Howard's Prestige Customs

Howard

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Prestige Customs
1. (Dokuton: Toripuru pointo) - Poison Release: Triple Point
2. (Dokuton: Setsudan-go) - Poison Release: Viscous Mockery
3. ( Yōton/Dokuton: Shimi no Himitsu ) - Yang Release/Poison Release: Secret of the Ooze
4. (Dokuton: Doku Rendan no Jutsu) - Poison Release: Breath of the Hydra
5. (Dokuton: Poizunburetto) - Poison Ninjutsu: Poison Bullet
6. (Dokuton: Atsuryoku no Shita) - Poison Release: Under Pressure
7. (Dokuton: Doku no Chūnyū) - Poison Release: Poison Infusion
8. (Dokuton: Doku no ki, Kalaipahoa) - Poison Ninjutsu: Kalaipahoa, the Tree of Poison
9. (Dokuton: Kōgo no Yogore) - Poison Ninjutsu: Colloquial Cloak of Contamination
10. (Dokuton: Dorakonikkuburesu) Poison Release: Tibsy's Draconic Breath
11. (Dokuton: Funsai Suru) - Poison Release: Shatter
12. ( Dokuton: Yūdokuna ito ) - Poison Release: Toxic Threads
13. (Dokuton: Ikari) - Poison Ninjutsu: The Fury
14. (Dokuton: Gentsū) - Poison Ninjutsu: The Phantom Pain
15. (Kuchiyose/Dokuton: Sutikusu kawa) - Summoning/Poison Release: River Styx
16. (Dokuton: Iridari no hōken) Poison Release: Consecration of the Ilidari
17. (Dokuton: Feru no Ame) - Poison Release: Rain of Fel
18. ( Dokuton: Naibu kōsō) - Poison Release: Internal Conflict
19. ( Yoton: Sutairu wa otoko ) - Yang Release: Styles Separate Man
20. ( Inton: Tsuki e no Michi ) - Yin Release: A Way to the Moon
21. ( Yoton: Tsukumogami ) - Yang Release: Ninety-Nine Spirits
22. (Doton: Doro Rappu) - Earth Style: Mud Wrap
23. (Nirro Suna: Ryokō-sha no Tsūru) Red Sand Release: Tools of the Traveler
24. (Nirro Suna: Nain Heruzu o Atsumeru ) - Red Sand Release: Gathering of the Nine Hells
25. (Niiro Suna: Sabaku no Hōtō) Red Sand Release: Desert Sparda
26. (Waraugasuton) - Laughing Gas
27. (Waraugasuton: Satsugai Jōku) - Laughing Gas: The Killing Joke
28. ( Waraugasuton: Hanijiumu ) - Laughing Gas: Hahnium
29. (Waraugasuton/Yoton: Warau Hito) - Laughing Gas/Yang Release: The Man who Laughs
30. Healing Factor: Weapon X
31. (Batto no kage) - Shadow of the Bat
32. ( Sandāu~ēbu ) - Thunderwave
33. ( Kyuu-tsuki ) - September
34. ( Jigoku Hanran ) - Hellish Rebuke
35. (Haato no Joou) Queen of Hearts
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Howard

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¤ Poison & Medicine ¤

¤ Created ¤

Healing Factor: Weapon X
Creator: Howard
Type: Healing
Description and Background: The pill at it's base is mostly a mass of mitogens suspended in a concentrated medium of senjutsu chakra and natural energy that when consumed begins to breakdown and move throughout the body activating and signaling proto-oncogenes to ramp up cell growth exponentially. The proto-onogenes along with the body itself begin using the senjutsu chakra and natural energy as a fuel source to expedite this process. It completely turns off tumor suppressors as every cell in the body begins to rapidly and nearly uncontrollably go through mitosis converting the new cells at the site of the wound, wounds, or missing appendages to blastema. Blastema are masses of cells capable of growth and regeneration into organs or body parts, these blastema begin to form all throughout the body almost like tumors which would usually impede natural function but through the senjutsu chakra and natural energy fuel they are quickly converted into new cells rebuilding the body at a rapid pace becoming whatever new cell the body needs. These blastema can replace organs, bones, blood, muscles, nerves and any other bodily form however they are unable to repair fatal damage such as spinal column destruction, as well as severe damage to the brain or heart. However limbs can be regrown and organs excluding the heart, brain, spinal column and central nervous system can be rebuilt. The healing effects of the pill only last a single turn and will heal the user back to one hundred percent of their health pool dependent upon the state of their body in that specific turn.

In essence they can become any form of tissue or structure for the body including muscle tissue, bone tissue, organ tissue, Endothelial cells, nerves, tendons, brain tissue etcetera, and form rapidly almost like a cancer spreading throughout the body causing the consumers skin to flake and tear as if sickly almost as if they were in the late stages of cancer. These proto-oncogenes eventually convert to oncogenes and ramp up the production of mutated cells even further creating some pain but this pain is a signal that allows the consumer to know the process is halfway complete as their body is now littered with masses of blastema that are breaking down and transforming into new cells rebuilding the body through a genetic sense memory like that of the Axolotl who can rebuild organs, limbs and even brain tissue multiple times throughout their life. After this pain sets in the body begins using the senjutsu chakra and natural energy to fuel histiocytes which are large somatic cells found in stationary form in the tissues or as a mobile white blood cell, especially at sites of infection. These begin to consume and dispose of any tissue that is no longer needed converting it back, excess flesh, bone, and sinew are disposed of as the last few stages of the process begin. These histiocytes work with anti-bodies like a clean-up crew after the healing has taken place. These anti-bodies and histiocytes actively seek out the oncogenes consuming them directly. This entire process takes place over the course of a single turn.

The senjutsu chakra and natural energy has it's own effect separate from the bodily reactions brought on by the mitogens. They allow the user to instantly enter any form of Sage Mode they know as their body is flooded with this foreign energy no longer needing to wait a full turn to gather the natural energy required. Due to the spike in foreign energy most genjutsu are broken after taking this excluding MS grade or above, upon activation the user is granted 10% of their chakra as senjutsu chakra through this method the rest is consumed by the mentioned processes. This includes everything from E to Forbidden rank as well as elemental genjutsu and other types lower than MS grade. If this pill is taken while already in Sage Mode it grants the user 30% of their chakra as senjutsu chakra per pill consumed. However only a single pill can be taken per turn, with a maximum of two per individual battle. They cannot be taken within a two turn period of each other. The senjutsu chakra and natural energy also has the added effect of overcharging the entire body on a cellular level pushing any foreign material from the body this includes poisons, toxins, pathogenic matter and any harmful substance. These substances will be nullified and excreted from the body as sweat rapidly. This is due in part to the natural energy and senjutsu chakra's natural healing and rejuvenative properties but also because the metabolism of the consumer is overcharged to a point where these things are unable to remain in the body.

Description of Side Effects: The side effects mainly revolve around the pain created by the process taijutsu falters as the consumers muscles feel sore, and tense. He takes an extra twenty damage from taijutsu techniques or blunt force trauma after the medicine has worn off this lasts for two turns. The consumer is unable to use a KG or HA the turn after consuming the medicine as the cells themselves go through a state of flux where old cells are replaced. Taking one pill doesn't cause too many problems outside of the pain but taking a second does. The body won't be able to handle the clean up and disposal of the excess cells created by the second pill so the body will heal but the cells will not be disposed of thus they are left riddled with small blastema that will need to be healed later. These blastema will not be life threatening and are mostly an annoyance but will cause the consumer to be very susceptible to taijutsu and blunt force trauma taking an additional thirty damage until the blastema are healed. At this point the blastema are pretty much just scar-tissue annoying but no where near harmful however due to these blastema the user is unable to use any KG abilities, or any advanced ninjutsu including, Rain Release, Fuuinjutsu, or Hidden Abilities for two turns or until healed.

The side effects of the natural energy and senjutsu chakra are separate from the above mentioned side effects. If used to instigate a form of Sage Mode the body will be exhausted upon the deactivation of Sage Mode unable to use any KG abilities, or any advanced ninjutsu including Rain Release, Fuuinjutsu, or Hidden Abilities for two turns after Sage Mode has ended. The user spends an additional 10 chakra points per turn to sustain Sage Mode if taken to activate Sage Mode. If the user takes a second pill this 10 chakra points is doubled to 20 additional chakra points to sustain Sage Mode if used to activate Sage Mode. If taken by someone who hasn't trained with Natural Energy it'll instantly and uncontrollably turn them to stone. This training doesn't require being trained in Sage Mode just a form of natural energy or senjutsu usage.
(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
(Dokuton: Setsudan-go) - Poison Release: Viscous Mockery
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
(Dokuton: Toripuru pointo) - Poison Release: Triple Point
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+20 to poison techniques )
Description: In chemistry and physics, the triple point is the temperature and pressure at which solid, liquid, and vapor phases of a particular substance coexist in equilibrium. It is a specific case of thermodynamic phase equilibrium. By forcing more chakra than usual into a poison technique while also coating it with a dense layer of chakra and forcing it to pressurize by forcing an immense pressure on it the user is able to raise or lower the temperature and pressure of the poisonous substance in unison. This causes any poison to reach it's natural triple point thus the poison can shift quickly through the three basic states of matter gas, liquid, and solid allowing them to coexist as one creating a superfluid or a supersolid.
By then slowing down and manipulating this process in a very precise and deliberate way the user is able to immediately and in the same timeframe as another poison technique change it's state of matter or change the state of matter of an already used technique. For example they are able to turn a liquid poison technique into gas or a gas one into a liquid; meaning they are able to vaporize or condense the poison without losing any of it's strength instead gaining strength from it. Also a third state of poison can be created one that is different and new this being a solid variation. Solid poison is strong to water while being weak to lightning. This solid form isn't dust-like in nature like what can be done with Poison Creation and instead is a real solid like solid rock or earth with the potential to poison things that touch it. Changing the state of poison is done by basically forcing more poison chakra into a technique and pressurizing it thus making it naturally stronger via giving it a one-rank boost (+20 damage). This is done by pressurizing the poison with that chakra making it denser allowing it to deal more blunt damage when colliding with something. This works up to A-rank (S-rank too, but without the damage boost) allowing the user to alter many forms of poison including another technique or just ambient inert poison on the field. The user can preemptively use this on a technique at the cost of a move to allow for the change of state once in the next two turns whenever he chooses without the use of a move later as he has activated the poison's triple point where it will be in a superposition of all three states. It can happen in the same timeframe as another poison technique but it still costs a move to use.
Note: Can be used four times per battle with a two-turn cooldown.
( 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
¤ Learned ¤


(Dokuton: Doku Rendan no Jutsu) - Poison Release: Breath of the Hydra
Rank: S
Type: Offensive/Defensive
Range: Short - Long
Chakra Cost: 40 ( -20 next turn to use again )
Damage Points: 80 ( -5 to user )
Description: Based heavily on (Dokuton: Doku Hebi Rendan no Jutsu) - Poison Release: Poison Hydra Barrage Technique the user will make two small nicks on their thumbs allowing blood to pool in their palms. Using this blood as a template they create either a generic poison similar to that created by the Hydra Barrage Technique having the same effects (which will cause increasingly severe muscular pain, sensory numbness and damage if absorbed through the skin (30 damage per turn, effects last 5 turns after exposure, death if the poison is vaporised and inhaled) or a custom poison. What they do with this poison is release it in either one massive wave of liquid poison by bringing their hands together and releasing the poison all together, or two smaller waves by separating their hands and releasing the poison in two moderately sized torrents of liquid poison. These torrents can be directed in two different directions allowing the user to attack multiple things.
Notes:
- Can be used three times per battle
- Requires two turn cooldown between activation
(Dokuton: Poizunburetto) - Poison Ninjutsu: Poison Bullet
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
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
(Dokuton: Atsuryoku no Shita) - Poison Release: Under Pressure
Type: Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The poison user concentrates poison chakra below their skin pooling a fair amount of the chakra in a specific spot before releasing it from their pores. This is similar to what they would naturally do with something like (Ninpou: Dokugiri) - Ninja Art: Poison Mist but instead of releasing the created poison from the mouth they do so from the pores of the body. When released from the pores it creates an intense burst of poison gas or liquid with the ability to negate an incoming technique or to dull or even completely negate momentum from things such as taijutsu or weapon ninjutsu. It does this by creating the poison in a very pressurised way creating a forceful burst of it that can be released from any part of the body and directed outward in a direction up to mid range knocking objects, or people back up to fifteen meters. Multiple bursts can be created but obviously the more there are the less strength each singular burst has needing to be aimed collectively to be as useful as a single burst. The bursts follow the natural strengths and weaknesses of the form of poison used. This technique can be used with Med Toxin or a custom poison.

Alternatively the poison chakra can be pooled all throughout the body just below the skin to create a forceful burst from all of the pores on the body creating a pressurised gust of gaseous poison or a wave of liquid poison with similar potential but in a multi-directional manner. This burst obviously has less stopping power as it is spread throughout the body releasing a concentrated burst that can knock opponents, creatures or objects back up to five meters. This has enough force to move even large summoning creatures. This variation creates an ethereal mist of poison that completely engulfs short range around it's user and it hangs heavily in the air until blown away with similarly ranked wind.
Note:
Can be used three times per battle with a two-turn cooldown.
No Dokuton in the turn after above A-rank.
(Dokuton: Doku no Chūnyū) - Poison Release: Poison Infusion

Rank: A
Type: Supplementary
Range: Short - Long
Chakra: 30 (+10 per turn per usage)
Damage: N/A
Description: The user uses his Poison Release abilities and is able to making it more deadly with other jutsus. The user will channel their Poison into a their arms causing their arms to turn into a purplish color. Any physical jutsus (Earth, Water, Steel, Bones, Sand, etc.) is infused with poison and gives the jutsu Poison properties. The jutsu infused with poison will slightly have a more purplish color. The infused jutsu will be mixed with a poison the user has on them making the jutsu more deadly by even getting a small hit with it. The infused jutsu will be able to poison the opponent through contact with the infused jutsu poisoning them. The amount of poison the opponent is injected with depends on the size of the jutsu making bigger jutsus the most deadly while small jutsus will be a small amount of poison. This jutsu cannot be used with energy based elements as they would evaporate the poison before it could be fully infused. This jutsu is fast being able to infuse a jutsu with poison as soon as the jutsu is made or released. And it also grants an additional rank and twenty damage to the technique up to A-rank.

Additionally the user while in direct contact with inanimate water can use their poison chakra to mold that inanimate water source, turning it into a liquid poison this can be done passively alongside another technique just like the infusion ability. Once converted the user can freely and passively control the consistency of the poison hardening it slightly allowing him to walk upon it while others will not be able to do this this is similar to Water Walking but only works for the user. This is the same principle behind the infusion ability but is easier because it is being done upon inanimate water. If an opponent begins to sink into the poison it'll be hard to get out because as the opponent struggles to get up the sticky liquid pulls them down. This source of poison can be used for other jutsu as well such as Poison Creation or other techniques. However it can only support poison jutsu A-rank and below. The max size of the area converted is related to the user's chakra input but cannot transform massive water sources like entire lakes or landmarks without multiple uses. The user must have a liquid poison to use as a template to use this ability.

Note: Must be taught by Korra.
Note: Must know Poison Release
Note: Requires a 2 turn cool down between uses
Note: Each use lasts for the duration of that singular technique.
Note: Cannot be used with jutsu that materialize within 5 meters of the opponent.
(Dokuton: Doku no ki, Kalaipahoa) - Poison Ninjutsu: Kalaipahoa, the Tree of Poison
Type: Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 ( when used to attack )
Description: A poison user concentrates poison chakra all throughout their body or into a specific part of their body and by using this poison chakra they can turn portions of their body into poison. If a technique or an attack strikes this form with the potential to strike them directly depending on it's strengths and weaknesses some techniques can be completely negated while others can be partially negated. This is because not only does the user literally turn their body to poison they proliferate this poison creating an additional buffer of poison allowing the "body of poison" to take on far more damage than the users natural body. This costs a move and the user can temporarily become poison for at maximum three turns before reverting to normal. This ability can only be used once every other turn and if used to negate damage the user reverts to normal upon taking enough damage to take out the poison. Due to this the user can defend against something that would naturally harm them negating the damage of an attack with the strength of an A rank or below for things neutral to the form of poison the body is converted into. Alternatively it can negate an S rank technique of something that form of poison is strong to.
The whole body can be converted to poison but to do so the user must perform a single hand seal. If instead they only turn a portion of their body to poison they are able to do so without a seal. Whole limbs, or portions of the body such as the head, neck, shoulders, stomach, fingers or chest can be converted to poison relatively easily. However as mentioned above the form of the poison dictates it's strengths and weaknesses. While this technique is primarily a defensive technique it can be used offensively by for example turning an arm to poison and grappling an opponent. Limbs converted to poison can be extended up to mid range away and can be destroyed without harming the user because as mentioned above it is not their natural body but instead poison proliferated from the poison they converted their body into.
Notes:
- Can be used three times per battle with transformations lasting for three turns at max
- Can be used once per turn with a two turn cool down
(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
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.
(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
(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
( Dokuton: Yūdokuna ito ) - Poison Release: Toxic Threads
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (15 to maintain)
Damage: N/A (or 80)
Description: The user concentrates dokuton chakra into the tips of their fingers extending from each of their fingers a long spindle like thread of dense liquid poison. The user is able to choose how many threads for whatever scenario but the number cannot exceed ten (one thread per finger). Then they can weave these threads throughout the battlefield to attack or around the target, somewhat similar to those used by puppet users or the threads created by (Iryō Ninjutsu: Chakra No Ito) - Medical Technique: Chakra Threads.

The threads can be funnelled into the ground to travel to the opponent's position to attack from several angles allowing for a very deceptive use. The threads can then embed themselves into the target and pierce into the opponents chakra circulatory system as well as their vascular system. Through this connection the user can pump poison directly into the opponent's body or can directly pollute their chakra with dokuton chakra causing the chakra circulatory system to decay and erode from the damage. Individuals who have had their chakra circulatory system polluted will have to mould an additional twenty chakra alongside their techniques and if the threads are connected for more than four turns the opponent will lose the ability to mould chakra until they are healed. This also causes additional damage as long as the threads are attached to the opponent and even once removed the opponent will remain poisoned until cured as per the usual requirements of poison. If dokuton chakra has been applied to their chakra circulatory system a full body purge has to be performed to removed the polluted chakra otherwise it remains in the body circulating through the body.

Alternatively if the user wishes to use the threads defensively or in a different offensive manner they can lift their hands into the air causing the threads to spiral around their body in a rapid manner. These threads begin to whip around the user at a fast pace with the potential to either create a defensive dome of fast moving threads or they can be directed to whip at the opponent to attack directly with slashing and piercing motions. Additionally the user can connect these threads to a technique they've used pumping dokuton chakra or poison directly into the technique empowering it. This has the potential to raise the rank of a technique by one up to S-rank where it merely grants an additional ten damage. Though this has to be a technique that the threads can attach to liquids

Note: Can only be used twice per battle with a two turn cool down
Note: Can only use poison techniques while this technique is being maintained
(Dokuton: Ikari) - Poison Ninjutsu: The Fury
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( 10 per turn to maintain )
Damage: 80
Description: The Fury is a highly flammable and ignitable liquid poison that works similar to a nerve agent. It causes blisters upon the skin and burning of the eyes and lungs and causes symptoms similar to third degree burns upon any flesh it touches. It can be used by creating a torrent of liquid poison from the hand through a palm strike or it can be administered through a direct finger jab by being used to clad the hand in a liquid shroud of poison. This is partially inspired by (Raiton: Raikiri) - Lightning Release: Lightning Blade and (Dokuton: Kurote no Jutsu) - Poison Release: Black Hand Skill. However it's real usability comes in when used alongside a fire technique as it is flammable and works like a fuel source similar to oil or another combustible liquid when ignited.
It can be used in the same timeframe as an A rank fire technique or below to raise a fire technique's rank or alongside an S rank but only grants it 10 additional damage. The user is able to clad both of their hands in poison and create two blade-like constructs similar to what can be done with water release or they can clad a single hand in the poison either way they are able to constantly feed poison into the construct in a similar way as to how Lightning Blade can be used. It can be used offensively to attack or defend augmenting taijutsu usage allowing the user to create slashing, piercing or blunt damage but due to needing constant dokuton chakra to sustain it the user is only able to use poison techniques while they extend it's usage.
Note: Can only be used two times per battle and can last four turns at maximum
Note: Can only be used alongside fire techniques twice and can't be sustained if done
(Dokuton: Gentsū) - Poison Ninjutsu: The Phantom Pain
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The Phantom Pain is a poison that mimics fasciculin a toxic protein that attacks sensory nerves and motor nerves causing neuropathic pain and intense muscle twitching and spasms. It is found in select strains of snake venom including the mamba. Neuropathic pain is pain that isn't exactly connected to an outside injury but instead injuries to the nerves themselves and due to this fact mimic the pain caused by genjutsu induced injury. This poison is administered by coating the hands or feet in the poison and then causing it to create an aura that surrounds the entire limb by partially vaporizing the poison causing gaseous plumes of green poison to fume from the hands. Then through a taijutsu action or just attacking in a free form way the user is able to increase the level of pain felt by attacks by applying the poison to the body through additional offensive actions. In essence the user is able to supplement basic chakra from taijutsu with poison causing more damage than it usually would have on it's own. An example of what this can do is if it is used alongside something like (Konoha Ryūjin ) - Leaf Dragon God instead of using the basic chakra they release to create gale winds and an air current based dragon through the initial kick they can release poison with the kick creating a poison based dragon in it's stead. Once applied to the skin the poison will pass through the pores latching to the nerves of the body causing first a slight numbness that radiates from the point of contact out a few inches before inducing a strong abrupt rush of intense pain that continues to radiate throughout the body as long as the poison is attached to the nerves causing ten additional damage per turn for two turns. As mentioned above this damage is similar to the pain induced by genjutsu thus it on it's own isn't able to break the effected person out of genjutsu as it's basically pain created by tricking the brain into believing damage has been taken.
This pain increases the rank of non-elemental taijutsu techniques by one up to S rank with S ranks it increases the damage by ten. It can additionally be controlled to extend the users reach up to mid range by having the poison burst forward but only works with freeform attacks needing direct taijutsu techniques to still hit their mark to deal the initial damage of that technique.
Note: Can be used twice per battle and the aura lasts three turns
(Kuchiyose/Dokuton: Sutikusu kawa) - Summoning/Poison Release: River Styx
Rank: S
Type: Offensive
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user slams their hands upon the ground or stomps their foot causing a summoning rift to open at least 5m above their target. From this rift flows a rushing column of volatile, hot, bubbling red poison able to extend up to twenty meters in height. The torrential column has a short range radius and has enough force to throw an object 10m away scalding it profusely causing second to third-degree burns to a human or a creature. The reason this poison is hot and volatile in nature is it is based upon the compound tert-butyllithium a pyrophoric substance meaning that it easily catches fire on exposure to air. However, due to the diluted nature of the substance being mixed with additional poisonous substances and dokuton chakra, it is slightly more stable needing a trigger to catch fire making it predictable enough for the user to supplement and attack with.

This poison can be liquid or gas and in either form is extremely flammable being able to be set off by fire, lightning or even explosive tags and makes for a fairly useful opener to combo into with this technique creating a 20m high column of fire and poison if set ablaze. The user is able to open multiple rifts at different angles aiming them in different directions or towards different things but the power is always shared between them with the total potential being split.

By adding an additional two hand seals to the technique the user is able to summon massive amounts of weapons alongside the poison inside of it with the potential to slash and cut the targets altering the damage and allowing for additional combinations to be used. The poison has very little bodily effects it only has the potential to cause blisters and third-degree burns on any skin touched and it can cause respiratory problems restricting the use of ninjutsu that requires being breathed or spit out. Additionally, it can be substituted for Med Toxin or the users own custom poison but will still have a flammable nature to it.

Notes:
~Only one to three portals can be created and the poison that escapes can be used as a source
~Can only be used twice per battle once per turn with one turn cool down
~The user cannot use any other S rank poison release techniques in the same turn
~Can only be taught by Pyro NB
(Dokuton: Iridari no hōken) Poison Release: Consecration of the Ilidari
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 (-20 to opponent's techniques that originate from the ground )
Description: The user channels poison chakra into their arms or legs and slams their dominant hand onto the ground or stomps their foot upon the ground. If they use their hand they stab their fingers into the ground releasing poison chakra as they manipulate it lacing the ground with a plethora of poisonous substances that encompasses a 5m-25m radius around the user in all directions as well as deep into the ground itself. This can also be done by merely by stomping their foot upon the ground.

The poison chakra creates a deadly poison that combines with the soil on a chemical level rapidly killing off any plant life such as wood, plants, roots, or mushrooms and makes it harder for plant life to grow from the ground. This happens over a two-turn period and not instantly in the turn it is used. This is because the substances that are created in the ground are a mixture of a deadly insecticide and a herbicide poisoning plants and creatures indiscriminately. Summoning creatures poisoned in this manner immediately reverse summon, whereas the summons associated with Summoning Ninjutsu Techniques die off slowly over the course of two turns. Insects and bugs excluding Aburame bugs die off just as quickly dying the turn after exposure. Upon the first turn of becoming poisoned a person will notice minor visual and auditory hallucinations similar to heat mirages alongside noises that are usually distracting. Things outside of short range will seem distorted and blurry as the eyes begin to water making it hard to see accurately at a distance. Upon the second turn of being poisoned their reactions will suffer slightly due to this as the hallucinations become more prominent with colors and lights twisting and warping the landscape techniques will seem out of place skewed a few meters away from where they actually are making it harder to judge distance and depth perception. This causes a reduction in reaction speed of three ranks; the symptoms do not worsen beyond this point.

Additionally, this poison absorbs and restricts the nutrients in the soil, in turn, it changes the soil from a soft loamy quality into a rocky dirt-clod like consistency devoid of moisture and almost acidic in nature. It doesn't do this through being acidic in nature but a process called soil acidity wherein elements such as calcium and magnesium are leeched from the ground thus causing the soil to change its pH. This change in soil makes it harder for plant life to thrive reducing the rank and damage of such techniques by 20 dmg and one rank it also drastically lowers the ph of the soil making the soil acidic to plant life, insects, summons, and people found in the ground, above the ground, and traveling through the ground poisoning them directly. This process is mentioned above. It specifically affects plant nutrient availability by controlling the chemical forms of the nutrients poisoning them directly making the ground itself toxic to the touch allowing it to poison anything or anyone who touches it excluding the user as they are immune to the poisonous effects. This can be used to stop the use of plant, mushroom, or wood like jutsu that originate from the ground as well as make the growing of roots, wood, and plants underground harder. This also reduces the power of earth techniques that originate from the ground forcing them to partially crumble and break away when formed thus they lose 20 dmg and one rank. This is because the earth is weakened due to its course weak consistency.

Notes:
~Can be used three times per battle
~The toxic ground effect lasts for 3 turns per usage
~ Can only be taught by Pyro NB
(Dokuton: Feru no Ame) - Poison Release: Rain of Fel
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 ( 15 per turn )
Damage: 80 ( 20 per turn )
Description: The user sends subtle substances into the sky through the release of poison chakra creating toxic green clouds high in the sky far above the battlefield. This poison chakra condenses into a sickly, sticky, green liquid that begins to drop down upon the ground like natural rain fall. It is similar in regards to (Suiton: Ukojizai no Jutsu) - Water Style: Rain Tiger at Will Technique however it has the potential to poison anyone it touches besides the user seeping into skin and clothes clinging to clothes and cloth soaking them congealing into a slime-like gel that sticks to people and objects. This gel increases the weight of the opponent doubling it reducing their speed by three ranks for as long as the substance stays on their body. This isn't an effect of the poison itself merely it's weight and can be negated by removing the sticky poison and stopping it from clinging to the body. This poison rain is a natural skin irritant, and will cause growing welts, hives, and blisters as it makes contact with flesh. This happens as soon as the substance touches flesh, happening the turn a person is poisoned through skin contact. It can cause wounds similar to second to third degree burns and causes an intense burning sensation on the body. This takes a full turn to take effect happening the turn after being poisoned. After another turn of direct exposure, it will begin eroding and killing skin cells causing cell necrosis. The poison also lands upon the ground creating puddles of liquid poison all throughout the field allowing them to be used as sources for the user. These effects do not harm the user. With a single hand seal the user can solidify the rain into blade like constructs slicing and cutting at anything it makes contact with allowing it to enter an opponent's body with the potential to force itself into open wounds.
Note: Can only be used twice per event (four-turn cooldown) and the poison rain can last four turns
Note: Can only be taught by Xicer
( Dokuton: Naibu kōsō) - Poison Release: Internal Conflict
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 ( -20 to the opponent per turn ) ( -10 to an opposing technique )
Damage: N/A
Description: This technique revolves heavily around a poison with properties the exact same as (Dokuton: Dokugakure Kiri no Jutsu) - Dokuton: Hidden Poison Mist Technique and in consistency it is sticky and viscous like glue binding in place anyone struck by a technique infused with it. A custom poison can be copied similar to the above mentioned technique allowing the user to compound the usefulness of the technique. However it doesn't deal damage on it's own like some other poisons.
Due to it's chakra draining nature this technique can be used alongside another poison technique in the same timeframe by channeling the chakra through the hands or simply into the other technique compounding the properies of the altered technique imbuing the sticky, chakra draining properities of the poison onto and into another technique. This has the effect of causing the altered technique itself to partially absorb the chakra of the other technique as it clashes with it. This can reduce the rank of the opposing technique by one rank stealing away ten chakra and therefor twenty damage. This process takes precedence over the clashing of the techniques themselves with this deduction happening first followed immediately by the poison technique and it's opposing technique clashing as they naturally would but with the opposing technique weakened and the poison technique unaffected. This ability can be the deciding factor on whether the poison technique overpowers, or neutralizes the opposing technique due to this fact.
Note: The debuffing ability can only happen twice per battle with a two turn cool down
Note: Can only be taught by Xicer
 
Last edited:

Howard

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(Nirro Suna: Ryokō-sha no Tsūru) Red Sand Release: Tools of the Traveler
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra cost: 20 - 40
Damage points: 40 - 80
Description: The user can form strong tools out of Red Sand either by creating a source with this jutsu or manipulating an already existing source, these include; kunai, swords, pillars, shields etc. However B rank will need one hand seal, A rank will need two hand seals and S rank will need three hand seals. The tools will be able to repel water and other liquids and the sand is heated significantly giving them a burning property. The heat from the tools are enough to cause third degree burns to human skin on contact and cause deep searing wounds. The user himself doesn't directly touch the tools therefor he is unaffected by the heat of them. The tools can only be created short range from the user if the technique is used to create its own source of red sand. As a defensive mechanism the user is able to produce Red Sand directly from their body in a large enough quantity to push hazardous substances such as liquid, oil, fire, mud, etc away and off of them.
Note: S rank can be used once per turn and four times per battle
(Nirro Suna: Nain Heruzu o Atsumeru ) - Red Sand Release: Gathering of the Nine Hells
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: N/A ( +20 damage to other Red Sand techniques )
Description: The user will perform two hand seals and channel either already existing Red Sand or their chakra into the ground to change the ground into a fine sand like dust quality. Then they mold that sand into Hydrophobic Sand. This can create a massive amount of Red Sand at a relatively quick pace allowing the user to turn the battlefield to his advantage. Obviously this Red Sand is already infused with the users chakra causing the ground to become unusable by the opponent for Earth Release techniques as there won't be any solid earth left to use. Additionally any Red Sand technique used from this source has more chakra than normal in it due to the chakra already found in it strengthening the technique increasing it's rank by one and adding an additional twenty damage. The size and scale of the ground that is converted is roughly the same as Swamp of the Underworld allowing the user to trap multiple opponents or even large summons. If something living happens to sink into the Red Sand they begin to take damage due to the sheer heat of the sand which has the potential to cause third degree burns. This damage is roughly twenty per turn while partially or fully submerged in the sand and the Red Sand itself has the consistency of quicksand allowing it to pull a person in deceptively quick.
Note: Usable four times a battle and the red sand lasts three turns before reverting to normal sand
(Niiro Suna: Sabaku no Hōtō) Red Sand Release: Desert Sparda
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user releases Red Sand as he punches, kicks or uses a taijutsu motion which allows for blasts of Red Sand to be incorporated into free-form taijutsu and taijutsu usage. The user can also perform arm motions such as waving of the arms in an arc like motion or kicking of the legs in swift motions to release crescent arc-like blasts, blades, waves or torrents of Red Sand allowing the user to attack the opponent from a moderate distance such as Mid Range. The blasts and arcs hold enough force behind them to knock the opponent back as well as possibly bruise the internal organs but it's real damages comes in due to the heat and properties of the Red Sand. This justsu is more of a way to create openings in the opponent's stance or exploit openings or weak points in the opponent's stance. The Red Sand follows the strengths and weaknesses found in the element itself causing the taijutsu technique to have the strengths and weaknesses of Red Sand.
Additionally by supplementing basic or elemental chakra from taijutsu with Red Sand the user is able to instead empower that technique with Red Sand causing more damage than it usually would have on it's own. This is because when the Red Sand hits a person it will pierce into or through the body causing deep burns and slashes as well as when it comes against other techniques it will have the strengths of Red Sand. This potential for damage and additional Red Sand increases the rank of taijutsu techniques by one up to S rank with S ranks or Forbidden techniques it increases the damage by ten but doesn't effect the rank. An example of what this can do is if it is used alongside something like (Konoha Ryūjin ) - Leaf Dragon God instead of using the basic chakra they release to create gale winds and an air current based dragon through the initial kick they can release a massive amount of Red Sand with the kick creating a Red Sand dragon in it's stead.
Note: Cannot use any other Red Sand jutsu the turn this is used
Note: The user can only create four blasts, arcs or waves with each use, with the total power divided between them.
Note: Can only be used alongside taijutsu once per turn with a one turn cool down. Can only be used thrice per battle.
(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.
 

Howard

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(Waraugasuton) - Laughing Gas
Rank: N/A
Type: N/A
Range: N/A
Chakra Cost: (10 per turn)
Damage Points: N/A
Description: This isn't a technique more so it is just the side effects and symptoms brought on merely by breathing in Laughing Gas as an anaesthetic substance. These are the same for everyone who breathes in medium to large doses of the gas unless stated in a technique that the amount in the technique is sub-anaesthetic which can be beneficial in it's usage both for healing and helping the mental faculties of the imbiber. Also by using their medical chakra the user can make their own body immune to the effects of Laughing Gas temporarily. This is similar to (Iryo Ninjutsu: Doku Teikouryoku) Medical Technique: Poison Resistance and is a passive ability only needing a move slot to initially activate. The chakra cost for this is 10 per turn.

Turn 1
-effected person loses the ability to control their own laughter.
-muscles begin to stiffen slightly as they involuntarily contract with mild pain.
-Genjutsu is unable to be broken through pain, due to numbness that radiates from their lungs outwards towards their extremities.
-afflicted has feelings of euphoria, feeling strong, happy, and confident as their inhibitions fade and cloud their thoughts.

Turn 3
-Prior symptoms worsen; unable to control their breathing due to the more noticeable and exaggerated laughter, preventing use of any jutsu that requires inhalation.
-Unable to perform more than four hand seals in succession, due to worsening muscle-stiffness and pain.
-Disorientation due from vertigo sets in as they lose feeling in there hands and feet, reducing the effected person's reaction speed lowering it by 10%.
-Additionally they are subject to numerous minor hallucinations.

Turn 5
-Fits of manic laughter and crying set in, causing the deep core muscles and lungs to burn and hurt, a pain not numbed by the effects of the gas.
-breathing and movement become difficult as the muscles required begin to lock-up.
-Hallucinations worsen as the landscape appears to twist and become distorted in colour perception, accompanied by auditory hallucinations. This, with muscle contractions, compound in the effected person's reactions being reduced by 20% and their speed being reduced by 20% of their original levels.

Turn 7
-if a target has been breathing Laughing Gas for five turns successively, without breathing in regular oxygen or having an immunity, they will die due to oxygen deprivation.
-in the WSE, this would cause fainting and unless healed would cause them to constantly be afflicted by turn 1 effects after fainting.
(Waraugasuton: Satsugai Jōku) - Laughing Gas: The Killing Joke
Rank: B-S
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra Cost: 20-40
Damage Points: 40-80
Description: The most basic and versatile technique for the element the user creates tools, weapons or constructs out of gaseous nitrous oxide using them to attack or defend. These constructs have a purple hue. These tools, weapons, and constructs range in power depending on how much chakra is used to create them. The user can create B rank with a single hand seal up to mid-range away; A rank items with the use of two hand seals up to long-range, and S rank applications through the use of three hand seals at any range. At any time these items can be rele ased causing a cloud of nitrous oxide to form creating a cloud of laughing gas with a five-meter diameter. This cloud is considered to be the rank of the technique that was used to create it and is still infused with the chakra that fueled the intial use making dispersing it the same as a normal clash. If this gas is breathed in the opponent's body will react as per the effects of (Waraugasuton) - Laughing Gas.
Notes: S rank variation can be used three times per battle with a one turn cool down. A-rank variation can be used four times per battle
( Waraugasuton: Hanijiumu ) - Laughing Gas: Hahnium
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: Due to the innate connection between Poison Release and Laughing Gas as mentioned in the element itself a poison technique can be laced with vast amounts of Laughing Gas and vice-versa a Laughing Gas technique can be laced with vast amounts of poison creating a compounding effect. This is done by forming an additional hand seal, spending a move slot and lacing into the Laughing Gas Technique a poisonous substance on the user's person, by doing this the user can push the lethality of the technique even further increasing its destructive potential. This can work with basically any wind or gaseous-based element but shows best in Poison and Laughing Gas combinations. This is because as directly specified in the element Laughing Gas is a carrier gas allowing it to carry with it a secondary substance or be laced into another substance creating a mixture of the two. This can be used alongside a Poison Technique or a Laughing Gas technique in the same timeframe to impart additional effects into the substance empowering whatever technique it is used with. When used on an A rank technique or below this allows a rank increase. It can alternatively be used upon S rank or Forbidden rank techniques to impart additional effects onto them but it won't gain the boost in rank, gaining only ten damage. This imparts the symptoms of the poison, onto the symptoms of the Laughing Gas or vice-versa due to the innate connection between the two substances an example of this carrier gas function in the most basic form is the mixture of oxygen and nitrous oxide which is used in anesthesia. This all plays heavily upon the carrier gas aspect of Laughing Gas and it allows them to compound the effects of the technique by making it a combination Poison/Laughing Gas Technique or a combination Wind/Laughing Gas Technique. This requires the user to be able to use Poison Ninjutsu and have a poison sample on their person for most cases. It can be done alongside another technique including Poison Ninjutsu, Laughing Gas, or another wind or gaseous-based element.
Note: Can only be used three times per battle with a two turn cooldown
(Waraugasuton/Yoton: Warau Hito) - Laughing Gas/Yang Release: The Man who Laughs
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40 ( +40 for Yang )
Damage Points: N/A ( 80 damage healed )
Description: After the use of two hand seals, the user while using his chakra to create a small amount of Laughing Gas; can consume it or supply it to an ally creating an anxiolytic effect as mentioned in the element itself due to this anxiolytic effect, the reactions of the imbiber are increased x3 for three turns. However, it can only happen twice per person as the user becomes immune to the effects after successive uses. Laughing Gas in sub-anesthetic also creates an analgesic effect that dulls pain receptors, dulling the sensations of pain in the body allowing them to carry on through damage equivalent to an S rank ( 80 damage ) and below without healing them. What this means is that the user can act as if he weren't injured when injured not suffering from the effects of losing health for a limited period of time. However, the bodily effects such as bleeding, bruising, or broken bones can only be negated through healing jutsu this effect lasts as long as the first effect. This pain negation also negates the ability to break genjutsu through pain being a double-edged sword.

Dionesium: Additionally, by spending an additional forty chakra and lacing the element with Yang energy they can heal wounds up to 80 damage by applying the laughing gas and the Yang energy in tandem either directly to the wound or allowing someone to imbibe the Laughing Gas/Yang energy mixture. This is because Laughing Gas is a perfect carrier gas, as mentioned in the element itself open to accepting most chakra natures, or substances. Applying the Yang energy is a passive action. What this does is circulate around the site of the wound first dulling the sensations of pain before genuinely healing the wound itself through the application of Yang energy and anesthesia. In theory, this can heal on par with even medical ninjutsu taking the place of moderate surgery or more taxing healing techniques. If Yang energy is applied, on top of the x3 to reactions the effected person gains 2.5x to their speed for 3 turns acting as a sort of boost or bump that you'd see with a performance-enhancing drug. This is due to Yang's naturally energetic nature working both to heal the wound and overcharge the body itself both instigating the natural healing process and basically doping the body with excess energy.

Open Wide, Say HA! The user is also able to take a medicine or medicinal substance on their person and apply it through this technique using the Laughing Gas as a carrier gas. This allows them to administer or take pills in the middle of combat, or on the battlefield without pulling out the substances or the pills themselves, using the gas to carry the ingredients through the gas and into an ally or themselves. This aspect doesn't require the hand seals and is a passive action when used this way, thus not taking up another move slot along-side the pills. Pills or medicine must be referenced alongside this technique however they obviously follow the medicines usage limit. This can be done in the same timeframe as another technique.

Note: Can only be used two times per person up to a total of four uses per battle. Open Wide, Say HA! doesn't count for this
Note: Healing can only be done twice per battle once per turn and can negate up to 80 damage per usage
Note: User can't use Laughing Gas, A-rank or above for 2 turns after using Open Wide, Say HA! doesn't count for this
 

Howard

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¤ Yang Release ¤


( Yoton: Sutairu wa otoko ) - Yang Release: Styles Separate Man
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 50
Damage points: 100 ( +30 to a physical technique )
Description: Similar to Power of the Sun, Ring of Hell or Yang State this technique works on amplifying the strength of the body through the application of Yang energy however instead of doing that through a drawn out mode it aims to do it for an instant. The user sends a swell of Yang energy through their body to a specific area augmenting the strength and speed of that limb for a few brief moments allowing that area of the body to move faster and hit harder just at that moment. A simple example would be reinforcing the arm with Yang energy and landing a direct punch while under the momentary effects of the technique. The arm while affected by Yang energy would move at x3 the user's current speed and deal a significant amount of damage on the level of the EIGs or other similarly high-level taijutsu. This increases the usability of these properties much more than a mode because it doesn't require them to adhere to a set predictable style like Power of the Sun or Yang State which forces them into a set pattern of movement or restricts their abilities. Alternatively, the burst of Yang energy and subsequent strength can be used in the same timeframe as another taijutsu technique granting it +30 additional damage but removes the potential for the technique to do its own inherent damage.
Note: Can be used twice with a four-turn cool-down
( Yoton: Tsukumogami ) - Yang Release: Ninety-Nine Spirits
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 100/110
Damage: 100/120 w/ Elemental chakra
Description: Tsukumogami is similar to Yamato no Orochi basically being a ranged variation separate from the user based on similar principles. It aims to through Yang energy bind sentience to normally inanimate weapons, tools, clothes, armor or objects that usually wouldn't be considered alive giving them a very subservient personality. The weapons will have one goal and that is to protect their creator. This gives them the ability to think, feel, and act on their own similar to things like Yamata no Orochi or the techniques brought to life through Change into Hell allowing them to interact with their creator. On it's simplest level it just grants sentience to things that normally wouldn't have it. The user does this by infusing inanimate objects with copious amounts of Yang energy bringing those objects to life allowing the tools to use the Yang energy to hover, fly, move and act on their own having an intuitive mental link with the user. When infused with the Yang energy the tools become white-hot giving off streams of white energy scorching anything it comes into contact with. These streams coalesce into various shapes allowing the excess Yang energy to take the form of different animals or entities similar to Yamata no Orochi or the White Tigers with the tool residing in the center. This enables things like kunai, swords, clothes, armor, ninja technologies, or other objects to become deadly sentient creatures with a will of their own. The damage and Yang energy won't harm the user of the technique, in the same way, something like the Yamato no Orochi doesn't harm the creator even when in direct contact with them. The user can also coat these objects in an additional chakra nature alongside the Yang energy granting additional effects allowing for things like a sentient sword of lighting surrounded with the ethereal head of a lion, or sentient kunai coated in an ethereal flame-like falcon. This compounds both the damaging abilities related to the technique and their form of motion. If used upon the user's own clothes or armor, Tsukumogami can become a near impenetrable defense requiring sufficient damage to overcome the Tsukumogami before being able to deal damage to the creator.
Note: Can only be used once per battle and requires 50 chakra points per turn to maintain
Note: The user cannot use any non-elemental ninjutsu, Yin Release, or Yin-Yang techniques while this technique is in use.
 

Howard

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¤ Scientific Ninja Tools ¤

¤ Created ¤
( Sandāu~ēbu ) - Thunderwave
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.
( Kyuu-tsuki ) - September
Type: Tool
Rank: S
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw up to two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.
Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery
( 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

¤ Learned ¤

(Haato no Joou) Queen of Hearts
Type: Tool
Rank: S
Range: Short – Long
Chakra: 10 - 40
Damage: 20 - 80
Description: The Queen of Hearts, a uniquely designed piece of custom technology crafted by a gunsmith named Paradox. It was an original draft, given to him by Mirabelle in her endeavor to create new forms of weapons to further her weapons mastery. The tool in question takes the form of a handgun, colored white in coloration. The metallic frame is structured with ascents resembling roses and a golden dragon on it. At first glance, the weapon seems like an ordinary handgun but in reality, with Paradox’s ideals and Mirabelle’s ambition, the managed to craft one of the best guns known to society. Ability wise, the entire gun is based on two things: Fuinjutsu and Senjutsu, two fields Mirabelle considered her weakest – thus she aimed to use this to help cover some holes up. However, due to her love of sharing, many copies of the gun was made so others may utilize it's glory as well

Rosemary, Queen of Wyrms – The first ability of the gun, in which combines the previous two abilities into one. Among the rose like ascents, there are seals located within its design that is well hidden to the untrained eye. When holstered or not directly in her hand, the unique magazine is “loaded”, feed through the aforementioned seal. The seal is passively absorbing Natural Energy around the user but also draining their chakra, causing it to mix and create Senjutsu. This process is automatic, which cannot be prevented once the gun is empty and the user is within at least five meters of the weapon. However, what this does is that it converts 10% of the user’s max chakra into senjutsu, passively converting 10% per turn though only for two turns (i.e if the user's maxed chakra is 2000, it passively takes 200 chakra from the user per turn for two turns to convert into senjutsu). The chakra is then stored in the seal, at least until the user makes physical contact with the handle of the gun. This senjutsu chakra is immediately rushed into the user’s body, forcefully activating Sage Mode for them. Once drained, however, should the user be in Sage Mode already, Rosemary’s effects remain inactive, simply allowing the second portion of the gun to come into play. This can only be used with Imperfect Sage Mode.

Thorn, Scorn of the Draco
– The secondary ability of the gun though is a bit more simplistic. This portion is the firing mechanism, which in turn allows the user to infuse their senjutsu into the handgun. This allows them to fire off shots of senjutsu bullets, capable of piercing into the bodies of others with relative ease. The damage these bullets carry varies, as the amount of Senjutsu infused is largely up to the user. The bullets are fast, moving as fast as a lightning technique, and are also easily seen – appearing similar to the air projectiles released akin to (Fūton: Shinkūdama) - Wind Release: Vacuum Bullet. It should be noted, however, that the bullets upon impact will also detonate, causing an explosion capable of pushing someone back up to five meters and they also travel in a linear path. Despite all this, the user is also capable of firing none senjutsu bullets as well, this, however, being freeform but taking 5 chakra per bullet to do so.

Restrictions: Queen of Hearts can only be used by those with knowledge of Fuinjutsu and Sage Mode. The activation of Sage Mode via Rosemary shares the same usage amount of the user’s current remaining uses of the Sage Mode Technique. This means should the user only have one Sage Mode use left, then so does this weapon. The sealing and storing of Senjutsu is passive, though it can only hold a max of 400 chakra in total, regardless in which once the gun reaches this max, Rosemary’s effects are inactive. Thron’s firing ability counts as a move, with D to B Rank having no usage limits while A Rank bullets can only be used thrice per battle with a cooldown of two turns and S Rank bullets being usable twice with a cooldown of three turns after use. The bullets due to being senjutsu based are pulled from the user’s Sage Mode chakra pool, thus will slowly or rapidly deplete the user’s enhanced state, thus leaving the user unable to fire bullets until returning into Sage Mode once more. Raw Chakra bullets are freeform, not requiring a move to fire. These bullets can also be fired while in Sage Mode, however, are still free-formed thus not getting the boost in power Sage Mode provides to the user. The user also, however, can only fire three freeform bullets per turn
 
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