Poison lessons with Shinta

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Pyro NB

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From my understanding poison used to be something exclusive to medical shinobi and puppeteers but with recent updates poison release was made fairly accessible to just about anyone. Poison can typically be used in two forms first is a liquid which if I believe correctly boasts the same SnW as suiton but when interacting with fire instead of creating a simple stream or mist it converts the liquid poison to a gaseous poison; it also has the additional weakness of water which can dilute the poison. In gas form, poison should have the same SnW as wind release except neutral to fire and wind blowing the poison away from it's intended target. There is also a solid state but I believe that is a custom of Howards and thus I don't know it's SnW.
 

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Yeah, I don't think there is a cannon (or nb cannon) solid poison... and to simplify the strengths and weaknesses:

Strong to: In liquid form, Poison is strong to Fire, requiring one rank higher to turn it into it's gaseous form and causes it's effects to speed up if inhaled. In gas form, it is strong to Lightning.

Weak to: In liquid form, Water and Earth are good counters to contain and dilute the poison. While in gaseous form, Wind is highly effective.




I guess we'll start with the only c-rank:

(Dokuton: Doku Kemuri Kasui) - Poison Release: Poison Smoke Stream Technique
Rank: C-Rank
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: A technique where the user breathes forth a stream of poison. The poison itself wont do any outside damage, but when hitting against a body it flows into the opponents pores or lungs. The smoke itself is a slight paralysis, hindering speed and agility for two turn by 3 ranks.

Any contact with bare skin or inhalation is enough for the target to become affected by this poison. Simply slows down your target(s) by three ranks. However, if an S-jounin (Level 3 speed in the speed chart) or lower comes into contact with this, obviously there speed can't go down to negatives and I'd prefer to think of it that there speed can't be lowered below 1. I'm just using base speed levels for that example, but of course multipliers lift the speed ranking up and this jutsu effects the targets total speed (Rank + Multiplier = Total - 3 lvls from poison = hindered speed level)
 

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Yeah, I don't think there is a cannon (or nb cannon) solid poison... and to simplify the strengths and weaknesses:

Strong to: In liquid form, Poison is strong to Fire, requiring one rank higher to turn it into it's gaseous form and causes it's effects to speed up if inhaled. In gas form, it is strong to Lightning.

Weak to: In liquid form, Water and Earth are good counters to contain and dilute the poison. While in gaseous form, Wind is highly effective.




I guess we'll start with the only c-rank:

(Dokuton: Doku Kemuri Kasui) - Poison Release: Poison Smoke Stream Technique
Rank: C-Rank
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: A technique where the user breathes forth a stream of poison. The poison itself wont do any outside damage, but when hitting against a body it flows into the opponents pores or lungs. The smoke itself is a slight paralysis, hindering speed and agility for two turn by 3 ranks.

Any contact with bare skin or inhalation is enough for the target to become affected by this poison. Simply slows down your target(s) by three ranks. However, if an S-jounin (Level 3 speed in the speed chart) or lower comes into contact with this, obviously there speed can't go down to negatives and I'd prefer to think of it that there speed can't be lowered below 1. I'm just using base speed levels for that example, but of course multipliers lift the speed ranking up and this jutsu effects the targets total speed (Rank + Multiplier = Total - 3 lvls from poison = hindered speed level)
Simple enough to understand
 

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While simple to understand, please don't hesitate to ask any questions you might have about any jutsu we cover.

(Dokuton: Hei no Doku Jutsu) - Dokuton: Wall of Poison Technique
Rank: B-Rank
Type: Defensive
Range:Short
Chakra Cost:20
Damage Points:N/A
Description: A technique used when an opponent is rushing towards the user, bringing forth a veil of poison mist in which the opponent will end up running through. When passing through the poison, the opponent will experience no sensation at all. However, once the enemy passes through it he will be poisoned. The effects are a mild numbness to the targets senses (blurred vision, hissing sound, skin numbness, etc) and momentary disorientation for 2 turns.

There is some pretty poor wording in this jutsu... don't mind it too much though.

Anyway, this is a defensive wall of poison mist, that once your target runs through it will cause the poisoning described above. It'll basically cause your target, if they run through it, to stagger over with the dizziness that would come from; blurred vision, hissing sound and numbness of the poison.

(Dokuton: Dokugakure Kiri no Jutsu) -Dokuton: Hidden Poison Mist Technique
Rank: B-Rank
Type: Supplementary
Range: Short-Long
Chakra Cost: 20 (-5 per turn to keep active, opponent suffers 20*X chakra point loss per turn, being X the number of turns exposed)
Damage Points: N/A (10*X per turn, being X the number of turns exposed)
Description: A technique based off of the Kirigakure no Jutsu. The user will do an unorthodox handseal (slamming both clenched fists together, palms facing down) and releases his chakra throughout the atmosphere. This chakra will copy a poison in the users possession and produce it in the atmosphere through the users chakra and the moisture all around. This creates a plethora of poison mist that very quickly fills up the area. It not only blocks off the view of the opponent, but also surrounds them by a dense poison mist which, if absorbed through the skin or breathed, is then used to drain the opponents chakra and health.

This one can be used by your own poison, specifically one that has a gaseous state (will be written in the specific poisons jutsu description), otherwise it'll just have a chakra draining effect on the opponent(s). Costs a bit of chakra and has a unique hand seal that can cause it to become recognisable if used multiple times, though the chakra drain per turn may deter multiple uses.
Of course, wind will easily dispel this jutsu so maybe best to set this up in a closed off area?
 

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While simple to understand, please don't hesitate to ask any questions you might have about any jutsu we cover.

(Dokuton: Hei no Doku Jutsu) - Dokuton: Wall of Poison Technique
Rank: B-Rank
Type: Defensive
Range:Short
Chakra Cost:20
Damage Points:N/A
Description: A technique used when an opponent is rushing towards the user, bringing forth a veil of poison mist in which the opponent will end up running through. When passing through the poison, the opponent will experience no sensation at all. However, once the enemy passes through it he will be poisoned. The effects are a mild numbness to the targets senses (blurred vision, hissing sound, skin numbness, etc) and momentary disorientation for 2 turns.

There is some pretty poor wording in this jutsu... don't mind it too much though.

Anyway, this is a defensive wall of poison mist, that once your target runs through it will cause the poisoning described above. It'll basically cause your target, if they run through it, to stagger over with the dizziness that would come from; blurred vision, hissing sound and numbness of the poison.

(Dokuton: Dokugakure Kiri no Jutsu) -Dokuton: Hidden Poison Mist Technique
Rank: B-Rank
Type: Supplementary
Range: Short-Long
Chakra Cost: 20 (-5 per turn to keep active, opponent suffers 20*X chakra point loss per turn, being X the number of turns exposed)
Damage Points: N/A (10*X per turn, being X the number of turns exposed)
Description: A technique based off of the Kirigakure no Jutsu. The user will do an unorthodox handseal (slamming both clenched fists together, palms facing down) and releases his chakra throughout the atmosphere. This chakra will copy a poison in the users possession and produce it in the atmosphere through the users chakra and the moisture all around. This creates a plethora of poison mist that very quickly fills up the area. It not only blocks off the view of the opponent, but also surrounds them by a dense poison mist which, if absorbed through the skin or breathed, is then used to drain the opponents chakra and health.

This one can be used by your own poison, specifically one that has a gaseous state (will be written in the specific poisons jutsu description), otherwise it'll just have a chakra draining effect on the opponent(s). Costs a bit of chakra and has a unique hand seal that can cause it to become recognisable if used multiple times, though the chakra drain per turn may deter multiple uses.
Of course, wind will easily dispel this jutsu so maybe best to set this up in a closed off area?
Understand about asking questions and will do if I have any. Both of the jutsu are pretty straight forward and I like how the second can be combined with a custom poison. Could the first also be combined with a custom poison or is it restricted to the description?
 

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The first one only produces the effects in the description, it can't be combined/substituted with a custom poison. If a jutsu can be used with a custom poison, it should say in the description... in more or less words.




We should just finish the b-ranks now.

(Dokuton: Kurote no Jutsu) - Poison Release: Black Hand Skill
Rank: B-Rank
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: A technique where the user can transmit a special poison through an open wound. This jutsu is normally used close range, where the user shoves their hand forward and shove it into an opponents open wound. The opponents hands will turn black and become stiff and unable to perform Jutsu while the technique is active (lasts 2 turns if its not deactivated). The users chakra will infect the enemy with a poison which will instantly paralyze him. The effects can only be reversed by a medical ninja by removing the poison and administering the antidote. However, the technique is useless unless the user can target an open wound.

A jutsu that requires clone contact, so close that you actually need to insert a part of your hand into an open wound for this to take effect. The poison instantly paralyses as your chakra is directly pumped into the targets cardiovascular system. Your target will remain paralysed until a medical ninja removes the poison and treats them.

(Dokuton: Shinkei Douin no Jutsu) - Poison Release: Nerve Agent Technique
Rank: B-Rank
Type: Supplementary
Range: Short-mid
Chakra Cost: 20
Damage Points: N/A
Description: The user performs the needed handseal (Clap hands), while inhaling, and releases out a yellow fog from mouth. The special poison is a nerve agent designed to affect the motor nerves and muscles which is achieved by altering the users own saliva and respiratory secretions and giving it the needed qualities. As the poison touches the pores of an opponent that particular area of the body will begin to experience random and severe muscle spasms. The spams progress and make it rather hard to perform handseals, using projectiles, taijutsu, etc. The symptons increase for 3 turns, at the end of which the target will be almost in a seizure-like state. After that, the effect wears off instantly and the target regains control over their musculatory system.

Using your chakra to alter your saliva and chakra into the needed poison, you'll release it in a similar way to any mist/gaseous jutsu. I think the description covers what I need to say, though do ask any questions about it.

(Dokuton: Mahi Doku Bakuha no Jutsu)- Poison Release: Paralysis Poison Blast Technique
Rank: B-Rank
Type: Offensive
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: A technique that is based off somewhat on the Phoenix Flower Jutsu. The user exhales five blasts of poison after inhaling and doing the Hare handseal. In the center of these blasts of guey poison are poison smoke bombs that the user threw at the same time, both aspects of the technique containing the same poison, albeit in different forms (liquid and mist). Upon impact, the liquid poison will enter the targets pores, being absorbed through the skin, causing high levels of physical pain (albeit no damage) while the poison bombs will detonate the mist, which, if inhaled, will cause motor paralyzation (1 turn).

For this, you'll throw poison-smoke bombs as you spit out a viscous, poison liquid. Both are forms of the same poison that cause paralysis.
 

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The first one only produces the effects in the description, it can't be combined/substituted with a custom poison. If a jutsu can be used with a custom poison, it should say in the description... in more or less words.




We should just finish the b-ranks now.

(Dokuton: Kurote no Jutsu) - Poison Release: Black Hand Skill
Rank: B-Rank
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: A technique where the user can transmit a special poison through an open wound. This jutsu is normally used close range, where the user shoves their hand forward and shove it into an opponents open wound. The opponents hands will turn black and become stiff and unable to perform Jutsu while the technique is active (lasts 2 turns if its not deactivated). The users chakra will infect the enemy with a poison which will instantly paralyze him. The effects can only be reversed by a medical ninja by removing the poison and administering the antidote. However, the technique is useless unless the user can target an open wound.

A jutsu that requires clone contact, so close that you actually need to insert a part of your hand into an open wound for this to take effect. The poison instantly paralyses as your chakra is directly pumped into the targets cardiovascular system. Your target will remain paralysed until a medical ninja removes the poison and treats them.

(Dokuton: Shinkei Douin no Jutsu) - Poison Release: Nerve Agent Technique
Rank: B-Rank
Type: Supplementary
Range: Short-mid
Chakra Cost: 20
Damage Points: N/A
Description: The user performs the needed handseal (Clap hands), while inhaling, and releases out a yellow fog from mouth. The special poison is a nerve agent designed to affect the motor nerves and muscles which is achieved by altering the users own saliva and respiratory secretions and giving it the needed qualities. As the poison touches the pores of an opponent that particular area of the body will begin to experience random and severe muscle spasms. The spams progress and make it rather hard to perform handseals, using projectiles, taijutsu, etc. The symptons increase for 3 turns, at the end of which the target will be almost in a seizure-like state. After that, the effect wears off instantly and the target regains control over their musculatory system.

Using your chakra to alter your saliva and chakra into the needed poison, you'll release it in a similar way to any mist/gaseous jutsu. I think the description covers what I need to say, though do ask any questions about it.

(Dokuton: Mahi Doku Bakuha no Jutsu)- Poison Release: Paralysis Poison Blast Technique
Rank: B-Rank
Type: Offensive
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: A technique that is based off somewhat on the Phoenix Flower Jutsu. The user exhales five blasts of poison after inhaling and doing the Hare handseal. In the center of these blasts of guey poison are poison smoke bombs that the user threw at the same time, both aspects of the technique containing the same poison, albeit in different forms (liquid and mist). Upon impact, the liquid poison will enter the targets pores, being absorbed through the skin, causing high levels of physical pain (albeit no damage) while the poison bombs will detonate the mist, which, if inhaled, will cause motor paralyzation (1 turn).

For this, you'll throw poison-smoke bombs as you spit out a viscous, poison liquid. Both are forms of the same poison that cause paralysis.
For the first jutsu does it just paralaze the opponents hands or his whole body?
 

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Kinda bad wording on that part but it'll only effect the opponent's hands.




(Doku Sōzō) Poison Creation
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A (60 possible physical damage on impact, rest depends on the poison)
Description:
The user is able to take an existing sample of a given poison and manipulate it with his chakra, increasing is quantity and replicating it. Basically, much like one does with water release an a water source, the user is able to use a small sample of poison to, from it, create waves, projectiles, etc if the poison is liquid or a dust, clouds, gusts, mists, etc if the poison is a gas. This technique, however, cannot create poison out of nothing, only manipulate existing poison from a sample or source.
Note: the original sample or source needs to be within short range of the user.

Assuming you have a sample of poison on you, such as the Medical Poison or Puppeteers Poison, you can use this to manipulate it to increase the quantity in order to use like a water jutsu (for example). If your poison sample is a gas, you can use it like any gas-based jutsu to create gusts or walls of poison; or if it is liquid you can use it to form waves or blasts of liquid poison. If the poison doesn't have a gaseous state, you can't the liquid into a gas and expect the poison to work. Same as if it's a gas you can't turn it into a liquid and expect it to work; mainly for practical purposes as most poisons state their effects via state but I guess you could do some molecular reasoning on it too.

(Dokuton: Soeki no Jutsu) - Poison Release: The Plague Technique
Rank: A-Rank
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: N/A (20*X per turn for 3 turns, X being the number of the turn in question)
Description: A technique which is a very deadly dokuton skill which can render even the strongest shinobi helpless with an extreme pain. By infusing highly concentrated poison chakra into one part of the persons body through direct contact, the poison begins to spread causing purple dots to appear all over the body. As they spread over the body, they constantly cause more and more pain as time goes on (lasts 3 turns). The effect is achieved by using the users chakra to create poison inside the enemy's cells through direct contact and using only the normal toxins and byproducts of the enemy's metabolism as source. The chakra will potentiate these toxins and multiply them, creating a cascading effect of increasing toxicity which can culminate in the enemy's death if he doesn't stop the spreading of the technique or receives treatment.
Note: Usable once every 4 turns

So, the jutsu covers the turn-by-turn effects pretty well. Just note this jutsu requires physical contact in order to work. You'll be using your chakra to target the natural toxins in your opponent to create a deadly poison that rapidly spreads through their body. Once you make the initial contact, your chakra will continue to create the poison in your targets body.
 

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Kinda bad wording on that part but it'll only effect the opponent's hands.




(Doku Sōzō) Poison Creation
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A (60 possible physical damage on impact, rest depends on the poison)
Description:
The user is able to take an existing sample of a given poison and manipulate it with his chakra, increasing is quantity and replicating it. Basically, much like one does with water release an a water source, the user is able to use a small sample of poison to, from it, create waves, projectiles, etc if the poison is liquid or a dust, clouds, gusts, mists, etc if the poison is a gas. This technique, however, cannot create poison out of nothing, only manipulate existing poison from a sample or source.
Note: the original sample or source needs to be within short range of the user.

Assuming you have a sample of poison on you, such as the Medical Poison or Puppeteers Poison, you can use this to manipulate it to increase the quantity in order to use like a water jutsu (for example). If your poison sample is a gas, you can use it like any gas-based jutsu to create gusts or walls of poison; or if it is liquid you can use it to form waves or blasts of liquid poison. If the poison doesn't have a gaseous state, you can't the liquid into a gas and expect the poison to work. Same as if it's a gas you can't turn it into a liquid and expect it to work; mainly for practical purposes as most poisons state their effects via state but I guess you could do some molecular reasoning on it too.

(Dokuton: Soeki no Jutsu) - Poison Release: The Plague Technique
Rank: A-Rank
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: N/A (20*X per turn for 3 turns, X being the number of the turn in question)
Description: A technique which is a very deadly dokuton skill which can render even the strongest shinobi helpless with an extreme pain. By infusing highly concentrated poison chakra into one part of the persons body through direct contact, the poison begins to spread causing purple dots to appear all over the body. As they spread over the body, they constantly cause more and more pain as time goes on (lasts 3 turns). The effect is achieved by using the users chakra to create poison inside the enemy's cells through direct contact and using only the normal toxins and byproducts of the enemy's metabolism as source. The chakra will potentiate these toxins and multiply them, creating a cascading effect of increasing toxicity which can culminate in the enemy's death if he doesn't stop the spreading of the technique or receives treatment.
Note: Usable once every 4 turns

So, the jutsu covers the turn-by-turn effects pretty well. Just note this jutsu requires physical contact in order to work. You'll be using your chakra to target the natural toxins in your opponent to create a deadly poison that rapidly spreads through their body. Once you make the initial contact, your chakra will continue to create the poison in your targets body.
I like the first one since I have both forms of poison and the second one seems like it basically kills the opponent unless a medical nin is around.
 

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Yeah, death unless healed... except in the health system, then you're just in a coma until your health regens past a certain point O__O'

(Ninpou: Dokugiri) - Ninja Art: Poison Mist
Rank: S-rank
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: N/A (40*X damage per turn, X being the number of turns after exposure)
Description: Chakra is kneaded within the body and then changed into special chemical substances which is then ejected through the mouth in the form of a massive poison cloud. When this substance comes in contact with the air outside the body, it instantly changes and is transformed into a mist of deadly poison. The poison's ability to kill is tremendous, as even just breathing in a small amount will mean the end of the target's life. As this technique combines ninjutsu, chemistry, and medical knowledge, using it requires fine chakra control and advanced ability in medical ninjutsu.
Note: Can only be used by those with Medical Training in Poison techniques.

This is just a poison mist that only has the health drain effects stated in the damage section. This is not something you can combine with a custom poison... however the following is!

(Dokuton: Doku Hebi Rendan no Jutsu) - Poison Release: Poison Hydra Barrage Technique
Rank: S-Rank
Type: Offensive
Range: Short-Long
Chakra Cost: 70 (-20 per turn)
Damage Points:N/A
Description: Using the users blood as a template, this technique creates a gargatuan, 10 meter tall Hydra, completely made of thick poison. The user will draw blood in one of his palms and do 3 handseals (Hare, Ox, Tiger) clapping his hands and opening them. As he does, a thick guey orb of poison falls to the ground. As it touches the ground it expands rapidly and seemingly out of control into a gigantic 3 headed Hydra. This enormous familiar will be entirely made of either a generic poison (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 vaporized and inhaled) or a unique poison of the user (requires the user to have a liquid custom poison approved) and will be able to act and move through the users command. The enormous familiar can regrow body parts (if the user pays 20 chakra points) if attacked by techniques bellow S-Rank, each attack creating a new head. It not only can attack a target physically by making contact with it (it can move, stretch, deform, etc in various ways to attack the enemy in a freeform manner) but can also shoot from each of its heads a C-Rank bullet of the poison its made off (using this ability counts as a single move). The drawback of such a technique is sustaining it which drains the users chakra but also his focus and stamina.
Note: Can only be used once every 5 turns, lasting 4 turns each time

I really like this technique, lets you have a semi-sentient poison beast on the field with you. This is formed by poison and your blood (poison can be the one in the description or your own liquid, custom poison). You can spend chakra to heal this poison beast, that has three heads to take damage at the cost of one head, causing a new one to grow. You can free-form attack targets too, which has the benefit of the poison still being able to do damage, as well as the free-form action.
The Hydra is controlled through mental commands but you are able to use other jutsu while controlling it, so long as you passively pay the chakra. Healing the hydra costs additional chakra and counts as a move but the most effective and probably the best part of this jutsu, if the ability (counts as a move) for each of the heads to release a C-rank poison bullet. As long as they are done in the same time-frame, you can shoot three bullets at the same time and that'll count as one move. If you have had to heal the hydra and thus have more heads, you have and extra poison bullet to shoot... The possibilities of this are up to you of course xD
 

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Yeah, death unless healed... except in the health system, then you're just in a coma until your health regens past a certain point O__O'

(Ninpou: Dokugiri) - Ninja Art: Poison Mist
Rank: S-rank
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: N/A (40*X damage per turn, X being the number of turns after exposure)
Description: Chakra is kneaded within the body and then changed into special chemical substances which is then ejected through the mouth in the form of a massive poison cloud. When this substance comes in contact with the air outside the body, it instantly changes and is transformed into a mist of deadly poison. The poison's ability to kill is tremendous, as even just breathing in a small amount will mean the end of the target's life. As this technique combines ninjutsu, chemistry, and medical knowledge, using it requires fine chakra control and advanced ability in medical ninjutsu.
Note: Can only be used by those with Medical Training in Poison techniques.

This is just a poison mist that only has the health drain effects stated in the damage section. This is not something you can combine with a custom poison... however the following is!

(Dokuton: Doku Hebi Rendan no Jutsu) - Poison Release: Poison Hydra Barrage Technique
Rank: S-Rank
Type: Offensive
Range: Short-Long
Chakra Cost: 70 (-20 per turn)
Damage Points:N/A
Description: Using the users blood as a template, this technique creates a gargatuan, 10 meter tall Hydra, completely made of thick poison. The user will draw blood in one of his palms and do 3 handseals (Hare, Ox, Tiger) clapping his hands and opening them. As he does, a thick guey orb of poison falls to the ground. As it touches the ground it expands rapidly and seemingly out of control into a gigantic 3 headed Hydra. This enormous familiar will be entirely made of either a generic poison (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 vaporized and inhaled) or a unique poison of the user (requires the user to have a liquid custom poison approved) and will be able to act and move through the users command. The enormous familiar can regrow body parts (if the user pays 20 chakra points) if attacked by techniques bellow S-Rank, each attack creating a new head. It not only can attack a target physically by making contact with it (it can move, stretch, deform, etc in various ways to attack the enemy in a freeform manner) but can also shoot from each of its heads a C-Rank bullet of the poison its made off (using this ability counts as a single move). The drawback of such a technique is sustaining it which drains the users chakra but also his focus and stamina.
Note: Can only be used once every 5 turns, lasting 4 turns each time

I really like this technique, lets you have a semi-sentient poison beast on the field with you. This is formed by poison and your blood (poison can be the one in the description or your own liquid, custom poison). You can spend chakra to heal this poison beast, that has three heads to take damage at the cost of one head, causing a new one to grow. You can free-form attack targets too, which has the benefit of the poison still being able to do damage, as well as the free-form action.
The Hydra is controlled through mental commands but you are able to use other jutsu while controlling it, so long as you passively pay the chakra. Healing the hydra costs additional chakra and counts as a move but the most effective and probably the best part of this jutsu, if the ability (counts as a move) for each of the heads to release a C-rank poison bullet. As long as they are done in the same time-frame, you can shoot three bullets at the same time and that'll count as one move. If you have had to heal the hydra and thus have more heads, you have and extra poison bullet to shoot... The possibilities of this are up to you of course xD
The 1st is basically hidden mist jutsu but instead of water it's made out of poison but does it hinder your opponent's vision?
The 2nd is just awesome minus the chakra consumption
 

Shinta

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I'd say it would hinder vision but not to the extent of the Hidding in Mist Jutsu-proper. So... say anything past mid-range would be hindered.

Also, what is this concern with chakra consumption? You're a med-nin xD

So... we're done here, thus concludes our Dokuton Training.
 
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