Custom Medicine and Poison Submission

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BusinessManTeno

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Name Of Medicine: Genix
Creator: Teno
Type: Supplamentary
Description and Background: Genix is a natural drug from some of the finest herbs found. During the great ninja war people noticed those with dojutsu had a greater advantage in battle. Their tracking was on par with none, and was always faster than most. So to combat that, the great medical ninja did research. Something that could increase the tracking, while being able to multi-task with increased agility,flexibility, and reaction time while keeping the speed, and what he created was remarkable. By Ingesting the pills, the user perception of time in the outside world is slowed down while keeping the speed, and increasing the reaction time. By doing this, this allows for the user to see people moving slower than usual, while also heightening their senses allowing them to notice even the slightest of movements, and hear the most quiet of noise, as long as it has noise.
Description of Side Effects: [/B]
Once the user takes the pills, it takes a full turn to activate. Once done the user perception of time decreases by 2X thus increasing their tracking by 2x. Their reaction speed also heightens, allowing the user to hear, or feel anything within five meters of them, with the speed to react.

Once the fourth turn has passed (Not including the one turn it takes to induce) the drugs start to wear off only giving a 1.5X decrease to perception of time. After the 7th turn the drugs will completely wear off.

Once the drugs wear off, the user will have to get adjusted to the perception of time being normal, thus restricting the usage of mental techniques for two turns.

Declined.
1. Lasts too long, 4-5 turns is probably the max for most types of medicines.
2. Not enough drawbacks or restrictions and it's too vague, several turns of heightened visual and auditory senses needs a debuff of some sort to compensate, more than "restricting mental techniques for two turns." Something like a decrease to your senses after it wears off from overstimulation.
3. I'd remove the "activation" period and just have the effects be instant like most other medicines.
4. "Feel anything withing five meters." How if it's just a mental acuity and reactions increase, "By doing this, this allows for the user to see people moving slower than usual, while also heightening their senses allowing them to notice even the slightest of movements, and hear the most quiet of noise, as long as it has noise." Feeling things would be tactile and there's no reason for your sense of touch to go up. If it did or if it's something you want to be a part of the medicine there would have to be a compromise meaning if you feel things in a heightened way pain/damage would be more effective against you.
5. "with the speed to react" this doesn't boost speed, just your reactions. So just because you can "see it", doesn't mean you're fast enough to react.

Name Of Medicine: Genix
Creator: Teno
Type: Supplementary
Description and Background: Genix is a natural drug from some of the finest herbs found. During the great ninja war, people noticed those with dojutsu had a greater advantage in battle. Their tracking was on par with none and was always faster than most. So to combat that, the great medical ninja did research. Something that could increase the tracking, while being able to multi-task with increased agility, flexibility, and reaction time while keeping the speed, and what he created was remarkable. By Ingesting the pills, the user perception of time in the outside world is slowed down while keeping the speed, and increasing the reaction time. By doing this, this allows for the user to see people moving slower than usual, while also heightening their senses allowing them to notice even the slightest of movements, and hear the quietest of noise, as long as it has noise. It does this by stimulating the nervous system, which has the added effect of increasing touch sensitivity, and auditory perception.
Description of Side Effects:

Once the user takes the pills, it instantly activates. Once done the user perception of time decreases by 2X thus increasing their tracking by 2x. Their reaction speed also heightens, allowing the user to hear, or feel the slight disturbances in the air within five meters of them. This of course does not come without the side effect that physical damage also does an extra 20 damage due to the increased sense of touch.

-The x2 to reaction speed caused by the increase to the base senses of hearing, sight and touch lasts for 5 turns before wearing off

-Once the drugs wear off, the user will have to get adjusted to the perception of time being normal, thus restricting the usage of mental techniques for two turns while also decreasing their base sensing by 3 for two turns due to overstimulation

Approved. Check the edits, can be declined for resubmission if you don't like them.

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System001

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Proof that it is possible; In part 1 Akamaru was seen ingesting soldier pills. The effects of which greatly boosted his abilities, granted him access to new abilities and jutsu, and turned his body red. Link:

Yes, I'm about to dope my animals. No, please do not call the RSPCA on me.

Yin, Yang, Med in inventory; https://animebase.me/members/telie.70437/#dbtech-shop-inventory

Referenced Technique: Spectral Sense

Name Of Medicine: Duality: Sun and Moon Divine Dan
Creator: I, Scaze! (uh, Telie)
Type: Supplementary
Description and Background: The Duality: Sun and Moon Divine Dan was developed to unlock the latent potential of a Ninken and, at higher dosages, enable a Ninken to entirely transcend their limits and access newlyfound powers. True to its name, The Duality Dan comes in two forms; a medium of ginseng root, turtle shell, oxen bone marrow and snake blood is crushed, purified through sublimation, chemically combined through heat and chakra, and finally infused with vast amounts of either Yin or Yang chakras. The resultant powder is then encased in a rudimentary capsule to create a rather potent set of pills.
The pills produce three stages of effects, dependant on their dosage, growing progressively stronger at each stage. At the first stage, pills will primarily produce enhancements to the body or chakra systems of the recipient - yang the body, yin their chakra - respectively. The second stage will greatly affect both body and chakra, and the third stage will shift the effects from enhancements that primarily affect the self, to enabling access to phenomena capable of impacting the external world.

Stage 1 of the Duality: Sun and Moon Divine Dan:
Sun Pill: Ingestion surges Yang chakra throughout the body, unlocking the latent physical potential of Ninken physiology. With musculature enhanced to the peak, and efficiency of neural pathways increased by surging chakra, Ninken who have ingested the Yang pill will gain a +30 boost to their Inuzuka techniques and physical attacks. Heightened physicality will also allow them to extend the potential of Inuzuka techniques, increasing the range of Gatsuuga's, Gatenga's and Inuzaka attacks by one.

Moon Pill: Ingestion surges Yin chakra throughout the chakra system, unlocking the latent chakra control potential of Ninken physiology. With spiritual and mental control pushed to the peak, and mental awareness of chakra pathways expanded, Ninken who have ingested the Yin pill can passively silence their chakra and energies, which would typically leak out and be detectable by sensors, thereby rendering them sensable only through normal means (basic senses, not 6th senses like chakra, emotion, vitality or w.e sensing). This embodies the role of Canines as apex hunters - pushing their stalking capabilities to a new peak as necessitated by a world of ninjutsu. Greater chakra control also allots for passive activation of the Ninken unique sensory technique, Spectral Senses.

Stage 2 of the Duality: Sun and Moon Divine Dan:
Sun Pill: Affects Ninken physiology in full; this time a Ninken will experience a 2.5x speed increase, and their body will leak a shroud of overflowing yang chakra. This overflow will make their physical attacks more potent, allowing them to produce B ranked damage with their free-form attacks, and finally, similar to white tiger, their physical and Inuzuka based attacks will produce an imbalance in the chakra of struck enemies. Victims will have to expend 1.5x the chakra to perform techniques, increased to a maximum of 2.5x for each successive attack landed. (Each two additional attacks increases expenditure by 0.5, and like White Tiger can be countered through senjutsu, yin, yang, and y/y surges of greater chakra. Starts as a B rank effect with each successive strike adding 10 chakra and increasing the surge demand respectively.)

Moon Pill: Affects Ninken physiology in full; affected are capable of shedding their physical forms and converting to a spiritual one, not at all unlike hands of sloth. Spiritual form renders a Ninken intangible, and completely incapable of interacting with physical structures or techniques - instead they freely phase through space along the Y, X and Z axis. Due to their intangibility, their attacks will deal spiritual damage, but naturally they and their attacks will still be fully visible. It costs a move to enter this form, but not leave it, and it can only be sustained for a maximum of three turns.

Stage 3 of the Duality: Sun and Moon Divine Dan:
Extending beyond empowerment to the self, the third stage allows a Ninken to harness the injected energies and, combined with their own, project new entities - the Komainu and Inugami - out into reality. Based on Yin and Yang respectively, the Inugami allows for the materialisation of independent spiritual familiars of Yin, and the Komainu physical - to the point of living flesh and blood - materialisation. True to Inuzuka techniques, these dog like projections can range in appearance from natural breeds, to canines of demonic and mythical variations (additional heads, limbs, etc etc), ranging from either normal sizes to giant summon sizes, created either around the Ninken or projected externally (within short range). With a base damage of 100, the created familiar will deal either physical or spiritual damage accordingly, however from the turn after their creation their free-form attacks, which carry damage equal to the full might of the projection, will cost a move. Similarly, Inugami can phase through constructs, however they must be made tangible to attack and are visible in either forms (can passively switch between), while the Komainu is created with physical abilities that match a Ninken under the effects of stage 2.


Description of Side Effects:
Biographies that possess this pill start battle with 600 less chakra (additionally, the bonus chakra from the Yang speciality, if the user has it, is halved): This is because by default these pills have an extremely short shelf life, but are exhausting to manufacture on account of the vast amounts of Yin and Yang Chakra required. This is to such an extent that even after rest, the creator will not have recovered completely. However, a short shelf life requires an Inuzuka to constantly subject themselves to this process to keep a stock, as the pills react negatively to preservation methods (chemical, physical such as freezing, etc). Must be posted at either the start of the battle or in the users biography, and it does not reduce the Inuzuka's total max chakra, just chakra available at battle start.

Stage 1: lasts for up to five turns. Once pill effects end, the strain to either the chakra system or body produces small lacerations within a Ninken's muscles that reduce the power of future Inuzuka techniques by -30 (Yang pill). Or, physically frayed chakra pathways that require the expenditure of an additional 20 chakra (with no added effects) to perform further techniques (Yin pill) - These effects last until healed, or until five turns pass, whichever comes first.
Stage 2: lasts for up to four turns. Once pill effects end, the overclocking strain damages the skeletal structure - leaving it compromised from multiple hairline fractures and thereby halving their speed, they also experienced frayed chakra pathways that increase their required chakra expenditure by 1.5 (yang). For Yin, chakra pathways will become physically contorted and compressed at intermittent intervals throughout the body due to flesh that has been internally warped and disfigured - this leads to an inefficiency that requires 2x chakra expenditure to perform techniques and reduces the power of such by -20. These drawbacks last until these wounds are healed.
Stage 3:
Replaces the Inuzuka's usages of the canon "Eight Branched Giant Snake" and "Hands of Sloth"
A Ninken currently manifesting a Komainu or Inugami cannot perform further techniques, instead a Komainu or Inugami will adopt their traits and thereby perform Inuzuka techniques in the Ninkens stead.
When a Komainu or Inugami is destroyed, a Ninken will suffer physical or mental backlash (respectively) equal to the number difference between the destroyed Komainu or Inugami, and the technique that destroyed it. (For example, if a 100 dmg Komainu is destroyed by a 140 damage technique, the Ninken will immediately experience a 40 damage backlash in addition to having to deal with the remnants of the incoming attack.)
A Ninken can consume a stage 3 pill once, after which they must wait three turns to consume any pill again, regardless of how much their Inuzuka heals them. Komainu and Inugami cost 70 chakra to create, and are not meant to expire, however the effects of the pill do, wearing off after four turns and with that, the Komainu and Inugami dissipate. Inversely, backlash damage from the destruction of a Komainu or Inugami neutralises the effects of a stage 3 pill.

Additional notes and restrictions:
Crude and rudimentary, pills unlock higher stages simply through a multiplicative increase in dosage - this also means that the beneficial effects and drawback sides of each stage stack. Any stage can be entered at any time, in accordance with the dosage, however there are limitations on usage. A Ninken can consume a stage 1 and 2 pills twice each, with no cooldown, however consuming a pill without having recovered from the side effects of the last one will half the beneficial effects and increase the sides by 50% (diminishing returns)
There is nothing stopping a Ninken from consuming both a Yang or Yin pill, however attempts at such by default will heavily damage a Ninken's internals and leave them comatose after only two turns. This is due to the introduction of two conflicting energies, which quickly overloads into a pseudo 'poison' that attacks a Ninken's vitals. Even consuming a Yang pill while remnants of a Yin pill remain within ones system (or vice versa) will lead to this negative effect - and it typically takes fifteen turns for a pill to completely clear from a Ninken's system. Ninken rendered comatose cannot consume further pills even when healed. (until the arc ends)
Ingestion of these pills and their subsequent effects are passive, and their effects kick-in immediately. However, feeding them to a Ninken is a freeform action, much like throwing a Kunai (or whatever), that could logically be interrupted. Creation of a Komainu or Inugami counts as a move, adopting a Spiritual form in stage 2 also costs a move, but can be entered and exited freely once activated for the duration of the pill.
Stage 1 requires one pill, stage 2 two pills, and stage 3 four pills to be consumed at once. Consuming additional pills is considered a pointless overdose as it has yet to lead to the observation of additional beneficial effects. By default, the user possesses an inventory of 15 pills, however this can be increased to a maximum of 30 pills at the cost of starting battle with a further -20 less chakra per additional pill. (in the NW pill stock and consumption regenerates at a rate of 5/week, but still with the associated chakra costs, and while replenishing, chakra regeneration is halved.)
At any stage, a bite from a Sun and Moon enhanced Ninken will drain vitality (Sun) or chakra (Moon) at a rate of 50/100 a turn. By default this is only effective on enemy Shinobi, or summons (Returns for the latter are halved).

____
Depending on how this goes, I'm willing for my Inuzuka to suffer some restriction, or even complete denial, to the access of Yin State and Yang State, too.

Declined DNR. Something like this was tried before by Delta, here. The consensus is medicine can only be used by shinobi.

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Daemon

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Pervyy

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Cyanide
Creator: The Pervy sage
Type: Respiratory, Cellular
Ingredients and Background: Cyanide can be a colourless gas, such as hydrogen cyanide (HCN) or cyanogen chloride (CNCl), or a crystal form such as sodium cyanide (NaCN) or potassium cyanide (KCN). However, this variant is always in a colourless gaseous form.
Description of Effects: As a poison is "a substance that is capable of causing the illness or death of a living organism when introduced or absorbed" this effect falls under that category. The poison will react with the oxygen of the cells it touches ripping it out, turning the person’s body blue, as that is the true colour of blood lacking oxygen. Due to the infusion of the users chakra, this poison will have a slight purple hue to it. Given this is a lingering poison it will affect the adversary until they are knocked unconscious or killed.

Turn one: On turn one the victim will suffer from the effects of oxygen deprivation at its most basic level, this will cause 5 damage, and will lower their base speed level by one.
Turn two: On turn two the victim will suffer from the effects of oxygen deprivation, now at a higher scale somewhat, this will cause 5 damage and will lower their base speed level by two.
Turn three: On turn three the victim will suffer a higher level of deprivation, taking 10 damage now, additionally their base speed level will be lowered by three.
Turn four: On turn four the victim will suffer the highest and most long lasting effects of the poison, losing 10 hp per turn and having their base speed lowered by four levels, this effect following the rules of lingering poison will persist until the adversary is knocked unconscious or killed. The opponent’s skin will take on a blueish tinge at this stage.
Note: Due to the nature of this poison, removing it from the blood stream is very difficult, requiring more than simple medical treatment, the victim needs to be able to use yang release to heal this poison effectively, that or they need time to remove and replace the blood in their body manually using a blood replenishing pill or something similar.

Declined.

1. A definite no to the "Needs Yang to heal" that's just wild imo. You'd need a 25k ability to defend against a 5.5k ability.
2. Damage seems fine, tbh you could probably just do the 10 per turn from the start.

Checked by
@Howard
Cyanide
Creator:
The Pervy sage
Type: Respiratory, Cellular
Ingredients and Background: Cyanide can be a colourless gas, such as hydrogen cyanide (HCN) or cyanogen chloride (CNCl), or a crystal form such as sodium cyanide (NaCN) or potassium cyanide (KCN). However, this variant is always in a colourless gaseous form.
Description of Effects: As a poison is "a substance that is capable of causing the illness or death of a living organism when introduced or absorbed" this effect falls under that category. The poison will react with the oxygen of the cells it touches ripping it out, turning the person’s body blue, as that is the true colour of blood lacking oxygen. Due to the infusion of the users chakra, this poison will have a slight purple hue to it. Given this is a lingering poison it will affect the adversary until they are knocked unconscious or killed.

Turn one: On turn one the victim will suffer from the effects of oxygen deprivation at its most basic level, this will cause 10 damage, and will lower their base speed level by one.

Turn two: On turn two the victim will suffer from the effects of oxygen deprivation, now at a higher scale somewhat, this will cause 10 damage and will lower their base speed level by two.

Turn three: On turn three the victim will suffer a higher level of deprivation, taking 10 damage now, additionally their base speed level will be lowered by three.

Turn four: On turn four the victim will suffer the highest and most long lasting effects of the poison, losing 10 hp per turn and having their base speed lowered by four levels, this effect following the rules of lingering poison will persist until the adversary is knocked unconscious or killed. The opponent’s skin will take on a blueish tinge at this stage.

Approved. Removed the Blood Replenishing Pill note, it is too much if it is the only means of nullification for normal shinobi.

This means the custom poison can be cured in the normal ways poison can be cured, antidote, medical ninjutsu, Yang Release, etc.

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Sasori

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Name Of Medicine: One Moon Divine
Creator: Vayne
Type: Supplementary/Healing
Description and Background: One Moon Divine is a unique medicine crafted after studying the Nara Clan Medical Encyclopedia and the transformative therapeutic uses of Dimethyltryptamine. The medicine, in traditional Nara fashion, is produced in pill form. By mixing a variety of carefully selected herbs, specifically, Banisteriopsis Caapi, otherwise known as Ayahuasca, macerated and boiled with leaves from the Psychotria viridis , Diplopterys cabrerana, and Mimosa tenuiflora plants, over an extended period of time, with each component being carefully picked at different stages of their lifecycle, and each going through their own independent maceration before being added into the mixture. The brew, now containing DMT, would have the qualities of said DMT refined and modified through the usage of Yumeton chakra, creating the perfect needed balance. The brew would then have two final component added to it; two herb located only in the depths of the Nara Clan forest. With the final component added, the brew would be made into pill form through an addition of natural binding agents, such as pulps, goat milk, and a variety of oils such chamomile, eucalyptus, and others.

When ingested, the pills would trigger a refined form of a DMT trip, one wherein the consumer's mind and body would undergo revelations of the spiritual nature, as they come into contact with a ‘spiritual’ being that guides the consumer into a experience like no other. The trip invokes powerful self-reflection, with the consumer experiencing a transformative spiritual awakening, with it having antidepressant and anxiolytic effects. This trip, while it could last for an extended time in the user's mind, would only be a moment in real time, as the effects of One Moon Drive were crafted with the altered time perception and hallucinogenic effects of DMT taken into consideration. Combat wise, this trip, combined with the components of the drug, would trigger a spiritual cleansing upon the user, rejuvenating it to full strength, arguably stronger, while serving to also protect it for a limited period of time. This would translate into healing the consumer's spiritual health, while breaking/removing spiritual holds on the user. The pill would contain 300 chakra, from which the user's spiritual defense would stem, with the chakra being expended to combat spiritual techniques when they affect the consumer. Should the user be spiritually damaged beforehand, the pills would heal said injuries at a rate of 1:2 (so max is 150), with the remaining chakra being used to combat future spiritual techniques.

Description of Side Effects:
The effects of the pill last for 5 turns, or until the chakra is expended, with a single pill consumed not having any particular drawbacks other than only being usable once per battle. NW wise, if a second pill is consumed, the user would suffer severe drawbacks at the end of the pills effects. They would become more vulnerable to spiritual techniques, taking twenty more damage from them, and being incapable of using spiritual attacks themsleves above A rank for two turns. A third pill would double the side effects of the prior, with the restriction being to B ranks for four turns, while a fourth would lead death upon expiring.
 

BusinessManTeno

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Black Clover
Creator:
Teno
Type: Cellular & Intestinal
Ingredients and Background: Black Clover is a poison that was discovered from a spider in certain parts of the world that was extremely dangerous and even lethal to flesh. Taking these spiders and draining the poison from the fangs of the venom, Nacht was able to study this and create mimicking affects of the poison with the basic poison, increasing the lethal levels. Doing this Nacht was able to create what he calls Black Clover. Being pitch black in color, but under a microscope it takes the shape of clovers.
Description of Effects: As a poison is "a substance that is capable of causing the illness or death of a living organism when introduced or absorbed" this effect falls under that category but slightly different. Black clover is mainly a flesh eating poison that basically corrodes the flesh upon touch, but also causes Intestinal issues upon longevity exposure or inhalation. The main intestines that are targeted is the stomach and the bowel tubes.

Turn one: Upon contact, the skin begins to be "eaten" causing incredibly pain sores to appear around infected part causing 10 Damage. Upon Inhaling, the stomach becomes incredibly infected, causing uneasiness within their stomach. This restrict the opponent from using high focusing techniques (Forbidden Rank)

Turn two: Once exposure continues, the skin continues to be eating, this time becoming more than sores. This will cause their skin to look as if its being stripped dealing an additional +10 Damage per turn. The intestines in the bowels start to bleed due to the infection in this stomach, causing now pain. This restricts the opponent from using techniques that require focus. (Genjutsu, Yamanaka techniques, Techniques that require chakra to constantly be fuel into it)

Turn three: Upon the third turn of exposure, the poison has reached its peak in both the body and the skin. The skin becomes incredibly corroded, stripping the opponent of their skin showing infected holes in their body. This opens them up for all sorts of infections. Dealing an additional +15 Damage. While the galbladder becomes infected and now burst alongisde the bowel tubes. This will cause incredible pain and uncontrollable bowel movements. After this turn if not treated, the opponent will faint due to the build up of pain and dehydration from loss of fluid from the explosive bowel movements.
 

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Name Of Poison: Digitalis - Witches Glove
Creator: Zatanna
Type: Basic Poison - Acute Vascular toxicity
Ingredients and Background: Comprised of Digitalis Purpurea and Digitalis Lutea this poison is a hybridization of the two plants to produce a deadlier faster acting toxin to the body from the chemically related cardiac and steroidal glycosides.
Passes on either from touch or through ingestion,
Description of Effects:
As a basic poison the Witches Glove deals its effects over 2 turns. Once in contact or ingested, the body will begin to swell as the chemicals start to burn the arteries and organs of the body (20 damage), causing an immunosystem response. As the body begins to fight off the poison it will sap the targets energy and vitality (requiring energy to fight the toxicity), causing a drop in 4 base speed levels. After the 2nd turn of being in the body, the toxin will continue to agitate and burn the body dealing another 20 damage and reducing the targets base speed by a further 4 levels. The base speed decreed will last for another 2 turns before the body will recover.
 
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Zatanna

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Synthetradoukanchi

Creator:
-Jester-

Type:
Medical Pill

Description and Background:
Synthetradoukanchi is a medical pill design to affect a users eyes creating a naturally occurring phenomenon using chakra and genetic manipulation. Based around the idea of "Synesthesia" which is hearing music and seeing shapes/colour, or more specifically translated to "phenomenon in which of one sensory or cognitive pathway leads to involuntary experiences in a second sensory or cognitive pathway". Examples include the one above, or seeing shapes and having them specifically coloured in a certain way.
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How someone with synesthesia might perceive certain letters and numbers. Most synesthetes see characters just as others do (in whichever color actually displayed) but may simultaneously perceive colors as associated with or evoked by each one.

Synthetradoukanchi name is broken down into two parts, the Synthetic Tetrachromacy, and the Doujutsu Kanchi, both of which combine to give the user what is effectively a naturally occuring doujutsu. However this isnt to be confused with actually being a doujutsu which is a genetic bloodline ability, simply this is manipulating the users ocular sensors to perceive chakra in an enhanced way. Doujutsu naturally have the ability to perceive and view chakra, which gives thought to the idea of the eye reflecting and altering chakra into specficic colour or nature.
The Sharingan using its extra clarity can see various natures, the Byakugan with its telescopic view can see chakra flowing through Tenketsu, the Ketsuryugan can perceive chakra in blood and the Rinnegan is immune to visual genjutsu which is a chakra manipulation.
This pill when consumed changes the users light receptors to be able to view chakra and changes its perception to be coloured of what nature or form it is. More than one pill can be consumed at a time or used to extend however this does come with reduced effect and more severe consequences.

Description of Side Effects:
Upon taking the pill, it is broken down to then release a chemical to cause a chakra in the users occular light receptors, causing them to view manipulation and changes with chakra to become visible. Effectively what happens is that any chakra manipulation becomes visible as a bright coating, naturally coloured to its nature, eg Earth chakra manipulation becomes a brown coating over earth, Water manipulated by chakra becomes a light blue etc. This gives the user heightened perception increasing their tracking through their eyes falling under the doujutsu category, by 2.5 times greater. This lasts for 5 turns, upon which the chakra and chemical compound wears off in which the users eyes return to their natural state.
Taking a second pill after this can be done, however after it is finished, the user loses part of their tracking, losing their +4 natural tracking perception. Should a second pill be taken while the first is still in effect, (or taking two at a time, this can push the tracking ration up to x4 but will kick in the effects after of losing the natural +4.
Not advised but if a third pill is taken, then the users vision upon ending is incredibly blurred reducing all tracking to half, and is only capable of being healed by Yang level techniques.
If 3 pills are taken at once, then their tracking is boosted to x5 with reduced effects for each pill consumed.
Notes:
A user can only carry 3 pills at a time, which can be refreshed each arc.
 

El Alucard

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Update Log:
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Minor tweaks to make it shorter but it still pretty much does the same thing.
- Few added effects to match the new system.
- Added something in there about Yang release uncertain if it works but I just had to try. Don’t ban me pls.



(Sono Kato Gekidoku): The Shape Shifter Poison

Creator
: El Alucard
Type: Muscular, Molecular, Intestinal and Neurological
Ingredients and Background: Water Hemlock, Nightshade, Castor Bean, Human Immunodeficiency Virus, Various Restriction-Enzymes

After completing his medical training, El Alucard utilized his expertise in molecular poisons to create a highly lethal, versatile poison. This poison incorporates properties from various plants and viral components, yielding potent effects when triggered by chakra interaction.

Description of Effects: The Shape Shifter Poison amalgamates toxins from plants and viral properties into a deadly combination. The poison takes on characteristics from Cicutoxin found in Water Hemlock, inducing amnesia, convulsions, abdominal cramps, and eventual death. Atropine and Scopolamine toxins from Nightshade cause fatigue, hallucinations, and paralysis. Ricin from Castor Bean induces vomiting. Together with various properties of the HI-Virus.

The virus-infused poison possesses two primary attributes. First, it can change states between solid, liquid, and gas through chakra manipulation. Chakra molecules attach to the virus, enabling state changes and genetic alterations, thus coining its name. Second, a hand seal activates viral integration into DNA by way of restricting-enzymes. While this halts already active poison effects, subsequent DNA damage symptoms will occur.

Due to the poison's viral nature, it has the ability to restructure the opponent's DNA. This renders even powerful techniques like Yang Release: Touch of the Sun ineffective in countering its effects. Although the Yang Release technique is capable of restoring individuals to their prime physical state, the poison's alteration of their DNA establishes a new baseline for their "original form." As a result, using the technique even when used multiple times would essentially entail recreating the modified DNA structure. This approach prolongs the individual's survival by restarting the symptoms, but it comes at a significant chakra cost. (This is only viable after the viral cells have been activated.)

Solid State:

- Non-active Viral Cells: A white powder mimicking Ricin, causing immediate and severe burning on contact with wounds or eyes. The result of the powder entering an opponent's eyes is complete blindness. On a wound, on skin or through absorption, the poison not only enters the bloodstream but also causes a severe burning sensation. The burn feels so horrible that it takes up most of the opponents primary focus resulting in a 25% decrease in their damage output. This powder can also mix with liquids like water and sweat. Absorption or Ingestion leads to uncontrollable vomiting after 4 turns. This vomiting continues until there is nothing left and they are throwing up bile, extreme pain between the bottom of their ribs and pelvis as well as severe stomach cramps incapacitate them as they continue to throw up nothing over and over again.

Liquid State:
- Non-active Viral Cells: Yellow liquid akin to Cicutoxin causing the opponent to experience amesia of S-rank and above techniques from the 3rd turn. By turn 4 the opponent experiences bright flashing lights thus hindering their vision and concentration completely, thus resulting in a 25% decrease in their reaction time. Turn 5 will see the opponent begin to convulse this incapacitating them. Death occurs in 6 turns.
Assuming it is not already in the bloodstream, the poison is extractable within 3 turns as that is how long it takes to be absorbed by the body. It can also be washed off of the skin with regular water or any other liquid.

Gas State:
- Non-active Viral Cells: Light blue gas resembling Atropine and Scopolamine. Severe fatigue 2 turns after inhalation will cause the opponent to become highly irritable, unable to focus or think straight as they begin to fight the waves of sleep, thus reducing their overall ability to perform techniques properly, this translates in a 25% damage reduction of their techniques. The effects only get worse by turn 3 as the opponent literally stumbles, unable to keep their eyes open and beginning to fall asleep mid battle. Their inability to keep their eyes open and their overall exhaustion translates to a 25% decrease to their tracking capabilities.

By turn 5 after inhalation, all the opponent's voluntary muscles would become paralyzed. 6 turns after inhalation their involuntary muscles would become paralyzed as well thus causing him to die.

Active Viral Cells: The effects when the viral cells are activated (passively but at the cost of a move as well as 15 chakra) are the same for all states of the poison. The only prerequisite being that the poison must have been in the opponent’s bloodstream for at least 2 turns. Once this is met, the viral cells can be activated by the user. Due to the alteration being of cellular nature the poison can not be cured once the viral cells are activated and the DNA is restructured. Not unless the opponent is able to restructure their own DNA (highly risky) or reverse the restructuring that was done by the viral cells. Effects of cellular alteration cause effects akin to radiation poisoning.

A turn after the viral cells have activated, an opponent will experience a strong feeling of nausea. Severe vertigo strikes during the second turn causing the opponent to lose their balance and possibly even vomit. 3 turns in and, an opponent will spontaneously begin to bleed through all their orifices, their skin will begin to peel off painfully as all their senses are set ablaze. All they know now is pain.

Their body will reject the new cellular information by the 5th turn thus causing neurological, physical and biological damage all at once, killing the opponent.

It is important to note that the viral infection weakens immunity, making the victim vulnerable to other pathogens and diminishing physical condition hinders chakra efficiency. This translates to the opponent needing to use double the amount of chakra they normally need when performing S-rank techniques and above.

Note: Activating the virus nullifies initial poison effects, reverting the opponent to the state they were before the poison effects begin.
Note: El Alucard is immune to the effects of the poison
Note: An antidote is carried with the poison by other users who have been given this poison.
 
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