Custom Medical Techniques Submission

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Alyx

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Re: Custom Medical Techniques Submission.

(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can only be employed up to four times per battle.


Approved, with edits


 
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Mudo

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1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in . Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Pyro NB

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

Being the creator of this toxin and having his own DNA within it Pyro NB has injected himself with the toxin causing a permanent increase to his white blood cell count granting him all benefits of the toxin without any of the negatives. Pyro NB applies this poison to various weapons and carries samples of the toxin in sealed jars on his person and medical scrolls.
Description of Effects:
Once the poison has entered the body it progresses fairly unnoticed by the target(s) as the body breaks down and absorbs the minerals. Followed by the mass production of genetically altered white blood cells that cure the victim(s) of any other harmful infections, toxins, diseases, etc.. Once no other threat to the body is present the white blood cells begin to reject host joints and organs.
Further description of effects:
Absorbed, Ingested, Injected, or Inhaled in any form:
1) Turn 1, the target(s) own body begins to break down and absorb the poison into their bone marrow increasing the bodies ability to produce white blood cells. Blood is also turned black at this stage. The host is unaware of any of this unless bleeding.

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

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

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

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

□ Declined. Alright, first time checking Med, have mercy! For the first turn, I'd need something that can be identified more easily than only bleeding? I've read almost every custom in this thread, and most have quite easy to fairly noticeable effects upon inhalation, infection, etc. It doesn't have to be EXTREME, just so its not difficult to decipher or one has to godmod your way into finding out. If I am understanding turn 2 correctly, it creates the white blood cells en masse, and attacks whatever is basically in the host. Now, this can be a bit of a loophole, since you aren't affected by the negative side of this, and that effect would basically make you immune to whatever. Gonna need you to either clarify or change that. Third turn is good, and fourth is fine as well. I'd say be a bit more descriptive in it, just in case the person facing you wants to read it for a bit more in-depth information. □
 
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Shinta

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Kuchiyose: Chīsai no Kawasemi Teminku (Summoning Technique: The Little Kingfisher Teminku
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Teminku is one of the smallest Kingfishers though this does not stop Him from being present in combat. Being only slightly larger than a standard Shuriken being a rich blue/back colour on His head with a snowy white breast, a heavy bill and a short tail. Teminku tends to fill out a support role by either staying hidden within His summoners clothing or perched on a shoulder, close to the neck. While in physical contact with His summoner, Teminku is able to passively use the Medical of Diagnosis in order to determine how best to act. Not only does this allow Him to release up to S-rank Genjutsu via use of the Kai Release Technique, but it also allows Teminku to know if He is needed to remove a poison from his Summoner. Teminku is immune to all Poisons and is able to remove poison via stabbing his beak into the summoner, sucking out the Poison in a similar fashion to the Water Mosquito Technique. For such a small bird, Teminku is passively able to completely remove all traces of poison within the turn of infection/detection, though this will cause Him to Reverse-summon back to his homeland. He is also able to use the Chakra Transfer technique only to restore 100 chakra points to His summoner, once per fight that counts towards one of the jutsu slots of that turn. While in contact with his Summoner, or within Short-range, Teminku is able to communicate telepathically with them, else He will resort to communicating with plain speech. Teminku is a rather adept at flying, being able to outpace even the quickest of non-chakra enhanced projectile, though this speed is mainly used to return to His summoner if separated. Rounding of his abilities as a support-type summon, Teminku is also a chakra sensor; having the ability to passively sense chakra with the same clarity as the Chakra Sensing Technique, but only within Mid-range of himself.
Notes:
-Is Considered the Personal Summoning of Shinta
-Remains on the field for five turns once summoned
-Can only be summoned once per battle
-Use of the Kai Release is Passive but still follows the once-per-turn restriction of the technique
-Chakra Transfer can only be done once per fight, counting towards the users move slots.
-Can be summoned via usual summoning ritual or via using the Kingfisher Summoning tattoo.

□ Declined. Alright, the passive release of Gen up to S rank will be a no (though if you do add in chakra normally, it will anyway release Genjutsu). So remove it, and keep the chakra transfer for a few amounts that need to be quantified. It will remain only 4 turns. Not so sure how I feel about him being a sensor too >,> □
 
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Detective L

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RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in . Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Korra.

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Re: Custom Medical Techniques Submission.

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.

(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 the opponents organs, bone marrow, stem cells.

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 can release up to S rank genjutsu up to 4 times a battle with a 2 turn cool down between usages. 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. When injected the snakes come with 100 Senchakra points to start with and than can gather up to 30 senchakra points per tuurn to replinsh for the user. The snakes can not hold more than the max sencharka cap the user has. 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 eating 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 utilize the Hashirama's DNA they have injected into them 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. The snakes if inside the opponent's body can mess with and destroy nerves in the opponent's body.. 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.


Note: Must be posted in the user's bio or injected in the begining or during a 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

□ Declined. Wew, passively breaking Gen up to S rank, needs to cost a move there son. Up to three times is good (and saying bar MS, isn't really the only Gen so strong anymore, with EMS and Yin Gen also existing). Some of the stuff doesn't really fit into the Medical sense of things. The defensive uses, for example are more of extras that don't go with the flow of the rest of the technique (the ones I bolded).. Hell no to these things lasting 7 turns and 4 turns for level 1 and 2 respectively, especially considering your drawbacks are only not being able to use S ranks for 3 turns. With level 2, I need some more clarification. Does the snakes reattaching the lost limb literally heal the area, or? And how would it save you from blindness? You're going to have to explain it better. Make it clear that only you have access to thus. Also, how do the snakes enter the opponent? Through their skin? Through openings? How big are these snakes? And why are you injecting yourself with snakes (weirdo >_>). □
 
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Howard

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Re: Custom Medical Techniques Submission.

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 ♪
(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 is dense and sticky like tar. This makes it 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 beginning in the same turn.
Skin contact or a wound: The hallucinations are slightly slower starting one turn after being poisoned.

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 the poisoned individual to faint entering a catatonic state 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 the poisoned individual fainting due to asphyxiation after three turns of being unable to breathe.
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 causing the poisoned individual to faint.

As mentioned above in the background section the tar-like nature of the substance has a strange hardening effect which can increase the blunt nature of poison techniques increasing the blunt damage of poison techniques by twenty passive damage. This is because when the poison strikes something it will cling to it relentlessly like tar hardening sometimes with the aim to encapsulate the object or creature.

Note: Samples can only be willingly given by Howard and the carrier risks exposure as only Howard is immune
Note: Can be applied to the fingernails, hands, and teeth by someone with an immunity to augment taijutsu
Note: Being hormone and amino acid based it is resistant to heat and liquid once inside the body.

□ Declined. Keep the original. □
 
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Zatanna

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Name Of Medicine Mishima

Creator: Zatanna

Type: Supplementary

Description and Background:
Mishima is a steroid type pill developed to enhance ones physical prowess, increasing their speed, strength and reactionary times to incredible levels. The effects of the pill work in a bell shaped curve as the effects begin to take place upon consumption, reaching a peak before then declining and its effects wearing off as the chakra is lost.

Mishima is a synthetic steroid mix of Cortisone, Oxandrolone and Androgens that are suspended in a capsule that is a mixture of liquid and chakra.
Cortisone suppresses the immune system, thus reducing inflammation and attendant pain and swelling at the site of the injury when the lactic acid builds up from the excess energy being spent and muscle movement. Oxandrolone and Androgens are steroids to help promote and increase the muscle weight gain, to increase the strength of one's self resulting in a stronger muscular body.
By mixing these together, the body under goes a change lasting for 5 turns, peaking at turn 3 before wearing off after turn 5.
Immediately upon taking the pill, the user gains +10 damage to their taijutsu, with an increased speed x1.5, while also reducing 10 damage towards themselves. On the second turn, this increases, to a +20 damage to taijutsu, and a X2 increase to speed, while reducing 25 damage done to the user due to the increase muscle mass. upon turn 3 the user reaches their peak, gaining a bonus +30 to taijutsu, with a X3 bonus to their speed, and reducing all incoming damage by 40. After turn 3 the effects begin to wear off with the user losing some muscle mass, and reducing their taijutsu back to +20, and their speed back to x2 and the damage reduction to 25. Then finally on the last turn (5) the user will have only a +10 to their taijutsu, a x1.5 boost to their speed and reducing damage by only 10.

Description of Side Effects:
Taking more than one pill at a time is pointless, as the body can only process and break down a certain amount of steroids at a time. However taking another pill after the first, will cause the body to deteriorate slightly causing the user to take 25 damage after the effects of the second pill wear off, and leaving the user feeling fatigued. Upon taking a 3rd pill, the user will feel an elation high, with the steroid starting to affect the users cranial capacity, and upon the completion of the 3rd pill, the user will take 40 damage to themselves, as the muscles begin to waste away from excess lactic acid build up. Upon the taking of a 4th pill, the user is lost to a purely physical state, losing all control of the ability to process speech, and when the 4th pill ends, the user will die due to a complete burn out of muscles.

□ Declined. Similar to the increasing of mass and bodily strength like Howard's Venom Medicine. It doesn't explain very well why you suddenly get boosts like that, as well as why incoming damage is reduced like that, especially that extent. It wouldn't gradually reduce like that either. If its done, its done. □
 
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Xicer

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

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

Description of Side Effects:

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

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

Note: Effects last 3 turns with a single turn cool down period
Note: Usable three times

□ Approved. Edits made. □
 
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ZK

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Blue-Green
Creator: ZK
Type: Gastrointestinal/Neurological/Muscular
Ingredients and Background: Cynobacteria, Domoic Acid & Saxitoxins
Description of Effects:
The toxins of Blue-Green are naturally produced in some species of cynobacteria, plant-like bacteria, which in turn form the chief component of this poison. Often found in water and algae’, sharing the latter’s ability to photosynthesize, Blue-Green is essentially a cocktail of these neurotoxins spread through hosts of cynobacteria in viable mediums. In appearance the poison is a blue-green mist of spore-like particles that can be breathed in, i.e. ingested, or absorbed through the skin. When released the mist spreads through the air within short range, but quickly settles down into a viable, wet medium, into which it can alternatively be directly administered, or onto the ground where it simply dissolves. Dissolved into a medium the poison becomes all but imperceptible, though it gives off a slight, damp odour. Blue-Green thrives in wet, liquid and humid mediums, but very quickly breaks down on dry land. This is not indicative of an objection to heat, but rather a natural consequence of the properties of its carrier; the cynobacteria, which proliferates wildly and easily in water and mediums of sufficient liquidity or humidity, but dies quickly on land. When present in a viable medium Blue-Green will proliferate and contaminate it entirely, and it is transferred through it into targets just as it would be by direct exposure. If the medium is completely destroyed, or dries out, the poison will evaporate and dissolve, but so long as the poison retains its ability to proliferate it will remain active for up to four turns per use, with a cool down of two turns between.
The active effects of Blue-Green can be separated into two categories; the neurological symptoms of the Domoic Acid components and the gastrointestinal/muscular symptoms of its saxitoxins. The onset of these symptoms does not change according to the manner of exposure, but the poison is essentially non-lethal and its more serious symptoms take prolonged exposure to develop.

Limbs and body parts exposed momentarily to Blue-Green will slowly go numb, becoming effectively paralyzed over a turn and remaining so for three turns if no further exposure occurs. This will be accompanied by dizziness, disorientation and staggering. If exposed continuously over the course of a turn, or even further, the paralyzation and the abovementioned symptoms worsen and are further accompanied by rapidly developing – over the course of a turn – gastroenteritis; vomiting and abdominal cramps, respiratory difficulties, as well as chronic nystagmus, which makes focusing on specific objects nearly impossible, and ataxia. In conjunction, over two turns of exposure, the symptoms will leave targets helpless, unable to focus, move, or indeed call for help, even if the continuous exposure is limited to only a single limb or body part. When the exposure ceases the accrued effects continue for four turns and then disappear.It should be noted that although continuous exposure is preferable with regards to the development of the symptoms, brief, momentary respites will not ‘reset’ the time needed for the more serious symptoms to develop.

Blue-Green does not affect its user(s) due to a lengthy immunization process associated with mastering its usage, but since it requires special training to store and use properly it can only be used by those who have finished medschool. It can be transported in vials or less conspicuous containers as the user wishes.

□ Approved. Edits made. □
 
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Detective L

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New Cycle: 11/09/2018 - 18/09/2018

RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

Extra Note: Be Mindful of the updates in . Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Pyro NB

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Name: (Ikōru) - Ichor
Creator: Pyro NB
Type: Autoimmune and Genotoxic
Ingredients and Description:
Ichor utilizes a combination of several minerals and traces of DNA refined with the use of Pyro NB's medical knowledge. The result is a black liquid that has a higher viscosity than water, being comparable to an oil and is also capable of being used in a gas state; also black in color. In both liquid and gas states the poison has no smell but tastes of iron. Ichor is comprised of iron, copper, omega-3 fatty acids, folic acid, vitamins: B6, B12, C, E, and traces of Pyro NB's DNA within these minerals.
Being the creator of this toxin and having his own DNA within it Pyro NB has injected himself with the toxin causing a permanent increase to his white blood cell count granting him all benefits of the toxin without any of the negatives. Pyro NB applies this poison to various weapons and carries samples of the toxin in sealed jars on his person and medical scrolls.
Description of Effects:
Once the poison has entered the body it progresses fairly unnoticed by the target(s) as the body breaks down and absorbs the minerals. Followed by the mass production of genetically altered white blood cells that cure the victim(s) of any other harmful infections, toxins, diseases, etc.. Once no other threat to the body is present the white blood cells begin to reject host joints and organs.
Further description of effects:
Absorbed, Ingested, Injected, or Inhaled in any form:
1) Turn 1, the target(s) own body begins to break down and absorb the poison into their bone marrow increasing the bodies ability to produce white blood cells. Blood is also turned black at this stage. The host is unaware of any of this unless bleeding.
2) Turn 2 the 5x the normal amount of white blood cells are produced within the body providing the host with the natural ability to fight off infections, toxins, diseases, etc., and develop an immunity to previous exposers. I.E. If a toxin has 5 turns of effects the host of this poison will naturally target, destroy and cure itself after 1 turn of exposure. If not toxin is present skip to turn 3.
3) Turn 3 with no other threats white blood cells begin to target and attack parts of the host body as they are not of the same genetic code and recognizes them as foreign. In the same turn, joints are targeted making it impossible to weave seals more than 3 long and reduces the host speed by 2 ranks.
4) Unable to perform seals altogether, ability to hold a weapon is lost, speed is reduced by another 2 ranks, and vital organs begin to fail.
5) Full loss of movement and begins to spit up black blood as organs completely die off killing the host.
Notes:
~ Can only be used by Pyro NB and those he gives samples to
~ Pyro NB bios inject themselves daily leaving them constantly infected

□ Declined. Alright, first time checking Med, have mercy! For the first turn, I'd need something that can be identified more easily than only bleeding? I've read almost every custom in this thread, and most have quite easy to fairly noticeable effects upon inhalation, infection, etc. It doesn't have to be EXTREME, just so its not difficult to decipher or one has to godmod your way into finding out. If I am understanding turn 2 correctly, it creates the white blood cells en masse, and attacks whatever is basically in the host. Now, this can be a bit of a loophole, since you aren't affected by the negative side of this, and that effect would basically make you immune to whatever. Gonna need you to either clarify or change that. Third turn is good, and fourth is fine as well. I'd say be a bit more descriptive in it, just in case the person facing you wants to read it for a bit more in-depth information. □
Name: (Ikōru) - Ichor
Creator: Pyro NB
Type: Autoimmune and Genotoxic
Ingredients and Description:
Ichor utilizes a combination of several minerals and traces of DNA refined with the use of Pyro NB's medical knowledge. The result is a black liquid that has a higher viscosity than water, being comparable to an oil and is also capable of being used in a gas state; also black in color. In both liquid and gas states the poison has no smell but tastes of iron. Ichor is comprised of iron, copper, omega-3 fatty acids, folic acid, vitamins: B6, B12, C, E, and traces of Pyro NB's DNA within these minerals.
Being the creator of this toxin and having his own DNA within it Pyro NB has injected himself with the toxin causing a permanent increase to his white blood cell count granting him all benefits of the toxin without any of the negatives. Pyro NB applies this poison to various weapons and carries samples of the toxin in sealed jars on his person and medical scrolls.
Description of Effects:
Once the poison has entered the body it progresses fairly unnoticed by the target(s) as the body breaks down and absorbs the minerals. Followed by the mass production of genetically altered white blood cells that cure the victim(s) of any other harmful infections, toxins, diseases, etc.. Once no other threat to the body is present the white blood cells begin to reject host joints and organs.
Further description of effects:
Absorbed, Ingested, Injected, or Inhaled in any form:
1) Turn 1, the target(s) own body begins to break down and absorb the poison into their bone marrow increasing the bodies ability to produce white blood cells. Blood is also turned black at this stage as well as the victim's veins begin to bulge and turn black in color.

2) Turn 2 5x the normal amount of white blood cells are produced within the body providing the host with the natural ability to fight off infections, toxins, diseases, etc. I.E. If a toxin has 5 turns of effects the host of this poison will naturally target, destroy and cure itself after 1 turn of exposure. If no toxin is present skip to turn 3.

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

4) The joints in the hand stiffen completely causing the inability to perform seals altogether or hold a weapon, speed is reduced by another 2 ranks, and vital organs begin to fail as the white blood cells begin to treat them as foreign bodies within the host.

5) Full loss of movement and begins to spit up black blood as organs completely die off killing/incapacitating the host.
Notes:
~ Can only be used by Pyro NB and those he gives samples to
~ Pyro NB bios do to constant infection are granted the ability to regulate WBC count but the effects last a single turn.
~ When increasing WBC count the user passively spends a move
 

Korra.

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Re: Custom Medical Techniques Submission.

(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 the opponents organs, bone marrow, stem cells.

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 can release up to S rank genjutsu up to 4 times a battle with a 2 turn cool down between usages. 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. When injected the snakes come with 100 Senchakra points to start with and than can gather up to 30 senchakra points per tuurn to replinsh for the user. The snakes can not hold more than the max sencharka cap the user has. 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 eating 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 utilize the Hashirama's DNA they have injected into them 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. The snakes if inside the opponent's body can mess with and destroy nerves in the opponent's body.. 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.


Note: Must be posted in the user's bio or injected in the begining or during a 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

□ Declined. Wew, passively breaking Gen up to S rank, needs to cost a move there son. Up to three times is good (and saying bar MS, isn't really the only Gen so strong anymore, with EMS and Yin Gen also existing). Some of the stuff doesn't really fit into the Medical sense of things. The defensive uses, for example are more of extras that don't go with the flow of the rest of the technique (the ones I bolded).. Hell no to these things lasting 7 turns and 4 turns for level 1 and 2 respectively, especially considering your drawbacks are only not being able to use S ranks for 3 turns. With level 2, I need some more clarification. Does the snakes reattaching the lost limb literally heal the area, or? And how would it save you from blindness? You're going to have to explain it better. Make it clear that only you have access to thus. Also, how do the snakes enter the opponent? Through their skin? Through openings? How big are these snakes? And why are you injecting yourself with snakes (weirdo >_>). □

(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 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 the opponents organs, bone marrow, stem cells. The snakes can only enter an opponent's skin thru their skin with physical contact with an opponent. The snakes are also the size of aburame bugs.

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 and above genjutsu. The snakes can release up to S rank genjutsu up to 3 times a battle with a 2 turn cool down between usages it will count as a turn. 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. When injected the snakes come with 100 Senchakra points to start with and than can gather up to 30 senchakra points per tuurn to replinsh for the user. The snakes can not hold more than the max sencharka cap the user has. 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 eating 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.

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 utilize the Hashirama's DNA they have injected into them to replace body parts and damage organs by using Hashirama's DNA and melding it with the user's to replace damage organs, limbs and parts of the body that are damage like blindless and spinal injuries. The DNA will basically be replacing damage tissues and etc. 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. When the snakes reattach a limb the snakes will than heal the area/limb to allow the limb to be used 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. The snakes if inside the opponent's body can mess with and destroy nerves in the opponent's body.


Note: Must be posted in the user's bio or in the begining or during a fight
Note: Must have Regeneration and Self Empowerment
Note: Level 1 last for 5 turns while Level 2 last for 3 turns.
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. The user can not also use Medical Ninjutsu for the next 3 turns follwing Level 2 ending.
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: Only usable by Korra.
 
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Drackos

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New Cycle: 09/29/2018 - 10/6/2018

RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many Customs you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
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The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.

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Sasori

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(Shīringu/ iryō geijutsu) Sealing Arts/Medical Arts: Necromancy
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: After becoming trained in the arts of Medical Ninjutsu, Sasori became more knowledgeable about his puppet physiology and was able to experiment with it. Due to Sasori converting his body into that of a puppet with only his heart still intact, it was possible for him to take on different puppet bodies. Since he had a convenient way of transplanting his core and consciousness into differents host bodies he was capable of taking on any form he wished. This technique is a seal that Sasori created in order for him to take his puppet physiology to the next level. Instead of a core/heart being the life force to his body, he would instead have in place a sealing technique inside of his host body. Inscribed on the inside of his body will be a sealing formulae that will take the place of Sasori’s physical core. This sealing formulae will essentially become the driving force behind Sasori’s mechanisms due to how it is maintains a bond between his chakra system and his puppet body. Also, this sealing technique involves an abstract component of Fuinjutsu which involves sealing abstract things such as emotions, memories etc inside of someone or something. In this case, Sasori will have sealed his consciousness inside of his puppet body allowing for him to operate as he normally does. Just like with his heart container, Sasori will still have a “core” in a sense that bonds him with the physical plane of existence.The cons of this seal is that the user loses the ability to easily shift from one body to another. The advantage is that Sasori no longer has to worry about protecting his heart container anymore. He does, however, still have to protect the Sealing formula inside of his body, but with it he is able to easily regenerate from attacks. Due to this seal, he will become able to regenerate from any attack as long as his sealing formulae is in intact which just means that the only way to stop his body would be for someone to incapacitate him or to completely destroy the seal in his body. With this version of his body, it will allow for Sasori to survive large scale attacks as well as pinpoint ones. Most concussive and force based attacks such as earth or water will become ineffective if they only survive to knock apart Sasori’s body, this is because no matter how many small pieces that his body is shattered into, Sasori will still be capable of regenerating from it due the Sealing formulae still being intact physically, just separated. There are, however, exceptions to this because if Sasori was hit with the Mountain Smash technique he would be incapable of regenerating due to how his body would essentially be incapacitated. Sasori’s main weakness with this body would be any attack that could obliterate his body such as fire/lightning or any destructive elements such as those; fire/lightning is able to burn his body to a crisp and destroy the sealing formulae and prevent him from regenerating. If, for some reason, Sasori’s body parts become separated over a long distance (twenty meters or more) then the sealing formulae will lose its effect and Sasori will be rendered immobile; this also applies if majority of Sasori’s body has been separated or destroyed and there is only a small fragment left. Lastly, due to how Sasori was capable of regenerating his puppet body due to how he had his core aka a chakra source, the user will also be able to recover his puppet body back to prime condition with the same defensive properties. If, however, Sasori’s entire body is struck by a high ranked fire/lightning/energy based attack that outweighed the defensive properties of the puppet then Sasori will be killed.

Note: Can only be used by Sasori
Note: Must be stated in the User’s biography as a seal.
Note: Will serve as Sasori’s core.
Note: User must state in their Biography or at the start of a battle which puppet has this sealed inscribe inside of it.
 
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