Howard vs Korra again

Korra.

Sage of Snakes
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Switching bios to my Emily kaldwin bio so 3T passively activated and PR on Green lantern mode

Emily does the snake sign and cause the ground underneathSado to drop 15 meters down and 10 wide causing him to lose his balance and fall down the hole. Once down Emily expels from her mouth a torrent of snakes that head towards the hole. The snakes will keep multiplying but will get smaller making it where their would be an army of snakes of variety sizes. The snakes will go down the hole filling it trapping Sado in the pit and attacking them endlessly. The snakes would also be injecting Emily's custom poison into Sado as they bite.

(Doton/Sunēkuātsu: Jigoku no sunēkupitto) Earth Release/Snake Arts: Snake Pit of Hell
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will do the snake sign and cause the ground underneath the opponent to drop 15 meters down and 10 wide causing them to loose their balance and fall down the hole. Once down the user will expel from their mouth a torrent of snakes that head towards the hole. The snakes will keep multiplying but will get smaller making it where their would be an army of snakes of variety sizes. The snakes will go down the hole filling it trapping the opponent in the pit and attacking them endlessly. Each snake has venom that can cause paralyzing effects to the opponent the longer they are getting bitten. After 1 turn they will feel numb and after 2 they will start to feel paralyze.
Note: Usable twice with needing to wait 3 turns before using again.
Note: The snakes stay on the field for 3 turns.
Note: Must be able to summon snakes
Note: Must be taught by Blake Belladonna
 

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Switching bios to my Emily kaldwin bio so 3T passively activated and PR on Green lantern mode

Emily does the snake sign and cause the ground underneathSado to drop 15 meters down and 10 wide causing him to lose his balance and fall down the hole. Once down Emily expels from her mouth a torrent of snakes that head towards the hole. The snakes will keep multiplying but will get smaller making it where their would be an army of snakes of variety sizes. The snakes will go down the hole filling it trapping Sado in the pit and attacking them endlessly. The snakes would also be injecting Emily's custom poison into Sado as they bite.

(Doton/Sunēkuātsu: Jigoku no sunēkupitto) Earth Release/Snake Arts: Snake Pit of Hell
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will do the snake sign and cause the ground underneath the opponent to drop 15 meters down and 10 wide causing them to loose their balance and fall down the hole. Once down the user will expel from their mouth a torrent of snakes that head towards the hole. The snakes will keep multiplying but will get smaller making it where their would be an army of snakes of variety sizes. The snakes will go down the hole filling it trapping the opponent in the pit and attacking them endlessly. Each snake has venom that can cause paralyzing effects to the opponent the longer they are getting bitten. After 1 turn they will feel numb and after 2 they will start to feel paralyze.
Note: Usable twice with needing to wait 3 turns before using again.
Note: The snakes stay on the field for 3 turns.
Note: Must be able to summon snakes
Note: Must be taught by Blake Belladonna
Sado was standing rather awkwardly with Salazzle, his first personal summon a salamander perched upon his left shoulder. She seemed to be clinging to his head and neck while the second summon with him a much larger and rotund slug summon was to his left about five meters away from him. As the woman performed the hand seal and the ground began to lower Sado reacted by merely growing two wings and moving himself and Salazzle upward. Through their mental link, she began to speak to him in his mind asking what about the secondary summon. Sado assumed it would figure something out, he wouldn't have it around if it couldn't. What about the big, pink-... thing?
As Sado began to move upward he used the flight provided to him by the large fleshy wings to completely evade the downward push of gravity and the lowering ground. Additionally, he was able to use the evasive nature to lean slightly to the left veering out and around the forward rushing snakes. After the wings were formed he would speak outward in a showy, loud way trying to draw the woman's attention upward toward him. His tone was somehow rough but also held humor as if he were telling a joke.

You think you can handle me? Girl, don't make me laugh.

My junk is bipolar-... it'll split you in half.

Really, that's the best you could come up with? I mean, okay, but it was god awful. Salazzle would say aloud to her summoner. Sado would nod his head jutting out his chin as if taunting his opponent. While he was evading he would instruct Salazzle through his mental link to her to attack his opponent and distract her while he made preparations for a real, proper offense. One that would overwhelm and keep his opponent from replying.
She would consent to his plan by making a chewing noise with her lips as she spat out a shell of liquid poison with a gaseous center. She took time to empower it by forcing more poison into it lacing it with excess samandarin, her own poison, increasing the size and shape of the bubble creating one massive bubble that would move forward and down toward their opponent. It was directed to float in above the cascading wave of snakes cutting through the air and aiming to drop directly upon the woman's head with the aim to pop and explode there.
This action from Salazzle would happen in unison to Kirby's reaction. When the slug began to fall, it was left to its own devices. It would begin to spew acid from its mouth outward around the hole it was falling into covering the side of the wall with sticky-thick acid burning through though and creating a slight incline. It would continue by sending out the torrent of acid as a defense mechanism, as a slug would in nature replying to the incoming snakes that began to rain down upon the hole. It would tilt it's head upward as snakes began to rain down spewing more acid upon them dissolving them before they could deal any real damage. The thing was, that due to being separate entities all of these events happened at almost the exact same time.
It would set them up to follow up with an onslaught that had the chance to overwhelm their opponent. The slug, Kirby would then begin to eat the remains of the snakes that had been partially or nearly fully dissolved consuming them seemingly distracted by the opportunity of food. The acid would gradually eat through one side of the earthen hole allowing him to slowly roll out of the hole in a mass of blood, slime, and sludge seemingly looking toward the woman as his next meal.​
( Kuchiyose no Jutsu: Salazzle ) - Summoning Technique: Salazzle ( Personal Summon | Reference )
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Salazzle is a dark grey Fire salamander resembling a bipedal salamander. She has a thin dark grey body with a purple underside. Her head is dark grey with purple eyes and slit pupils reducing the amount of light that can enter into the eyes. There are several tooth-like protrusions on the lower jaw being vestigial teeth that can be released after biting something leaving sharp arrow like teeth behind. Salazzle's body has three pink markings, one on the chest, and the other two on the abdomen. Salazzle has a long, dark grey tail with a pink underside and two protrusions come out from the tail's base which can be used like hypodermic needles should a tail strike land allowing her to inject poison directly into an opponent's blood stream. She has hands and feet with five digits each similar to summons like Ma and Pa toad having a somewhat bipedal stance however when she moves she returns to all fours to move and run. She is roughly a meter long small enough to stand on a shoulder or cling to the body thus making travel easier.

She can move at twice the base speed of a Sage rank bio. Salazzle can use poison techniques releasing the poison from her vestigial fangs molding it with poison chakra and expelling it from the mouth allowing her to use any poison technique the user knows up to S rank. Or she can release poison techniques from her tail protuberances shooting the techniques outward or over her head. Once every three turns, passively she is able to concentrate more chakra and poison into a technique increasing the chakra found inside of the technique by ten and increasing the amount of Samandarin forced into it increasing the amount of poison used for the technique. This has the effect of increasing the damage by twenty and can up the rank of the technique as well (both apply to only A-ranks and below) however, it can grant S ranks ten additional damage. This ability has a three-turn cooldown and works for a single poison technique that she herself uses. She does this by producing her own toxin, Samandarin and forcing it into a standard poison technique compounding it's power and symptoms with the Samandarin. This happens in the same timeframe as the technique it is being used for.

Her poison is Samandarin a toxic substance produced by most Fire salamanders. It's effects are over-excitation of the muscles, restlessness, hypertension, rapid breathing, dilated pupils, muscle convulsions, respiratory paralysis, and eventually the poisoned person will faint. Once poisoned by this substance the first symptom is muscle convulsions and over-excitation of the muscles as well as restlessness causing the poisoned individual to twitch and stutter this happens the turn after the poison touched the skin. After two turns the lungs begin to shut down causing labored breathing causing the opponent to need to gasp taking deep breathes to merely obtain enough oxygen to breath as well as hypertension and rapid breathing. Finally after six turns of being poisoned the organs begin to shut down causing the poisoned individual to pass out, for the WSE this causes the individual's health to drop to zero. She is able to communicate with her summoner either verbally or mentally.
Note: Can only be summoned once lasting four turns

( Kuchiyose no Jutsu: Kirby ) - Summoning Technique: Kirby ( Second Personal Summon | Reference )
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Kirby is a medium sized (10m), round, pink, sea slug, with an insatiable appetite roughly a meter tall. More specifically he is a sea slug of the nudibranch family. A special trait of the nudibranch is their innate ability to re-purpose the cells of whatever creature they consume and prey upon. For example nudibranches in the real world are able to prey on and consume jellyfish such as the Box Jellyfish taking in their tentacles and cnidosac which are their stinging cells found inside the tentacles. The slug is then able to re-purpose these cells converting them into usable cells for their body and innately and deliberately taking the jellyfish's natural defense and making it it's own. Another example of this innate ability in action is the lettuce sea slug, they are able to consume algae and re-purpose their chloroplasts in a process called Kleptoplasty allowing them to photosynthesize an ability outside of it's normal repertoire. What this means is Kirby is able to literally consume portions of another summoning creature or an animal and re-purpose portions of their body for himself (at the expense of a move). This allows him to retain the poison or venom of its target and secrete them as a defense for itself. For example if he consumed a portion of a snake he could produce snake venom, if he consumed a portion of a salamander he could produce salamander poison. Meaning he can repurpose these substances created from the body making it possible for him to produce them. This can only be done twice, with a two-turn cooldown period. The body is able to produce the substance until another creature is consumed or the substance is shifted to another through eating something else. Consequently, the targeted summoning loses access to these abilities and thus, will be dispelled after it's usage. His stomach acid is so strong that it is able to consume just about anything including bones, rocks and earth, plastics, silicates and metals. An extension of this ability is his ability to literally consume S-rank or below technique by sucking them into his body and absorbing the chakra similar to the Absorption Arm technology. This allows him to "eat" solid and liquid technique of S-rank or below, once per battle. For energy based techniques like fire, wind or lightning this is impossible as the stomach acid, and the absorption properities don't work properly for energy based elements. His stomach acid could desolve stone, sand, metals, bones and other similar items but it has no real effect on energy. He gains no benefits or abilities from this variation of the ability. He is able to use and spray acid from his mouth through the ( Namekuji Ninpou: Zesshi Nensan ) Slug Arts: Tongue Tooth Sticky Acid technique or passively but the passive acid doesn't deal direct damage instead just causing free-form damage. His final ability is the ability to use water release techniques the user knows up to S rank.
Note: Can only be summoned once lasting four turns

(Senninka: Tsuyoi Uyoku of Illidan) - Sage Transformation: The Mighty Wings of Illidan ( 1 )
Type: Supplementary
Rank: A
Range: Short-Mid (when used to attack)
Chakra: 30 (+10 to sustain per turn)
Damage: 60 (when used to attack)
Description: A member of Jugo's clan uses their Sage Transformation ability to form two fleshy bat-like wings on his back. These wings can sustain flight and can be sustained for an entire battle as long as he remains conscious. The wings can be used to attack the opponent directly using sharp hook like growths from their tips, these hooks are claw-like in nature. Like most of the Jugo clan's jutsu these can be sustained as long as he has enough chakra to do so. The user can create boosters on their back once per battle that last for three turns. The boosters can be used to avoid incoming techniques by quickly changing the user's trajectory and moving them out of the way just like the Jet Booster Jump technique. This can only be done thrice per battle and counts as a move each time but can be done in the same timeframe as another technique. The user flies at their current running speed.

Note: Can only be used thrice.
Note: The boosters can only be maintained for three turns and created once, the wings can be sustained indefinitely.
Note: Courtesy of Howard

(Dokuton: Poizunburetto) - Poison Ninjutsu: Poison Bullet ( 2 )
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 ( +10 Salazzle ) = 90
Description: The user begins by creating a small amount of liquid poison, pooling the sticky liquid in their mouth and chewing it like bubblegum while kneading into it. dense amounts of chakra to perfect the consistency. When complete the user exhales the poison, blowing it outward like a bubble, creating a thick film of liquid poison. They fill this liquid film of dense sticky tar-like poison with gaseous poison inflating it. After the bubble gets to a reasonable size, decided upon by the user as small as a normal bubble or as large as their own body they release it, where it will travel at the same speed as a Lightning Release Technique travelling through the air at a fast pace. The poison bubble only takes a moment to form and release. When released the poison travels towards an opponent or a technique, when it clashes with something the liquid erupts outward exploding with a decent amount of force while also creating a wave of liquid poison followed by a dense gust of gaseous poison. By performing the seal of confrontation the user can create multiple poison bullets each consisting of a liquid shell filled with gaseous poison. The poison created can be Med Toxin, or a custom poison. Poison created through this technique will additionally cause cell necrosis to any skin touched causing symptoms that mimic third degree burns with skin melting and bubbling up and reduce the poisoned individual's reactions and speed by three ninja ranks when it makes contact. The poison also makes it more difficult to breathe, forcing the effected person to wheeze and cough.
Notes:
- Can be used three times per battle and the user is immune to any poison created
- Can not be used in successive turns, and the effects last for four turns or until cured

(Namekuji Ninpou: Zesshi Nensan) Slug Arts: Tongue Tooth Sticky Acid ( 3 )
Type:
Offensive
Rank: B/S
Range:
Short-Long
Chakra: 20/40
Damage: 40/80 (+20 per turn)
Description: Katsuyu inhales and exhales an acidic stream of mucus, that is both fast and large, covering a very wide area (proportionate to Katsuyu's size). The thick acid attaches itself to whatever it hits and starts melting it. Strong against Earth and most metals/solids, its also very good against fire as it can't be ignited. During a given amount of time, the acid will keep melting through the target, dealing damage to it as time goes by until its completely depleted of its acidic properties (keeps active for 3 turns). Katsuyu's clones can also use this technique, but to a lesser extent and range (B-Rank, mid-range).
Note: can only be used by Katsuyu

OOC Note: I'll do chakra later.
 
Last edited:

Korra.

Sage of Snakes
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I got you

As Emily sees the poison bullet being launch Emily summons her flying wood snake that takes her into the sky while moving towards the left to avoid the poison bullets and keep Emily and Serperior in the air.

(Kuchiyose: Hiraishin Mokuton Hebi) ~ Flying Wood Snake
Type: Attack/Defence
Rank: S-Rank
Range: Short/Mid/Long
Chakra Cost: 40
Damage Points: N/A
Description: Orochimaru fused the cells of hashirama senju, as well as the dna of Pein's giant bird summon, into the genes of Manda. The snake is half the size of Manda with wood platelets for scales. It has the ability to use Wood jutsus. And it has wings allowing it to fly. Given its size, it is able to fly with the added weight of 3 people, of Orochimaru's build.
~Wood jutsus require the use of said jutsu, and count toward the maximum 3 jutsus per turn as per Rei's R&R
~Can only be summoned once per battle
~The snake flies at the speed of Pein's giant bird
~The snake can only stay on the field for 5 turns
~Can only be summoned by someone who knows wood, or Snakes

In the air Emily and the Wood snake would attack in combo. Emily using her sharingan would trap Sado in a genjutsu cast a Genjutsu upon the target in which they will see a shadowy figure appear in front of them bearing the Sharingan and then, the figure will grow to an enormous size over shadowing the target in pitch-black darkness. The figure will then grab hold of the target and then will cover them in black threads, leaving them paralyzed for a period of time. At the same time, the wood snake would create a giant Dragon of Wood to form from the ground and attack Sado head on.

( Doujutsu: Chuubo no Yuuku ) – Eye Technique: Paralyzing Fear
Type: Supplementary
Rank: B
Range: Short – Mid
Chakra cost: 20
Damage points: N/A
Description: The user will cast a Genjutsu upon the target in which they will see a shadowy figure appear in front of them bearing the Sharingan and then, the figure will grow to an enormous size over shadowing the target in pitch-black darkness. The figure will then grab hold of the target and then will cover them in black threads, leaving them paralyzed for a period of time.
Note: Must have 3 Tomoe Sharingan to use and paralyzing effects last 1 turn.

(Mokuton: Mokuryū) - Wood Release: Wood Dragon
Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn if maintained)
Damage: 80
Description:After performing the two required hand seals, the user creates a gigantic wooden dragon from the ground directly beneath or near them, which can then be directed to attack an intended target. Its shape closely resembles a Chinese dragon, though with a short trunk-like nose (similar to that of a Hindu Makara), having an elongated and serpentine body that is longer than Naruto Uzumaki's Tailed Beast Mode, which can be used to constrict larger opponents. According to Madara Uchiha, Hashirama Senju used this technique to restrain Kurama in the past, which is proof that it has the same Bijuu suppressing/controlling abilities known to some Wood techniques. In fact, the dragon is capable of absorbing Bijuu chakra, weakening any Jinchuriki held by it. The user can keep manipulating and maintaining it as long as he keeps the Snake handseal made and expends chakra, acting as an active technique that can be shaped and controlled for a wide range of purposes, attacks and defenses. This technique can be combine with the Wood Human technique to boost its power.
Note: Only usable by Madara and Hashirama and Yamato bios
 

Howard

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Sado would merely watch as his opponent and her summon moved away avoiding the poison technique his summon had sent toward them. It would anger him slightly, but not as much as what happened next. His vision would be completely obscured as a shadowy figure appeared in front of him before growing into a massive dark creature. It caused the world around him to be shrouded in darkness reaching out for him. Due to the odd scenario, Sado rationalized that he was placed into a genjutsu his reasoning for this assumption was a two-fold process for one, the shadowy figure appeared out of nowhere and the second reason was it had the sharingan. The doujutsu had a direct correlation to genjutsu usage but to be sure he would passively use the diagnosis skill upon himself as he was grappled and held in place confirming his assumption as truth.
Without moving his jovial tone would simmer down as a scowl formed upon his face. His eyebrows lowered into a sharply pointed grimace. He was angry and that was plain to see as he flooded his body with poison chakra releasing a gaseous poison armor from every pore of his skin. This allowed him to break free from the genjutsu while in unison giving him the means to attack in unison to his defensive maneuver. While the shroud of poison was forming around him he would infuse it with a copious amount of Yang energy bringing it to life as the shroud of poison would extend a singular arm outward toward the Wood Dragon that was coiling toward him in a straight forward attack. Sado would float upward toward where the summon and his opponent were headed to remain within reach of them.
With the formation of an additional hand seal, he would go on to reinforce the poison shroud empowering it further making it naturally stronger than the dragon. The poison would literally consume the Wood Dragon "eating" it as they collided. It took its power and made it it's own as it surrounded a portion of the Wood Dragon. It gobbled it up as if it were a living thing thriving on the weaker creature. The damage it had taken from the clash would basically be negated as the poison technique would finish devouring the chakra from the Wood Dragon moving upward toward the snake summon and the woman.

She's still hungry, you're next on the menu and I can't control her.

I think I'll name her Marie. She seems like a, Marie, right?

Sado said with a dark tone as the life-infused creature changed direction now moving upward toward the snake and its summoner. The poison beast seemed to be acting on its own with almost no input from Sado. This would make it seem true that he couldn't control whatever it was that he had just created.
After birthing the creature into existence it seemed to do as it pleased eating anything in its path the Wood Dragon just one example of what it was capable of. As the creature moved Sado had music rush outward as if he were trying to sooth it or comfort it singing along.​
(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.
 
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Korra.

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As the dragon was being eaten and posion him at them, The wood dragon would use its tail to throw Emily backwards to the left to long range. To help increase her speed Emily would release a burst of chakra to leave behind a "shadow" of herself. THe wood snake would than poof away avoiding the attack as Emily gets out of the way.

(Ninpo : Hane mawaru eafurōkabā) - Ninja Art : Gambol Shroud
Type : Offensive / Defensive / Supplementary
Rank : A
Range : Short
Chakra Cost : 30
Damage Points : 60
Description :
The User releases a burst of chakra from around there body and moves in a certain direction, whether it be forward, upwards, backwards or to the side the chakra will remain where they once stood manifesting into an element to carry different effects. The Shroud of Chakra basically stays there and takes the hit whilst the user moves out the way, though the effects could be different and be advantageous especially in close range.
Raw Shadow
A Supplementary / Defensive use, the user will release a burst of chakra and move away from it. The Chakra will notmanifest into the elemental affinity and will retain the shape of the user's body producing a sort of copy like the shadow clone but it has a tiny amount of chakra to carry some sort of form. The Body can be used to take a hit or as a temporary platform as it can also be formed whilst airborne

Burning Shadow
Good to use when the opponent is near you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Fire whilst retaining the shape of the user's body, though it would explode at the user's will causing the opponent (and the user if not careful) to be blown away. The explosion as a 2 meter radius and isn't fatal, it will cause minor cuts and burns over the victim if they are caught by it.
Petrified Shadow
Good to use when the opponent is attacking you in close combat, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Earth whilst retaining the shape of the user's body a stone statue will be left behind as a defence. However it can also be used when the opponent tries to attack with a weapon or with their limbs, the earth manifesting around said weapon or limb to trap them as you make your next attack.
Liquid Shadow
Good to use when the opponent is moving towards you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of water whilst retaining the shape of the user's body, the water can either be sticky or not leaving behind a small water source or trapping a target if they manage to walk into the liquid.
Shocking Shadow
Good to use when the opponent is near you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Lightning whilst retaining the shape of the user's body, the lightning will branch off from the left behind body to any target within short range and will shock them with lightning damage.

Restrictions
- Can't be use another ability in the same turn as a different one
- Usable 4 times a battle
- Requires a turn cool down after each use.

After avoiding the attack, Emily would create a creature of red sand that goes to attack Sado. Emily would have the red sand tags go off strengthening the creature.

(Nirro Suna: Nesasu no Asumodeusu) Red Sand Release: Asmodeus of Nessus
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 ( -10 per turn )
Damage points: 80 + 20 = 100
Description: The user will perform three handseals their chakra into the ground. From this massive amount of chakra the user causes Red Sand to form and then erupt upward from the ground buckling it and cracking it as a massive creature made out of Red Sand rises from the ground. The creature will be completely made out of Red Sand and is able to protect the user from incoming techniques while also being able to attack. Once per turn passively the creature can lash out with it's arms or body to smash or crush anything in it's path with the sheer weight and size of their body. It not only can attack a target physically by lashing out in various ways to attack the enemy in a freeform manner it can attack at range. It does this by shooting from it's mouth a highly pressurized torrent of Red Sand with enough potential and strength to pierce through techniques that Red Sand is strong to (A-rank in strength). This can be done once per turn with a two turn cool down and costs a move slot, twice per battle. Any Red Sand that touches human or animal flesh is able to cause third degree burns. If there is a red sand source available the creature can use it to reform itself from damage it could have taken while being used but it counts as a move slot. However unlike the reformation ability mentioned above this doesn't cost any chakra needing only a source of Red Sand to accomplish After the creature is done or if it's broken down due to a clash with a stronger technique the creature will disperse itself throughout the air causing a massive source of Red Sand to form leaving red sand all over the battle field up to mid range.
Note: Usable twice a battle and needs a two turn cool down while no other Red Sand jutsus can be used during the cool down. After it's dispersal.
Note: The user cannot use any techniques other than Red Sand techniques while sustaining the creature.
Note: The torrent of Red Sand and the reformation abilities each cost a move slot but can be used in the same timeframe as another technique due to originating from the creature instead of the user.
Note: Creature can last for three turns


(Akai Sabaku no Tagu) - Tags of the Red Desert
Type: Supplementary
Rank: N/A
Range: Short - Long
Chakra: N/A (-5 per tag)
Damage: N/A ( +20 to paper ninjutsu, tag based ninjutsu or Red Sand Techniques )
Description: These tags were created by Korra to use in conjunction with her Paper Ninjutsu and are a replacement for the explosive tags a shinobi usually carries thus making them passive. These tags are red in color with a desert/sand look with 漠 on the middle. The tags contain red sand in them and can be detonated by the user merely through thought. The sand in the tags help give the user a source of red sand throughout the battle field. Each single tag contains enough red sand to support a D rank Red Sand technique. The user can use the red sand from the tags for other Red Sand techniques but only if enough tags go off for example the remainders of a single tag can support a D rank technique. The remainder of two tags can support a C rank etc. If used alongside basic ninjutsu that summons Explosive Tags like Hidden Explosive Tags Technique, or that uses Explosive tags that technique is considered a Red Sand technique and will release Red Sand upon detonation. These tags can also be used alongside Red Sand techniques by funneling them into the formation of a technique empowering a Red Sand technique allowing it to overcome it's usual weaknesses as when it clashes with another technique the tags will detonate releasing more Red Sand and increasing the strength of that technique enough to overcome it's weakness.
Note: Must post this in the user bios to be able to use them or post them in the start of the battle and cannot be utilized alongside other seals to increase tag damage.
 
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