Sparring with Vayne

Pyro NB

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Desmond in Sig(Outdated)
Unofficial
Open field
Starting mid-range from each other(15m)

Desmond stood in the field 1m behind Lyss, Cynn, and Ilya(in that order from my left to right) waiting for his sparring partner.
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Reference:
(Kuchiyose no Jutsu: Cynn) - Summoning Technique: Cynn
Rank: S-Rank
Range: Short
Damage: N/A
Chakra: 40
Description: Cynn is the oldest of Azrael's children and has brown and beige fur with traces of yellow and black. She stands about 7ft tall when standing on two legs and can be ridden when on all fours. Unlike most of her kind, she was born with the inability to speak but granted the ability to communicate telepathically to those she trust. She has also been Keji's personal summon since the day he first discovered the species. Due to this they've trained side for years granting her more tai prowess compared to her peers(+10 to all tai) and has since matched Keji speed(w/o leg weights).

Notes:
~Must have signed Springhare contract and tattoo
~Moves count as users moves
~Can only be summoned once per battle
~Can only stay for 4 turns
~Can only be summoned/taught by Keji

(Kinzoku Kugutsu: Lyss) - Autonomous Puppet: Lyss
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30-40(chakra bullets), 30(Abilities)
Damage: 60-90(chakra bullets), 60(Freeform)
Description: Lyss is designed after the twin Goddesses of beauty, water, and illusion Lyssa from Tyrian lore. Being an auto puppet she is programmed to initiate defensive measures when unknown or hostile chakra signatures come within range but is also programmed to follow their owner's orders to the letter, and has been programmed with learning and speech capabilities to further increase her usefulness in battle while also increasing their realism. She has a fair skin tone, long white hair, and wears purple and gold armor. She is made up of layered chakra metals with rubber between each layer. Along with her normal auto puppet abilities, Lyss is fully capable of performing non-chakra related taijutsu, puppetry techniques, and has a unique function of her own.

Abilities:
Weapons:
Lyss's daggers are laced with a puppeteer poison, upon being cut by the daggers, the victim will be partially paralyzed after three turns. After six turns the victim is completely paralyzed and after seven turns, the victim dies from the poison. Puppeteer poison, due to being minimalistic in its nature, is as advanced as poisons created by medics and as such, both the effects triggered by inhalation and ingesting of it takes the same amount of time.

Lyss:
Lyss's unique function allows the puppet to release a mist of adhesive water from within(A-Ranked). This concoction sticks to anything within a short-range radius of Lyssa but the key component to this is when the water adheres to a victim's eyes. The water forms a type of contact lens over the cornea causing light to drastically reflect around it which in turn causes the victims to view things as if looking through a kaleidoscope. The water naturally conductive to electricity, however, loses its adhesive nature after three turns returning the affecteds vision back to normal.

Notes:
~Chakra bullets are still subject to the same rules as the normal auto puppets
~Unique function last 3 turns with a 5 turn cooldown between uses
~The rubber insolation can protect against non-focused electricity A-Rank and below 3x per fight
~Takes up one of the user's auto puppet slots
~Can only be taught by Pyro NB

(Kinzoku Kugutsu: Irīya) - Autonomous Puppet: Ilya
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30-40(chakra bullets), 30(Abilities)
Damage: 60-90(chakra bullets), 60(Freeform)
Description: Ilya is designed after the twin Goddesses of beauty, water, and illusion Lyssa from Tyrian lore. Being an auto puppet she is programmed to initiate defensive measures when unknown or hostile chakra signatures come within range but is also programmed to follow their owner's orders to the letter, and has been programmed with learning and speech capabilities to further increase her usefulness in battle while also increasing their realism. She has a fair skin tone, long white hair, and wears purple and gold armor. She is made up of layered chakra metals with rubber between each layer. Along with her normal auto puppet abilities, Ilya is fully capable of performing non-chakra related taijutsu, puppetry techniques, and has a unique function of her own.

Abilities:
Weapons:
Ilya's whip has special seals placed on it which activate when they come into contact with a target. These seals drain 5 chakra every time the weapon hits or 5 every turn a target is bond storing this chakra within her body which can later be used to fuel the puppets attacks. The trick to this, however, is that the weapons must also be held by Ilya in order for the seals to activate further preventing friendly fire in case the puppet is disarmed.

Ilya:
Ilya's unique function allows her to release a puppeteer poison in gas form, Inhalation the victim will be partially paralyzed after three turns. After six turns the victim is completely paralyzed and after seven turns, the victim dies from the poison. Puppeteer poison, due to being minimalistic in its nature, is as advanced as poisons created by medics and as such, both the effects triggered by inhalation and ingesting of it takes the same amount of time.

Notes:
~Chakra bullets are still subject to the same rules as the normal auto puppets
~Unique functions last 3 turns with a 5 turn cooldown between uses
~The rubber insolation can protect against non-focused electricity A-Rank and below 3x per fight
~Takes up one of the user's auto puppet slots
~Can only be taught by Pyro NB

(Gurentsu~e) - Grenth
Type: Weapon/Armor
Rank: S
Range: Short(gas/blades)-Mid(Skulls)
Chakra: 40(repair), X(-arm technique used), -5 per turn(Shijima Device)
Damage: +10(blade damage), X(poison dmg), X(arm technique dmg)
Description: Grenth is an armor based on the Tyrian God of Death; it was created by Desmond upon joining the Reapers. It is comprised of an animal skull, dense chakra metal pauldrons/chest plate/vambraces/tasset/greaves/sabatons, cloth lined with a chakra thread mesh, and leather straps. Altogether the armor is able to take up to one S-Rank of non-elemental dmg and up to one A-Rank of elemental dmg within reason. Unless the armor is completely destroyed the user can spend 40 chakra to infuse into the metal causing it to reform.

The skull mask is repurposed to function as a rebreather allowing the user to breathe underwater without making bubbles and a redesigned Shijima device built in as headphones. By flipping a switch the headphones activate draining 5 chakra from the user per turn allowing all chakra enhanced sounds A-Rank and below to be met with white noise preventing the sound from reaching the user's ears. On the right pauldron are five detachable skulls that can be filled with poison gas and tossed like a grenade at opponents; alternatively the user can push a button at the top of the skull sprouting a skeletal body no bigger than a 2yr old allowing the skull to chase down/latch onto enemies before releasing their poison. The vambraces are designed with puppetry in mind and were built to accommodate the use of any arm based puppetry techniques the user may know as well as release poisonous gas. The tasset has three heads and a man being dragged to hell on either side of them molded into it. These are filled with poisonous gas that can be released at the will of the user. Attached to the tasset is a long decorative cloth that has darken blades woven into the seams; due to their coloration, they aren’t noticeable by any means. The greaves have 8in hidden blades in the upper area and are filled with gas that can be released at any time. The sabatons have 8in hidden blades in the frontward soles.

Notes:
~Repairing counts as a move slot and can only be done twice.
~Utilizing puppetry techniques count as a move slot
~Utilizing gas while freeform takes a move slot
~Skulls can each contain different poisons which must be mentioned in bio
~Requires puppetry and some form of med training to utilize those fields
~Can only be taught by Pyro NB
 

Pyro NB

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As his opponent walked on to the field, he greeted him, Desmond new of this man but he didn't know much about him only that he was one of the original GS members. Desmond would activate his byakugan allowing him complete visual grasp of the battlefield and allow him to monitor Cynn's chakra network while he monitored his own with the diagnostic skill. The twins would take off dashing towards the man attempting to flank from their respective sides with Ilya firing off several chakra bullets, whilst Cynn channeled chakra underneath the man before her causing several spikes to erupt from the ground. In unison with these actions, Desmond released several fireballs towards the sky which would interact with the atmosphere creating thick dark lightning clouds.
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Chakra:
Desmond: 2100-15-20=2065
Ilya: 150-20=130
Lyss: 150
Jutsu:
(Dōjutsu: Byakugan) Eye Technique: The All Seeing White Eye (Passive)
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15 (+5 per turn to keep active)
Damage: N/A
Description: The kekkei genkai intrinsic to both the Hyūga and Ōtsutsuki clans—descendants of Kaguya Ōtsutsuki. Those who possess this dōjutsu have it manifested as eyes with featureless white irides and no visible pupils. And when activated, the pupils become more distinct and the veins near their temples bulge. To activate the dōjutsu, Hyuga but not Ōtsutsuki clan members are initially obliged to use a rather long and specific sequence of hand seals: Horse → Tiger → Boar → Hare → Rat → Dog → Horse → Dog → Hare → Rat → Boar → Snake. But once activated, the dōjutsu user is endowed with a range of skills.

To start, an activated Byakugan gives the user a near 360º diameter field of vision bar one blind spot at the back of the neck, above the first thoracic vertebra. Its vision can penetrate through any solid objects or obstructions and likewise remains unaffected by blinding interferences. But that being said, certain barriers and the like may distort its perception. In addition, it is able to follow high-speed movements, which enables those with this dōjutsu to analyze their foes' actions and better react to them. The Byakugan is also able to see chakra to a higher degree than the Sharingan and ergo, identify where a person's chakra signature originates from. Beyond that, it can discern certain types of clones from the real person. And its ability to see chakra is in fact so acute that those who possess this dōjutsu are even able to see the chakra pathway system and the 361 tenketsu that comprise it. The Hyūga clan has gone so far as to develop their unique Gentle Fist style in order to capitalize on this particular ability.

Note: Hyuga clan bios of at least Sannin rank become able to passively activate their dōjutsu upon one month has passed since Gentle Fist training concluded. Ōtsutsuki bios never need to expend a move in order to activate it.
Note: While traversing the NW, bios with activated Byakugan are able to see up to two 2 adjacent landmarks away while those of sage rank can see as far as three away, but this doesn't extend beyond an ocean landmark.

( Kinzoku Kugutsu ) - Autonomous Puppets
Type: Tool
Rank: A
Range: Short-Long
Chakra: 3020 (40)
Damage: 60 (90)
Description: An advanced type of puppet that makes use of scientific ninja tools to attain a limited degree of autonomy that ergo, enables them independently of a puppeteer. To initiate this method, each puppet must first be programmed with a set of specific functions that then makes use of a detection system to prompt them into action. More specifically, the puppets will be able to act whenever foreign chakra enters mid-range of them while deployed in a battle or in the same landmark as them (WSE). Once prompted to act, these puppets are capable of firing several chakra bullets in rapid succession to inflict major damage (A-rank with twice the speed of Jounin-ranked bios). In addition, they are also able to fire chakra bullets nonstop once every three turns, which results in a much higher collective damage output (Forbidden-ranked). But afterwards, the puppets are rendered unable to fire any bullets while they undergo a two-turn cooldown.
Note: Puppets are created with up to 150 chakra, able to be used for firing chakra bullets. These bullets are neutral to elemental Jutsu.
Note: Puppeteers are able to have use two autonomous puppets while cyborgs can used up to four.
Note: Can be carried in scrolls if desired.
Note: Must have puppetry as an Advanced Ninjutsu or be a Cyborg.

(Doton: Kujo Joushou Iwa Chuuseki) - Earth Release: Destructive Rising Rock Pillars
Type: Offensive
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: This jutsu causes gigantic pillars of rock to forcefully emerge from the ground. This is an even greater scaled Earth Release: Rising Spikes and is large enough to impale a summoning technique.

(Katon: Gōryūka no Jutsu) - Fire Release: Great Dragon Fire Technique
Type: Offense/Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user fires several large dragon-shaped fireballs at their opponent after performing one hand seal. It is able to alter localized weather conditions to the point of making thunder clouds when shot into the air, enabling the user to perform Kirin.
 

Vayne

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In response to the ground beginning to shake and the pawns movements, I would passively activate the fourth gate and begin a mad dash, moving on the air itself, aiming to position myself above the released fireballs, away from the pawns before they even notice me. The dash would be accompanied with the preparation of a kenjutsu attack that would culminate in the release of 3 arcs of fire at the apex of my dash. The fire would clash with those of Desmond and continue on towards him.

My attack would not end there, as I would continue my Sky Walk to move towards Desmond's left, aiming to deliver a thrust at Desmond's left shoulder, intending to pierce through it, preventing it's future use. The attack would have a fail safe protection that could very well be useless.

(Hachimon ) The Eight Inner Gates
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the desired gate. EIG Masters can do so easily and in a passive way (not spending a move). When one opens up to a given EIG, that opening lasts 4 turns. Opening additional gates upon the last turn of the active opening adds 2 turns. However, there is an exception. Opening the last and 8th gate can only be done for 2 turns, even if the user opens it immediately.
  • (Kaimon) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
  • (Kyūmon) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
  • (Seimon) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
  • (Shōmon) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
  • (Tomon) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
  • (Keimon) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
  • (Kyōmon) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger without great strain on the user's chakra. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
  • (Shimon) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted approximately a hundred times their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his speed.
Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match. EIG Masters can open EIGs three per battle if the first two uses are only up to 5th gate
Note: Starting with the fourth gate, EIG users begin to feel the side effects of each gate as they time out. EIG Masters don't suffer damage from opening up to 6th Gate, being left unable to move correctly for 2 turns and unable to mold chakra above S rank in the next turn. EIG Masters will feel the side effects for opening 7th Gate and up.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: Opening the 8th Gate kills the user at the end of the 2 turns it remains opened.


( Sukaiu~ōku ) - Sky Walk
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: A skill usable by all EIG users and masters, once one has opened at least six of the EIG, he will gain the ability to walk on air to dodge, attack or defend from techniques. The ability pertains to movement in the air, meaning walking, jumping, dashing off the air itself etc and its speed depends on the Gate currently opened.
Note: Must have at least one gate opened.


(Kumo-Ryū Kaengiri) - Cloud Style: Flame Slash
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60 +10 +20
Description: The user imbues their blade with fire, before slashing in the direction of the desired enemy, resulting in the creation of large arcs of intense flame that follow the trajectory of the previous swing.before slashing in the direction of the desired enemy, resulting in the creation of large arcs of intense flame that follow the trajectory of the previous swing. A skilled user of this technique, is capable of surrounding their immediate area with a circular wall of these flames, incinerating multiple targets even if they approach from numerous angles simultaneously.


( Kenjutsu: Hirashin ) - Sword Technique: Lightning Rod
Rank: A
Type: Supplementary
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: The user by use of a sword can use it as a rod to attract lightning currents that are channeled into the user from opponents attacks and by pointing the tip of the blade into the ground the user is then able to dispel the lightning charge nullifing the effects of paralysis. However this only works on free flowing lightning based techniques such as the Chidori current and not on focused lightning based techniques
 

Pyro NB

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As his allies made their move and Desmond watched as the man in front of him turned red, veins bulged, eyes turn white, and chakra poured out of his body, Desmond also notices that gates 1-4 in his chakra network immediately opened. The man then made his way up and arc'd his way above Desmond which due to his byakugan was able to see everything. As the man release his katon jutsu Desmond would speak aloud Lyss full force above me... Turning around Lyss would aim both arms upwards releasing several chakra bullets towards the enemies flames neutralizing them as Ilya made her way back to her original position. With that taken care of the man would position himself to Desmond's left and thrust his sword towards his shoulder. As the blade grew close Desmond would mentally tell Cynn were to create a doton spike whilst he simultaneously activated a seal on his left shoulder summoning a python type puppet from it. This puppet would wrap around the man's sword halting it in place whilst biting down on his wrist injecting two different poison's into him(one on each fang); whilst Cynn created a pike from the ground that would arise through his lead thigh and continue towards his skull.
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Chakra:
Desmond: 2065-5-20=2040
Ilya: 130
Lyss: 150-30=120
Jutsu:
( Kinzoku Kugutsu ) - Autonomous Puppets
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30 (4030)
Damage: 60 (90)
Description: An advanced type of puppet that makes use of scientific ninja tools to attain a limited degree of autonomy that ergo, enables them independently of a puppeteer. To initiate this method, each puppet must first be programmed with a set of specific functions that then makes use of a detection system to prompt them into action. More specifically, the puppets will be able to act whenever foreign chakra enters mid-range of them while deployed in a battle or in the same landmark as them (WSE). Once prompted to act, these puppets are capable of firing several chakra bullets in rapid succession to inflict major damage (A-rank with twice the speed of Jounin-ranked bios). In addition, they are also able to fire chakra bullets nonstop once every three turns, which results in a much higher collective damage output (Forbidden-ranked). But afterward, the puppets are rendered unable to fire any bullets while they undergo a two-turn cooldown.
Note: Puppets are created with up to 150 chakra, able to be used for firing chakra bullets. These bullets are neutral to elemental Jutsu.
Note: Puppeteers are able to use two autonomous puppets while cyborgs can use up to four.
Note: Can be carried in scrolls if desired.
Note: Must have puppetry as an Advanced Ninjutsu or be a Cyborg.

(Doton no Jutsu) - Earth Release Technique
Type: Supplementary/Offensive/Defensive
Rank: D
Range: Short-Mid
Chakra: 10
Damage: 20
Description: Creates small pillars of earth, small tools, and small shields of earth

(Ikari no kamigami) Primordial Creations
Type: Offensive/Defensive/Supplementary
Rank: D-S(B)
Range: Short-Long
Chakra: 10-40(20)
Damage: 20-80(40)
Description: Primordial Creations is one of the more basic techniques out of the Reincarnation Fist fighting style. This technique will essentially allow the user to utilize seals located on their body with an influx of chakra depending on what is needed. With this jutsu, the user will essentially be able to summon forth basic puppet creations in order to serve basic tasks. For example, the user is capable of activating a seal in order to release a specific puppet. For instance, the user can release from a seal a humanoid, serpentine, or any other creations that puppets can be modeled after. The thing, however, about this technique is that the user can only summon forth creations that have a maximum height and width of ten meters. Additionally, the user is able to summon multiple puppets with this technique like the Reincarnation Fist fighting style. This does not mean that the user can use this technique multiple times in the same time frame. It does, however, mean that the user can summon forth more than one creation from a specific seal. For instance, if the user wanted to summon forth humanoid puppet then they could summon forth up to a maximum of four humanoid puppets. These puppets also will have their strength and effectiveness distributed among each puppet depending on the rank of the technique. Another thing to note about this technique is that the user can use this technique to program their puppets with specific functions. The possibilities of these programs are up to the user’s discretion and creativity. It, however, is important to note that these function cannot be anything overly complicated. A couple of examples of a program could be the user summoning a serpentine puppet to constrict or bite a target, or summoning a humanoid puppet to punch a target, or a puppet that can serve defensive or supplementary purposes such as blocking an attack or covering the user. In situations where the user summons a dragon or a flying based puppet, the user is able to utilize their chakra to levitate the puppet and allow it to emulate flight. Also, the user can choose to program a puppet to release a basic puppetry technique such as senbon or poison gas. One last property of this technique is that the user can choose to utilize the Fuinjutsu seals that are incorporated into this technique in order to layer one of their techniques in a specific elemental chakra nature. This aspect of Primordial Creations cannot be used in any order way or form such as to release elemental beams. It will only serve to give a puppet an elemental side if the user wishes it to have one. Overall, this jutsu is the pinnacle of all Reincarnation Fist techniques.

Note: A-rank can only be used four times and S-rank twice with a turn cool down.
Note: Puppets from this technique last up to one turn like all Reincarnation Fist techniques.
Reference:
Med Toxin
Type: Neurological
Description and Effects: Med nin with poison specialty are able to produce an 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 fainting 6 turns after exposure due to lack of oxygen.

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 hand seals 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: Knockout: Muscles shut down, the body shutting down as well causing the target to pass out. Effects take place after 6 turns.

Puppeteer's Poison
Type: Necrosis
Description and Effects: Puppet-users, such as Kankurō, can place poison inside their puppets so that they inject via hidden bladed weapons or through devices designed to release this gas. This poison is created to paralyze and ultimately kill opponents. Upon inhaling any poison mist or being cut by a puppeteer's weapons or puppets, the victim will be partially paralyzed after three turns. After six turns the victim is completely paralyzed and after seven turns, the victim dies from the poison. Puppeteer poison, due to being minimalistic in its nature, is as advanced as poisons created by medics and as such, both the effects triggered by inhalation and ingesting of it takes the same amount of time.

Symptoms are:
1: Difficulty breathing, loss of balance. Effects take place after 1 turn.
2: Dizziness and mental disability. Your mind becomes hazed as do your senses. Vulnerability to Genjutsu ( requires +10 more chakra to expel them ), inability to perform 4 or more hand seals or complex techniques. Diminished reactions and speed by half. Effects take place after 3 turns.
3: Loss of conscience: The target becomes near comatose, in a state of delirium and unable to Forbidden ranked attacks. Effects take place after 5 turns.
4: Fainting: After succumbing to the effects, the target faints and becomes unable to continue. Effects take place after 7 turns.
 
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