Custom Medicine and Poison Submission

Status
Not open for further replies.
Joined
Aug 17, 2010
Messages
32,189
Likes
869
Kin
195πŸ’Έ
Kumi
4,657πŸ’΄
Thread starter #1


Custom Medicine and Poisons:

Medical Ninjutsu can only be obtained and created by ninja with training in Medjutsu. Normal Medical Ninjutsu can be submitted in the CJ thread. Should you gain enough knowledge in the skill, you can create your own Medical poisons and medicines here.


Healing and Supplementary Template:

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

Poison Template:

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

Priest

Legendary
Joined
Apr 7, 2010
Messages
16,941
Likes
355
Kin
1,099πŸ’Έ
Kumi
280πŸ’΄
#2
Resubmitting from the link below. It was not checked.
https://animebase.me/threads/custom-medical-techniques-submission.461831/page-3#post-21562782


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. 20 damage would be received.​
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. Added to what was received in the previous turn(s), the victim would receive 30 damage this turn.​
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. Added to what was received in the previous turn(s), the victim would receive 50 damage this turn.​
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. Added to what was received in the previous turn(s), the victim would receive 60 damage this turn.​
Fifth Turn: Calcification affects the organs. Total insanity thus inability to mold any chakra. Added to what was received in the previous turn(s), the victim would receive 70 damage this turn.​
Sixth 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. Victim receives 20 damage.​
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. Added to what was received in the previous turn(s), the victim would receive 40 damage this turn.​
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. Added to what was received in the previous turn(s), the victim would receive 50 damage this turn.​
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. Added to what was received in the previous turn(s), the victim would receive 70 damage this turn.​
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. Victim sustains 40 damage.​
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. Added to what was received in the previous turn(s), the victim would receive 50 damage this turn.​
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. Added to what was received in the previous turn(s), the victim would receive 70 damage this turn.​
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.


Declined: Resubmit so that this complies with the new rules for poisons. - Vex

Resubmitting pending medicine
https://animebase.me/threads/custom-medical-techniques-submission.461831/page-3#post-21520506


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 after expiry.

Declined: Idk where to even begin with this pill. The effects are ridiculous, especially for those with Jugo's DNA already present. Additionally, it doesn't really justify the increased damage that those users would gain. The sage chakra boost is ludicrous, doubling and tripling your supply of sage chakra instantaneously isn't going to fly. Allowing yourself to 'separate' which chakra you use doesn't even make any sense. How would assimilating the shell of a pill allow you to decide which type of chakra you're using, despite being in sage mode? This pill is quite unrealistic as it is now, and is close to a DNR. - Vex
 
Last edited by a moderator:

Pyro NB

Amegakure
Elite
Joined
Apr 22, 2015
Messages
8,563
Likes
337
Kin
732πŸ’Έ
Kumi
12,766πŸ’΄
#3
Resubbing, post before switch: X

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
 

Drackos

Legendary
Joined
May 28, 2014
Messages
12,529
Likes
246
Kin
624πŸ’Έ
Kumi
2,194πŸ’΄
Awards
#5
New Cycle: 11/10/2018 - 11/17/2018

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the 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 moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked 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 this Post. 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.
 
Joined
Apr 7, 2009
Messages
27,933
Likes
873
Kin
199πŸ’Έ
Kumi
45,018πŸ’΄
#6
New Cycle: 11/22/2018 - 11/29/2018

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the 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 moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked 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 this Post. 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.
 
Joined
Apr 7, 2009
Messages
27,933
Likes
873
Kin
199πŸ’Έ
Kumi
45,018πŸ’΄
#7
New Cycle: 12/11/2018 - 12/18/2018

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the 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 moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked 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 this Post. 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.
 

Joestar

Immortal
Joined
Apr 21, 2011
Messages
58,470
Likes
4,423
Kin
435πŸ’Έ
Kumi
5,595πŸ’΄
#8
New Cycle: 1/5/2019 - 1/12/2019

RULES
1. Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the 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 moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked 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 this Post. 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.
 

LGeezy

Active member
Legendary
Joined
Sep 10, 2008
Messages
16,112
Likes
351
Kin
1,003πŸ’Έ
Kumi
3,846πŸ’΄
#9
Permission from Zaphkiel to resubmit Malice Bombs as a Medical poison.
Original post.
Medical Training

(Kumo Ninpo: Akui Bakudan)- Spider Ninja Arts: Malice Bomb
Type: Offensive
Rank: B
Range: Short-Long
Chakra cost: 20
Damage: 40
Description: By harvesting venom from spiders before battle, signers of the Spider contract carefully place these small amounts of venom in vapourized forms into metal pellets to be carried in their ninja pouches. The pellets look very similar to the bells Kakashi wore when challenging Team 7 in terms of size and dimensions. They are very light weight and can be thrown incredible distances, only two at a time can be thrown though. When met with force, for example being thrown on the ground, the bells erupt into a putrid black mist releasing the neurotoxic or necrotic venom in a 5 meter (short ranged) radius from its explosion point. Then, with a wind technique of C ranked or above the user can spread the venom to have it diffuse quicker in the air and cover a larger area of up to mid ranged from the explosion point. The user has access to a single vial of the antidote that nullifies the effects of the venom no matter the stage, which is kept on their person should they be affected. There are essentially two types of malice bombs:

Neurotoxic variant- The main effect of a neurotoxic venom mist is to block nerve impulses to the muscles, causing cramps and rigidity and also disrupting many of the body's functions. By gaining atraxotoxin from Funnel Web spiders this bomb variant, when inhaled, overstimulates the production of the neurotransmitters, acetylcholine and norephinephrine, causing paralysis of the entire nervous system. The combined effect causes sudden and severe stress to the entire human body.In extreme cases, this can result in death due to respiratory or circulatory failure. But this takes time, in the first turn of inhalation the target's muscles become rigid and numb, severly slowing down Taijutsu and other bodily movements as well as hand seals. In the second turn of inhalation the target's lungs begin to shut down, depriving the body of air, which will lead to suffocation. If by the third turn the opponent doesn't halt the inhalation of the venom his entire nervous system is shut down, and his body enters a state similar to comatosis and remains that way for two turns.

Necrotic variant- Normally, necrotic venom causes skin blisters around the site of the bite, which may lead to ulcers and tissue death - necrosis. Needless to say this variant literally eats away at the target's flesh, until it is no more. The necortic venom mist doesn't have to be enhaled though, after two turns of direct exposure the mist causes the underling tissue of the exposed skin in the victim's body to rot away causing the opponent to feel great pain whenever he moves either of them, when stationary however the pain subsides. After the 3rd turn the underlying tissue rots away at the epidermis of the victim's skin causing it to fall from his body exposing his muscles to the elements, which causes an immense amount of pain. Finally, after the 4th turn of prolonged exposure the venom mist will see the target have a full scale necrosis in the exposed areas which will have them rot and fall from his body with any sudden movement.

Note(s):
- Only one variant can be used at a time, and only once per turn
- This jutsu requires a two turn cool down
- Only two of each variant can be thrown a time
- User is highly resistant but not immune to the venom, taking one turn longer for the dictated ailments to take effect
- Must have signed the Spider contract

‑ Declined ‑ Sorry but you require medical training (specifically Poison Release) to submit something like this. You can submit things which are venomous/poisonous but not on this level without having certain skills or bios such as Sasori.

Name Of Poison:
Gu - Malice
Creator: LGeezy
Type: Neurotoxic, Necrotic
Ingredients and Background: The traditional preparation of gu poison involved sealing several venomous creatures (e.g., centipede, snake, scorpion) inside a closed container, where they devoured one another and allegedly concentrated their toxins into a single survivor. Gu was used in black magic practices such as manipulating sexual partners, creating malignant diseases and causing death.
This poison has been recreated by users of the Spider contract and combined to make a deadly new version of the poison by harvesting venom from spiders before a battle. Signers of the Spider contract with access to Medical Ninjutsu carefully place these small amounts of venom in vaporized and liquid forms. In it's vaporized form, Gu appears as putrid black mist releasing the neurotoxic or necrotic venom. Then, with a wind technique of C ranked or above the user can spread the venom to have it diffuse quicker in the air and cover a larger area. The user has access to a single vial of the antidote that nullifies the effects of the venom no matter the stage, which is kept on their person should they be affected. The liquid form can be used to coat various weapons, however, the toxicity of the poison is lost and does not have the immediate effects of the vaporized version.

Description of Effects:

Neurotoxic variant- The main effect of a neurotoxic venom mist is to block nerve impulses to the muscles, causing cramps and rigidity and also disrupting many of the body's functions. By gaining atraxotoxin from Funnel Web spiders this bomb variant, when inhaled, overstimulates the production of the neurotransmitters, acetylcholine, and norepinephrine, causing paralysis of the entire nervous system. The combined effect causes sudden and severe stress to the entire human body. In extreme cases, this can result in death due to respiratory or circulatory failure. But this takes time, in the first turn of inhalation the target's muscles become rigid and numb, severely slowing down Taijutsu and other bodily movements as well as hand seals. The opponent loses one rank to all taijutsu and speed. In the second turn of inhalation, the target's lungs begin to shut down, depriving the body of air, which will lead to suffocation. If by the third turn the opponent doesn't halt the inhalation of the venom his entire nervous system is shut down, and his body enters a state similar to comatosis and remains that way for two turns.

Necrotic variant- Normally, necrotic venom causes skin blisters around the site of the bite, which may lead to ulcers and tissue death - necrosis. Needless to say, this variant literally eats away at the target's flesh, until it is no more. The necrotic venom mist doesn't have to be inhaled though, after two turns of direct exposure the mist causes the underlying tissue of the exposed skin in the victim's body to rot away causing the opponent to feel great pain whenever he moves either of them when stationary however the pain subsides. After the 3rd turn the underlying tissue rots away at the epidermis of the victim's skin causing it to fall from his body exposing his muscles to the elements, which causes an immense amount of pain. Finally, after the 4th turn of prolonged exposure, the venom mist will see the target have full-scale necrosis in the exposed areas which will have them rot and fall from his body with any sudden movement.

Liquid Variant - Gu kept in liquid form is dried when placed on weaponry this way the venom can stay discreet and catch the opponent by surprise should he be as much as grazed by said weapon(s). However, to coat so many weapons in venom it looses its toxicity as it is 'stretched' among so many tools. Instead of grim and immediate effects like that of vaporized variants effects of the liquid variant are much milder, but when applied in large amounts can prove their destructive power. For an opponent grazed, slashed, or stabbed by the weaponry he/she will lose feeling in said limb area affected. They will still be able to move it and have it function on their behalf, but sensation would be lost as well as the spider venom settling in their system. One graze is mild and will probably go unnoticed. Each time the opponent is afflicted with these venomous weapons it equals to a D ranked attack, and it stacks each time they get exposed to the weapons so a second occasion will turn the D ranked affliction into a C ranked affliction. Then on the next exposure it turns to a weak B ranked, then a full-fledged B ranked. If the opponent manages the venom to be stacked to that of a full S ranked technique they will die as the venom builds up in the their system over time. So in total it takes sixteen strikes from a venomous weapon to kill the opponent (x16 D ranks= 1 S rank) and this can come in the form of slashes, stabs, and cuts as mentioned before, below is a small table of ranks and accompanying afflictions:
  • D Rank= No noticeable affliction.
  • C Rank= Slowed reaction and cognitive actions - opponent loses one rank to base speed and tracking.
  • B Rank = Blurred vision, slightly slurred speech - opponent loses the ability to perform S-rank techniques.
  • A Rank= Involuntary coughing, bleeding from the eyes, nose, mouth, and ears - opponent loses two ranks to speed and inability to perform A-rank techniques.
  • S Rank= At the end of the turn victim dies.
Note: Requires Spider Contract


Declined
1. You need both Poison Ninjutsu and Medical Ninjutsu training to submit a custom poison. Information on this can be found in the Poison Ninjutsu thread. Only resubmit when you have both.
2. For the neurotoxic variant, 3 turns is way too soon for death to take place, or a near death "comatose state." Med Toxin takes 6 turns and custom poisons usually take 5-7 turns for an effect like that.
3. Wind will always disperse the poison, not empower or "spread" it. Diffusing it throughout the air will dilute it this is explained with the s/w'es of poison with it being weak to wind in its gaseous state. It won't concentrate or make it more wide-reaching it will just remove it from the air by diffusion making it less effective or countering it as per the strengths and weaknesses of Poison Ninjutsu itself.
4. For the liquid variant, the damage stacking won't work, it'll either deal specific damage when the poison is applied then a specified damage per turn or no damage with a turn limit leading to knockout. Either way, the damage won't stack upon itself compounding to the level of a "freeform S rank" no matter how you explain it.
 
Last edited by a moderator:

Jᴀʏ

Underdog
Elite
Joined
Jan 25, 2016
Messages
9,725
Likes
145
Kin
212πŸ’Έ
Kumi
36πŸ’΄
#10
Name of Medicine: Dragon's Blood
Creator: Jay
Type: Supplementary

Description and Background: A unique medicine created specfically to enhance the effectiveness and the users affinity for Sage Mode, specfiically Snake Sage Mode. These unique capsuled medicine, is composed entirely from not only DNA extract from Juugo, but also blood from the snakes that inhabit Ryuchi's Cave an environment rich with nature energy. These two ingredients as well as a variety of herbal ingredients and grinded together into a gel-like substance and then encased in a capsule. The capsuled pills however, don't provide an additional boost in the users Senjutsu Chakra and or extend the users Sage Mode in anyway shape or form, but rather enable a greater pool of their chakra to be converted, and increase the effectiveness of certain capabilities granted whilst in Sage Mode.

An immediate effect of ingesting the pill would be the users enhanced affinity for Sage Mode, taking their current expertise to greater heights the users chakra pool can be converted beyond what its normal capacity would be, (20% more chakra can be converted) Additionally in regards to the defensive and recuperative abilities granted whilst in Sage Mode. The users regenerative properties are enhanced as well as their durability. As such the user is capable of negating an additional 15 damage whilst in Sage Mode and is capable of regenerating an additional 20 HP. As a result of these unique pills being entirely reliant on the users own Sage Mode the effects last as long as the Mode itself.

Description of Side Effects:

Unfortunately as the benefits last as long as the mode itself, so too do the negative side effects. As a result of the users enhanced affinity and increased effectivness the chakra required to sustain Sage Mode is also increased, being doubled so that twenty chakra is drained, instead of the normal ten. Additionally, the user finds themselves at the mercy of Snake Senjutsu, as a result of their enhanced affinity so they do and additional 20 DMG should they cause direct damage to the user.

Note: Requires Snake Sage Mode, but can be used alongside both Imperfect and Perfect Sage Mode.

Declined.
1. The medicine is similar in form to Priest's pending medicine Greyscale Candy. Jugo DNA, Herbs from Ryuchi Cave, gelatinous etc.
2. It won't expand a Perfect Sage Mode user's potential supply. That in essence prolongs their time in Sage Mode, which can only be done with Imperfect Sage Mode. More potential senjutsu chakra = longer Sage Mode. It would extend it even though you say that's not the purpose.
3. It needs a turn and usage limit. "Lasts as long as Sage Mode" can be pseudo-infinite in Ninja World if you ration it properly.
4. The medicine needs better Side Effects. The "additional 20 DMG" from Snake Senjutsu is too situational.
 
Last edited by a moderator:
Joined
Apr 21, 2011
Messages
58,470
Likes
4,423
Kin
435πŸ’Έ
Kumi
5,595πŸ’΄
#11
New Cycle: 1/21/2019 - 1/28/2019

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the 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 moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked 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 this Post. 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

Amegakure
Elite
Joined
Apr 22, 2015
Messages
8,563
Likes
337
Kin
732πŸ’Έ
Kumi
12,766πŸ’΄
#12
Narutobase check: x
~reworded/edited for the latest update

Name:
(Dokusei) - Virulence
Creator: Pyro NB
Type: Autoimmune and Genotoxic
Description:
Ichor utilizes a combination of several minerals and traces of the Pyro NB's DNA refined with the use of his medical knowledge to increase the white blood cell count within a host. The result is a black liquid that has a higher viscosity than water, being comparable to 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.

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 body as they will recognize it as a foreign entity.

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. (-10 dmg)

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. (-10 dmg)

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 fatigue in the targets arms, legs, and torso. (-5 dmg/+10 fatigue)

Lingering) Every turn after the third step the infected take -5 dmg and +10 fatigue to all body parts until cured.
Notes:
~ Can only be used by Pyro NB and those he gives samples to
~ Pyro NB bios can reabsorb poison into their bodies curing victims if need be
~ Pyro NB bios are immune to both negative/positive aspects of the infection due to it being their own White Blood Cells

Declined: How is it more viscous than water if it moves like oil? An example of a substance much more viscous than water would be something like tar. Another thing, what do you mean by +10 fatigue to all body parts? Fatigue isn't anything quantified in our RP, so as it is now this poison's effects are essentially just cosmetic. You should add more defined status effects, look at some of the approved poisons for help. - Vex
 
Last edited by a moderator:
Joined
Aug 17, 2010
Messages
32,189
Likes
869
Kin
195πŸ’Έ
Kumi
4,657πŸ’΄
Thread starter #13
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.

β™ͺ Both Approved β™ͺ
Had to change it almost completely to fit the new requirements. Cut back on the explanation, which reduced the poison by half.

(Batto no kage) - Shadow of the Bat
Creator:
Howard
Type: Neurological, Muscular, Respiratory
Ingredients and Background:

Shadow of the Bat is a basic poison created from several substances including Irukandji venom, a syrup created from Atropa Belladonna and Conium as well as Corticotropin a neurotransmitter that revolves around the stress response and Dihydroxyphenylalanine a precursor to dopamine in the brain. It comes in two states of matter, a tar-like liquid or a smokey, smog-like gas both having an orange and black hue. The gas has a scent like petrichor making it detectable upon breathing in and both states of matter have a cinnamon-like taste. The goal of the poison is to create fear and have a tangible effect on the brain. 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 its liquid form. It is applied to all of his ninja tools and weapons as well as in a small vial around his neck for poison ninjutsu 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 finger-jabs and the like as well as the teeth for more animalistic applications akin to the injection abilities of a snake through bites.

Description of Effects:

Fear is the main symptom of the poison and is the ultimate symptom that each of the other symptoms tries to exemplify and create more intense and tangible. It is crafted specifically from the interaction of the Dihydroxyphenylalanine and the Irukandji venom. Irukandji venom is a substance known to create feelings of dread, and impending doom and Dihydroxyphenylalanine becomes dopamine as it enters the brain. Dopamine that seeps into the wrong parts of the brain creates intense distress. This compounded with the Corticotropin a stress hormone causes the initial fear response. Therefore each ingredient is crafted specifically to build into this sensation of fear thus creating the emotional responses of anxiety, paranoia, panic and straight up terror from the poisoned individual. This fear is impossible to push away or out of the mind being a bodily response and is very similar to the sensations felt by Killing Intent, however, needing the poison to be cured to purge the sensations.

Paralysis is an effect of the Atropa Belladonna and the Conium. Upon being poisoned the poisoned individual's speed is halved as their muscles begin to lock up becoming unresponsive making movement harder and needing forceful action to move. Their smooth and skeletal muscles have trouble moving causing the lungs to be unable to expand and contract. Thus the poisoned individual will find it incredibly hard to breathe creating a feeling of suffocation. As time progresses this creates an intense burning pain that radiates throughout the body from the chest outward into the limbs and extremities. This inability to breathe cannot be bypassed with any breathing exercises and requires the poison to run it's course or be cured to overcome. This feeling of suffocation is at the level of asphyxiation even causing lightheadedness, a headache, and intense pain. 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. Inhalation of carbogen causes the body to react as if it were not receiving sufficient oxygen: breathing quickens and deepens, and heart rate increases.

Hallucinations are the final symptom brought on by the Dihydroxyphenylalanine, Atropa belladonna, and Conium. These three hallucinogens together create vivid and surreal hallucinations as soon as an individual is poisoned. They induce a mental reaction wherein the brain itself brings out it's most base, fear bringing it to life through various hallucinations with aspects of visual, auditory, and even smell and taste stimuli. The brain creates these sensations as the poison stimulates the parts of the brain related to these sensations causing the appearance of madness and psychosis. These hallucinations can easily be mistaken for genjutsu as they have a similar application but isn't a genjutsu thus can't be broken through normal means needing the poison to run its course or to be cured. The hallucinations will seem almost real, and the opponent will be able to, see, smell, hear and taste the hallucinations if the situation arises. They can actively interact with the opponent but aren't tangible in the sense that they have physical substance or could be touched. This can make distinguishing reality nearly impossible making it difficult to fight. These can range from small changes to what the poisoned individual perceives to extreme world-altering changes and through the application of chakra ( -10, passive, and in the same timeframe as the poison ninjutsu technique ) can be controlled. The fear and hallucinations together reduce the poisoned individual's reactions by half. When a summon 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 forcing the summoning creature to disperse.

Note: Shadow of the Bat deals twenty damage per turn and lasts for six turns like other basic poisons

Approved: Considering the other effects, I decided that this won't be boosting normal poison techs by 20 damage. Nice idea though, this is probably the coolest poison I've checked so far, great job. Just remember that these effects only start after a turn, per the new rules. - Vex
 
Last edited by a moderator:

Korra.

Sage of Snakes
Supreme
Joined
Apr 25, 2011
Messages
22,219
Likes
463
Kin
93πŸ’Έ
Kumi
3,815πŸ’΄
#14
Link to the previous poison https://animebase.me/threads/custom-medical-techniques-submission.461831/page-2#post21285661

Name Of Poison Venom of the Red Lotus
Creator: Korra.
Type: Hematological, Muscular and Vascular
Ingredients and Background: Venom of the Red Lotus is a poison developed by the Sage of Snakes, Korra. This poison is an enhanced and modified venom she acquired from species of snakes, vipers and pit vipers, by using her medical ninjutsu and senchakra. The new poison in its liquid form is a silver metallic looking liquid while in its gas form its a silverish gas. Venom of the Red Lotus comes in liquid form with it being able to form into a gas form if its exposed to air and enough heat. Being a hemotoxin, Venom of the Red Lotus is made to destroy red blood cells (that is, cause hemolysis), disrupt blood clotting, and/or cause organ degeneration and generalized tissue damage. The Venom also has a chakra surpassing formula inside it. Being able to examines Kabuto poison Korra was able to enhance it and add it to her poison. The Venom of the Red Lotus is able to surpass KGs by targeting the opponent's DNA and destroying the parts which hold their KGs till the point they aren't able to use it anymore. The poison is a long duration poisoned and does 5 damage per turn in exchange for the effects it causes on opponents.

Korra is immune to these effects and the poison itself, in both liquid and gas forms, due to being able to manufacture a vaccine/cure to it and injecting it to her body. The poison applied to all of her ninja tools and weapons while also keeping small tubes of it on person and in her medical scroll. Korra was also able to genetically modify all her snake summons and snakes used in snake ninjutsu to produce and use this poison instead of normal venom making any snake bites from snakes she use more dangerous than normal. Korra is also immune to snakes that use her poison.

Description of Effects:

Liquid Form: In its liquid form, Venom of the Red Lotus destroys red blood cells – causes hemolysis, disrupts blood clotting, and also attacks other types of cells and tissues – causing profound tissue damage and often, organ failure. When an opponent gets hit with a weapon dipped in this poison the blood were the hit would happen wouldn't coagulate and have increased bleeding. The opponent won't be able to stop their bleeding through normal means and would need Med Nin to make the effects to stop. The poison can also cause the opponent to bleed from orifices like nose, eyes, and also gums and the brain. The poison also attacks blood and live tissue. The poison literally kills and dissolves tissue including bone. The venom also attacks the opponent's DNA removing their KG from their DNA and restricitng it down the longer they are exposed to it.

Speed of Effects Depending on Exposure and Time
  • Simple Scratch or skin contact with the liquid poison - The scratch would start bleeding and than start bleeding uncontrollably and tissue damage and dissolving tissue including bones after 2 turns of exposure. After 5 turns of exposure the bleeding would slow down to normal pace. If used on a finger or toe the opponent could expect to lose the body part (after the two turns of exposure). The Venom restricts F rank KG abilities if in the opponent system for 1 complete move.
  • Stab Wound, contact between the liquid poison and an open, bleeding wound or contact - Uncontrollable bleeding, tissue and bones dissolves, blood clots, cells and tissues damage after 3 turns of exposure without extraction. The Venom restricts S rank and above KG abilities after 2 whole turns of exposure. After 3 turns it restricts it down to A rank and above.
  • Ingestion of liquid Poison or Overdose of Poison - Causes hemolysis, disrupts blood clotting, and also attacks other types of cells and tissues – causing profound tissue damage and often, organ failure. Also can cause bleeding from orifices like nose, eyes, and also gums and the brain. Can cause body parts to be lost and need to be amputated. Effects happen after 3 turns of exposures. The Venom also restricts KGs abilities down to B rank and above after 3 turns. After 4 turns it becomes C rank and above and after 5 it becomes D rank and above.


Gas Form: In its gas form, Venom of the Red Lotus does most of the same things as the liquid form expect it wouldn't cause bleeding from a specific wound. The if ingested the gas could cause bleeding from orifices like nose, eyes, and also gums and the brain as well as tissue damage and often, organ failure. If enough is is breathed in it could force the lungs to bleed internally, pooling blood in them.

Speed of Effects Depending on Exposure and Time

  • Small Amount Ingestion or Breathed In or Skin Exposure - Poison either breathed in or contact with skin and pores causes minor bleeding nose, eyes, ears and gums. Causes dizziness and loss of balance (-10 to tracking). Can also cause coughing of blood. These effects start after 2 turns of exposure and last for 3 turns if untreated. The Venom restricts F rank KG abilities if in the opponent system for 1 complete move.
  • Heavy Ingestion of Gas - Uncontrollable internal bleeding, tissue, and bones dissolves, blood clots, cells and tissues damage after 3 turns of exposure without extraction. The Venom restricts S rank and above KG abilities after 2 whole turns of exposure. After 3 turns it restricts it down to A rank and above.
  • Long Term Ingestion - Causes hemolysis, disrupts blood clotting, and also attacks other types of cells and tissues – causing profound tissue damage and, often, organ failure. Also can cause bleeding from orifices like nose, eyes, and also gums and the brain. Can cause the lungs to start internally bleed and start filling with blood. Effects happen after 4 turns of exposure and skin contact. This requires the opponent to breathe in the gas for a full turn. The Venom also restricts KGs abilities down to B rank and above after 3 turns. After 4 turns it becomes C rank and above and after 5 it becomes D rank and above.

Note: Only Usable by Korra or if given weapons dipped in this by Korra.
Note: Created by Korra
Note: Advance Elements/CC are restricted instead of KG if applicable. However, HA are not affected due to not being reliant upon DNA

Approved: Cool poison. Just keep in mind, that if the CC abilities aren't reliant on DNA (like Mandalore, for example), then the poison wouldn't effect them. - Vex
 
Last edited by a moderator:
Joined
Apr 7, 2009
Messages
27,933
Likes
873
Kin
199πŸ’Έ
Kumi
45,018πŸ’΄
#15
New Cycle: 02/06/2018 - 02/13/2019

RULES
1.
Submit your Customs only once they've been finalized. The staff will routinely check submissions throughout the 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 moderator discretion, if a technique is overly lengthy for no reason.
5. Submissions from prior cycles that haven't been checked will be checked 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.
 
Last edited:

Priest

Legendary
Joined
Apr 7, 2010
Messages
16,941
Likes
355
Kin
1,099πŸ’Έ
Kumi
280πŸ’΄
#16
Resubmitting from the link below. It was not checked.
https://animebase.me/threads/custom-medical-techniques-submission.461831/page-3#post-21562782


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. 20 damage would be received.​
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. Added to what was received in the previous turn(s), the victim would receive 30 damage this turn.​
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. Added to what was received in the previous turn(s), the victim would receive 50 damage this turn.​
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. Added to what was received in the previous turn(s), the victim would receive 60 damage this turn.​
Fifth Turn: Calcification affects the organs. Total insanity thus inability to mold any chakra. Added to what was received in the previous turn(s), the victim would receive 70 damage this turn.​
Sixth 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. Victim receives 20 damage.​
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. Added to what was received in the previous turn(s), the victim would receive 40 damage this turn.​
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. Added to what was received in the previous turn(s), the victim would receive 50 damage this turn.​
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. Added to what was received in the previous turn(s), the victim would receive 70 damage this turn.​
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. Victim sustains 40 damage.​
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. Added to what was received in the previous turn(s), the victim would receive 50 damage this turn.​
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. Added to what was received in the previous turn(s), the victim would receive 70 damage this turn.​
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.


Declined: Resubmit so that this complies with the new rules for poisons. - Vex

Resubmitting pending medicine
https://animebase.me/threads/custom-medical-techniques-submission.461831/page-3#post-21520506


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 after expiry.

Declined: Idk where to even begin with this pill. The effects are ridiculous, especially for those with Jugo's DNA already present. Additionally, it doesn't really justify the increased damage that those users would gain. The sage chakra boost is ludicrous, doubling and tripling your supply of sage chakra instantaneously isn't going to fly. Allowing yourself to 'separate' which chakra you use doesn't even make any sense. How would assimilating the shell of a pill allow you to decide which type of chakra you're using, despite being in sage mode? This pill is quite unrealistic as it is now, and is close to a DNR. - Vex

Reconstructed the poison so no bold.

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 lingering 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.

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 and continues to progress as long as the victim lives 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/vectors 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 (All forms of exposure)

After First Turn, The tissue on the point of exposure would turn to stone, signifying infection while the poison would be spreading throughout the body via the blood stream. The entire skin would be itchy and the body part around point of contact would go numb and paralysed. Victim would receive 10 damage.
After Second Turn, The calcification spreads to more cells thus the entire body part around point of exposure is turned to stone. Slight bleeding from any open orifice. Slight amnesia sets in, leading to inability to mold above 40 chakra into techniques. Moderate Hallucinations; Seeing grotesque figures of everything. This would induce slight dementia and also cause tracking speed and reaction to be halved, even for doujutsus. Victim would receive 10 damage.
After Third Turn Calcification spreads to half of the body. This time, half of the victim's skin would turn to stone. The added weight makes them slower(2x reduction in speed). Moderate bleeding in body orifices. Total paralysis and numbness of the affected area. Moderate amnesia sets in, leading to inability to mold above 30 chakra for 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. Sporadic muscles spasm and seizures would lead to inability to perform B rank and above taijutsu. Victim would receive 10 damage.
After Fourth Turn Calcification spreads to entire skin thus a 3x reduction in speed. Moderate bleeding in body orifices. Slight paralysis and numbness of the entire body leading to inability to perform C-rank and and above taijutsu. Heavy Amnesia sets in, leading to inability to mold above 20 chakra for techniques. Delirium/Mental agitation; victim looses control of his mental coordination, paranoid and angry. Would be unable to weave 2 handseals and above and tracking speed and reaction is reduced 3x. Victim receives 10 damage.
After Fifth Turn, Calcification affects the organs. Added to previous effects, bones and muscles become brittle and break at any complex movement(any taijutsu action, running, dashing, jumping). Heavy memory loss thus inability to mold above 15 chakra. Delirium and severe hallucinations; seeing worms growing from their body and painfully devouring their skin. 10 damage is received.
After Sixth Turn The victim would continue with the last effect while receiving 10 damage per turn until he is cured or his health reaches zero.

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


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. 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 50%. For those with Jugo's dna within their body, the increment would be twice as much(100%). This means if the user's sage chakra pool is 100 by the time he takes the pill, then it increases with 50(100 for those with Jugo's dna). 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.

Description of Side Effects
Using a second pill would cause the user to use 100% more chakra to sustain sage mode from his sage pool for 4 turns.
A 3rd pill would cause the user to use 300% more chakra to sustain sage mode from his sage pool indefinitely until healed.
A fourth Pill would cause death to the user immediately it is ingested.
 

Shinta

Active member
Legendary
Joined
Dec 11, 2010
Messages
18,973
Likes
403
Kin
699πŸ’Έ
Kumi
7,410πŸ’΄
#17
Resubmitting: https://animebase.me/threads/custom-medical-techniques-submission.461831/page-2#post-21301594

Name Of Poison The Hunters Choice
Creator: Shinta
Type: Haemolytic, Cardiotoxic, Neurotoxic, Vesicant

Ingredients and Background:

The Hunters Choice utilises a mixture of toxins used by hunters and refined to a potent state with the use of Shinta's medical knowledge. The resulting mixture takes on a metallic, smoke-green colour that has a higher viscosity than water, being comparable to a light oil and is also capable of being used in a gaseous state; being a light gas that has a dark-green hue. The gaseous state smells of a mix between vinegar and Ammonia, being rather distinct and easily noticeable. In both liquid and gaseous forms, the poison has no scent but does posses a foul and almost vile after-taste on the tongue. The viscosity of the liquid form allows the poison to stick better to weapons while also resisting water readily washing it away; however still being able to readily be absorbed through the skin. The Hunters Choice is comprised of Diamphotoxin, Batrachotoxin and Cantharidin that rapidly spread through the area of contact while entering the bloodstream to continually spread throughout the target.
Being the creator of this toxin and knowing the exact composition, Shinta has inoculated himself against the effects of this poison through prolonged exposure over many years via repeated ingestion/injection of gradual, increasing dosages. Shinta 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; breaking down of red blood cells to cause a release of haemoglobin, blocking of the sodium channels in the nerves that prevent the neuron from communicating with the muscles and finally it begins to break down the cell-to-cell bonds (Desmosomal plaques) which leads to surface blistering of the skin. A further breakdown of the effects if as follows:
Liquid Form: In this state, the poison is able to be absorbed via direct skin or through an open wound as small as a cut.


Rate of Effects Depending on Exposure
  • Small scratch or contact with liquid
    • First Turn: Point of contact will become paralysed; in the case of hands, target won't be able to perform hand seals. This paralysis will continue for four turns unless poison is removed.
    • Second Turn: Blisters will begin to begin to form over the afflicted area. The toxin begins to spread through the blood stream, destroying red-blood cells that causes a mild increase to blood pressure and shortness of breath.
    • Third Turn: Blisters will begin to rupture, causing great pain and physical damage (-10 per turn). More and more red blood cells are damaged, compiled with blood loss from the blisters, leads rapid breathing, high blood pressure and mental confusion (-2 ranks to reaction time). Paralysis now affects the entire limb originally affected by the poison (poison entered through the left hip, the entire left leg is now immobile).
    • Fourth Turn: Blisters spread over the entire affected limb, rupturing and continuing to bleed as they progress over the body. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing.
    • Fifth Turn: Entire body is covered in blisters, afflicted is paralysed from the neck down and all previous symptoms worsen. Two more turns until the target dies from paralysis of the heart muscles.
  • Stab wound, contact with the liquid via an open wound or contact with Mucosa
    • First Turn: Point of contact will become paralysed and feeling will be lost in extremities (hand and feet) that in the case of hands will prevent use of hand seals. This paralysis will continue for four turns unless poison is removed, worsening each turn. Blisters immediately begin to form over the point of contact (hindering vision or breathing if contact with the eyes or nose if made).
    • Second Turn: Paralysis worsens, preventing quick motions with arms or legs (Base Speed reduced by 1 rank). Blisters begin to rupture and bleed heavily, causing -10 damage per turn. Destruction of red blood cells combined with the blood loss causes; blood pressure to quickly rise, rapid breathing, high blood pressure and mental confusion (-2 ranks to reaction time). Blisters have now spread to cover the limb where the poison made contact.
    • Third Turn: Blisters have now spread over 90% of the body, radiating out from point of contact and continue to bleed heavily. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing, with a further reduction of base speed (-1 base speed rank).
    • Fourth Turn: Entire body is covered in blisters, afflicted is paralysed from the neck down and all previous symptoms worsen.
    • Fifth Turn: The target dies at the end of this turn, after the poison reaches the heart and paralyses the muscles. The target is delirious, unable to move and suffering from severe blood loss at during this turn.
  • Ingestion of liquid poison, inhalation of gas or direct intravenous/intramuscular injection
    • First turn: Target will immediately loose fine motor control, preventing the use of hand seals and accuracy when throwing shuriken/kunai. Blisters will form in the immediate area of exposure/contact that will begin to heavily bleed (-20 damage per turn) that, in the case of ingestion or inhalation, will cause the target to vomit or cough up blood with the blisters forming inside the stomach or lungs.
    • Second Turn: Blisters will rapidly spread to over 90% of the body, radiating out from point of contact and continue to bleed heavily. Profuse sweating, shortness of breath, rapid breathing, wheezing and coughing now hamper sustained movement, the afflicted won't be able to move more than short-range without collapsing, with a further reduction of base speed (-1 base speed rank). The target also become delirious and confused, reducing reaction time by -2 levels.
    • Third Turn: The afflicted becomes completely paralysed and the bleeding blisters cover the entirety of the body, all previous symptoms also worsen.
    • Fourth Turn: The target dies during this turn from paralysis of the heart muscles.

Notes:
- Can only be used by Shinta or those he gives samples to.
- Only Shinta is immune to the effects of this poison.
 
Joined
Mar 2, 2012
Messages
6,780
Likes
311
Kin
2,118πŸ’Έ
Kumi
4,798πŸ’΄
#18
(Id like to preface this by saying, im not really good with chemistry, so I apologize if some things sound vague, I tried to do as much research as I could, while also saying some things could be possible via naruto logic?)

Name Of Poison: Nox

Creator: Zatanna

Type: (neurological, intestinal, cardiac etc.) Biocide, Mycotoxin, Cellular Endotoxin.

Ingredients and Background:
Nox is a poison created by Zatanna as a way to effectively render her opponents chakraless and exhausted with the eventual result of death. Developing a poison that specifically targets chakra networks on a cellular level but after much study, she found a way to artificially develop a poison to create, calling it Nox.

Firstly, taking the DNA reproduction structure of small MicroFungi, she combined it with a deadly pesticide that broke down cells by preventing the protein cycle to continue. This resulted in cells simply shutting down as they died being unable to reproduce. However this wasnt enough. By combining this poison with some qualities of Aburame bugs that actively seek out and devour chakra, she found a way to cause the poison to react to chakra as well.
This dark blue mixture that eventually became Nox was a deadly combination of science and nature as the reproduction of bacteria microfungi was mixed with the ability to destroy cells. Originally seen a micro spores, they had the unique smell of plants opening up before rain, a somewhat foreboding smell that usually is relished. Upon contact there is no immediate telltale sign one has been infected, except upon inhaling, being able to taste a slightly acidic taste on ones tongue. The most common mistake is believing it to be a fungal poison known as Fusarium sporotrichioides which produces fusariogenin, epicladosporic acid and fagicladosporic acid, however this is the closest nearby relative of Nox, which uses Fusarium as its microfungal base to spread.

Nox uniquely reacts to chakra in the way that fire uses oxygen to burn, such is that it is a fuel and creates a chemical reaction. Upon contact with chakra, Nox will consume and burn the chakra inside a cell in the same way that it will prevent the cell from reproducing by consuming it and blocking its protien receptors. By engulfing the cell and not allowing it to reproduce, the fungal cells of Nox will burn through the chakra consuming it and create a chemical reaction.

As the creator of the Poison, it goes without saying that Zatanna had experimented carefully and had many antidotes on standby ready to inoculate herself against the poison. She often carries vials of the antidote as well as vaccines against the poison to give to others.

Description of Effects:
Nox is a gas based poison which can be mixed in to liquids to form a dark blue fluid looking similarly to ocean water. As a gas, the dark blue cloud that contains millions of the spores can easily be inhaled or even absorbed through pores upon the skin.

The dark blue poison of Nox affects its target over 4 stages, with each stage the opponent losing 5% chakra stacking multiplicative.

Upon contact, the user will feel a slight chill as the extremities begin to go numb, as the poison starts to work its way around the system, clinging to cells, breaking them down and reproducing as the blood pumps it through. At the end of the first turn, should the user be within short range, they are able to sense where the opponent is, thanks to the chemical reaction of the Nox poisons breaking down opponent chakra. As the poison begins to eat away cells inside, the opponent will lose 5% of their chakra while Nox uses it to grow. (10 Damage)

With the 2nd turn, the opponent will start to feel a burning sensation of the mouth, tongue, throat, and stomach as well as nausea, while the poison begins to work more through the body. Additionally the area at which the user can sense the opponent will extend to mid range as the poison breaks down more cells, consuming more chakra and creating a larger chemical reaction the expands covering the opponent. Upon the 2nd turn, the target will lost an additional 10% of their chakra, totaling a total loss of 15%.(further 20 damage totaling 30 damage)

With the 3rd turn, the poison fully begins to burn the opponents cells away, consuming their chakra and it ravages their system, consuming, growing and moving on. The opponent will feel like vomiting as acid begins to pool in their stomach, it being unable to produce the proteins for digestion and to keep the acidic balance of the stomach in check, while coughing up blood, as the wall linings of blood vessels begin to rupture through out the body. The chakra consumed this turn is 15% totaling 30% chakra extending the sensing of the opponent up to long range now, the chemical being released by each consumption being far greater. (further 30 damage totaling 60 damage)

The 4th and final turn, the poison begins to eat away at vital organs consuming a further 20% of the chakra because of the sheer mass of poison circulating around the opponents body, totalling 50% of their chakra consumed. With vital organs failing, the user passes out due to the proteins being unable to fulfill their jobs and shutting down the organs. (Death)
Notes
- Can only be used by Zatanna or those she gives samples to.
- Only Zatanna or those she vaccines is immune to the effects of this poison.
 
Status
Not open for further replies.
Top Bottom