[Nin] Poison

Xicer

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Lmao it's all good bro, reply as you can

Let's see. Poisons is a broad topic in general. It pertains to anything that can be "ingested" (intravenous applications would be a venom btw lol) but still remains toxic to the body in a devistating way. It can be swallowed, breathed, or absorbed in any state of matter (solid, liquid, gas, or plasma) most of the time. Some have trace chemicals that can be used to identify the Poison and the antidote most times, which is why seeing a medical professional after poisoning is ideal. Only they know what can counteract what's going on inside a victim carefully afterall.

But as far as the RP goes, I should keep a couple thing in mind. The state of matter and how the Poison reacts in each state. In gas form, it acts as a wind element, being strong to lightning, but a strong enough gust would blow the Poison away making it weak to wind. A liquid Poison, however, would be strong to fire, making it a gas to further Poison the enemy, but weak to Earth due to the limitations of water based techniques
 
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Shinta

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Did you mean strong against lightning in gas form? xD

Here's the exact wording for the weaknesses and strengths, so there is no confusion and I'm actually doing my job.

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.

In terms of Toxin, Poison and Venom, we covered it in the NB medschool. Though Toxin is the more broad term, being that anything can be a toxin, just depends on the amount and exposure time. Venoms are injected purposefully by certain animals (ie. Snakes use poison to catch and eat prey) while poisons are not actively used to attacks (ie Cane toad being poisonous if eaten). Though none of that is really prevalent to this training and is mainly just splitting hairs at this point.

All good on the elemental interactions?
 

Xicer

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Yessir, and sorry about the confusion with that. I must have been tired, because I meant lightning lmao. I'm all good on that though, I promise lol
 

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I guess we'll start then xD




So being a Medical Ninja, you have access to the following Med Toxin (Found in the medical ninjutsu list)

Med Toxin
Type: Neurological
Description and Effects: Med nin with poison speciality are able to produce a incredibly potent poison, which is capable of making the entirety of a victim's body numb just moments after inhalation and may eventually prove fatal. This toxin causes partial paralysis after exposure, reducing the victim's movement and reaction speeds by 25%. After 4 turns untreated, this will result in near total paralysis as the victim loses almost complete motor control. Will cause death 6 turns after exposure due to suffocation.

Symptoms are:
1: Difficulty breathing, loss of balance. Effects take place after 1 turn.
2: Dizziness and mental disability; their mind becomes hazed as do the senses. Inability to perform 4 or more handseals or complex techniques. Diminished reactions and speed reduced by 25%. Effects take place after 2 turns.
3: Near complete paralysis: The target becomes almost fully paralyzed, moving at 75% their speed and their reactions reduced at the same level. Effects take place after 4 turns.
4: Death: Muscles as well as organs shut down, the nerve response from the body fully gone as they suffocate, unable to breath. Effects take place after 6 turns.

Note that this is a gaseous poison and can be used as the default poison for certain Dokuton jutsu. Being a gaseous poison, of course means you can't dip/coat your weapons in it.

Any questions? There is an A-rank jutsu that you can use this with to great effect... we'll get to that.
 

Xicer

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No questions here, I've studied this one enough that I believe I have it down lol. I will ask, though, on the 3rd symptom (near paralysis), shouldn't that say that the target would have their speed reduced by 75%?

As it's currently worded, symptom 2 reduces speed by 25% while symptom 3 allows the target to use 75% of their speed, meaning there is no change.
 

Shinta

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Yeah, as it is written, there is no change in speed from symptom 2 to symptom 3.




We'll start with your first Poison Jutsu!

(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)
 

Xicer

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This technique has no handseals, thus is faster than most techniques, but still requires the concentration of chakra making it slower than taijutsu. Because it itself can neither attack or defend, I should use this with a clone for simultaneous self defense, but I should keep it in my arsenal due to the effect that this would have against an opponent of a Swift user, which Trunks is. The lowering of speed, being the main component of this technique, could be devistating to the right opponent, due to the lack of ability to react.

I do have one question though. Say I was fighting a S-Jounin and successfully landed this technique. I would argue that the poison would leave them at a speed level of 0, or in terms of battle, completely incapacitated. A common effect of poisons against people not strong enough to stand them, as I understand it.
 

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While you make a valid point, this tech does not inherently cause total paralysis as it only intends to slow a person down. Think of it as a balancing tool; not totally logical in why it works that way, but it is how it is in terms of this RP.




Now for the B-ranks... there are more than one of these xD

So these next two, cannot be substituted with a custom poison. If a canon tech is able to utilise a custom poison, in lieu of the jutsu's poison description, it will state it in said description.

(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?
 

Xicer

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Ah, makes sense. Thanks for the clarification




This first technique is.. well I mean, kinda useless. It's very very situational to be able to use safely is what I mean. Not many checkers will consider running at you an offensive motion, so using this first to counter a taijutsu closing is out. Most people won't run at you unless they are also molding offensive ninjutsu, which this offers no defence from, so it's out for that too. Having a clone to do it while you defend, or vice versa? That could work, but that's a lot of chakra to slightly hinder your opponent for two turns.

We've discussed the second on discord, but for the song and dance of training, I'll make some comments lol. This technique is cool, it fuels it's own poison which significantly drains an opponents chakrs. With the new rules this could be especially effective, late in events anyway. The best part of this justice is it can be absorbed through the skin or breathed, so as long as it touches your opponent, the effect will still work.

But one question, you said when introducing B-Ranks at the top of your post that these next two cannot use your custom poison, but then said that the second one could at the very end lol. Can the second use a custom poison or no? Lol
 
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Shinta

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Ah, makes sense. Thanks for the clarification




This first technique is.. well I mean, kinda useless. It's very very situational to be able to use safely is what I mean. Not many checkers will consider running at you an offensive motion, so using this first to counter a taijutsu closing is out. Most people won't run at you unless they are also molding offensive ninjutsu, which this offers no defence from, so it's out for that too. Having a clone to do it while you defend, or vice versa? That could work, but that's a lot of chakra to slightly hinder your opponent for two turns.

We've discussed the second on discord, but for the song and dance of training, I'll make some comments lol. This technique is cool, it fuels it's own poison which significantly drains an opponents chakrs. With the new rules this could be especially effective, late in events anyway. The best part of this justice is it can be absorbed through the skin or breathed, so as long as it touches your opponent, the effect will still work.

But one question, you said when introducing B-Ranks at the top of your post that these next two cannot use your custom poison, but then said that the second one could at the very end lol. Can the second use a custom poison or no? Lol
Had to check something but yes, it can use a custom poison (must have a gaseous state) but it would instead replace the chakra drain effects. That's my bad for forgetting that.




(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 new health system may help this technique gain unknown traction. Before, I would argue that any attack that lands an open wound on the target would result in their death 98% of the time, making this essentially useless. But now that we can sustain damage from attacks, that makes this a good late game jutsu. And what I mean by that is when people are running low on chakra and have taken multiple hits, they will both have open wounds and be more willing to engage in taijutsu, where this would excell. However, deciding that fateful blow is what will determine whether this has any real effect or not, still making it a disadvantage overall.

There is nothing really to tell about this technique. It's a variant of the poison mist jutsu from before, except less wide scale and a different poison. Tbh I'd add this to a list of Canon poisons before making it a technique lol.

This jutsu turns poisons into projectile weapons that release in two forms, liquid and gas. Very cool and very handy. It's a targeted range attack, so timing and setting up for it to land would be crucial, although not essential for success due to the gas element. This jutsu sets up the dilemma for your opponent, do I counter based on liquid poisons S/W or gas? With some thought, one could have a follow up combo ready for either scenario. This isn't to mention that this gives your bio access to poison smoke bombs, which could be utilized in basic Ninjutsu of the Ten Ten variety. Very useful, very cool, and I probably see myself using this more than I'd currently like to admit lol
 

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I miss seeing this kind of interest when it comes to learning a new field. I'd be lucky to get "This is cool" from some people these days T__T




(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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I've seen Poison Creation used a lot in battle (thanks Howard), so I can tell you first hand that it is a very capable jutsu. Basically, the jutsu is a blanket all technique for poison, as long as you have a small sample of the poison to start with. Look at the water jutsu list, and all in it can be done via this technique and a liquid poison, same for wind jutsu and gaseous poisons. The only limiting factor here is physically holding a sample, which is only as hard as obtaining it and adding it to your bio. Really cool technique overall

Taking physical contact makes this perfect for Taijutsu usage. Most people can pull off Gen, or most Ninjutsu along Tai, but to punch someone for damage and potential for more added effects later is something you don't see very often. Although, once you post this technique, no one will allow that punch to land. It's effects are great, great enough that a sensible person (w/o medical knowledge) to dodge or counter 100% of the time. Using this knowledge to your advantage could raise the potential for this jutsu to another level, but I'd have to try it out to be sure. Overall it has many more advantages than weaknesses, so I'd say it's a keeper lol
 

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(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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When I think of someone with the ability to wield poison as a weapon, I think of this technique, if that tells you how generic this really is lol. Avoiding it would be very hard, to be fair, due to the nature and size of the cloud. Gases tend to drift upward naturally as it spreads, so going above or any direction around it won't work. Going underground might, but that puts you in a worse position than simply dealing with the poison head on, so overpowering the technique would be your best bet. Based on that knowledge, you could set up your next move to supplement this. Pretty cool technique all and all.

Wow, ok, I guess I've never read this technique in detail because there's a lot to love here. The heads being able to fire the balls at the same time is great, especially when I can also do a move in that time frame. This make rushing your opponent a lot easier. What I like personally about it is the freeform moves. If the goal is to poison my opponent, then freeform is the way to go because people tend to relax more when it comes to that. Contact alone is enough to poison someone, so as soon as they use their body to defend/block rather than dodge or counter, they are doomed. All in all it's pretty great even if it very taxing on chakra, chakra pills work wonders to solve that little problem.
 
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