[CE] Doing Shrooms with Mother

Lili-Chwan

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(Masshuru-Muton: Nijiiro Shuju no Dokusei ) Mushroom Style: Seven Toxic Dwarfs
Rank: A
Rank: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Creates one large mushroom anywhere within range, either red, orange, yellow, green, blue, indigo or violet. The mushroom will release a cloud (Spore/Toxin/Hallucinogenic-Based) over the course of 3 turns, at the end of which it will decay. The mists will take 1 full turn to spread through the max reach (about 20 meters all around the mushroom)

Red - Creates a spicy Red topped mushroom green spikes. The mushroom will release a spore-based cloud, a blinding mist of spores that will secrete a liquid that causes burning irritation to the eyes, nose and throat of anyone who inhales them. Throwing off scent-based abilities

Orange - Creates a fiery Orange topped mushroom with brown patterns. The mushroom will release an hallucinogenic-based cloud, a near odorless, near colorless mist with hallucinogenic properties, making the opponent see a party of dwarfs stabbing them with daggers and needles. The mist is slightly reddish, and the odor has a slight peppery scent to it.

Yellow - A sick Yellow topped mushroom with golden dust. The mushroom will release a a toxin-based cloud, potent itching toxin, which will irritably make those who are affected by it want to scratch themselves, making the skin brittle and creating ugly friction blisters

Green -Creates a vibrant Green topped mushroom with white stripes. The mushroom will release a spore-based cloud, which will be able metabolize any small particles in the air (Poison, toxins, sand, lethal chemicals, following the weakness and strengths of the element) up to the maximum range of this technique, absorbing and neutralizing them into their harmless by-products, up to one rank above of this technique.

Blue - Creates a baby Blue topped mushroom with a bright purple spiral all around. The mushroom will release an hallucinogenic-based cloud, an odorless, colorless mist with hallucinogenic properties, making the opponents feel detached from their bodies, in a dormant, senseless state, similar to Psilobin drugs. The opponent remains awake but looses the ability to control the body.

Indigo - Creates a pale Indigo topped mushroom with a grayish hue. The mushroom will emit a a spore-based cloud, a poofy mist of spores which will allow the cap and surrounding surfaces to withstand large impacts, absorbing it's momentum and send it back, bouncing the impact. (5 meters max) Poofy spores aren't breathable.

Violet - Creates a dark Violet with black waves. The mushroom will release an hallucinogenic-based cloud, an odorless, colorless mist with hallucinogenic properties, making them see a party of dwarfs all around them, which will forcefully distract them from the fight.The dwarfs become more numerous throughout the course of the hallucination

*Only one mushroom at a time*
*Must wait 2 turns after the mushroom decays in order to use the jutsu again*
*The user and her summons aren't affected by neither mist. Allies can be given antidotes beforehand, which will only last 5 turns in the organism

Simply put it's a technique with seven distinct flavors of mushroom abilities that can be used at your leisure. The red shroom creates physical irritation to the eyes nose and throat which throw off physical sensor types (those with enhanced basic five sensory mechanisms). The orange one creates an illusion or rather a hallucination (similar if not the same concept within our system). The yellow one makes them wanna itch like all hell which I would assume, how easily the blisters could be created this is more so for an opening so you could release toxins later on into the open wounds otherwise I can't really think of much else to do with that one. The green one seems more like a defensive against toxic clouds that we'd get from puppet users or medical ninja. However, you mention sand as well so not entirely sure of the full scope you had in mind. It seems like this could also be used against sand users like Gaara or the Kazekage. The blue one is another illusion which gives the victim a detached feeling, almost mimicking the Yamanaka clan's abilities minus the physical control over the bodies of their opponent. Indigo seems to be a wall of spores or more like a physical defensive mechanism designed to block physical attacks. The final one is a distraction based illusion that could be used to make and escape or to attack in the newly created blind spots.

Now for the hallucinations, I have a question. Are these hallucinations all encompassing? By that I mean like for the dwarfs; will the opponent see, hear, feel, smell, etc these little things? I know for the first one they feel the stabbing of the dwarfs. The last one with the dwarfs just mentions the opponent seeing the party of dwarfs with them becoming more numerous as time goes on. People will still try to get out of the hallucination through their sense of hearing as their secondary method of detecting if we attempt to have attack in some other way from a different angle.

Also, I was thinking of the use of this technique against members of your clan, primarily the first one. Many of these techniques create physical spores and mists. Your clan's sensory deals with how you taste and to a degree how you smell. With all the spores and mists aside from the Indigo, they have their own distinct flavor which isn't actually indicative of the use of Mushroom Release itself. They create ordinary flavored smells and tastes to a degree. The first one inflames the nose and throat, wouldn't that also be effective against Gamni members in hampering their ability to sense even if they are tasting the chakra of a specific technique? Same thing with the orange one since there is a "peppery" taste as you describe as the dwarfs are stabbing them. On that note, if what I say is right the Gamni would be helpless against certain mushroom techniques in regard to sensory. If we create techniques that effect the smell and taste (or just the latter) due to your clan's augmented range of sensory detection with your taste, you'd essentially be able to taste whatever within a specified range. If you have long range sensing throughout the battle field and the red mushroom was used, would that overwhelm them or would it only be within range of the mist itself?

Against these techniques, you'd essentially need to distance yourself from the spores/mist in order to avoid their effects. For example, with the blue shroom which detaches one from the body, unless they can blow away the effecting area, they wouldn't be able to free themselves. Though, since you carefully noted how these aren't actual genjutsu this would mean leave me to think that using the conventional release methods (kai, surge, etc) wouldn't work as it could in say the other Elemental Genjutsu (if you remember they can still release from the genjutsu but they will be caught again momentarily unless they are free of the physical medium). For your "hallucinations" the physical mists and spores would need to be blown away for the effects to even stop at all am I correct?
Mother, I have another question depending on your answer I may love you a lot more.

the hallucinations that your mushrooms cause; are they caused by the physical nature of the spores and mists which create a physical reaction in our opponent's body that forces the hallucination?
Okay so, for the Green Top, consider it as a defense against sand users, yeah. But also think about it as neutralizing powders.

The Hallucinogens are biological agents, not genjutsu. These illusions have a short life on the body, say 2-3 turns after the source of infection is gone, until all the free agents leave the body, but can't be released like Genjutsu would, with disruptions of chakra. You need to physically go into your body to remove the agents and heal your body, or merely power through the hallucination, which I wouldn't recommend.

Tricky thing about the Ganmi is that they can sense stuff before they actually reach them physically, they can taste the spores before physically eating them and suffering their effects. It's a fine balance between chakra tasting and the acidic saliva that allows them to feel things before others do, but still only get affected by them at the default/normal time. The only reason why these would be more effective against Ganmi than your average ninja is because they have a highly developed sense of taste ( and scent ) so, neutralizing it will hamper their way of battling. In that sense, with such powerful and pungent smells as the peppery ones, you could say you're deafening their taste, so it serves as a secondary distraction. If the member is reliant on taste alone, this would be a way to disable that, for a while ( so it's good to be used in combination with a mist or somethign to cloak their vision/hearing ).


There's a difference between Hallucinogenic and Genjutsu, some Mushrooms describe an hallucinogen-induced illusion and others describe a genjutsu based illusion.

If you don't have any other questions, we can move on to Fields of Wonderland.
 

Reborn

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Okay so, for the Green Top, consider it as a defense against sand users, yeah. But also think about it as neutralizing powders.

The Hallucinogens are biological agents, not genjutsu. These illusions have a short life on the body, say 2-3 turns after the source of infection is gone, until all the free agents leave the body, but can't be released like Genjutsu would, with disruptions of chakra. You need to physically go into your body to remove the agents and heal your body, or merely power through the hallucination, which I wouldn't recommend.

Tricky thing about the Ganmi is that they can sense stuff before they actually reach them physically, they can taste the spores before physically eating them and suffering their effects. It's a fine balance between chakra tasting and the acidic saliva that allows them to feel things before others do, but still only get affected by them at the default/normal time. The only reason why these would be more effective against Ganmi than your average ninja is because they have a highly developed sense of taste ( and scent ) so, neutralizing it will hamper their way of battling. In that sense, with such powerful and pungent smells as the peppery ones, you could say you're deafening their taste, so it serves as a secondary distraction. If the member is reliant on taste alone, this would be a way to disable that, for a while ( so it's good to be used in combination with a mist or somethign to cloak their vision/hearing ).


There's a difference between Hallucinogenic and Genjutsu, some Mushrooms describe an hallucinogen-induced illusion and others describe a genjutsu based illusion. Also wouldn't them tasting it at all technically be them ingesting the or whatever? The stimuli of still makes contact with the sensory organ that's the only way for them to be able to sense anything at all. Just like with the Inuzuka with their smelling, they track scents from several kilometers that simply means their sensory organ (nose) is strong enough to pick up that physical stimuli even from such a distance. Wouldn't that same principle be for the Gamni with their taste sensing?

If you don't have any other questions, we can move on to Fields of Wonderland.
I see, so my initial hunch was right about the hallucinations. You always bring out my affection for your craftsmanship. It inspires me to no end.

Don't teach him that bootleg Edo jutsu. :/
Oh you can post here? That means you can finish my Fuinjutsu and EIG training right?

( Masshuru-Muton:Senkyou no Nora ) Mushroom Style: Fields of Wonderland
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This jutsus turns the area into a vast field of regular green fungus, with forests of different sized mushrooms, both small as hands or big as large trees. The net of fungus will severe all connection with the ground beneath, preventing the user and the opponent from utilizing it as a source for jutsu, for example Earth Jutsus, as well as melting through any previously active earth and earth-based jutsu, neutralizing it, following the element's strengths and weaknesses. The net of fungus follows the characteristics of the main release fungus. The mushrooms that grow follow the characteristics described by normal alternative release mushrooms, without the poisonous or spore release aspect of it. The high metabolic characteristics of the mushroom element allow for a secondary use, allowing the net to retrieve and metabolize certain chemical, biological, toxic, mineral, etc substances present in the ground at the time of creation, and present them in the outer layer of the net, strengthening the net and giving it additional protection, following the characteristics of the metabolized substance, or simply re-locate the substance to another area of the net, depositing the substances there. (If the substances came from a technique, the absorption is restricted to a rank higher (case they're a strength), a rank lower (case they're enlisted as a weakness (Toxic, for example) or same rank (in neutrality).
*Given the Chakra strain, the user will not be able to preform any other Mushroom jutsus in the same turn, and can only use 2 jutsus in the same turn.
*The fungal net follows the same weaknesses and restrictions of the element (For example, while the net can be created over ground or water, it can't be created over lava. While metal and earth techniques can't pierce through the net, strong fire or lightning can).
*Can only be used thrice per battle*

This seems like a prevention based jutsu. It reduces the ability to use certain earth jutsu and earth based jutsu. There is also an emphasis on the deconstruction of minerals and toxins in the ground to strengthen the net's protection. Now the mushrooms you are alternative release but don't have any of the properties of the spores or poisonous excretions. Im not sure what else that entails even as I go back through the submission description. The net is main release so I understand that but the forest creation itself just seems as a way to prevent ground based techniques and toxins from effecting your opponent. Not sure what else to put in.
 

Lili-Chwan

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The forest is composed of a carpet, Main Release Fungus with special properties as you described, and giant mushrooms, like morels, toadstools, etc. These Mushrooms are neither Poisonous or exude spores that grow into Main Release fungus, they're just big ass mushrooms.
 

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(Masshuru-Muton: Kodama no Bouei ) Mushroom Release: Protection of Leshy
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user is able to erupt a beautiful orange mushroom that looks like a intricate coral, anywhere within range. This large being will then start gathering Natural Energy for one turn. After the turn has passed, the mushroom will act as a vacuum against opponent's that gathered Natural Energy, cleansing them from it, while at the same time it will act as a guardian from all the natural beings in the battle field, and will prevent the opponent from gathering new Natural Energy. If the mushroom is touched, it will let out a burst of Natural Energy that will petrify even the most experienced of Sage Mode users.
*The user can, with one handseal, make the mushroom go underground and appear on a new location, without loosing any of the aforementioned abilities*
*The mushroom stays active until it is destroyed*
*Can only be used 3 times per battle*



This is a rather nice technique to use against Natural Energy users. I don't know of too many who actually try and get away with using Sage Mode anymore actually, but for those that have it as their only crutch it seems nice. This technique essentially siphons natural energy wherever it may come from after it has successfully settled for about a turn.

It steals the natural energy from SM users and simultaneously prevents them from using it/re-entering sage mode for as long as it remains active on the field until it is destroyed (i.e no turn limit just gotta keep it alive) as well as being usable three times per battle. This is a beautiful technique, it can even turn SM users to stone with an unexpected abundance of Natural Energy. Against higher tier Sage users like the Otsutsuki bios and Madara bios which may very well be getting into motion soon. Not to mention this mushroom is mobile and can easily be positioned how one wants it.

Now I do have a question. Is this technique a double-wammy? Does it siphon natural energy from wherever it may be on the field or just against opponents?
 

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(Masshuru-Muton: Chiyu no Ten'on ) Mushroom Style: Bless of Legba
Type: Defensive/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: User is capable of producing multiple strands of enhanced therapeutic fungus that can act as antibiotics and antagonists of infectious agents such as Germ Release, Nano bugs, etc. It's up to the user's own mastery to balance the aggressiveness of the jutsu, being so that the user is able to range from fungus able to clean several branches of bacteria and germs to actual nano-bugs and even develop heavy allergic reactions on the patient/opponent's skin and body. These battle-oriented strands' effect range from simple redness and boils (similar to a 2nd/3rd degree burn) to actual necrosis of the touched area, varying with the time the user stays infected (3 turns for max effect). The symptoms start to occur a few moments after contact and progress rapidly. The technique is more efficient if used by a person with medical knowledge, such as a med-nin or a med-school Student, able to kill up to techniques up to S rank or generally work faster (Aggressive strands are cut down 1 turn to achieve max effects.). The strands are deployed through direct physical contact with the enemy. The user focuses his chakra through his skin in order to cover it with the desired fungus, either completely or in a specific spot. By doing this, the users skin in that spot gains a slight coloration unique to each user of Mushroom release.
*Activation lasts 2 turns and has a 2 turn cold down once it wears off*


Another one of your do it all techniques. The technique can either be self imposed to get rid of ailments or be used to cause them against your opponent. The full-body effect make this technique good for using against genjutsu that emulate diseases or for critically crippling your opponent. I have a few questions concerning the clause about the med-ninja stats. Now, are you saying that med-nin and med-students are able to apply the healing property of this technique against technique 1 rank higher than the base technique? As well are they able to reduce the amount of time it takes for the jutsu to take effect either in healing or inflicting damage?

Just as well you mention in the technique that the effects are 3 turns in length for max effect but the activation of the technique is 2 turns. Not entirely sure what that is supposed to entail. Are you saying it takes three turns to heal ailments (2 if you're a med student)? Does the two turn activation imply an ability to apply the fungus to different locations if necessary without causing additional move usage?
 

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(Masshuru-Muton: Chiyu no Ten'on ) Mushroom Style: Bless of Legba
Type: Defensive/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: User is capable of producing multiple strands of enhanced therapeutic fungus that can act as antibiotics and antagonists of infectious agents such as Germ Release, Nano bugs, etc. It's up to the user's own mastery to balance the aggressiveness of the jutsu, being so that the user is able to range from fungus able to clean several branches of bacteria and germs to actual nano-bugs and even develop heavy allergic reactions on the patient/opponent's skin and body. These battle-oriented strands' effect range from simple redness and boils (similar to a 2nd/3rd degree burn) to actual necrosis of the touched area, varying with the time the user stays infected (3 turns for max effect). The symptoms start to occur a few moments after contact and progress rapidly. The technique is more efficient if used by a person with medical knowledge, such as a med-nin or a med-school Student, able to kill up to techniques up to S rank or generally work faster (Aggressive strands are cut down 1 turn to achieve max effects.). The strands are deployed through direct physical contact with the enemy. The user focuses his chakra through his skin in order to cover it with the desired fungus, either completely or in a specific spot. By doing this, the users skin in that spot gains a slight coloration unique to each user of Mushroom release.
*Activation lasts 2 turns and has a 2 turn cold down once it wears off*


Another one of your do it all techniques. The technique can either be self imposed to get rid of ailments or be used to cause them against your opponent. The full-body effect make this technique good for using against genjutsu that emulate diseases or for critically crippling your opponent. I have a few questions concerning the clause about the med-ninja stats. Now, are you saying that med-nin and med-students are able to apply the healing property of this technique against technique 1 rank higher than the base technique? As well are they able to reduce the amount of time it takes for the jutsu to take effect either in healing or inflicting damage?

Just as well you mention in the technique that the effects are 3 turns in length for max effect but the activation of the technique is 2 turns. Not entirely sure what that is supposed to entail. Are you saying it takes three turns to heal ailments (2 if you're a med student)? Does the two turn activation imply an ability to apply the fungus to different locations if necessary without causing additional move usage?
Okay so, this technique could be used as a full-body burst, as you mentioned. Now, what it actually does is produce microbiotic fungal strands that will infect a target through direct contact.
There is a difference between infection and contact, though. You contact someone, and infect him/her with a desired strand. Staying infected does not mean that the contact is required, it just means that, as long as it is not countered or healed, the strand will keep spreading and multiplying.

Multiple contacts can achieve multiple localized effects immediately, but do not progress the severity of the symptoms any further than a single contact. The severity of the symptoms require the target to remain infected for at least 3 turns.
So, even though the technique lasts two turns, as in, the strands growing on your body are there and can infect anyone you touch across two turns, the diseases could last indefinately, as long as the target isn't healed or... you know... dead.


Med Ninjas only require 2 turns of infection to reach max severity. They medical knowledge allows them to infuse the fungus with a more efficient pathology-inducing mechanism, while also being able to enhance therapeutic usages by being able to heal or counter biologically toxic techniques ( like Germ Release ), up to one rank higher than normal. The idea here is, Mushroom is stronger than other Biological Elements, including Germ release. So, when you meet something of the same rank, the Mushroom will overpower it. If you were to deal with an S rank, this being A rank, then they would neutralize eachother. If you're a Med Nin, then it's almost like having 2x strengths, as this particular A rank is equal to Forbidden rank of the opposite technique.
 

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(Masshuru-Muton: Chiyu no Ten'on ) Mushroom Style: Bless of Legba
Type: Defensive/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: User is capable of producing multiple strands of enhanced therapeutic fungus that can act as antibiotics and antagonists of infectious agents such as Germ Release, Nano bugs, etc. It's up to the user's own mastery to balance the aggressiveness of the jutsu, being so that the user is able to range from fungus able to clean several branches of bacteria and germs to actual nano-bugs and even develop heavy allergic reactions on the patient/opponent's skin and body. These battle-oriented strands' effect range from simple redness and boils (similar to a 2nd/3rd degree burn) to actual necrosis of the touched area, varying with the time the user stays infected (3 turns for max effect). The symptoms start to occur a few moments after contact and progress rapidly. The technique is more efficient if used by a person with medical knowledge, such as a med-nin or a med-school Student, able to kill up to techniques up to S rank or generally work faster (Aggressive strands are cut down 1 turn to achieve max effects.). The strands are deployed through direct physical contact with the enemy. The user focuses his chakra through his skin in order to cover it with the desired fungus, either completely or in a specific spot. By doing this, the users skin in that spot gains a slight coloration unique to each user of Mushroom release.
*Activation lasts 2 turns and has a 2 turn cold down once it wears off*


Another one of your do it all techniques. The technique can either be self imposed to get rid of ailments or be used to cause them against your opponent. The full-body effect make this technique good for using against genjutsu that emulate diseases or for critically crippling your opponent. I have a few questions concerning the clause about the med-ninja stats. Now, are you saying that med-nin and med-students are able to apply the healing property of this technique against technique 1 rank higher than the base technique? As well are they able to reduce the amount of time it takes for the jutsu to take effect either in healing or inflicting damage?

Just as well you mention in the technique that the effects are 3 turns in length for max effect but the activation of the technique is 2 turns. Not entirely sure what that is supposed to entail. Are you saying it takes three turns to heal ailments (2 if you're a med student)? Does the two turn activation imply an ability to apply the fungus to different locations if necessary without causing additional move usage?
Okay so, this technique could be used as a full-body burst, as you mentioned. Now, what it actually does is produce microbiotic fungal strands that will infect a target through direct contact.
There is a difference between infection and contact, though. You contact someone, and infect him/her with a desired strand. Staying infected does not mean that the contact is required, it just means that, as long as it is not countered or healed, the strand will keep spreading and multiplying.

Multiple contacts can achieve multiple localized effects immediately, but do not progress the severity of the symptoms any further than a single contact. The severity of the symptoms require the target to remain infected for at least 3 turns.
So, even though the technique lasts two turns, as in, the strands growing on your body are there and can infect anyone you touch across two turns, the diseases could last indefinately, as long as the target isn't healed or... you know... dead.


Med Ninjas only require 2 turns of infection to reach max severity. They medical knowledge allows them to infuse the fungus with a more efficient pathology-inducing mechanism, while also being able to enhance therapeutic usages by being able to heal or counter biologically toxic techniques ( like Germ Release ), up to one rank higher than normal. The idea here is, Mushroom is stronger than other Biological Elements, including Germ release. So, when you meet something of the same rank, the Mushroom will overpower it. If you were to deal with an S rank, this being A rank, then they would neutralize eachother. If you're a Med Nin, then it's almost like having 2x strengths, as this particular A rank is equal to Forbidden rank of the opposite technique.
 
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