Custom Medical Techniques Submission

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El Alucard

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Re: Custom Medical Techniques Submission.

Name Of Poison(Sono Kato Gekidoku):The Shapeshifter Poison

Creator:El Alucard

Type:Muscular,Molecular, Intestinal and Neurological

Ingredients and Background: Water Hemlock, Nightshade, Castor Bean, Human Immunodeficiency Virus and Various Restricting Enzymes

After Lisa completed her medical training she continued to do her own research on molecular poisons and their manipulation. Using her new knowledge she was able create a highly versatile and deadly poison that reacts to chakra, utilizing a number of plants and infusing some viral properties into it.

Description of Effects: The poison takes basic properties from toxins found within the various plants and mixes it with viral properties to create a deadly and extremely versatile combination. The first of the properties is Cicutoxin which can be found within the Water Hemlock, it is a yellowish liquid that when ingested or somehow enters the body via cuts or openings causes, amnesia, painful convulsions, abdominal cramps, nausea and eventually death. The next properties were taken from Atropine and Scopolamine, which are toxins found withing the stems, leaves, berries, and roots of the Nightshade. Effects of the Nightshade are intense hallucinations and paralysis in both voluntary and involuntary muscles of the body, including the heart. Another property was taken from Ricin which is contained in the pulp of the castor bean and causes severe vomiting, diarrhea.

All of these toxins were infused with the HI-virus in order to give the poison two main properties. The first property being the ability of a virus to change its structure, using this property Lisa was able to manipulate the poison's state from solid to liquid and to gas at will. Since the virus is unable to to grow and reproduce on it's own the user can infuse their chakra into the poison and let it manifest as tiny chakra molecules that the virus can attach itself to and release itself into the chakra "molecule", once this has happened it changes it's genetic material and the begins to create more HIV proteins to infect more "molecules". New HIV particles are then released from the first chakra molecules and the process goes on. The HIV particle has a different structure due to it changing its structure, this then affects the molecular composition of the poison thus allowing for the user to change the poison's state, this is the main reason the poison is called shape shifting. The second property is the property of the virus to integrate into the DNA by binding restriction enzymes to the virus. This is done so that the restriction enzyme is able to cut DNA at or near specific recognition nucleotide sequences allowing either to alter an opponents DNA or simply cleave out whole strands of DNA , either of which would have varying effects on the opponent like making KG and HA unusable first, then just simply put destroying the opponent on a molecular level. Sometimes they can interrupt a gene, which would cause it to be defective, or it can make a gene that would be silent "turn on" which can cause problems for the opponent. The symptoms of damaged or altered DNA would mimic radiation sickness causing, nausea, vomiting, spontaneous nose and eye bleeding, sloughing of skin and severe fatigue.

The downside to the poison's ability to change it's shape is that it can only have certain attributes from its different ingredients, this is because when the virus changes the structure of the poison some of the toxin's attributes are cancelled out as they are only able to work in certain states. Ricin only works in solid form, Cicutoxin only works in liquid form and Atropine and Scopolamine only work as gases. Despite being present in all states, the virus only works in solid and liquid form.

Solid
  • Non active Viral Cells
    - In this state the poison is a white soluble powder visible from mid-range and takes the form of Ricin.
    - Should the powder falls on open wounds or make get into an opponents eyes, it will cause a sever burning sensation upon the area of contact after the immediately. The burning sensation lasts 3 turns.
    - Exposure to the poison in this form via ingestion,
    -After 4 turns, the opponent will experience sever vomiting and diarrhea thus resulting in dehydration.
  • Active Viral Cells
    - Once poison infiltrates an opponents bloodstream (via inhalation and mixing with the opponents blood), viral cells can be activated by the user.
    - 2 turns after activation, an opponent will experience nausea and vomiting.
    - 3 turns after activation, an opponent will experience spontaneous nose and eye bleeding, sloughing of skin and severe fatigue.
    - 4 turns after activation, an opponent will no longer be able to use any KG, custom clan ablilities or special elements
    - 5 turns after activation, the body rejects the new cellular information, thus causing neurological, physical and biological damage all at once, killing the opponent.
Liquid
  • Non active Viral Cells
    - In this state the poison is a yellow liquid and takes form of Cicutoxin.
    - Effects can be stopped before doing too much damage by simply extracting the poison if ingested, by vomiting before second turn after ingestion of poison.
    - 2 turns after Ingestion, an opponent will experience amnesia, thus completely forgetting their training in a certain field, a KG or a HA. In this case whichever field they used last will be completely forgotten for the rest of the fight.
    - 3 turns after Ingestion, an opponent will experience sever abdominal cramps.
    - 4 turns after Ingestion, an opponent will experience painful uncontrollable convulsions leaving them unable to perform any techniques at all.
    -5 turns after Ingestion, the opponent will die.
  • Active Viral Cells
    - Once poison infiltrates an opponents bloodstream (via mixing with the opponents blood), viral cells can be activated by the user.
    - 2 turns after activation, an opponent will experience nausea and vomiting.
    - 3 turns after activation, an opponent will experience spontaneous nose and eye bleeding, sloughing of skin and severe fatigue.
    - 4 turns after activation, an opponent will no longer be able to use any KG, custom clan ablilities or special elements
    - 5 turns after activation, the body rejects the new cellular information, thus causing neurological, physical and biological damage all at once, killing the opponent.
Gas
  • Non active Viral Cells
    - In this state the poison is a light blue gas only visible from mid-range and takes the form of Atropine and Scopolamine.
    - This is the most lethal state of the poison.
    - Viral cells cannot be activated in this form.
    - Inhalation of the poison in this form the opponent only has 3 turns to live.
    - 2 turns after inhalation, an opponent will experience hallucinations, making them believe they were placed in a Genjutsu that manipulates all his senses. The hallucination's are so intense, an opponent can actually feel what's happening will do whatever it takes to break the "Genjutsu" including inflicting damage upon himself.
    - 3 turns after inhalation, all the opponents voluntary muscles and involuntary muscles would become paralyzed as well thus causing him to to die.
Additional Effects
- Since the base of the poison is a virus, should the opponent become infected, this severely cripples their immune system thus making them far more vulnerable to other poisons, bacteria or diseases.
-Due to their weakened immune state their physical state is also disturbed and in turn their ability to use chakra efficiently is diminished
-All jutsu the opponent uses 2 turns after exposure to the poison, will fall one rank below it's original.

Notes
- Can only be used by El Alucard or those he gives samples to.
- Only El Alucard is immune to the effects of this poison.

♪ Declined: Nice poison. Remove the diarrhea portion lol, that's embarrassing for the opponent. Just say that vomiting causes the dehydration, no need for anything else. Tweak the effects of your poison a bit. The idea is cool, but the gas form of your poison should never be the most lethal form of it. This is because, by default, the gaseous form will expose the opponent to less poison than ingesting, say, a pill of poison. ♪
 
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Vex

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Re: Custom Medical Techniques Submission.

♪ Thread Opened. ♪

Note, try to be realistic when making Medical Ninjutsu techniques. Have a proper sense of scaling, try to describe the reason that your poison/pill has its properties. Ex: What parts of the poison make it difficult for the opponent to breathe?
 

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Re: Custom Medical Techniques Submission.

(Iryō Raiton Ninjutsu: Ganma Naifu ) Medical Lightning Technique: Gamma Knife
Type: Supplementary | Offensive | Defensive
Rank: D - A Rank
Range: Short
Chakra: 10 - 30 ( -10 Per Turn Active)
Damage: 20 - 60
Description: Gamma Knife is a specialized medical ninjutsu technique which combines several aspects of other techniques, the first of which being Chakra Scalpel. When first initiating the technique, the user will gather a copious amount of chakra into their hands dependant on the rank they wish to employ to which after doing so will cause an short blade of electricity to form in their hand. This electrical blade carries the properties of Chakra Scalpel, allowing for the blade to cut through the skin of the target without actually leaving in sort of visible cuts into the skin, allowing it to cut through organs, tendons and other parts of the body with little effort. This isn’t to say however that it cannot still physical cut the affected area of, but another part of the blade coming into contact with the enemy is releasing electrical shocks through the body, numbing and paralyzing the target on contact while also corrupting the electrical signals sent along the nervous systems, causing the target’s brain to suffer and having problems sending signals to body parts. This is reflected in its other sister technique Medical Technique: Chaotic Mental Collision, causing commands to move one body part being relayed to another, making it near impossible for the opponent to move unless they have high skill and understanding of the body. The severity of this depends on the ranking of the technique being applied.

The most unique portion of Gamma Knife however is through the application of medical ninjutsu within it, applying a dangerous yet helpful ability. Through controlling of the electricity, the user is able to apply applications of the Mystic Palm Technique on a much more deeper scale, allowing for the destruction of the nervous system by having the electrical energy flow through the body rather than “healing” it reverses the effects, destroying the nervous system. Meanwhile, through the normal application it can allow for the electrical medical chakra to mend broken nerves in the body. These also include and range from the arteries, blood vessels, and muscles as well due to electrical pulses being existing within them. This process is quite slow, but and requires prolonged contact with the victim/patient in order to cause extreme amounts of damage to be done. The damage is ruled out based on the ranking and follows the below:

D - C Rank Applications of Gamma Knife are the weakest, and thus carry little damage, but with an effect cut can still easily sever a finger or cut several blood vessels. Prolonged contact with the blade can still be proven lethal, though it's takes even more time for effects to settle in. A simple cut cannot induce paralysis on the target, but prolonged exposure( roughly six turns) is enough to induce paralysis in the targeted area, needing at least eight turns to induce full body paralysis.

B - A Rank Applications are far more severe, allowing for deeper cuts. This variant is enough to cleanly chop an entire arm off though contact be made. Only at this rank are the applications of Mystic Palm is capable of being applied. Being cut by this causes the muscles in the affected area to become numb, causing paralysis for two turns through prolonged exposure of about two turns leads to full body paralysis. The signals in the user’s body are now also affect, causing pulses for an intended body part to be relayed to another. This effect lasts for one turn in B- Rank Application, two turns for A rank application, while the Mystic Palm Application allows for it to heal damage equivalent to the ranking of applied while also dealing damage over time in the reverse effect equal to the ranking through prolonged exposure. At B rank it would require only three turns for complete destruction of the nervous system, while A rank only needs two while also destroying muscle tendons and blood vessels causing internal bleeding.

D - C Rank Applications of this technique can be used unlimitedly , B rank only being able to be used four times per battle and A Rank three times per battle. While in use, the user is unable to mold other elemental except Lightning Release but can use other non elemental chakra related ninjutsu. The same turn of activation and two turns after, the user is unable to use medical ninjutsu and lightning release A Rank and above when using A rank application, same turn and one turn after activating up to S Rank for B Rank Application. The Gamma Knife can also be applied to weapons if the user desires this, through due to the physical nature of the weapon, this usage will always cut through the affected area regardless, severing limbs, damaging organs etc while the Gamma Knife can be made to have a form of solid nature, being able to deflect and easily cut through steel or other ninjutsu(following S&W and within reason)

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The most unique portion of Gamma Knife however is through the application of medical ninjutsu within it, applying a dangerous yet helpful ability. Through controlling of the electricity, the user is able to apply applications of the Mystic Palm Technique on a much more deeper scale, allowing for the destruction of the nervous system by having the electrical energy flow through the body rather than “healing” it reverses the effects
♪ Declined: This portion of your jutsu clashes heavily with Scorps' physical palm technique. ♪
 
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Nathan

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Re: Custom Medical Techniques Submission.

Name Of Medicine Nanae Kinsei | Sevenfold Symmetry
Creator: Nathan.
Type: Supplementary
Description and Background: Sevenfold Symmetry is a small dark blue pill that once taken extends the somatosensory capabilities of the Shinobi outwards to permeate his environment. Somatosensation literally means "body-sense"; it is the set of senses which originates from the entire body, including skin, bone, muscle and tendon, not limited to the specialized sensory organs of the head. Somatosensation encompasses proprioception, kinesthesis, and the cutaneous senses, which include temperature, tactile, pressure, and pain reception. Experts refer to these seemingly distinct senses collectively as somatosensation. These bodily senses link intricately with separate functions operated in distinct structures of the brain.

The visual regions remain separate in structure and function from the auditory, gustatory, olfactory, as well as, the somatosensory areas. However, the somatosensory cortex receives input from all the structures responsible for pain, temperature, touch, proprioception, kinesthesis, etc. Consequently, these senses may appear as separate entities upon cursory examination, however, it is their common destination and subsequent similarity in processing that has combined them into a gestalt sense which the shinobi manipulates at will.

Although one's perception of time is not associated with a specific sensory system, expert medical nins suggest that humans do have a system governing the perception of time. It is composed of a highly distributed system spread across various neurological structures that are also effected by the pill.

Once the pill is consumed the user gains the following effects; The shinobi senses his environment as if it were an extension of his body. It is primarily used to detect all motion within a 50 meter radius of the shinobi's location. Whether large or small, any object in motion falls under the skilled users awareness, allowing for swifter reaction time (3x faster reaction time). The user also exhibit the capability of detecting even the smallest and slowest wind currents in their vicinity.

He can also glean certain kinds of information from physical objects, such as temperature, texture, etc, as if he were physically in contact with said objects. The sensitivity of this technique allows some shinobi to sense even the heartbeats and blood flow of opponents who are otherwise absolutely still. The pill also allows the skilled shinobi to manipulate his perception of time. Moving objects appear to be traveling far slower relative to the user's awareness. It is said that using both aspects of this pill the user is capable of sensing even the nerve signals traveling from the brain and spinal column of his enemies before they could execute attacks.
Description of Side Effects:
- Upon consuming this pill, the user gains the effects mentioned above, and the pill lasts for four turns. Upon the pill expiring, the user becomes slower (1.5 times slower in terms of reaction).
- Upon taking the pill a second time, everything is still the same. But in terms of the pill expiring the user is welcomed; result in neurogenic shock. Symptoms include headache, weakness in extremities, debilitating cutaneous pain, phantom sensations, and hypothermia. As such the user has much a harder time of pinpointing their target, it takes an additional +10 chakra cost on all techniques for five turns after consuming.
- And if taken a third time, the user dies from over using and enhancing their somatosensory cortex, it isn't wise to take this pill a third time.



♪ Declined: W-what's in this to expand your senses to such a degree? Look at Korra and Howard's pills for an idea of what to do. They describe what's in their pills, and how they would enhance their sensing, whereas yours just describes the sensing itself. ♪
No point in bolding most was changed.

Name Of Medicine Nanae Kinsei | Sevenfold Symmetry
Creator: Nathan.
Type: Supplementary
Description and Background: Sevenfold Symmetry is a small dark blue pill that once taken extends the somatosensory capabilities of the Shinobi outwards to permeate his environment. At it's base the pill is a low dose of amphetamines which are a potent central nervous system stimulant, suspended in a minute medium of liquid morphine laced with a dense concentration of lighting chakra. Amphetamine produces modest yet unambiguous improvements in cognition, including working memory, long-term episodic memory, inhibitory control, and some aspects of attention, in normal healthy adults; as well as improved cognitive control. It induces physical effects such as an increase to reaction time, fatigue resistance, and increased muscle strength. When consumed the pill breaks down in the stomach releasing the lighting chakra which travels through the body following the consumers usual chakra flow, while in unison stimulating the nerve endings as it travels increasing their tactile sensitivity and the nerve's ability to fire and send messages. This is because the minuscule amount of lighting chakra overcharges the nerves allowing them to use this lighting chakra to create nerve signals that fire faster than natural nerve-impulses allowing the body to move and act as fast as the consumer can think. If he thinks of a movement his body will already instinctively be performing that action as his central nervous system and sensory nervous system will instinctively work together to cause the nerves to send the signals that make the body move. This is followed almost instantly by the amphetamines which increase the sense of touch by doubling the sensitivity of the nerves themselves as well as improving function in several parts of the brain, such as the right caudate nucleus of the basal ganglia and the postcentral gyrus. This increases all of the senses that collectively are called somatosensation which are described further down. It is also able to increase, wakefulness, alertness, attention to detail, endurance, and even muscle strength, and acceleration. Along with this the morphine dulls the sense of pain while leaving the sense of touch alone, this means the consumer does not have to deal with a large increase in their sensitivity to pain while gaining the increase in somatosensation. The user will be able to feel things in a heightened way, at an almost superhuman level while pain itself will stay relatively the same. They will be able to feel the wind, the vibrations through the ground or air, the heat given off by techniques or people themselves, as well as various other factors allowing them to sense their surroundings to a much higher degree than anyone else could as well as increasing their natural balance. Somatosensation literally means "body-sense"; it is the set of senses which originates from the entire body, including skin, bone, muscle and tendon, not limited to the specialized sensory organs of the head. Somatosensation encompasses proprioception, kinesthesis, and the cutaneous senses, which include temperature, tactile, pressure, and pain reception. Experts refer to these seemingly distinct senses collectively as somatosensation. These bodily senses link intricately with separate functions operated in distinct structures of the brain.

The visual regions remain separate in structure and function from the auditory, gustatory, olfactory, as well as, the somatosensory areas. However, the somatosensory cortex receives input from all the structures responsible for pain, temperature, touch, proprioception, kinesthesis, etc. Consequently, these senses may appear as separate entities upon cursory examination, however, it is their common destination and subsequent similarity in processing that has combined them into a gestalt sense which the shinobi manipulates at will.

Although one's perception of time is not associated with a specific sensory system, expert medical nins suggest that humans do have a system governing the perception of time. It is composed of a highly distributed system spread across various neurological structures that are also effected by the pill.

Once the pill is consumed the user gains the following effects; The shinobi senses his environment as if it were an extension of his body. It is primarily used to detect all motion within a 50 meter radius of the shinobi's location. Whether large or small, any object in motion falls under the skilled users awareness, allowing for swifter reaction time (3x faster reaction time). The user also exhibit the capability of detecting even the smallest and slowest wind currents in their vicinity.

He can also glean certain kinds of information from physical objects, such as temperature, texture, etc, as if he were physically in contact with said objects. The sensitivity of this technique allows some shinobi to sense even the heartbeats and blood flow of opponents who are otherwise absolutely still. The pill also allows the skilled shinobi to manipulate his perception of time. Moving objects appear to be traveling far slower relative to the user's awareness. It is said that using both aspects of this pill the user is capable of sensing even the nerve signals traveling from the brain and spinal column of his enemies before they could execute attacks.
Description of Side Effects:
- Upon consuming this pill, the user gains the effects mentioned above, and the pill lasts for four turns. Upon the pill expiring, the user becomes slower (1.5 times slower in terms of reaction).
- Upon taking the pill a second time, everything is still the same. But in terms of the pill expiring the user is welcomed; result in neurogenic shock. Symptoms include headache, weakness in extremities, debilitating cutaneous pain, phantom sensations, and hypothermia. As such the user has much a harder time of pinpointing their target, it takes an additional +10 chakra cost on all techniques for five turns after consuming.
- And if taken a third time, the user dies from over using and enhancing their somatosensory cortex, it isn't wise to take this pill a third time.

♪ Declined: Much better. However, you need to hone these effects. This sensing is far too focused and precise the way it is at the moment, and almost mimics a binkan. The highlighted portion is far too much, and it simply won't be approved. ♪
 
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Re: Custom Medical Techniques Submission.



Iryo Hijutsu: Herena no ibutsu - Hidden Medical Art: Relics of Helena
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20(X2 if used to augment the relics)
Damage: N/A
Description:
To use the Relics of Helena, the user must have a unique sealing mark which is sub-divided into 5 sealing factions while each of them has its own duty. The sealing script is in the form of a large crucifix tattoo on the user's back, with every branches(4) and the center of the crucifix making 5 sealing scripts in total. The relics' aim is to further advance passive medical jutsu, either by using them alternatively or by taking them to another level. However, some of this improved medical practices would now require some chakra to be spent if they don't require chakra before. Rudimentary medical practices which are passive in nature are the "Power of Resistance", "Diagnosis", "Extraction", "Blood Coagulation" and "Cleanse". This makes it a total of 5 relics but still counts as a single body seal as they work mutually as a group.

Arc of Abstinence
This is a sealing script that makes the head section of the crucifix seal, a mutual part of the relic. It is represented by kanji for "resist" and thus it augments one's power of resistance. Basic power of resistance requires no chakra input but with the addition of chakra sealed within the seal of abstinence, power of resistance is taken to another level. The newly advanced power of resistance not only maintains its primary duties, it goes further to augmenting the user's anatomy from more factors that's affects him. It also goes beyond the anatomy and add power of resistance to the user's mind and body seals. The default "power of resistance" must be in use before the seal can be activated and like the default, the seal is passively activated albeit one would spend chakra this time but only to activate the seal.
Anatomy
In addition to getting a boost to one's natural resistance to disease, poison, toxins, acids, alkaline substances, etc and because this is done by an invisible warm barrier(shield) around one's body, the seal flushes sealed medical chakra into the user's chakra network, which is used solely to increase the density and power of the resistance aura around the user's anatomy. The user uses this premise and create a tougher and advanced form of non-physical shield, though now would not only shield the user's body as a whole but would shield every cells on his body. This makes it able to withstand higher level bio hazards more potent than those originally mentioned, even to some extent, stop the decay(natural) of tissues and cells(cosmetic). This would also make the cells resistance to passive radioactive decay except the source of radiation is an active technique.
Mind
The arc of abstinence not only works for the anatomy which is the physical, but also works for the spiritual thus at the same time, it also creates a shield around ones mind. This also increases one's mind resistance to foreign intrusion. The mind would resist any form of mind reading, control and false emotion implant. This however does not resist genjutsu but would resist residual effect from genjutsu which affects the mind, like pain, fear, perception of time, etc. To an extent, the user's chakra would be able to exhibit power of resistant. It would now be able to resist chakra it is not able to control, like senjutsu chakra, etc., if he is not able to control it in the first place. By spending "double" the chakra when activating arc of abstinence, the power of resistance would extend to the Relics of Helena and any other body seals the user might have. Spending double the chakra would make the body seals be able to resist any form of seal corrupting technique even if they are active techniques(so far the techniques don't harm the medium on which the seals are placed), thus the reason why double chakra is spent, as half of the total chakra is focused on fortifying the user's seals which in turn, protect the relics themselves.


Arc of Knowledge
This is a sealing script that makes up the left branch of the cross seal on the back of the user, a mutual part of the relic. It is represented by kanji for "Know" and thus it augments one's medical diagnosis. Activating the seal increases the range at which diagnosis can be made. By default, masters of medical ninjutsu are able to diagnose a patient in close proximity even without making direct contact but with chakra running over the target. The seal releases a barrier similar to boundary barrier upto mid-range, linked with the user diagnosing chakra. This makes it so that the user needs not to probe a patient through contact or close proximity before he could diagnose them but also makes it so that the user is able to diagnose more than one target at a time including himself, so far they are within the diagnosing barrier. Like the basic diagnosis, this only works on living or dead beings, also diagnosis remains a passive ability though one needs to spend chakra to activate the seal.
What this enhanced diagnosis can detect isn't different from what the default diagnosis could detect albeit this is just to expand the range at which one can diagnose several patient in proximity using a sealing barrier linked to the user's chakra.

Arc of Purification
This is a sealing script that makes up the right branch of the cross seal, a mutual part of the relic. It is represented by a kanji for "Purity" and thus it augments one's medical cleanse. The effect of the enhanced cleanse is not different from the normal cleanse albeit this is used to address the fact that one needs to run the chakra over oneself and on another which takes time and energy. By activating the seal at the same time as using cleanse, a non-physical barrier is made to cover up to mid-range max, augmenting the user's cleanse technique and everyone within the barrier would have their entire body cleansed. Depending on the user, he may decide to make the barrier exhibit total cleansing. That is; instantly removing bacteria, dirt, blood, and other contaminants, or just part of it. This would affect instruments, objects and weapons in the proximity of the barrier as they'll also be decontaminated of pathogens and micro-organism but not poisons.
Unlike the first 2 arcs, cleanse itself is an active ability but the seal augmenting it, is passive and the seal deactivates once cleansing is done. However, since the barrier makes it so that not only the user is cleansed, but those around him too, it does the job of "I clean all of him" too, even when only the "I clean all of me" is used.

Arc of Excommunication
This is a sealing script that makes up the lower branch of the cross seal, a mutual part of the relic. It is represented by a kanji for "extract" and thus it augments one's medical extraction. The normal medical extraction gives one the freedom to move objects lodged into a patient's anatomy in a way that they don't damage the overlying tissues around them. As a matter of fact one is able to use the ability to isolate object in one's anatomy and remove them without affecting the patient. By activating the seal, the user would create a barrier around him though only up to short range this time. With this he does not need a very close proximity to extract objects from a patient or target, however, he can only use this on himself, patients or allies. He can use this on an enemy only if he is incapacitated. The barrier is clearly linked to the user's and he only needs to will it without moving close or moving his hands, though he must have a way of diagnosing the patient at the same proximity as the extraction, else, he risks harming him. Diagnosing makes it so that he knows everywhere the organs, tissue are, and to know the extent of injury and how deep the object is lodged in the system. The user can go further and use extraction to shift organs from their position though only by a little distance, or rearrange his anatomy(internal organs) by a bit. This is useful in a way to avoid certain organs from getting affected or damaged either during extraction or when one is attacked by a small sharp objects like weapons, projectiles that are not bigger than a basic katana.

Arc of Covenant
This is a sealing script that makes up the center of the cross seal, the last mutual part of the relic. It is represented by a kanji for "coagulate" and thus it augments one's blood coagulation. Blood coagulation allows the medical ninja the ability to passively initiate rapid blood clotting around open wounds and tissues to avoid blood loss. The activation of the seal releases a barrier linked to the user's medical chakra. The barrier however only extends to short range around the user and while the user needs diagnosis to be active and cover the same range as the arc of covenant barrier, the user is able to cause blood clothing only on any open wound/tisue within the proximity. Ofcourse the user has the freedom to choose whose blood clots and who won't be affected even if they are within the proximity. The user is also able to affect himself. The jutsu is aimed at a situation where the user is faced with several critically injured patients at once and while they are within the barrier, the user is able to stop all their bleeding at the same time instead of trying to treat them one after the other.
This does not in anyway heals the open wound, it only coagulates the blood around the opening thus the user still needs to heal the victim with other appropriate means.

NOTE
Only up to 2 relics can be activated per turn
Though the seals are merely supplementary and cause no harm in any way, they have their drawbacks due to the user's advanced exertion of medical fuinjutsu, using normal fuinjutsu while the relics are in use costs +10 more chakra if they are A-rank and above.
Activation of each relic costs 20 chakra each, except for one that protects the relics and body seals which costs 40 chakra.

♪ Declined: Immune to radiation, immunity to negative effects of gen (and tsukiyomi), immunity to senjutsu chakra, and augmenting body seals. And this is only ONE FIFTH of the jutsu. Reduce the scale of this technique. By a lot. This is literally like 4 or 5 separate jutsus in the form of one technique. It was almost a DNR, tbh but I'll give you another shot. ♪
Removed chakra immunity in total, reduced the seal augmentation to only the relics, reduced the genjutsu effects to A-rank and below and added "no effect on MS genjutsu". Lastly, limited the entire jutsu to be only able to use upto 3 relics per battle




Iryo Hijutsu: Herena no ibutsu - Hidden Medical Art: Relics of Helena
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20(X2 if used to augment body seals)
Damage: N/A
Description:
To use the Relics of Helena, the user must have a unique sealing mark which is sub-divided into 5 sealing factions while each of them has its own duty. The sealing script is in the form of a large crucifix tattoo on the user's back, with every branches(4) and the center of the crucifix making 5 sealing scripts in total. The relics' aim is to further advance passive medical jutsu, either by using them alternatively or by taking them to another level. However, some of this improved medical practices would now require some chakra to be spent if they don't require chakra before. Rudimentary medical practices which are passive in nature are the "Power of Resistance", "Diagnosis", "Extraction", "Blood Coagulation" and "Cleanse". This makes it a total of 5 relics but still counts as a single body seal as they work mutually as a group.

Arc of Abstinence
This is a sealing script that makes the head section of the crucifix seal, a mutual part of the relic. It is represented by kanji for "resist" and thus it augments one's power of resistance. Basic power of resistance requires no chakra input but with the addition of chakra sealed within the seal of abstinence, power of resistance is taken to another level. The newly advanced power of resistance not only maintains its primary duties, it goes further to augmenting the user's anatomy from more factors that's affects him. It also goes beyond the anatomy and add power of resistance to the user's mind and body seals. The default "power of resistance" must be in use before the seal can be activated and like the default, the seal is passively activated albeit one would spend chakra this time but only to activate the seal.
Anatomy
In addition to getting a boost to one's natural resistance to disease, poison, toxins, acids, alkaline substances, etc and because this is done by an invisible warm barrier(shield) around one's body, the seal flushes sealed medical chakra into the user's chakra network, which is used solely to increase the density and power of the resistance aura around the user's anatomy. The user uses this premise and create a tougher and advanced form of non-physical shield, though now would not only shield the user's body as a whole but would shield every cells on his body. This makes it able to withstand higher level bio hazards more potent than those originally mentioned, even to some extent, stop the decay(natural) of tissues and cells(cosmetic). This would also make the cells resistance to passive radioactive decay.
Mind
The arc of abstinence not only works for the anatomy which is the physical, but also works for the spiritual thus at the same time, it also creates a shield around ones mind. This also increases one's mind resistance to foreign intrusion. The mind would resist any form of mind reading, control and false emotion implant. This however does not resist genjutsu but would resist low level residual effect from genjutsu which affects the mind, like pain, fear, perception of time, etc. This means it can resist residual effect from A-rank and below genjutsu only and cannot resist effects from MS level genjutsu in any form. By spending "double" the chakra when activating arc of abstinence, the power of resistance would extend to the Relics of Helena. Spending double the chakra would make the relics be able to resist any form of seal corrupting technique even if they are active techniques(so far the techniques don't harm the medium on which the seals are placed), thus the reason why double chakra is spent, as half of the total chakra is focused on fortifying the relics.​

Arc of Knowledge
This is a sealing script that makes up the left branch of the cross seal on the back of the user, a mutual part of the relic. It is represented by kanji for "Know" and thus it augments one's medical diagnosis. Activating the seal increases the range at which diagnosis can be made. By default, masters of medical ninjutsu are able to diagnose a patient in close proximity even without making direct contact but with chakra running over the target. The seal releases a barrier similar to boundary barrier upto mid-range, linked with the user diagnosing chakra. This makes it so that the user needs not to probe a patient through contact or close proximity before he could diagnose them but also makes it so that the user is able to diagnose more than one target at a time including himself, so far they are within the diagnosing barrier. Like the basic diagnosis, this only works on living or dead beings, also diagnosis remains a passive ability though one needs to spend chakra to activate the seal.
What this enhanced diagnosis can detect isn't different from what the default diagnosis could detect albeit this is just to expand the range at which one can diagnose several patient in proximity using a sealing barrier linked to the user's chakra.

Arc of Purification
This is a sealing script that makes up the right branch of the cross seal, a mutual part of the relic. It is represented by a kanji for "Purity" and thus it augments one's medical cleanse. The effect of the enhanced cleanse is not different from the normal cleanse albeit this is used to address the fact that one needs to run the chakra over oneself and on another which takes time and energy. By activating the seal at the same time as using cleanse, a non-physical barrier is made to cover up to mid-range max, augmenting the user's cleanse technique and everyone within the barrier would have their entire body cleansed. Depending on the user, he may decide to make the barrier exhibit total cleansing. That is; instantly removing bacteria, dirt, blood, and other contaminants, or just part of it. This would affect instruments, objects and weapons in the proximity of the barrier as they'll also be decontaminated of pathogens and micro-organism but not poisons.
Unlike the first 2 arcs, cleanse itself is an active ability but the seal augmenting it, is passive and the seal deactivates once cleansing is done. However, since the barrier makes it so that not only the user is cleansed, but those around him too, it does the job of "I clean all of him" too, even when only the "I clean all of me" is used.

Arc of Excommunication
This is a sealing script that makes up the lower branch of the cross seal, a mutual part of the relic. It is represented by a kanji for "extract" and thus it augments one's medical extraction. The normal medical extraction gives one the freedom to move objects lodged into a patient's anatomy in a way that they don't damage the overlying tissues around them. As a matter of fact one is able to use the ability to isolate object in one's anatomy and remove them without affecting the patient. By activating the seal, the user would create a barrier around him though only up to short range this time. With this he does not need a very close proximity to extract objects from a patient or target, however, he can only use this on himself, patients or allies. He can use this on an enemy only if he is incapacitated. The barrier is clearly linked to the user's and he only needs to will it without moving close or moving his hands, though he must have a way of diagnosing the patient at the same proximity as the extraction, else, he risks harming him. Diagnosing makes it so that he knows everywhere the organs, tissue are, and to know the extent of injury and how deep the object is lodged in the system. The user can go further and use extraction to shift organs from their position though only by a little distance, or rearrange his anatomy(internal organs) by a bit. This is useful in a way to avoid certain organs from getting affected or damaged either during extraction or when one is attacked by a small sharp objects like weapons, projectiles that are not bigger than a basic katana.

Arc of Covenant
This is a sealing script that makes up the center of the cross seal, the last mutual part of the relic. It is represented by a kanji for "coagulate" and thus it augments one's blood coagulation. Blood coagulation allows the medical ninja the ability to passively initiate rapid blood clotting around open wounds and tissues to avoid blood loss. The activation of the seal releases a barrier linked to the user's medical chakra. The barrier however only extends to short range around the user and while the user needs diagnosis to be active and cover the same range as the arc of covenant barrier, the user is able to cause blood clothing only on any open wound/tisue within the proximity. Ofcourse the user has the freedom to choose whose blood clots and who won't be affected even if they are within the proximity. The user is also able to affect himself. The jutsu is aimed at a situation where the user is faced with several critically injured patients at once and while they are within the barrier, the user is able to stop all their bleeding at the same time instead of trying to treat them one after the other.
This does not in anyway heals the open wound, it only coagulates the blood around the opening thus the user still needs to heal the victim with other appropriate means.

NOTE
Only up to 1 relic can be activated per turn
Only up to 3 relics can be used per event
Though the seals are merely supplementary and cause no harm in any way, they have their drawbacks due to the user's advanced exertion of medical fuinjutsu, using normal fuinjutsu while the relics are in use costs +10 more chakra if they are A-rank and above.
Activation of each relic costs 20 chakra each, except for one that protects the relics which costs 40 chakra.

♪ Declined: You misunderstood my check fam, remove four of the arcs, and focus on one per jutsu. There is way too much in here to be a single jutsu, even if you were limited to one per battle, this is still several jutsu in one. ♪
 
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El Alucard

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Re: Custom Medical Techniques Submission.

Name Of Poison(Sono Kato Gekidoku):The Shapeshifter Poison

Creator:El Alucard

Type:Muscular,Molecular, Intestinal and Neurological

Ingredients and Background: Water Hemlock, Nightshade, Castor Bean, Human Immunodeficiency Virus and Various Restricting Enzymes

After Lisa completed her medical training she continued to do her own research on molecular poisons and their manipulation. Using her new knowledge she was able create a highly versatile and deadly poison that reacts to chakra, utilizing a number of plants and infusing some viral properties into it.

Description of Effects: The poison takes basic properties from toxins found within the various plants and mixes it with viral properties to create a deadly and extremely versatile combination. The first of the properties is Cicutoxin which can be found within the Water Hemlock, it is a yellowish liquid that when ingested or somehow enters the body via cuts or openings causes, amnesia, painful convulsions, abdominal cramps, nausea and eventually death. The next properties were taken from Atropine and Scopolamine, which are toxins found withing the stems, leaves, berries, and roots of the Nightshade. Effects of the Nightshade are intense hallucinations and paralysis in both voluntary and involuntary muscles of the body, including the heart. Another property was taken from Ricin which is contained in the pulp of the castor bean and causes severe vomiting, diarrhea.

All of these toxins were infused with the HI-virus in order to give the poison two main properties. The first property being the ability of a virus to change its structure, using this property Lisa was able to manipulate the poison's state from solid to liquid and to gas at will. Since the virus is unable to to grow and reproduce on it's own the user can infuse their chakra into the poison and let it manifest as tiny chakra molecules that the virus can attach itself to and release itself into the chakra "molecule", once this has happened it changes it's genetic material and the begins to create more HIV proteins to infect more "molecules". New HIV particles are then released from the first chakra molecules and the process goes on. The HIV particle has a different structure due to it changing its structure, this then affects the molecular composition of the poison thus allowing for the user to change the poison's state, this is the main reason the poison is called shape shifting. The second property is the property of the virus to integrate into the DNA by binding restriction enzymes to the virus. This is done so that the restriction enzyme is able to cut DNA at or near specific recognition nucleotide sequences allowing either to alter an opponents DNA or simply cleave out whole strands of DNA , either of which would have varying effects on the opponent like making KG and HA unusable first, then just simply put destroying the opponent on a molecular level. Sometimes they can interrupt a gene, which would cause it to be defective, or it can make a gene that would be silent "turn on" which can cause problems for the opponent. The symptoms of damaged or altered DNA would mimic radiation sickness causing, nausea, vomiting, spontaneous nose and eye bleeding, sloughing of skin and severe fatigue.

The downside to the poison's ability to change it's shape is that it can only have certain attributes from its different ingredients, this is because when the virus changes the structure of the poison some of the toxin's attributes are cancelled out as they are only able to work in certain states. Ricin only works in solid form, Cicutoxin only works in liquid form and Atropine and Scopolamine only work as gases. Despite being present in all states, the virus only works in solid and liquid form.

Solid
  • Non active Viral Cells
    - In this state the poison is a white soluble powder visible from mid-range and takes the form of Ricin.
    - Should the powder falls on open wounds or make get into an opponents eyes, it will cause a sever burning sensation upon the area of contact after the immediately. The burning sensation lasts 3 turns.
    - Exposure to the poison in this form via ingestion,
    -After 4 turns, the opponent will experience sever vomiting and diarrhea thus resulting in dehydration.
  • Active Viral Cells
    - Once poison infiltrates an opponents bloodstream (via inhalation and mixing with the opponents blood), viral cells can be activated by the user.
    - 2 turns after activation, an opponent will experience nausea and vomiting.
    - 3 turns after activation, an opponent will experience spontaneous nose and eye bleeding, sloughing of skin and severe fatigue.
    - 4 turns after activation, an opponent will no longer be able to use any KG, custom clan ablilities or special elements
    - 5 turns after activation, the body rejects the new cellular information, thus causing neurological, physical and biological damage all at once, killing the opponent.
Liquid
  • Non active Viral Cells
    - In this state the poison is a yellow liquid and takes form of Cicutoxin.
    - Effects can be stopped before doing too much damage by simply extracting the poison if ingested, by vomiting before second turn after ingestion of poison.
    - 2 turns after Ingestion, an opponent will experience amnesia, thus completely forgetting their training in a certain field, a KG or a HA. In this case whichever field they used last will be completely forgotten for the rest of the fight.
    - 3 turns after Ingestion, an opponent will experience sever abdominal cramps.
    - 4 turns after Ingestion, an opponent will experience painful uncontrollable convulsions leaving them unable to perform any techniques at all.
    -5 turns after Ingestion, the opponent will die.
  • Active Viral Cells
    - Once poison infiltrates an opponents bloodstream (via mixing with the opponents blood), viral cells can be activated by the user.
    - 2 turns after activation, an opponent will experience nausea and vomiting.
    - 3 turns after activation, an opponent will experience spontaneous nose and eye bleeding, sloughing of skin and severe fatigue.
    - 4 turns after activation, an opponent will no longer be able to use any KG, custom clan ablilities or special elements
    - 5 turns after activation, the body rejects the new cellular information, thus causing neurological, physical and biological damage all at once, killing the opponent.
Gas
  • Non active Viral Cells
    - In this state the poison is a light blue gas only visible from mid-range and takes the form of Atropine and Scopolamine.
    - This is the most lethal state of the poison.
    - Viral cells cannot be activated in this form.
    - Inhalation of the poison in this form the opponent only has 3 turns to live.
    - 2 turns after inhalation, an opponent will experience hallucinations, making them believe they were placed in a Genjutsu that manipulates all his senses. The hallucination's are so intense, an opponent can actually feel what's happening will do whatever it takes to break the "Genjutsu" including inflicting damage upon himself.
    - 3 turns after inhalation, all the opponents voluntary muscles and involuntary muscles would become paralyzed as well thus causing him to to die.
Additional Effects
- Since the base of the poison is a virus, should the opponent become infected, this severely cripples their immune system thus making them far more vulnerable to other poisons, bacteria or diseases.
-Due to their weakened immune state their physical state is also disturbed and in turn their ability to use chakra efficiently is diminished
-All jutsu the opponent uses 2 turns after exposure to the poison, will fall one rank below it's original.

Notes
- Can only be used by El Alucard or those he gives samples to.
- Only El Alucard is immune to the effects of this poison.

♪ Declined: Nice poison. Remove the diarrhea portion lol, that's embarrassing for the opponent. Just say that vomiting causes the dehydration, no need for anything else. Tweak the effects of your poison a bit. The idea is cool, but the gas form of your poison should never be the most lethal form of it. This is because, by default, the gaseous form will expose the opponent to less poison than ingesting, say, a pill of poison. ♪
Thought i'd also add a little explanation as to what happens when the regular poison side effects when the viral cells are activated.

Name Of Poison: (Sono Kato Gekidoku):The Shape Shifter Poison

Creator: El Alucard

Type: Muscular, Molecular, Intestinal and Neurological

Ingredients and Background: Water Hemlock, Nightshade, Castor Bean, Human Immunodeficiency Virus and Various Restricting Enzymes

After El Alucard completed his medical training he continued to do his own research on molecular poisons and their manipulation. Using his new knowledge he was able create a highly versatile and deadly poison that reacts to chakra, utilizing a number of plants and infusing some viral properties into it.

Description of Effects: The poison takes basic properties from toxins found within the various plants and combines it with viral properties to create a deadly and extremely versatile combination. The first of the properties is Cicutoxin which can be found within the Water Hemlock, it is a yellowish liquid that when ingested or somehow enters the body via cuts or openings causes, amnesia, painful convulsions, abdominal cramps, death follows shortly after. The next properties were taken from Atropine and Scopolamine, which are toxins found within the stems, leaves, berries, and roots of the Nightshade. Effects of the Nightshade are severe fatigue, intense hallucinations and paralysis in both voluntary and involuntary muscles of the body, including the heart. Another property was taken from Ricin which is contained in the pulp of the castor bean and causes vomiting.

All of these toxins were infused with the HI-virus in order to give the poison two main properties. The first property being the ability of a virus to change its structure, using this property El was able to manipulate the poison's state from solid to liquid and to gas at will. Since the virus is unable to grow and reproduce on its own the user can infuse their chakra into the poison and let it manifest as tiny chakra molecules that the virus can attach itself to and release itself into the chakra "molecule", once this has happened it changes it's genetic material and the begins to create more HIV proteins to infect more "molecules". New HIV particles are then released from the first chakra molecules and the process goes on. The HIV particle has a different structure due to it changing its structure, this then affects the molecular composition of the poison thus allowing for the user to change the poison's state, this is the main reason the poison is called shape shifting. The secondary effects of the virus are activated with a single hand seal, secondary affects allow for access to the virus ability to integrate into the DNA by binding restriction enzymes to the virus. The activation of the virus causes it to drastically change thus immediately nullifying any ongoing side effects of the poison if only for a short time before the side effects of the activation start to kick in.(Say for example an opponent ingested the poison in liquid form and had started to experience amnesia, that side effect is nullified and the opponent is back to normal until the side effects of the virus integrating with their DNA start to kick in). Activation is done so that the restriction enzyme is able to cut DNA at or near specific recognition nucleotide sequences allowing either to alter an opponent’s DNA or simply cleave out whole strands of DNA, either of which would have varying effects on the opponent like making KG and HA unusable first, then just simply put destroying the opponent on a molecular level. Sometimes they can interrupt a gene, which would cause it to be defective, or it can make a gene that would be silent "turn on" which can cause problems for the opponent. The symptoms of damaged or altered DNA would mimic radiation sickness causing, nausea, vomiting, spontaneous nose and eye bleeding, sloughing of skin and severe fatigue.

The downside to the poison's ability to change its shape is that it can only have certain attributes from its different ingredients, this is because when the virus changes the structure of the poison some of the toxin's attributes are cancelled out as they are only able to work in certain states. Ricin only works in solid form, Cicutoxin only works in liquid form and Atropine and Scopolamine only work as gases.

Solid

•Non active Viral Cells
- In this state the poison is a white soluble powder visible from mid-range and takes the form of Ricin.
- Should the powder fall on open wounds or get into an opponent’s eyes, it will cause a severe burning sensation upon the area of contact immediately. The burning sensation lasts 3 turns.
- Exposure to the poison in this form via ingestion, after 4 turns, the opponent will begin vomiting, thus resulting in extreme dehydration.

•Active Viral Cells
- Once poison infiltrates an opponent’s bloodstream (via inhalation and mixing with the opponent’s blood), viral cells can be activated by the user.
- 2 turns after activation, an opponent will experience nausea and vomiting.
- 3 turns after activation, an opponent will experience spontaneous nose and eye bleeding, sloughing of skin and severe fatigue.
- 4 turns after activation, an opponent will no longer be able to use any KG, custom clan abilities or advanced elements.
- 5 turns after activation, the body rejects the new cellular information, thus causing neurological, physical and biological damage all at once, killing the opponent.

Liquid

•Non active Viral Cells
- In this state the poison is a yellow liquid and takes form of Cicutoxin.
- Effects can be stopped before doing too much damage by simply extracting the poison if ingested, by vomiting before second turn after ingestion of poison.
- 3 turns after Ingestion, an opponent will experience painful uncontrollable convulsions leaving them unable to perform any techniques at all.
-4 turns after Ingestion, the opponent will die.


•Active Viral Cells
- Once poison infiltrates an opponents bloodstream (via mixing with the opponents blood), viral cells can be activated by the user.
- 2 turns after activation, an opponent will experience nausea and vomiting.
- 3 turns after activation, an opponent will experience spontaneous nose and eye bleeding, sloughing of skin and severe fatigue.
- 4 turns after activation, an opponent will no longer be able to use any KG, custom clan abilities or advanced elements
- 5 turns after activation, the body rejects the new cellular information, thus causing neurological, physical and biological damage all at once, killing the opponent.

Gas

•Non active Viral Cells
- In this state the poison is a light blue gas only visible from mid-range and takes the form of Atropine and Scopolamine.
- 1 turn after inhalation the opponent begins to experience severe fatigue.
- 3 turns after inhalation, all the opponent's voluntary muscles would become paralyzed.
- 4 turns after inhalation involuntary muscles would become paralyzed as well thus causing him to die.


•Active Viral Cells
- Once poison infiltrates an opponent’s bloodstream (via inhalation), viral cells can be activated by the user.
- 2 turns after activation, an opponent will experience nausea and vomiting.
- 3 turns after activation, an opponent will experience spontaneous nose and eye bleeding, sloughing of skin and severe fatigue.
- 5 turns after activation, the body rejects the new cellular information, thus causing neurological, physical and biological damage all at once, killing the opponent.


Additional Effects

- Once the Virus is activated, the opponent regular effects of the poison are rendered null and they return to their regular state prior to poisoning (this only lasts till the the affects off the active virus cells kick in).
- Since the base of the poison is a virus, should the opponent become infected, this severely cripples their immune system thus making them far more vulnerable to other poisons, bacteria or diseases.
-Due to their weakened immune state their physical state is also disturbed and in turn their ability to use chakra efficiently is diminished
-All jutsu the opponent uses 2 turns after exposure to the poison, will fall one rank below it's original.

Notes
- Can only be used by El Alucard or those he gives samples to.
- Only El Alucard is immune to the effects


[sup]
✪ Poison Approved ✪
Omitted:
  • Liquid state - 2nd turn, non-active viral cells.
  • Gas state - 2nd turn, non-active viral cells.
  • Gas state - 4th turn, active viral cells.
[/sup]
 
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-Broly-

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Re: Custom Medical Techniques Submission.



(Hebi Kuchiyose no Jutsu: Shalashaska) Snake Summoning Technique: Shalashaska
Type:Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Shalashaska is Doom's personal snake summon. Naturally, as a companion of Doctor Doom, Shalashaska has been modified and adapted to fit Doom's personal fighting style. Shalashaska is the size of a slightly larger than average Boa Constrictor and generally likes to wrap itself around Doom and hide in his cloak, which is all the better given its abilities. The first ability that Shalashaska has, being mainly a support summon, is that he is able to use any Medical Techniques that the user knows without handseals, merely by touching or biting the user, and is also able to administer medicine and pills directly into Doom's bloodstream via biting him with his fangs. These fangs have been modified by Doom via sealings and medical procedures so that they are filled with the different medicines, antidotes, and liquified versions of the medical pills that have been implanted in the snake. However this has come with a cost, as Shalashaska no longer has the natural venom and poison that come natural to snakes, due to the venom being replaced by these additions. Being a medical snake, Shalashaska has great chakra control, and is able to use the "(Chakra Tensõ no Jutsu) Chakra Transfer Technique" in order to both help on the battlefield as well as help Doom when he needs it. The second ability of the snake is found when one notices that it's skin has been modified in a way that it looks like a long chain of seals that completely covers it. Simply by moving into place, Shalashaska can use any Medical Fuuinjutsu technique by using its body to place the seals onto its target. In addition to this, Doom himself can place seals on Shalashka before or during battle that it may also use as long as it falls under the restriction of being a sealing tag/scroll type fuuinjutsu. For ease of travel, Shalashaka is able to merge in and out of the user's body, however it can not use any of its abilities at all whilst it is merged. In battle it may only merge in or out once per turn. Meaning that it can only choose one of these things a turn. This does not count as a move.
-Personal Summon (Nin Specialty) for
-Can be summoned once per battle otherwise
-Lasts 4 turns
-Has as much chakra as an Unofficial Sage Ranked Ninja


[sup]
Declined: this is like a full med-nin. I discussed it with LoK, and you'll need to pick only Iryō Ninjutsu, the medicine/pills, or Fūinjutsu.
[/sup]

Iryo Fuuinjutsu: Nikumi no owari Medical Sealing Jutsu: End of Abomination
Type: Supplementary
Rank: A
Range:Short-Long
Chakra:30
Damage:N/A
Description: More than almost anyone, a medical ninja knows exactly what the balance of life means, as well as what it takes to maintain life and what leads to death. A medical ninja knows that life is sacred, and knows that any attempt at creating life inorgannically is an afront to nature itself. To protect against these sort of monstrosities, this seal was developed. The user will clap his hands together and create a red kanji in the air 10m above the target that bears the Kanji for "Restoration". This seal can only be used on objects that have sentience (in this case things that can move and act without the user's conscious input for commands) that would not normally have it. This means that the seal would effectively "seal the life" out of things such as Stone Golems, Sentient Armor, or anything that falls under those sort of details. For this the user must target the object in question and thus must be aware of it's presence. The opponent would have a chance to stop this as they would see the chakra flowing out of said object and into the seal quickly before the object loses its "life". To stop this process, the opponent must simply destroy the seal with an equal ranked attack. This seal is effective on any target that fits the requirements up to S rank. This also targets techniques as a whole. So if the opponent has created 7 familiars with one technique, as long as they combine up to S rank, 1 use of this seal may affect all the familars created.
-Can be used 3 times per battle
-2 Turn cool down between uses


[sup]
Submit this in the normal CJ thread.
[/sup]

Name Of Medicine Super Sage Serum
Creator: Broly
Type: Supplementary
Description and Background: Super Sage Serum is a fine oil like mix that is stored in easily breakable caps. This oil was created with the roots of plants that had naturally absorbed high amounts of natural energy due to them only growing in Ryuchi Cave for several centuries. It also has been drenched in the venom of the White Snake Sage in order to make their effects several times more potent. When the user allows this oil to soak into his body he is flooded with natural energy. Normally, this would be too much for the average sage mode user, but a sage mode user who also has the expert chakra control that is associated with being a full medical ninja will be able to balance this flood of energy out easily. This oil binds to the user's very skin and makes it so that every time the user receives a chakra increase from an outside source, it adds to the pool of sage chakra the user is able to use in full. This affect lasts for 4 turns. Not only this, but due to the natural addition of sage chakra due to the effects of this pill, the user gains 300 chakra directly to their sage chakra pool. Alternatively, if not already in sage mode, the user can use this pill to immediately activate Imperfect Sage Mode, using the gained natural energy to make up for the portion of meditation that would normally net the same amount of sage chakra. However, when using this to enter sage mode immediately, only 10% of the user's total chakra would be converted to the sage chakra pool. Due to using a portion of the chakra to enter sage mode, when used in this way, the user only gains 100 extra chakra to their sage pool.
Description of Side Effects: If sage mode is allowed to wear off in the battle this is used in, and the user has only used this pill once, the user will only be able to use 10% of their chakra to reenter sage mode the next time they do so. If used twice, the user can only use 10% of their chakra to enter sage mode and they also must wait 3 turns longer to enter sage mode than they normally would. If the user is already in sage mode when they use this pill the second time, they will be unable to use anything above A ranks the turn after sage mode ends. Only two of these pills may be used or the user risks death from overloading his body with sage chakra


[sup]
Declined: in order for this to have a shot at being approved, it'll need to be toned down. Your pool of sage chakra can get big real fast.
[/sup]
 
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Re: Custom Medical Techniques Submission.



(Hebi Kuchiyose no Jutsu: Shalashaska) Snake Summoning Technique: Shalashaska
Type:Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Shalashaska is Doom's personal snake summon. Naturally, as a companion of Doctor Doom, Shalashaska has been modified and adapted to fit Doom's personal fighting style. Shalashaska is the size of a slightly larger than average Boa Constrictor and generally likes to wrap itself around Doom and hide in his cloak, which is all the better given its abilities. The first ability that Shalashaska has, being mainly a support summon, is that he is able to use any Medical Techniques that the user knows without handseals, merely by touching or biting the user, and is also able to administer medicine and pills directly into Doom's bloodstream via biting him with his fangs. These fangs have been modified by Doom via sealings and medical procedures so that they are filled with the different medicines, antidotes, and liquified versions of the medical pills that have been implanted in the snake. However this has come with a cost, as Shalashaska no longer has the natural venom and poison that come natural to snakes, due to the venom being replaced by these additions. Being a medical snake, Shalashaska has great chakra control, and is able to use the "(Chakra Tensõ no Jutsu) Chakra Transfer Technique" in order to both help on the battlefield as well as help Doom when he needs it. The second ability of the snake is found when one notices that it's skin has been modified in a way that it looks like a long chain of seals that completely covers it. Simply by moving into place, Shalashaska can use any Medical Fuuinjutsu technique by using its body to place the seals onto its target. In addition to this, Doom himself can place seals on Shalashka before or during battle that it may also use as long as it falls under the restriction of being a sealing tag/scroll type fuuinjutsu. For ease of travel, Shalashaka is able to merge in and out of the user's body, however it can not use any of its abilities at all whilst it is merged. In battle it may only merge in or out once per turn. Meaning that it can only choose one of these things a turn. This does not count as a move.
-Personal Summon (Nin Specialty) for
-Can be summoned once per battle otherwise
-Lasts 4 turns
-Has as much chakra as an Unofficial Sage Ranked Ninja


[sup]
Declined: this is like a full med-nin. I discussed it with LoK, and you'll need to pick only Iryō Ninjutsu, the medicine/pills, or Fūinjutsu.
[/sup]

Iryo Fuuinjutsu: Nikumi no owari Medical Sealing Jutsu: End of Abomination
Type: Supplementary
Rank: A
Range:Short-Long
Chakra:30
Damage:N/A
Description: More than almost anyone, a medical ninja knows exactly what the balance of life means, as well as what it takes to maintain life and what leads to death. A medical ninja knows that life is sacred, and knows that any attempt at creating life inorgannically is an afront to nature itself. To protect against these sort of monstrosities, this seal was developed. The user will clap his hands together and create a red kanji in the air 10m above the target that bears the Kanji for "Restoration". This seal can only be used on objects that have sentience (in this case things that can move and act without the user's conscious input for commands) that would not normally have it. This means that the seal would effectively "seal the life" out of things such as Stone Golems, Sentient Armor, or anything that falls under those sort of details. For this the user must target the object in question and thus must be aware of it's presence. The opponent would have a chance to stop this as they would see the chakra flowing out of said object and into the seal quickly before the object loses its "life". To stop this process, the opponent must simply destroy the seal with an equal ranked attack. This seal is effective on any target that fits the requirements up to S rank. This also targets techniques as a whole. So if the opponent has created 7 familiars with one technique, as long as they combine up to S rank, 1 use of this seal may affect all the familars created.
-Can be used 3 times per battle
-2 Turn cool down between uses


[sup]
Submit this in the normal CJ thread.
[/sup]

Name Of Medicine Super Sage Serum
Creator: Broly
Type: Supplementary
Description and Background: Super Sage Serum is a fine oil like mix that is stored in easily breakable caps. This oil was created with the roots of plants that had naturally absorbed high amounts of natural energy due to them only growing in Ryuchi Cave for several centuries. It also has been drenched in the venom of the White Snake Sage in order to make their effects several times more potent. When the user allows this oil to soak into his body he is flooded with natural energy. Normally, this would be too much for the average sage mode user, but a sage mode user who also has the expert chakra control that is associated with being a full medical ninja will be able to balance this flood of energy out easily. This oil binds to the user's very skin and makes it so that every time the user receives a chakra increase from an outside source, it adds to the pool of sage chakra the user is able to use in full. This affect lasts for 4 turns. Not only this, but due to the natural addition of sage chakra due to the effects of this pill, the user gains 300 chakra directly to their sage chakra pool. Alternatively, if not already in sage mode, the user can use this pill to immediately activate Imperfect Sage Mode, using the gained natural energy to make up for the portion of meditation that would normally net the same amount of sage chakra. However, when using this to enter sage mode immediately, only 10% of the user's total chakra would be converted to the sage chakra pool. Due to using a portion of the chakra to enter sage mode, when used in this way, the user only gains 100 extra chakra to their sage pool.
Description of Side Effects: If sage mode is allowed to wear off in the battle this is used in, and the user has only used this pill once, the user will only be able to use 10% of their chakra to reenter sage mode the next time they do so. If used twice, the user can only use 10% of their chakra to enter sage mode and they also must wait 3 turns longer to enter sage mode than they normally would. If the user is already in sage mode when they use this pill the second time, they will be unable to use anything above A ranks the turn after sage mode ends. Only two of these pills may be used or the user risks death from overloading his body with sage chakra


[sup]
Declined: in order for this to have a shot at being approved, it'll need to be toned down. Your pool of sage chakra can get big real fast.
[/sup]

(Hebi Kuchiyose no Jutsu: Shalashaska) Snake Summoning Technique: Shalashaska
Type:Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Shalashaska is Doom's personal snake summon. Naturally, as a companion of Doctor Doom, Shalashaska has been modified and adapted to fit Doom's personal fighting style. Shalashaska is the size of a slightly larger than average Boa Constrictor and generally likes to wrap itself around Doom and hide in his cloak, which is all the better given its abilities. Shalashaska, being mainly a support summon, is able to use any Medical Techniques that the user knows without handseals, merely by touching or biting the user or the target in question. The second ability of Shalashaska is that, being a snake, he can use a few Snake Ninjutsu that don't require summoning snakes of any sort (techniques that he may use are listed below). When using Snake Ninjutsu through himself, Shalashaska can actively heal himself constantly, making it so that he and his attacks can tank up to 20 more damage than he would normally be able to when using these techniques. However, this costs 30 chakra each time he uses it, while not counting as a move or taking up time in the timeframe. In the techniques listed in question, Shalashaska would replace the snake being summoned and would just perform the action. For ease of travel, Shalashaska is able to merge in and out of the user's body, however it can not use any of its abilities at all whilst it is merged. In battle Shalashaska may only merge in or out once per turn. Meaning that it can only choose one of these things a turn. This does not count as a move.
-Personal Summon (Nin Specialty) for
-Can be summoned once per battle otherwise
-Lasts 4 turns
-Has as much chakra as a Kage Rank Ninja
-The Snake Ninjutsu this summon uses counts as a move
List of Techniques Shalashka may use
(Jasenshi) Spinning Snake Thorn
Type: Offensive
Rank: C
Range: Short-Mid
Chakra: 15
Damage: 30
Description: A technique exclusive to (Kuchiyose no Jutsu: Sōtōja) Summoning Technique: Dual Headed Snakes in which they will release drill-like projectiles from their mouths at the target.
Note: Requires signing of the Snake contract
Note: Can only be used by (Kuchiyose no Jutsu: Sōtōja) Summoning Technique: Dual Headed Snakes

(Senei Jashu) - Hidden Shadow Snake Hands
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra:15
Damage: 30
Description: Senei Jashu is a Ninjutsu technique that manifests a snake, which extends from the sleeve. The ninja can extend these snakes to attack a target. Once extended the snake can bite into the target to hold and bind them.
Note: Must be able to summon snakes

(Hebi o Kyūshū) Chakra Absorbing Snakes
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: 20 (-50 chakra per turn)
Damage: N/A
Description: The user restrains the target with snakes that he summons from his sleeves which will wrap around the target and steadily absorbs their chakra. The more the captured target increases their chakra, the tighter the grip from the snakes. The snakes however cannot absorb endless amounts of chakra and will eventually saturate. They are also susceptible to damage from techniques and their binding power is of B-Rank physical strength. While bound, the target will face a stead drain of chakra which will make it increasingly difficult to mold chakra for techniques (1st turn, no S-Ranks or above, 2nd turn, no A-Ranks or above, 3rd turn and onwards, no B-Rank or above). Senjutsu chakra or Bijuu chakra cannot be absorbed and will immediately end the technique, making the snakes either crumble into rocks or disintegrate. The chakra drained is lost.
Note: Binding can last up to 4 turns
Note: Can only be used by Snake Summoners and requires Fuuinjutsu knowledge.

(Kyodaija Kawarimi) Snake Body Replacement
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: Snake summons have the ability to shed their skin in a manner of body replacement technique which is used for the replacement technique while the snake hides underground. During the battle with gamabunta and katsuyu, Manda used this technique to evade from toad oil flame bomb; the skin was deceiving however it had a transparent opacity, which in between attack wasn't noticeable.
Note: can only be used by Snake summons

Hebi Kage Bushin) Snake Clone Technique
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: A jutsu develop for spying and gathering information which involves the user summoning a small snake from his sleeve. The user will then have the snake transform into a pure reflection of themselves. The user is able to know exactly what the clone is doing. The clone is only able to use basic snake ninjutsu and taijutsu up to B rank. The clone is linked to the user and is controlled at a distance through mental commands, unlike normal clones which can act independent from the user.
Note: Counts towards the users clone limit.
Note: Only one can be made at a time.

(Jagei Jubaku) – Snake Authority Spell
Type: Offensive/ Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user extends Large snakes from their sleeves, which then coil around the target/s and then binds them. With the further addition of the users murderous intent they then can weaken their targets resolve and temporarily paralyze them in place.
Note: Must be able to summon Snakes


Name Of Medicine Super Sage Serum
Creator: Broly
Type: Supplementary
Description and Background: Super Sage Serum is a fine oil like mix that is stored in easily breakable caps. This oil was created with the roots of plants that had naturally absorbed high amounts of natural energy due to them only growing in Ryuchi Cave for several centuries. It also has been drenched in the venom of the White Snake Sage in order to make their effects several times more potent. When the user allows this oil to soak into his body he is flooded with natural energy. Normally, this would be too much for the average sage mode user, but a sage mode user who also has the expert chakra control that is associated with being a full medical ninja will be able to balance this flood of energy out easily. This oil binds to the user's very skin and makes it so that every time the user receives a chakra increase from an outside source, 1/2 of it is added to the pool of sage chakra the user is able to use. This affect lasts for 3 turns. Not only this, but due to the natural addition of sage chakra due to the effects of this pill, the user gains 150 chakra directly to their sage chakra pool. Alternatively, if not already in sage mode, the user can use this pill to immediately activate Imperfect Sage Mode, using the gained natural energy to make up for the portion of meditation that would normally net the same amount of sage chakra. However, when using this to enter sage mode immediately, only 15% of the user's total chakra would be converted to the sage chakra pool. However, the user gains no chakra to either of his pools when using this method.
Description of Side Effects: If sage mode is allowed to wear off in the battle this is used in, and the user has only used this pill once, the user will only be able to use 10% of their chakra to reenter Imperfect Sage Mode the next time they do so, and 15% if attempting to use Perfect Sage Mode through meditation. If used twice, the user can only use 10% of their chakra to enter either sage mode and they also must wait 2 turns longer to enter sage mode than they normally would. If the user is already in sage mode when they use this pill the second time, they will be unable to use anything above A ranks the turn after sage mode ends. Only two of these pills may be used or the user risks death from overloading his body with sage chakra

♪ Both Approved ♪
 
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Re: Custom Medical Techniques Submission.

Removed chakra immunity in total, reduced the seal augmentation to only the relics, reduced the genjutsu effects to A-rank and below and added "no effect on MS genjutsu". Lastly, limited the entire jutsu to be only able to use upto 3 relics per battle




Iryo Hijutsu: Herena no ibutsu - Hidden Medical Art: Relics of Helena
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20(X2 if used to augment body seals)
Damage: N/A
Description:
To use the Relics of Helena, the user must have a unique sealing mark which is sub-divided into 5 sealing factions while each of them has its own duty. The sealing script is in the form of a large crucifix tattoo on the user's back, with every branches(4) and the center of the crucifix making 5 sealing scripts in total. The relics' aim is to further advance passive medical jutsu, either by using them alternatively or by taking them to another level. However, some of this improved medical practices would now require some chakra to be spent if they don't require chakra before. Rudimentary medical practices which are passive in nature are the "Power of Resistance", "Diagnosis", "Extraction", "Blood Coagulation" and "Cleanse". This makes it a total of 5 relics but still counts as a single body seal as they work mutually as a group.

Arc of Abstinence
This is a sealing script that makes the head section of the crucifix seal, a mutual part of the relic. It is represented by kanji for "resist" and thus it augments one's power of resistance. Basic power of resistance requires no chakra input but with the addition of chakra sealed within the seal of abstinence, power of resistance is taken to another level. The newly advanced power of resistance not only maintains its primary duties, it goes further to augmenting the user's anatomy from more factors that's affects him. It also goes beyond the anatomy and add power of resistance to the user's mind and body seals. The default "power of resistance" must be in use before the seal can be activated and like the default, the seal is passively activated albeit one would spend chakra this time but only to activate the seal.
Anatomy
In addition to getting a boost to one's natural resistance to disease, poison, toxins, acids, alkaline substances, etc and because this is done by an invisible warm barrier(shield) around one's body, the seal flushes sealed medical chakra into the user's chakra network, which is used solely to increase the density and power of the resistance aura around the user's anatomy. The user uses this premise and create a tougher and advanced form of non-physical shield, though now would not only shield the user's body as a whole but would shield every cells on his body. This makes it able to withstand higher level bio hazards more potent than those originally mentioned, even to some extent, stop the decay(natural) of tissues and cells(cosmetic). This would also make the cells resistance to passive radioactive decay.
Mind
The arc of abstinence not only works for the anatomy which is the physical, but also works for the spiritual thus at the same time, it also creates a shield around ones mind. This also increases one's mind resistance to foreign intrusion. The mind would resist any form of mind reading, control and false emotion implant. This however does not resist genjutsu but would resist low level residual effect from genjutsu which affects the mind, like pain, fear, perception of time, etc. This means it can resist residual effect from A-rank and below genjutsu only and cannot resist effects from MS level genjutsu in any form. By spending "double" the chakra when activating arc of abstinence, the power of resistance would extend to the Relics of Helena. Spending double the chakra would make the relics be able to resist any form of seal corrupting technique even if they are active techniques(so far the techniques don't harm the medium on which the seals are placed), thus the reason why double chakra is spent, as half of the total chakra is focused on fortifying the relics.​

Arc of Knowledge
This is a sealing script that makes up the left branch of the cross seal on the back of the user, a mutual part of the relic. It is represented by kanji for "Know" and thus it augments one's medical diagnosis. Activating the seal increases the range at which diagnosis can be made. By default, masters of medical ninjutsu are able to diagnose a patient in close proximity even without making direct contact but with chakra running over the target. The seal releases a barrier similar to boundary barrier upto mid-range, linked with the user diagnosing chakra. This makes it so that the user needs not to probe a patient through contact or close proximity before he could diagnose them but also makes it so that the user is able to diagnose more than one target at a time including himself, so far they are within the diagnosing barrier. Like the basic diagnosis, this only works on living or dead beings, also diagnosis remains a passive ability though one needs to spend chakra to activate the seal.
What this enhanced diagnosis can detect isn't different from what the default diagnosis could detect albeit this is just to expand the range at which one can diagnose several patient in proximity using a sealing barrier linked to the user's chakra.

Arc of Purification
This is a sealing script that makes up the right branch of the cross seal, a mutual part of the relic. It is represented by a kanji for "Purity" and thus it augments one's medical cleanse. The effect of the enhanced cleanse is not different from the normal cleanse albeit this is used to address the fact that one needs to run the chakra over oneself and on another which takes time and energy. By activating the seal at the same time as using cleanse, a non-physical barrier is made to cover up to mid-range max, augmenting the user's cleanse technique and everyone within the barrier would have their entire body cleansed. Depending on the user, he may decide to make the barrier exhibit total cleansing. That is; instantly removing bacteria, dirt, blood, and other contaminants, or just part of it. This would affect instruments, objects and weapons in the proximity of the barrier as they'll also be decontaminated of pathogens and micro-organism but not poisons.
Unlike the first 2 arcs, cleanse itself is an active ability but the seal augmenting it, is passive and the seal deactivates once cleansing is done. However, since the barrier makes it so that not only the user is cleansed, but those around him too, it does the job of "I clean all of him" too, even when only the "I clean all of me" is used.

Arc of Excommunication
This is a sealing script that makes up the lower branch of the cross seal, a mutual part of the relic. It is represented by a kanji for "extract" and thus it augments one's medical extraction. The normal medical extraction gives one the freedom to move objects lodged into a patient's anatomy in a way that they don't damage the overlying tissues around them. As a matter of fact one is able to use the ability to isolate object in one's anatomy and remove them without affecting the patient. By activating the seal, the user would create a barrier around him though only up to short range this time. With this he does not need a very close proximity to extract objects from a patient or target, however, he can only use this on himself, patients or allies. He can use this on an enemy only if he is incapacitated. The barrier is clearly linked to the user's and he only needs to will it without moving close or moving his hands, though he must have a way of diagnosing the patient at the same proximity as the extraction, else, he risks harming him. Diagnosing makes it so that he knows everywhere the organs, tissue are, and to know the extent of injury and how deep the object is lodged in the system. The user can go further and use extraction to shift organs from their position though only by a little distance, or rearrange his anatomy(internal organs) by a bit. This is useful in a way to avoid certain organs from getting affected or damaged either during extraction or when one is attacked by a small sharp objects like weapons, projectiles that are not bigger than a basic katana.

Arc of Covenant
This is a sealing script that makes up the center of the cross seal, the last mutual part of the relic. It is represented by a kanji for "coagulate" and thus it augments one's blood coagulation. Blood coagulation allows the medical ninja the ability to passively initiate rapid blood clotting around open wounds and tissues to avoid blood loss. The activation of the seal releases a barrier linked to the user's medical chakra. The barrier however only extends to short range around the user and while the user needs diagnosis to be active and cover the same range as the arc of covenant barrier, the user is able to cause blood clothing only on any open wound/tisue within the proximity. Ofcourse the user has the freedom to choose whose blood clots and who won't be affected even if they are within the proximity. The user is also able to affect himself. The jutsu is aimed at a situation where the user is faced with several critically injured patients at once and while they are within the barrier, the user is able to stop all their bleeding at the same time instead of trying to treat them one after the other.
This does not in anyway heals the open wound, it only coagulates the blood around the opening thus the user still needs to heal the victim with other appropriate means.

NOTE
Only up to 1 relic can be activated per turn
Only up to 3 relics can be used per event
Though the seals are merely supplementary and cause no harm in any way, they have their drawbacks due to the user's advanced exertion of medical fuinjutsu, using normal fuinjutsu while the relics are in use costs +10 more chakra if they are A-rank and above.
Activation of each relic costs 20 chakra each, except for one that protects the relics which costs 40 chakra.

♪ Declined: You misunderstood my check fam, remove four of the arcs, and focus on one per jutsu. There is way too much in here to be a single jutsu, even if you were limited to one per battle, this is still several jutsu in one. ♪


Iryo Hijutsu: Herena no ibutsu - Hidden Medical Art: Relics of Helena † Arc of Abstinence
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20(X2 if used to augment the relics)
Damage: N/A
Description:
To use the Relics of Helena, the user must have a unique sealing mark while each has its own duty. The sealing script is in the form of a small crucifix tattoo on the user's back. The relic's aim is to further advance passive medical jutsu, either by using them alternatively or by taking them to another level. However, some of this improved medical practices would now require some chakra to be spent if they don't require chakra before. Rudimentary medical practices which are passive in nature are the "Power of Resistance", "Diagnosis", "Extraction", "Blood Coagulation" and "Cleanse". however this particular relic only works for Power of Resistance.

Arc of Abstinence is a sealing script that is in the form of a small crucifix seal. It is represented by kanji for "resist" and thus it augments one's power of resistance. Basic power of resistance requires no chakra input but with the addition of chakra sealed within the seal of abstinence, power of resistance is taken to another level. The newly advanced power of resistance not only maintains its primary duties, it goes further to augmenting the user's anatomy from more factors that's affects him. It also goes beyond the anatomy and add power of resistance to the user's mind and body seals. The default "power of resistance" must be in use before the seal can be activated and like the default, the seal is passively activated albeit one would spend chakra this time but only to activate the seal.
Anatomy
In addition to getting a boost to one's natural resistance to disease, poison, toxins, acids, alkaline substances, etc and because this is done by an invisible warm barrier(shield) around one's body, the seal flushes sealed medical chakra into the user's chakra network, which is used solely to increase the density and power of the resistance aura around the user's anatomy. The user uses this premise and create a tougher and advanced form of non-physical shield, though now would not only shield the user's body as a whole but would shield every cells on his body. This makes it able to withstand higher level bio hazards more potent than those originally mentioned, even to some extent, stop the decay(natural) of tissues and cells(cosmetic). This would also make the cells resistance to radioactive decay. Elaborately, this means, one's resistance to the effects now are enhanced and would even shield the user if it were enemy techniques, though the only thing that won't affect the user is the effects(venom, disease, bioharzards, etc) within the technique, the user is still susceptible to anything else like heat, shock, force, sharpness, impact etc., that might come with the technique.
Mind
The arc of abstinence not only works for the anatomy which is the physical, but also works for the spiritual thus at the same time, it also creates a shield around ones mind. This also increases one's mind resistance to foreign intrusion. The mind would resist any form of mind reading, control, false emotion implant and emotional effect arising from infusion of foreign chakra. This however does not resist genjutsu but would resist residual effect from genjutsu which affects the mind, like pain, fear, perception of time, etc. This means it can resist residual effect from S-rank and below genjutsu only and cannot resist effects from MS level genjutsu in any form. The user's chakra also is influenced by the power of resistance, however, it only resist external phenomenon from siphoning away or sealing off the user's chakra, unless the user has something to do with it or with the user's consent. By spending "double" the chakra when activating arc of abstinence, the power of resistance would extend to the Relics of Helena. Spending double the chakra would make the relics be able to resist any form of seal corrupting technique(so far the techniques don't harm the medium on which the seals are placed), thus the reason why double chakra is spent, as half of the total chakra is focused on fortifying the relics.​

NOTE
Though the seal is merely supplementary and cause no harm in any way, they have their drawbacks due to the user's advanced exertion of medical fuinjutsu, using normal fuinjutsu while the relics are in use costs +10 more chakra if they are A-rank and above.


♪ Approved: Much better. ♪


۵ Iryo Hijutsu: Kuroi Chi ۵ Hidden Medical Technique: Black Blood ۵
Type: Supplementary/Defensive
Rank: N/A
Range: Self
Chakra: N/A(-5 per turn)
Damage: N/A
Description:
This is an advanced medical jutsu/medical fuinjutsu that serves as a mutual companion for the user as long as the user has chakra to sacrifice for it. Due to this and because its premise of sustenance is essential for the survival of the user, it is active at all times, until the user runs out of chakra which almost means the user's death. With the help of medical surgery, a synthetic virus would be implanted directly into the user's blood system. With the help of a special medical seal hidden away in the user's body, the virus would mutate to become something that has a mind of its own and symbiotic. The symbiote would mix and replace the user's blood, black albeit still doing the normal function of red blood, containing the normal red blood cells (erythrocytes) that contains haemoglobin, the while blood cells (leucocytes) that fights anti-bodies and infections, and lastly, the blood platelets (thrombocytes) which are protoplasm essential for blood clotting. However, it also contains more due to its advance engineered cellular make up and sentience. Black-blood's is a symbiotic blood that is entirely black in color and entirely influenced by the "seal" which serves as its life. There are red markings around the blood which makes it seem as if there are cracks all over it. Its blackness however, is not due to reduced oxygen within the haemoglobin and in no way is it a side effect of fever. The blackness is due to the seal also constantly leaking medical chakra into the blood and further granting it part of the user's life essence thus its sentiency. The seal itself leeches the user's latent chakra(-5 chakra per turn), converts it to medical chakra and constantly feeds it to the symbiotic blood.

Abilities
• Black blood would passively initiate "blood coagualtion" upon any open wound thus the user risks no blood loss, no matter how severe the open wound is, unless the tissue is severed completely from the user's body, then the blood would lose its connection with the man body and thus its sentiency thus the symbiotic bond within the severed tissue is lost and the blood within it returns to normal.
• Black blood due to its enormous medical chakra, would passively enhance the Leucocytes, Erithrocytes and the Thrombocytes 100 folds so that:
• The erithrocytes' haemoglobins, pumps more oxygen into the heart and enhance rapid distribution of body nutrients, increasing heart beat rates(oxygen), lung capacity(oxygen), bone density(body nutrient"Calcium"), muscle tone (Oxygen, body nutrient"Fluid"), stamina( Oxygen). The effect of the enhancement of the erithrocytes follows accordingly: Due to increased heart rate, the user's physical and mental capabilities would be increased. His reaction time and agility would increase, being able to think faster and react faster to things. His base speed threshold would also increase by +5. Meaning if the user is a sannin, his base speed now becomes 6+5. His handseals would reduce by 1, though won't affect techniques with only one handseals. His enhanced lung capabilities makes it so that the user is able to hold his breath for long(5 turns) and also plays a role in the increase in speed and reaction. Bone density and muscle tone increase the user's vigor and strength, making him able to withstand only blunt force, reducing blunt damage received by -20 while he won't be affected by freeform blunt force. Offensively, the user's taijutsu gains +5 damage. Increased stamina makes it so that the user is not tired quickly and can work for long without any fatigue. This makes rest time inbetween performing a technique, reduce by 1, though won't affect a one turn rest time.
• The Leucocytes are constantly reproduced and stronger than normal, making them able to fight antibodies. They would fight and push out any foreign substance or disease, affecting the user. However, they only push the substance out, they won't heal the user of any damage already caused.
• The thrombocytes are enhanced and made to become faster to react to open wound, instantly clotting the wound the moment the tissue is breached with a black clot.​
• Once every two turns, black blood can fortify the clotting around any opening, increasing the density of the black blood clotting into steel-like thus would stop the invading object from further breaching the tissue. After one turn, the clot would soften up and grow into its own tissue and replace the damaged tissue. This would however take a slot in the user's 3 moves per turn though requires no mental input from the user.

Restrictions
• Everytime the last ability is used(black blood fortification) the user spends 10 more chakra for every techniques used the turn after. This chakra increment increases with +5 the next time blood fortification is used again.
• Black Blood fortification if the user wants, may not respond to self inflicted damage. This is because he may need to draw blood for blood transfusion or for summoning, thus he can suppress Blackblood with his will.
• Black blood is always active and can not be deactivated(unless suppressed) thus the user risks running out of chakra if he's not careful.

♪ Declined: It's mostly fine, but it needs to have an actual turn duration and a more significant chakra cost, as well as some more tangible restrictions. ♪
 
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Howard

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Re: Custom Medical Techniques Submission.

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

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

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

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

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

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

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

♪ Pending: Made a few edits. About to approve, just need to clarify one little thing with LoK first. ♪

♪ Approved ♪



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

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

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

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

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




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

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

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

Description of Effects:

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

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

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

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

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

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

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

Note: Samples can only be willingly given by Howard and the carrier risks exposure as only Howard is immune
Note: Can be applied to weapons, ninja tools, and smoke bombs by anyone given a sample
Note: Can be applied to the fingernails, hands, and teeth by someone with an immunity
Note: Since the poison is predominantly hormone and amino acid based it is resistant to heat and liquid once inside the body.

♪ Both Approved ♪

Removed the pain caused by hallucinations and their tangibility, also added a scent for the gaseous form and added in the stuff about ways that the poison can be nullified by amputation and other ways.







New stuff:

1. (Shinkei gekai no Tatchi) - Touch of the Nervous Surgeon
Type: Offensive/Supplementary
Rank: B - S
Range: Short
Chakra: 20 - 40
Damage: 40 - 80 (N/A for shock ability)
Description: This technique deals with targeting one of the weakest parts of the human body the nerves that sprawl throughout their body. An example would be the Trapezius muscle which runs from the base of the head to the top of the shoulders above the shoulder blades. The user will concentrate chakra into his fingers strengthening them as he either performs a finger jab or grabs onto or touches a nerve such as the Trapezius Nerve Bundle. While doing so he transfers a visible pulse of chakra in the form of a slicing blade from the tips of his fingers into the opponents body attacking the nerve directly severing it, this can also be used on arteries or vital organs to cause profuse uncontrollable bleeding. What this accomplishes is severing the nerve which ends up causing extreme pain, weakness, numbness and paralysis to the area around the nerve and to any subsequent nerves connected with it. For example if the Trapezius Nerve Bundle is targeted the opponent's arms and shoulders will become limp and numb hard to move and when forcibly moved will cause a deep stinging pain that radiates up the arm and down the back even reaching the hips and legs.
This can be used to target various nerves or blood vessels all throughout the body such as the Trapezius Nerve Bundle at the base of the neck, the vagus nerve which sprawls throughout the body but is most easily targeted by aiming towards where the liver is, or even the Median and Ulnar nerves which run throughout the arms needing excessive medical knowledge to do so. This has enough power to bring a shinobi to heel especially if preformed with both hands upon a nerve such as the Trapezius nerve which helps control the arms, shoulders, upper and lower back. If the Trapezius nerve is targeted the pain, weakness, numbness and paralysis equates to not being able to use hand seals and the pain will cause their arms to be a bit slower and less agile along with their neck, upper and lower back, hips and legs being weakened due to pain, and strain. Meaning they won't be able to move their arms, legs, hips, back and neck quickly and precisely and therefor their taijutsu becomes much easier to perceive and react to meaning their speed is halved as long as a nerve is targeted and severed. The reason their speed is halved isn't exactly due to the nerve itself being pinched, severed or disrupted but the strain that having a pinched nerve in the body places on the body as a whole. A good example is a pulled back muscle or nerve which can leave a normal person bedridden due to the severe pain associated with it. This pain doesn't just sit where the nerve has been damaged as the body sends electrical signals that sprawl throughout the body and cause a cumulative effect causing weakness throughout the entire body and at times intense pain.

The user is so skilled in the understanding of the nervous system when using this technique that they are able to release an extremely tiny and focused amount of electricity through a specific nerve or nerve bundle mimicking the signals sent from the nerves to the brain allowing them to create pain signals in their own body by manipulating their own nerves. This allows them to create the sensation of pain without actual damage allowing them to break genjutsu in a more deliberate and less hindering manor. This pain signal can range in severity from mimicking a small cut to the level of limbs being shattered and broken breaking any kind of genjutsu that can be broken with pain this is a B rank ability. The best part about this jutsu is that no actual damage is suffered the nerves just force the pain on the body meaning immediately after the signal is received by the brain the pain stops, working spectacularly well for use against genjutsu. Additionally by using this alongside taijutsu a medical shinobi can cause an opponent to feel extreme levels of pain just by touching them by sending a pulse of electricity to an underlying nerve stunning them for an entire turn. They can also turn off pain receptors in their own body or others bodies by overloading a nerve with misinformation through a quick precise shock. This is akin to what's done with some anesthesia based techniques medical shinobi learn.

Note: S rank can only be used twice per battle and A rank four times per battle
Note: If a main vein or artery is severed the opponent will bleed out in two turns unless healed
Note: Pain, weakness, numbness and paralysis associated with the nerve lasts until healed
Note: Can cause a person one rank lower to lose complete control of the areas around the targeted nerves until healed
Note: This technique can be used alongside taijutsu techniques in the same timeframe

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

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

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

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

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

♪ Approved ♪

Edited it so it does the same thing but under the new rules.
 
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Howard

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Re: Custom Medical Techniques Submission.

I believe this was supposed to be posted here, which was why it was skipped in the CJ thread a long time ago as it's inherently medical in nature. This will be my second CW, the first one can be found here [ ]

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

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

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

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

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

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

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

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

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


Declined

It's a cool concept, but something of this level is definitely going to require having access to Yang release.






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


Declined ☪​

I'm not sure how you thought this would be approvable in any way with the ridiculous numbers and boosts you're throwing out.+40 damage to a technique per turn? One flat rank increase up to S-rank? That's more of a boost than some Tier 5 bios. This won't allow you to mix poison with other natures at the same time, that's an ability inherent to Ying-Yang. The concept behind releasing a form of mist that never dissipates and has supplementary benefits has been done to death already. Again, you're trying to cram too much into this; near perfect sensory along with x3 reaction speed because of this mist? Not even going to comment on the highlighted portions. The only reason this isn't a DNR is because I can see the core concept of a poison mode working. Be reasonable.​



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

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

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

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

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

♪ Approved ♪

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

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

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

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

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



Update Approved





Removed the references to how Sage Mode used to work before the update last update was on a phone so I only did the minimum changes not realizing the references in the side effects to old Sage Mode. Changed it to reflect the new rules, since it converts chakra to senjutsu now instead of just giving you extra chakra.
 
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Re: Custom Medical Techniques Submission.

۵ Iryo Hijutsu: Kuroi Chi ۵ Hidden Medical Technique: Black Blood ۵
Type: Supplementary/Defensive
Rank: N/A
Range: Self
Chakra: N/A(-5 per turn)
Damage: N/A
Description:
This is an advanced medical jutsu/medical fuinjutsu that serves as a mutual companion for the user as long as the user has chakra to sacrifice for it. Due to this and because its premise of sustenance is essential for the survival of the user, it is active at all times, until the user runs out of chakra which almost means the user's death. With the help of medical surgery, a synthetic virus would be implanted directly into the user's blood system. With the help of a special medical seal hidden away in the user's body, the virus would mutate to become something that has a mind of its own and symbiotic. The symbiote would mix and replace the user's blood, black albeit still doing the normal function of red blood, containing the normal red blood cells (erythrocytes) that contains haemoglobin, the while blood cells (leucocytes) that fights anti-bodies and infections, and lastly, the blood platelets (thrombocytes) which are protoplasm essential for blood clotting. However, it also contains more due to its advance engineered cellular make up and sentience. Black-blood's is a symbiotic blood that is entirely black in color and entirely influenced by the "seal" which serves as its life. There are red markings around the blood which makes it seem as if there are cracks all over it. Its blackness however, is not due to reduced oxygen within the haemoglobin and in no way is it a side effect of fever. The blackness is due to the seal also constantly leaking medical chakra into the blood and further granting it part of the user's life essence thus its sentiency. The seal itself leeches the user's latent chakra(-5 chakra per turn), converts it to medical chakra and constantly feeds it to the symbiotic blood.

Abilities
• Black blood would passively initiate "blood coagualtion" upon any open wound thus the user risks no blood loss, no matter how severe the open wound is, unless the tissue is severed completely from the user's body, then the blood would lose its connection with the man body and thus its sentiency thus the symbiotic bond within the severed tissue is lost and the blood within it returns to normal.
• Black blood due to its enormous medical chakra, would passively enhance the Leucocytes, Erithrocytes and the Thrombocytes 100 folds so that:
• The erithrocytes' haemoglobins, pumps more oxygen into the heart and enhance rapid distribution of body nutrients, increasing heart beat rates(oxygen), lung capacity(oxygen), bone density(body nutrient"Calcium"), muscle tone (Oxygen, body nutrient"Fluid"), stamina( Oxygen). The effect of the enhancement of the erithrocytes follows accordingly: Due to increased heart rate, the user's physical and mental capabilities would be increased. His reaction time and agility would increase, being able to think faster and react faster to things. His base speed threshold would also increase by +5. Meaning if the user is a sannin, his base speed now becomes 6+5. His handseals would reduce by 1, though won't affect techniques with only one handseals. His enhanced lung capabilities makes it so that the user is able to hold his breath for long(5 turns) and also plays a role in the increase in speed and reaction. Bone density and muscle tone increase the user's vigor and strength, making him able to withstand only blunt force, reducing blunt damage received by -20 while he won't be affected by freeform blunt force. Offensively, the user's taijutsu gains +5 damage. Increased stamina makes it so that the user is not tired quickly and can work for long without any fatigue. This makes rest time inbetween performing a technique, reduce by 1, though won't affect a one turn rest time.
• The Leucocytes are constantly reproduced and stronger than normal, making them able to fight antibodies. They would fight and push out any foreign substance or disease, affecting the user. However, they only push the substance out, they won't heal the user of any damage already caused.
• The thrombocytes are enhanced and made to become faster to react to open wound, instantly clotting the wound the moment the tissue is breached with a black clot.​
• Once every two turns, black blood can fortify the clotting around any opening, increasing the density of the black blood clotting into steel-like thus would stop the invading object from further breaching the tissue. After one turn, the clot would soften up and grow into its own tissue and replace the damaged tissue. This would however take a slot in the user's 3 moves per turn though requires no mental input from the user.

Restrictions
• Everytime the last ability is used(black blood fortification) the user spends 10 more chakra for every techniques used the turn after. This chakra increment increases with +5 the next time blood fortification is used again.
• Black Blood fortification if the user wants, may not respond to self inflicted damage. This is because he may need to draw blood for blood transfusion or for summoning, thus he can suppress Blackblood with his will.
• Black blood is always active and can not be deactivated(unless suppressed) thus the user risks running out of chakra if he's not careful.

♪ Declined: It's mostly fine, but it needs to have an actual turn duration and a more significant chakra cost, as well as some more tangible restrictions. ♪
۵ Iryo Hijutsu: Kuroi Chi ۵ Hidden Medical Technique: Black Blood ۵
Type: Supplementary/Defensive
Rank: A
Range: Self
Chakra: N/A(-10 per turn)
Damage: N/A
Description:
This is an advanced medical jutsu/medical fuinjutsu that serves as a mutual companion for the user as long as the user has chakra to sacrifice for it. Due to this and because its premise of sustenance is essential for the survival of the user, it is active at all times, until the user runs out of chakra which almost means the user's death. With the help of a medical injection, a synthetic virus would be implanted directly into the user's blood system. With the help of a special medical seal hidden away in the user's body, the virus would mutate to become something that has a mind of its own and symbiotic. The symbiote would mix and replace the user's blood, black albeit still doing the normal function of red blood, containing the normal red blood cells (erythrocytes) that contains haemoglobin, the while blood cells (leucocytes) that fights anti-bodies and infections, and lastly, the blood platelets (thrombocytes) which are protoplasm essential for blood clotting. However, it also contains more due to its advance engineered cellular make up and sentiency. Black-blood's is a symbiotic blood that is entirely black in color and entirely influenced by the "seal" which serves as its life. There are red markings around the blood which makes it seem as if there are cracks all over it. Its blackness however, is not due to reduced oxygen within the haemoglobin and in no way is it a side effect of fever. The blackness is due to the seal also constantly leaking medical chakra into the blood and further granting it part of the user's life essence thus its sentiency. The seal itself leeches the user's latent chakra(-10 chakra per turn), converts it to medical chakra and constantly feeds it to the symbiotic blood.

Abilities
• Black blood would passively initiate "blood coagualtion" upon any open wound thus the user risks no blood loss, no matter how severe the open wound is, unless the tissue is severed completely from the user's body, then the blood would lose its connection with the man body and thus its sentiency thus the symbiotic bond within the severed tissue is lost and the blood within it returns to normal.
• Black blood due to its enormous medical chakra, would passively enhance the Leucocytes, Erithrocytes and the Thrombocytes 100 folds so that:
• The erithrocytes' haemoglobins, pumps more oxygen into the heart and enhance rapid distribution of body nutrients, increasing heart beat rates(oxygen), lung capacity(oxygen), bone density(body nutrient"Calcium"), muscle tone (Oxygen, body nutrient"Fluid"), stamina( Oxygen). The effect of the enhancement of the erithrocytes follows accordingly: Due to increased heart rate, the user's physical and mental capabilities would be increased. His reaction time and agility would increase, being able to think faster and react faster to things. His base speed threshold would also increase by +3. Meaning if the user is a sannin, his base speed now becomes 6+3. His enhanced lung capabilities makes it so that the user is able to hold his breath for long(5 turns) and also plays a role in the increase in speed and reaction. Bone density and muscle tone increase the user's vigor and strength, making him able to withstand only blunt force, reducing blunt damage received by -20 while he won't be affected by freeform blunt force. Offensively, the user's taijutsu gains +5 damage. Increased stamina makes it so that the user is not tired quickly and can work for long without any fatigue.
• The Leucocytes are constantly reproduced and stronger than normal, making them able to fight antibodies. They would fight and push out any foreign substance or disease, affecting the user. However, they only push the substance out, they won't heal the user of any damage already caused.
• The thrombocytes are enhanced and made to become faster to react to open wound, instantly clotting the wound the moment the tissue is breached with a black clot.​
• Once every two turns, black blood can fortify the clotting around any opening, increasing the density of the black blood clotting into steel-like thus would stop the invading object from further breaching the tissue. After one turn, the clot would soften up and grow into its own tissue and replace the damaged tissue. This would however take a slot in the user's 3 moves per turn though requires no mental input from the user. The clot can only stop invading objects up to A-rank.

Restrictions
• Everytime the last ability is used(black blood fortification) the user spends 10 more chakra for every techniques used the turn after. This chakra increment increases with +10 the next time blood fortification is used again.
• Black Blood fortification if the user wants, may not respond to self inflicted damage. This is because he may need to draw blood for blood transfusion or for summoning, thus he can suppress Blackblood with his will.
The active effects of black blood (Black blood fortification) can only be used 4x per battle
• Destruction, or deactivation of the seal fueling Black Blood in any way causes all of its benefits to end. Once manually injected into the body before or during a battle, the virus lasts for five turns, and can be used twice in all.


Approved, with edits

Very interesting concept, but some of the boosts that you were trying to achieve didn't make sense and were removed; they seemed to be thrown in here for the sake of it. You also forgot to add a turn duration on this as Vex told you. This won't "always be present and active", so I changed it to something that needs to be injected into you manually to reflect that. Now, considering the nature of this and the abilities that it affords you, I added a note stating that if the seal fueling the virus were to somehow be destroyed, all of these abilities would cease.




Name of Medicine: Grayscale Candy
Creator: Priest
Type: Supplementary
Description and Background
Grayscale Candy is a capsuled medicine. The gelatinous shell of the capsule is made from pokeweed which is quite good for extraction and separation of bodily fluids. With the addition of dna extract from Jugo's cells, combined with the pokeweed and several root extracts, the capsule functions as a chakra partitioning agent. The cell from Jugo allows the shell of the drug to advance its separation to the user's chakra, instead of bodily fluids. The content of the capsule itself is of a volatile syrup of mixed roots, barks from trees present in Ryuchi cave. Lastly, a very high quantity of jugo's dna cells were also added, acting as the stimulant, while very rich in senjutsu chakra. All the ingredients are refined with ingestable solvents and vitamins for easy intake and immediate digestion.

Due to the stimulant of over-abundant sage energy within the drug, it is necessary for it to be ingested after entering sage mode because one needs an already prepared body for the intake of senjutsu chakra. An exception is those who have Jugo's dna already running through them, who their body is always prepared for senjutsu chakra intake. By breaking the capsule, the volatile syrup escapes into one's mouth and both the shell and content immediately melts and absorbed into the body. Ingesting one pill would increase the user's maximum sage chakra pool by a 100% and increases sage damage by half for 4 turns. For those with Jugo's dna within their body, the increment would be twice as much(200%). This means if the user's sage chakra pool is 100 by the time he takes the pill, then it increases with another 100(200 for those with Jugo's dna) and if techniques augmented by sage chakra have +20 damage, due to the increased sage chakra and vigor, the damage rises to +30. However the "extra" increase in damage only last for 4 turns after which the damage increase returns to normal and the user suffers its drawback. For those with Jugo's dna who are able to ingest the pill without being in sage mode, doing so would instantly initiate sage mode with an equivalent of 20% of their current chakra pool, added as sage mode chakra pool. The second ability of the pill which comes from also assimilating the shell, is partitioning the user's innate chakra from his sage chakra. By doing this partitioning, the user is able to choose from which part of chakra he uses techniques from. If he uses technique from his sage chakra pool, he gains the "damage" perk of sage mode, if not, he does not gain any sage damage perk. Anywhichway, he still spends the neccessary chakra to sustain sage mode per turn which would still be deducted from his sage chakra pool.
Description of Side Effects
Once the 4 turns of sage damage increase expires, the user spends a compulsory 100% more chakra to sustain sage mode, deducted from his sage pool for 5 turns due to him having to force his sustenance of sage mode more than before, a drawback from the fatigue of using sage chakra to a high level. Meaning the user now spends double the amount to sustain sage mode.
Using a second pill would cause the user to use 300% more chakra to sustain sage mode from his sage pool indefinitely, unless he heals his chakra network.
A 3rd pill would cause the user's body to fail in controlling sage chakra thus he would be petrified.


Pending

Need to check something regarding SM first. Contact me if this hasn't been checked by the end of tomorrow.

 
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Re: Custom Medical Techniques Submission.

No point in bolding most was changed.

Name Of Medicine Nanae Kinsei | Sevenfold Symmetry
Creator: Nathan.
Type: Supplementary
Description and Background: Sevenfold Symmetry is a small dark blue pill that once taken extends the somatosensory capabilities of the Shinobi outwards to permeate his environment. At it's base the pill is a low dose of amphetamines which are a potent central nervous system stimulant, suspended in a minute medium of liquid morphine laced with a dense concentration of lighting chakra. Amphetamine produces modest yet unambiguous improvements in cognition, including working memory, long-term episodic memory, inhibitory control, and some aspects of attention, in normal healthy adults; as well as improved cognitive control. It induces physical effects such as an increase to reaction time, fatigue resistance, and increased muscle strength. When consumed the pill breaks down in the stomach releasing the lighting chakra which travels through the body following the consumers usual chakra flow, while in unison stimulating the nerve endings as it travels increasing their tactile sensitivity and the nerve's ability to fire and send messages. This is because the minuscule amount of lighting chakra overcharges the nerves allowing them to use this lighting chakra to create nerve signals that fire faster than natural nerve-impulses allowing the body to move and act as fast as the consumer can think. If he thinks of a movement his body will already instinctively be performing that action as his central nervous system and sensory nervous system will instinctively work together to cause the nerves to send the signals that make the body move. This is followed almost instantly by the amphetamines which increase the sense of touch by doubling the sensitivity of the nerves themselves as well as improving function in several parts of the brain, such as the right caudate nucleus of the basal ganglia and the postcentral gyrus. This increases all of the senses that collectively are called somatosensation which are described further down. It is also able to increase, wakefulness, alertness, attention to detail, endurance, and even muscle strength, and acceleration. Along with this the morphine dulls the sense of pain while leaving the sense of touch alone, this means the consumer does not have to deal with a large increase in their sensitivity to pain while gaining the increase in somatosensation. The user will be able to feel things in a heightened way, at an almost superhuman level while pain itself will stay relatively the same. They will be able to feel the wind, the vibrations through the ground or air, the heat given off by techniques or people themselves, as well as various other factors allowing them to sense their surroundings to a much higher degree than anyone else could as well as increasing their natural balance. Somatosensation literally means "body-sense"; it is the set of senses which originates from the entire body, including skin, bone, muscle and tendon, not limited to the specialized sensory organs of the head. Somatosensation encompasses proprioception, kinesthesis, and the cutaneous senses, which include temperature, tactile, pressure, and pain reception. Experts refer to these seemingly distinct senses collectively as somatosensation. These bodily senses link intricately with separate functions operated in distinct structures of the brain.

The visual regions remain separate in structure and function from the auditory, gustatory, olfactory, as well as, the somatosensory areas. However, the somatosensory cortex receives input from all the structures responsible for pain, temperature, touch, proprioception, kinesthesis, etc. Consequently, these senses may appear as separate entities upon cursory examination, however, it is their common destination and subsequent similarity in processing that has combined them into a gestalt sense which the shinobi manipulates at will.

Although one's perception of time is not associated with a specific sensory system, expert medical nins suggest that humans do have a system governing the perception of time. It is composed of a highly distributed system spread across various neurological structures that are also effected by the pill.

Once the pill is consumed the user gains the following effects; The shinobi senses his environment as if it were an extension of his body. It is primarily used to detect all motion within a 50 meter radius of the shinobi's location. Whether large or small, any object in motion falls under the skilled users awareness, allowing for swifter reaction time (3x faster reaction time). The user also exhibit the capability of detecting even the smallest and slowest wind currents in their vicinity.

He can also glean certain kinds of information from physical objects, such as temperature, texture, etc, as if he were physically in contact with said objects. The sensitivity of this technique allows some shinobi to sense even the heartbeats and blood flow of opponents who are otherwise absolutely still. The pill also allows the skilled shinobi to manipulate his perception of time. Moving objects appear to be traveling far slower relative to the user's awareness. It is said that using both aspects of this pill the user is capable of sensing even the nerve signals traveling from the brain and spinal column of his enemies before they could execute attacks.
Description of Side Effects:
- Upon consuming this pill, the user gains the effects mentioned above, and the pill lasts for four turns. Upon the pill expiring, the user becomes slower (1.5 times slower in terms of reaction).
- Upon taking the pill a second time, everything is still the same. But in terms of the pill expiring the user is welcomed; result in neurogenic shock. Symptoms include headache, weakness in extremities, debilitating cutaneous pain, phantom sensations, and hypothermia. As such the user has much a harder time of pinpointing their target, it takes an additional +10 chakra cost on all techniques for five turns after consuming.
- And if taken a third time, the user dies from over using and enhancing their somatosensory cortex, it isn't wise to take this pill a third time.

♪ Declined: Much better. However, you need to hone these effects. This sensing is far too focused and precise the way it is at the moment, and almost mimics a binkan. The highlighted portion is far too much, and it simply won't be approved. ♪
Just removed the thing you bold-ed.

Name Of Medicine Nanae Kinsei | Sevenfold Symmetry
Creator: Nathan.
Type: Supplementary
Description and Background: Sevenfold Symmetry is a small dark blue pill that once taken extends the somatosensory capabilities of the Shinobi outwards to permeate his environment. At it's base the pill is a low dose of amphetamines which are a potent central nervous system stimulant, suspended in a minute medium of liquid morphine laced with a dense concentration of lighting chakra. Amphetamine produces modest yet unambiguous improvements in cognition, including working memory, long-term episodic memory, inhibitory control, and some aspects of attention, in normal healthy adults; as well as improved cognitive control. It induces physical effects such as an increase to reaction time, fatigue resistance, and increased muscle strength. When consumed the pill breaks down in the stomach releasing the lighting chakra which travels through the body following the consumers usual chakra flow, while in unison stimulating the nerve endings as it travels increasing their tactile sensitivity and the nerve's ability to fire and send messages. This is because the minuscule amount of lighting chakra overcharges the nerves allowing them to use this lighting chakra to create nerve signals that fire faster than natural nerve-impulses allowing the body to move and act as fast as the consumer can think. If he thinks of a movement his body will already instinctively be performing that action as his central nervous system and sensory nervous system will instinctively work together to cause the nerves to send the signals that make the body move. This is followed almost instantly by the amphetamines which increase the sense of touch by doubling the sensitivity of the nerves themselves as well as improving function in several parts of the brain, such as the right caudate nucleus of the basal ganglia and the postcentral gyrus. This increases all of the senses that collectively are called somatosensation which are described further down. It is also able to increase, wakefulness, alertness, attention to detail, endurance, and even muscle strength, and acceleration. Along with this the morphine dulls the sense of pain while leaving the sense of touch alone, this means the consumer does not have to deal with a large increase in their sensitivity to pain while gaining the increase in somatosensation. The user will be able to feel things in a heightened way, at an almost superhuman level while pain itself will stay relatively the same. They will be able to feel the wind, the vibrations through the ground or air, the heat given off by techniques or people themselves, as well as various other factors allowing them to sense their surroundings to a much higher degree than anyone else could as well as increasing their natural balance. Somatosensation literally means "body-sense"; it is the set of senses which originates from the entire body, including skin, bone, muscle and tendon, not limited to the specialized sensory organs of the head. Somatosensation encompasses proprioception, kinesthesis, and the cutaneous senses, which include temperature, tactile, pressure, and pain reception. Experts refer to these seemingly distinct senses collectively as somatosensation. These bodily senses link intricately with separate functions operated in distinct structures of the brain.

The visual regions remain separate in structure and function from the auditory, gustatory, olfactory, as well as, the somatosensory areas. However, the somatosensory cortex receives input from all the structures responsible for pain, temperature, touch, proprioception, kinesthesis, etc. Consequently, these senses may appear as separate entities upon cursory examination, however, it is their common destination and subsequent similarity in processing that has combined them into a gestalt sense which the shinobi manipulates at will.

Although one's perception of time is not associated with a specific sensory system, expert medical nins suggest that humans do have a system governing the perception of time. It is composed of a highly distributed system spread across various neurological structures that are also effected by the pill.

Once the pill is consumed the user gains the following effects; The shinobi senses his environment as if it were an extension of his body. It is primarily used to detect all motion within a 50 meter radius of the shinobi's location. Whether large or small, any object in motion falls under the skilled users awareness, allowing for swifter reaction time (3x faster reaction time). The user also exhibit the capability of detecting even the smallest and slowest wind currents in their vicinity.

He can also glean certain kinds of information from physical objects, such as temperature, texture, etc, as if he were physically in contact with said objects. The sensitivity of this technique allows some shinobi to sense even the heartbeats and blood flow of opponents who are otherwise absolutely still. The pill also allows the skilled shinobi to manipulate his perception of time. Moving objects appear to be traveling far slower relative to the user's awareness.
Description of Side Effects:
- Upon consuming this pill, the user gains the effects mentioned above, and the pill lasts for four turns. Upon the pill expiring, the user becomes slower (1.5 times slower in terms of reaction).
- Upon taking the pill a second time, everything is still the same. But in terms of the pill expiring the user is welcomed; result in neurogenic shock. Symptoms include headache, weakness in extremities, debilitating cutaneous pain, phantom sensations, and hypothermia. As such the user has much a harder time of pinpointing their target, it takes an additional +10 chakra cost on all techniques for five turns after consuming.
- And if taken a third time, the user dies from over using and enhancing their somatosensory cortex, it isn't wise to take this pill a third time.


Declined

You failed to address Vex's comment about honing these effects and toning them down just a bit. The comment about removing the bolded was a separate thing to the first note of his check. Interesting idea however.

 
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Re: Custom Medical Techniques Submission.


Name Of Poison Grayscale Plague
Creator: Priest
Type: Neurological, Necrotic, Cellular, Muscular

Ingredients and Background:
Grayscale Plague is first of its kind, a natural energy laced poison that affects the body as well as the mind. Grayscale plague is brewed in three forms; semi-solid which is goo-like and dark gray colored, liquid which is viscous and gray, gaseous forms which is a light gray colored miasma). The semi solid form makes it so that the user is able to wear the poison like an elastic gloves and through contact, he is able to administer the poison. The viscousity of the liquid form makes it so that the poison sticks better to weapons and also to resist getting easily washed away by water. Both the solid and liquid forms are being able to be absorbed through the skin, the solid being reactive on a cellular level, would infect the skin via the slightest contact. The gaseous form is odorless to normal nose, but those with enhanced sense of smell would pick up a smell of rotten flesh.
Ingredients
Grayscale plague is comprised of herbs extremely rich in natural energy. This herbs are reminiscent to the oil in Myobokuzan which forces the body to absorb natural energy. This means the herbs already contain abundance of natural energy. This is combine with "Cicuta", a specie of "Cowbane" which contains cicutoxin responsible for central nervous system stimulatory effects as a result of neuronal depolarization, thus hyperactivity in the brain, making the brain seize consistently until permanent break down. Mixed with extracts from moonflower, monkshood and horse-chestnut effects are siezures(Cicuta), amnesia/memory loss(moonflower), hallucinations, delirium(moonflower), tingling, pricking or numbness(monkshood) of a person's skin, muscle spasm/twitches and paralysis(horse chestnut). The natural energy content of the poison would cause mass necrosis to cells as it progressively turn them to stone, first hardening the skin turning portions of it to dust as the blood cells begin to become small sharp dust particles flowing through the veins like calcified-plaque and buildup causing microscopic tears to the blood vessels causing internal bleeding and bleeding from orifices such as the mouth, nose, eyes and ears basically any open orifice. As the poison progresses, more cells/tissues are rapidly affected. This would make it harder for affected organs to function well, slowing the victim while also increasing their weight as flesh, bone, and tissue are turned to stone on a semi-small scale for a few turns until finally they become solid stone. Since the natural energy extract is an active ingredient in the poison, it is bound to the poison, so it doesn't enter the chakra system of the victim but instead it travels around the body with the poison effecting the body on a cellular level. This makes so that even a perfect sage mode user can be perfectly affected by the poison.

Being the creator of this poison and knowing the exact composition, Priest has immunised himself against the effects of this poison through prolonged exposure over many years via repeated ingestion/injection of gradual, increasing dosages. Priest has applied this poison to all his weapons and carries samples in sealed jars on his person and sealed within medical scrolls.

Description of Effects:

The poison progresses from an initially mild and easy to ignore state before rapidly progressing and worsening with the following effects;

Semi Solid/Goo Form: In this state, the poison is able to be absorbed via direct skin contact and through dent on the skin caused by blunt force, causing the Goo form to stick to the skin like a permanent ink and then absorbed.
Liquid Form: In this state, the poison is able to be absorbed via direct skin contact or through an open wound as small as a cut.
Gaseous Form: In this state, the poison is able to be inhaled and absorbed through the pores in the skin or any orifice in the body.

Rate of Effects Depending on Exposure
  • Small scratch or contact with liquid/goo
    • First Turn: The tissue on the point of contact would turn to stone, signifying infection. Though the poison would already be spreading throughout the body via the blood stream. The entire skin would be itchy and the point of contact numb and paralysed. Slight headache
    • Second Turn: The calcification spreads to more cells thus the entire body part affected is turned to stone, eg: if a point on the arm is affected in the first turn, then the entire skin on the arm would turn to stone on the second turn. Slight bleeding from any open orifice. Total paralysis and numbness of the affected area. Amnesia; slight loss of memory of chakra control, leading to inability to mold chakra for above A-rank techniques. Moderate Hallucinations; Seeing grotesque figures of everything. This would induce slight dementia, causing tracking speed and reaction to be halved, even for doujutsus.
    • Third Turn: Calcification spreads to half of the body. This time, half of the victim's skin would turn to stone. Their internal organs and bones are still not affected though. However, the stone makes them slower(2x reduction in speed). Moderate bleeding in body orifices. Total paralysis and numbness of the affected area. Amnesia; moderate loss of memory of chakra control, leading to inability to mold chakra for above B-rank techniques. Severe Hallucinations; The grotesque figures now painfully devours the victim's skin slowly. This would induce severe dementia, causing tracking speed and reaction to decrease 3 folds and consistent muscles spasm and seizures, thus inability to perform any taijutsu.
    • Fourth Turn: Calcification spreads to entire skin thus a 4x reduction in speed. Heavy bleeding in body orifices. Total paralysis and numbness of the entire body. Amnesia; severe loss of memory of chakra control, leading to inability to mold above C-rank chakra. Delirium/Mental agitation; victim looses control of his mental coordination, paranoid and angry. Would be unable to use handseals and tracking speed and reaction is reduced 4x.
    • Fifth Turn: Calcification affects the organs. Total insanity thus inability to mold any chakra
    • Sixfth Turn: Complete calcification. The victim entire cells turns to stone.
  • Stab wound, contact with the liquid via an open wound or contact with Mucosa | Absorption of gas via the skin
    • First Turn: The entire tissue making contact or absorbing the poison would freeze up, constict a little and slight necrosis would begin as the skin harden up. The poison would be swift due to direct assimilation thus a rapid spread throughout the body via the blood stream. The entire body would become extremely itchy and distracting thus the victim is unable to focus on techniques that needs sustenance.
    • Second Turn: Visible calcification begins, affecting every body parts through which the poison is assimilated thus the tissues affected would turn to stone. Slight bleeding in body orifices. Total paralysis and numbness of the affected area. Moderate loss of memory of chakra control, leading to inability to mold chakra for above B-rank techniques. Moderate Hallucinations; Seeing grotesque figures of everything. This would induce slight dementia, causing tracking speed and reaction to be halved, even for doujutsus. Consistent muscles spasm and seizures, thus inability to perform taijutsu above C-rank.
    • Third Turn: Calcification spreads to half of the body. Moderate bleeding in body orifices . Due to the calcification, speed would reduce 3 folds. Total paralysis and numbness of affected area. Heavy loss of memory of chakra control, leading to inability to mold chakra above C-rank. Severe Hallucinations; The grotesque figures now painfully devours the victim's skin slowly. This would induce severe dementia, causing tracking speed and reaction to decrease 3 folds and consistent muscles spasm and seizures, thus inability to perform any taijutsu.
    • Fourth Turn: Calcification spreads to entire skin thus a 4x reduction in speed. Heavy bleeding in body orifices. Total paralysis and numbness of the entire body. Severe loss of memory of chakra control, leading to inability to mold above D-rank chakra. Delirium/Mental agitation; victim looses control of his mental coordination, paranoid and angry. Would be unable to use handseals and tracking speed and reaction is reduced 4x.
    • Fifth Turn: Complete calcification as every tissue turns to stone. Inability to mold any chakra.
  • Ingestion of liquid poison, inhalation of gas or direct intravenous/intramuscular injection
    • First turn: The poison is assimilated directly, immediately affecting every cells and tissue of the body. The entire body and internal organs become extremely itchy. Calcification begins from the internal parts of the body. This would cause internal organs around the assimilation point to consistently malfunction. Though they won't fail. Breathing would be difficult if the lungs are affected thus jutsus can not be thrown/spat from the mouth. Heart beat rate would be irregular, thus causes tension and unease. This would cause inability to focus thus inability to weave handsigns or sustain techniques that needs sustenance.
    • Second Turn: Calcification affects the bones making them brittle and break at any complex movement(any taijutsu action, running, dashing, jumping). Heavy memory loss thus inability to mold above C-rank chakra. Delirium and severe hallucinations; seeing worms growing from their body and painfully devouring their skin.
    • Third Turn: Calcification spreads to the subdermal part of the skin. Heavy bleeding from body orifices. Total madness and loss of memory of chakra control. Consistent spasm and seizures.
    • Fourth Turn: Complete calcification as every tissue turns to stone.

Notes:
- Can only be used by Priest or those he gives samples to.
- Only Priest is immune to the effects of this poison.
 
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Zatanna

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Re: Custom Medical Techniques Submission.

Iryo: Hoshoku-sha no chiyu | Medical ninjutsu: Predatory healing
Rank
: A
Range: Short
Chakra 10 per turn when not in use and 30 per incoming technique used for
Damage: (up to -60 per turn)
Description;
A medical ninjutsu technique taking advantage of the body's ability to store chakra, as well as the medical Shinobis fine minute chakra control. This technique combines healing as well as selfempowerment. As a passive action after activating the technique the user will spread elemental chakra around their body effectively flooding and covering their body with a medical version of an elemental chakra. While active, the user will take up to 60 reduced damage, effectively preventing damage to their body while nullifying the elemental properties of the attack. Filling their body with doton chakra will prevent blunt and piercing/slashing damage, water to prevent burns, and wind to prevent electrical/paralysis. The user will still be affected by physical momentum of techniques, being pushed/pulled/twisted etc, but will take reduced damage. While the element is being channeled through the body, the user can only use techniques from that element.
Notes:
Mode lasts for 4 turns
Can only be used twice per battle
Two turn cooldown between uses
While channeling elemental chakra, the user is susceptible to the weakness of the element taking 20 additional damage


Declined

This is simply a mode variant of the Cellular Regeneration technique. Adding elemental aspects to it doesn't differentiate it enough from the canon technique.

 
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Howard

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Re: Custom Medical Techniques Submission.

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

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

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

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

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

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

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

♪ Pending: Made a few edits. About to approve, just need to clarify one little thing with LoK first. ♪

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

The most active ingredient of the Miraclo Formula is a special form of phosphorus, which binds temporarily with the ATP energy being produced in the muscle cells to create a special more refined type of energy that Howard began calling "Adenosine Quad-Phosphate" which energizes the cells three times as well as regular ATP energy overcharging the metabolism and the muscle tissue and cells themselves on a cellular level better than what chakra itself can do in safe small quantities rivaling what can be done with dangerous amounts of chakra. The energy being created and the substances in the medicine give the subject increased strength, speed, as well as heightened stamina and reactions that reflect their increase in speed for about an hour or roughly five turns. After that time, the "AQP" burns itself out, and the waste toxins generated need to be eliminated through the bloodstream over about a two turn period naturally through time or quickly through the use of Iryō Ninjutsu. While under the effects of the medicine the user's muscle mass triples, their speed increases by x2.5, they also gain an increase in their reactions that reflect their increase in speed gaining a x2.5 increase to reactions temporarily and they gain thirty damage to all taijutsu attacks. However they must spend thirty chakra per turn to convert and bind the phosphorous, creatine, testosterone and hormones, changing the growth hormone and testosterone into muscle cells to be used to increase their muscle mass through the production of stem cells by converting normal tissue and fat cells into stem cells and then into muscle cells through cellular differentiation allowing for an extreme increase in energy output.

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

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

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

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

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


Update Declined

Edits are unwarranted.

 
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Korra.

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Re: Custom Medical Techniques Submission.

Howard has given me permission for my snakes to also do the gen and sencharka stuff as his medicine ^^

Added an offensive and defensive use and added something for death

(Nano iryō hebi) Nano Medical Snakes
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short
Chakra: N/A (40)
Damage: N/A (80)
Description: Nano Medical Snakes are genetically modified snakes using medical ninjutsu, senchakra and DNA from Manda and the White Snake Sage and Hashirama. The snakes are even smaller the Aburame bugs and are injected into Korra's body. Once injected the snakes are always inside the user's entire body. The snakes are mentally link to the user and can also operate independent from the user if the user's is knocked unconscious or is badly hurt. The snakes have some stuff they always do passively while also having two levels of healing for the user. These levels can be activated at the user's will or automatically if certain situations force the snakes to activated a level. The snakes can also be used for offensively and defensively ways. When made contact with an opponent a few snakes can easy move from the users body into the opponent undetected and start reeking havoc inside the opponents body. The snakes can also come out of the user's body to defend against ninja tools and such while still staying attached to the user. The snakes when inside opponents body eat and take opponents organs, bone marrow, stem cells and than merge back into the user's body and replace either destroyed or damage organs within the user's body. The user can also touch allies and give them a few nano snakes within their body so that they can be healed without the user having to have contact with them.

Passively - The snakes are able to passive things being in the user's body. The snakes can automatically heal small cuts and wounds, bruised bones and chipped bones and some nerve damage without the user needing to do anything about it. The snakes can also detect when the user's chakra flow is being distributed and can reset the user's chakra system. Having senchakra in them and being able to use it they can break any genjutsu besides MS level genjutsu. The snakes also being able to use senchakra are able to gather senchakra and give it to the user allowing the user to enter Sage Mode instantly due to them being inside their body and constantly gathering and using senchakra. For offensively purposes when the snakes enter an opponent's body the snakes can passively destroy bones and tissue inside the opponent's body. They can also release their venom through their mouth inside the opponent's body poisoning them from the inside. The user can also have the snakes stay inside the opponent's body and be able to track them due to the user having a mental link to the snakes. For defensively the user can have snakes can come out of the user's body and grow to defend from ninja tools and low rank taijutsu. When it comes to ninja tools the snakes can eat the tools and can take the iron in the weapons to replace iron in the user's body.

Level 1 - The first level of healing the snakes can use can be automatically activated if the user suffers from moderate damage such as deep cuts, broken arms or legs, head trauma, poison being injected into the body. If poisoned the snakes can basically eat the poison and heal and damage the poison might have caused before any of the damage becomes permanent. For deep wounds and stabs the snakes rush to the area and heal it and close off the area by using their scales to help close off the wound from further bleeding. The scales are also used to heal and give the user snake scales on their skin giving that area a more of a defense from more attacks and replacing any missing skin with scales. For the offensive purpose the user can have them the snakes when they are inside the opponent start taking bone marrow from the opponent's bone. The user can also have the snakes start going inside the opponent's organs and start eating them or start messing with their functions. For defensive purposes the user can have the snakes come out from their body and form a barrier around the user to block in coming lower rank jutsus (B rank and lower).

Level 2 - The last level can be automatically activated in extreme conditions like lost of limbs, at the point of near death, spinal injury, blindness, etc. The snakes are able to turn themselves into stem cells to replace body parts and damage organs. If the gets any limbs cut off the snakes can grow in size to come out of the user's body to grab the user's lost limb and pull it back to the body and reattach it and make it usable again. The snakes also replace any skin that needs to be replaced with scales from Manda giving the user's healed skin more protection and durability. For offensive purposes the user can have the snakes attach to the opponent in short range while being connected to the user and have the snakes start taking skin, tissue, organs and such to replace the user's damage one instead of having the snakes replacing the organs themselves. The user could also use the snakes just to take out organs from the opponents body. The snakes if inside the opponent's body can mess with and destroy nerves in the opponent's body and also use them to repair any damage nerves the user has. When it comes to defensive uses, the snakes are able to create a senchakra cloak around the user that can block 1 S rank jutsus to protect the user but this can only be used twice with a 2 turn cool down between uses.

Death - If the user happens to be dead or literally seconds from death the snakes have two uses they can do. If the opponent was to touch the user the snakes will automatically come out of the user's body and attach themselves to the opponent and user. The snakes will not only start taking any organs to replace the user but also life force to keep the user either alive or come back to life but only if it is done moments after the user has died. The snakes also can do a self destruct sequence were when the user dies the snakes throughout the body destroy all the user's DNA and body making it impossible for an opponent to use for an Edo. The snakes can only do one of the features and not both.

Note: Must be posted in the user's bio or beginning of the fight
Note: Must have Regeneration and Self Empowerment
Note: Level 1 last for 7 turns while Level 2 last for 4.
Note: After the release of Level 2 and when its duration expires, user will be rendered deprived of stamina and have trouble molding chakra. For 3 turns they cannot use healing techniques nor mold chakra above A-rank. Any skin that had snakes scales added sheds off and reverts back to normal skin. The snakes will need 2 turns to rest before being able to do any kinda of healing again.
Note: The snakes cannot be used for any snake ninjutsu.
Note: When using Offensive or Defensive moves with the snakes, it cost chakra and a turn count
Note: If using on allies, snakes stay inside allies bodies for four turns max before exiting it and returning back to the user.

♪ Pending: Leaving for LoK. ♪

(Dokuton: Doku no Chūnyū) - Poison Release: Poison Infusion
Rank: A-Rank
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user uses his Poison Release abilities and is able to making it more deadly with other jutsus. The user will channel their Poison into a jutsu of a physical element (Earth, Water, Steel, Bones, Sand, etc.) and gives the jutsu Poison properties. The jutsu infused with poison will slightly have a more purplish color. The infused jutsu will be mixed with a poison the user has on them making the jutsu more deadly by even getting a small hit with it. The infused jutsu will be able to poison the opponent through contact with the infused jutsu poisoning them. The amount of poison the opponent is injected with depends on the size of the jutsu making bigger jutsus the most deadly while small jutsus will be a small amount of poison. This jutsu cannot be used with energy based elements as they would evaporate the poison before it could be fully infused. This jutsu is fast being able to infuse a jutsu with poison as soon as the jutsu is made or released.
Note: Must be taught by Korra.
Note: Must know Poison Release
Note: Requires a 2 turn cool down between uses

♪ Declined: I believe you've submitted a newer version of this jutsu in a later post. ♪
Resubmitting as it wasnt check

(Nano iryō hebi) Nano Medical Snakes
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short
Chakra: N/A (40)
Damage: N/A (80)
Description: Nano Medical Snakes are genetically modified snakes using medical ninjutsu, senchakra and DNA from Manda and the White Snake Sage and Hashirama. The snakes are even smaller the Aburame bugs and are injected into Korra's body. Once injected the snakes are always inside the user's entire body. The snakes are mentally link to the user and can also operate independent from the user if the user's is knocked unconscious or is badly hurt. The snakes have some stuff they always do passively while also having two levels of healing for the user. These levels can be activated at the user's will or automatically if certain situations force the snakes to activated a level. The snakes can also be used for offensively and defensively ways. When made contact with an opponent a few snakes can easy move from the users body into the opponent undetected and start reeking havoc inside the opponents body. The snakes can also come out of the user's body to defend against ninja tools and such while still staying attached to the user. The snakes when inside opponents body eat and take opponents organs, bone marrow, stem cells and than merge back into the user's body and replace either destroyed or damage organs within the user's body. The user can also touch allies and give them a few nano snakes within their body so that they can be healed without the user having to have contact with them.

Passively - The snakes are able to passive things being in the user's body. The snakes can automatically heal small cuts and wounds, bruised bones and chipped bones and some nerve damage without the user needing to do anything about it. The snakes can also detect when the user's chakra flow is being distributed and can reset the user's chakra system. Having senchakra in them and being able to use it they can break any genjutsu besides MS level genjutsu. The snakes also being able to use senchakra are able to gather senchakra and give it to the user allowing the user to enter Sage Mode instantly due to them being inside their body and constantly gathering and using senchakra. For offensively purposes when the snakes enter an opponent's body the snakes can passively destroy bones and tissue inside the opponent's body. They can also release their venom through their mouth inside the opponent's body poisoning them from the inside. The user can also have the snakes stay inside the opponent's body and be able to track them due to the user having a mental link to the snakes. For defensively the user can have snakes can come out of the user's body and grow to defend from ninja tools and low rank taijutsu. When it comes to ninja tools the snakes can eat the tools and can take the iron in the weapons to replace iron in the user's body.

Level 1 - The first level of healing the snakes can use can be automatically activated if the user suffers from moderate damage such as deep cuts, broken arms or legs, head trauma, poison being injected into the body. If poisoned the snakes can basically eat the poison and heal and damage the poison might have caused before any of the damage becomes permanent. For deep wounds and stabs the snakes rush to the area and heal it and close off the area by using their scales to help close off the wound from further bleeding. The scales are also used to heal and give the user snake scales on their skin giving that area a more of a defense from more attacks and replacing any missing skin with scales. For the offensive purpose the user can have them the snakes when they are inside the opponent start taking bone marrow from the opponent's bone. The user can also have the snakes start going inside the opponent's organs and start eating them or start messing with their functions. For defensive purposes the user can have the snakes come out from their body and form a barrier around the user to block in coming lower rank jutsus (B rank and lower).

Level 2 - The last level can be automatically activated in extreme conditions like lost of limbs, at the point of near death, spinal injury, blindness, etc. The snakes are able to turn themselves into stem cells to replace body parts and damage organs. If the gets any limbs cut off the snakes can grow in size to come out of the user's body to grab the user's lost limb and pull it back to the body and reattach it and make it usable again. The snakes also replace any skin that needs to be replaced with scales from Manda giving the user's healed skin more protection and durability. For offensive purposes the user can have the snakes attach to the opponent in short range while being connected to the user and have the snakes start taking skin, tissue, organs and such to replace the user's damage one instead of having the snakes replacing the organs themselves. The user could also use the snakes just to take out organs from the opponents body. The snakes if inside the opponent's body can mess with and destroy nerves in the opponent's body and also use them to repair any damage nerves the user has. When it comes to defensive uses, the snakes are able to create a senchakra cloak around the user that can block 1 S rank jutsus to protect the user but this can only be used twice with a 2 turn cool down between uses.

Death - If the user happens to be dead or literally seconds from death the snakes have two uses they can do. If the opponent was to touch the user the snakes will automatically come out of the user's body and attach themselves to the opponent and user. The snakes will not only start taking any organs to replace the user but also life force to keep the user either alive or come back to life but only if it is done moments after the user has died. The snakes also can do a self destruct sequence were when the user dies the snakes throughout the body destroy all the user's DNA and body making it impossible for an opponent to use for an Edo. The snakes can only do one of the features and not both.

Note: Must be posted in the user's bio or beginning of the fight
Note: Must have Regeneration and Self Empowerment
Note: Level 1 last for 7 turns while Level 2 last for 4.
Note: After the release of Level 2 and when its duration expires, user will be rendered deprived of stamina and have trouble molding chakra. For 3 turns they cannot use healing techniques nor mold chakra above A-rank. Any skin that had snakes scales added sheds off and reverts back to normal skin. The snakes will need 2 turns to rest before being able to do any kinda of healing again.
Note: The snakes cannot be used for any snake ninjutsu.
Note: When using Offensive or Defensive moves with the snakes, it cost chakra and a turn count
Note: If using on allies, snakes stay inside allies bodies for four turns max before exiting it and returning back to the user.


Declined

Several things: First portion of the "death" bit will have to be removed entirely. No to this being able to be transferred to allies. It'll also have to be injected before or during a battle. The bit about these organisms stealing organs and such from the target's body makes no sense, remove those parts. The genjutsu break needs a usage restriction and will only break up to S-rank; restrict it accordingly to this. Finally, the bit about these snakes being able to miraculously turn into stem cells to heal major damage also makes no sense.

 
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