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Korra.

Sage of Snakes
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Mind if I take this? Have a few things I want to try. Sado bio if you're down, I'll post relevant stuff if you accept.
sure fam xd let me post all my passive stuff and starting in Orange Lantern mode

(Pawāringu) Power Ring (Starting in orange)
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost N/A (40 for creating Tools/Weapons)
Damage Cost: N/A
Description: This Power Ring is worn by the user and glows different colors depending on the users emotion when activated. Green - Will, Indigo - Compassion, Red - Rage, Blue - Hope, Star Sapphire - Love, Yellow - Fear, Orange - Greed, while there is also two strong modes with Black - Death and White - Life. The user can switch between with each Corps/Emotion containing different abilities. To switch to a new emotion the ring deactivates and takes 1 turn completely to switch to a new emotion. Even though each emotion gives the user different abilities each emotion have some shared abilities.

Shared Abilities - By channeling their chakra into the ring, it glows the color it is on and can be used to create weapons like hammers, swords, kunai, and shields made up of pure chakra that stay connected to the ring by a chakra chain. Weapons created by the ring cause A rank damage. When creating a shield the shield can block up to B rank elemental jutsus (within reasonable size) and ninja tools. If the shield goes against an A rank jutsu, the shield will block it but be destroyed and will automatically loose to S rank jutsus. The ring can also release A rank blast that can stun opponents and have them stop moving for a turn. The ring can be programmed. It can be coded to the wearer so as to make them unusable if stolen. Commands can be stored in the ring to be executed at a later date, even if the bearer is not wearing the ring.

Green/Will – When the ring is set to Green Lantern mode they gain certain abilities and is powered by Willpower. By using the user's willpower and having the ring boosting it the user will be immune to B rank and below Gen and Mind Altering jutsu. At the cost of a jutsu per turn, the ring will raise the user's willpower to break out of Gen and other Mind altering jutsu of A rank and below.

Indigo/Compassion – Indigo is powered by Compassion. This emotion has a limited ability to to heal injuries from C rank jutsu and below. The healing is only to the extent of the small injuries and light injuries like surface wounds and slow bleeding. If the user knows Medical Ninjutsu, the ring can also use A rank and below Med Nin at half the cost of chakra.

Red/Rage – When set to Red Lantern Ring the ring is powered by Rage. Using their rage to empower them the user can create stronger constructs that are one rank high than all the other Emotions constructs S rank (offensively and defensively).

Blue/Hope – When set to Blue Lantern the ring is powered by Hope. As fear is the belief of imminent demise, hope is the belief of imminent success. The ring stores and can release up to a medium source of water that spreads into mid range. Once used it takes the ring 4 turns to gather water from the moisture in the air to collect enough water.

Star Sapphire/Love – When set on Star Sapphire Lantern the ring is powered by Love. The user can use the ring to trap the opponent in a genjutsu (B rank gen, up to Mid Range) where the opponent sees a bright violet light shine from the ring than has them see an irresistible person of the opposite *** of them in front of them. The genjutsu person will grab them and kiss them and mimic the kiss of death to the opponent keeping them paralyze in real life.

Yellow (Sinestro)/Fear - The Power Ring is unique in that its base of power is fear. The yellow mode can create holograms (like Haze Clone Technique) that are scary looking humanoid creatures that cause paralysis due to the user's killing intent. This killing intent follows the effects of the canon Killing Intent technique and the user's own rank. This would help distract the opponent and make him think that they are fighting against different people/beast and different KGs even tho their attacks would be intangible.

Orange/Greed – When set to Orange Lantern the ring is powered by greed. The Orange rings have the unique ability to absorb the chakra from opponents or summons by creating a construct chain and has it wrap around them. Another ability is being capable of creating chakra avatar Orange Lanterns of the beings the user kills, literally stealing their identity postmortem. This avatar is avarice corrupted version of its former self, possessing no thought pattern besides the insatiable greed. In all other circumstances they act as individual but collective soldiers to the user, as they are an extension of his power. The avatars are able to use taijutsu and up to B rank ninjutsu. They can take up to B rank jutsus. They can also create powerful blasts of concussive force that knock out opponents.

Black/Death – When the ring is set to Black Lantern the ring is powered by Death and is one of the strongest mode. The user can also create chakra copies of the ring and have them attach to opponents. Once attach the user has the chakra copies slowly send pulses of electricity into the opponent constantly. After 1 turn the opponent will just feel a weird shock. After 2 turns the opponent will start feeling numb. After 3 turns the opponent will become paralysis and unable to move. After 4 turns the opponent will become unconscious and after 5 turns the shock becomes lethally enough to kill the opponent. (The Chakra rings can be destroyed with an A rank jutsu and up)

White/Life – When set to White Lantern the ring is powered by life and is the strongest mode. The user of a white ring can generate any color of the emotional spectrum and use the powers of each color (can only use 1 of the other corps abilities once a turn and cannot use two different corps/emotions abilities in the same turn and at max can only use each corp ability at most 3 times). A white lantern can render him/her/itself invisible by willing themselves to bend light waves around his/her/its form.

Note: Have to be taught how to use the ring by Korra
Note: When creating weapons and shields it counts as a move.
Note: When using any Emotion/Corps ability it counts as a move and at most can be used 5 times a match expect for Red which can only be used 4 times a match. The Shared Abilities do not have a limit usage.
Note: If the ring comes off the user it deactivates and the user must wait 3 turns so it can charge.
Note: The user has to state in the beginning of the battle which emotion they start off with. If they don’t they have to state later in the battle what emotion they want to use and then have to wait 1 turn for it change into the emotion.
Note: The user cannot start in White or Black Lantern mode. The user has to wait 4 turns in a battle before switching into White or Black Lantern. Once in White or Black Lantern Mode the user is stuck into that mode and cannot switch into any other Emotion/Corps for the rest of the fight.

All the custom Paper that make up my paper jutsus

(Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Type: Offensive
Rank: E Rank
Range: Short
Chakra: 5
Damage: 10
Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and scaly look. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag.
Note: Must post this in the user bios to be able to use them
Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect.


(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

Kamishiro no Hana | White Paper Flower
Type: Supplementary
Rank: E
Range: N/A
Chakra: 10 (per technique)
Damage: N/A
Description:
This special type of paper is similar to the same paper trainee ninja use to discover their primary elemental affinity. However the primary difference with this is that the paper is thicker, creating a stronger bond between the fibres, and thus does not disintegrate when channelling the users elemental chakra through it. When placed in the biography of a paper user, it allows the bio to use this special kind of paper that allows them to channel elemental chakra through the paper. This paper cannot be substituted for elemental attacks, such as using paper for a Katon or Doton etc type attack, but simlpy allows the user to create elemental attacks out of paper. By using a paper ninjutsu technique, and then at the extra cost of 20 chakra per technique, the user can passively change the nature of the chakra controlling the paper into a specific element, creating a thin elemental cover on the paper.
Notes:
-Must be placed in users bio and start of battle
-Coating a paper ninjutsu in elemental chakra costs an extra 20 chakra per technique
-Counts towards one of the users three moves per turn

And Passive Seal

(Origami Fuinjutsu: Kami no Megami no Shukufuku) - Paper Sealing Technique: Paper Goddess' Blessing
Type: Supplementary
Rank: A
Range: Short - Long (Seal on self, effects on summons all the way to long)
Chakra: 30 (-10 every time it activates)
Damage: N/A ( +20 damage to summoning ninjutsu and summons )
Description: Using her Fuuinjutsu and Paper abilities, Korra created a seal on her body to make her using summons and their ninjutsu in conjunction with her KG. The seal automatically activates whenever the user uses ninjutsu from their summoning contract or actually summons a creature from a summoning contract they signed. The creatures they summon are filled with paper sheets making it were if the creature gets cut or sliced or destroyed the creature's body will release the paper sheets. Being a paper user the animals will be filled with paper so when the animal is cut in half the animals body will release a source of paper short range of where the animal got damage. The seal passively activates by its self so the user never needs to focus on it. Being a snake user when Korra uses this her snakes from jutsus like Hidden Multiple Snake Hands will be more deadly as her snakes could potential be more deadly as the snakes may release a bigger paper source for her across the field. The amount of paper sheets is determined by the size of the animal as bigger sized animals will be able to store more of a source of the selected elemental. This can only be used with Paper Ninjutsu.
Note: Must be placed on a users bio or posted in the beginning of a match
Note: The seal passively activates when the user summons an animal or uses relevant contract ninjutsu
Note: The seal can only be used once in a move even if the user does multiple contract ninjutsu moves

Also my personal snake is already merge into me

(Hebi Kuchiyose: Serperior) - Snake Summoning: Serperior
Rank: S rank
Type: Offensive/Defense/Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Serperior is a personal snake of Korra's from the Ryūchi Cave. Serperior is snake that is 3.3 m long. Serperior is a small snake that is sued for a special purpose. Serperior is a snake thats snake senses is better than any snake. He can sense/track people through smell, being able to distinguish light from dark to keen eyesight, infrared-sensitive receptors in deep grooves on the snout, which allow them to "see" the radiated heat of warm-blooded prey mammals, and having contact with the ground is very sensitive to vibration; thus, the snake can sense other animals approaching by detecting faint vibrations in the air and on the ground. Serperior senses are maxed out being able to detect people throughout long range in a battle and 1 landmark away in the NW. Serperior can also merge with the user so he can be attached to the user giving him directions of where opponents can be. When merge tho he cannot give the user senchakra for Sage Mode as this jutsu a way to stay close to the user.
Note: Has to be taught by Korra
Note: She stays for 4 turns.
Note: Can be summoned once a battle
Note: Must have signed snake contract

Post your stuff and than ill make a move
 

Howard

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Okay, so we're doing this.

Weapons first.
(Furuburingu) - Fullbring
Type: Weapon
Rank: S
Range: Short
Chakra: 40 (La Muerte) (15 per turn while being imbued upon)
Damage: 80 (La Muerte) (+20 to poison techniques)
Description: Fullbring is a set of gauntlets made of chakra metal that has the potential to absorb kinetic energy. It is normally liquid in nature similar in form and function to mercury with a more solid form when the user imbues upon it either their basic or dokuton chakra. Making it similar to traditional chakra metal allowing it be in tune with the users natural chakra signature. This allows it to seemingly appear out of nowhere as long as it is carried with the wielder in someway as it is a liquid metal in it's default form and a more solid variation when imbued with the users chakra. It is also able to repair itself and reform from damage. It is able to do this because it is a shape-memory alloy. This is similar to the metal used in Kubikiribōchō but instead of reconstructing when in contact with the iron found in blood it rebuilds and reforms merely through contact with chakra. Something trivial about the metal is that it can change it's color or size dependent upon the user and their chakra system as every shinobi has different chakra with the metal being tied to the imbuing process of each individual. If the wielder shape-shifts for any reason the weapon changes shape with them.

Right Arm of the Giant - This guard can take two forms a defensive form which appears as a large shield roughly half the size of the wielder or an attack form a form fitting arm guard with the ability to create needles or blades anywhere upon the guard. This guard focuses upon the defensive and shape-memory abilities of the alloy. his guard is great for defensive purposes in short range combat such as close range taijutsu or kenjutsu with the ability to defend against most taijutsu or kenjutsu passively within reason. It can passively defend against thrown objects such as kunai, shuriken or bladed weapons. The metal is also very good at absorbing and redirecting kinetic energy allowing it to absorb the force of explosive tags. The metal itself is able to be imbued with the users chakra thus infusing their punches with the chakra similar to Chakra Enhanced Strength but the user won't have to focus on the chakra level. The imbued chakra can also be focused into one massive punch deemed "La Muerte" in which the chakra gathers at the finger tips and infuses into the wielder's punch. It can cause destruction similar to Chakra Enhanced Strength with the potential to create massive craters with a short range diameter (S-rank). The guard can also defend from a single S rank or similar damage.

Left Arm of the Devil - The guard has unnoticeable spikes protruding from the tips that have the potential to slowly release liquid poison like hypodermic needles. It can passively create multiple torrents of poison to spray out up to mid range. This has the potential to poison an individual. This guard focuses more upon the ability to imbue the metal with dokuton chakra. It has the potential to poison anyone touched by it excluding the user. It does this by releasing poison dust into the air that when breathed in or when it touches the skin enters the bloodstream and eventually binds to neural pathways creating a mental imbalance in the body. It also sticks to mucous membranes in the nose, throat, eyes and lungs acting as a tearing agent. The first thing a person will notice after being contaminated is their speech becomes slurred and their vision becomes blurred making seeing and speaking harder. The turn following their mental acuity becomes slowed with them being unable to form rational thoughts at a fast pace. Their reactions and speed are slowed by three ranks. Once per turn three times per event at the cost of a move the user can force the guard to create a short - mid range dust cloud of toxic heavy metal particles. This ability is A-rank and deals appropriate damage. Additionally this ability can be imparted upon any poison technique the user creates and has the potential to increase the strength, size and rank of the technique. This is because the user will lace into the poison technique the poison dust imparting the effects onto it further manipulating the poisonous effects of a specific technique or poison. This works up to A-rank granting a rank and +20 damage to most poison techniques and can be done in the same timeframe alongside the other technique. The poisonous symptoms can be imparted upon an S-rank without the rank increase only gaining ten damage.
Note: Each ability is useable thrice per event with a two-turn cooldown (individually), and counts as a move to initiate.

1. ( Keisan no te ) - Hand of Reckoning
Type: Tool
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Hand of Reckoning is a stationary sentry turret that upon activation and being given the necessary chakra to function begins to slowly accumulate natural energy. It has the appearance of a metal box roughly the size of a briefcase that when opened becomes two gun like barrels mounted on a swiveling platform. After accumulating enough natural energy the sentry is able to fire Jutsu Bullets in the form of condensed natural energy shells at unknown or hostile chakra sources in the landmark or battle they were deployed in or create a defensive shell-like aura around itself. The turret has no AI and thus relies on a simple program that distinguishes chakra sources needing the user to create a white list of chakra sources that are considered friendly. After this is done the turret will shoot at anyone or anything with a non-white listed chakra source unless commanded not to. This is similar to things like the ( Mikagami Dorōn ) - Mirror Drone and ( Kinzoku Kugutsu ) - Autonomous Puppets. These turrets can be placed in a claimed landmark to act as a defense or can be deployed in battle with the deployment acting in the same way as a jutsu released from a Kote. Each turret can be destroyed by a direct S rank attack.

Avenging Wrath: The primary ability of Hand of Reckoning after a single turn of gathering natural energy the turret becomes able to fire Jutsu Bullets either on it's own accord or at the command of the person who deployed it. Once per turn passively the turret can shoot up to four freeform bullets on it's own accord. These together deal twenty damage and due to being natural energy are neutral to elemental releases. If the person who deployed the turret is within short range of it at the cost of a move-slot he is able to command the turret to fire off a spray of four larger Jutsu Bullets dealing eighty damage to anything they make contact with. However this can only be done once per turn needing two turns to recharge after. It can be done alongside a combined effort from the person who deployed it such as another technique and needs only a verbal command or a snap of the fingers to initiate. Thus it can allow them to either overwhelm or defend against an intruder but can only be done three times per battle.

Shield of the Righteous: The secondary ability of Hand of Reckoning after a single turn of gathering natural energy the turret is able to create a defensive aura of natural energy surrounding a short range diameter. This defensive aura is S rank in power and has the potential to defend against similarly ranked elemental release techniques. This can be done once per turn costing a move but able to be used alongside another technique with a two turn cool down needing to recharge over that time. It can only be used three times per battle.
Note: Two turrets can be carried and deployed by a bio with access to Senjutsu with one per LM
Note: Targets hit will only suffer blunt/piercing damage, unable to cause mutations or petrification.
then Supplementary Equipment

1. ( Kyuu-tsuki ) - September
Type: Tool
Rank: A
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 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 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 provided 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 it's drain ability.

Drain: Alternatively 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 drain 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
190 senjutsu chakra
10 regular chakra
2. ( 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

Stored technique:
(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
3. ( Kote ) - Forearm
Type: Tool
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: As its name suggests, this tool is worn on the forearm. After choosing one Ninjutsu to seal within the scroll, the user seals it within the seal after using it or having another person utilize it. The user initiates one of their techniques before sealing them into a scroll. The scroll is then shrunken to pill-size and is put inside the Kote. Afterwards, they can release the scroll and use the sealed technique. To use some elemental technique, the user apparently needs to form the corresponding seal first. Because using the Kote doesn't require chakra, the user can gain an advantage in battle by releasing normally chakra-taxing techniques while saving their chakra or continuing to use techniques when low on chakra, thereby keeping the user rested and less-likely to endure exhaustion; it can even be used by a non-ninja person.
Note: Genin to S-Jounin Ninja can seal up to Forbidden ranked Ninjutsu techniques, which must be noted within the bio. S-class and Sannin can seal up to S ranks and Kage and up ninja can only seal A ranks and below within a Kote.
Note: Only up to 3 Kotes can be owned, counting as a Tool slot.
Note: Only Ninjutsu, Elemental Ninjutsu, and non Fuuinjutsu based Advanced Ninjutsu fields can be sealed.

Stored technique:
(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 4, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 10% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.

The clone has 950 chakra
Finally when I start using poison my custom poison-...

(Batto no kage) - Shadow of the Bat
Creator: Howard
Type: Neurological, Muscular, Respiratory
Ingredients and Background: Fear can have crippling effects on a person, it can leave them frozen unable to move, think or act. It can force them to see things, hear things, feel things that just aren't there. Anxiety, paranoia, and panic can force a person to waver or to simply give up, the poison itself revolves around the ability to weaponize fear in people. Shadow of the Bat is a poison that creates the emotional response of fear for those exposed to it. It forces them to see, smell, hear, feel, and taste their deepest darkest fear in great detail and at times to a crippling extent. A lot like the application of Killing Intent but physically so done through poison not chakra. Most of the ingredients manipulate the brain and the mind through something more tangible than genjutsu more deadly and more real causing it to create and send synapses. Some even force the brain to produce chemicals forcefully and without mental consent from the poisoned individual like dopamine.

Shadow of the Bat is a deep smokey orange poison that comes in two forms an orange liquid and an orange gas surrounded in a smokey black aura-like outline. While in it's liquid form it has two constituencies dense and sticky like tar, or light and watery like water. The first consistency is sticky to the touch and will stick to anything it comes into contact with for long periods of time drying out slowly and hardening. When in contact with the skin it breaks down the lipid bilayer passing right on through and entering the blood stream and then bypassing the blood brain barrier for fast and rapid effects. While in it's gaseous state it has a slightly earthy smell like petrichor due to the herbs found in the poison, when inhaled it has an almost cinnamon-like taste if ingested while liquid it has this same taste but no discernible smell. It's base is Dihydroxyphenylalanine an amino acid that is made and used as part of the normal biology of humans it is the precursor to Dopamine in the brain, Carbogen a mixture of thirty percent Carbon Dioxide and seventy percent oxygen, Corticotropin a peptide hormone and a neurotransmitter, Deadly Nightshade (Atropa Belladonna), Conium (aka Hemlock) both ground into a fine syrup, and Irukandji venom. All ingredients that induce; fear, anxiety, paranoia, panic and straight up terror. Each do this in their own way and have specific effects that end up compounding together to create the over all reaction that the poison causes.

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 it's liquid form if he so desires. It is applied to all of his ninja tools and weapons as well as in a small vial around his neck for poison jutsu 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 fingerjabs and the like and teeth for more animalistic applications akin to the injection abilities of a snake through bites.

Description of Effects:

First the hallucinogens Dihydroxyphenylalanine which also allows the body to produce extra dopamine, Atropa belladonna, and Hemlock. These three together create very vivid and very surreal hallucinations as soon as they become active on the opponent. They induce a mental reaction wherein the brain itself brings out it's most base, deepest, darkest fear bringing it to life through various hallucinations with aspects of visual, auditory, and even smell and taste stimuli. The brain creates these sensations by stimulating the parts of the brain related to these sensations. These hallucinations can easily be mistaken for genjutsu as they have a similar application and even seem to be in a similar vein as it but isn't a genjutsu. The hallucinations will seem real, the opponent will be able to, see, smell, hear and taste the object if the situation arises. They can actively interact with the opponent but aren't tangible in the sense that they have physical substance. This can make distinguishing reality nearly impossible making it difficult to fight. To anyone seeing the poisoned person react to these sensations they would merely seem crazy or delusional. These can range from small changes to what the poisoned individual sees to extreme world altering changes.

Inhalation, Consumption or Injection: The hallucinations begin immediately after inhalation, consumption or injection beginning in the same turn.
Skin contact or a wound: The hallucinations are slightly slower starting one turn after being poisoned in this manner.

Next the fear creators, Carbogen, Irukandji venom, and Corticotropin Corticotropin is a peptide hormone and neurotransmitter involved in the stress response. In such a high dose it creates an intense stress on the body making the body feel as if it were under severe physical and mental stress. Carbogen makes them feel as if they are suffocating unable to breathe which along with the Dihydroxyphenylalanine which becomes dopamine once the poison passes the blood brain barrier, floods the brain with dopamine usually dopamine makes you feel confident and happy but if it seeps into the wrong part of your brain, dopamine will arouse feelings of terror and dread. This is what happens, the brain is overtaken by this forced production of chemicals and the body responds with intense fear, fear that makes thinking harder and slows down the natural thought process. Irukandju venom just straight up creates feelings of dread and impending doom putting the effected person in a state similar to Killing Intent making rational thought impossible halving their reaction speed and making movement harder. When a summoning creature 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 excessively forcing the summoning creature to reverse summon or disperse.

Along with this intense fear the carbogen forces the poisoned being to feel as if they are always suffocating no matter what they do or how they react even mind clearing jutsu can't overcome this. 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. The brain itself interprets an increase in blood carbon dioxide as a decrease in oxygen level, which would generally be the case under natural circumstances. Inhalation of carbogen causes the body to react as if it were not receiving sufficient oxygen: breathing quickens and deepens, heart rate increases, and cells release alkaline buffering agents to remove carbonic acid from the bloodstream as stated this is an innate bodily reaction something that can't be bypassed with thought, or any form of breathing exercises. The only way to bypass this is either a transfusion or nullifying and curing the poison and it's effects. This can also be done by removing the poison through normal means and nullifying the remainder. Additionally, normal shinobi are able to stop the spread of the poison by removing the afflicted limb/body part before the poison is able to spread, this won't apply if they inhale it nor if the wound isn't superficial on a limb or body part that cannot be removed. Nearly bleeding out and taking a Blood Replenishing Pill can have a similar effect as to a transfusion stopping this symptom but if exposed to the carbogen again the process just begins again.

Inhalation, Consumption or Injection: Fear is created immediately after inhalation, consumption or injection beginning in the same turn. This halves human reaction speeds due to the stress, anxiety, fear and panic that can at times feel crippling. If a summoning creature is exposed to the poison when the effects set in the intense fear forces them to reverse summon or disperse.
Skin contact or a wound: Fear sets in one turn after being poisoned in this manner it then halves human reaction speeds. For summoning creatures as soon as the fear sets in they reverse summon or disperse back to their homeland.

Finally the paralytics the Hemlock and Belladonna force the muscles to tense up becoming partially paralyzed. This eventually forces the muscle to begin to lock up completely which reduces the opponents speed halving it and limiting their reactions and tracking speed significantly. If undefended or not healed and nullified properly the untreated poison causes the person to become completely paralyzed unable to move their body locked in place as their muscles will not respond to the signals being sent to them. This eventually causes death due to the body being unable to inflate the lungs or move the diaphragm and bring oxygen into the body instigating physical suffocation and asphyxiation.

Inhalation, Consumption or Injection: Partial paralysis and muscle numbness begins immediately after inhalation, consumption or injection beginning in the same turn but doesn't cause any outward problems yet merely spreading from the point of contact. On the following turn the opponent's speed is halved as their muscles begin to lock up becoming unresponsive making movement harder and needing forceful action to move. Complete paralysis takes effect after two turns of not being treated (this means two turns after the poisoned person's speed is halved, the turn when speed is halved is counted as the first then there's a another turn where nothing new happens symptom wise) and leaves the opponent unable to move with a running speed of zero unable to perform hand seals, move their mouth, or lungs. This eventually ends in death by asphyxiation after three turns of being unable to breathe the only way to prolong a life past this point is Chakra CPR or nullifying the poison completely.
Skin contact or a wound: Everything is shifted one turn later. Partial paralysis begins the turn following being poisoned. Speed is halved the following turn as muscles begin to lock up becoming unresponsive. Complete paralysis follows two turns after that (this means two turns after the poisoned person's speed is halved, the turn when speed is halved is counted as the first then there's a another turn where nothing new happens symptom wise) reducing running speed to zero, making it impossible to perform hand seals, move their mouth or lungs. Asphyxiation takes place three turns after this the only way to prolong a life past this point is Chakra CPR or nullifying the poison completely.

Note: Samples can only be willingly given by Howard and the carrier risks exposure as only Howard is immune
Note: Can be applied to weapons, ninja tools, and smoke bombs by anyone given a sample
Note: Can be applied to the fingernails, hands, and teeth by someone with an immunity
Note: Since the poison is predominantly hormone and amino acid based it is resistant to heat and liquid once inside the body.
 
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Korra.

Sage of Snakes
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Sado! Its been a while hasn't it!

As Korra says this she makes a single hand sign and causes paper sheets to start releasing from her body. The sheets would start going underground, over the ground and into the air. The sheets would start multiplying by themseleves and start heading towards mid range in all directions. The paper sheets being multiply are a mix of all three different paper sheets Korra possess.

(Kami Hanten Sekai) - Paper Inverted World
Type: Supplementary
Rank: A
Range: Short - Long (Made in short range and expands into Long Range)
Chakra: 30
Damage: N/A
Description: The user will do the Tiger hand sign and channel their chakra into paper sheets inside their body. They will than release sheets into the air and into the ground. The sheets will copy a concept from Mutually Multiplying Explosive Tags where they summon/multiply into more paper sheets. The paper sheets in the air will keep multiplying and just float into the air as it keeps covering a larger range of the terrain. The sheets that are releases in the ground not only start covering the ground in paper sheets but also start merging into the ground and form sheets under ground just like Sacred Paper Emissary Jutsu. This jutsu is made short range of the user and expands into longer ranges as time goes on. When first form the sheets start within short range of the user. After 1 full turn the sheets would reach mid range while after 2 full turns the paper sheets would just reach long range as they keep multiplying. This jutsu gives the user a source of paper across the field be able to form paper ninjutsu across the paper terrain. Once made this jutsu follow the Mutually Multiplying Explosive Tags route where it is self sustaining and keeps going off without the user needing to focus on it. The sheets stay on the field till they are all destroyed. This jutsu can not copy any sealing tags or formula but can copy special paper sheets the user might use instead of normal paper.
Note: Usable 3 times a match with a 2 turn cooldown between use
Note: Must know Paper Ninjutsu
Note: Must be taught by Korra.
What it looks like:
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As this happens Korra than goes on the offensive does the snake sign and cause the ground underneath the man to drop 15 meters down and 10 wide causing them to loose their balance and fall down the hole. Once down Korra expels from her mouth a torrent of snakes that head towards the hole. The snakes will keep multiplying but will get smaller making it where their would be an army of snakes of variety sizes. The snakes will go down the hole filling it trapping the man in the pit and attacking them endlessly. Each of the snakes would have Korra's custom poison so when they start biting down on the man and start injecting him with her poison. Unknown to the man when the snakes are summoned, Korra's seal would passively activate filling all the snakes with her paper sheets. If the man destroys the snakes or cuts them down they would release the sheets all around the man.

(Doton/Sunēkuātsu: Jigoku no sunēkupitto) Earth Release/Snake Arts: Snake Pit of Hell
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 + 20 (seal) + 20 (custom paper tags) = 100
Description: The user will do the snake sign and cause the ground underneath the opponent to drop 15 meters down and 10 wide causing them to loose their balance and fall down the hole. Once down the user will expel from their mouth a torrent of snakes that head towards the hole. The snakes will keep multiplying but will get smaller making it where their would be an army of snakes of variety sizes. The snakes will go down the hole filling it trapping the opponent in the pit and attacking them endlessly. Each snake has venom that can cause paralyzing effects to the opponent the longer they are getting bitten. After 1 turn they will feel numb and after 2 they will start to feel paralyze.
Note: Usable twice with needing to wait 3 turns before using again.
Note: The snakes stay on the field for 3 turns.
Note: Must be able to summon snakes
Note: Must be taught by Blake Belladonna

(Origami Fuinjutsu: Kami no Megami no Shukufuku) - Paper Sealing Technique: Paper Goddess' Blessing (Passive)
Type: Supplementary
Rank: A
Range: Short - Long (Seal on self, effects on summons all the way to long)
Chakra: 30 (-10 every time it activates)
Damage: N/A ( +20 damage to summoning ninjutsu and summons )
Description: Using her Fuuinjutsu and Paper abilities, Korra created a seal on her body to make her using summons and their ninjutsu in conjunction with her KG. The seal automatically activates whenever the user uses ninjutsu from their summoning contract or actually summons a creature from a summoning contract they signed. The creatures they summon are filled with paper sheets making it were if the creature gets cut or sliced or destroyed the creature's body will release the paper sheets. Being a paper user the animals will be filled with paper so when the animal is cut in half the animals body will release a source of paper short range of where the animal got damage. The seal passively activates by its self so the user never needs to focus on it. Being a snake user when Korra uses this her snakes from jutsus like Hidden Multiple Snake Hands will be more deadly as her snakes could potential be more deadly as the snakes may release a bigger paper source for her across the field. The amount of paper sheets is determined by the size of the animal as bigger sized animals will be able to store more of a source of the selected elemental. This can only be used with Paper Ninjutsu.
Note: Must be placed on a users bio or posted in the beginning of a match
Note: The seal passively activates when the user summons an animal or uses relevant contract ninjutsu
Note: The seal can only be used once in a move even if the user does multiple contract ninjutsu moves
 

Howard

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I mean we just saw each other in the Graveyard of Sin like three days ago-... I think we should see other people. I know how attractive I am and how that can cause an infatuation but I need spaaaaace woman. Sado responded to her in a jovial tone as she began to perform a single hand seal releasing paper sheets from her body. Sado watched them blend into the ground and begin to move around the area swaying in the air. He began to do several things passively almost in unison, well so close together that they would appear to be done in unison. With his right hand he dropped a small box down upon the ground while in unison pulling out two canisters from a string of them hanging upon his coat.
He tossed one of the canisters at the sentry and they seemed to connect in a way becoming one construct the canister feeding the sentry. This caused two things to happen first a sentry formed next to him, and also as it formed it began to shoot off empowered Poison Jutsu Bullets directly at Korra without a moment of hesitation. This would be quick enough to cut off her next technique forcing her to defend or be struck. Sado grinned slightly knowing he could now use this opening to continue.
Due to the fact that it was given an ammunition clip the sentry wouldn't need the normal one turn charge time being instantly charged with the poison sample and dokuton chakra from the canister. This made it so that if she continued producing an offensive these bullets would hit her directly with sickly orange bullets dealing roughly the damage of a B rank while also exposing her to his custom poison. These seemed to be made of liquid poison but were globule and almost tar-like in nature which should make them strong to paper.

Alongside all of this Sado would passively absorb the senjutsu chakra he had stored away inside of his battery which during the formation of the sentry would allow him to enter Sage Mode without the usual one turn of meditation. The natural energy began to swell around his body as he held the second canister in his right hand holding his left to the side near the sentry. After all of these quick actions he seemed rather confident he was ready for anything the woman threw at him but still wanted to be sure he was safe.

So, you're a paper user? You trying to send me love letters? I currently don't have a mailing address.

I guess I'll return them to sender?


As he said that he created a cloak of gaseous poison around his body. A hand would form from the chest that rushed along the ground sweeping up all of the paper as well as picking up the airborne paper creating a swirling wave of paper and poison. At worst the two would be neutral with the gaseous poison nullifying the paper and continuing on due to the senjutsu empowerment slightly weakened but barely.
This would happen alongside or slightly after whatever defense Korra used to defend from the freeform Poison Jutsu Bullets meaning Sado would have to change his tactics depending on whatever the woman did. If she did begin to lower the ground and spew out snakes he would passively evade using the cloak to avoid by moving upward slightly and to the left with his hand outstretched to signal the sentry as it fell on his next turn.​


1. ( Fukanzen Hebi Sennin Modo ) - Imperfect Snake Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 20 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 20 damage from all techniques for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. Lastly, the user gains access to snake anatomy and other physical feats granted by Sage mode.
Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.

2. (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 ( +20 SM = 100 )
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.

Passive/freeform

( Keisan no te ) - Hand of Reckoning
Type: Tool
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 Free form: ( 20 + 20 Hellish Rebuke = 40 )
Description: Hand of Reckoning is a stationary sentry turret that upon activation and being given the necessary chakra to function begins to slowly accumulate natural energy. It has the appearance of a metal box roughly the size of a briefcase that when opened becomes two gun like barrels mounted on a swiveling platform. After accumulating enough natural energy the sentry is able to fire Jutsu Bullets in the form of condensed natural energy shells at unknown or hostile chakra sources in the landmark or battle they were deployed in or create a defensive shell-like aura around itself. The turret has no AI and thus relies on a simple program that distinguishes chakra sources needing the user to create a white list of chakra sources that are considered friendly. After this is done the turret will shoot at anyone or anything with a non-white listed chakra source unless commanded not to. This is similar to things like the ( Mikagami Dorōn ) - Mirror Drone and ( Kinzoku Kugutsu ) - Autonomous Puppets. These turrets can be placed in a claimed landmark to act as a defense or can be deployed in battle with the deployment acting in the same way as a jutsu released from a Kote. Each turret can be destroyed by a direct S rank attack.

Avenging Wrath: The primary ability of Hand of Reckoning after a single turn of gathering natural energy the turret becomes able to fire Jutsu Bullets either on it's own accord or at the command of the person who deployed it. Once per turn passively the turret can shoot up to four freeform bullets on it's own accord. These together deal twenty damage and due to being natural energy are neutral to elemental releases. If the person who deployed the turret is within short range of it at the cost of a move-slot he is able to command the turret to fire off a spray of four larger Jutsu Bullets dealing eighty damage to anything they make contact with. However this can only be done once per turn needing two turns to recharge after. It can be done alongside a combined effort from the person who deployed it such as another technique and needs only a verbal command or a snap of the fingers to initiate. Thus it can allow them to either overwhelm or defend against an intruder but can only be done three times per battle.

Shield of the Righteous: The secondary ability of Hand of Reckoning after a single turn of gathering natural energy the turret is able to create a defensive aura of natural energy surrounding a short range diameter. This defensive aura is S rank in power and has the potential to defend against similarly ranked elemental release techniques. This can be done once per turn costing a move but able to be used alongside another technique with a two turn cool down needing to recharge over that time. It can only be used three times per battle.
Note: Two turrets can be carried and deployed by a bio with access to Senjutsu with one per LM
Note: Targets hit will only suffer blunt/piercing damage, unable to cause mutations or petrification.

( 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

( Kyuu-tsuki ) - September
Type: Tool
Rank: A
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 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 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 provided 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 it's drain ability.

Drain: Alternatively 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 drain 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
190 3 senjutsu chakra
10 regular chakra
OOC:

Chakra:
1900 - 30 ( Hellish Rebuke ) = 1870

Senjutsu chakra:
187 - 40 ( Cloak ) = 147
147 - 10 ( ISM ) = 137

Note: First time using new stuff so if I **** shit up I apologize.
 
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Korra.

Sage of Snakes
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Sado you need help one of these days!

As Korra sees the poison bullets being launched she bites her thumb and summons Manda onto the field in front of her knocking away the bullets from hitting her. Unknown to Sado when Manda gets summoned Korra's seal auto activates and fills Manda in the inside with paper sheets being all her different kinds of paper sheets bascially making him a bomb. Korra places one of snake tags onto manda. At the same time Korra has the scales of manda have eletircal propeties. Due to paper being an insulated of lightning the tag would not be affected.

(Kuchiyose no Jutsu: Manda) - Summoning Technique: Manda
Type: Offensive/Defensive
Rank: F
Range: Short
Chakra: 50
Damage: N/A (-10 to user upon summoning) + 20 from seal + 20 from custom paper) = 40
Description: Manda is a gigantic, 100 meter long snake who serves as the "leader" of all snakes. Fierce and aggressive, Manda is a shrewd warrior. To summon Manda, the user takes a big gamble, as he can easily turn on its summoner if he so deems it. Not only that, but the sacrifice and the amount of chakra needed damages the user, making summoning Manda a forbidden act. Manda has some unique abilities. Extremely fast and strong, his tail acts as a sharp mace that he can fling at the enemies with ease, speed and tremendous power (capable of overcoming even A-Rank defenses). Manda is also capable of using his chakra for 2 unique techniques: he can borrow underground (even if its affected by up to A-Rank techniques), tunneling through the earth at enormous speed or shed his skin, using a sort of substitution technique, where he trades places with his shed skin. While underground, Manda can sense the vibrations through the earth and pinpoint the location of his enemy. While completely immune to techniques A-Rank and below, Manda can take one S-Rank attack and survive by shedding his skins afterwards, although this can only be done once.

Note: requires snake contract
Note: can only be summoned once

(Origami Fuinjutsu: Kami no Megami no Shukufuku) - Paper Sealing Technique: Paper Goddess' Blessing (Passive)
Type: Supplementary
Rank: A
Range: Short - Long (Seal on self, effects on summons all the way to long)
Chakra: 30 (-10 every time it activates)
Damage: N/A ( +20 damage to summoning ninjutsu and summons )
Description: Using her Fuuinjutsu and Paper abilities, Korra created a seal on her body to make her using summons and their ninjutsu in conjunction with her KG. The seal automatically activates whenever the user uses ninjutsu from their summoning contract or actually summons a creature from a summoning contract they signed. The creatures they summon are filled with paper sheets making it were if the creature gets cut or sliced or destroyed the creature's body will release the paper sheets. Being a paper user the animals will be filled with paper so when the animal is cut in half the animals body will release a source of paper short range of where the animal got damage. The seal passively activates by its self so the user never needs to focus on it. Being a snake user when Korra uses this her snakes from jutsus like Hidden Multiple Snake Hands will be more deadly as her snakes could potential be more deadly as the snakes may release a bigger paper source for her across the field. The amount of paper sheets is determined by the size of the animal as bigger sized animals will be able to store more of a source of the selected elemental. This can only be used with Paper Ninjutsu.
Note: Must be placed on a users bio or posted in the beginning of a match
Note: The seal passively activates when the user summons an animal or uses relevant contract ninjutsu
Note: The seal can only be used once in a move even if the user does multiple contract ninjutsu moves

(Hebiātsu: Yōso no sukēru) - Snake Arts: Scales of the Elements
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30 ( -5 per turn to the user)
Damage: N/A ( +15 damage to snake ninjutsu)
Description: The user will make the Tiger then Snake hand sign and gather an elemental chakra nature. When the user uses any snake ninjutsu, they infuse the elemental chakra into the snakes scales, giving them different properties and extra damage and strength against elemental ninjutsu. The snakes will then go by elemental rank difference in strength and weaknesses. This works on every snake used in snake ninjutsu like using these with multiple hidden snake hands all the snakes scales would change.
Fire - The scales on the snakes will be fiery red when infused with fire chakra. The scales give off fire, making it where if they bind an opponent, they burn the opponent causing 3rd degree burns. The snakes fangs can also give off fire giving them burning properties when they bite down into opponents burning them in the inside of the area where they bite down.
Water - The scales on the snake will be light blue and white when infused with water chakra. When they bind someone, they can have water form from their scales and have the water injected into the opponent, causing irregular breathing to an opponent. The snakes can also have the water form behind them extending their length by 5 feet.
Lightning - The scales on the snake will be black and yellow when infused with lightning chakra. The snakes scale will be constantly giving off electric sparks. When they wrap around opponents, they can all give off an electrical discharge at the same time, shocking the opponent to the point that they can become paralyzed. The snakes can also bite down and give off the discharge inside the opponent's bodies, causing more internal damage like organ failure.
Earth - The scales on the snake will be gray and hard as rocks when infused with earth chakra. The scales are as hard as rocks and allows the snakes to be able to do more blunt damage and cause broken bones and deflect ninja tools. When the snakes wrap around the opponent they can cause broken bones and internal damage.
Wind - The scales on the snake will be light green and have a constant windy breeze come out from their scales. The snakes can give off a sharp blast of wind that can cause deeps cuts on the opponent.

Note: Usable three times a match.
Note: Must know Snakes Summoning
Note: Can only use 1 element at a time and requires a 2 turn cool down between usage.
Note: Each use lasts for three turns.
Note: Once a scale has been changed to one element it can't be changed again.
Note: Courtesy of Korra

Once summon Korra has Manda storm towards Sado at a fast speed while she does a signle hand sign causing the snake tag to multply all over his body. Korra would have Manda move in a way to avoid the arm donsturct and coild around Sado location bascially being a circle around him. Korra than does another hand sign causing the tags both outside his body and inside to go off resulting in a mix of poisonous gas and millions of exploding snake trapping Sado in a huge explosion and electicity. The explosion would be empowered by both her custom tags and the damage boost from manda.

(Hebiātsu: Sunēku no Ishii) - Snake Arts: A Snake's Dying Wish
Type: Offensive
Rank: C-S
Range: Short -Long (for activation) (short - mid for explosion)
Chakra: 15 - 40
Damage: 30 - 80 + 40 (from seal and custom paper) + 15 (lightning scales) = 135
Description: This jutsu involves sacrificing a snake summoning to try and end an opponent once and for all. The user place an explosive tag onto their snake summon and do the snake sign having the tags multiply until all of the snakes scales are now explosive tags. The user will than do the ram sign and and send a pulse of chakra into the snake causing it to explode and having all the tags go off also resulting in a huge explosion. The impact and strength of this jutsu depends on the length of the snake summoning making it stronger if the snake is longer. 1m-10m = C-rank explosion, 11m - 20m = B-rank explosion, 21m - 30m explosion, 31m - 49m A rank explosion, +50m S rank rank explosion If the user uses this with summons as big as Manda than the user must find a way to protect himself from the explosion.
Note: Must be able to summon snakes
Note: Must be taught by Blake Belladonna
Note: Usable 3 times a match with a 2 turn cool down of snake ninjutsu
 

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Thank you for reminding me about this. My apologies.




As the woman summoned forth the massive snake it left her completely open to the devastating combination that was building up in his sadistic mind. With his turret ready he snapped his fingers as the mechanism made a sickening noise. Like air forcing itself out of a pump the barrels of the sentry fired off four empowered poison bullets. These were gaseous in nature and stronger than what the sentry could usually do. They were aimed directly for the woman as they flew outward with the aim to strike her body with the pressurized masses of sickly orange poison. It was fast and deceptive as alongside this at the same time Sado did two more things.
The first thing he did was toss forward the small grenade he was holding in his hand, this was thrown somewhat toward Manda but in such a way that it would attack the two in unison. The small device made a hissing noise as it spiraled through the air it released eight more orbs of poison into the air that began to detonate.
In tandem to the sentries poison bullets these mines moved forward toward the woman these orbs of poison were again gaseous in nature as they exploded releasing a massive amount of poison and a fairly decent amount of explosive force with the aim to tear through and strike at Manda and Korra. This would happen in unison to the finger snapping motion in the same exact moment.

Is that a snake in your pants? Or are you just happy to see me Korra?

A warning I don't swing that way, you need to put that away before I report you.


Due to the fact that these offensives were able to be done alongside one another Sado was able to funnel in one more offensive to properly cripple the woman and her summon. Sado bit his thumbs as he pooled blood into his palms. This created a forward rushing burst of liquid poison slamming into Manda and Korra together. His left hand was aimed for Manda his right aimed for Korra.
The force would be intense enough to knock back even a behemoth like Manda with the potential to force it to reverse summon instantly if poisoned. This just like the other ones happened alongside the other offensives creating a very quick, precise and powerful combination. The poison, liquid and gas would cover everything in short range of Korra in poison including most of her body and Manda himself. Even if a single drop of the stuff touched Manda he would be crippled with fear forcefully reverse summoning against the will of his summoner. It was an amazing show of various poison techniques a literal pyrotechnics show of splashing poison.
The sentry bullets rushed in from the sides, the right and left while the mines rushed in from above and the sides all while from the front the two rushing torrents of poison rushed forward. This all happened before Korra could release her second technique because it happened in unison to one another. If she did continue the second technique Sado would react by passively moving upward and evading with his gaseous cloak.

1. ( Keisan no te ) - Hand of Reckoning
Type: Tool
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 ( +20 Hellish Rebuke) = 100
Description: Hand of Reckoning is a stationary sentry turret that upon activation and being given the necessary chakra to function begins to slowly accumulate natural energy. It has the appearance of a metal box roughly the size of a briefcase that when opened becomes two gun like barrels mounted on a swiveling platform. After accumulating enough natural energy the sentry is able to fire Jutsu Bullets in the form of condensed natural energy shells at unknown or hostile chakra sources in the landmark or battle they were deployed in or create a defensive shell-like aura around itself. The turret has no AI and thus relies on a simple program that distinguishes chakra sources needing the user to create a white list of chakra sources that are considered friendly. After this is done the turret will shoot at anyone or anything with a non-white listed chakra source unless commanded not to. This is similar to things like the ( Mikagami Dorōn ) - Mirror Drone and ( Kinzoku Kugutsu ) - Autonomous Puppets. These turrets can be placed in a claimed landmark to act as a defense or can be deployed in battle with the deployment acting in the same way as a jutsu released from a Kote. Each turret can be destroyed by a direct S rank attack.

Avenging Wrath: The primary ability of Hand of Reckoning after a single turn of gathering natural energy the turret becomes able to fire Jutsu Bullets either on it's own accord or at the command of the person who deployed it. Once per turn passively the turret can shoot up to four freeform bullets on it's own accord. These together deal twenty damage and due to being natural energy are neutral to elemental releases. If the person who deployed the turret is within short range of it at the cost of a move-slot he is able to command the turret to fire off a spray of four larger Jutsu Bullets dealing eighty damage to anything they make contact with. However this can only be done once per turn needing two turns to recharge after. It can be done alongside a combined effort from the person who deployed it such as another technique and needs only a verbal command or a snap of the fingers to initiate. Thus it can allow them to either overwhelm or defend against an intruder but can only be done three times per battle.

Shield of the Righteous: The secondary ability of Hand of Reckoning after a single turn of gathering natural energy the turret is able to create a defensive aura of natural energy surrounding a short range diameter. This defensive aura is S rank in power and has the potential to defend against similarly ranked elemental release techniques. This can be done once per turn costing a move but able to be used alongside another technique with a two turn cool down needing to recharge over that time. It can only be used three times per battle.
Note: Two turrets can be carried and deployed by a bio with access to Senjutsu with one per LM
Note: Targets hit will only suffer blunt/piercing damage, unable to cause mutations or petrification.

Passive: ( 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

Released technique:

2. (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
3. (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 ) ( +20 SM ) = 100
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

Ref:

(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 ( +20 SM = 100 )
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.
Senjutsu:
137 - 40 ( Breath of the Hydra ) = 97
97 - 10 ( Cloak ) = 87
87 - 10 ( ISM ) = 77

Note: The grenade is a pre-sealed tech like the Kote and the Turret is self sustaining.
 
Last edited:

Korra.

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Sado you know I am already happy with Asami!

As Korra sees Sado using his genius of using multiple poison jutsus at once she already planned on sacrificing Manda. Korra/Serperior would burst into a spinning column of paper sheets that expands all over the terrain. Korra would use this to reform mid range behind Sado as the poison shit all hits Manda on impact. When Manda gets hit and disperse back to the Snake Cave the paper sheets that were summoned into his body by Korra's seal would be released and due to Manda's size it would be a great amount. The sheets would be reach long range due to Manda being 100 meters giving Korra an endless source of paper while also having her original paper supplying jutsu still going off.

(Kami Kawarimi no Jutsu) - Paper Substitution Technique
Type: Supplementary
Rank: D
Range: Short - Long
Chakra cost: 10
Damage points: N/A
Description: A supplementary technique of paper ninjutsu used usually for escape. By utilizing their skills in manipulating paper sheets user would be capable of dispersing into a spinning column of paper sheets in which they would distract their target as to make escape.

Once Korra/Serperior reforms she quickly does a hand sign and channels a large amount of lightning chakra into the air. When enough chakra is in the air she creates a giant phoenix that is the half the size of Gamabunta made of lightning. When the phoenix is form it will explode into a large barrage of mini phoenixes when she does the dragon hand seal, the phoenix's will have the innate ability to turn into unfocused electricity and conduct through solid material/liquid substances. This can mean they can easily phase through earth armors and obstacles to have a clear attack against Sado, a sort of bypass against the material. This leaves the material channeled through relatively undamaged, making it a unique attack tailor made against Sado. On contact the phoenix can easily paralyze, burn, and completely numb the opponents body. At the same time Korra channels chakra into some of the paper sheets giving it water chakra. The paper sheets would exert water surrouding Sado with water all around letting the eletrcitying conduct and hit him with it easier as she also has some of the water paper attach to him.

(Raiton : Gurandoraitoningufenikkusu)- Lightning Release : Grand Lightning Phoenix
Type: Attack
Rank: S
Range: Mid- Long
Chakra Cost: 40
Damage Points: 80
Description: Just like Korra's Grand Water Phoenix Jutsu but with lightning the user will focus all their raiton chakra into the sky. When they have enough chakra in the sky they start to create a giant phoenix that is the half the size of Gamabunta made of lightning. When the phoenix is form it will explode into a large barrage of mini phoenixes, the user upon the explosion can perform one of two hand seals, each creating its own uniqueness for the mini-phoenix. When performing the dragon hand seal, these phoenix's will have the innate ability to turn into unfocused electricity and conduct through solid material/liquid substances. This can mean they can easily phase through earth armors and obstacles to have a clear attack against the opponent, a sort of bypass against the material. This leaves the material channeled through relatively undamaged, making it a unique attack tailor made against the opponent. On contact the phoenix can easily paralyze, burn, and completely numb the opponents body. When performing the Tiger hand seal, the mini-phoenix's become slightly more condensed, and instead of conducting through material, on contact, the material will implode along with the static electricity of the phoenix's (the energy would vapor away after the mini-implosion). This makes the terrain a mine-field against the opponent, and the after math of the jutsu can leave countless tiny craters of static implosions. This will also work on liquid material, and substances relatively small (such as dust). Collectively the mini-phoenix's are S-Ranks, but individually they are the equivalent of regular bolts that are comparable to a static electricity, the more contact the opponent has, the larger the damage. The radius covered upon exploding into mini-phoenix's can reach up to mid range at most, but condensed shorter for the users purpose. Realize however, this can also be detrimental to the user if they are caught within the vicinity of the phoenix's fall.

Note: Has to be taught by Korra
Note: Can only be used twice
Note: One turn cool down before re-use
Note: No lightning S-Rank and above next turn

Kamishiro no Hana | White Paper Flower
Type: Supplementary
Rank: E
Range: N/A
Chakra: 10 (per technique)
Damage: N/A
Description:
This special type of paper is similar to the same paper trainee ninja use to discover their primary elemental affinity. However the primary difference with this is that the paper is thicker, creating a stronger bond between the fibres, and thus does not disintegrate when channelling the users elemental chakra through it. When placed in the biography of a paper user, it allows the bio to use this special kind of paper that allows them to channel elemental chakra through the paper. This paper cannot be substituted for elemental attacks, such as using paper for a Katon or Doton etc type attack, but simlpy allows the user to create elemental attacks out of paper. By using a paper ninjutsu technique, and then at the extra cost of 20 chakra per technique, the user can passively change the nature of the chakra controlling the paper into a specific element, creating a thin elemental cover on the paper.
Notes:
-Must be placed in users bio and start of battle
-Coating a paper ninjutsu in elemental chakra costs an extra 20 chakra per technique
-Counts towards one of the users three moves per turn
 

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I don't care how many more women you bring into this, I already said no! As he spoke Sado watched Korra break into multiple sheets of paper and Manda break apart as well creating a swirling mass of paper. He quickly caused the poison directly around Korra and her shifting form to rush inward as multiple gaseous blades were created that severed the paper cutting the sheets she converted her body into to tiny ribbons.
This happened after she converted her body to paper to escape but before she could move to her new location and reform and was basically just Sado taking hold of the already present poison in the area. There was a massive amount of it to call from since all of his previous poison techniques happened in unison allowing him to call from the massive sources in the air and around the paper. Due to the sheer amount of poison it would rival the amount of paper on the field causing any of the paper released from the snake to become drenched or cut making it unusable.
The moment the gaseous poison began to cut the paper sheets Korra converted her body to, to shreds, meaning it would be cutting Korra's main body mass to shreds Sado converted the gaseous poison to a solid. This would trap the paper shavings inside of a massive brick of solid poison further trapping Korra's main body mass making it impossible for her to reform her body into her human form as well as in unison empowering the poison. This was because the paper sheets would be cut into pieces and then additionally trapped inside the solid poison residue leaving Korra in a severely handicapped state if not dead.​

(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 ) ( +20 ) = 80
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: 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.
 
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