Custom Medical Techniques Submission

Status
Not open for further replies.

Vincent

Active member
Legendary
Joined
Aug 11, 2010
Messages
12,701
Kin
3💸
Kumi
0💴
Trait Points
0⚔️
Awards
Custom Medical Jutsu


All rules for Custom techniques Apply, Custom Medical Jutsu count towards your 35 CJ limit.

Each Medical Shinobi Can Submit A Maximum Of 3 Medical Techniques

Each Medical Shinobi must submit his own 3 Pills/Poison - they cannot be learned from others.

3 Medical CJ can be submitted by a member in total, but you are allowed to learn Med CJ from other mednin. However, you can only have 3 Med CJ total in your CJ thread aside from pills. I.E - Nathan makes his 2 pills/1 poison, gets 2 med CJ approved of his own, and learns another Med CJ from Korra. In this example, Nathan would be unable to learn anymore Med CJ. Of course, variations are possible, making 1 and learning 2, making none and learning 3, etc.

For full rules on custom Technique submission, please


Template for Custom Techniques

PHP:
[B][/B]
[B]Type:[/B]
[B]Rank:[/B]
[B]Range:[/B]
[B]Chakra:[/B]
[B]Damage:[/B]
[B]Description:[/B]
Note: between the first bolded code, simply insert the name of the technique.



Custom Medicine Recipies

Rules Of Custom Medicine Pills

-You are allowed to submit 3 pill recipes. 1 Healing, 1 Supplementary and 1 Poison. These do NOT count towards your custom limit as they are not techniques.
-You are allowed to use medicine on yourself a maximum of 5 times per individual battle. Taking More constitutes an overdose and will severely damage you.
-Using a pill requires the posting of the recipe template, but does not take up one of your 3 moves a turn

Healing and Supplementary Template:

PHP:
[B]Name Of Medicine[/B]
[B]Creator:[/B]
[B]Type:[/B]
[B]Description and Background:[/B]
[B]Description of Side Effects: [/B]

]Poison Template:

PHP:
[B]Name Of Poison[/B]
[B]Creator:[/B]
[B]Type:[/B](neurological, intestinal, cardiac etc.)
[B]Ingredients and Background:[/B]
[B]Description of Effects: [/B]


To Make A Submission In Either Field Requires Completion of the Medical School
 
Last edited by a moderator:
  • Like
Reactions: Shinta

Scorps

Active member
Supreme
Joined
May 23, 2008
Messages
25,974
Kin
613💸
Kumi
408💴
Trait Points
0⚔️
Re: Custom Medical Techniques Submission.

1.
(Gutai Tenohira no Jutsu) Physical Palm Technique
Type: Medical
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: N/A (2x the amount of chakra spent)
Description:
This technique is essentially the complete opposite of Shōsen Jutsu (Mystical Palm Technique) but uses the same method and the same basic principle and abilities. The user will focus his chakra, though with a higher Yang concentration, into his hands, manifesting a red aura of aggressive chakra. However, instead of forcing tissues to heal by augmenting their regenerative abilities of the targeted cells, like in its polar opposite technique, the chakra will actually damage tissues, reducing their vitality and their regeneration, damaging them directly by mutating them into inviable cells (producing cancerous cells) or simply destroying them and producing direct injuries and wounds. Through chakra control and precision, the user can control what injuries he'll inflict into the target, varying from external injuries like burns, necrosis, etc to internal ones like fractured organs or bones, cancer, cloths, etc. The more damage the user wants to produce, the longer he needs to apply the technique same as with its polar opposite in which the bigger the damage the user wants to heal, the longer he has to apply the technique. The target will feel all the effects of the damage he is receiving from pain to all other related physical effects of the "disease", making this technique, when used in tandem with its polar opposite, an ideal torture technique. Despite its gruesome and fearsome offensive properties, the technique can also have great therapeutic uses as in some cases, to cure or treat a condition, the medic will need to injure the patient in a given way to then heal him. In theses cases, this technique allows its user to produce controlled injuries and conditions upon touch, making it much safer to use. Like its counter part, the effects depend on the amount of chakra spent but in the inverse proportion to its polar technique: the user will produce 2X the amount of damage by each X amount of chakra spent. The technique, much like the original polar opposite, is fast acting but not instant and the damage the user is able to produce is related to the area in which the user applies it.
Note: Usable only by Scorps
Note: Can be countered by using Mystic Palm Technique
Note: If contact lasts for a second or less, the user can inflict damage equivalent to an A - rank maximum.

‡ Approved ‡

Name Of Medicine: (Chakura to Kenkō Jōzai) Chakra and Health Pill
Creator: Scorps
Type: Healing/Supplementary
Description and Background: The Chakra and Health Pill is a special medicine containing powerful concentrated extracts from a multitude of high grade healing plants which presents itself in a small pill form or a syrup form, depending on the patients taste or ability to digest and swallow. It contains both Panax Ginseng (Chinese and Korean Ginseng, which boosts the users Yang Chakra or, in other words, vitality by boosting and improving the patients blood flow) and Panax Guinquefolius (American Ginseng, which boosts the users Yin Chakra or, in other words, mental awareness and stamina by clearing and calming ones mind and increasing the effectiveness of the patients synapses) to boost the body's ability to produce and regenerate chakra by improving both his Yin and his Yang Natures or, in other words, his physical and spiritual energies. The high concentration of such extracts enables the patient to recover 300 chakra points per turn for 3 turns after ingested. Additionally, the Chakra and Health Vitamin contains high levels of Camellia Sinensis (the plant from where Black and Green Tea is made) extracts which improve the patients blood flood (by increasing and improving heart function), immunity system (by improving the ability of the body to fight off infections by boosting the body's antibodies and white blood cells) and cell regeneration (by making sure the cells regenerate and multiply in a healthy manner, preventing the occurrence of cancer and other malformations as a result of cell multiplication). This enables the user to increase his physical stamina, fight off pathogens (like bacteria, virus, fungus, etc) that might be affecting his body (it can fight off infections up to S-Rank) but more importantly helps the use of healing techniques which triple in efficiency (normally, healing and regenerating techniques need to be used with care as not to cause abnormal tissue and cell growth but with the help of Camelia Sinesis extract, the medical ninja can make full use of healing and regenerating techniques, reducing its length by a third as well as the chakra cost) during 6 turns. Additionally, the presence of a highly concentrated and special variation of Lycium Barbarum (Wolfberry or "Goji Berry", which has incredible healing and anti oxidizing properties on its own) is the main component of the medicine. Once taken, it can heal the patient in a rapid manner by forcefully producing cell growth. It can heal cuts, burns, bruises and, if the bones are set in place, even broken bone. Its limitation is that it cannot grow back lost body parts although it will enable the separated body part to be reattached and heal the wound, connecting it once more. If the body part is destroyed permanently, the effect is the creation of a skin patch on the open wound, preventing blood loss and infection from happening. The Wolfberry's effect lasts for 2 turns only after the patient has ingested the required dose but during that time can make the patient recover from virtually any physical wound he suffer or might suffer up to 800 health points during the 2 turns. To bind these extracts together, the medicine contains a Goat's Milk base together with Apricot pulp, and refined Walnut oil and extract all known for boosting healing and overall health in various manners, from increasing energy reserves in the body (being an important source of calories, minerals and vitamins) or its protein reserves, both aspects essential to heal and increase health. (All these effects are taken from Chinese medicine herbs and boosted for RP purposes)
Description of Side Effects: Like all known medicines, the Chakra and Health Pill has several side effects. While the first use may go unnoticed on the patient, its high healing and regeneration abilities consume high amounts of energy and calories which will carry a high risk on future uses. On the second use, the patient will feel drained of energy and he will not be able to make full use of the amount of chakra regenerated (only 75% will effectively be added to his chakra pool) but more importantly will start to feel immense muscular and articular pain and a degree of mental sluggishness. His reactions will decrease by one third (he'll have two thirds his normal reaction speed) and he will receive more damage from mental pain (Genjutsu will cause on him +10 damage). Because the body will lack energy and calories to keep up with the effects of the Pill, using healing techniques or techniques A-Rank and above costs +33% more chakra (one third more) and effort and the patient loses his specialty bonus such as using elemental techniques with one handseal or faster. These effects last during the Chakra Regeneration phase of the Pill. The third use takes a large weight on the patients body. It will still heal him but will not be able to regenerate significant chakra. All the chakra it forces the body to produce will be used for the healing aspect of the technique. He will be left healed, yes, but unable to fight for 6 turns such is the energy drain. During these 6 turns, heavy and enormous pain will cramp his muscles and joints, making it virtually agonizing to even breathe. After the 6 turns, the effects of the pill slowly rescind allowing chakra molding and focus once again. However, the pain and stamina loss will be present for an additional 4 turns after which the patient recovers completely.
Note: Can only be used or administered by Scorps

Name Of Poison: Kuroi Noroi (Black Curse or "A Maldição Negra")
Creator: Scorps
Type: Neurological/Muscular
Ingredients and Background: Curare concentrated extract, Concentrated Nutmeg extract, Almond Oil
Description of Effects:
Curare is a common name for various arrow poisons originating from various indigenous people in tropical forests, created from toxins present in various animals and plants. These poisons function by competitively and reversibly inhibiting the nicotinic acetylcholine receptor (nAChR), which is a subtype of acetylcholine receptor found at the neuromuscular junction. This causes weakness of the skeletal muscles and, when administered in a sufficient dose, eventual death by asphyxiation due to paralysis of the diaphragm. Nutmeg is a time of nut that contains myristicine, which is psychoactive. If that wasn't enough, too much of it will cause vomiting, sweating, dizziness, hallucinations and headaches. Almond Oil is a medium in which both main ingredients are mixed and through which they are delivered. The mixture is simple and straight forward with equal doses of each ingredient. The poison is unique in its color as its pitch black, has only a slight sweetened scent (noticeable only at very close range) and a slight "spicy" taste, while having a thickness to it similar to oil though still retaining its liquid form unless temperature is applied, at which point it evaporates into a dark green vapor. In this case, despite having all of its effects preserved, its much faster acting. The poison is less effective in severe cold and can even be deactivated completely if frozen. It can, however, be easily mixed with water, both in liquid and vapor form while retaining its effects; poisoned water becomes poison all together, despite doubling the time taken for the establishment of each sympton/effect. This makes Maldição Negra quite effective for delayed poisonings and assassinations being that adding a frozen cube of Maldição Negra to a cup of drinking water can poison a target without leaving any trace. The poison itself can affect the target by making contact with an open wound (created on purpose by an attack or preexistent), ingested, inhaled, injected into tissue or if it makes contact with any mucosa (like the eyes, the mouth/lips, etc). The effects of the poison are, in the order in which they happen:
  • -Skeletal Muscle Paralyzation
  • -Nausea
  • -Increased Perspiration and Loss of Temperature Control (Fever or Hypothermia)
  • -Hallucinations and Mental Stress (the user will start to see nightmarish figures that will grapple him and pierce him, causing him enormous pain and uncontrollable fear and delirium)
  • -Asphyxiation
But the speed in which they happen depends on the exposure method and time:
  • Simple Scratch or skin contact with the liquid poison - The targeted body part/limb will instantly become paralyzed for 5 turns unless the poison is extracted, after which the feeling and movement returns slowly during the next 3 turns
  • Stab Wound, contact between the liquid poison and an open, bleeding wound or contact with any mucosa - Complete Muscle Paralyzation (which takes 2 turns to fully happen, spreading during that time from the entry point outwards to the rest of the body), Nausea and Fever. After 5 turns of muscle paralyzation, Hallucinations set in and the target loses his grasp on reality and becomes completely taken in by the poison. After a further 4 turns, Asphyxiation sets in and the target dies if he doesn't receive medical attention.
  • Ingestion of liquid Poison, Inhalation of Vapor Poison or direct injection, either intravenous or intramuscular of liquid poison - The target will experience immediate full paralyzation and after one turn will already be experiencing hallucinations and loss of temperature control. Two turns after initial contact the user will be experiencing difficulty breathing only to become unable to do so one turn afterwards.
The make it safe to be used, the creator of the poison injected himself throughout several years with increasingly higher doses of the poison as to gain resistance, becoming completely immune to it. As such he poisoned all his basic weapons and always carries several small flasks with poison with him.
Note: Only Scorps can have immunity to it as he is the creator of the poison. However, he can give poisoned weapons or small flasks with poison to other ninjas, despite the risk these ninjas will take of self poisoning themselves.
Note: Only usable or given by Scorps

‡ Pending ‡ Can you hone the effects of you pills? they cover too many bases at present and it would be better if they were focused onto less fields, though you can easily amp up the potency in those fields to compensate
 
Last edited by a moderator:

Vincent

Active member
Legendary
Joined
Aug 11, 2010
Messages
12,701
Kin
3💸
Kumi
0💴
Trait Points
0⚔️
Awards
Re: Custom Medical Techniques Submission.

Work in progress


(Setsugō-ko Bunshin) Zygotic Clone
Type: Medical
Rank: Forbidden Rank
Range: N/A
Chakra: 70 (-10 per turn)
Damage: N/A (heals the damage done to the user)
Description:This amazing technique is a passive ability developed by extensive mastery over cell regeneration and medical ninjutsu and activates everytime its needed without the need for much control from the user. The main ability of this technique is to trigger stem cells located in the users bone marrow to differentiate via meiosis into the constituent haploid cells that originally created the user. These then form zygotes inside the marrow nurtured by chakra and held in stasis. This happens in all the bones of the user. Upon the severing of any body part from the main body, the chakra locking these chakra fueled zygotes expires, the zygote then rapidly, over the course of a few seconds, multiply, becoming a full perfect physical copy of the original user in perfect health. The body fragment that contains the user's head is designated the original user which regenerates the lost part very rapidly, reforming the user undamaged (i.e. If decapitated, the head becomes the original user and regrows a body and the body regrows a head and becomes the clone). The severed body part or fragment also regenerates whatever parts its missing needed to form the full body in the same amount of time. Any clone made from this process is unique in the fact that is is actually a corporeal, real body, made of flesh and fully functional. However, its an empty shell; a "meat vessel", with no spirit or chakra. It therefore needs to feed off the original users chakra flow to sustain itself and use techniques, and without it would simply be an inert, lifeless body. Its main advantage is that it can actually use forbidden rank abilities and summoning techniques due to its truly corporeal form and having a functioning cardiovascular system to draw blood from. It has all the physical characteristics of the original and has the same physical resilience to damage that the original has, meaning that whatever is capable of destroying the original will also destroy the clone. If the chakra link is severed or terminated, the clone will cease to function; the same will happen if the user is somehow unable to sustain it by being knocked unconscious or by being forced to terminate the flow of chakra. The chakra link between the user and the clone allows the user to know exactly what is happening with the clone and receive information from his senses. This is also a double edged sword as both will share Genjutsu casted on one of them. However, if one performs a release method, the illusion is released for both.
Notes and restrictions:
-This is a clone technique and counts therefore abides by the restrictions for clone jutsu described in the battle rules.
-This clone technique is usable once per battle and only to produce one clone


 Approved 
 
Last edited by a moderator:

Scorps

Active member
Supreme
Joined
May 23, 2008
Messages
25,974
Kin
613💸
Kumi
408💴
Trait Points
0⚔️
Re: Custom Medical Techniques Submission.

1.
(Gutai Tenohira no Jutsu) Physical Palm Technique
Type: Medical
Rank: S-Rank
Range: Short
Chakra: N/A
Damage: N/A (2x the amount of chakra spent)
Description:
This technique is essentially the complete opposite of Shōsen Jutsu (Mystical Palm Technique) but uses the same method and the same basic principle and abilities. The user will focus his chakra, though with a higher Yang concentration, into his hands, manifesting a red aura of aggressive chakra. However, instead of forcing tissues to heal by augmenting their regenerative abilities of the targeted cells, like in its polar opposite technique, the chakra will actually damage tissues, reducing their vitality and their regeneration, damaging them directly by mutating them into inviable cells (producing cancerous cells) or simply destroying them and producing direct injuries and wounds. Through chakra control and precision, the user can control what injuries he'll inflict into the target, varying from external injuries like burns, necrosis, etc to internal ones like fractured organs or bones, cancer, cloths, etc. The more damage the user wants to produce, the longer he needs to apply the technique same as with its polar opposite in which the bigger the damage the user wants to heal, the longer he has to apply the technique. The target will feel all the effects of the damage he is receiving from pain to all other related physical effects of the "disease", making this technique, when used in tandem with its polar opposite, an ideal torture technique. Despite its gruesome and fearsome offensive properties, the technique can also have great therapeutic uses as in some cases, to cure or treat a condition, the medic will need to injure the patient in a given way to then heal him. In theses cases, this technique allows its user to produce controlled injuries and conditions upon touch, making it much safer to use. Like its counter part, the effects depend on the amount of chakra spent but in the inverse proportion to its polar technique: the user will produce 2X the amount of damage by each X amount of chakra spent. The technique, much like the original polar opposite, is fast acting but not instant and the damage the user is able to produce is related to the area in which the user applies it.
Note: Usable only by Scorps
Note: Can be countered by using Mystic Palm Technique
Note: If contact lasts for a second or less, the user can inflict damage equivalent to an A - rank maximum.

‡ Approved ‡

Name Of Medicine: (Chakura to Kenkō Jōzai) Chakra and Health Pill
Creator: Scorps
Type: Healing/Supplementary
Description and Background: The Chakra and Health Pill is a special medicine containing powerful concentrated extracts from a multitude of high grade healing plants which presents itself in a small pill form or a syrup form, depending on the patients taste or ability to digest and swallow. It contains both Panax Ginseng (Chinese and Korean Ginseng, which boosts the users Yang Chakra or, in other words, vitality by boosting and improving the patients blood flow) and Panax Guinquefolius (American Ginseng, which boosts the users Yin Chakra or, in other words, mental awareness and stamina by clearing and calming ones mind and increasing the effectiveness of the patients synapses) to boost the body's ability to produce and regenerate chakra by improving both his Yin and his Yang Natures or, in other words, his physical and spiritual energies. The high concentration of such extracts enables the patient to recover 300 chakra points per turn for 3 turns after ingested. Additionally, the Chakra and Health Vitamin contains high levels of Camellia Sinensis (the plant from where Black and Green Tea is made) extracts which improve the patients blood flood (by increasing and improving heart function), immunity system (by improving the ability of the body to fight off infections by boosting the body's antibodies and white blood cells) and cell regeneration (by making sure the cells regenerate and multiply in a healthy manner, preventing the occurrence of cancer and other malformations as a result of cell multiplication). This enables the user to increase his physical stamina, fight off pathogens (like bacteria, virus, fungus, etc) that might be affecting his body (it can fight off infections up to S-Rank) but more importantly helps the use of healing techniques which triple in efficiency (normally, healing and regenerating techniques need to be used with care as not to cause abnormal tissue and cell growth but with the help of Camelia Sinesis extract, the medical ninja can make full use of healing and regenerating techniques, reducing its length by a third as well as the chakra cost) during 6 turns. Additionally, the presence of a highly concentrated and special variation of Lycium Barbarum (Wolfberry or "Goji Berry", which has incredible healing and anti oxidizing properties on its own) is the main component of the medicine. Once taken, it can heal the patient in a rapid manner by forcefully producing cell growth. It can heal cuts, burns, bruises and, if the bones are set in place, even broken bone. Its limitation is that it cannot grow back lost body parts although it will enable the separated body part to be reattached and heal the wound, connecting it once more. If the body part is destroyed permanently, the effect is the creation of a skin patch on the open wound, preventing blood loss and infection from happening. The Wolfberry's effect lasts for 2 turns only after the patient has ingested the required dose but during that time can make the patient recover from virtually any physical wound he suffer or might suffer up to 800 health points during the 2 turns. To bind these extracts together, the medicine contains a Goat's Milk base together with Apricot pulp, and refined Walnut oil and extract all known for boosting healing and overall health in various manners, from increasing energy reserves in the body (being an important source of calories, minerals and vitamins) or its protein reserves, both aspects essential to heal and increase health. (All these effects are taken from Chinese medicine herbs and boosted for RP purposes)
Description of Side Effects: Like all known medicines, the Chakra and Health Pill has several side effects. While the first use may go unnoticed on the patient, its high healing and regeneration abilities consume high amounts of energy and calories which will carry a high risk on future uses. On the second use, the patient will feel drained of energy and he will not be able to make full use of the amount of chakra regenerated (only 75% will effectively be added to his chakra pool) but more importantly will start to feel immense muscular and articular pain and a degree of mental sluggishness. His reactions will decrease by one third (he'll have two thirds his normal reaction speed) and he will receive more damage from mental pain (Genjutsu will cause on him +10 damage). Because the body will lack energy and calories to keep up with the effects of the Pill, using healing techniques or techniques A-Rank and above costs +33% more chakra (one third more) and effort and the patient loses his specialty bonus such as using elemental techniques with one handseal or faster. These effects last during the Chakra Regeneration phase of the Pill. The third use takes a large weight on the patients body. It will still heal him but will not be able to regenerate significant chakra. All the chakra it forces the body to produce will be used for the healing aspect of the technique. He will be left healed, yes, but unable to fight for 6 turns such is the energy drain. During these 6 turns, heavy and enormous pain will cramp his muscles and joints, making it virtually agonizing to even breathe. After the 6 turns, the effects of the pill slowly rescind allowing chakra molding and focus once again. However, the pain and stamina loss will be present for an additional 4 turns after which the patient recovers completely.
Note: Can only be used or administered by Scorps

Name Of Poison: Kuroi Noroi (Black Curse or "A Maldição Negra")
Creator: Scorps
Type: Neurological/Muscular
Ingredients and Background: Curare concentrated extract, Concentrated Nutmeg extract, Almond Oil
Description of Effects:
Curare is a common name for various arrow poisons originating from various indigenous people in tropical forests, created from toxins present in various animals and plants. These poisons function by competitively and reversibly inhibiting the nicotinic acetylcholine receptor (nAChR), which is a subtype of acetylcholine receptor found at the neuromuscular junction. This causes weakness of the skeletal muscles and, when administered in a sufficient dose, eventual death by asphyxiation due to paralysis of the diaphragm. Nutmeg is a time of nut that contains myristicine, which is psychoactive. If that wasn't enough, too much of it will cause vomiting, sweating, dizziness, hallucinations and headaches. Almond Oil is a medium in which both main ingredients are mixed and through which they are delivered. The mixture is simple and straight forward with equal doses of each ingredient. The poison is unique in its color as its pitch black, has only a slight sweetened scent (noticeable only at very close range) and a slight "spicy" taste, while having a thickness to it similar to oil though still retaining its liquid form unless temperature is applied, at which point it evaporates into a dark green vapor. In this case, despite having all of its effects preserved, its much faster acting. The poison is less effective in severe cold and can even be deactivated completely if frozen. It can, however, be easily mixed with water, both in liquid and vapor form while retaining its effects; poisoned water becomes poison all together, despite doubling the time taken for the establishment of each sympton/effect. This makes Maldição Negra quite effective for delayed poisonings and assassinations being that adding a frozen cube of Maldição Negra to a cup of drinking water can poison a target without leaving any trace. The poison itself can affect the target by making contact with an open wound (created on purpose by an attack or preexistent), ingested, inhaled, injected into tissue or if it makes contact with any mucosa (like the eyes, the mouth/lips, etc). The effects of the poison are, in the order in which they happen:
  • -Skeletal Muscle Paralyzation
  • -Nausea
  • -Increased Perspiration and Loss of Temperature Control (Fever or Hypothermia)
  • -Hallucinations and Mental Stress (the user will start to see nightmarish figures that will grapple him and pierce him, causing him enormous pain and uncontrollable fear and delirium)
  • -Asphyxiation
But the speed in which they happen depends on the exposure method and time:
  • Simple Scratch or skin contact with the liquid poison - The targeted body part/limb will instantly become paralyzed for 5 turns unless the poison is extracted, after which the feeling and movement returns slowly during the next 3 turns
  • Stab Wound, contact between the liquid poison and an open, bleeding wound or contact with any mucosa - Complete Muscle Paralyzation (which takes 2 turns to fully happen, spreading during that time from the entry point outwards to the rest of the body), Nausea and Fever. After 5 turns of muscle paralyzation, Hallucinations set in and the target loses his grasp on reality and becomes completely taken in by the poison. After a further 4 turns, Asphyxiation sets in and the target dies if he doesn't receive medical attention.
  • Ingestion of liquid Poison, Inhalation of Vapor Poison or direct injection, either intravenous or intramuscular of liquid poison - The target will experience immediate full paralyzation and after one turn will already be experiencing hallucinations and loss of temperature control. Two turns after initial contact the user will be experiencing difficulty breathing only to become unable to do so one turn afterwards.
The make it safe to be used, the creator of the poison injected himself throughout several years with increasingly higher doses of the poison as to gain resistance, becoming completely immune to it. As such he poisoned all his basic weapons and always carries several small flasks with poison with him.
Note: Only Scorps can have immunity to it as he is the creator of the poison. However, he can give poisoned weapons or small flasks with poison to other ninjas, despite the risk these ninjas will take of self poisoning themselves.
Note: Only usable or given by Scorps

‡ Pending ‡ Can you hone the effects of you pills? they cover too many bases at present and it would be better if they were focused onto less fields, though you can easily amp up the potency in those fields to compensate
Resubmitting

Name Of Poison: Kuroi Noroi (Black Curse or "A Maldição Negra")
Creator: Scorps
Type: Neurological/Muscular
Ingredients and Background: Curare concentrated extract, Concentrated Nutmeg extract, Almond Oil, Water
Description of Effects:
Curare is a common name for various arrow poisons originating from various indigenous people in tropical forests, created from toxins present in various animals and plants. These poisons function by competitively and reversibly inhibiting the nicotinic acetylcholine receptor (nAChR), which is a subtype of acetylcholine receptor found at the neuromuscular junction. This causes weakness of the skeletal muscles and, when administered in a sufficient dose, eventual death by asphyxiation due to paralysis of the diaphragm. Nutmeg is a time of nut that contains myristicine, which is psychoactive. If that wasn't enough, too much of it will cause vomiting, sweating, dizziness, hallucinations and headaches. Almond Oil and Water are mediums in which both main ingredients are mixed and through which they are delivered. The mixture is simple and straight forward with equal doses of Nutmeg, Almond Oil and Curare forming 50% of the mix, the other 50% being water, all fused together through the application of heat, chakra and chemically, by sublimination followed by condensation. The resulting poison is unique in its color as its pitch black, has only a slight sweetened scent (noticeable only at very close range) and a slight "spicy" taste, while having a thickness to it similar to oil though still retaining its liquid form unless temperature is applied, at which point it evaporates into a dark green vapor. In this case, despite having all of its effects preserved, its much faster acting. The poison is less effective in severe cold and can even be deactivated completely if frozen. It can, however, be easily mixed with more water, both in liquid and vapor form while retaining its effects; poisoned water becomes poison all together, despite doubling the time taken for the establishment of each sympton/effect. This makes Maldição Negra quite effective for delayed poisonings and assassinations being that adding a frozen cube of Maldição Negra to a cup of drinking water can poison a target without leaving any trace. The poison itself can affect the target by making contact with an open wound (created on purpose by an attack or preexistent), ingested, inhaled, injected into tissue or if it makes contact with any mucosa (like the eyes, the mouth/lips, etc). The pure poison itself can be manipulated by Water Release techniques (which use it as a source), assuming there is enough quantity of it to manipulate, while poisoned Water can be manipulate just the same as it would without being poisoned. The effects of the poison are, in the order in which they happen:
  • -Skeletal Muscle Paralyzation
  • -Nausea
  • -Increased Perspiration and Loss of Temperature Control (Fever or Hypothermia)
  • -Hallucinations and Mental Stress (the user will start to see nightmarish figures that will grapple him and pierce him, causing him enormous pain and uncontrollable fear and delirium)
  • -Asphyxiation
But the speed in which they happen depends on the exposure method and time:
  • Simple Scratch or skin contact with the liquid poison - The targeted body part/limb will instantly become paralyzed for 5 turns unless the poison is extracted, after which the feeling and movement returns slowly during the next 3 turns
  • Stab Wound, contact between the liquid poison and an open, bleeding wound or contact with any mucosa - Complete Muscle Paralyzation (which takes 2 turns to fully happen, spreading during that time from the entry point outwards to the rest of the body), Nausea and Fever. After 5 turns of muscle paralyzation, Hallucinations set in and the target loses his grasp on reality and becomes completely taken in by the poison. After a further 4 turns, Asphyxiation sets in and the target dies if he doesn't receive medical attention.
  • Ingestion of liquid Poison, Inhalation of Vapor Poison or direct injection, either intravenous or intramuscular of liquid poison - The target will experience immediate full paralyzation and after one turn will already be experiencing hallucinations and loss of temperature control. Two turns after initial contact the user will be experiencing difficulty breathing only to become unable to do so one turn afterwards.
To make it safe for him to use, the creator of the poison injected himself throughout several years with increasingly higher doses of the poison as to gain resistance, becoming completely immune to it. As such he poisoned all his basic weapons and always carries several small flasks filled with poison.
Note: Only Scorps can have immunity to it as he is the creator of the poison. However, he can give poisoned weapons or small flasks with poison to other ninjas, despite the risk these ninjas will take of self poisoning themselves.
Note: Only usable or given by Scorps

✦ Approved, well done. ✦

Name Of Medicine: (Chakura to Kenkō Jōzai) Chakra and Health Pill
Creator: Scorps
Type: Healing/Supplementary
Description and Background: The Chakra and Health Pill is a special medicine containing powerful concentrated extracts from a multitude of high grade healing plants which presents itself in a small pill form or a syrup form, depending on the patients taste or ability to digest and swallow. It contains both Panax Ginseng (Chinese and Korean Ginseng, which boosts the users Yang Chakra or, in other words, vitality by boosting and improving the patients blood flow) and Panax Guinquefolius (American Ginseng, which boosts the users Yin Chakra or, in other words, mental awareness and stamina by clearing and calming ones mind and increasing the effectiveness of the patients synapses) to boost the body's ability to produce and regenerate chakra by improving both his Yin and his Yang Natures or, in other words, his physical and spiritual energies. The high concentration of such extracts enables the patient to recover 300 chakra points per turn for 3 turns after ingested. Additionally, the Chakra and Health Vitamin contains high levels of Camellia Sinensis (the plant from where Black and Green Tea is made) extracts which improve the patients blood flood (by increasing and improving heart function), immunity system (by improving the ability of the body to fight off infections by boosting the body's antibodies and white blood cells) and cell regeneration (by making sure the cells regenerate and multiply in a healthy manner, preventing the occurrence of cancer and other malformations as a result of cell multiplication). This enables the user to increase his physical stamina, fight off pathogens (like bacteria, virus, fungus, etc) that might be affecting his body (it can fight off infections up to S-Rank) but more importantly helps the use of healing techniques which triple in efficiency (normally, healing and regenerating techniques need to be used with care as not to cause abnormal tissue and cell growth but with the help of Camelia Sinesis extract, the medical ninja can make full use of healing and regenerating techniques, reducing its length by a third as well as the chakra cost) during 6 turns. Additionally, the presence of a highly concentrated and special variation of Lycium Barbarum (Wolfberry or "Goji Berry", which has incredible healing and anti oxidizing properties on its own) adds a final, lesser effect. Once taken, it can heal the patient in a rapid manner by forcefully producing cell growth. It can heal cuts, burns, bruises to the skin/muscles and, if the bones are set in place, even mend broken bone. Its limitation is that it cannot grow back large pieces of tissue. If the body part is destroyed permanently or tissue is missing in "chunks", the effect is the creation of a weak skin patch/scar tissue patch on the open wound, preventing blood loss and infection from happening, but not restoring the missing tissue and its functionality. The Wolfberry's effect lasts for 3 turns only after the patient has ingested the chakra and health pill but during that time can make the patient recover from many physical wounds and injuries as well as restore up to 50 health points/heal up to 50 damage. To bind these extracts together, the medicine contains a Goat's Milk base together with Apricot pulp, and refined Walnut oil and extract all known for boosting healing and overall health in various manners, from increasing energy reserves in the body (being an important source of calories, minerals and vitamins) or its protein reserves, both aspects essential to heal and increase health. (All these effects are taken from Chinese medicine herbs and boosted for RP purposes)
Description of Side Effects: Like all known medicines, the Chakra and Health Pill has several side effects. While the first use may go unnoticed on the patient, its high healing and regeneration abilities consume high amounts of energy and calories which will carry a high risk on future uses. On the second use, the patient will feel drained of energy and he will not be able to make full use of the amount of chakra regenerated (only 75% will effectively be added to his chakra pool) but more importantly will start to feel muscular pain and loss of stamina. If the the pill is ingested a third time, the user will not be able to make full use of any of the chakra the pill forces his body to produce; all of that chakra will be spent trying to counteract the overload in the users body and chakra system. In this third use, any healing techniques the user might want to make use of won't work as intented and will damage his tissues, leading to death. A fourth use is possible but will lead to death shortly after ingestion.
Note: Can only be used or administered or given by Scorps

✦ Declined, the biggest thing here is the healing part as discussed. Can't allow it in addition to the other effects granted. The other effects are strong, but nothing too over the top or game breaking. ✦
 
Last edited by a moderator:

Nathan

Active member
Immortal
Joined
Mar 26, 2011
Messages
54,365
Kin
409💸
Kumi
615💴
Trait Points
0⚔️
Re: Custom Medical Techniques Submission.

1. Shinapusu Kontorooru | Synapse Control
Type: Medical
Rank: S-rank
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user concentrates medical chakra in their palms. Upon making a direct contact with the opponent anywhere on their body, the user immediately invades the opponent's nervous system. The medical chakra spreads, acting as a latent antagonist blocker at the sites of synapses. What happens is the user's medical chakra spreads through the area of contact, binding on the area of dendrites within the dermis, effectively invading the nervous system. The neuron picks up the signal that's released by the invading chakra and it goes through the neurons. This signal is a specially medical chakra modified signal. The signal releases information through the nervous system to reject any future signals in any form afterwards the termination signal has passed through. The user's medical chakra retards the binding of any chemical signal to the receptors by congesting the receptors ontop of each dendrites. Because the signal itself leaves no harm to the neurons, the immune system can't pick up a trace on it. It'll be left as a normal action potential and no more action potential isn't a pathological issue. By a time, the user's medical chakra inhibits the binding of any neurotransmitter to create a synapse across neurons. As the synapse by all means becomes inefficient, by time the synapse becomes less active and ultimately shuts down by time. The first stage shows an unnoticeable abnormal synapse function within the user's autonomic (insignificant lower heart rate and lower breathing and feeling nauseous) and somatic nervous system (slurry shaking latent muscles upon an action potential like voluntary movements). This may be noticed as a normal response of the body to the stress of a battle, similarly feeling light cramps and the numbing then nothing at all as the adrenergic neuron blocking agent taking over. Due to being near impossible to notice (since you have to have a basic knowledge of what is a normal body function on a microbiological level) Sensor ninja will be able to sense the disturbance if noticed. As it has spread over the majority of the body, the symptoms begin worsen at an alarming rate, showing an insufficient or no action potential through the opponent's body. Having taken away any autonomic or somatic response within a body is crucial in survival and being taken away can be lethal. After spreading through their system, regaining control their body is impossible. What this basically comes down to is the user controls the synapse in the opponents body, preventing them from delivering signals to receptors in other parts of the body, forbidding the mind and body from issuing, initiating commands, and responding. Synapses are essential to neuronal function: neurons are cells that are specialized to pass signals to individual target cells, and synapses are the means by which they do so. This technique can also be used by concentrating chakra into the users eye and beaming it into the opponents body via direct eye contact.

Notes:
- May only be used twice per-match.
- Cool down of three turns.
- No medical techniques before, while or after the use of this technique.
- Can only be taught by Nathan, and taught to those with the required training.


 Declined  I get the gist but its overlycomplex for something relatively simple in its end effects. Additionally, if its contact based, the more you want to affect the enemy, the longer the contact must be done. And if you do what you describe (blocking that level of processes in the human nervous system) what will happen is more akin to paralisis, numbing, loss of function, etc in addition to the effects you describe. Try simplifying it a bit and making it a bit more clear in what it is and does.


Can't edit other post.

2. Kindan Furuutsu | The Forbidden Fruit
Type: Medical
Rank: Forbidden
Range: Short (Mid if used on opponent)
Chakra: 50 (-40 per turn)
Damage: N/A (+100 increase to health per turn)
Description: This is a highly advanced medical technique only gifted to the most talented medical practitioners.The technique provides the user, the ability to manipulate the functionality of the nerves in the body. Thanks to the keen understanding of the human anatomy, the user can, by infusing medical chakra with their nervous system, manipulate the working and properties of the nerves to a certain extent. By manipulating the signals sent to the central nervous system, the user can influence the endocrine glands to release certain hormones in excess, that will enhance both physical and spiritual abilities of a person, at a cost. Users of this technique have shown to inherit heightened physical capabilities and senses that greatly outmatch the average human. The reception power increases greatly, as the user becomes capable of hearing very faint and distinct sound notes over a large distance. His sense of smell increases too, allowing him to distinguish between minor differences in scents, allowing him to track down any target over a great distances. The nerve fibers in the retina allows the user to see things much more clearer, at four times the usual distance. The user can also stop the nerve signals from being transferred to/from the brain. This becomes quite useful when the user has to negate any pain from the body. By stopping the signals from the pain receptors to the brain, the user is able to completely dissolve any pain that the person might be feeling. Although this doesn't mean that the wounds would be healed along with it. Alternatively, by touching any target and by channeling the user's medical chakra into their body, the user can increase the signals received by the brain. Which means that even a small bruise will hurt over a hundred times more. The technique doesn't just limit the user with manipulating the nerve signals. It also enables the user to physically alter the nerves in the body, to help him remove/induce any nerve related ailments at will. Damaged nerves can easily be regenerated by supplying ample amount of medical chakra into the affected area which, by normal medical ninjutsu standards was almost near impossible. Users are also able to effect and influence the different parts of the nervous system that being the sensory branch, motor branch, and the autonomic branch. By influencing the sensory branch the user can manipulate and heighten/disable their own or other's senses to alter the perception the physical world around them. By influencing the motor branch the user can increase or intercept the electrical signals that travel between the brain and the body to either increase their motor skills or disable others by effectively paralysing them. This also makes the user immune to low and high level genjutsu and keeps them from being able to be rendered unconscious or even paralyzed. By controlling the autonomic branch, most users have the ability to influence or sense emotions felt by others, as such in doing this the user can cause the target to be overwhelmed by a certain emotion such as fear which is known to overtax the autonomous nervous system with stress signals, causing its neural networks to jam. Eventually, a chronic build-up of these stress signals leads to autonomic nervous system imbalance; a state of chaos within the autonomic nervous system which results in the stress response getting stuck, which ultimately leads to strong feelings of uneasiness.

Notes:
- Usable once.
- Lasts four turns, cannot be turned off.
- No use of other medical techniques while this is active.
- Speed (both running and reaction) and strength of the user increases by two ranks/2.0x while this technique is active due to the excessive hormones affecting the body.
- Due to the nerves being stressed more than they should be, the user's body falls weak for two turns once the technique ends.
- User is not able to perform techniques above A-Rank in the next two turns after the technique runs out.
- If used offensively (i.e on an opponent), the user releases a purse of medical chakra that makes contact with the opponent, if this method is used still can only be used once, and lasts for three turns.
- The immunity of genjutsu isn't applicant for Mangekyō Sharingan and above.
- User must specialize in healing and self empowerment to use this efficiently.
- Can only be taught by Nathan.


 Declined  I'm okay with hormonal manipulation but you need to understand both its limits and how it works. You'd basically be forcing the body to produce an excess of natural hormones. Each hormone does something so you need to describe what that something is. This will only work on touch or yourself, not in a ranged version. Finally, even a rush of adrenaline won't necessarily "heal you". It will allow your body to function by ignoring pain and damage but once the effect ends, you'll still need to heal the injuries so the notion of "+ health" is not right.
 
Last edited by a moderator:

Lili-Chwan

Active member
Legendary
Joined
Jun 18, 2009
Messages
19,416
Kin
3,928💸
Kumi
2,318💴
Trait Points
0⚔️
Awards
Re: Custom Medical Techniques Submission.

Name Of Poison Shaman's Voodoo

Creator: Lili-Chwan

Type: Neurological and Intestinal and Vascular

Ingredients and Background: Selection of Amanita, Psylobe, Claviceps and Gyromitra mushrooms.

This poison utilizes all of Liliana's knowledge in fungus, as given by her Mushroom Element, as well as Decay and Medical Ninjutsu, allowing her to pinpoint and combine active molecules in each mushroom in order to fabricate a poison heavily reliant of Hallucinogenics and Genjutsu, while dually working the body into a state of slow decay and death.

Description of Effects: The body of the Poison consists of Muscimol and Ibotenic Acid, gathered from mushrooms of the Amanita Genus. This combination produces an immediate effect on the opponent's mind, as the Muscimol and Ibotenic Acid cause CNS depression, which results in a sort of sedation of the target, with an heavy disassociative shattering of the user's mentality and perception. This isolates the mind from the body, similar to many Complete Sensory Manipulation Genjutsu.

Then, the rest of the poison's toxin cocktail start to act, on both the Mind and the Body, previously disassociated by the main core of the poison. At the level of the Mind, the poison carries a mixture of Psilocybin and Psilocin toxins, gathered from mushrooms of the Psylobe Genus, which create an arousal of the CNS in a pinpoint, producing controllable illusions within the sedation of the Amanita-based core. This is modulated by the user's Genjutsu knowledge, recreating neurological effects through active substances by mimicking what the user's chakra normally does in a Genjutsu. Practically speaking, this means that, associated with every usage of this Poison, there is an underlining Genjutsu from the user's repertoire, which will populate the mind of the target of this poison while under the disassociative state. This hallucination can then be manipulated by users of Medical and Mushroom Ninjutsu, as well as Genjutsu, by shifting the active toxins of the Psylobe mushrooms and shifting the illusion. Essentially, it would work the same as casting a new Genjutsu, but what happens inside the target's body is different.

At the level of the body, the poison will slowly kill. The poison carries a mixture of Alpha-Amanitin, from Amanita Mushrooms, Gyromitrin, from Gyromitra Mushrooms, and Ergotamine, from Claviceps Mushrooms. This cocktail of toxin slowly but surely starts working on the target's Liver and Vascular system. Alpha-Amanitin and Gyromitrin will cause Liver malfunction and intense gastrointestinal irritation, which won't produce any sort of pain because of the disassociation effect. This damage to the digestive organs will slowly expand into others, like the stomach and kidney, causing the internal organs to fail which lead to respiratory failure, coma and death. Ergotamine has heavy vasocompressor proprieties, which will cause the vessels to shut down, preventing the proper circulation of blood, slowly causing gangrene of the limbs, resulting in their loss and decay.

In the first turn of effect, the disassociation of the Mind and the Body occurs, and the target will immediately feel the effects of the Hallucination, while the organs start to malfunction. On the second turn, the internal organs will malfunction, while the limbs will slowly be drained of blood, with gangrene and necrosis starts acting up on the limbs. On the third turn, the body will shutdown, respiratory failure occurs and the limbs are beyond saving, with extremities starting to fall. Death occurs in the fourth turn.


 Declined  I like it but there are a few pointers to add before its approvable:
-You need to explain how this can "poison" the target (inhalation, ingestion, injection, contamination, skin absortion...)
-If you have control over the illusion it means you are adding and controling it with your chakra. It, the illusion. Suggestion: once caught in the initial illusionary effect, you need to touch the target (which he is incapable of feeling since the primary effect of the illusion prevents it)and use your chakra to trigger the desired effect. If you don't, a generic type of "illusion" will grab hold of the enemy.
-This is not Genjutsu and cannot be released or treated like so. Its an hallucination; a psycotic induced delusionary state which you can control through your use of medical chakra to control how the chemicals interact with the targets brain.
-Additionally, all of the above means you need to describe what the substance is and how it presents itself. Is it a clear liquid? Is it a fragrant one? Is it a dust? A powerder? A solid? A paste?
-Finally, being a substance also means that it can be deactivated or destroed somehow. Electricity? heat? cold? What makes it stronger and what makes it weaker? Can it dissolve in wateR? if so, will it poison the water or become useless?
 
Last edited by a moderator:

Vex

Active member
Legendary
Joined
Jul 18, 2012
Messages
12,544
Kin
247💸
Kumi
-163💴
Trait Points
10⚔️
Re: Custom Medical Techniques Submission.

Name Of Medicine Seraphim's Hymn
Creator: Vex
Type: Supplementary
Description and Background: The pill is composed of water being used as a medium to store numerous stem cells, each one lacking a nucleus and the genetic information necessary for them to divide. Stem cells are the body's raw materials — cells from which all other cells with specialized functions are generated. Under the right conditions in the body, stem cells can evolve to become any type of cell. Thus, normally, they are used in treatments and for testing new medications. The pills are suspended in a solution of water and nutrients so that the cell bodies remain alive. Each of the cells is infused with a strong medical chakra (similar to that from the Mystic Palm technique), giving them strong life force and vitality. Under these conditions, the cells in these pills are able to live for an exceedingly large amount of time. The user, upon acquiring an opponent's DNA/genetic information, is able to inject DNA into these specialized cells using medical chakra, allowing them to be replicated. Once a single type of stem cell gains the genetic material, it can then be grafted onto the user's body. Upon consuming a pill, the cells begin to replicate and divide, giving the user physical traits similar to the opponent, and causing them to lose access to their own KG/HA/CC abilities. In exchange, the user gains access to the opponent's KG/Special Ability. For instance, the user would be able to have access to the abilities of the Kaguya clan, or the ability to use Blast Release techs or mysterious energies he'd otherwise never be able to use, depending on the type of pill taken. However, genetic material must have been gained in an official fight. Of course, the effects of the pill last for the duration of the fight/event that they are used in. After that, the user's body would simply return to the state that it was in before consuming a pill. However, this cannot be used to copy abilities like Sage Mode and Eight Inner Gates. Additionally, some abilities like Inuzuka and Aburame, would simply be unable to be copied due to the reliance on a secondary partner.
Description of Side Effects:
-The user must forgoe their own KG/Inherited ability
-Jutsu used under the pill's influence that the user did not have access to before cost an extra 10 chakra for the first three turns of use.
-Pills take a turn to go into effect.
-If one tries to take two pills at the same time, the effects do not combine. Rather, the user would die almost instantly.


 Declined  This is the same as DNA infusion... Nope! However, the idea of a self healing pill focused on stem cells to induce a state similar to that of creation rebirth/strength of a 100 wouldnt be farefetched or a bad move.


Name Of Poison Bane of the Sith
Creator: Vex
Type: Poison [Psyhiactric/Intestinal]
Ingredients and Background: The Bane of the Sith is a crimson red poison, designed to be slightly sweet tasting, without an odor. The poison was discovered by Vex upon his adventures through the forests of Konohagakure. Naturally, there is a large amount of natural botanical material in such a location. The poison is based upon Diplopterys cabrerana vine, which is crushed into a fine paste. Additionally, the second main component would be shredded Veratrum flowers. The paste and shredded flowers form a majority of the mixture. The addition of chakra, along with a mild form of LSD, and water provides a base for the poison. Thus, the poison is predominantly found as a viscous liquid. However, it can also be used as a pill or powder. Moreover, the poison itself has been used to coat ninja tools, swords, and has even begun to replace the smoke in smoke bombs with a poison gas. This can be used in conjunction with Wind and water techniques, allowing them to gain a crimson coloring, one that is slightly darker than blood. Of course, Vex himself has built up an immunity, and tolerance to the poison. Others however will have to risk, and take great care not to infect themselves.
Description of Effects: The poison is very potent in that it is readily absorbed into the body in several ways. However, although all of the poison's side effects will occur in time, the speed at which they occur is dependent upon the method of exposure. Additionally, it has two main 'stages'. Each stage having a unique set of symptoms. Depending on the method of exposure, the opponent either starts in Stage One or two.
If scratched/stabbed with a ninja tool/Inhaled the user enters into Stage One. Upon instant exposure, the opponent becomes dealt 40 damage per turn. Extreme localized pain in the afflicted area, and paralysis of that limb. Within another turn, the poison creates an imbalance in the opponent's physical energy, preventing him from using high ranking ninjutsu above A rank, advanced fields such as Medical Ninjutsu, Fuuinjutsu, KG elements, etc. After the third turn, the opponent begins to experience potent hallucinations in his peripheral vision. Monstrous figures, what he considers his worst fears, and long dead family members seemingly haunt him. This is achieved through gentle stimulation of the Amygdala region of the brain. The stimulation of this region also causes the opponent to experience massive levels of fear, and panic. This imbalance of spirituality/physicality begins to make it more difficult to mold chakra, with offensive jutsu losing -20 damage, and genjutsu being a rank weaker. Upon the onset of the fourth turn, the opppnent begins to experience stage two symptoms. The spiritual imbalance and physiological effects make the opponent lose about 30 chakra per turn.
If ingested or absorbed through the mucosa in the mouth, the opponent begins to experience stage two symptoms immediately, while also experiencing the full brunt of Stage One symptoms. The damage he takes per turn becomes increased to 60. Moreover, the lower body becomes paralyzed. On the second turn, the imbalance of physical energy becomes more pronounced, with the opponent becoming unable to use more than two moves per turn. Upon the third turn, the opponent begins to hallucinate even more. He becomes unable to rationalize his fears, as they become more and more pronounced and real to him. His levels of fear and panic are even more increased. These levels of fear are actually the basis for what happens on the fourth turn. If it is the fourth turn of Stage Two, and the opponent has yet to expunge the poison from his body, he goes into cardiac arrest upon the fourth turn.


 Declined  Idea is great but you need to sequence Stage One and Stage Two a bit better as well as the effects of it. From what I understood its illogical to even mention turn move restrictions if the target is completely under those effects.
 
Last edited by a moderator:
  • Like
Reactions: Nathan

Nathan

Active member
Immortal
Joined
Mar 26, 2011
Messages
54,365
Kin
409💸
Kumi
615💴
Trait Points
0⚔️
Re: Custom Medical Techniques Submission.

Can't edit other post.

2. Kindan Furuutsu | The Forbidden Fruit
Type: Medical
Rank: Forbidden
Range: Short (Mid if used on opponent)
Chakra: 50 (-40 per turn)
Damage: N/A (+100 increase to health per turn)
Description: This is a highly advanced medical technique only gifted to the most talented medical practitioners.The technique provides the user, the ability to manipulate the functionality of the nerves in the body. Thanks to the keen understanding of the human anatomy, the user can, by infusing medical chakra with their nervous system, manipulate the working and properties of the nerves to a certain extent. By manipulating the signals sent to the central nervous system, the user can influence the endocrine glands to release certain hormones in excess, that will enhance both physical and spiritual abilities of a person, at a cost. Users of this technique have shown to inherit heightened physical capabilities and senses that greatly outmatch the average human. The reception power increases greatly, as the user becomes capable of hearing very faint and distinct sound notes over a large distance. His sense of smell increases too, allowing him to distinguish between minor differences in scents, allowing him to track down any target over a great distances. The nerve fibers in the retina allows the user to see things much more clearer, at four times the usual distance. The user can also stop the nerve signals from being transferred to/from the brain. This becomes quite useful when the user has to negate any pain from the body. By stopping the signals from the pain receptors to the brain, the user is able to completely dissolve any pain that the person might be feeling. Although this doesn't mean that the wounds would be healed along with it. Alternatively, by touching any target and by channeling the user's medical chakra into their body, the user can increase the signals received by the brain. Which means that even a small bruise will hurt over a hundred times more. The technique doesn't just limit the user with manipulating the nerve signals. It also enables the user to physically alter the nerves in the body, to help him remove/induce any nerve related ailments at will. Damaged nerves can easily be regenerated by supplying ample amount of medical chakra into the affected area which, by normal medical ninjutsu standards was almost near impossible. Users are also able to effect and influence the different parts of the nervous system that being the sensory branch, motor branch, and the autonomic branch. By influencing the sensory branch the user can manipulate and heighten/disable their own or other's senses to alter the perception the physical world around them. By influencing the motor branch the user can increase or intercept the electrical signals that travel between the brain and the body to either increase their motor skills or disable others by effectively paralysing them. This also makes the user immune to low and high level genjutsu and keeps them from being able to be rendered unconscious or even paralyzed. By controlling the autonomic branch, most users have the ability to influence or sense emotions felt by others, as such in doing this the user can cause the target to be overwhelmed by a certain emotion such as fear which is known to overtax the autonomous nervous system with stress signals, causing its neural networks to jam. Eventually, a chronic build-up of these stress signals leads to autonomic nervous system imbalance; a state of chaos within the autonomic nervous system which results in the stress response getting stuck, which ultimately leads to strong feelings of uneasiness.

Notes:
- Usable once.
- Lasts four turns, cannot be turned off.
- No use of other medical techniques while this is active.
- Speed (both running and reaction) and strength of the user increases by two ranks/2.0x while this technique is active due to the excessive hormones affecting the body.
- Due to the nerves being stressed more than they should be, the user's body falls weak for two turns once the technique ends.
- User is not able to perform techniques above A-Rank in the next two turns after the technique runs out.
- If used offensively (i.e on an opponent), the user releases a purse of medical chakra that makes contact with the opponent, if this method is used still can only be used once, and lasts for three turns.
- The immunity of genjutsu isn't applicant for Mangekyō Sharingan and above.
- User must specialize in healing and self empowerment to use this efficiently.
- Can only be taught by Nathan.


 Declined  I'm okay with hormonal manipulation but you need to understand both its limits and how it works. You'd basically be forcing the body to produce an excess of natural hormones. Each hormone does something so you need to describe what that something is. This will only work on touch or yourself, not in a ranged version. Finally, even a rush of adrenaline won't necessarily "heal you". It will allow your body to function by ignoring pain and damage but once the effect ends, you'll still need to heal the injuries so the notion of "+ health" is not right.
Removed the healing aspect.
Add three main hormones it creates.
Removed the ranged ability also.

1. Kindan Furuutsu | The Forbidden Fruit
Type: Medical
Rank: Forbidden
Range: Short
Chakra: 50 (-40 per turn)
Damage: N/A
Description: This is a highly advanced medical technique only gifted to the most talented medical practitioners.The technique provides the user, the ability to manipulate the functionality of the nerves in the body. Thanks to the keen understanding of the human anatomy, the user can, by infusing medical chakra with their nervous system, manipulate the working and properties of the nerves to a certain extent. By manipulating the signals sent to the central nervous system, the user can influence the endocrine glands to release certain hormones in excess, that will enhance both physical and spiritual abilities of a person, at a cost the main hormones the user creates are more of the main three which are Hypothalamus, Anterior pituitary & Thyroid gland. Users of this technique have shown to inherit heightened physical capabilities and senses that greatly outmatch the average human. The reception power increases greatly, as the user becomes capable of hearing very faint and distinct sound notes over a large distance. His sense of smell increases too, allowing him to distinguish between minor differences in scents, allowing him to track down any target over a great distances. The nerve fibers in the retina allows the user to see things much more clearer, at four times the usual distance. The user can also stop the nerve signals from being transferred to/from the brain. This becomes quite useful when the user has to negate any pain from the body. By stopping the signals from the pain receptors to the brain, the user is able to completely dissolve any pain that the person might be feeling. Although this doesn't mean that the wounds would be healed along with it. Alternatively, by touching any target and by channeling the user's medical chakra into their body, the user can increase the signals received by the brain. Which means that even a small bruise will hurt over a hundred times more. The technique doesn't just limit the user with manipulating the nerve signals. It also enables the user to physically alter the nerves in the body, to help him remove/induce any nerve related ailments at will. Users are also able to effect and influence the different parts of the nervous system that being the sensory branch, motor branch, and the autonomic branch. By influencing the sensory branch the user can manipulate and heighten/disable their own or other's senses to alter the perception the physical world around them. By influencing the motor branch the user can increase or intercept the electrical signals that travel between the brain and the body to either increase their motor skills or disable others by effectively paralysing them. This also makes the user immune to low and high level genjutsu and keeps them from being able to be rendered unconscious or even paralyzed. By controlling the autonomic branch, most users have the ability to influence or sense emotions felt by others, as such in doing this the user can cause the target to be overwhelmed by a certain emotion such as fear which is known to overtax the autonomous nervous system with stress signals, causing its neural networks to jam. Eventually, a chronic build-up of these stress signals leads to autonomic nervous system imbalance; a state of chaos within the autonomic nervous system which results in the stress response getting stuck, which ultimately leads to strong feelings of uneasiness.

Notes:
- Usable once.
- Lasts four turns, cannot be turned off.
- No use of other medical techniques while this is active.
- Speed (both running and reaction) and strength of the user increases by two ranks/2.0x while this technique is active due to the excessive hormones affecting the body.
- The strength of the user is defined by the user being able to tank high level techniques with next to no damage while this mode is active, that being said once this mode is deactivate, the user will feel all the damage they've taken.
- Due to the nerves being stressed more than they should be, the user's body falls weak for two turns once the technique ends.
- User is not able to perform techniques above A-Rank in the next two turns after the technique runs out.
- The immunity of genjutsu isn't applicant for Mangekyō Sharingan and above.
- User must specialize in healing and self empowerment to use this efficiently.
- If used on the opponent it'll last for three turns, and can be used twice-per match.
- Can only be taught by Nathan.


 Declined  Ok, this is now a bit weird. The ability and the technique is to mess with hormone and hormone production. This makes the nerve path completely unrelated. Your using medical techniques to enhance yourself or debuff others through the manipulation of hormones. I'm ok with most of the effects you listed for the homrone part but I need you remove the never and rewrite the decription to encompass that. Also, immunity to genjutsu through Hormone manipulation is too much and doesn't make sense. Hormones control metabolism and body functions. They can make you react faster, improve brain response, physical power, speed, etc. But they come at a cost and will never actually heal you for example or anything. There is a bit of a dissociation between what you want and how you're describing it can be done. Focus on the hormone manipulation. That will give you almost everything you need.




2. (Dokuton: Tousui Heru Kemono) - Poison Release: Intoxication of the Heraldic Beast
Type: Medical/Poison (Offensive, Defensive, Supplementary)
Rank: S
Range: Self (Short - Long offensive poison)
Chakra: 40 (-20 per-turn)
Damage: N/A (80) (-20 to user once technique ends)
Description: The user using their mastery of the poison element will secrete a very deadly poison from his skin giving him a purplish colour. Nathan created this technique after studying the affects of the Aburame Clan's secret jutsu. the user will build up a large amount of chakra, poisonous antibodies, and acidic materials into his abdomen as a ball then release it throughout his body to activate the armour. When in use the user is actually using two different primary poisons and can control the lethality and potency of each. The first poison is supplementary, and creates an artificial virus in the users body that augments his strength and speed. His strength becomes on par with the Chakra Enhanced Strength technique, and his speed slightly surpasses the speed of the 4th Raikage's Lightning Release Chakra Mode. The supplementary poison also destroys any foreign chakra, pathogens, or poisons that enter his body. On top of that the user gains another ability from this mode, they gain an defensive and offensive type based poison named Sound of Death (Shi no oto) - This second poison gives the user skin a purplish pigmentation when in use. The users poison skin gives him immunity to other poisons, venom's, and acidic based techniques. To poison a target the user must infuse the poison with his wind chakra, as the wind is used as an organic specimen which requires some form of Oxygen or carbon dioxide (Oxygen being it's base). Without wind release, this poison cannot be used to the best of what it can be, that or the user must make direct contact with the user. The poison has the ability to easily burn through clothing due to the acidic properties it possesses. When it hits the skin it immediately attacks the cells ability to take in oxygen causing cell death which in turn will incapacitate the affected area, or in another manner of speaking increases decomposition within living and nonliving organisms, the user came to a conclusion that all living once living organisms require oxygen in some form. By forcing his chakra into a targets body, he can literally absorb it's oxygen, thus killing it's cells. The loss of cell structure brings about the release of cellular enzymes capable of initiating the breakdown of surrounding cells and tissues. This process is known as . So if the user hits the targets arm the poison will spread up the target's arm until the arm is completely dead. To prevent the poison from spreading to other parts of the body the target will have to resort to amputation. Skilled Medical Ninjutsu users can combat this poison through regeneration techniques which create new cells and tissues just as quick as this poison destroys, creating a nullifying affect, but If the head, abdomen, neck or back is hit death is ensured.

You must be registered for see images


You must be registered for see images


Notes:
- Can only be used once per-match.
- Lasts for six turns.
- Using the long reached version of the offensive based poison reduces the mode by two turns. Well, the short ranged version doesn't reduce the time in this mode.
- Unable to use medical ninjutsu while technique is active.
- Once technique ends, the user is unable to use poison, and poison like techniques for two turns.
- Can only be taught by Nathan.


 Declined  A poison that is a virus? Stopped reading there. Also, this mimics existing things too much and without, like the virus part showed, much sense or relation to poisons.
 
Last edited by a moderator:

Lili-Chwan

Active member
Legendary
Joined
Jun 18, 2009
Messages
19,416
Kin
3,928💸
Kumi
2,318💴
Trait Points
0⚔️
Awards
Re: Custom Medical Techniques Submission.

Name Of Poison Shaman's Voodoo

Creator: Lili-Chwan

Type: Neurological and Intestinal and Vascular

Ingredients and Background: Selection of Amanita, Psylobe, Claviceps and Gyromitra mushrooms.

This poison utilizes all of Liliana's knowledge in fungus, as given by her Mushroom Element, as well as Decay and Medical Ninjutsu, allowing her to pinpoint and combine active molecules in each mushroom in order to fabricate a poison heavily reliant of Hallucinogenics and Genjutsu, while dually working the body into a state of slow decay and death.

Description of Effects: The body of the Poison consists of Muscimol and Ibotenic Acid, gathered from mushrooms of the Amanita Genus. This combination produces an immediate effect on the opponent's mind, as the Muscimol and Ibotenic Acid cause CNS depression, which results in a sort of sedation of the target, with an heavy disassociative shattering of the user's mentality and perception. This isolates the mind from the body, similar to many Complete Sensory Manipulation Genjutsu.

Then, the rest of the poison's toxin cocktail start to act, on both the Mind and the Body, previously disassociated by the main core of the poison. At the level of the Mind, the poison carries a mixture of Psilocybin and Psilocin toxins, gathered from mushrooms of the Psylobe Genus, which create an arousal of the CNS in a pinpoint, producing controllable illusions within the sedation of the Amanita-based core. This is modulated by the user's Genjutsu knowledge, recreating neurological effects through active substances by mimicking what the user's chakra normally does in a Genjutsu. Practically speaking, this means that, associated with every usage of this Poison, there is an underlining Genjutsu from the user's repertoire, which will populate the mind of the target of this poison while under the disassociative state. This hallucination can then be manipulated by users of Medical and Mushroom Ninjutsu, as well as Genjutsu, by shifting the active toxins of the Psylobe mushrooms and shifting the illusion. Essentially, it would work the same as casting a new Genjutsu, but what happens inside the target's body is different.

At the level of the body, the poison will slowly kill. The poison carries a mixture of Alpha-Amanitin, from Amanita Mushrooms, Gyromitrin, from Gyromitra Mushrooms, and Ergotamine, from Claviceps Mushrooms. This cocktail of toxin slowly but surely starts working on the target's Liver and Vascular system. Alpha-Amanitin and Gyromitrin will cause Liver malfunction and intense gastrointestinal irritation, which won't produce any sort of pain because of the disassociation effect. This damage to the digestive organs will slowly expand into others, like the stomach and kidney, causing the internal organs to fail which lead to respiratory failure, coma and death. Ergotamine has heavy vasocompressor proprieties, which will cause the vessels to shut down, preventing the proper circulation of blood, slowly causing gangrene of the limbs, resulting in their loss and decay.

In the first turn of effect, the disassociation of the Mind and the Body occurs, and the target will immediately feel the effects of the Hallucination, while the organs start to malfunction. On the second turn, the internal organs will malfunction, while the limbs will slowly be drained of blood, with gangrene and necrosis starts acting up on the limbs. On the third turn, the body will shutdown, respiratory failure occurs and the limbs are beyond saving, with extremities starting to fall. Death occurs in the fourth turn.


 Declined  I like it but there are a few pointers to add before its approvable:
-You need to explain how this can "poison" the target (inhalation, ingestion, injection, contamination, skin absortion...)
-If you have control over the illusion it means you are adding and controling it with your chakra. It, the illusion. Suggestion: once caught in the initial illusionary effect, you need to touch the target (which he is incapable of feeling since the primary effect of the illusion prevents it)and use your chakra to trigger the desired effect. If you don't, a generic type of "illusion" will grab hold of the enemy.
-This is not Genjutsu and cannot be released or treated like so. Its an hallucination; a psycotic induced delusionary state which you can control through your use of medical chakra to control how the chemicals interact with the targets brain.
-Additionally, all of the above means you need to describe what the substance is and how it presents itself. Is it a clear liquid? Is it a fragrant one? Is it a dust? A powerder? A solid? A paste?
-Finally, being a substance also means that it can be deactivated or destroed somehow. Electricity? heat? cold? What makes it stronger and what makes it weaker? Can it dissolve in wateR? if so, will it poison the water or become useless?
Name Of Poison Shaman's Voodoo

Creator: Lili-Chwan

Type: Neurological and Intestinal and Vascular

Ingredients and Background: Selection of Amanita, Psylobe, Claviceps and Gyromitra mushrooms.

This poison utilizes all of Liliana's knowledge in fungus, as given by her Mushroom Element, as well as Decay and Medical Ninjutsu, allowing her to pinpoint and combine active molecules in each mushroom in order to fabricate a poison heavily reliant of Hallucinogenics and Genjutsu, while dually working the body into a state of slow decay and death.

The poison appears as a black mist of spore-like particles, carrying the neurotoxins. They can be ingested, breathed in or absorbed through the skin, the later of which in a process much like actual fungi, creating microscopic root-like protrusions that pierce the surface of the skin to infect the blood stream. These are normally spread through the air, though they can be carried through the water, seemingly dissolving in it. In condensed form, usually employed for storage in vials, it appears as a black goo, with syrup-like consistency. This can either be warmed passively running fire chakra through one's hand, unleashing the black spore cloud, or dropped in water, where it will taint it.

When in the air in mist form, the poison won't be able to spread (without help form techniques) much further than the original deployment area (Short-range from the point where it becomes a mist) nor for a long time (lingers in the area for 4 turns) before becoming harmless. However, when in its "goo form", it will never deactivate though will never passively transform into mist (needs air temperatures above 40ºC to become a mist). If one contaminates water with the poison, the resulting water will be poisonous forever but much slower acting. Basically, the effects are the same but progress at half the speed.


Description of Effects: The body of the Poison consists of Muscimol and Ibotenic Acid, gathered from mushrooms of the Amanita Genus. This combination produces an immediate effect on the opponent's mind, as the Muscimol and Ibotenic Acid cause CNS depression, which results in a sort of sedation of the target, with an heavy disassociative shattering of the user's mentality and perception. This isolates the mind from the body, similar to many Complete Sensory Manipulation Genjutsu but biological in nature and thus not Genjutsu but a Hallucionation.

Then, the rest of the poison's toxin cocktail start to act, on both the Mind and the Body, previously disassociated by the main core of the poison. At the level of the Mind, the poison carries a mixture of Psilocybin and Psilocin toxins, gathered from mushrooms of the Psylobe Genus, which create an arousal of the CNS in a pinpoint, producing controllable hallucionations within the sedation of the Amanita-based core. Practically speaking, this means that, associated with every usage of this Poison, there is an underlining Hallucionation that takes form which will populate the mind of the target of this poison while under the disassociative state. This hallucination can then be manipulated by users of Medical and Mushroom Ninjutsu, by shifting the active toxins of the Psylobe mushrooms and shifting the illusion.

At the level of the body, the poison will slowly kill. The poison carries a mixture of Alpha-Amanitin, from Amanita Mushrooms, Gyromitrin, from Gyromitra Mushrooms, and Ergotamine, from Claviceps Mushrooms. This cocktail of toxin slowly but surely starts working on the target's Liver and Vascular system. Alpha-Amanitin and Gyromitrin will cause Liver malfunction and intense gastrointestinal irritation, which won't produce any sort of pain because of the disassociation effect. This damage to the digestive organs will slowly expand into others, like the stomach and kidney, causing the internal organs to fail which lead to respiratory failure, coma and death. Ergotamine has heavy vasocompressor proprieties, which will cause the vessels to shut down, preventing the proper circulation of blood, slowly causing gangrene of the limbs, resulting in their loss and decay.

In the first turn of effect, the disassociation of the Mind and the Body occurs, and the target will immediately feel the effects of the Hallucination, while the organs start to malfunction. On the second turn, the internal organs will malfunction, while the limbs will slowly be drained of blood, with gangrene and necrosis starts acting up on the limbs. On the third turn, the body will shutdown, respiratory failure occurs and the limbs are beyond saving, with extremities starting to fall. Death occurs in the fourth turn.

Additional Effects: The effects of this technique are an hallucination that mimics genjutsu, not a genjutsu itself, and thus can't be blocked as such. To get rid of the infection, one must counteract the poison. The proteins in the neurotoxins are volatile to fire, and will progressively denature when exposed to high heat, beyond that of a severe fever. Lightning can also counteract the proteins, though to a lesser extend. Water and earth will not impede or lower the potency of the fungal poison.

The generic hallucination, after shattering one's mind, is a dream-like world resembling a dark swamp with fairy lights. The target will be able to move in this realm, and interact with the trees, the waters and the lights, as well as with the odd sound or critter, but won't be able to feel the outside world, the real world. To change the hallucionation, it is required physical contact, which the opponent won't feel, and then charge chakra through the touch, while changing the illusion. This control is passive and can be done to manipulate the hallucination at the users whim. If the user removes direct contact, the hallucionation will passively and slowly revert back to the original form.

As the Poison works on two different levels, one can employ a neat version of Shaman's Vodoo, colloquially called Santeria, which has just the Hallucinogenic aspect. Basically, when holding a vial the user will infuse it with water chakra as well as heat to both lower the effects of the poison dilluting them but also to create the mist (now in larger quantity, lasting the same 4 turns and spreading through to mid-range) to poison nearby targets. As this process is mediated by chakra, the user can remove the lethal properties of the poison and rettain the hallucionagenic and dissociative ones, allowing Santeria to create a shared dream realm, where, within Short-range, the poison will link together multiple targets of the Santeria concoction, and keep them on a synchronized hallucionation, as long as either the user retains physical contact with at least one of the targets, or, if the user infects himself with Santeria, within short range of all the targets, he or she can keep manipulating the realm at will.

Note:
-The creator needs to ingest the poison in goo form to be poisoned
-Poison cannot be given to anyone due to the complexity of its use and creation



 Approved  Editted.
 
Last edited by a moderator:

Vex

Active member
Legendary
Joined
Jul 18, 2012
Messages
12,544
Kin
247💸
Kumi
-163💴
Trait Points
10⚔️
Re: Custom Medical Techniques Submission.

Name Of Medicine Seraphim's Hymn
Creator: Vex
Type: Supplementary
Description and Background: The pill is composed of water being used as a medium to store numerous stem cells, each one lacking a nucleus and the genetic information necessary for them to divide. Stem cells are the body's raw materials — cells from which all other cells with specialized functions are generated. Under the right conditions in the body, stem cells can evolve to become any type of cell. Thus, normally, they are used in treatments and for testing new medications. The pills are suspended in a solution of water and nutrients so that the cell bodies remain alive. Each of the cells is infused with a strong medical chakra (similar to that from the Mystic Palm technique), giving them strong life force and vitality. Under these conditions, the cells in these pills are able to live for an exceedingly large amount of time. The user, upon acquiring an opponent's DNA/genetic information, is able to inject DNA into these specialized cells using medical chakra, allowing them to be replicated. Once a single type of stem cell gains the genetic material, it can then be grafted onto the user's body. Upon consuming a pill, the cells begin to replicate and divide, giving the user physical traits similar to the opponent, and causing them to lose access to their own KG/HA/CC abilities. In exchange, the user gains access to the opponent's KG/Special Ability. For instance, the user would be able to have access to the abilities of the Kaguya clan, or the ability to use Blast Release techs or mysterious energies he'd otherwise never be able to use, depending on the type of pill taken. However, genetic material must have been gained in an official fight. Of course, the effects of the pill last for the duration of the fight/event that they are used in. After that, the user's body would simply return to the state that it was in before consuming a pill. However, this cannot be used to copy abilities like Sage Mode and Eight Inner Gates. Additionally, some abilities like Inuzuka and Aburame, would simply be unable to be copied due to the reliance on a secondary partner.
Description of Side Effects:
-The user must forgoe their own KG/Inherited ability
-Jutsu used under the pill's influence that the user did not have access to before cost an extra 10 chakra for the first three turns of use.
-Pills take a turn to go into effect.
-If one tries to take two pills at the same time, the effects do not combine. Rather, the user would die almost instantly.


 Declined  This is the same as DNA infusion... Nope! However, the idea of a self healing pill focused on stem cells to induce a state similar to that of creation rebirth/strength of a 100 wouldnt be farefetched or a bad move.


Name Of Poison Bane of the Sith
Creator: Vex
Type: Poison [Psyhiactric/Intestinal]
Ingredients and Background: The Bane of the Sith is a crimson red poison, designed to be slightly sweet tasting, without an odor. The poison was discovered by Vex upon his adventures through the forests of Konohagakure. Naturally, there is a large amount of natural botanical material in such a location. The poison is based upon Diplopterys cabrerana vine, which is crushed into a fine paste. Additionally, the second main component would be shredded Veratrum flowers. The paste and shredded flowers form a majority of the mixture. The addition of chakra, along with a mild form of LSD, and water provides a base for the poison. Thus, the poison is predominantly found as a viscous liquid. However, it can also be used as a pill or powder. Moreover, the poison itself has been used to coat ninja tools, swords, and has even begun to replace the smoke in smoke bombs with a poison gas. This can be used in conjunction with Wind and water techniques, allowing them to gain a crimson coloring, one that is slightly darker than blood. Of course, Vex himself has built up an immunity, and tolerance to the poison. Others however will have to risk, and take great care not to infect themselves.
Description of Effects: The poison is very potent in that it is readily absorbed into the body in several ways. However, although all of the poison's side effects will occur in time, the speed at which they occur is dependent upon the method of exposure. Additionally, it has two main 'stages'. Each stage having a unique set of symptoms. Depending on the method of exposure, the opponent either starts in Stage One or two.
If scratched/stabbed with a ninja tool/Inhaled the user enters into Stage One. Upon instant exposure, the opponent becomes dealt 40 damage per turn. Extreme localized pain in the afflicted area, and paralysis of that limb. Within another turn, the poison creates an imbalance in the opponent's physical energy, preventing him from using high ranking ninjutsu above A rank, advanced fields such as Medical Ninjutsu, Fuuinjutsu, KG elements, etc. After the third turn, the opponent begins to experience potent hallucinations in his peripheral vision. Monstrous figures, what he considers his worst fears, and long dead family members seemingly haunt him. This is achieved through gentle stimulation of the Amygdala region of the brain. The stimulation of this region also causes the opponent to experience massive levels of fear, and panic. This imbalance of spirituality/physicality begins to make it more difficult to mold chakra, with offensive jutsu losing -20 damage, and genjutsu being a rank weaker. Upon the onset of the fourth turn, the opppnent begins to experience stage two symptoms. The spiritual imbalance and physiological effects make the opponent lose about 30 chakra per turn.
If ingested or absorbed through the mucosa in the mouth, the opponent begins to experience stage two symptoms immediately, while also experiencing the full brunt of Stage One symptoms. The damage he takes per turn becomes increased to 60. Moreover, the lower body becomes paralyzed. On the second turn, the imbalance of physical energy becomes more pronounced, with the opponent becoming unable to use more than two moves per turn. Upon the third turn, the opponent begins to hallucinate even more. He becomes unable to rationalize his fears, as they become more and more pronounced and real to him. His levels of fear and panic are even more increased. These levels of fear are actually the basis for what happens on the fourth turn. If it is the fourth turn of Stage Two, and the opponent has yet to expunge the poison from his body, he goes into cardiac arrest upon the fourth turn.


 Declined  Idea is great but you need to sequence Stage One and Stage Two a bit better as well as the effects of it. From what I understood its illogical to even mention turn move restrictions if the target is completely under those effects.
Name Of Medicine Seraphim's Hymn
Creator: Vex
Type: Healing
Description and Background: The pill is composed of water being used as a medium to store numerous stem cells, each one lacking a nucleus and the genetic information necessary for them to divide. Stem cells are the body's raw materials — cells from which all other cells with specialized functions are generated. Under the right conditions in the body, stem cells can evolve to become any type of cell. Thus, normally, they are used in treatments and for testing new medications. The pills are suspended in a solution of water and nutrients so that the cell bodies remain alive. Each of the cells is infused with a strong medical chakra (similar to that from the Mystic Palm technique), giving them strong life force and vitality. Under these conditions, the cells in these pills are able to live for an exceedingly large amount of time. Upon consuming a pill, the cells begin to replicate and divide, giving the user physical traits enhanced far beyond those of a normal human. The stem cells are released into the user's body, lying dormant until an injury occurs. As an injury occurs, the stem cells would rapidly converge upon the afflicted area(s). By rapidly forming themselves into the needed cells and dividing, the pills would near instantly heal the user from severe injuries, and even internal damage from poisons and such. The user heals without the need for conscious thought, so even if the user were to fall unconscious, the damage would keep being repaired. What is unique about this seal however, is that the stem cells are infused with Medicinal Chakra, so if the user's body were to be placed into a genjutsu, the physiological effects of the genjutsu would be disrupted by the cells. As that were to happen, the stem cells would congregate at the base of his spine, giving him a 'jolt' of medical chakra, dispersing the foreign energy/chakra from his system.
Description of Side Effects:

-Taking more than one pill per conflict would destabilize the user's chakra flow resulting in a variety of symptoms: causing an extra '20' chakra to be used per jutsu. Additionally, the user's strength would be severely reduced, making it impossible to use Taijutsu above B rank. Genjutsu would be more effective on the user, with genjutsu below A rank being given an extra 'rank' of strength when used on the user. So for example a normal shinobi would break a A rank gen with an S rank surge - the user would require an F rank surge.
-Pills last for a single battle

-Pills take 2 turns to 'Kick' in


 Declined  Ok, I think you need a bit of a hand with this. This is using stem cells of your own to heal and empower your for a given amount of time each time you take the injection. Yes, this needs to be injected as stem cells need to be "fresh". There are mentions of a seal which is weird. Also, this empowers your body and gives it a source material that allows it to heal. Thats what stem cells do. They can divide into any other cell in the body. This means that even if you're missing a limb or anything other than your head and heart (so upper left thorax + most of the neck + most of the head) you can heal in a rapid (but not instant) fashion. That concept is amazing. However, immunity to genjutsu comes from nowhere, its just slapped there for wtv reason, empowering you wouldn't make sense as stem cells are undefirenciated cells that need to divide into useful cells. They alone will create tissue, blood, wtv but they can't empower what is there already in any way. This is simply an omega healing pill.
 
Last edited by a moderator:

Pervyy

Immortal
Joined
Oct 22, 2009
Messages
43,022
Kin
3,688💸
Kumi
31,205💴
Trait Points
0⚔️
Re: Custom Medical Techniques Submission.

(Dokuton: Doragon Mo-do ) - Poison dragon mode
Type: Supplementary
Rank: S
Range: Short - mid
Chakra: 40
Damage: N/a
Description: This is an ancient art of poison release that was created as part of the "dragon slayer style" first created by Natsu. The original Creator was a ninja named Cobra who claimed to be raised by a dragon that could control poison and only advanced medical ninja were able to master it. The user would release a surge of chakra around their body releasing an almost burst of poison short range around them that they use their chakra to control, making the poison out of their chakra much like water would be made from the users chakra just with a unique build up. This poison is primarily based on a drug that Tsunade made to drug Jiraiya when she went to meet up with Orochimaru before becoming the Hokage. This poison remains around te user for 6 turns as a form of aura and the user can release the Poison in a burst in a chosen direction through motions going up to mid range. Be this through a punch or kick of sorts. Once it reaches the target it will either sink into their skin or be inhaled and from their it's effect will take place.

The poison will make it's way into it's target/targets chakra system and spread through their system. Once it does it begins to flow through their system causing the chakra pathways to close up. The fast the poison moves through the system the faster it acts closing the chakra pathways faster and faster, meaning the more on exerts himself the more he is effected by this. Once the chakra pathways are completely closed, it shuts off the chakra system which would result in the death of the target. The poison takes 5 turns to take full effect but the more chakra the person effected uses, the less time it takes overall to close off their system.

Full body surges reduce the time it takes to spread through the targets system by two turns. So if the target were to use chidori nagashi it would only then take 4 turns to shut down their system.
Faster charka jutsu such as gates and modes that pump the chakra through the system would halve the time it took to the poison to take effect reducing the time to two turns.

Note: the user would constantly be controlling his chakra to keep the poison out of his own system having full knowledge of it
Note: While active takes up one of the users three moves per turn.
Note: releasing this poison up to mid range classes as an A rank jutsu and can be done once per turn
Note: Useable once and no poison or med jutsu for two turns after use

You must be registered for see images


 Declined  OP and undefined. Also has illogical aspects like closing the chakra pathways which can't be done through poison but rather a direct technique that targets the pathways. You can through poison make someone unable to access chakra by messing with their mind and conscience. You can't, however, close pathways otherways thats death basically. Its also just too much. Its not a directed attack or anything but rather a mode which is a weird choice for this.

(Iryo Fuuinjutsu: Katon no joucho ) - Medical Sealing Art: Flames of Emotion
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: This is a seal that was planted on the users chest then sinks into the chest much like Naruto's kyuubi seal kind of sinks into him. It was originally created by Natsu Uchiha, son of the fire dragon Igneel, who was a fire specialist. He'd mastered the medical arts including that of medical seals and all they had to offer. After much experimenting and research he found that fire could be used in a healing manor. In the most basic forms it can be used to seal wounds, overheat and kill bacteria and warm those that are sick. He took this to the next level focussing his chakra in the same sense of the mystic palm and combined it with the precise amount of fire chakra to create the desired effect to heal without arm and to clense, focusssing this into a complex seal.

This seal will activate only once. It can be activated at will by the users or will activate when the user is severely weakened reacting to the body's natural weaker state. This seal will be sank deep in the users state and activate and release the stored up healing chakra infused with fire. This floods through the users body pushing out all foreign chakra's, poisons and anything else harmful and not wanted like bacteria in wounds. The pulse of healing chakra pushed out the bad stuff while the heat from the fire cauterizes and seals the wounds (including internal) mending the body through fire. It will return the uses body heat to normal. The wounds that were "burnt closed" as such, would sting and be distracting even though they were healed and would be like scar tissue, not fully healing and still having a bit of a weaker surface. The user will have a clow of red chakra around them that's a cross between the fire and healing chakra as it heals their body, taking up to 10 seconds depending on how bad the wounds are. The surge of chakra is instant pushing everything out though.

The name comes from when this normally activates. It's similar to the Dying Will release, but for Natsu, in hard times while trying to help his friends he doesn't want to give up, his emotions powering him on as he refuses to lay down.

Note: Useable once per battle
Note: Must have mastered fire and medical fuuin and mystic palm.
Note: Cannot attack while being healed through this

You must be registered for see images



 Declined  OP. Becomes a mimic of Tsunade's Seal. I feel its illogical as well. Fire will kill bacteria...but also tissue. Fire is destruction through transformation. Fire is the essence of taking 2 or more things, combining them and while consuming them, transform them into energy (heat, light, kinetic) and other things (ash, etc). Fire cannot make tissues grow back. Water, Wood, Crystal, Mud, Earth etc can become a medium to healing techniques but thats because they are stuff connected in one way or another to living tissue. Fire, Wind, Lightning can only be used for their properties in medical treatment, not as a form of healing.


(Dokuton: Shinkan no Dokuton Ho ) Poison Release: Infusion of the poison flame
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/a
Description: This is one of the more basic poison release jutsu, releasing poison chakra into a fire jutsu as you create it. In doing so it will give the fire a slight purple tinge as it creates a form of toxic flame. This adds no power to the fire jutsu itself but gives it additional properties. These are as follows:

The flames will burn with the poison within them releasing a toxic gas short range around the flames which poisons all those that breathe it in (not the user as he will have become accustomed to his own poison much like orochimaru)

The most obvious counter to fire is water and this is what this jutsu prays on. When the water his the fire in almost all cases the water quells the fire but creates a steam or mist in the process. Though due to the poison in the flame, this mist will also contain traces of the poison from the flame, creating a toxic liquid vapor in the air short range around the clash poisoning all who breath it in. (lasts two turns)

The poison in the flames is the same of that as the (Ninpou: Dokugiri) - Ninja Art: Poison Mist which combines with the flame "The poison's ability to kill is tremendous, as even just breathing in a small amount will mean the end of the target's life. As this technique combines ninjutsu, chemistry, and medical knowledge, using it requires fine chakra control and advanced ability in medical ninjutsu." Though on a bit of a weaker scale. It takes 2 turns to start taking full effect, in which the second turn they lose 2 ranks from their speed and are unable to mould chakra S rank and above as their body weakens. 4 turns after the poison has entered their body, they will die.

Note: Useable 4 times
Note: Two turns between uses
Note: Only fire element and poison in the same turn

You must be registered for see images


 Declined  I have a problem with this: most poisons are organic (if not nearly all) which means they are destroyed by high heat and electricity. I feel this can't work.
 
Last edited by a moderator:

Korra.

Sage of Snakes
Supreme
Joined
Apr 25, 2011
Messages
22,836
Kin
2,212💸
Kumi
4,343💴
Trait Points
0⚔️
Re: Custom Medical Techniques Submission.

(Sunēkusenshizu) - Snake Senses
Type: S Rank
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The user will have the Genetic Implantation Jutsu performed on them and infused a DNA sampling of snakes from the Ryūchi Cave into their arm. The user's arm will turn white and scaly ( ) and the users eyes will also become that of snake's eye. The purpose of the DNA transplant is to allow the user access to snakes' abilities to sense their prey. The user gains access to snakes abilities to sense thru smell, eyesight, Infrared sensitivity, and Vibration sensitivity. Each sensing goes up to long range at max 20 meters. This is because even though the DNA is from snakes its enhance to allow for long distant.
Smell: The user use smell to track their prey. They smell by using their forked tongues to collect airborne particles, then passing them to the vomeronasal organ or Jacobson's organ in the mouth for examination. The fork in the tongue gives snakes a sort of directional sense of smell and taste simultaneously. They keep their tongues constantly in motion, sampling particles from the air, ground, and water, analyzing the chemicals found, and determining the presence of prey or predators in the local environment. In water-dwelling snakes (which the user also has access to), such as the anaconda, the tongue functions efficiently under water.
Eyesight: Snake vision varies greatly, from only being able to distinguish light from dark to keen eyesight, but the main trend is that their vision is adequate although not sharp, and allows them to track movements.
Infrared sensitivity: The user will have infrared-sensitive receptors in deep grooves on the snout, which allow them to "see" the radiated heat of warm-blooded prey mammals.
Vibration sensitivity: The part of the body in direct contact with the ground is very sensitive to vibration; thus, the snake can sense other animals approaching by detecting faint vibrations in the air and on the ground.
Note: Must have signed the Snake Contract
Note: Must have Snake DNA infused into their bio and have the surgery done
Note: Must be places on the users bio


 Declined  DNR. I discussed this with Caliburn and its a no no. No Genetic material infusion into bios. If you want something like this it has to be a medicine that has a use and the effects disappear with time.
 
Last edited by a moderator:

Scorps

Active member
Supreme
Joined
May 23, 2008
Messages
25,974
Kin
613💸
Kumi
408💴
Trait Points
0⚔️
Re: Custom Medical Techniques Submission.

Resubmitting

Name Of Poison: Kuroi Noroi (Black Curse or "A Maldição Negra")
Creator: Scorps
Type: Neurological/Muscular
Ingredients and Background: Curare concentrated extract, Concentrated Nutmeg extract, Almond Oil, Water
Description of Effects:
Curare is a common name for various arrow poisons originating from various indigenous people in tropical forests, created from toxins present in various animals and plants. These poisons function by competitively and reversibly inhibiting the nicotinic acetylcholine receptor (nAChR), which is a subtype of acetylcholine receptor found at the neuromuscular junction. This causes weakness of the skeletal muscles and, when administered in a sufficient dose, eventual death by asphyxiation due to paralysis of the diaphragm. Nutmeg is a time of nut that contains myristicine, which is psychoactive. If that wasn't enough, too much of it will cause vomiting, sweating, dizziness, hallucinations and headaches. Almond Oil and Water are mediums in which both main ingredients are mixed and through which they are delivered. The mixture is simple and straight forward with equal doses of Nutmeg, Almond Oil and Curare forming 50% of the mix, the other 50% being water, all fused together through the application of heat, chakra and chemically, by sublimination followed by condensation. The resulting poison is unique in its color as its pitch black, has only a slight sweetened scent (noticeable only at very close range) and a slight "spicy" taste, while having a thickness to it similar to oil though still retaining its liquid form unless temperature is applied, at which point it evaporates into a dark green vapor. In this case, despite having all of its effects preserved, its much faster acting. The poison is less effective in severe cold and can even be deactivated completely if frozen. It can, however, be easily mixed with more water, both in liquid and vapor form while retaining its effects; poisoned water becomes poison all together, despite doubling the time taken for the establishment of each sympton/effect. This makes Maldição Negra quite effective for delayed poisonings and assassinations being that adding a frozen cube of Maldição Negra to a cup of drinking water can poison a target without leaving any trace. The poison itself can affect the target by making contact with an open wound (created on purpose by an attack or preexistent), ingested, inhaled, injected into tissue or if it makes contact with any mucosa (like the eyes, the mouth/lips, etc). The pure poison itself can be manipulated by Water Release techniques (which use it as a source), assuming there is enough quantity of it to manipulate, while poisoned Water can be manipulate just the same as it would without being poisoned. The effects of the poison are, in the order in which they happen:
  • -Skeletal Muscle Paralyzation
  • -Nausea
  • -Increased Perspiration and Loss of Temperature Control (Fever or Hypothermia)
  • -Hallucinations and Mental Stress (the user will start to see nightmarish figures that will grapple him and pierce him, causing him enormous pain and uncontrollable fear and delirium)
  • -Asphyxiation
But the speed in which they happen depends on the exposure method and time:
  • Simple Scratch or skin contact with the liquid poison - The targeted body part/limb will instantly become paralyzed for 5 turns unless the poison is extracted, after which the feeling and movement returns slowly during the next 3 turns
  • Stab Wound, contact between the liquid poison and an open, bleeding wound or contact with any mucosa - Complete Muscle Paralyzation (which takes 2 turns to fully happen, spreading during that time from the entry point outwards to the rest of the body), Nausea and Fever. After 5 turns of muscle paralyzation, Hallucinations set in and the target loses his grasp on reality and becomes completely taken in by the poison. After a further 4 turns, Asphyxiation sets in and the target dies if he doesn't receive medical attention.
  • Ingestion of liquid Poison, Inhalation of Vapor Poison or direct injection, either intravenous or intramuscular of liquid poison - The target will experience immediate full paralyzation and after one turn will already be experiencing hallucinations and loss of temperature control. Two turns after initial contact the user will be experiencing difficulty breathing only to become unable to do so one turn afterwards.
To make it safe for him to use, the creator of the poison injected himself throughout several years with increasingly higher doses of the poison as to gain resistance, becoming completely immune to it. As such he poisoned all his basic weapons and always carries several small flasks filled with poison.
Note: Only Scorps can have immunity to it as he is the creator of the poison. However, he can give poisoned weapons or small flasks with poison to other ninjas, despite the risk these ninjas will take of self poisoning themselves.
Note: Only usable or given by Scorps

✦ Approved, well done. ✦

Name Of Medicine: (Chakura to Kenkō Jōzai) Chakra and Health Pill
Creator: Scorps
Type: Healing/Supplementary
Description and Background: The Chakra and Health Pill is a special medicine containing powerful concentrated extracts from a multitude of high grade healing plants which presents itself in a small pill form or a syrup form, depending on the patients taste or ability to digest and swallow. It contains both Panax Ginseng (Chinese and Korean Ginseng, which boosts the users Yang Chakra or, in other words, vitality by boosting and improving the patients blood flow) and Panax Guinquefolius (American Ginseng, which boosts the users Yin Chakra or, in other words, mental awareness and stamina by clearing and calming ones mind and increasing the effectiveness of the patients synapses) to boost the body's ability to produce and regenerate chakra by improving both his Yin and his Yang Natures or, in other words, his physical and spiritual energies. The high concentration of such extracts enables the patient to recover 300 chakra points per turn for 3 turns after ingested. Additionally, the Chakra and Health Vitamin contains high levels of Camellia Sinensis (the plant from where Black and Green Tea is made) extracts which improve the patients blood flood (by increasing and improving heart function), immunity system (by improving the ability of the body to fight off infections by boosting the body's antibodies and white blood cells) and cell regeneration (by making sure the cells regenerate and multiply in a healthy manner, preventing the occurrence of cancer and other malformations as a result of cell multiplication). This enables the user to increase his physical stamina, fight off pathogens (like bacteria, virus, fungus, etc) that might be affecting his body (it can fight off infections up to S-Rank) but more importantly helps the use of healing techniques which triple in efficiency (normally, healing and regenerating techniques need to be used with care as not to cause abnormal tissue and cell growth but with the help of Camelia Sinesis extract, the medical ninja can make full use of healing and regenerating techniques, reducing its length by a third as well as the chakra cost) during 6 turns. Additionally, the presence of a highly concentrated and special variation of Lycium Barbarum (Wolfberry or "Goji Berry", which has incredible healing and anti oxidizing properties on its own) adds a final, lesser effect. Once taken, it can heal the patient in a rapid manner by forcefully producing cell growth. It can heal cuts, burns, bruises to the skin/muscles and, if the bones are set in place, even mend broken bone. Its limitation is that it cannot grow back large pieces of tissue. If the body part is destroyed permanently or tissue is missing in "chunks", the effect is the creation of a weak skin patch/scar tissue patch on the open wound, preventing blood loss and infection from happening, but not restoring the missing tissue and its functionality. The Wolfberry's effect lasts for 3 turns only after the patient has ingested the chakra and health pill but during that time can make the patient recover from many physical wounds and injuries as well as restore up to 50 health points/heal up to 50 damage. To bind these extracts together, the medicine contains a Goat's Milk base together with Apricot pulp, and refined Walnut oil and extract all known for boosting healing and overall health in various manners, from increasing energy reserves in the body (being an important source of calories, minerals and vitamins) or its protein reserves, both aspects essential to heal and increase health. (All these effects are taken from Chinese medicine herbs and boosted for RP purposes)
Description of Side Effects: Like all known medicines, the Chakra and Health Pill has several side effects. While the first use may go unnoticed on the patient, its high healing and regeneration abilities consume high amounts of energy and calories which will carry a high risk on future uses. On the second use, the patient will feel drained of energy and he will not be able to make full use of the amount of chakra regenerated (only 75% will effectively be added to his chakra pool) but more importantly will start to feel muscular pain and loss of stamina. If the the pill is ingested a third time, the user will not be able to make full use of any of the chakra the pill forces his body to produce; all of that chakra will be spent trying to counteract the overload in the users body and chakra system. In this third use, any healing techniques the user might want to make use of won't work as intented and will damage his tissues, leading to death. A fourth use is possible but will lead to death shortly after ingestion.
Note: Can only be used or administered or given by Scorps

✦ Declined, the biggest thing here is the healing part as discussed. Can't allow it in addition to the other effects granted. The other effects are strong, but nothing too over the top or game breaking. ✦
Name Of Medicine: (Chakura to Kenkō Jōzai) Chakra and Health Pill
Creator: Scorps
Type: Healing/Supplementary
Description and Background: The Chakra and Health Pill is a special medicine containing powerful concentrated extracts from a multitude of high grade healing plants which presents itself in a small pill form or a syrup form, depending on the patients taste or ability to digest and swallow. It contains both Panax Ginseng (Chinese and Korean Ginseng, which boosts the users Yang Chakra or, in other words, vitality by boosting and improving the patients blood flow) and Panax Guinquefolius (American Ginseng, which boosts the users Yin Chakra or, in other words, mental awareness and stamina by clearing and calming ones mind and increasing the effectiveness of the patients synapses) to boost the body's ability to produce and regenerate chakra by improving both his Yin and his Yang Natures or, in other words, his physical and spiritual energies. The high concentration of such extracts enables the patient to recover 300 chakra points per turn for 3 turns after ingested. Additionally, the Chakra and Health Vitamin contains high levels of Camellia Sinensis (the plant from where Black and Green Tea is made) extracts which improve the patients blood flood (by increasing and improving heart function), immunity system (by improving the ability of the body to fight off infections by boosting the body's antibodies and white blood cells) and cell regeneration (by making sure the cells regenerate and multiply in a healthy manner, preventing the occurrence of cancer and other malformations as a result of cell multiplication). This enables the user to increase his physical stamina, fight off pathogens (like bacteria, virus, fungus, etc) that might be affecting his body (it can fight off infections up to S-Rank) but more importantly helps the use of healing techniques which triple in efficiency (normally, healing and regenerating techniques need to be used with care as not to cause abnormal tissue and cell growth but with the help of Camelia Sinesis extract, the medical ninja can make full use of healing and regenerating techniques, reducing its length by a third as well as the chakra cost) during 6 turns. Additionally, the presence of a highly concentrated and special variation of Lycium Barbarum (Wolfberry or "Goji Berry", which has incredible healing and anti oxidizing properties on its own) helps to reduce the negative effects of using Forbidden Rank techniques by negating their physical damage for the same 6 turns (this just means the user will no feel or suffer physical damage from using forbidden rank techniques but will, however, still need to abide to restrictions unrelated to that damage as well as suffer damage is is not pphysical in nature (like damage to his chakra pathways or spirit). To bind these extracts together, the medicine contains a Goat's Milk base together with Apricot pulp, and refined Walnut oil and extract all known for boosting healing and overall health in various manners, from increasing energy reserves in the body (being an important source of calories, minerals and vitamins) or its protein reserves, both aspects essential to heal and increase health. (All these effects are taken from Chinese medicine herbs and boosted for RP purposes)
Description of Side Effects: Like all known medicines, the Chakra and Health Pill has several side effects. While the first use may go unnoticed on the patient, its high healing and regeneration abilities consume high amounts of energy and calories which will carry a high risk on future uses. On the second use, the patient will feel drained of energy and he will not be able to make full use of the amount of chakra regenerated (only 75% will effectively be added to his chakra pool) but more importantly will start to feel muscular pain and loss of stamina. If the the pill is ingested a third time, the user will not be able to make full use of any of the chakra the pill forces his body to produce; all of that chakra will be spent trying to counteract the overload in the users body and chakra system. In this third use, any healing techniques the user might want to make use of won't work as intented and will damage his tissues, leading to death. A fourth use is possible but will lead to death shortly after ingestion.
Note: Can only be used or administered or given by Scorps

♪ Approved, reduced chakra recovery back to 300. ♪
 
Last edited by a moderator:

Nathan

Active member
Immortal
Joined
Mar 26, 2011
Messages
54,365
Kin
409💸
Kumi
615💴
Trait Points
0⚔️
Re: Custom Medical Techniques Submission.

Removed the healing aspect.
Add three main hormones it creates.
Removed the ranged ability also.

1. Kindan Furuutsu | The Forbidden Fruit
Type: Medical
Rank: Forbidden
Range: Short
Chakra: 50 (-40 per turn)
Damage: N/A
Description: This is a highly advanced medical technique only gifted to the most talented medical practitioners.The technique provides the user, the ability to manipulate the functionality of the nerves in the body. Thanks to the keen understanding of the human anatomy, the user can, by infusing medical chakra with their nervous system, manipulate the working and properties of the nerves to a certain extent. By manipulating the signals sent to the central nervous system, the user can influence the endocrine glands to release certain hormones in excess, that will enhance both physical and spiritual abilities of a person, at a cost the main hormones the user creates are more of the main three which are Hypothalamus, Anterior pituitary & Thyroid gland. Users of this technique have shown to inherit heightened physical capabilities and senses that greatly outmatch the average human. The reception power increases greatly, as the user becomes capable of hearing very faint and distinct sound notes over a large distance. His sense of smell increases too, allowing him to distinguish between minor differences in scents, allowing him to track down any target over a great distances. The nerve fibers in the retina allows the user to see things much more clearer, at four times the usual distance. The user can also stop the nerve signals from being transferred to/from the brain. This becomes quite useful when the user has to negate any pain from the body. By stopping the signals from the pain receptors to the brain, the user is able to completely dissolve any pain that the person might be feeling. Although this doesn't mean that the wounds would be healed along with it. Alternatively, by touching any target and by channeling the user's medical chakra into their body, the user can increase the signals received by the brain. Which means that even a small bruise will hurt over a hundred times more. The technique doesn't just limit the user with manipulating the nerve signals. It also enables the user to physically alter the nerves in the body, to help him remove/induce any nerve related ailments at will. Users are also able to effect and influence the different parts of the nervous system that being the sensory branch, motor branch, and the autonomic branch. By influencing the sensory branch the user can manipulate and heighten/disable their own or other's senses to alter the perception the physical world around them. By influencing the motor branch the user can increase or intercept the electrical signals that travel between the brain and the body to either increase their motor skills or disable others by effectively paralysing them. This also makes the user immune to low and high level genjutsu and keeps them from being able to be rendered unconscious or even paralyzed. By controlling the autonomic branch, most users have the ability to influence or sense emotions felt by others, as such in doing this the user can cause the target to be overwhelmed by a certain emotion such as fear which is known to overtax the autonomous nervous system with stress signals, causing its neural networks to jam. Eventually, a chronic build-up of these stress signals leads to autonomic nervous system imbalance; a state of chaos within the autonomic nervous system which results in the stress response getting stuck, which ultimately leads to strong feelings of uneasiness.

Notes:
- Usable once.
- Lasts four turns, cannot be turned off.
- No use of other medical techniques while this is active.
- Speed (both running and reaction) and strength of the user increases by two ranks/2.0x while this technique is active due to the excessive hormones affecting the body.
- The strength of the user is defined by the user being able to tank high level techniques with next to no damage while this mode is active, that being said once this mode is deactivate, the user will feel all the damage they've taken.
- Due to the nerves being stressed more than they should be, the user's body falls weak for two turns once the technique ends.
- User is not able to perform techniques above A-Rank in the next two turns after the technique runs out.
- The immunity of genjutsu isn't applicant for Mangekyō Sharingan and above.
- User must specialize in healing and self empowerment to use this efficiently.
- If used on the opponent it'll last for three turns, and can be used twice-per match.
- Can only be taught by Nathan.


 Declined  Ok, this is now a bit weird. The ability and the technique is to mess with hormone and hormone production. This makes the nerve path completely unrelated. Your using medical techniques to enhance yourself or debuff others through the manipulation of hormones. I'm ok with most of the effects you listed for the homrone part but I need you remove the never and rewrite the decription to encompass that. Also, immunity to genjutsu through Hormone manipulation is too much and doesn't make sense. Hormones control metabolism and body functions. They can make you react faster, improve brain response, physical power, speed, etc. But they come at a cost and will never actually heal you for example or anything. There is a bit of a dissociation between what you want and how you're describing it can be done. Focus on the hormone manipulation. That will give you almost everything you need.
1. Kindan Furuutsu | The Forbidden Fruit
Type: Medical (Supplementary)
Rank: Forbidden
Range: Short (Self)
Chakra: 50 (-40 per turn)
Damage: N/A (+20 to physical attacks) (-30 damage to the user once this technique is over)
Description: This is a highly advanced medical technique only gifted to the most talented medical practitioners.The technique provides the user, the ability to manipulate the functionality of the hormones in the body. Thanks to the keen understanding of the human anatomy, the user can, by infusing medical chakra with their nervous system, manipulate the working and properties of the nerves to a certain extent. By manipulating the signals sent to the central nervous system, the user can influence the endocrine glands to release certain hormones in excess, that will enhance both physical and spiritual abilities of a person, at a cost the main hormones the user creates are more of the main three which are Hypothalamus, Anterior pituitary & Thyroid gland. Users of this technique have shown to inherit heightened physical capabilities and senses that greatly outmatch the average human. The reception power increases greatly, as the user becomes capable of hearing very faint and distinct sound notes over a large distance. His sense of smell increases too, allowing him to distinguish between minor differences in scents, allowing him to track down any target over a great distances. Using this technique also, the user is able to create a type of artificial hormones that mainly make the following things stronger, as the normal hormones in the body are most likely unable to create this wanted effects, this artificial hormone allows the users eyes to see things much more clearer, at four times the usual distance. The user can also manually increase or decrease the flow of adrenaline and endorphins in their body. If they ever wish to, they can release these both in excess, effectively nullifying his feeling of pain, and increasing their physical attributes somewhat. The major downside to this is that they can become reckless when their adrenaline levels are too high, and the euphoria caused by a high level of endorphins can be a hindrance in combat.. This becomes quite useful when the user has to negate any pain from the body. By overcoming the pain, the user is able to completely dissolve any pain that they the user might be feeling. Although this doesn't mean that the wounds would be healed along with it. The users appearance doesn't change in the slightest, instead a large greenish-blue hue is released from their body as they are in this mode.

Notes:
- Usable once.
- Lasts four turns, cannot be turned off.
- No use of other medical techniques while this is active.
- Speed (both running and reaction) and strength of the user increases by 2.0x while this technique is active due to the excessive hormones affecting the body. While, smell, sight and hearing are all increased by 4.0x times a normal ninja. This means smell is better than that of an Inuzuka. Sight is better when it comes to distance being able to see things at a greater distance, and/or better detail than that of the Byakugan but doesn't give anything else that the Byakugan offers. And finally hearing is better than that of using the technique Sound Release: Inner Sonar Skill, the user is able to even hear their own heartbeat, and others around them.
- All taijutsu based, or more so all techniques that are physical based attacks (taijutsu, kenjutsu, custom fighting styles etcetera), are enhanced with a damage boost of +20 while this mode is active.
- User is not able to perform techniques above B-Rank in the next two turns after the technique runs out.
- Can only be taught by Nathan.

♪ Approved: Made some pretty substantial edits. Firstly, I reduced some of your buffs. Then, I removed some portions that didn't make sense:

Also due to the large amount of Hormone manipulation around the users hearing, the user also becomes immure to loud explosions, which under normal circumstances would cause large issues for users of enhanced hearing.
The strength of the user is defined by the user being able to tank high level techniques with next to no damage while this mode is active, that being said once this mode is deactivate, the user will feel all the damage they've taken.
The first quote is illogical, the second doesn't make sense. This technique doesn't give you iron skin, form an armor around you, or even heal you. How does boosting your senses increase your damage resistance? Increased your restrictions, F ranks can only be used once. Btw, since it doesn't specify, your senses can stretch up to two landmarks in NW terms. ♪

2. (Iryo Fuuinjutsu/Kuchiyose: Iou Naikan Naiteki Serufu) - Medical Sealing Art/Summoning: Judicious Introspection of the Inner Self
Type: Medical (Offensive, Supplementary)
Rank: S
Range: Short (- Long)
Chakra: 40
Damage: N/A (80)
Description: A very unique technique created by Nathan in order for quick time assassinations or for medical purposes that can give an ally or himself a form of immortality. the user will first channel medical chakra into his hand and attempt to make contact with a target's, an ally's, or his own body. When he does the medical chakra will enter the body of the recipient and form a gel-like barrier around an organ of the users choice, usually, the heart. Then by making the ram hand sign the user is able to summon the target's organ to his position regardless of distance or location. The gel-like barrier that encompasses the specific organ is made out of pure medical chakra and keeps the organ alive effectively also keeping the target alive. If the users wishes he can squeeze the barrier with the contained organ to kill the target or cause severe internal damage. The user can also store the captured organ into a scroll or to a different location to keep his or and allies organs from being able to sustain damage and to keep them alive especially if it is the heart or brain. By making the tiger seal and saying "Release" the organs will instantly return to the target's body. As such the target's organs can also be transferred into the body of the user still within the barrier so that if a target stabs the user, they will stab their own organs causing them damage. This technique also serves incredibly useful for surgery because it doesn't leaving any cuts or scarring. Nathan (bios) has placed all of his organs in barriers and sealed them into a scroll so that he is unable to be subjected to vital injuries. There is a minor drawback even though the user or ally is granted a form of pseudo immortality with their organs being kept from being able to sustain injuries, if the user or ally is decapitated they will still die. Also, this technique can only be strictly used on organs not limbs.

You must be registered for see images

Notes:
- Requires medical sealing mastery.
- Can only be used three times per-match.
- Cool down of two turns before reuse.
- The initial use of this technique is short range, but once the technique connects, the user is able to handle it at any range, short, mid or long ranges.
- The organ stays with the user for three turns before going back to the person, unless they (ally or opponent say otherwise)
- Only Nathan can use, or have the sealing of his organs in barriers, and seals. Thus, this technique must be mentioned in the users bio. In both the "others" section, and explained how the user was able to achieve this in the history.
- Can only be taught by Nathan.

♪ Declined: You need normal Fuuin mastered in order to use/submit Medical Fuuin. ♪
 
Last edited by a moderator:

El Alucard

Active member
Veteran
Joined
Mar 13, 2014
Messages
3,493
Kin
2,077💸
Kumi
779💴
Trait Points
0⚔️
Awards
Re: Custom Medical Techniques Submission.

Dokuton:Sono Kai Ryuushi(Poison release: Between The Particles)
Type: Offensive, Defensive
Rank:S
Range: Short - Long
Chakra:40 (-10 per-turn)
Damage:80
Description:The user, using their poison mastery performs a single hand seal and is able to constantly release thousands of poison particles into the air via his skin pores, all around him. The user is able to manipulate the thousands of particles via various hand gestures or simply through his mind. By using simple physics, the user uses his chakra to strengthen or weaken the bonds between the particles thus allowing him to create a multitude of constructs of different states (Solid, liquid or gas depending on the bond strengths). The user can thus create objects to either defend or attack their opponent, the constructs would depend on the users imagination and since they are made of poison particles, everything the user makes is made of a generic poison. The particles would keep moving through the air via diffusion thus extending their range from short to long over time until the whole field is covered in poison particles (This happens in 5-turns normally, 8 turns if the environment is cold and 4 turns in a warm or hot environment). The opponent is not able to perceive the particles unless he is within short range to them, then they look like sand grains floating around. The user is able to activate and deactivate the technique at will and stays active until the user deactivates it, using 10 chakra point for each turn it stays active. When re-activated it will cost the user a move and chakra each time he activates the technique. Manipulation of the intermolecular forces to create or manipulate the particles do not count as a move as long as the technique is active.

Gas form- This state is achieved when the intermolecular forces are very weak. Inhalation of these particles by the opponent would immediately begin to effect them and would worsen after each turn. Upon inhalation, the opponent would experience an intense burning sensation in their upper respiratory tract, this includes the nose and nasal passages, paranasal sinuses, the pharynx, and the portion of the larynx above the vocal cords. After one turn the opponent, in addition to the burning would begin to feel dizziness and nausea and upon the second turn the opponent would begin to experience weakness and slight breathing problems. The effects would continue until the fourth turn whereby the particles would have started to accumulate in the opponents lungs, using up the space in the lungs that was reserved for oxygen and thus causing him more difficulty to breath. The opponent would have a limited supply of oxygen supply to their brain, thus resulting in Cerebral hypoxia which would begin to effect him on upon the fifth turn. The opponent would begin to experience cognitive disturbances, and decreased motor control, their skin will begin to turn blue and their heart rate will increase causing them to breath faster thus inhaling more particles and speeding up their already imminent death.

Liquid form- This state is achieved by slightly strengthening intermolecular forces. In this form, the poison is pale blue and has a smell similar to that of vinegar and works very fast. Exposure to the poison particles in this form whether via ingestion or via skin contact or absorption will begin to effect the opponent on the second turn after exposure and kill the person two turns afterwards. The first effects are mild headaches, nausea, eye and skin irritations (causing blurry vision and painful blisters all over the opponents body). The poison particles then begin to attack the Brain, Kidney lungs and cells causing airway irritation, gasping for air and difficulty breathing, sensory impairment (vision, hearing, speech) and disturbed sensation and a lack of coordination, this would all happen by the third turn and by the fourth turn, the opponent would experience intense body spasms followed by seizures and pass out, dying shortly afterwards. The particles in this form are quite corrosive and shortly after entering the body, can enter the bloodstream preventing cells from using oxygen thus causing them to die. In addition to destroying cells, the particles in this form also attack other important internal organs.

Solid Form- This state is achieved when the intermolecular forces are at their strongest. The particles in this form take on a dark blue color and are very hard, thus making them useful for defensive purposes mostly. In this form, the particles are have the ability to block up to A-rank Elemental Ninjutsu, Ninjutsu and Taijutsu should they be used for defensive purposes. The particles in this form are not really dangerous to the opponent, simply making them experience a very intense and non-stop burning sensation where pierced or cut.

- Can remain active as long as the user wants but can only be re-activated twice
- If deactivated, user must wait two turns the first time and four turns the second time and before activating it again
- User cannot use S-rank and above poison techs for 5 turns afterwards
- Can only use C-rank and below elemental ninjutsu while active
- Can only be taught by El Alucard
- Must have poison mastery to learn

♪ Declined: First things first, remove references to temperature in the environment/field. While we know that Suna is going to be hotter than Konoha, you can't really get specific temperature readings from most of the landmarks. Secondly, make the poison clearly visible from even mid range away. Hone the effects of the poison more, you say that it's generic poison, but the effects aren't indicative of the generic poison at all. Fourthly, specify that it would also affect summons/allies. ♪
 
Last edited by a moderator:

Vex

Active member
Legendary
Joined
Jul 18, 2012
Messages
12,544
Kin
247💸
Kumi
-163💴
Trait Points
10⚔️
Re: Custom Medical Techniques Submission.

Name Of Medicine Seraphim's Hymn
Creator: Vex
Type: Healing
Description and Background: The pill is composed of water being used as a medium to store numerous stem cells, each one lacking a nucleus and the genetic information necessary for them to divide. Stem cells are the body's raw materials — cells from which all other cells with specialized functions are generated. Under the right conditions in the body, stem cells can evolve to become any type of cell. Thus, normally, they are used in treatments and for testing new medications. The pills are suspended in a solution of water and nutrients so that the cell bodies remain alive. Each of the cells is infused with a strong medical chakra (similar to that from the Mystic Palm technique), giving them strong life force and vitality. Under these conditions, the cells in these pills are able to live for an exceedingly large amount of time. Upon consuming a pill, the cells begin to replicate and divide, giving the user physical traits enhanced far beyond those of a normal human. The stem cells are released into the user's body, lying dormant until an injury occurs. As an injury occurs, the stem cells would rapidly converge upon the afflicted area(s). By rapidly forming themselves into the needed cells and dividing, the pills would near instantly heal the user from severe injuries, and even internal damage from poisons and such. The user heals without the need for conscious thought, so even if the user were to fall unconscious, the damage would keep being repaired. What is unique about this seal however, is that the stem cells are infused with Medicinal Chakra, so if the user's body were to be placed into a genjutsu, the physiological effects of the genjutsu would be disrupted by the cells. As that were to happen, the stem cells would congregate at the base of his spine, giving him a 'jolt' of medical chakra, dispersing the foreign energy/chakra from his system.
Description of Side Effects:
-Taking more than one pill per conflict would destabilize the user's chakra flow resulting in a variety of symptoms: causing an extra '20' chakra to be used per jutsu. Additionally, the user's strength would be severely reduced, making it impossible to use Taijutsu above B rank. Genjutsu would be more effective on the user, with genjutsu below A rank being given an extra 'rank' of strength when used on the user. So for example a normal shinobi would break a A rank gen with an S rank surge - the user would require an F rank surge.
-Pills last for a single battle

-Pills take 2 turns to 'Kick' in


 Declined  Ok, I think you need a bit of a hand with this. This is using stem cells of your own to heal and empower your for a given amount of time each time you take the injection. Yes, this needs to be injected as stem cells need to be "fresh". There are mentions of a seal which is weird. Also, this empowers your body and gives it a source material that allows it to heal. Thats what stem cells do. They can divide into any other cell in the body. This means that even if you're missing a limb or anything other than your head and heart (so upper left thorax + most of the neck + most of the head) you can heal in a rapid (but not instant) fashion. That concept is amazing. However, immunity to genjutsu comes from nowhere, its just slapped there for wtv reason, empowering you wouldn't make sense as stem cells are undefirenciated cells that need to divide into useful cells. They alone will create tissue, blood, wtv but they can't empower what is there already in any way. This is simply an omega healing pill.
Name Of Medicine: Death Cheater
Creator: Vex
Type: Healing
Description and Background: The pill is composed of water being used as a medium to store numerous stem cells, each one lacking a nucleus and the genetic information necessary for them to divide. Stem cells are the body's raw materials — cells from which all other cells with specialized functions are generated. Under the right conditions in the body, stem cells can evolve to become any type of cell. Thus, normally, they are used in treatments and for testing new medications. The pills are suspended in a solution of water and nutrients so that the cell bodies remain alive. Each of the cells is infused with a strong medical chakra (similar to that from the Mystic Palm technique), giving them strong life force and vitality. Under these conditions, the cells in these pills are able to live for an exceedingly large amount of time. Upon consuming a pill, the cells begin to replicate and divide. The stem cells are released into the user's body, lying dormant until an injury occurs. As an injury occurs, the stem cells would rapidly converge upon the afflicted area(s). By rapidly forming themselves into the needed cells and dividing, the pills would near instantly heal the user from severe injuries, and even internal damage from poisons and such. The user heals without the need for conscious thought, so even if the user were to fall unconscious, the damage would keep being repaired. Most injuries (barring loss of limbs/major organs) can be healed almost immediately as they occur. Of course, the user's Healing is naturally much easier as a result. In summary, the pills are able to provide an almost instantaneous healing to most injuries. Due to the fact that the stem cells are present in the user's body, and the pill passively heals the user, healing techniques are done with half the chakra cost, and doubled in effectiveness.
Description of Side Effects:

Taking more than two pill per conflict would destabilize the user's chakra flow resulting in a variety of symptoms: causing an extra '20' chakra to be used per jutsu. Additionally, the user's strength would be severely reduced, making it impossible to use Taijutsu above B rank. A third pill would result in death after it expires.
-Pills last for a single battle
-Pills take 2 turns to 'Kick' in

( Iryo Fuuinjutsu: Sōshoku ) - Medical Sealing Technique: Raiment
Type: Supplementary
Rank: D - S
Range: N/A
Chakra: 10 - 40
Damage: N/A
Description: A powerful seal created by those who have mastered Medical Sealing, this seal is (unlike other seals) normally placed upon the heart of the user (it is tattooed on as the kanji for 'heal'). In terms of functionality, the seal is quite simple in its nature, being a self-activating Fuuinjutsu. The seal stores large amounts of Medical Chakra, of the same type as that found in the 'Mystic Palm' technique. In addition to storing Medical Chakra, the seal also stores numerous somatic cells, Upon the user receiving an injury, then the seal will activate automatically (with the severity of the injury determining the rank of the technique), healing the user of minor injuries like small cuts, bruises, and lacerations almost instantly as they occur. Additionally, if the user is unconscious against their will, then the technique will forcefully awaken them with a usage of the C rank variation of this technique. The D-C rank usage is passive, and occurs with a minimal chakra cost of ten or fifteen chakra (restoring twenty/thirty health points). The B - A rank usage is active, just like any other medical technique, and activates upon the user receiving more substantial injuries or any type of poisoning (deeper stabs/cuts) and heals them extremely rapidly (restoring 40/60 health points). Poisoning requires an A rank usage of the technique, and would simply cause the user to slow down the progression of the poison until it can be removed - it would still be in the user's body, and the user will require the poison removal technique to purge it entirely, however it simply causes some slight physical discomfort (+15 chakra cost to techniques for however long the poison remains in the body), and does not trigger any other symptoms. The S rank usage is usable once per battle, and occurs upon the user taking major damage (such as losing a limb, or losing functionality in a part of the body). This seal would automatically activate, restoring normal functionality to their body part at normal capacity as it was prior to whatever caused it to lose functionality in the first place (i.e if the user became deaf from the use of Inner Sonar, the user's hearing would be restored to how it was prior to using the technique). The same is done for lost limbs, they would simply be regenerated to their state before being cut off or destroyed. Restoring functionality to a part of the body like the ears would happen rapidly (assuming that the user's ears didn't actually get cut off), while regenerating a lost limb would take a full turn (during which the user is unable to use handseals). Additionally, one usage of the jutsu would repair both ears, eyes, etc. However, healing one limb requires one usage of the jutsu. A passive (and cosmetic) side effect of the seal being placed upon the user's body is that it halts the user's aging, and makes it impossible for him to age naturally. Essentially, this seal has been referred to as the 'fountain of youth'. Additionally, normal diseases, stomach aches, arthritis, etc will simply not afflict the user (this is purely cosmetic, and does not grant any ranked defense against germs/bacteria/pathogens). All of this is due to the effect of so much Medical Chakra being stored in the user's body.

Note: B - A rank version can only be used four times per battle
Note: S rank version can only be used 3x per battle
Note: No Medical Ninjutsu above A rank in the same turn that this is used or in the next turn.
Note: Cannot heal injuries to the brain/heart.
 
Last edited:

Shinta

Active member
Legendary
Joined
Dec 11, 2010
Messages
19,097
Kin
1,184💸
Kumi
9,485💴
Trait Points
0⚔️
Re: Custom Medical Techniques Submission.

(Iryō Ninjutsu: Kaibō Shi, Sutetchi Shimasu) - Medical Arts: To be Dissected and Stitched
Type: Supplementary
Rank: F-rank
Range: Short Range
Chakra: 50, +15 per turn and +50 per use of the chakra threads.
Damage: N/A
Description: Through the users knowledge of Regeneration and Self Empowerment, they will use their medical chakra to stimulate the production of T-cells: a very versatile and adaptive cell that can fill the role of any other type of cell. The user will then infuse these T-cells into chakra threads made out of specialised healing and anaesthetic chakra, that would emerge from the target area, to be used as the situation arises. These T-cell infused chakra threads would serve to heal any form of damage the user so wishes, whether it be to repair broken bones, severed muscles/nerves or even to completely regenerate entire limbs and organs. This is only made possible with the extensive knowledge of the Human Body and an advanced use of Cellular Regeneration in combination with these chakra threads, to effectively both create a lattice to build off and to stitch the target area back together; as it if was as good as new. A visual side-effect of using this healing method is that is it leaves a very visible scarring in the form of the sutures that were used to every so hastily repair the target area. Another side effect of this jutsu is the incredible pain caused by the stitching, mitigated only with the slight numbing effects of the chakra anaesthetic that also composes the chakra threads: despite this, pain of up to c-rank will still be felt through each application.
This technique once activated (costing a jutsu slot), passively produces the T-cells and chakra threads (costing +15 chakra per turn) that can be called upon by expending an additional +50 chakra points and taking up one jutsu slot. Upon initial activation of the technique, there are no visible signs until a healing/regeneration use has been initiated, were by the flesh of the target area would appear writhe around before the T-cell chakra threads would commence stitching the area back together again.
A secondary use of this technique is that is can be used on any human/animal tissue within short-range of the user, though the extension of the chakra threads, the user will be able to either; restitch existing tissue to best repair whatever is left, or for a more sinister purpose they can use the chakra threads to stitch the targets limbs/muscles/nerves into a state where they would be unable to use the target limb. This secondary use can only effect a target area about the size of a hand, in comparison to being able to regenerate/stitch and entire limb of the user.
Notes:
-Can only be taught by Shinta.
-Must have Healing and Self Empowerment as a Medical Speciality.
-This technique can be sustained for five turns or until cancelled; consuming the initial chakra cost upon activation, an additional +15 chakra per turn and +50 chakra each time the chakra threads are called upon to heal the user or affect a target within short-range.
-Once the technique ends, the user will be unable to use any healing jutsu and will require double the chakra as normal to heal for the next three turns. The user will also not be able to user jutsu of A-rank or higher for the next turn or S-rank or higher for the second turn after deactivation.
-This can be used twice per battle/event however the second activation will only last for three turns and prevent the user from utilising healing jutsu for the following five turns after deactivation.

♪ Declined: So, firstly, T-Cells aren't exactly doing what you're saying they do here. T-Cells are mostly used in the body's immune system. The types of cells that you're thinking of are stem cells. Maybe you were confused because T-Cells are used in the adaptive immune response? different variations of T Cells are created to combat specific infections that your body has already defeated in the past (which is why you don't get the same virus twice). Next, the idea of a 'dormant' healing tech that heals damage as it happens is pretty similar to my own healing pill (in the post above yours), and even uses stem cells as well. Finally, forbidden rank techniques can only be used once and the jutsu would require some harsher restrictions. ♪
 
Last edited by a moderator:

McRazor

Active member
Legendary
Joined
Aug 21, 2010
Messages
12,575
Kin
2,568💸
Kumi
4,572💴
Trait Points
0⚔️
Awards
Re: Custom Medical Techniques Submission.

Iryō Ninjutsu: Kasui-tai shūsa | Medical Arts: Pituitary Aberration
Type: Medical
Rank: S rank
Range: Short
Chakra: 40
Damage: N/A
Description: Pituitary Aberration is a technique that, as its name suggests, disrupts the normal workings of the Pituitary gland. The Pituitary gland is an endocrine gland about the size of a pea and weighing 0.5 grams in humans. It is a protrusion off the bottom of the hypothalamus at the base of the brain. The Pituitary, although insignificant in size, has a very significant part in the bodily processes. The Pituitary is an important gland in the body, so much that it's often referred to as the master gland. It controls several of the other hormone glands (e.g. adrenals, thyroid). It is often considered the most important part of the endocrine system because it produces hormones that control many functions of other endocrine glands. Some of the relevant hormones for this technique, that are secreted from the Pituitary help control blood pressure and metabolism as well as some aspects of water and salt balance of the kidneys, temperature regulation and pain relief. When the Pituitary is thrown out of its normal routine, a lot of the aforementioned body processes can go haywire. Depending on the effects that the user wants to achieve, he can disrupt the Pituitary and how it controls the aforementioned aspects of the body. If the user decides to influence the Pituitary and its control over the opponents blood pressure, he could raise it or lower it, causing the opponent to feel lightheaded in both cases. If the user pushes the opponent to the extreme, by either lowering or raising his blood pressure, after 3 turns of irregular blood pressure, the opponent would faint. If the user decides to influence the Pituitary and its control over the opponents metabolism, he could stop the opponents body from properly metabolizing. This means that he could stop the life-sustaining chemical transformations within the cells of his body, which prevents conversion of food/fuel to energy to run cellular processes. This in turn, makes the opponent fatigued and drowsy, with blurry vision, tingling or numbness in his hands or feet and dry, itchy skin. If the opponents metabolism is disrupted for 3 turns, he will be unable to move because the cells that make up his body, won't have the required energy/fuel to run their cellular processes. If the user decides to mess with the salt and water balance within the opponents kidneys, he can prevent the cells of the opponents body to remove the toxic waste that they produce. Each cell in our body is effectively a bag of chemicals contained in a partially permeable membrane. Water and small particles such as some mineral ions can pass in and out of the membrane freely down concentration gradients. However many chemicals such as glucose, amino acids and proteins cannot pass through the membrane at all because they are too big. By controlling the Pituitary to tell the kidneys that there is too much water in the opponents body, which will, in fact, remove the water, dehydrating the body and forcing the cells in the body to slowly die off due to the lack of water to remove the toxic waste from the cells. Due to the accumulation of the toxic waste and the dead cells for 3 turns, the opponent would develop myopathy which is a form of tissue death also known as necrosis. One of the most important, and certainly most potent abilities of this technique is to control the temperature of the opponents body by affecting his Pituitary. With this application, the user can make the opponent feel, either, hypothermia or hyperthermia. Hypothermia is defined as a body core temperature below 35.0 °C. In mild hypothermia there is shivering and mental confusion. In moderate hypothermia shivering becomes more violent. Muscle mis-coordination becomes apparent. Movements are slow and labored, accompanied by a stumbling pace and mild confusion, although the person may appear alert. Surface blood vessels contract further as the body focuses its remaining resources on keeping the vital organs warm. The subject becomes pale. Lips, ears, fingers, and toes may become blue. In severe hypothermia there is difficulty speaking, sluggish thinking, and amnesia. Inability to use hands and stumbling are also usually present. Cellular metabolic processes shut down. Muscle coordination becomes very poor, and walking almost impossible, and the person exhibits incoherent/irrational behavior. Hyperthermia, on the other hand, is elevated body temperature due to failed thermoregulation that occurs when a body produces or absorbs more heat than it dissipates. Hyperthermia is very dangerous and in extreme cases it results in death. An early stage of hyperthermia can be apparent as heat exhaustion, whose symptoms include heavy sweating, rapid breathing and a fast, weak pulse. If the condition progresses to the stage of a heat stroke, then hot, dry, skin is typical as blood vessels dilate in an attempt to increase heat loss. An inability to cool the body through perspiration may cause the skin to feel dry. Accompanying dehydration can produce nausea, vomiting, headaches, and low blood pressure and the latter can lead to fainting or dizziness. In the stage of severe heat stroke, there may be confused, hostile, or seemingly intoxicated behavior. Heart rate and respiration rate will increase, as blood pressure drops and the heart attempts to maintain adequate circulation. Eventually, organ failure, unconsciousness and death will result. It takes 3 turns to achieve these effects, 1 turn per each stage of severity. If the user decides to mess with the pain relief aspect within the control of the Pituitary, the user can force the opponent to feel pain for very prolonged times at an increased rate. Even small injuries would be felt more intensely and longer than usual, spanning over a course of 3 turns. Due to that fact, the pain can be stacked through a period of time (eg. if the user is rapidly being hit), thus making the opponent feel immeasurable amounts of pain. While under this effect, the opponent would feel the double damage of a hit for the whole period of 3 turns. For example, if the opponent is hit with a C rank taijutsu technique, he would feel as if he was hit with a B rank taijutsu technique. Furthermore, he would feel that damage for 3 turns. Due to the intricate effects of the technique and the immense and precise control they excrete over the Pituitary, the technique can only performed through physical contact. Once the contact is made, the user will release great amounts of medical chakra into the opponents body and will it to nest itself within the opponents Pituitary. From there on, the user has control over the opponents Pituitary for 5 turns and no further contact is required. If the user decides to perform techniques that require chakra, he has to drop focus of this technique, but he can easily assume control afterwards, although at a cost of a move per turn. Once the control of the opponents Pituitary is completely lost, the opponents body turns normal within the next 2 turns.
Note: Can only be used once per battle
Note: Only McRazor can teach this
Note: Takes a full turn before Necrosis fully sets in on an area of the body.
♪ Pending: Will read in the morning ♪


♪ Approved: It was a long night. ♪
Name Of Medicine NZT
Creator: McRazor
Type: Supplementary
Description and Background: NZT is a powerful new class of psychotropic medication that merges various features of NDRI’s, NaSSA’s and SSRI’s. NZT works, in part, by maintaining higher levels of 5-HT in the synapse while increasing norepinephrine and serotonin neurotransmission by blocking presynaptic alpha-2 adrenergic receptors while at the same time blocking certain serotonin receptors. NZT impacts specific brain activity in several ways but most significantly by elevating receptivity and synaptic sharing between the hippocampus, the amygdale and the striatum. In controlled doses, taken over the course of a relatively short period of time, NZT significantly improves both short-term and long-term memory, memory capacity, and the analytical purposing of memory. Because it also impacts the sympathetic and parasympathetic nervous systems, NZT can improve higher brain function, hand-eye coordination, muscle memory and even the body’s immune system. Essentially, NZT improves the users awareness of his neurological map and this allows him to direct signals to certain areas of the brain through different neurons to achieve the same or even a better effect. Such an ability allows the user to bypass limitations that the user puts on his body by performing complex techniques. A large abundance of techniques, nowadays, requires a set amount of limitations and these limitations work on the users brain, blocking certain neuro and chakra pathways. This means that, for example, when the user performs an S rank technique, the technique may trick his brain into thinking that there's a limit, thus actually limiting him from performing another S rank techniques of the same category in the same or next turn. By taking this pill, the user gains the ability to bypass those limitations set by his brain, to execute his abilities to the fullest and to push his body further. One pill lasts for 2 turns after which heavy drawbacks occur.
Description of Side Effects: Upon taking the pill, the user gains the aforementioned ability and upon expiry of the same, the user will be unable to perform any S rank or above techniques in the turn after the effect stopped. Upon taking another pill and it's expiry, the user wont be able to perform any A rank or above techniques. Finally, upon taking the third pill and it's expiry, the user won't be able to perform any B rank or above techniques.

♪ Declined, DNR: Customs which bypass limitations set by other techniques/skills/effects won't be approved. ♪

Iryō Fuuinjutsu: Anzendaiichi | Medical Sealing Arts: Safety First
Type: Supplementary
Rank: S rank
Range: Short to Mid
Chakra: 40 (-5)
Damage: N/A
Description: Safety First is a medical sealing technique made to help the medical ninja subdue their out of control patients and to prevent them from further harming themself or anyone else. When a certain person uses a mode, often they lose control of their bodies, and with improper training and control of their modes, they can often get hurt. For example, when the person opens their Curse Mark, their mind gets clouded and their bodies undergo drastic monstrous changes. In such a state, they are dangerous to themselves and their surroundings. Or in case of forcefully opening any of the internal gates. Opening these comes at great risk because pushing too far generally results in death. To alleviate these problems with modes and to save the patients, the medical ninja can perform a string of two handseals and slam his hand on the ground. From his hand, chakra will spread across the ground, in the form of drawn sealing chains imbued with various sealing kanji. They spread in a circular fashion around the medical ninja, and they span up to short range from him. From the seal on the ground, medical chakra emanates upwards and it can be seen as a green halo. The released medical chakra targets the patients chakra system and forcefully overrides it in order to close the Curse Marks, Inner Gates and to cleanse their chakra from natural energy, in order to allow the medical ninja to further perform medical procedures in order to help the patient. When within the perimeters of the seal, the patient wont be able to activate any of these as well, and it is used when the medical ninja suspects that the patient is not in his right mind and might use a mode in order to harm anyone in his surroundings. The drawback of the technique is that it cant close activated 8th gate because then it is too late to save the patient, because he is suicidal and his altered mental status takes a weigh in the decision. The seal persists for as long as the medical ninja needs to heal his patient, because sometimes it takes multiple turns to heal someone even with Mystical Palm. However, to maintain the seal, for every turn, the medical ninja has to pay an additional chakra cost per turn. Lastly, when in dire need, the medical ninja can further extend the range of the seal, up to mid range, but he will need to spend double the chakra cost to perform and maintain the seal. Also, extending the range will count as two techniques per turn, but it can be performed in the same time frame due to the simplicity of the procedure, and the medical ninja simply needing to channel more chakra into the seal.
Note: Can only be used twice per conflict
Note: Can only be used once if channeled up to mid range
Note: Requires Medical Sealing mastery
Note: Only McRazor can teach this

♪ Declined: Similar to the canon seal which seals away an opponent's KG/Bloodline Techs, you should have it require physical contact to be used. Secondly, it should have some sort of duration, lasting a set number of turns before expiring. ♪
 
Last edited by a moderator:
  • Like
Reactions: Nathan
Status
Not open for further replies.
Top