Medical Ninjutsu Techniques

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Scorps

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( Iryo Ninjutsu: Doku Teikouryoku ) - Medical Technique: Poison Resistance
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: ( 40 per turn )
Damage: N/A
Description: The user will raise his resistance enabling him to stop the progression of a poison, toxin or venom he might have been contaminated with after feeling its first effects. This will not cure the poisoning but rather stop its progression so the user can continue to fight, hopefully winning the fight, to then be able to treat the poisoning. This is a skill that only consumes a move when activated, passively draining chakra, focus and stamina from the user as each turn passes.

( Iryō Ninjutsu: Chakra No Ito ) - Medical Technique: Chakra Threads
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: This jutsu makes threads of chakra that the user weaves around the target, somewhat similar to those used by puppet users. The threads then embed themselves into the target and connect both the user's chakra flow and the target's chakra flow directly by the tenketsu surrounding their hearts and in that area. Because of this, the heart rate and chakra frequency of both ninjas equalize and become in-sync in the areas surrounding their hearts. Upon doing this, any alteration between the chakra flow of one ninja will affect the other in the same manner. If one ninja dies, so does the other. These threads are unbreakable unless you use a strong cutting jutsu (A-Rank and above). The technique can also be used to keep an ally alive by sharing with him ones life-force and forcefully making his heart beat as it feeds off the users own heart. This technique only affects the heart but as it's the primary organ to sustain life, it can easily affect the targets and user's life.
Note: Only Medninja or Fuuma Clan members can use this jutsu.

( Iryō Ninjutsu: Masui Sejutsu ) - Medical Technique: Secret Anesthesia Technique
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user will charge a special chakra into one of his hands manifesting it as an ethereal pure chakra familiar, resembling a snake. It will then bite the patient, injecting chakra into him[/]. This chakra is designed to render a patient unconscious. The effect takes some time to establish and the patient needs to be still for it to be successful but is very useful to perform surgery, suturing wounds, setting bones straight, etc as it effectively sedates the patient and acts as a general anesthesia. While it can be used in battle, its almost impossible to do so because of the time it takes for the sedation to work and the need for the connection to remain intact until it does work.
Note: Lasts 2 turns

( Iryō Ninjutsu: Doku Ekiso ) - Medical Technique: Poison Extraction Jutsu
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: An advanced medical jutsu used when the user cannot make enough antidote to cope with a poison. This is used to extract a great deal of the poison from a body, and then the antidote can be administered. The user will need a medium (his own chakra or water) which he will insert into the patients body, using his chakra to gather the poison directly from the tissues, merging it with the medium to then remove and discard. The technique can only remove a limited amount of poison and will not negate any ongoing effects as it cannot remove poison already being metabolized/in effect. Because of this, the medical ninja will still need to administer an antidote.
Note: Can only be used twice, each use delaying the effects of the poison for 4 turns.

( Iryō Raikō Ninjutsu: Shinkeikei Konran no Jutsu ) - Lightning Medical Technique: Skill of Nervous System Confusion
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 20
Damage: N/A
Description: The user charges electrical chakra into his index finger and hits the opponent. Doing so temporarily neutralizes all feeling to the targeted area for a limited amount of time, essentially anesthetizing it ( by overloading and numbing the nerves with the electrical discharge ), allowing the medical ninja to perform minor surgery or sutures without the patient having to endure the pain or being able to move his body part. This type of local anesthesia is very effective on the limbs and superficial tissues and, depending on which nerve cluster/pressure point/body area its applied to, can even leave a whole limb anesthetized. In battle, this skill can be used with free form taijutsu to great effect, though, due to the rapid contact, will produce a shorter effect.
Note: Lasts 5 turns for medical uses but only one turn if used offensively.

( Kuchiyose No Jutsu: Eisei Yougu ) - Summoning Technique: Medical tools
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: 20
Damage: N/A
Description: The medical shinobi bites his thumb and draws his Medical Kanji on the Medical scroll underneath the symbol of the tool he desires to summon.
Note: This can only be used by Medical Shinobi.:

    • メス - scalpel, sterilized
    • ナイフ - knife
    • アルコール - a bottle of 96% ethanol for disinfection
    • 水 - a bottle of sterilized water
    • スポイト - syringe, sterile, for one time use only
    • アドレナリン - adrenaline, to be injected intravasulary, induces faster heartbeat
    • 包帯 - bandage, sterile, 8 meters in length
    • 血液 - a set of everything you need to draw someones blood (Sterile syringe, vacuum system and a test tube.)
    • 温度計 - mercury thermometer, for axillary or rectal use
    • ベッド - a mobile bed to carry patients
    • バグ - bug spray, effective against all bugs, lasts for 2 turns (used in cases when your patient is having a reaction to multiple bug stings, and there are still some bugs around it, so you spray-kill them. Kills bugs up to A rank if they've been created/summoned from a jutsu like the Aburame techniques)
    • テント - a small tent, just enough for two people to lie in
    • 光 - a flashlight
    • ガスマスク - gas mask with a bottle of oxygen that lasts 5 turns (Not 100% effective against all types of poison/gas. The purpose is to protect the user from breathing in toxic substances, keeping the lungs safe. However, if the poison gets absorbed through the pores of the skin it will still affect you).
    • 流体 - a set to start an intravenous fluid addition line, helpful with dehydration amongst many other conditions
    • モルタル - mortar and pestle, chemically clean
    • スプーン - spoon, sterile
    • パテ - putty knife, metal, sterile
    • 研究所 - a small hut. Into the walls of that house, parts of Nexus' eyes DNA have been inserted, so now it mixes Time And Relative Dimensions In Space , creating an effect of being larger on the inside then it is on the outside. Inside is an advanced laboratory with everything needed to create antidotes and medicines.
( Iryō Suiton: Suika ) - Medical Water Style: Water Mosquito
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A ( -20 damage as the poison is removed )
Description: After using the Tiger seal, the user creates water mosquitoes, that can be used to nullify poison in a target's body. Designed specifically to suck out poison, the user is unable to use anything else while concentrating on the target. Despite being a healing jutsu, the several mosquitoes cause pain to the body as it heals it. This jutsu is capable of removing and countering up to 50 damage done by poison.
Note: Can only be used 1 time per target.

( Iryō Ninjutsu: Chakra no Mesu ) - Medical Technique: Chakra Scalpel
Type: Supplementary/Offensive
Rank: D - A
Range: Short
Chakra Cost: 15 - 30 ( per turn )
Damage Points: 30 - 60
Description: Chakra no Mesu is a special Ninjutsu technique used by medical ninjas. The ninja will focus chakra to their hands. This medical technique then enables the users chakra to transform into small, sharp blades. This can then be used for highly accurate incisions necessary for surgeries and anatomical dissections. Unlike regular metal scalpels, the chakra scalpel can make cuts inside the body without actually creating an open wound, limiting the risks of an infection (although it can also be used to cut the external tissues as well). The chakra scalpel can also be used offensively, although it requires great precision to be effective. Because of this requirement, using the chakra scalpel offensively is highly unusual. In heated combat, even the greatest medical-nin won't be able to exert the precision needed to make fatal cuts, but it can still effectively cut muscle tissues and tendons, rendering the target immobile. Adding to the technique's blade like quality, it also appears to give the user an increased level of durability over their chakra clad hands. The strength and effects of the technique are determined by how much chakra is put into it and how much skill and focus the user has in the technique. Its effects vary according to the targeted body though to cut through strong tissues such as bone, great skill, focus and chakra is needed. The effect can be sustained while the user focuses chakra into it.
Note: Can only be used by Canon Medical Bios or NB Medical Ninjas.

( Iryo Ninjutsu: Tsuyoi Kōsen ) - Medical Ninjutsu: Strong Beam
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: A high level medical technique in which the user gathers medical chakra, akin to the Shosen Jutsu technique, into his index and middle fingers, forming a dense chakra focus point. This chakra quickly changes from a light, translucent green to a heavy, bright red color as the user points his fingers outwards, unleashing a powerful chakra beam. The chakra beam, however, has different properties from normal chakra and, unlike the technique which serves as its basis, has no healing effect, quite the contrary. If it hits an enemy living organism, its aggressive nature injures the targeted tissues, creating an effect similar to a severe burn. The cells burst open as if having been hit by a high temperature, reducing themselves to a mushy pulp as the beam travels through them. If undefended, the beam can easily pierce through an enemy in a fast manner. The travelling speed of the beam is akin to that of a similar ranked lightning technique. The down side of the technique is that, when it collides with an elemental technique, it acts as a simple, concentrate chakra beam, capable of overcoming B-Rank defenses and only being negated by A-Rank ones.

( Iryo Ninjutsu: Ranshinshou ) - Medical Technique: Chaotic Mental Collision
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Manipulating the chakra in their hand, the user can create an electric field to disrupt the target's nervous system. Because the brain and body communicate using electrical impulses, the user can use the field to disrupt the target's ability to move. The result is the commands to move one body part being relayed to another, making it near impossible for the opponent to move unless they have high skill and understanding of the body or with time. This effect can be achieved by making contact with the enemy, preferably near or directly on his spine (neck, lower back, etc). Contact with a single limb or body part will affect only its symmetric counterpart. The effects last for 10 turns unless countered but are short lived in high level taijutsu users ( EIG users, Taijutsu Masters )which have an unparalleled awareness of their body movement, quickly adjusting themselves to their new nervous arrangement and in medical ninjas, who possess a high level of awareness of their own bodily functions, achieving the same effect by pure control and adaptability, causing it to last 5 turns.

( Iryō Ninjutsu: Saibō no saisei ) - Medical Technique: Cellular regeneration
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A (can negate up to 60 points)
Description: The medical ninja forcibly controls the cell cycle of the target tissue, causing rapid proliferation of the cells, thereby regenerating the tissue. This is done by infusing the cells of the target tissue with the users own healing chakra, potentiating mitosis and tissue growth. The drawback of this technique is that its not actually a healing technique but a tissue growth technique. It can serve to grow missing tissue but it cannot heal in the truth essence of the word and in essence is a much simpler application of the Mystic Palm technique.

( Iryō Ninjutsu: Iryō Mōdo ) - Medical Technique: Medical Mode
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30 ( -30 per turn )
Damage points: N/A ( Heals up to 50 damage per turn )
Description: After forming 4 hand seals, this mode envelops the user in a flowing blue chakra and allows them to constantly heal themselves in the midst of battle while at the same time boosting their stamina and vitality as it replenishes their strength and health. The limitation of the technique in terms of healing is it's low speed and inability to heal lost limbs. The technique lasts for three turns before deactivation.
Note: Must have medical training.
Note: Can only be used twice per event.

( Iryyo Ninjutsu: Kūgeki no Tenketsu ) - Medical Technique: Open Tenketsu
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The medical ninja, once having diagnosed the patient as having a Tenketsu traumatically closed, will press one of his palms on the vicinity of the Tenketsu affected and use his own chakra to open it. While one can open several Tenketsu with one use, if the patient has more than half of his Tenketsu closed, the technique will need to be used again. The final core tenketsu (#361) cannot be opened if closed.
Note: Can only be used by medical ninjas

( Iryo Ninjutsu: Modosu Heikō ) - Medical Technique: Restore Balance
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: When facing a patient with a chakra disturbance or an abnormal chakra flow, the medical ninja will place his hand on the patient's chest and use his chakra to calm and retore the normal flow of chakra of the patient. This technique can essentially dispel chakra abnormalities and allow for healing techniques to work better. The result is leaving the patients chakra in a calm and healthy flow. Additionally, as a side effect, this technique leaves the patient complete calm and relaxed, without pain or stiffness. It can also be used to dispel Genjutsu the patient might be under the influence of, including Doujutsu Genjutsu and pure Yin Release techniques. The medical ninja, however, cannot use this on himself nor on Forbidden ranked Doujutsu Genjutsu/Yin jutsu.
Note: Can only be used by medical ninjas.

( Iryō Ninjutsu: Inyu Shometsu ) - Medical Technique: Secret Healing Injury Destruction
Type: Defensive
Rank: S
Range: Short
Chakra: 70 per turn
Damage: N/A (heals 60 per turn)
Description: A medical ninjutsu where one anticipates the spot the enemy will attack and preemptively applies medical treatment to it, reducing damage to a minimum. The user concentrates chakra to that area and begins the cell recreation process even before the targeted area becomes damaged. Using opponent's facial expression and movements, the technique's speed and power, the user analyses everything in an instant and accurately deduces where the attack will land. Even more than accurately predicting the attack or instantly gauging the situation, a great resilience is necessary, making this technique exclusive of its creator, Kabuto. The technique can heal up to 60 damage points per turn and can be kept active for 3 turns.
Note: Can only be used twice per battle and only by Kabuto bios

( Iryō Ninjutsu: Shōsen Jutsu ) - Medical Technique: Mystic Palm Technique
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (2x the amount of damage healed, 200 max)
Damage: N/A
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by focusing chakra onto their hands, forming an aura of greenish chakra which he then sends into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it very useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury. This requires a great amount of chakra control. Because of this, only a few highly skilled medical-nin are able to use this technique. The limitation of the technique is that it cannot regrow missing body parts or remove with poisons or toxins, though it can heal damage by them. Additionally, perhaps its more severe drawback is the chakra cost, which is much higher than any other medical technique. For each damage point the user of the technique wishes to heal, he needs to spend twice as much chakra. Basically, for x amount of damage the user needs to spend 2x amount of chakra to repair/heal. The user can also use this technique on himself and it can be used with one hand or two and even in two targets at a time or while using another technique with the other hand. The speed of the healing is fast but not instant.
Note: Can be used on up to 2 targets.
Note: Can only be used by Medical Ninja.

( Iryo Ninjutsu: Saiken no Keiro ) - Medical Technique: Rebuilding Chakra Pathways
Type: Supplementary
Rank: S
Range: Short
Chakra: 100
Damage: N/A
Description: A simple technique designed solely to help rebuild and regenerate lost or destroyed chakra pathways. In essence, its a more advanced and highly specific form of Mystical Palm in which the user will focus large amounts of chakra (orange in color) on his palms and, through it, helps rebuild chakra pathways on a patient. This technique, despite being Medical in nature, actually has a very strong Yang component. The user needs to visualize the chakra pathway and will it to regenerate back to its former form. The technique is very hard to use, requires lots of concentration and focus, consumes a lot of chakra and takes a lot of time. To rebuild the chakra pathways in an area like the patients hand, the user will take 3 or 4 turns of continous use. This technique cannot be used to heal the damage of the last of the Eight Inner Gates nor destroyed Tenketsu.
Note: Can only be used by medical ninjas.

( Iryo Kinjutsu: Ishoku Boushi ) - Forbidden Medical Technique: Eye Implantation
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra Cost: 75
Damage Points: N/A
Description: This jutsu allows a high-ranked mednin to implant a human eye into another person. In case the eye getting implantated is a Sharingan or Byakugan eye, every activation of its special abilities cuts the users health for 1/4 of his or her entire amount of health points. Rinnegan eyes when implanted remain active at all times, draining the users chakra but not his health.
Note: Must have gained the eye in a valid fight and consented by two RP mods
Note: Must have the required permissions for the implantation procedure
Note: Can only be used on each bio once.
Note: Can only be used by medical sensei.

( Iryo Kinjutsu: Eien Ishoku Boushi ) - Forbidden Medical Technique: Eternal Eye Implantation
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra Cost: 75
Damage Points: N/A
Description: A very complex technique originally developed by the elders of the Uchiha Clan that enables the merging one's brother's Mangekyou Sharingan into his own giving birth to the Eien no Mangekyou Sharingan. The technique can only be done between two siblings that have awakened the Mangekyou Sharingan and will even restore eye sight if the receiver of the technique has lost it due to overuse of the Mangekyou Sharingan. To be performed, the eyes of the donor sibling must have been removed, preferably with a medical technique so as to preserve their integrity. The technique can be used by oneself or by a third party and require a few days of rest before being able to use the Eien no Mangekyou Sharingan.
Note: Can only be performed between siblings with Mangekyou Sharingan
Note: Must have fulfilled all the requirements for Eien no Mangekyou Sharingan (Eternal Mangekyou Sharingan)

( Iryo Kinjutsu: Iden-teki chūnyū ) - Forbidden Medical Technique: Genetic Implantation
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra Cost: 75
Damage Points: N/A
Description: This jutsu allows a high-ranked mednin to implant the genetic material of a human into another person, by carefully grafting the target genes into the the genetic code of the host ninja, allowing the patient to gain access to the bloodline traits of the implanted material.
Note: Must have gained the DNA in a valid fight and consented by two RP mods
Note: Must have the required permissions for the implantation procedure
Note: Can only Be used on each bio once.
Note: Can only be used by medical Sensei.

( Iryo Kinjutsu: Nan no Kaizō ) - Forbidden Medical Technique: Soften Body Modification Surgery
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra: 75
Damage: N/A
Description: This jutsu allows a high-ranked mednin to modify the patient's joints, tendons, ligaments, muscles, skin, and bones to stretch far beyond that of a normal human.
Note: Must have the required permissions for the implantation procedure from the RP Foreman
Note: Can only be used on each bio once.
Note: Can only be used by medical sensei.
 
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( Heishi Pirates ) - Soldier Pills
Type: Supply
Rank: S
Range: Short
Chakra: N/A
Damage: +20 to Taijutsu and Ninjutsu
Description: Soldier Pills are special pills designed to boost the user’s physical strength and durability, allowing one to gain momentary heightened physical prowess in battle. These pills grant the user 20 damage shaving as well as a momentary boost in speed and damage of 2 base speed levels and +20 damage to Body Arts. However, these pills are not without issue, causing drawbacks after the pills' effects wear off. It is also possible to overdose on these pills, gaining higher gains at more damaging results to the body.

When taken, these pills allow the user to augment their physical forms in mounting forms while causing compounding damage to their bodies. These effects lasts shorter times than the other pills duration due to their heightened gains, lasting only 3 turns but reduces their overall health cap by 20 which cannot be raised higher. As mentioned above, the user is capable of overdosing with these pills, taking up to 3 at a time. Each subsequent pill taken allows him to gain a bonus 20 damage to his body arts and a bonus 10 damage to his Ninjutsu. This also adds 1 additional base speed per pill. However, these effects cause increasingly damaging effects on the target. Consuming two pills causes a reduction of max health by 15% or 30, whichever is higher and reduces base speed by 2 levels, weakening their physical skills by 15 damage as well. Consuming 3 pills causes a max health reduction of 25% or 50 health, whichever is higher and reduces base speed by 3 levels, weakening their physical skills by 25 damage as well.
Note: Counts as a Supply
Note: Cannot be held alongside Military Pills or Tailed Beast Drug Pills

( Hyōrōgan ) - Military Pills
Type: Supply
Rank: S
Range: Short
Chakra: N/A ( +300, +250 per additional pill )
Damage: N/A
Description: Military Pills are special pills designed to boost the user’s chakra reserves and stamina, allowing one to temporarily continue fighting as if they weren’t low on chakra or fatigue. These pills are capable of restoring up to 300 chakra at a time. However, these pills are not without issue, causing drawbacks after the pills' effects wear off. It is also possible to overdose on these pills, gaining higher gains at more damaging results to the body.

When taken, these pills allow the user to ignore the physical side effects of the Health System’s fatigue up to the 60 % threshold ( meaning if the user loses more than 40% of their health, this pill will not ignore those effects ) and heal up to 15 damage per turn. These effects last up to 5 turns and after ending, the user’s Chakra is reduced to the original level before consuming the pill as well as suffering a10% decrease. As mentioned above, the user is capable of overdosing with these pills, taking up to 3 at a time. Each subsequent pill taken allows him to ignore an additional 20% of the Health effects, allowing him to ignore up to the 20% mark, as well as gain an additional 250 chakra per pill and heal an additional 10 health per turn. However, the drawbacks the user experiences are much more severe; lasting only 4 turns with 2 pills and 3 turns with 3 pills, the user chakra returns to its original level with a 25% reduction applied as well as suffering 50 damage per overdosed pill that cannot be reduced or mitigated in any way.
Note: Counts as a Supply
Note: Cannot be held alongside Soldier Pills or Tailed Beast Drug Pills.

( Bijūgan ) - Tailed Beast Drug
Type: Supply
Rank: S
Range: Short
Chakra: N/A (-10 per turn)
Damage: N/A (-10 to user per turn)(+20 to Taijutsu and Ninjutsu)
Description: Tailed Beast Pills are pills that have been engineered to create Bijuu like transformations in the user. These pills, containing small amounts of Bijuu chakra, grant the user unique Bijuu like augmentations to their physical form as well as ninjutsu. However, because of the process to create these drugs and being prototypes, the user cannot determine which Bijuu traits he has gained. This is determined when obtained, generated by the moderator who approved the transaction. However, these pills are not without issue, causing drawbacks after the pills' effects wear off. It is also possible to overdose on these pills, gaining higher gains at more damaging results to the body.

When taken, the user gains a faint chakra shroud reminiscent of Naruto’s original fox shroud against Sasuke with 1 to 3 tails, though this does not denote which Bijuu’s influence the pills carry. This references the pills taken, increasing per pill. Once a pill has been taken, one of the following 6 effects will trigger.
  • Shukaku’s Storm: The user’s Ninjutsu release a non damaging mid range sandstorm, reducing opponents within it base tracking by 2 and landmark range by 1. Increases base reduction by 2 per pill and opponent landmark tracking range by 1 per pill as the storm increases.
  • Matatabi’s Tempest: The user’s Spiritual techniques cause spirit burn, dealing 10 additional damage for 2 turns from burns. Increases 1 turn per pill.
  • Isobu’s Hurricane: The user’s defense Ninjutsu carry coral, increasing their defense by 20. Increases 10 damage per pill.
  • Son’s Eruption: The user’s offensive jutsu carry lava, increasing their damage by 20. Increases 10 damage per pill.
  • Han’s Geyser: The user’s traversing jutsu increases his base speed when in use by 2. Increases 2 ranks per pill.
  • Kukuo’s Slime: The user’s projectiles attacks release acid up to 3 meters away on contact, spreading damage evenly without reducing the damage. Increases 4 meters per pill.
However, unlike other pills, the drawbacks associated with these are stronger than others. Regardless of the pill taken, after it ends the user suffers 30 damage to their person as well as injury to their chakra network, preventing use of S ranks and higher for two turns. This rank restriction increases by 1 rank and 1 turn per additional pill as well as 30 additional damage that cannot be mitigated or reduced in any way.
Note: Counts as a Supply
Note: Cannot be held alongside Soldier Pills, Military Pills or custom med pills.

Poisons

( Iryo Doku ) - Medical Ninja Toxin
Type: Supply
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Medics are capable of utilizing a specific form of poison that is known to just them, created to cause partial paralysis and eventually complete paralysis and unconsciousness in targets directly poisoned. This poison, known as the Med Toxin, has effects that take place a turn after being poisoned but last for 4 stages before a target is completely subdued. The first stage is when the target is poisoned, only taking damage from the secondary source used to force the liquid poison inside their body. The second stage, taking place 1 turn after being poisoned, will cause targets to suffer a reduction of senses and have a 5% tracking and health decrease applied. The third stage, taking place 2 turns after being poisoned, will cause localized paralysis in the limb or limbs that were poisoned, preventing movement in them as the poison begins to spread. This can cause a reduction of speed by 20% if in the legs. The fourth stage, unique due to only triggering with repeated poisoning of a target, causes a complete paralysis in the target, causing them to be rendered unable to battle as both their body’s physical and chakra systems stop working for them.
Note: This poison’s effects take place across 4 turns. Repeated use can cause complete paralysis. Should a target only have limbs targeted, it will require 2 simultaneous inflictions or 4 overall inflictions for complete paralysis to trigger. Should a target have a resistance factor, the poison will take an additional turn before the next stage triggers unless otherwise noted.
Note: Each poisoning lasts 6 turns. Second Stage effects are capable of combining for a max of 20% reduction, triggering stage 4 after at least 4 separate poison statuses or 2 different double poisoning statuses.
Note: Counts as a Supply like all Poisons. Can be applied to the user’s Custom Weapons and weapons on the user’s bio.
 
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