(Dokuton: Kōgo no Yogore) - Poison Ninjutsu: Colloquial Cloak of Contamination
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( +10 per turn to maintain ) ( +20 to rebuild )
Damage: 80 ( + 10 Tibsy's Breath ) = 90
Description: The user begins by releasing poison chakra from their skin materialising it into a shroud of dense liquid or gas cloaking their body in the substance creating a form of pseudo-clothing from pure poison. This allows for a rather decent defence against things that form of poison is strong to for example a liquid shroud will allow for the defence of even Forbidden rank fire release as the liquid vaporizes into it's gaseous state while also being able to take on two S rank fire techniques. Alternatively if a gaseous shroud is created it can defend from even Forbidden rank lightning or take on two S rank lightning techniques. Anything that form of poison is neutral to plays on equal terms with the cloak obviously. Additionally by performing a hand seal and spending a move slot by releasing more poison into the cloak it can be rebuilt and strengthened temporarily allowing it to survive through damage that would normally destroy it. However this can only be done once per usage.
The cloak can additionally be used to attack an opponent by using it as an S rank construct with it being able to travel up to mid range from them in any direction creating tentacles and hands that whip out and strike at their opponents and just requires the user to manipulate the cloak to attack. It can be done passively upon creation but if used after the turn of creation it will cost a move slot. The gaseous form is able to grant flight, and create wings on the back allowing the user to fly at their base running speed the wings themselves are more cosmetic than anything else as the gaseous cloak is what allows the flight. This is because it has enough substance to pick up and move the user and by being manipulated it can carry the user throughout a battlefield allowing them to hover or glide. The basic poison itself only has the effects of Med Toxin, where the really useful part comes in is when the user uses their own custom poison to create the cloak imparting upon it those effects. The cloak can support A rank and below poison techniques allowing it to be used as a source for things such as Poison Creation or other similar poison techniques.
Note:
Can be used twice per battle lasting three turns per use
Can only be used to attack as an S rank construct once per turn and costs a moveslot after the turn of creation
Twice per battle, once per turn and passively per cloak creation the user can use the gaseous cloak to avoid incoming techniques.
( Yōton/Dokuton: Shimi no Himitsu ) - Yang Release/Poison Release: Secret of the Ooze
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 50
Damage Points: N/A
Description: Based upon the combination of the chemistry principles from Poison Release: Triple Point and the life-giving, or sentience imbuing properties of Yang Release: Change into Hell the user imbues life into a Poison Release technique gifting it a form of microbial intelligence. This isn't true sentience like that given by Change into Hell which creates an active mind that can be influenced but instead an intelligence comparable to that of a colony of microorganisms making it closer to a virus, a bacteria, or a single-celled organism than a person, or a more sentient creature. Its limited cognition means it cannot be communicated with differing it from techniques brought to life via Change into Hell and acts on its own limited needs which tend to be an innate search for energy and reproduction like a virus. This happens in the same timeframe as the other technique taking up no time of its own. It cannot use techniques of it own like techniques augmented with Change into Hell can.
This microbial intelligence allows the augmented technique to on its own accord separate from the user "grow" "move" and "change" similar to a virus, in essence, meaning it can change direction move through the air or move along the ground as an intelligent gas, slime, or mold. It is also able to passively change its state of matter once every other turn to aid in movement and defense changing between the three states of matter becoming a gas, a liquid or a solid depending upon what it needs to be to survive and thrive. This is a property of the poison side of the technique. Its main goal is to seek out a host separate from its creator and infect it exactly as a virus would being a pseudo-intelligent poison with an objective. Now being similar to a colony of microbes the poison would need to consume something to survive and in this case somewhat similar to Dokuton: Hidden Poison Mist Technique the augmented technique is able to consume foreign chakra seeking it out and taking it from other creatures or techniques via contact.
This property allows the augmented technique to steal a portion of chakra from any technique it comes into contact with weakening the opposing technique as it tries to consume and overcome it. This reduces the damage of the opposing technique by twenty damage or if the poison technique is innately stronger and would naturally overcome the technique it can consume the chakra using it to "heal" itself by providing itself with more chakra gaining twenty damage with its damage acting as its health. This is the poison returning to it's strongest form similar to a virus reproducing. If it comes in contact with a living being the poison envelops them like an amoeba trying to consume prey, unable to change form until contact is ended. It will slowly siphon off the trapped individual's chakra until they are rendered unconscious. This happens at a rate of five percent of their total chakra supply per turn.
Note: Can only be used twice per battle with a four-turn cool-down
(Dokuton: Dorakonikkuburesu) Poison Release: Tibsy's Draconic Breath
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( +10 to make it semi-solid again )
Damage points: 60 ( +10 to another poison technique )
Description: The user moulds poison chakra to create poison (from his body), or manipulates an already existing source of poison. If creating the source, he must perform the boar hand seal allowing him to form the source of poison into projectiles, nets, waves, tools or weapons. If he's manipulating an already existing source he is able to merely use slight motions of the hands to form sources into the above mentioned items. By doing this the user can control poison already in play forcing it to move towards the opponent at a rapid pace through the air or across the ground. This poison is usually the residual leftovers of a clash but can even be just inert poison that is on the battlefield. Inert poison refers to poison on the battlefield created by the user that no longer retains chakra. An example, poison created by something like Poison Creation that is left on the battlefield from before. This is similar to Earth Release or Water Release ie, mud left from previously used Earth Techniques or Water left from previously used water techniques. These substances would be inert, just chakra-less substances but would be usable by forcing chakra into them such as the B rank (Suiton: Bakusui Shōha) - Water Release: Exploding Water Colliding Wave technique. For a more specific example for poison release itself Poison Creation or this technique itself could be used to create a source of poison by manipulating the users own custom source creating a large amount of liquid poison leaving behind a massive amount of inert poison. It becomes inert because it's no longer being manipulated so it's just there on the field. This would obviously need the user to create poison beforehand as there wouldn't just be poison lying around on the ground like natural water that can be found for water release.
As he manipulates the poison he coats it in chakra giving it shape and making it retain a form until the user decides to release the chakra coating at that point the liquid poison loses it's solid properties covering the opponent in a viscous, almost tar-like, purple poison that can impede movement making the opponent slowed due to the excess weight of the poison as well as it's sticky properties. The poison reduces the poisoned individual's reactions and speed by three ninja ranks and causes a numbness upon any skin touched. This numbness radiates throughout the body ending in complete paralysis on turn five. During this time the numbness is accompanied by excessive pain and burning as the poison eats away at the first and second layer of skin causing moderate first to second degree burns all over the body. The user can also manipulate the poison to constrict the opponent hardening it to a point that it can hold a person in place indefinitely unless defended adequately. This is done by calling upon the chakra inside the poison causing it to increase the viscosity of the substance to the point where it's a semi-solid allowing for the temporary capture of opponents. The aforementioned process is the same one that keeps the poison solid until impact.
In the same time frame as another poison technique the user can also pump more chakra into it through this technique increasing it's rank by one rank up to S rank where it merely gains an additional ten damage. This is done by performing an extra hand seal alongside another poison technique thus making it larger, stronger and more deadly imparting the aforementioned effects onto another poison.
Notes:
- Poison creation/manipulation can be used 4 times, with a one turn cool down.
- The strengthening ability can be used once per turn with a one turn cool down (three times total)
- This can be used with a custom poison but requires it to be a liquid
(Batto no kage) - Shadow of the Bat ( Reference )
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
( 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.
OOC: After the clash the living poison technique would still have 80 damage left. It loses 30 from the clash but gains 20 from consuming the opposing technique.