NW rules.
Mid-range.
Additionally, your entire plan is flawed fundamentally anyway due to the following facts about genjutsu.
https://animebase.me/threads/illusionary-arts.395771/#post-12231242
The clone wouldn't allow his opponent to make direct eye contact.
High above the mucky-muck, like the Rising Cloud.
There sits Wonderboy, sitting oh so proudly.
Not much to say when you're high above the mucky-muck.
Yeah, yeah.
Wonderboy, what is the secret of your power?
Wonderboy, won't you take me far away from the mucky-muck man?
Greg knew instantly that he was placed in a genjutsu, there was no confusion about it his mastery in Yin Release told him, it screamed at him that he was in a genjutsu so just as quickly, as soon as it was put in place he underwent a Sage Transformation. This made him immune to this petty, and deceitful trick immediately breaking him due to foreign energy. He couldn't fault the man for it. It was obvious, he was only here because no one else would stand up he was either alone, acting independently or at worst through clones.
Now it's time for me to tell you about Young Nastyman.
Archrival and nemesis of Wonderboy, with powers comparable to Wonderboy.
What powers you ask? I dunno how 'bout the power of genjutsu?
That do anything for ya? That's mind control, homes.
How 'bout the power to flee his village running 200 miles away-...
( Sennika: Zōfuku ) - Sage Transformation: Amplification
In unison to this, Greg would merely toss some sort of tiny canaster forward toward his opponent as several ( 3 ) bullets or mines of poison ruptured out of the grenade moving in a single unit toward the opponent. They would rush toward him with the aim to surround and blast him from all angles. This was to keep him on his guard.
It also worked similarly to the Kote, so it didn't require him to feed it chakra, or manipulate anything it just released the technique out upon his opponent. In unison, he would toss three tagged kunai with his other hand aiming to keep the opponent busy knowing that his goal as a clone was merely to tie this person up and keep them busy. They were aimed for the face.
( Jigoku Hanran ) - Hellish Rebuke
(Dokuton: Setsudan-go) - Poison Release: Viscous Mockery ( Passive )
Music would continue to play passively, obviously, Sado's clone's mind wasn't as blown as Magnus' clone wanted.
Honestly, he felt this was a last-ditch effort at saving face, Magnus had proven how weak he was when he didn't show up at the start.
( Sandāu~ēbu ) - Thunderwave ( Passive )
Mid-range.
Btw, in case you didn't know, genjutsu damage isn't instant lol you should look at the health rules.Yin Specialist: Sado has gained heightened spiritual abilities translating into an awareness of all genjutsu and spiritual entities below MS level and passive genjutsu kai up to B-rank. As well, Sado's genjutsu give him heightened genjutsu prowess, allowing him to render their genjutsu techniques unbreakable by one of the primary methods of release (to be specified during the move). Sado's chakra siphoning abilities are stronger allowing him to passively siphon 30 chakra per turn from enemies.
You tried "dispersing" several clones "on use" through damage. This would be flawed if you tried it on a regular bio.Spiritual: This type of damage, much like the first type's name suggests, relates to spiritual attacks that target the mind/induce mental damage, such as Genjutsu and Yamanaka techniques as various Yin release related techniques. Other areas such as psychological, spiritual or neurological damage fall under this category as well. Unlike physical damage, this sort of damage can be more difficult to determine because, in the case of Genjutsu, the damage that occurs is mental and spiritual. Mental fatigue and exhaustion occurs after prolonged exposure to an unbroken Genjutsu or repeated susceptibility to Genjutsu. For Genjutsu, should a specific jutsu that damages the mind remain active for an entire turn after it is cast, the victim will take the amount of damage described in the technique. For each turn the Genjutsu is unbroken, the afflicted member will sustain half the damage again. Thus the longer one remains in the Genjutsu, the more they are damaged. However, this is only in regards to Genjutsu; exposure to the jutsu damage upon contact will reduce a member's health by the described amount only once. If the medium exists in a way that can be avoided (unlike with the nature of genjutsu), then it will effect a bio immediately upon contact.
Additionally, your entire plan is flawed fundamentally anyway due to the following facts about genjutsu.
https://animebase.me/threads/illusionary-arts.395771/#post-12231242
Another point that leads to many discussions is the fact that Clones may or may not be affected by Illusions. The truth is that they are in fact affected by illusions but since they don't have an organic, real body, they don't suffer pain or reflexive actions based on that illusion. They will experience it and see it and be affected by it in terms of their senses, but they don't take mental or otherwise physical damage nor do they experience suffering or torture, faint or otherwise fall asleep or become paralyzed as a result of the Illusion.
The clone wouldn't allow his opponent to make direct eye contact.
High above the mucky-muck, like the Rising Cloud.
There sits Wonderboy, sitting oh so proudly.
Not much to say when you're high above the mucky-muck.
Yeah, yeah.
Wonderboy, what is the secret of your power?
Wonderboy, won't you take me far away from the mucky-muck man?
Greg knew instantly that he was placed in a genjutsu, there was no confusion about it his mastery in Yin Release told him, it screamed at him that he was in a genjutsu so just as quickly, as soon as it was put in place he underwent a Sage Transformation. This made him immune to this petty, and deceitful trick immediately breaking him due to foreign energy. He couldn't fault the man for it. It was obvious, he was only here because no one else would stand up he was either alone, acting independently or at worst through clones.
Now it's time for me to tell you about Young Nastyman.
Archrival and nemesis of Wonderboy, with powers comparable to Wonderboy.
What powers you ask? I dunno how 'bout the power of genjutsu?
That do anything for ya? That's mind control, homes.
How 'bout the power to flee his village running 200 miles away-...
( Sennika: Zōfuku ) - Sage Transformation: Amplification
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-5 per turn)
Damage: N/A
Description: The user would transform his body, coating his entire skin with a fresh layer of thin flesh. Like the user's normal DNA make up, the flesh is abundant in nature and constantly absorbs nature energy. The flesh while draining the user's chakra, passively and rapidly collects nature energy from the surrounding than the user could normally do. In turn, it passively and constantly leeches the foreign chakra into the user's chakra while the user being used to natural energy and due to the nature of their DNA, won't be affected. The constant infusion of Nature chakra would constantly break the user from genjutsu safe for Mangekyou genjutsu. The skin layer does not offer any defensive ability and is only durable like the user's own skin. The skin layer does not disturb the user from doing any other things like he would normally.
- Twice per battle
- Two turns in between usage
- Last 3 turns
Rank: A
Range: Short
Chakra: 30(-5 per turn)
Damage: N/A
Description: The user would transform his body, coating his entire skin with a fresh layer of thin flesh. Like the user's normal DNA make up, the flesh is abundant in nature and constantly absorbs nature energy. The flesh while draining the user's chakra, passively and rapidly collects nature energy from the surrounding than the user could normally do. In turn, it passively and constantly leeches the foreign chakra into the user's chakra while the user being used to natural energy and due to the nature of their DNA, won't be affected. The constant infusion of Nature chakra would constantly break the user from genjutsu safe for Mangekyou genjutsu. The skin layer does not offer any defensive ability and is only durable like the user's own skin. The skin layer does not disturb the user from doing any other things like he would normally.
- Twice per battle
- Two turns in between usage
- Last 3 turns
It also worked similarly to the Kote, so it didn't require him to feed it chakra, or manipulate anything it just released the technique out upon his opponent. In unison, he would toss three tagged kunai with his other hand aiming to keep the opponent busy knowing that his goal as a clone was merely to tie this person up and keep them busy. They were aimed for the face.
( Jigoku Hanran ) - Hellish Rebuke
Type: Tool
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60 ( if generic and used as grenades )
Description: An alternative to the Kote this tool is a type of ammunition clip compatible with any other gun or sentry. It comes in the form of several canisters that allow them to hold various samples of the user's poisons or for a more advanced usage a singular poison technique. How this is used is similar to the Kote itself the user throws the canister and upon detonation it releases the mass of stored poison and a catalyst of stored dokuton chakra to release the technique itself from the canister without any outside usage of the user beyond throwing it. What differentiates this from a Kote is the limited nature it has, only being able to store a poison technique and no other type of technique meaning to make up for this the user is able to store up to a single S rank poison technique inside one of their grenades, causing it to burst open on contact to release it. This can only be done once per battle, costs a move but can be done alongside another technique if logical. However, using Hellish Rebuke to release the technique is passive thus not doubling up on move-slot usage.
When used as an ammunition clip the user merely connects the canister to the gun, or projectile based weapon and that weapon can then fire Poison Jutsu Bullets instead of their standard ammunition. This has the effect of upping the damage of whatever weapon it is augmenting due to the additional surge of dokuton chakra through the weapon allowing it to work as a conduit for the poison. For example if a gun fires off Fire Jutsu Bullets instead it will fire empowered Poison Jutsu Bullets instead with what the gun's normal damage being increased by 20 passive damage. This supply of dokuton chakra and poison lasts three turns, and can only be used twice as a clip for a maximum of six turns of empowered ammunition. Alternatively as mentioned they can be used as grenades releasing generic poison to attack this can be gaseous med toxin, or any variety of custom poison. This can only be done twice per battle and costs a move.
Note: Using it as a clip is passive and just takes the user connecting it to their weapon to use
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60 ( if generic and used as grenades )
Description: An alternative to the Kote this tool is a type of ammunition clip compatible with any other gun or sentry. It comes in the form of several canisters that allow them to hold various samples of the user's poisons or for a more advanced usage a singular poison technique. How this is used is similar to the Kote itself the user throws the canister and upon detonation it releases the mass of stored poison and a catalyst of stored dokuton chakra to release the technique itself from the canister without any outside usage of the user beyond throwing it. What differentiates this from a Kote is the limited nature it has, only being able to store a poison technique and no other type of technique meaning to make up for this the user is able to store up to a single S rank poison technique inside one of their grenades, causing it to burst open on contact to release it. This can only be done once per battle, costs a move but can be done alongside another technique if logical. However, using Hellish Rebuke to release the technique is passive thus not doubling up on move-slot usage.
When used as an ammunition clip the user merely connects the canister to the gun, or projectile based weapon and that weapon can then fire Poison Jutsu Bullets instead of their standard ammunition. This has the effect of upping the damage of whatever weapon it is augmenting due to the additional surge of dokuton chakra through the weapon allowing it to work as a conduit for the poison. For example if a gun fires off Fire Jutsu Bullets instead it will fire empowered Poison Jutsu Bullets instead with what the gun's normal damage being increased by 20 passive damage. This supply of dokuton chakra and poison lasts three turns, and can only be used twice as a clip for a maximum of six turns of empowered ammunition. Alternatively as mentioned they can be used as grenades releasing generic poison to attack this can be gaseous med toxin, or any variety of custom poison. This can only be done twice per battle and costs a move.
Note: Using it as a clip is passive and just takes the user connecting it to their weapon to use
(Dokuton: Funsai Suru) - Poison Release: Shatter
Rank: S
Type: Supplementary/Offensive
Range: Short-Mid
Chakra: 40
Damage: 80
Description: In essence a trap technique where the user sends moderate amounts of poison chakra into either the ground or air to the area near the opponent. The first variant can be done in close range through close quarters combat releasing the poison from the soles of the feet hiding them by having them burrow slightly into the ground or from a distance by channeling poison through the ground from the soles of the feet. Either way the aim is to create several ( one to eight ) small condensed bead sized orbs of poison to embed themselves in the ground around the opponent. Once done the user can either perform the seal of confrontation causing the poison to detonate or wait for the opponent to step upon the area where the poison is causing the beads to detonate in tandem. When they explode they release a mass of liquid or gaseous poison along with a strong explosion able to create a one meter crater. The poison rushes outward from the tiny bead proliferating itself into a massive amount of liquid or gaseous poison with the aim to strike anything or anyone in a short - mid range area.
Alternatively these beads can be released into the air through the hands where they will float in place until activated or touched where they will then explode doing what was mentioned above but this usage makes it easier to see and defend from. While underground they can only be perceived by chakra sensors or someone with an appropriate sensing ability to know they are traveling underground and they basically act like landmines as per their trap like nature. The poison doesn't have any lasting effects on it's own besides the ability to cause minor cell necrosis mimicking second degree burns. However it can be used with the users own custom poison or Med Toxin to alter the effectiveness of the technique.
Note: Can only be used twice per battle with a two turn cool down
(Batto no kage) - Shadow of the Bat
Creator: Howard
Type: Neurological, Muscular, Respiratory
Ingredients and Background:
Shadow of the Bat is a basic poison created from several substances including Irukandji venom, a syrup created from Atropa Belladonna and Conium as well as Corticotropin a neurotransmitter that revolves around the stress response and Dihydroxyphenylalanine a precursor to dopamine in the brain. It comes in two states of matter, a tar-like liquid or a smokey, smog-like gas both having an orange and black hue. The gas has a scent like petrichor making it detectable upon breathing in and both states of matter have a cinnamon-like taste. The goal of the poison is to create fear and have a tangible effect on the brain. Howard is immune to these effects and the poison itself and due to the oxygen found in it, he can breathe it as if it were normal air, and even drink it in its liquid form. It is applied to all of his ninja tools and weapons as well as in a small vial around his neck for poison ninjutsu usage as well as being sealed in his Medical Summoning Scroll. This poison can also be applied to the fingernails to augment taijutsu usage through finger-jabs and the like as well as the teeth for more animalistic applications akin to the injection abilities of a snake through bites.
Description of Effects:
Fear is the main symptom of the poison and is the ultimate symptom that each of the other symptoms tries to exemplify and create more intense and tangible. It is crafted specifically from the interaction of the Dihydroxyphenylalanine and the Irukandji venom. Irukandji venom is a substance known to create feelings of dread, and impending doom and Dihydroxyphenylalanine becomes dopamine as it enters the brain. Dopamine that seeps into the wrong parts of the brain creates intense distress. This compounded with the Corticotropin a stress hormone causes the initial fear response. Therefore each ingredient is crafted specifically to build into this sensation of fear thus creating the emotional responses of anxiety, paranoia, panic and straight up terror from the poisoned individual. This fear is impossible to push away or out of the mind being a bodily response and is very similar to the sensations felt by Killing Intent, however, needing the poison to be cured to purge the sensations.
Paralysis is an effect of the Atropa Belladonna and the Conium. Upon being poisoned the poisoned individual's speed is halved as their muscles begin to lock up becoming unresponsive making movement harder and needing forceful action to move. Their smooth and skeletal muscles have trouble moving causing the lungs to be unable to expand and contract. Thus the poisoned individual will find it incredibly hard to breathe creating a feeling of suffocation. As time progresses this creates an intense burning pain that radiates throughout the body from the chest outward into the limbs and extremities. This inability to breathe cannot be bypassed with any breathing exercises and requires the poison to run it's course or be cured to overcome. This feeling of suffocation is at the level of asphyxiation even causing lightheadedness, a headache, and intense pain. This is an innate reaction that cannot be overcome no matter how hard the opponent tries to focus or look past it this is because when carbogen is inhaled, the increased level of carbon dioxide causes a perception, both psychological and physiological, of suffocation. Inhalation of carbogen causes the body to react as if it were not receiving sufficient oxygen: breathing quickens and deepens, and heart rate increases.
Hallucinations are the final symptom brought on by the Dihydroxyphenylalanine, Atropa belladonna, and Conium. These three hallucinogens together create vivid and surreal hallucinations as soon as an individual is poisoned. They induce a mental reaction wherein the brain itself brings out it's most base, fear bringing it to life through various hallucinations with aspects of visual, auditory, and even smell and taste stimuli. The brain creates these sensations as the poison stimulates the parts of the brain related to these sensations causing the appearance of madness and psychosis. These hallucinations can easily be mistaken for genjutsu as they have a similar application but isn't a genjutsu thus can't be broken through normal means needing the poison to run its course or to be cured. The hallucinations will seem almost real, and the opponent will be able to, see, smell, hear and taste the hallucinations if the situation arises. They can actively interact with the opponent but aren't tangible in the sense that they have physical substance or could be touched. This can make distinguishing reality nearly impossible making it difficult to fight. These can range from small changes to what the poisoned individual perceives to extreme world-altering changes and through the application of chakra ( -10, passive, and in the same timeframe as the poison ninjutsu technique ) can be controlled. The fear and hallucinations together reduce the poisoned individual's reactions by half. When a summon is exposed to the poison be they the wielders own creatures or an opponent's it makes them see their natural predator swarming around them much larger than they are and intimidating them forcing the summoning creature to disperse.
Note: Shadow of the Bat deals twenty damage per turn and lasts for six turns like other basic poisons
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Vicious Mockery is the name given to special tags and metal canisters that can replace the users basic explosive tags and smoke bombs. Made by someone with an innate curiosity of poison release the tags or canisters can have different substances inside of them if they so choose needing specific skills to acquire these. The first is the basic Med Toxin, this variation requires the user to be a Medical Ninja, it's effects are the exact same as the Med Toxin. The second is their own custom poison this requires the user to be a Medical Ninja with access to a custom poison that they have created. Finally the third is a special poison created specifically for these tags and canisters for anyone with poison release to use. This poison is called Tasha's Hideous Laughter and has specific effects that include uncontrollable laughter on turn one accompanied by auditory hallucinations where people will mock and insult the poisoned individual, blurred vision, twitching and numbness on turn two reducing the poisoned individual's reactions by one fourth, partial paralysis on turn three making hand seals impossible and reducing the effected persons speed by three ranks and finally complete paralysis on turn four. This third variation can be used by anyone who knows poison release.
Note: These need to be mentioned in the bio or in the first post of the fight alongside the variation the user carries
Note: The user is immune to every poison this technique produces except custom ones created by others
Rank: E
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Vicious Mockery is the name given to special tags and metal canisters that can replace the users basic explosive tags and smoke bombs. Made by someone with an innate curiosity of poison release the tags or canisters can have different substances inside of them if they so choose needing specific skills to acquire these. The first is the basic Med Toxin, this variation requires the user to be a Medical Ninja, it's effects are the exact same as the Med Toxin. The second is their own custom poison this requires the user to be a Medical Ninja with access to a custom poison that they have created. Finally the third is a special poison created specifically for these tags and canisters for anyone with poison release to use. This poison is called Tasha's Hideous Laughter and has specific effects that include uncontrollable laughter on turn one accompanied by auditory hallucinations where people will mock and insult the poisoned individual, blurred vision, twitching and numbness on turn two reducing the poisoned individual's reactions by one fourth, partial paralysis on turn three making hand seals impossible and reducing the effected persons speed by three ranks and finally complete paralysis on turn four. This third variation can be used by anyone who knows poison release.
Note: These need to be mentioned in the bio or in the first post of the fight alongside the variation the user carries
Note: The user is immune to every poison this technique produces except custom ones created by others
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Honestly, he felt this was a last-ditch effort at saving face, Magnus had proven how weak he was when he didn't show up at the start.
( Sandāu~ēbu ) - Thunderwave ( Passive )
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( - 5 per turn when used )
Damage: N/A
Description: Thunderwave is a basic chest plate outfitted with a surround sound speaker system, and a microphone. It can be used to play music or make noises more audible than normal similar to a karaoke machine. It is able to produce sound louder than most techniques or the clashing of techniques and can be much louder than the user or opponent can scream. In essence it can act like the (Utsusemi no Jutsu) - Empty Cicada Shell Technique passively at all times being louder and stronger than even that basic technique. It comes pre-loaded with all of the wielder's favorite songs. In battle it can be used to play theme music or it can make the user louder as it has a built in microphone system connected to the speaker system.
The primary use of Thunderwave as mentioned above is the ability to play music with the offshoot of this being the ability to cancel sound waves with sound waves while playing music. This is similar to the Scientific Ninja Tool: Shijima and works like a noise-cancellation speaker. The system can emit a sound wave with the same amplitude but with inverted phase also known as antiphase to the original sound. The waves combine to form a new wave, in a process called interference, and effectively cancel each other out. This effect is called destructive interference and is able to nullify sound techniques in equal rank. The sound can encompass a short - long range area around the user being louder the closer to the user the people who can hear it are and due to this it has a dampening system as to not harm the users ears or cause them any undue problems. It can be fine tuned to look different depending on the wielder's appearance or preference.
Note: Sound techniques can only be canceled once per turn three times per battle.
Greg's Chakra:
1922 - 30 ( Amplification ) = 1892
1892 - 5 ( Thunderwave ) = 1887
1887 - 70 ( Rebuke | Shatter ) = 1817
Rank: A
Range: Short - Long
Chakra: N/A ( - 5 per turn when used )
Damage: N/A
Description: Thunderwave is a basic chest plate outfitted with a surround sound speaker system, and a microphone. It can be used to play music or make noises more audible than normal similar to a karaoke machine. It is able to produce sound louder than most techniques or the clashing of techniques and can be much louder than the user or opponent can scream. In essence it can act like the (Utsusemi no Jutsu) - Empty Cicada Shell Technique passively at all times being louder and stronger than even that basic technique. It comes pre-loaded with all of the wielder's favorite songs. In battle it can be used to play theme music or it can make the user louder as it has a built in microphone system connected to the speaker system.
The primary use of Thunderwave as mentioned above is the ability to play music with the offshoot of this being the ability to cancel sound waves with sound waves while playing music. This is similar to the Scientific Ninja Tool: Shijima and works like a noise-cancellation speaker. The system can emit a sound wave with the same amplitude but with inverted phase also known as antiphase to the original sound. The waves combine to form a new wave, in a process called interference, and effectively cancel each other out. This effect is called destructive interference and is able to nullify sound techniques in equal rank. The sound can encompass a short - long range area around the user being louder the closer to the user the people who can hear it are and due to this it has a dampening system as to not harm the users ears or cause them any undue problems. It can be fine tuned to look different depending on the wielder's appearance or preference.
Note: Sound techniques can only be canceled once per turn three times per battle.
Greg's Chakra:
1922 - 30 ( Amplification ) = 1892
1892 - 5 ( Thunderwave ) = 1887
1887 - 70 ( Rebuke | Shatter ) = 1817
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