Alternatively these beads can be released into the air through the hands where they will float in place until activated or touched where they will then explode doing what was mentioned above but this usage makes it easier to see and defend from. While underground they can only be perceived by chakra sensors or someone with an appropriate sensing ability to know they are traveling underground and they basically act like landmines as per their trap like nature. They can also be connected by a thin line of poison chakra creating a trip wire where if something passes over it or through it they will instantly detonate. The poison doesn't have any lasting effects on it's own besides the ability to cause minor cell necrosis mimicking second degree burns. However is can be used with the users own custom poison to alter the effectiveness of the technique.
Note: Can only be used twice per battle
Note: Cannot use S rank poison in the turn after

(Fuinjutsu: ) - Sealing Technique: All Knowing All Seeing Eye
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 ( -5 per turn )
Damage: N/A
Description: A failed medical procedure turned into a trap technique the user originally aimed to seal away a portion of the mind usually a sick or infirm part. The aim was to seal away ailments such as multiple personality disorder, bipolar disorder, altimeters, or any other mental imbalance by sealing away the portion of the brain, and additionally for things like multiple personality disorder the portion of the personality that caused this. The failure was in the fact that the mind wouldn't accept this process and would tend to leave the effected person semi-trapped in their own mind almost in a catatonic, vegetative state. The trap comes in now, by placing the seal at the upper most portions of the mind the user is able to starve off intrusions into the mind by creating a three layered barrier surrounding the upper most thoughts allowing them to seal into the first layer trivial thoughts "did I leave the stove on?" "what am I going to have for dinner tonight." "I wonder if my opponent knows he left a booger hanging out of his nose." these are the thoughts that can be perceived by mind readers or probing techniques. This trap is further refined against consciousness swapping or probing techniques. It literally traps the opponent's consciousness in the secondary layer of the seal quarantining it keeping it forever from returning to it's body it does this by lacing the consciousness into a massive unbreakable maze that is impossible to exit. The final layer is special it literally ciphers and codes the users real thoughts into a mess of several different ciphers and codes for example base32. These thoughts can only be deciphered by the user them-self and are ciphered and coded the moment they enter the mind allowing no time to actually read or understand them. The user does not need to decipher their thoughts though as they are able to perceive them normally only things from outside the mind, like individuals probing the mind will see or perceive these mental defenses. If the seal could be looked at it would appear to be a massive eye with a pupil an iris and a sclera this is because the area inside the mind isn't bound by space and time.
Note: Seal must be used in or before combat
 
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(Forgotton-ō no shukufuku) - Blesssing of Forgotton Kings
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+20 to another entity's technique)
Description: This technique is in essence a defensive technique but can be used to increase the power of others techniques as well. It is based heavily around the Sage Transformation ability to imbue upon another being Natural Energy albeit a small, safe fraction of the user's total power. This Natural Energy does not combine with the allies' chakra flow, and only surrounds their body momentarily being taken out either by an incoming attack that makes contact with the Natural Energy or the release of a technique moving from around the allies body and onto the technique imbuing it with a layer of Natural Energy.

To activate this technique a Jugo clan member must make physical contact with another creature while under the affects of a partial transformation (if not already under the effects of a transformation this technique can instigate one) and through that contact infuse them with an unseen aura of Natural Energy encasing them in a protective cushion that will not in any way impede their movement. During this process the user needs to make contact with the ally and sustain contact during the molding of chakra, or until the aura is negated. It can also be used on summoning creatures to increase their durability and can be done in the same timeframe as a summoning technique as long as the user is making contact with the creatures. This process is very similar to the one Jugo performed to remove the Zetsu spores from Sasuke's body and also when he imbued upon Sasuke's Susanoo the power of Natural Energy.

Note: Can only be used thrice per battle.
Note: The defensive ability can be used on the user, but not the boosting ability.
Note: Aura lasts until released by use of a technique or the user and cannot be controlled by the ally.
Note: The aura can defend from A-rank elemental techniques of any nature, Natural Energy or Senjutsu.
Note: The aura can defend from S-rank raw chakra techniques or similar including weapon based ninjutsu and most forms of taijutsu including S-rank.
Note: Courtesy of Howard

(Forgotton-ō no shukufuku) - Blesssing of Forgotton Kings
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A (+20 to another creatures technique)
Description: This technique is in essence a defensive technique but can be used to increase the power of others techniques as well. It is based heavily around the Sage Transformation ability to imbue upon another being Natural Energy albeit a small, safe fraction of the user's total power. This Natural Energy does not combine with the allies' chakra flow, and only surrounds their body momentarily being taken out either by an incoming attack that makes contact with the Natural Energy or the release of a technique moving from around the allies body and onto the technique imbuing it with a layer of Natural Energy.
To activate this technique a Jugo clan member must make physical contact with another creature while under the affects of a partial transformation (if not already under the effects of a transformation this technique can instigate one) and through that contact infuse them with an unseen aura of Natural Energy encasing them in a protective cushion that will not in any way impede their movement. During this process the user needs to make contact with the ally and sustain contact during the molding of chakra, or until the aura is negated. It can also be used on summoning creatures to increase their durability and can be done in the same timeframe as a summoning technique as long as the user is making contact with the creatures. This process is very similar to the one Jugo performed to remove the Zetsu spores from Sasuke's body and also when he imbued upon Sasuke's Susanoo the power of Natural Energy.
Note: Can only be used thrice per battle
Note: The defensive ability can be used on the user himself but not the boosting ability
Note: Aura lasts until released by use of a technique or the user and cannot be controlled by the ally
Note: The aura can defend from A rank elemental techniques of any nature, Natural Energy or Senjutsu
Note: The aura can defend from S rank raw chakra techniques or similar including weapon based ninjutsu and most forms of taijutsu including S rank

Approved

(Hogo no shukufuku) - Blessing of Protection
Type: Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra: 40 ( +40 )
Damage: N/A (+20 to another entity's technique)
Description: This technique is an advanced variation of it's parent technique (Forgotton-ō no shukufuku) - Blesssing of Forgotton Kings and just like it's parent is primarily a defensive technique just like it's parent technique it can be used to increase the power of others techniques. It is based heavily around the Sage Transformation ability to imbue upon another being Natural Energy albeit a small, safe fraction of the user's total power. This Natural Energy does not combine with the allies' chakra flow, and only surrounds their body momentarily being taken out either by an incoming attack that makes contact with the Natural Energy or the release of a technique moving from around the allies body and onto the technique imbuing it with a layer of Natural Energy. The difference between this technique and it's parent technique is the sheer scale and size of the aura as well as it's density. Blesssing of Forgotton Kings only created a aura that directly surrounded the body extending no more than short range around the user, this variation can extend up to mid range in all directions creating an invisible aura a cushion stopping similarly ranked physical matter and ethereal matter from entering the protective zone. It basically creates a dense bubble of protective natural energy.
To activate this technique a Jugo clan member must make physical contact with another creature while under the affects of a partial transformation (if not already under the effects of a transformation this technique can instigate one) and through that contact infuse them with an unseen aura of Natural Energy encasing them in a protective cushion that will not in any way impede their movement. During this process the user needs to make contact with the ally and sustain contact during the molding of chakra, or until the aura is negated. It can also be used on summoning creatures to increase their durability and can be done in the same timeframe as a summoning technique as long as the user is making contact with the creatures. It can even be used to boost the summoning creatures techniques. Additionally by continuing the process of creating the aura, meaning only focusing on this technique being unable to move onto another one the user can spend a move slot and add an additional forty chakra to the process strengthening the aura allowing it to contend with even boosted techniques working on par with them. This process is very similar to the one Jugo performed to remove the Zetsu spores from Sasuke's body and also when he imbued upon Sasuke's Susanoo the power of Natural Energy. This technique has the potential to increase the technique it's augmenting's rank by one up to A rank, when used alongside an S rank it only grants ten damage putting it on par with a forbidden ranked technique.
Unlike the lesser parent technique the Sage Transformation clansmen can actually control this bubble releasing it alongside his own technique allowing him to boost his own techniques but obviously loses the defensive aspect of it immediately when he does this. The protective aspect of this technique can defend against S rank techniques of any elemental nature or forbidden rank basic ninjutsu, weapon ninjutsu, taijutsu, Jyuuken, or anything else natural energy and senjutsu is strong to. This technique cannot be used alongside it's parent technique to compound the defensive aspects and that technique cannot be used the previous or following turn.
Note: Can only be used once per battle
Note: The user is unable to enter a Complete Sage Transformation for three turns after it's usage
 
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Howard

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(Senninka: Enjin; Reshipurokakuchō) - Sage Transformation: Engine; Recipro Extend
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (+30 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 x1.5 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 15 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 x2.5 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 15 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


Appearance: [ ]


♪ Approved ♪
(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 15 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 15 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



(Hogo no shukufuku) - Blessing of Protection
Type: Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra: 40 ( +40 )
Damage: N/A (+20 to another entity's technique)
Description: This technique is an advanced variation of it's parent technique (Forgotton-ō no shukufuku) - Blesssing of Forgotton Kings and just like it's parent is primarily a defensive technique just like it's parent technique it can be used to increase the power of others techniques. It is based heavily around the Sage Transformation ability to imbue upon another being Natural Energy albeit a small, safe fraction of the user's total power. This Natural Energy does not combine with the allies' chakra flow, and only surrounds their body momentarily being taken out either by an incoming attack that makes contact with the Natural Energy or the release of a technique moving from around the allies body and onto the technique imbuing it with a layer of Natural Energy. The difference between this technique and it's parent technique is the sheer scale and size of the aura as well as it's density. Blesssing of Forgotton Kings only created a aura that directly surrounded the body extending no more than short range around the user, this variation can extend up to mid range in all directions creating an invisible aura a cushion stopping similarly ranked physical matter and ethereal matter from entering the protective zone. It basically creates a dense bubble of protective natural energy.
To activate this technique a Jugo clan member must make physical contact with another creature while under the affects of a partial transformation (if not already under the effects of a transformation this technique can instigate one) and through that contact infuse them with an unseen aura of Natural Energy encasing them in a protective cushion that will not in any way impede their movement. During this process the user needs to make contact with the ally and sustain contact during the molding of chakra, or until the aura is negated. It can also be used on summoning creatures to increase their durability and can be done in the same timeframe as a summoning technique as long as the user is making contact with the creatures. It can even be used to boost the summoning creatures techniques. Additionally by continuing the process of creating the aura, meaning only focusing on this technique being unable to move onto another one the user can spend a move slot and add an additional forty chakra to the process strengthening the aura allowing it to contend with even boosted techniques working on par with them. This process is very similar to the one Jugo performed to remove the Zetsu spores from Sasuke's body and also when he imbued upon Sasuke's Susanoo the power of Natural Energy. This technique has the potential to increase the technique it's augmenting's rank by one up to A rank, when used alongside an S rank it only grants ten damage putting it on par with a forbidden ranked technique.
Unlike the lesser parent technique the Sage Transformation clansmen can actually control this bubble releasing it alongside his own technique allowing him to boost his own techniques but obviously loses the defensive aspect of it immediately when he does this. The protective aspect of this technique can defend against S rank techniques of any elemental nature or forbidden rank basic ninjutsu, weapon ninjutsu, taijutsu, Jyuuken, or anything else natural energy and senjutsu is strong to. This technique cannot be used alongside it's parent technique to compound the defensive aspects and that technique cannot be used the previous or following turn.
Note: Can only be used once per battle
Note: The user is unable to enter a Complete Sage Transformation for three turns after it's usage

Parent technique:

(Forgotton-ō no shukufuku) - Blesssing of Forgotton Kings
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A (+20 to another creatures technique)
Description: This technique is in essence a defensive technique but can be used to increase the power of others techniques as well. It is based heavily around the Sage Transformation ability to imbue upon another being Natural Energy albeit a small, safe fraction of the user's total power. This Natural Energy does not combine with the allies' chakra flow, and only surrounds their body momentarily being taken out either by an incoming attack that makes contact with the Natural Energy or the release of a technique moving from around the allies body and onto the technique imbuing it with a layer of Natural Energy.
To activate this technique a Jugo clan member must make physical contact with another creature while under the affects of a partial transformation (if not already under the effects of a transformation this technique can instigate one) and through that contact infuse them with an unseen aura of Natural Energy encasing them in a protective cushion that will not in any way impede their movement. During this process the user needs to make contact with the ally and sustain contact during the molding of chakra, or until the aura is negated. It can also be used on summoning creatures to increase their durability and can be done in the same timeframe as a summoning technique as long as the user is making contact with the creatures. This process is very similar to the one Jugo performed to remove the Zetsu spores from Sasuke's body and also when he imbued upon Sasuke's Susanoo the power of Natural Energy.
Note: Can only be used thrice per battle
Note: The defensive ability can be used on the user himself but not the boosting ability
Note: Aura lasts until released by use of a technique or the user and cannot be controlled by the ally
Note: The aura can defend from A rank elemental techniques of any nature, Natural Energy or Senjutsu
Note: The aura can defend from S rank raw chakra techniques or similar including weapon based ninjutsu and most forms of taijutsu including S rank

Approved



(Senninka: Gekimetsu no Sekando) - Sage Transformation: Destructive Second Bullet
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The sage transformation user concentrates natural energy into their dominant arm and then by punching the ground with, and channeling natural energy into and through their dominant arm they can generate a small fissure of invisible natural energy that stretches for about a dozen or so meters. This natural energy in turn unleashes a powerful force sufficient to easily launch several victims into the air and away from the user even tossing medium to large summoning creatures away with relative ease tossing these creatures upwards of ten meters away. This breaks and crushes the ground in a similar way to what can be done with Chakra Enhanced Strength creating a massive rippling wave of natural energy that rides along the ground using both the air and the ground itself as a medium traveling towards, into and then through an opponent or technique causing varying degrees of damage depending on how strong the wave is when it hits. If at full power it can shatter multiple bones, rupture organs and tear muscles, nerves and tendons causing severe pain and leaving limbs broken and torn. While doing this they undergo a small transformation in which they strengthen and enlarge their arm. This transformation lasts only for the technique itself.

In the same timeframe as this technique the user is able to use (Senninka: Funsha Atooshi) - Sage Transformation: Jet Booster Boost or a similar Sage Transformation technique creating a compounding effect nearly doubling the strength of the technique by adding the additional damage from that technique to this one. Doing so increases this technique's rank by one rank, bringing it up to S rank but has the ability to push it's damage even further than that. This is because the Sage Transformation user can trigger the secondary technique at the right point thus adding more power and force to their attack compounding it and nearly doubling it's strength, size and power. This additionally ups the range to Short - Long but obviously the user must spend the secondary moveslot to use the other Sage Tranfromation technique. This plays on equal terms with any earth or solid technique with the force and the wave of natural energy being able to tear apart solid elemental techniques of the same rank with relative ease. This also plays on par with any elemental release allowing it to defend against other techniques such as wind, water, fire, lightning etc and it travels through the air just as it does the ground creating a rippling effect throughout the ground and air creating a sort of inverted dome. It can also be used on a water source to create a massive wave that accompanies the force and natural energy of the technique itself. This technique can be used in the same timeframe as another Sage Transformation technique as stated above and can also be performed through a kicking or stomping motion instead of a punch. The user can also directly strike their opponent instead of the ground creating the damage mentioned above as well as the chance for the fist to pierce and lacerate the body entering flesh, muscle and bone at the point of contact due to the natural energy and the sharpness of the trasformation their fist and arm undergo.
Note: Can be used four times per battle

Declined: It was fine until you talked about doubling the damage/strength/area of effect. The idea is cool, but the scale is way too vast. 120 damage with an A rank is insane, as is doubling the area of pf effect when it can already displace large summons lol.
(Senninka: Hokorashigena Ken) - Sage Transformation: Proud Fist
Type: Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The sage transformation user concentrates natural energy into their dominant arm and then by punching the ground with, and channeling natural energy into and through their dominant arm they can generate a small fissure of invisible natural energy that stretches for about a dozen or so meters. This natural energy in turn depending heavily on it's strength unleashes a powerful force sufficient to easily launch several victims into the air and away from the user even tossing medium to large summoning creatures away with relative ease tossing these creatures upwards of ten meters away. This breaks and crushes the ground in a similar way to what can be done with Chakra Enhanced Strength creating a rippling wave of natural energy that rides along the ground using both the air and the ground itself as a medium traveling towards, into and then through an opponent or technique causing varying degrees of damage depending on how strong the wave is when it hits. While doing this they undergo a transformation in which they strengthen and enlarge their arm depending heavily on the rank and strength they put into the technique. This transformation lasts only for the technique itself. The technique comes in three levels of power depending upon how much natural energy, strength and stress they place onto their body and subsequently the ground or opponent they strike.

Shocking First Bullet - The first of the three "fists" only being roughly B rank in strength it has enough force to knock a single person back a few meters. The wave created is smaller than all of the rest being only short range in diameter radiating out from the user in a circular expanse slightly displacing and cracking the ground. It doesn't have enough power to create massive damage to the landscape or to an opponent being only able to create moderate damage to the ground such as a small fissure. When striking the body the wave only has enough force to fracture bones, and bruise and tear muscles. Due to being natural energy it plays on equal terms with any elemental release and is stronger than taijutsu, basic ninjutsu, or certain Advanced Ninjutsu for example Sound Release as the natural energy can scatter or disperse sound waves somewhat better than even wind release could.

Destructive Second Bullet - The second of the three "fists" being roughly an A rank in strength. It is virtually the same as the first but with a larger area of effect. The wave carries to and encompasses mid range with enough potential to throw one to four people or a medium sized summon back upwards of ten meters causing significant damage to the opponent's body and the ground around the user. It has enough strength to turn the area directly around the user short range of him to rubble and cracks and splinters of earth radiate outward into mid range. If it hits a physical human body straight on it has enough power to shatter bones, tear muscles, bruise organs and rupture nerve endings causing excruciating pain similar to what can be accomplished with Sage Art techniques but to a lesser degree due to it's rudimentary and basic nature. As mentioned in the above fist this plays on equal terms with elemental ninjutsu, is stronger than basic taijutsu and basic ninjutsu as well as certain advanced ninjutsu like sound release.

Obliterating Last Bullet - The third and strongest of the three "fists" this is just a relatively larger blast in all regards. It can create a fair sized crater all around the users position up to mid range and cracked and splintered earth will radiate up to long range from their position. The wave has enough force to knock away even a large summoning creature roughly ten meters or a single person fifteen meters. The wave of natural energy released with this technique is on par with even (Senninka: Chakra Bakuhastu) - Sage Transformation: Chakra Blast creating a a massive explosive wave of force that if it makes contact with the human body can smash bones into dust, rupture and decimate the organs causing severe internal bleeding as well as rupture nearly every nerve ending in the body creating a wash of pain that is even more intense than the damage dealt to the body. This is on par with the damage that can be done with Sage Art techniques in all regards it is destructive and if it hits at full power will most likely always be lethal unless defended against in some way. As mentioned above it plays on par with elemental release is stronger than raw chakra or taijutsu, basic ninjutsu or sound release. The attack also makes an intense noise similar to a sonic boom when used.


In the same timeframe as this technique the user is able to use (Senninka: Funsha Atooshi) - Sage Transformation: Jet Booster Boost or a similar Sage Transformation technique creating a compounding effect by adding the additional damage from that technique to this one. Just like they naturally would be able to, but at a quicker pace because both are Sage Tranfromation techniques. The user must spend the secondary moveslot to use the other Sage Tranfromation technique. This technique is on equal terms with any earth or solid technique with the force and the wave of natural energy being able to tear apart solid elemental techniques of the same rank with relative ease. This also plays on par with any elemental release allowing it to defend against other techniques such as wind, water, fire, lightning etc and it travels through the air just as it does the ground creating a rippling effect throughout the ground and air creating a sort of inverted dome. It can also be used on a water source to create a massive wave that accompanies the force and natural energy of the technique itself. This technique can be used in the same timeframe as another Sage Transformation technique as stated above and can also be performed through a kicking or stomping motion instead of a punch and when used through the stomping motion the user alters their leg instead of their arm and hand. The user can also directly strike their opponent instead of the ground creating the damage mentioned above as well as the chance for the fist to pierce and lacerate the body entering flesh, muscle and bone at the point of contact due to the natural energy and the sharpness of the transformation their fist and arm undergo.
Note: B rank can be used three times per battle once per turn
Note: A rank can be used twice per battle once per turn
Note: S rank can be used once per battle once per turn
Note: The user cannot use Sage Transformaion the turn after using the S rank version
 
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(Senninka: Rirīsu Kōsoku i) - Sage Transformation: Release Restraint
Type: Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra: 20 - 40 ( +20 - +40 )
Damage: 40 - 80 ( +40 - +80 healed )
Description: The user is able to augment their body by proliferating their body into a congealed mass of flesh, bone, organs and appendages creating various growths that mimic the appearance of different creatures. For example by creating a massive amount of flesh and bone from their chest, side, or arms they can create the head of a wolf or another beast that can extend outward biting or tearing at the opponent or be used to ram into things with a considerable amount of force enough to play on par with elemental releases. The creations can move forward away from the body to attack but need to stay connected to the body having it's mass and substance provided by the Sage Transformation user's own body with them moving at twice the user's running speed. These aren't additional creatures as they appear to be but are basically flesh constructs created by molding excess flesh into maws, claws, eyes, or other beast-like appendages similar to how the Sage Transformation user can create weapon-like appendages.
With these more animal like growths the user is able to attack and defend their own body and form not being harmed by what happens to the constructs with the potential for the entire construct to be destroyed without effecting the user. This is because the flesh isn't supplied with nerves so the pain that should be felt by it's destruction merely isn't and it end up working sort of like a defensive cushion taking damage for the user negating it. The maws and mouths are able to consume opponents or portions of their body if not properly defended and the user can even use this additional flesh and bone to heal their own body similar to how Sage Transformation users have been shown to consume other individuals to heal their body by supplying organs, flesh and tissue. Additionally if the user consumes a creature or person they are able to mimic their appearance by molding flesh into a replica of the creature or person they consumed. They don't have any special abilities it just allows the Sage Transformation user to psychologically mess with their opponents if they so choose to. This portion of the technique is referred to as Level Zero and is basically an alternative to the Complete Sage Transformation. In this form, the user is incredibly resilient akin to the Complete Sage Transformation, being able to take Taijutsu attacks up to A rank with little damage and being able to function even when severely injured as if they were at full power. He can further manipulate his body into suitable constructs and like the Complete Sage Transformation manifest chakra cannons from it to attack with powerful chakra blasts as well as using them to move quickly being able to use the Jet Booster Boost and Jet Booster Jump and similar techniques alongside this passively and in the same time frame. His physical strength becomes greatly increased basically doubling his raw strength adding thirty damage to his Taijutsu techniques with this boost counting as a passive one. His running and moving speed doubles but this cannot stack with other speed increasing techniques and he can spend additional chakra to regenerate minor to severe wounds easily healing his body. This ability can only be used once per turn twice per battle and can be used in the same timeframe as another Sage Transformation technique. His resilience is such that he can take B rank ninjutsu or equivalent and not suffer hindering damage.

Additionally the user is able to use this technique to augment his natural appearance into anything he chooses within reason, needing it to remain mostly human in appearance. He is able to take on a younger or older state at whim passively similar to how a Sage Transformation user is able to reject or consume cells to appear younger or older. He is able to augment his height and weight passively changing his body type with ease changing his appearance in basically any way he wishes. He is also able to compartmentalize portions of his personality as to never fully lose control of himself like other Sage Transformation users are prone to. This is because each form has a specific portion of the base personality tied to it stopping the user from losing their mind to their rage or murderous intent however usually the more involved the transformation the more violent and sadistic the user becomes. This set of transformations are referred to as Level One.
Note: Level One can be used passively not needing a move slot or counting towards the usage limit
Note: Level Zero lasts six turns and can be used twice just like Complete Sage Transformation
Note: Cannot use Complete Sage Transformation if this is used and vise-versa


Level Zero example: [ ]
Level One example [ ]
 
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(Waraugasuton) - Laughing Gas
Rank: N/A
Type: N/A
Range: N/A
Chakra Cost: (10x(Z) with Z being the number of turns)
Damage Points: N/A
Description: This isn't a technique moreso it is just the side effects and symptoms brought on merely by breathing in Laughing Gas as an anesthetic substance. These are the same for everyone who breathes in medium to large doses of the gas unless stated in a technique that the amount in the technique is sub-anesthetic which can be beneficial in it's usage both for healing and helping the mental faculties of the imbiber. Also by using their medical chakra the user can make their own body immune to the effects of Laughing Gas temporarily. This is similar to (Iryo Ninjutsu: Doku Teikouryoku) Medical Technique: Poison Resistance and is a passive ability only needing a move slot to initially activate. The chakra cost for this is 10x(Z) with Z being the number of turns the immunity is active.

Upon the first turn of breathing in the substance the effected person loses the ability to control their own laughter. Due to this they will laugh uncontrollably beginning naturally as a few chuckles, coughs and gasps on the first turn not impairing the ability to act or speak merely being an annoyance. This worsens as time progresses and will be further described further down. Along with this their muscles begin to twitch slightly as a state of catalepsy is entered making the effected person fidget and stutter as their arms, hands, legs, fingers and toes tense and loosen in a way that makes controlling the body harder. This doesn't cause any serious problems, and doesn't harm the effected person in any noticeable way but does make gripping objects harder and performing hand seals becomes more tedious. The effected person also enters a state of catatonia, their thoughts become hazy and muddled due to a feeling of euphoria, they will feel strong, happy, and confident as their inhibitions fade due to the euphoric effects of the Laughing Gas. Finally pain they are feeling fades, as they breath in an anesthetic dose of the substance this is a natural occurrence and can be quite noticeable. It begins as a slight numbness that overcomes the entire body starting in the chest and radiating out into the limbs. The effected person will feel no pain and the sense of touch may wane slightly as it becomes harder to distinguish and control the sense of touch meaning genjutsu cannot be broken through pain. They will not be able to feel objects they touch, or the ground as they move and this can make balance near impossible only a slight tingling sensation like a limb that has fallen asleep due to nerve compression.

Upon turn two the aforementioned symptoms worsen. The laughing becomes noticeable restricting the use of any ninjutsu that requires the user to exhale as they will not be able to control this aspect of their breathing. They will not be able to consciously control their breathing needing to rely completely upon the smooth muscles and their subconscious to breathe being unable to actively breath due to the constant and uncontrollable laughter. The catalepsy also becomes more noticeable as they lose the ability to perform more than two hand seals at any time without their hands fidgeting and moving breaking seals and grips. They will be unable to hold onto a weapon constantly and will drop them. Touch becomes even less noticeable with a more tangible numbness with the effected person losing feeling in their hands, legs and feet making keeping balance impossible as they are also overtaken by a state of vertigo with up, down, left, right etc being hard to distinguish. They at times can even feel as if they are floating. A completely new symptom of this turn are minor hallucinations that appear as small creatures and cartoonish figures that swarm the battlefield crawling on both the effected person and anyone or any object the effected person sees. These creatures become distracting but deal no damage or harm to the effected person but there can be hundreds of them swarming the field blocking vision, and making it hard to focus for the effected person. They have no tangibility or physical form and are only seen by the effected person with everyone's experiences being different. At this state small states of amnesia set in with the effected person forgetting the last turn of combat completely.

On the fourth turn after exposure the effected person begins to suffer severe gelastic seizures with fits of laughter and crying. The lungs burn and hurt as do the deep core muscles, this is a deep pain unaffected by the numbing effects of the Laughing Gas itself. This is accompanied by general seizures that cause the body to move and twitch completely in an uncontrollable fashion. The emotional excitement may result in depressive or manic behavior even to the point of psychosis. The hallucinations become larger with entire swaths of the landscape twisting and changing with colors warping into the effected persons vision. The visual hallucinations also gain auditory aspects. At this point the amnesia takes firm root forcing the effected person to forget four turns of recent combat. The symptoms do not worsen after this point unless there are additional symptoms mentioned inside of a technique. If a person breathes Laughing Gas for five turns in a row, without breathing in regular oxygen, or having an immunity to the substance they will die due to oxygen deprivation.

(Waraugasuton: Warau Hito) - Laughing Gas: The Man who Laughs
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A ( 40 damage healed )
Description: Through a small dose of nitrous oxide the user is able to increase their reactions by negating any anxiety or fear. This can dull harmful emotions such as hate, fear, paranoia or anxiety brought on by other techniques or stressful situations. It increases the users reactions x1.5 for four turns and can only be used three times per battle as the user becomes temporarily immune to the effects after successive applications. It also can dull pain receptors allowing the user to dull the sensations of pain in the body allowing them to carry on through light damage such as B ranks and below without healing them however the bodily effects such as bleeding or bruising can only be negated through healing jutsu this effect lasts as long as the first effect. Additionally by spending an additional twenty chakra and playing upon the medical ninjutsu aspect of the element itself they can heal minor wounds by applying the laughing gas either directly to the wound or having it enter the body. What this does is circulate around the site of the wound first dulling the sensations of pain before genuinely healing the wound itself through the application of chakra. This ability can only be used twice per battle once per turn.
The user is also able to take a medicine or medicinal substance on their person and apply it through this technique using the Laughing Gas as a carrier gas. This allows them to administer or take pills in the middle of combat, or on the battlefield without pulling out the substances or the pills themselves, using the gas to carry the ingredients through the gas and into an ally or them self. The pills or medicine must be referenced alongside this technique but is done passively just as taking a pill or consuming medication is passive and obviously follows that medicines usage limit.
Note: Can be used on allies giving them the same beneficial effects

(Waraugasuton: Rasuto Rafu) - Laughing Gas: Last Laugh
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A ( 60 damage if laced with a poison )
Description: The user creates a mass of gaseous Nitrous Oxide all around their opponent covering a short - mid range radius able to cover an entire battlefield akin to the Hiding in Mist technique. The user is able to decide upon how large and how far the gas extends from the epicentre allowing him to stay outside of it's area of effect. He is also able to know where the gas is due to his chakra connection to it allowing him to stay out of its area. Due to it's colourless and odourless nature it can only be distinguished through chakra sensing or breathing it in. Once breathed in it tips the opponent off to it's presence by a very sweet taste. This causes the body to react dulling the sensation of pain meaning as long as the opponent is affected they cannot break genjutsu through pain. it also creates a euphoric state where thoughts are cloudy, accompanied by dizziness, light-headedness, and a loss of balance. This dulls the mind and body reducing reaction speed by twenty five percent and reducing speed by the same twenty five percent. If the opponent stays inside the gas for four turns they will suffocate due to lack of oxygen if they leave the area of effect their speed and reactions stay effected for three additional turns. The gas is non-flammable and will not ignite, but is weak to fire because it is an oxidizer.
Note: By spending a move slot and ten chakra the user can move the area, adjust its size and refill the area
Note: By spending an additional move slot upon creation of the gas cloud a secondary substance such as poison can be laced into the gas. If this is done, the normally ethereal and colorless gas becomes tinted by the poison gaining the color, the smell, and the effects of the poison or toxin as well as adding damage to the technique. This can only be done with a sample the user has on his person.

(Waraugasuton: Satsugai Jōku) - Laughing Gas: The Killing Joke
Rank: B-S
Type: Offensive/Defensive
Range: Short - Long
Chakra Cost: 20-40
Damage Points: 40-80
Description: The most basic and versatile technique for the element the user creates tools, weapons or constructs out of gaseous nitrous oxide using them to attack or defend. These constructs have a purple hue. These tools, weapons and constructs range in power dependent on how much chakra is used to create them. The user can create B rank and A rank items with no hand seals within short range of themselves or throughout the battlefield with a single hand seal, but the S rank variation will always require a hand seal. At any time these items can be released causing a cloud of nitrous oxide to form creating a cloud of laughing gas with a five meter diameter. If this gas is breathed in the opponent suffers a decrease in reactions, speed and mental faculties for two turns this cuts their reaction speed in half. They will also begin to laugh for the next two turns unable to release techniques from the mouth. This effect can be applied up to three times, before the opponent becomes temporarily immune to the effects brought on by this technique for two turns but does not stack the reaction speed debuff. By forming an additional hand seal, spending a move slot and lacing into the laughing gas a poison the user can push the leathality of the technique even further increasing it's potential.
Note: S rank variation can be used three times per battle with a one turn cd
 
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