Custom Medicine and Poison Submission

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Pyro NB

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~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
Name: (4-Ri no kishu) - 4 Horsemen
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 lower density than water, being comparable to oil in a sense that it will sit atop of or play on equal terms to water-based elements if used in jutsu form. It's 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 poison has 5 turns of effects the host of this poison will naturally target, destroy and cure itself after 1 turn of exposure. If a poison is lingering the host is cured after 1 turn of infection. 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/+20% fatigue)

Lingering) Every turn after the third step the infected take -5 dmg and +20% 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

Link to Fatigue Drawbacks: x

♞ Declined. Its better, but like Howard said, make it more clear in terms of what you mean with fatigue. -5 damage doesn't really come across as fatigue, and needs to be outlined better. In my opinion, it would be good if it had something to make the opponent realize they have been affected. I know its supposed to go unnoticed, but just for the sake of the opponent not directly god modding to realize it would be good. ♞

- Checked by Detective L.
 
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Geezus

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(Senzu Mame) Hermit Bean
Creator:
LGeezy
Type: Healing
Description and Background: The Hermit Bean, also known as a Senzu Bean are mystical beans with immense rejuvenation properties. Senzu Beans are grown by a wise medical sage master named Korin in Korin Tower to the far wast, across the known world. The plant takes months to grow even a single bean and is infused with natural energy every step of the way. When eaten, the consumer's physical health is restored to their fullest; the effects are almost instantaneous for the recipient, making these beans a great asset both in and out of battle. Their texture is said to be a cross between an uncooked (or under ripe) bean and a celery stalk, and it's even known that Senzu Beans taste like fish. When eaten the user's flesh bulges as blood and chakra are forcibly pumped into the muscles. The latent natural energy completely invigorates the user's body, as they are healed via a combination of their bodies' natural healing ability and the natural energy amplifying this process several folds. These beans, however, can only heal physical ailments and not mental damage.
Description of Side Effects:
-After eating a Senzu Bean, the user's health will restore back to full health, however, this healing will cause the user's chakra to plummet. Spending three times the amount of health healed.
-A user can only eat a single bean and can only give out a max of three beans per battle/event.
-Eating a bean costs a move per use.

Declined. This clashes with my own Weapon X medicine which uses natural energy to overcharge the immune system returning the consumer to full health. I'd suggest using an autonomous process with effects like the Mystic Palm technique to achieve the same outcome instigated by the consumption of the bean/medicine having it infuse the entire body with healing natured chakra stored within it.

Checked by @Howard
 
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Lord of Kaos

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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.
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The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.
 

Geezus

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(Senzu Mame) Hermit Bean
Creator:
LGeezy
Type: Healing
Description and Background: The Hermit Bean, also known as a Senzu Bean are mystical beans with immense rejuvenation properties. Senzu Beans are grown by a wise medical sage master named Korin in Korin Tower to the far wast, across the known world. The plant takes months to grow even a single bean and is infused with natural energy every step of the way. When eaten, the consumer's physical health is restored to their fullest; the effects are almost instantaneous for the recipient, making these beans a great asset both in and out of battle. Their texture is said to be a cross between an uncooked (or under ripe) bean and a celery stalk, and it's even known that Senzu Beans taste like fish. When eaten the user's flesh bulges as blood and chakra are forcibly pumped into the muscles. The latent natural energy completely invigorates the user's body, as they are healed via a combination of their bodies' natural healing ability and the natural energy amplifying this process several folds. These beans, however, can only heal physical ailments and not mental damage.
Description of Side Effects:
-After eating a Senzu Bean, the user's health will restore back to full health, however, this healing will cause the user's chakra to plummet. Spending three times the amount of health healed.
-A user can only eat a single bean and can only give out a max of three beans per battle/event.
-Eating a bean costs a move per use.

Declined. This clashes with my own Weapon X medicine which uses natural energy to overcharge the immune system returning the consumer to full health. I'd suggest using an autonomous process with effects like the Mystic Palm technique to achieve the same outcome instigated by the consumption of the bean/medicine having it infuse the entire body with healing natured chakra stored within it.

Checked by @Howard
(Senzu Mame) Hermit Bean
Creator:
LGeezy
Type: Healing
Description and Background: The Hermit Bean, also known as a Senzu Bean are mystical beans with immense rejuvenation properties. Senzu Beans are grown by a wise medical sage master named Korin in Korin Tower to the far wast, across the known world. The plant takes months to grow even a single bean as it is cultivated and infused with Medical chakra used for the Mystical Palm Technique every step of the way. When eaten, the consumer's physical health is restored to their fullest; the effects are almost instantaneous for the recipient, making these beans a great asset both in and out of battle. Their texture is said to be a cross between an uncooked (or under ripe) bean and a celery stalk, and it's even known that Senzu Beans taste like fish. When eaten the user's flesh bulges as blood and chakra are forcibly pumped into the muscles. The latent medical chakra completely invigorates the user's body as they are healed via a combination of their bodies' natural healing ability and the medical chakra amplifying this process several folds. These beans, however, can only heal physical ailments and not mental damage. Like the technique it's based on the Senzu Bean is unable to regrow missing body parts or remove poisons, or toxins from the body. However, it is able to heal the damage associated with these ailments such as closing the wound associated with a missing appendage or healing damage dealt to the body through the application of poison.
Description of Side Effects:
-After eating a Senzu Bean, the user's health will restore back to full health, however, this healing will cause the user's chakra to plummet. Spending three times the amount of health healed. Additionally, they are unable to use any Medical Ninjutsu for three turns following consumption this includes other types of medicine.
-A user can only eat a single bean and can only give out a max of two beans per battle/event.
-Eating a bean costs a move per use.

Approved. Edits are in mauve. I defined the limits of the healing, added an additional restriction and bumped down the usage for allies.

Checked by @Howard
 
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Lord of Kaos

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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.
 

Korra.

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Shūmatsu Uirusu - Doomsday Virus
Creator: Korra
Type: Medicine/Supplementary
Description and Background: The Doomsday Virus is a special viral spore medicine created by Korra in help with DNA acquired from Jugo's/Sado's clan. (Got from here it) This medicine helps heals the user and pushes their body to the limits by using the DNA it acquired to heal from major damage and injuries and replace any limbs the user might loose also. The medicine also temporary inhances the user's body causing the body to grow to triple the size of their body as well as their muscles being increased. The user also gains spikes around their body that they can control and use to stab opponents. While the medicine last the user can regrow body parts similar to Jugo's clan as well as have a more dense and stronger skin due to this their taijutsu will get a +20 damage as well be resistant to B rank and below jutsus. The user is also able to release a poisonous gas from their mouth. While having body parts regrow when the user reverts back to their normal self the missing part will be replaced and fully healed.
Description of Side Effects: [/B]
- Due to the nature of this pill, the pill can only be used 3 times per event and can only be given out twice per event
- During the first pill, the user will have to spend an additional +10 chakra to all their moves
- After using a second pill, the user's speed will drop 2 levels after expiration as well as an additional +20 chakra to jutsus
- Upon using a third pill/patch/injection in a conflict the addition cost after expiry rises to +30 which last for 3 turns while the user will start to feel numbness, and become paralyzed for two turns.


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♞ Alright. I haven't checked customs in a while, so allow me. Yeah, this needs to be toned down quite a bit. First of all, try and rather get straight what you are trying to achieve. Is it regrowing lost limbs? Releasing poison from your mouth or simply to grow appendages from your body? Its a bit all over. Restructure it and make it clear. ♞

-Checked by Detective L
 
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Korra.

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Shūmatsu Uirusu - Doomsday Virus
Creator: Korra
Type: Medicine/Supplementary
Description and Background: The Doomsday Virus is a special viral spore medicine created by Korra in help with DNA acquired from Jugo's/Sado's clan. (Got from here it) This medicine helps heals the user and pushes their body to the limits by using the DNA it acquired to heal from major damage and injuries and replace any limbs the user might loose also. The medicine also temporary inhances the user's body causing the body to grow to triple the size of their body as well as their muscles being increased. The user also gains spikes around their body that they can control and use to stab opponents. While the medicine last the user can regrow body parts similar to Jugo's clan as well as have a more dense and stronger skin due to this their taijutsu will get a +20 damage as well be resistant to B rank and below jutsus. The user is also able to release a poisonous gas from their mouth. While having body parts regrow when the user reverts back to their normal self the missing part will be replaced and fully healed.
Description of Side Effects: [/B]
- Due to the nature of this pill, the pill can only be used 3 times per event and can only be given out twice per event
- During the first pill, the user will have to spend an additional +10 chakra to all their moves
- After using a second pill, the user's speed will drop 2 levels after expiration as well as an additional +20 chakra to jutsus
- Upon using a third pill/patch/injection in a conflict the addition cost after expiry rises to +30 which last for 3 turns while the user will start to feel numbness, and become paralyzed for two turns.


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♞ Alright. I haven't checked customs in a while, so allow me. Yeah, this needs to be toned down quite a bit. First of all, try and rather get straight what you are trying to achieve. Is it regrowing lost limbs? Releasing poison from your mouth or simply to grow appendages from your body? Its a bit all over. Restructure it and make it clear. ♞

-Checked by Detective L
Took out the poison part
Shūmatsu Uirusu - Doomsday Virus
Creator: Korra
Type: Medicine/Supplementary
Description and Background: The Doomsday Virus is a special viral spore medicine created by Korra in help with DNA acquired from Jugo's/Sado's clan. (Got from here it) The medicine purpose is not only regrow lost limbs and heal any heavy damage but also transform the user's body into tank like while they are healed and give the user user protection. This is done by using the DNA accquired to mimic Jugo's clan's abilities but changing it to focus more on the healing and tanking like abilities. This medicine helps heals the user and pushes their body to the limits by using the DNA it acquired to heal from major damage and injuries and replace any limbs the user might loose also. The medicine also temporary inhances the user's body causing the body to grow to triple the size of their body as well as their muscles being increased. The user also gains spikes around their body that they can control and use to stab opponents. While the medicine last the user can regrow body parts similar to Jugo's clan as well as have a more dense and stronger skin due to this their taijutsu will get a +20 damage as well be resistant to B rank and below jutsus. While having body parts regrow when the user reverts back to their normal self the missing part will be replaced and fully healed. The medicine effects last for four turns with each use.
Description of Side Effects: [/B]
- Due to the nature of this pill, the pill can only be used 3 times per event and can only be given out twice per event
- During the first pill, the user will have to spend an additional +10 chakra to all their moves
- After using a second pill, the user's speed will drop 2 levels after expiration as well as an additional +20 chakra to jutsus
- Upon using a third pill/patch/injection in a conflict the addition cost after expiry rises to +30 which last for 3 turns while the user will start to feel numbness, and become paralyzed for two turns.


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♞ Declined. This won’t be to heal “any damage” set a threshold. Secondly, tone down the amount of times this can be used and how long it lasts. A tank only to physical based elements and Tai would be a good compromise, not going to allow B rank tank against all attacks. Make it clear. ♞

-Checked by Detective L
 
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-Broly-

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Awards
Name Of Poison: Curse of The Pit
Creator: -Broly-
Type: Supplementary/Poison
Ingredients and Background: The lingering Poison, Curse of the Pit, while beneficial to the user, is actually a virus that attacks the opponents chakra system and use of certain actions in an opponent's chakra. It's effects and transfer are achieved with the addition of extremely minuscule but powerful kanji bearing Advanced Fuinjutsu seals. These seals are triggered whenever the user's chakra is being absorbed, sealed or erased in some way. The seal will lock onto the medium used to do this as well as the opponent's chakra, and transfer the virus onto these things. This virus was created by Red Hood and is able to first "infect" the user via the ingestion of a pill that the user may hide in false teeth as easily breakable caps.
Description of Effects:
This virus will seal the opponent's ability to use the same medium or ability to absorb/seal/erase/transport the users chakra for the length of its activity within the opponent. This strength functions with the strength of an S rank seal. Each successive use of a different ability or medium to do this action will be sealed from use after it is used.

After 2 Turns of exposure to the Virus, it will begin to limit the potential of the opponents chakra, and seal off their ability to use more than 1 boosting technique.

This may be counteracted by healing techniques greater than the strength of the sealing effect.

Curse of The Pit can remain dormant in the user's body indefinitely, but when active in the opponent, its effect lasts 6 turns. The dormant Virus robs the user of 20 chakra per turn from their main chakra pool.

Declined.
1. You need both Medical Ninjutsu and Poison Release to create a custom poison. Only resubmit when you have both.
2. The poison needs a definitive state of matter, liquid or gas, or needs to mention it can come in both forms.
3. You need to better explain how the sealing works alongside the poison. You state that the "seal will lock onto the medium used to do this as well as the opponent's chakra, and transfer the virus onto these things" how does this seal the use of the ability? Are you directly attacking the chakra system, and sealing away the chakra used for stealing or sealing techniques? That's what it seems like because you mentioned earlier that it is "a virus that attacks the opponent's chakra system." It needs better defined and explained. How would it seal away a custom Technology's ability to steal chakra. It doesn't seem like it would. It obviously wouldn't work on something like Aburame bugs as they're immune to poison, what about others who are immune? So you need to also better define who this effects, what it effects, meaning the method of attack, and how it effects them.
4. The effects read like a basic poison, not a lingering one. The difference between the two is that the effects of a lingering poison can last until cured, a basic poison has a time limit. You've currently mashed the two together, a bit to try and get the best of both but the effects only last 6 turns making it a basic poison. Poison as a physical substance can remain on your tools, weapons, or body, as well as the field permanently, it's the time-limit of the effects that determines if it is a lingering or basic poison.
5. "This may be counteracted by healing techniques greater than the strength of the sealing effect." There's no reason for this poison to have the strength of an S rank seal, that would need to be an actual Poison/Sealing technique in and of itself if you want it to be that strong. The custom poison would need to be curable, with the same methods as any other custom poison.

Checked by
@Howard
 
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Delta

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Name Of Medicine: True Beast Pill
Creator: Delta
Type: Supplementary
Description and Background: The True Beast pill is a small food pill, created by blending various herbs and plants together, specifically focusing on herbs and plants that benefit animals, not humans. This pill is meant to enhance a summonings abilities, not the user itself, by amping them up with a blend of herbs in the form of a small pill. The objective of this pill is to send the summoning into a partial rampage, amping up their chakra system and enhancing their abilities for a short period of time.
Description of Side Effects:
True Beast pill is meant to be ingested by a users Summoning. When ingested, the pill massively amps up the summons abilities, while also decreasing their summon time. When ingested, the Summoning gains +1 rank to their elements, and can use all jutsu of that element without handseals. In the event the Summon can already use S rank ninjutsu, their S ranks instead gain +20 damage and require no handseals.
After ingesting the pill, the summon is empowered. When the pill wears off, the Summon is automatically unsummoned.
In the event that the Summon is a Personal Summon, the pill, instead of unsummoning the summong,instead weakens them. After it wears off, the Personal summon suffers a debuff, losing +1 rank to all their ninjutsu for two turns. If used a second time, They suffer the same debuff for three turns. A third time, they lose access to all Ninjutsu after the pill wears off for four turns. After a third time no more pills can be ingested.
The affects of the pill last 4 turns.

Declined. DNR. The consensus is medicine can only be used by shinobi.

Checked by
@Howard
 
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Pyro NB

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Name: (4-Ri no kishu) - 4 Horsemen
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 lower density than water, being comparable to oil in a sense that it will sit atop of or play on equal terms to water-based elements if used in jutsu form. It's 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 poison has 5 turns of effects the host of this poison will naturally target, destroy and cure itself after 1 turn of exposure. If a poison is lingering the host is cured after 1 turn of infection. 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/+20% fatigue)

Lingering) Every turn after the third step the infected take -5 dmg and +20% 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

Link to Fatigue Drawbacks: x

♞ Declined. Its better, but like Howard said, make it more clear in terms of what you mean with fatigue. -5 damage doesn't really come across as fatigue, and needs to be outlined better. In my opinion, it would be good if it had something to make the opponent realize they have been affected. I know its supposed to go unnoticed, but just for the sake of the opponent not directly god modding to realize it would be good. ♞

- Checked by Detective L.
Name: (Onmyō) - Yin Yang
Creator:
Pyro NB
Type: Autoimmune and Genotoxic
Description:
Onmyō 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 grey liquid that has a lower density than water, being comparable to oil in a sense that it will sit atop of or play on equal terms to water-based elements if used in jutsu form. It's also capable of being used in a gas state; also grey 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. The victim's veins will begin to bulge and change color from blue and red to black and white at this stage. (-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 poison has 5 turns of effects the host of this poison will naturally target, destroy and cure itself after 1 turn of exposure. If a poison is lingering the host is cured after 1 turn of infection. 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, the bodies muscles, joints, organs, and brain are targeted causing fatigue to set in throughout the body as the infected begins to experience head and general muscle pain that intensify each turn. Victim's arm based Taijutsu to cause 5 less damage and forming hand seals will take longer with one hand seal taking as long as two, leg based Taijutsu to cause 5 less damage and their base speed lowered by 2 levels, Ninjutsu using the stomach/lungs to mold chakra to cause 5 less damage and their overall tracking will reduce 10, and will require them to use additional 10 chakra to cast genjutsu or spiritual techniques like Yamanaka or Yin Release. Likewise, they will require an additional 20 chakra to break out of genjutsu. (-10 dmg)

4) Turn 4, the victim will be unable to use more than ten hand seals overall per turn, unable to move more than 10 meters per turn under their own volition without causing 10 damage to themselves, unable to use jutsu they have to spit out or use their torso to form without causing 10 damage to themselves, and suffer an additional 10 damage for using genjutsu or spiritual techniques. (-10 dmg)

5) Turn 5, any jutsu using the arms offensively such as Tai/Kenjutsu or even Chidori style Nintaijutsu, that are ranked above B rank will cause 10 damage to the victim and his arm based Taijutsu will deal 15 less damage, any jutsu using the legs offensively such as Taijutsu or certain types of Ninjutsu that are ranked above B rank, the user will receive 10 damage, any Genjutsu that is ranked above B rank, the user will receive 10 damage and an overall reduction of damage to Ninjutsu by 15, and become incapable of using any Forbidden ranked techniques or genjutsu/spiritual techniques of S-rank and higher. (-10 dmg)

6) Turn 6, any actions using the arms will cause 10 damage, including the usage of hand seals, any actions using the legs will cause 10 damage, including quick movements using the legs and they will be unable to use body flicker of any type, any actions using the molding of chakra in the stomach will cause 20 damage, including Taijutsu and/or Genjutsu, and ability to track and process their opponent's movements is reduced by 25% as well as making them incapable of using genjutsu/spiritual techniques without causing 20 damage. (-10 dmg)

7) Turn 7, At this stage, the victim's mind and body have completely been destroyed essentially putting them into a vegetable like state. While they are still conscious they are unable to move or utilize their abilities until cured of the poison; if they are KO'd with the poison in them during or after this stage it takes an additional day of rest before they can fully function in the RP again. (-10 dmg)

Lingering) Every turn after the 7th the infected take -10 dmg as the white blood cells continue attacking the body and are forced to take an additional day of rest after being cured of the poison.
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
 

Korra.

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Took out the poison part
Shūmatsu Uirusu - Doomsday Virus
Creator: Korra
Type: Medicine/Supplementary
Description and Background: The Doomsday Virus is a special viral spore medicine created by Korra in help with DNA acquired from Jugo's/Sado's clan. (Got from here it) The medicine purpose is not only regrow lost limbs and heal any heavy damage but also transform the user's body into tank like while they are healed and give the user user protection. This is done by using the DNA accquired to mimic Jugo's clan's abilities but changing it to focus more on the healing and tanking like abilities. This medicine helps heals the user and pushes their body to the limits by using the DNA it acquired to heal from major damage and injuries and replace any limbs the user might loose also. The medicine also temporary inhances the user's body causing the body to grow to triple the size of their body as well as their muscles being increased. The user also gains spikes around their body that they can control and use to stab opponents. While the medicine last the user can regrow body parts similar to Jugo's clan as well as have a more dense and stronger skin due to this their taijutsu will get a +20 damage as well be resistant to B rank and below jutsus. While having body parts regrow when the user reverts back to their normal self the missing part will be replaced and fully healed. The medicine effects last for four turns with each use.
Description of Side Effects: [/B]
- Due to the nature of this pill, the pill can only be used 3 times per event and can only be given out twice per event
- During the first pill, the user will have to spend an additional +10 chakra to all their moves
- After using a second pill, the user's speed will drop 2 levels after expiration as well as an additional +20 chakra to jutsus
- Upon using a third pill/patch/injection in a conflict the addition cost after expiry rises to +30 which last for 3 turns while the user will start to feel numbness, and become paralyzed for two turns.


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♞ Declined. This won’t be to heal “any damage” set a threshold. Secondly, tone down the amount of times this can be used and how long it lasts. A tank only to physical based elements and Tai would be a good compromise, not going to allow B rank tank against all attacks. Make it clear. ♞

-Checked by Detective L
Shūmatsu Uirusu - Doomsday Virus
Creator: Korra
Type: Medicine/Supplementary
Description and Background: The Doomsday Virus is a special viral spore medicine created by Korra in help with DNA acquired from Jugo's/Sado's clan. (Got from here it) The medicine purpose is not only regrow lost limbs and heal any heavy damage but also transform the user's body into tank like while they are healed and give the user protection. This is done by using the DNA acquired to mimic Jugo's clan's abilities but changing it to focus more on the healing and tanking like abilities. This medicine helps heals the user and pushes their body to the limits by using the DNA it acquired to heal from major damage and injuries and replace any limbs the user might lose also. The exception is fatal straight blows like being beheaded, the heart being destroyed, etc. The medicine also temporary enhances the user's body causing the body to grow to triple the size of their body, as well as their muscles, is increased. The user also gains spikes around their body that they can control and use to stab opponents. While the medicine last the user can regrow body parts similar to Jugo's clan as well as have a more dense and stronger skin due to this their taijutsu will get a +20 damage as well be resistant to B rank and below physical based elements and taijutsus. While having body parts regrow when the user reverts back to their normal self the missing part will be replaced and fully healed. The medicine effects last for three turns with each use with just a 3 usage per event. Each turn the pills heal +10 damage
Description of Side Effects: [/B]
- Due to the nature of this pill, the pill can only be used 3 times per event and can only be given out twice per event
- During the first pill, the user will have to spend an additional +10 chakra to all their moves
- After using a second pill, the user's speed will drop 2 levels after expiration as well as an additional +20 chakra to jutsus
- Upon using a third pill/patch/injection in a conflict the addition cost after expiry rises to +30 which last for 3 turns while the user will start to feel numbness, and become paralyzed for two turns.


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Added a damage healing number as since this is for healing it needs it

Approved; I guess? - Daemon
 
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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.
 
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Priest

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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.

♞ Declined. Alright, let's tone this down to get a nice concrete poison. The idea is good, but the execution is a bit drawn out. Firstly, lessen the effects of the poison or limit it to describe up to 4 turns. Its really dragged out as it is. Secondly, limit it to work or be active for several turns, not indefinitely. And shorten it overall, then we'll take it from there. It makes it difficult to check and easier to slide in discrepancies when its so long and overdrawn. ♞

- Checked by Detective L
Reduced the effects, removed paralysis and hallucination from first and third turn. Removed paralysis from 4th turn. Removed Delirium and Hallucination from 5th turn and removed the sixth turn entirely.




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. Victim would receive 10 damage.
After Second Turn, The calcification spreads to more cells thus the entire body part(skin) 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. Moderate amnesia sets in, leading to inability to mold above 30 chakra for techniques. 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. 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. 10 damage is received. This effects continues for 4 more turns before the poison expires from the victim's body.


Notes
- Can only be used by Priest or those he gives samples to.
- Only Priest is immune to the effects of this poison.
 
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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 must not 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. If more than one additional cycle goes by without it being checked, contact a moderator via PM.
6. In regards to your new rankings, be mindful of what you can and can't submit. Be sure to refer to
this thread on how much you are to submit per cycle.

The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.
 

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Cyanide
Creator:
The Pervy sage
Type: Respiratory, Cellular
Ingredients and Background: Cyanide can be a colorless gas, such as hydrogen cyanide (HCN) or cyanogen chloride (CNCl), or a crystal form such as sodium cyanide (NaCN) or potassium cyanide (KCN).
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 persons body blue, as that is the true color of blood lacking oxygen. Due to the infusion of the users chakra, this poison will have a slight purple hue to it.

When ever these flames make contact with a person or living being such as a summon, they will rip the very oxygen out of their cells. This will cause an extreme, burning, irritation, but then flow into the blood stream, slowly poisoning the target from the inside due to how toxic this type of poison can be. In RP terms, this would cause the target to be distracted and in pain constantly for 3 turns after they were touched, the higher the rank, an extra turn is added.

If they breathe in the poison the oxygen will be ripped out of their lungs and stop them from breathing causing them to pass out and if not treated ( Health reaches 0). This specific poison reacts with oxygen. When it touches the targets skin or is inhaled it will react with the oxygen ripping it from the cells, applying the following effects:

C rank: This will last for 2 turns. It will cause the target to suffer 10 damage per turn while reducing their reaction time by 2 levels, due to them struggling to gasp for air.

B rank: This will last for 3 turns. It will cuase the target to suffer 10 damage per turn while reducing their reaction times by 4 levels as they gasp for air and their brain is partially starved of oxygen.

A rank: This lasts for 4 turns. It will cause the target to suffer 15 damage per turn as the cells in their body die due to oxygen starvation as their reaction times are reduced by 6 levels and their speed is reduced by 4 levels due to the cells in their muscles lacking oxygen as the cyanide reacts with it all.

S rank: This lasts for 5 turns. It will cause the target to suffer 20 damage per turn as the cyanide reacts with all oxygen entering the body, leaving the cells to die from starvation. After 2 turns the target's body will begin to turn blue due to the lack of oxygen. Their reaction time and speed will be halved due to not being able to breathe and their brain being starved from oxygen. If this is not cured by the 5th turn, the target will pass out from suffocation.

This is a basic effect taking hold when it's ingested.

Former cyanide jutsu:


Type: Supplementary
Rank: B-S
Range: Short - mid
Chakra: 20-40
Damage: 40-80
Description: This is a unique style adapted by a group known as the dragon slayers to increase their effectiveness of taijutsu by combining it with a form of poison release. The base concept of the poison released in this jutsu is similar to that of cyanide. The reason it's a poison is due to it being so reactive with oxygen it litterally rips out the oxygen from the cells within ones body suffercating their body from the inside. 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 catergory. The poison will react with the oxygen of the cells it touches ripping it out, turning the persons body blue, and that is the true color of blood lacking oxygen. The way this works in a battle sense is the user will release chakra around part of their body or their whole body, which will look like purple flames as they release the cyanide around them, holding it in place through chakra control (much like how shinobi can control lightning to stay on their body without harming themself and not losing shape). They will then process to strike as normal but when ever these flames make contact with a person or living being such as a summon, they will rip the very oxygen out of their cells. This will cause an extreme, burning, irritation, but then flow into the blood stream, slowly poisoning the target from the inside due to how toxic this type of poison can be. In RP terms, this would cause the target to be distracted and in pain constantly for 3 turns after they were touched, the higher the rank, an extra turn is added. B ranks = 3 turns, A rank = 4 turns, S rank = Fatal. This can be countered by finding a way to flush the poison out of your body, similar to Sakura's method of using water to save Kankuro after his fight with Sasori. If they breathe in the poison the oxygen will be ripped out of their lungs and stop them from breathing causing them to pass out and if not treated, die (takes one turn for the poison to become present in the air in enough of a quantity that this would happen. Covers the area short range of the user). All poisons become weak when watered down and so this would be extremely weakened by water release, the same as fire would destroy it, but it would be heavier than wind so it wouldn't blow it away and it would pass around the earth if able to find gaps in it. Lightning would have no effect and the same with cyanide vs lightning. The user can also release the poison from their body with motions or through spewing it out of their mouth in the concerntated form reaching up to mid range.
Note: Once used lasts up to two turns, while active can't use any other poison jutsu. While active it also takes up a move per turn.
Note: B rank can be use 4 times, A rank can be used 3 times, but only once per turn, S rank can be used twice.
Note: S rank can be used twice, with two turns between, and no poison jutsu for 2 turns after use. No jutsu above A rank in the following turn.
Note: For the user to inhale poison, requires the user to be using the A or S ranked variation
Declined. Read over the Poison Updates.
1. Pick between Basic and Lingering poison and make the changes depending on which you choose.
2. Drop the ranks, and make baseline effects that happen when poisoned. If you wish to keep the stages, then make a Lingering poison, but still drop the ranks and make "stages."
3. Poisons come in two basic forms, Liquid and Gas, define your custom poison as one of these types, or that it comes in both varieties. This is due to S/Ws, you need to state which, when used.
4. If you're going with Lingering poison, these effects are too much for it. The damage also reflects a Basic Poison. Make it static not scaling.

Checked by
@Howard
 
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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. If more than one additional cycle goes by without it being checked, contact a moderator via PM.
6. In regards to your new rankings, be mindful of what you can and can't submit. Be sure to refer to
this thread on how much you are to submit per cycle.

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.
 

Pervyy

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Cyanide
Creator:
The Pervy sage
Type: Respiratory, Cellular
Ingredients and Background: Cyanide can be a colorless gas, such as hydrogen cyanide (HCN) or cyanogen chloride (CNCl), or a crystal form such as sodium cyanide (NaCN) or potassium cyanide (KCN).
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 persons body blue, as that is the true color of blood lacking oxygen. Due to the infusion of the users chakra, this poison will have a slight purple hue to it.

When ever these flames make contact with a person or living being such as a summon, they will rip the very oxygen out of their cells. This will cause an extreme, burning, irritation, but then flow into the blood stream, slowly poisoning the target from the inside due to how toxic this type of poison can be. In RP terms, this would cause the target to be distracted and in pain constantly for 3 turns after they were touched, the higher the rank, an extra turn is added.

If they breathe in the poison the oxygen will be ripped out of their lungs and stop them from breathing causing them to pass out and if not treated ( Health reaches 0). This specific poison reacts with oxygen. When it touches the targets skin or is inhaled it will react with the oxygen ripping it from the cells, applying the following effects:

C rank: This will last for 2 turns. It will cause the target to suffer 10 damage per turn while reducing their reaction time by 2 levels, due to them struggling to gasp for air.

B rank: This will last for 3 turns. It will cuase the target to suffer 10 damage per turn while reducing their reaction times by 4 levels as they gasp for air and their brain is partially starved of oxygen.

A rank: This lasts for 4 turns. It will cause the target to suffer 15 damage per turn as the cells in their body die due to oxygen starvation as their reaction times are reduced by 6 levels and their speed is reduced by 4 levels due to the cells in their muscles lacking oxygen as the cyanide reacts with it all.

S rank: This lasts for 5 turns. It will cause the target to suffer 20 damage per turn as the cyanide reacts with all oxygen entering the body, leaving the cells to die from starvation. After 2 turns the target's body will begin to turn blue due to the lack of oxygen. Their reaction time and speed will be halved due to not being able to breathe and their brain being starved from oxygen. If this is not cured by the 5th turn, the target will pass out from suffocation.

This is a basic effect taking hold when it's ingested.

Former cyanide jutsu:


Type: Supplementary
Rank: B-S
Range: Short - mid
Chakra: 20-40
Damage: 40-80
Description: This is a unique style adapted by a group known as the dragon slayers to increase their effectiveness of taijutsu by combining it with a form of poison release. The base concept of the poison released in this jutsu is similar to that of cyanide. The reason it's a poison is due to it being so reactive with oxygen it litterally rips out the oxygen from the cells within ones body suffercating their body from the inside. 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 catergory. The poison will react with the oxygen of the cells it touches ripping it out, turning the persons body blue, and that is the true color of blood lacking oxygen. The way this works in a battle sense is the user will release chakra around part of their body or their whole body, which will look like purple flames as they release the cyanide around them, holding it in place through chakra control (much like how shinobi can control lightning to stay on their body without harming themself and not losing shape). They will then process to strike as normal but when ever these flames make contact with a person or living being such as a summon, they will rip the very oxygen out of their cells. This will cause an extreme, burning, irritation, but then flow into the blood stream, slowly poisoning the target from the inside due to how toxic this type of poison can be. In RP terms, this would cause the target to be distracted and in pain constantly for 3 turns after they were touched, the higher the rank, an extra turn is added. B ranks = 3 turns, A rank = 4 turns, S rank = Fatal. This can be countered by finding a way to flush the poison out of your body, similar to Sakura's method of using water to save Kankuro after his fight with Sasori. If they breathe in the poison the oxygen will be ripped out of their lungs and stop them from breathing causing them to pass out and if not treated, die (takes one turn for the poison to become present in the air in enough of a quantity that this would happen. Covers the area short range of the user). All poisons become weak when watered down and so this would be extremely weakened by water release, the same as fire would destroy it, but it would be heavier than wind so it wouldn't blow it away and it would pass around the earth if able to find gaps in it. Lightning would have no effect and the same with cyanide vs lightning. The user can also release the poison from their body with motions or through spewing it out of their mouth in the concerntated form reaching up to mid range.
Note: Once used lasts up to two turns, while active can't use any other poison jutsu. While active it also takes up a move per turn.
Note: B rank can be use 4 times, A rank can be used 3 times, but only once per turn, S rank can be used twice.
Note: S rank can be used twice, with two turns between, and no poison jutsu for 2 turns after use. No jutsu above A rank in the following turn.
Note: For the user to inhale poison, requires the user to be using the A or S ranked variation
Declined. Read over the Poison Updates.
1. Pick between Basic and Lingering poison and make the changes depending on which you choose.
2. Drop the ranks, and make baseline effects that happen when poisoned. If you wish to keep the stages, then make a Lingering poison, but still drop the ranks and make "stages."
3. Poisons come in two basic forms, Liquid and Gas, define your custom poison as one of these types, or that it comes in both varieties. This is due to S/Ws, you need to state which, when used.
4. If you're going with Lingering poison, these effects are too much for it. The damage also reflects a Basic Poison. Make it static not scaling.

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 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
 
Last edited by a moderator:

Sasori

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New Cycle: 05/26/2020 - 06/02/2020

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 must not 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. If more than one additional cycle goes by without it being checked, contact a moderator via PM.
6. In regards to your new rankings, be mindful of what you can and can't submit. Be sure to refer to
this thread on how much you are to submit per cycle.

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.
 

Lord of Kaos

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New Cycle: 06/14/2020 - 06/22/2020

RULES
1.
Submit your Customs only once they've been finalized. The staff can and 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 must not 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. If more than one additional cycle goes by without it being checked, contact a moderator via PM.
6. In regards to your new rankings, be mindful of what you can and can't submit. Be sure to refer to
this post for information on restrictions and banned concepts. This list is ever evolving due to new Metas and may be changed weekly.

The new cycle commences with this post, and concludes precisely one week from the given time-stamp. Sorry for the delay. Anyone that that resubmits a declined custom without making any changes will receive a ban from this thread.
 
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