[Approved] Steven Universe | Connie Maheswaran


Aug 17, 2010
Trait Points
“Things that I said, are suddenly swarming and oh, I'm losing sight-... I'm losing touch. All these little things seem to matter so much that they confuse me, that I might lose-... me.”

Name: Steven Universe | Connie Maheswaran
Nickname: Stevonnie, Howard
Gender: Male | Female
Age: 14
Clan: Sōma no Kō​


Steven is relatively short with a thick, stocky build. He has curly black hair and full black irises. He wears a pink T-shirt with a gold star in the center of it. He also wears cuffed blue jeans and salmon-pink flip-flop sandals. Connie is a young girl with dark skin and waist-length dark brown puffy hair, a prominent nose, thick eyebrows, and is slightly taller than Steven. When fused together they inhabit a slightly taller version of Connie's body that they collectively refer to as Stevonnie.


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Steven: Steven is an optimistic, friendly, outgoing, soft-hearted and carefree boy with a happy-go-lucky attitude that can get him into trouble on a battlefield. He is musically inclined, with a propensity for breaking out into song and occasionally playing on his ukulele. Steven is also very kind-hearted, good-natured, and compassionate, something that can get him hurt at times as he is not always prepared or ready to fight however he deeply loves his friends and family and wishes to protect them with every facet of his being. He is friendly toward almost everyone he meets (even to his detriment), rarely holds grudges, and is very non-discriminatory, never treating anyone with prejudice, even his enemies. No matter the situation, Steven will always go out of his way to support his loved ones, even if it means putting his life on the line, and he will avoid resorting to violence if possible. He would much rather make a compromise and choose to reason than fighting back.

Steven is rather naive and socially oblivious, due to his isolated upbringing. Steven has never attended a school, and isn't the best at socializing in a proper manner, having an oblivious nature. While Steven is often prepared to go on adventures at a moment's notice, he has a habit of biting off more than he can chew, requiring his friends and Connie to intervene. While Steven initially retains his childlike innocence and obliviousness to the dangers he is frequently put in, his encounters with other shinobi have given him a new level of seriousness about being who he is. This initially makes Steven self-conscious about his immaturity, and he gains resolve to outgrow it, although his misguided attempt becomes a source of self-inflicted misery as he tries to break off his friendship with Connie to protect her from harm.

Connie: Connie is introverted, curious, and intelligent. Due to her lifestyle she hardly stays in one place for long and has been unable to form lasting friendships, which left her frequently feeling lonely. She can be a bit deadpan at times, such as when she jokes about cutting off Steven's hand. She has grown to be more confident and aggressive at times having a side to her personality that was brought out when she learned how to fight. She also began to display a reckless side, but this was quickly put out by Steven who told her she wasn't alone. She holds a very protective nature over Steven and has dedicated herself to becoming his knight wanting to fight alongside him, and for him in times of strife as he isn't an intuitive and sharp fighter.

Village Info

Land of Birth: Land of Fire
WSE Clan: N/A​

Rank//Chakra Info

Ninja Rank:
Chakra | Health:
2100 | 1600
Earth Release
Jeet Kun Do
Medical Ninjutsu
Poison Release
Earth - Mastered
Lightning - Complete
Fire - Complete
Water - Complete
Wind - Complete
Oobleck - Creator
Red Sand - Co-creator
Laughing Gas - Co-creator
Your ninjutsu:
Ninjutsu - Complete
Taijutsu - Mastered
NB Taijutsu - Mastered
Jeet Kun Do - Mastered
Genjutsu - Complete
Snake Ninjutsu - Complete
Poison Ninjutsu - Mastered
Medical Ninjutsu - Complete
Sōma no Kō - Complete
Imperfect Snake Sage Mode - Complete​

Background Info.

History: Steven and Connie were orphaned early and drifted throughout various lands learning what they could. Eventually they met a person while traveling, who trained them.


Scientific Tools: N/A

Artifacts: N/A

(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

They carry: Tasha's Hideous Laughter.

Elemental Ninjutsu: Their natural affinity is Earth Release allowing them to perform any earth technique with a single hand seal.

Taijutsu: Together they studied taijutsu and learned how to fight both specializing in it. They trained in JKD increasing their reactions x3

Medical Ninjutsu/Poison Release: The two have trained in medical ninjutsu and accessed some fairly advanced medicine and poison.

Medicine - Healing Factor: Weapon X

Weapon X was born from an innate curiosity of healing, stem-cells and cancer cells. By using cell differentiation Howard created a way to change mutated and usually deadly cancer cells into new healthy cells to heal nearly any wound excluding death itself. Limbs, organs, bones, blood, muscles and anything else excluding the heart, brain and central nervous system could be rebuilt in a moment. By combining these traits with Natural Energy and Senjutsu chakra the user can instantly enter and prolong Sage Mode if they know how to use it. If the user has no training in natural energy usage they will turn to stone after consuming the pill, this does not need to be Sage Mode.

Name Of Medicine: Healing Factor: Weapon X
Creator: Howard
Type: Healing
Description and Background: The pill at it's base is mostly a mass of mitogens suspended in a concentrated medium of senjutsu chakra and natural energy that when consumed begins to breakdown and move throughout the body activating and signaling proto-oncogenes to ramp up cell growth exponentially. The proto-onogenes along with the body itself begin using the senjutsu chakra and natural energy as a fuel source to expedite this process. It completely turns off tumor suppressors as every cell in the body begins to rapidly and nearly uncontrollably go through mitosis converting the new cells at the site of the wound, wounds, or missing appendages to blastema. Blastema are masses of cells capable of growth and regeneration into organs or body parts, these blastema begin to form all throughout the body almost like tumors which would usually impede natural function but through the senjutsu chakra and natural energy fuel they are quickly converted into new cells rebuilding the body at a rapid pace becoming whatever new cell the body needs. These blastema can replace organs, bones, blood, muscles, nerves and any other bodily form however they are unable to repair fatal damage such as spinal column destruction, as well as severe damage to the brain or heart. However limbs can be regrown and organs excluding the heart, brain, spinal column and central nervous system can be rebuilt. The healing effects of the pill only last a single turn and will heal the user back to one hundred percent of their health pool dependent upon the state of their body in that specific turn.

In essence they can become any form of tissue or structure for the body including muscle tissue, bone tissue, organ tissue, Endothelial cells, nerves, tendons, brain tissue etcetera, and form rapidly almost like a cancer spreading throughout the body causing the consumers skin to flake and tear as if sickly almost as if they were in the late stages of cancer. These proto-oncogenes eventually convert to oncogenes and ramp up the production of mutated cells even further creating some pain but this pain is a signal that allows the consumer to know the process is halfway complete as their body is now littered with masses of blastema that are breaking down and transforming into new cells rebuilding the body through a genetic sense memory like that of the Axolotl who can rebuild organs, limbs and even brain tissue multiple times throughout their life. After this pain sets in the body begins using the senjutsu chakra and natural energy to fuel histiocytes which are large somatic cells found in stationary form in the tissues or as a mobile white blood cell, especially at sites of infection. These begin to consume and dispose of any tissue that is no longer needed converting it back, excess flesh, bone, and sinew are disposed of as the last few stages of the process begin. These histiocytes work with anti-bodies like a clean-up crew after the healing has taken place. These anti-bodies and histiocytes actively seek out the oncogenes consuming them directly. This entire process takes place over the course of a single turn.

The senjutsu chakra and natural energy has it's own effect separate from the bodily reactions brought on by the mitogens. They allow the user to instantly enter any form of Sage Mode they know as their body is flooded with this foreign energy no longer needing to wait a full turn to gather the natural energy required. Due to the spike in foreign energy most genjutsu are broken after taking this excluding MS grade or above, upon activation the user is granted 10% of their chakra as senjutsu chakra through this method the rest is consumed by the mentioned processes. This includes everything from E to Forbidden rank as well as elemental genjutsu and other types lower than MS grade. If this pill is taken while already in Sage Mode it grants the user 30% of their chakra as senjutsu chakra per pill consumed. However only a single pill can be taken per turn, with a maximum of two per individual battle. They cannot be taken within a two turn period of each other. The senjutsu chakra and natural energy also has the added effect of overcharging the entire body on a cellular level pushing any foreign material from the body this includes poisons, toxins, pathogenic matter and any harmful substance. These substances will be nullified and excreted from the body as sweat rapidly. This is due in part to the natural energy and senjutsu chakra's natural healing and rejuvenative properties but also because the metabolism of the consumer is overcharged to a point where these things are unable to remain in the body.

Description of Side Effects: The side effects mainly revolve around the pain created by the process taijutsu falters as the consumers muscles feel sore, and tense. He takes an extra twenty damage from taijutsu techniques or blunt force trauma after the medicine has worn off this lasts for two turns. The consumer is unable to use a KG or HA the turn after consuming the medicine as the cells themselves go through a state of flux where old cells are replaced. Taking one pill doesn't cause too many problems outside of the pain but taking a second does. The body won't be able to handle the clean up and disposal of the excess cells created by the second pill so the body will heal but the cells will not be disposed of thus they are left riddled with small blastema that will need to be healed later. These blastema will not be life threatening and are mostly an annoyance but will cause the consumer to be very susceptible to taijutsu and blunt force trauma taking an additional thirty damage until the blastema are healed. At this point the blastema are pretty much just scar-tissue annoying but no where near harmful however due to these blastema the user is unable to use any KG abilities, or any advanced ninjutsu including, Rain Release, Fuuinjutsu, or Hidden Abilities for two turns or until healed.

The side effects of the natural energy and senjutsu chakra are separate from the above mentioned side effects. If used to instigate a form of Sage Mode the body will be exhausted upon the deactivation of Sage Mode unable to use any KG abilities, or any advanced ninjutsu including Rain Release, Fuuinjutsu, or Hidden Abilities for two turns after Sage Mode has ended. They also lose one third of the chakra gained from the activation of Sage Mode so if the user gained three hundred chakra by entering Sage Mode upon deactivation they lose one hundred chakra meaning if chakra isn't properly mitigated and monitored this effect can be deadly. Two pills force the user to lose all of the chakra given by activating Sage Mode, so if by activating Sage Mode the user gains three hundred chakra they lose three hundred chakra upon deactivation. If taken by someone who hasn't trained with Natural Energy it'll instantly and uncontrollably turn them to stone. This training doesn't require being trained in Sage Mode just a form of natural energy or senjutsu usage.
Medicine - Miraclo Formula: Venom

Venom was created with the express purpose of overcharging and powering the muscles through cellular energy instead of chakra usage allowing the imbiber to push their body harder, longer, and with less rest. It creates and stores cellular energy in the muscles of the body tripling their mass and potential unlocking the untapped potential of the muscle cells themselves. It does this by modifying ATP energy into a new form and compounding it's usefulness with other substances. It however can be addictive and have several non-beneficial side effects for those without the knowledge of medical ninjutsu.

Name Of Medicine: Miraclo Formula: Venom
Creator: Howard
Type: Supplementary
Description and Background: Most of the basic medicine Howard had learned about revolved around nourishing the body, or amplifying the output of chakra production to stimulate the muscles through the application of chakra instead of actual cellular energy. Noticing this Howard decided to try and find a way to stimulate the muscles and the body itself directly through the creation of cellular energy instead of using chakra to fuel the body. He would do this through the application of phosphorous, testosterone, creatine and human growth hormones that would stimulate the production of Adenosine Triphosphate Energy partially spending chakra to begin and maintain this process. Then the hormones, and phosphorous would be bound to the ATP allowing it to release much more energy and even store energy unlike natural ATP which can only create and release energy. This increased it's potency and usability Howard then found that by applying a chakra similar in consistency to that found in (Iryō Ninjutsu: Masui Sejutsu) Medical Technique: Secret Anesthesia Technique through the medicine directly to the muscle cells he could increase the users pain threshold immensely. They won't be immune to pain but it will be less hindering meaning they will be able to take on the damage and continue on as if they aren't feeling the pain. The creatine binds itself to the muscles allowing them to absorb a vast quantity of water nourishing them far beyond what they naturally would be able to do breaking down and disposing of the lactic acid the muscles would build up overtime that cause muscle fatigue and the burning sensations that happen after or during intense exercise or physical activity increasing the users stamina exponentially allowing them to push the body far past it's natural limitations.

The most active ingredient of the Miraclo Formula is a special form of phosphorus, which binds temporarily with the ATP energy being produced in the muscle cells to create a special more refined type of energy that Howard began calling "Adenosine Quad-Phosphate" which energizes the cells three times as well as regular ATP energy overcharging the metabolism and the muscle tissue and cells themselves on a cellular level better than what chakra itself can do in safe small quantities rivaling what can be done with dangerous amounts of chakra. The energy being created and the substances in the medicine give the subject increased strength, speed, as well as heightened stamina and reactions that reflect their increase in speed for about an hour or roughly five turns. After that time, the "AQP" burns itself out, and the waste toxins generated need to be eliminated through the bloodstream over about a two turn period naturally through time or quickly through the use of Iryō Ninjutsu. While under the effects of the medicine the user's muscle mass triples, their speed doubles and they gain thirty damage to all taijutsu attacks. However they must spend thirty chakra per turn to convert and bind the phosphorous, creatine, testosterone and hormones, changing the growth hormone and testosterone into muscle cells to be used to increase their muscle mass through the production of stem cells by converting normal tissue and fat cells into stem cells and then into muscle cells through cellular differentiation allowing for an extreme increase in energy output.

Their muscles physically grow during this time becoming bulkier, heftier and all around stronger due to the testosterone their hair will grow excessively as well. The muscles produced are specialized being ninety percent fast-twitch muscles and ten percent slow-twitch muscles. The fast-twitch muscles are great for bursts of speed, and strength but burn out quicker than the slow-twitch muscles, the slow-twitch muscles created are specifically for balancing out the remainder allowing the user to still function as they usually would. The fast-twitch muscle mass is what increases the users speed, as it allows for rapid movements like sprinting, jumping or moving a limb or limbs in a quick successive fashion. They generate far more power and strength, but they fatigue much faster and require more time for recovery which is why the more refined form of energy is required and why the side effects are more specific. The chakra similar in consistency to that found in (Iryō Ninjutsu: Masui Sejutsu) Medical Technique: Secret Anesthesia Technique the creatine, testosterone, HGH and the AQP are the reasons why the muscles can be pushed beyond their natural limit and work longer producing the boosts in strength and speed mentioned.

The hair on their head will grow from whatever length it currently is to hair that spans long past their lower back and their facial hair growths excessively giving the user a massively bushy beard. If a female were to take the medicine they would also suffer this effect growing facial hair even if naturally they wouldn't be able to due to low testosterone or high levels of estrogen. This hair remains even after the muscle stimulation ends for males wherein the muscles seem to deflate back to their natural size in an almost comedic fashion for females it comically falls out rapidly. The effects last five turns but cost thirty chakra per turn to maintain for the first pill forcefully converting the aforementioned substances to bodily energy. Taking two pills in a single conflict increases the chakra cost of the second by thirty chakra points per turn and causes excessive muscle pain because the muscles are being overworked this is during the second pill and not after it. Venom comes in two forms, pills for oral consumption or patches that are sometimes referred to as "Slappers." They are called as such because you ultimately slap one on, and go for a ride.

Description of Side Effects: Due to the focused effect of the pills the side effects are more focused as well. Unlike most medications that try to increase several fields these only increase one aspect of the user their body and therefor after the first pill wears off the users strength wavers slightly causing -10 damage to all taijutsu and a drop in 3 speed ranks for three turns, this increases after the second pill to -20 to all taijutsu damage for three turns and the user loses 4 speed ranks. The effects of the first pill can be superseded by immediately taking the second before the effects of the first wear off but the user loses two turns of activity on the second pill. The pills them self can be highly addictive in nature and taking one can create a dependency wherein if the user doesn't take a second pill after taking the first they begin to go through the early stages of withdrawal. These symptoms include and last for three turns;

Sweating and salivation
Racing heart and palpitations
Muscle tension and burning
Tightness in the chest, lungs and throat
Difficulty breathing
Inability to perform successive handseals quickly (max of 2) due to muscle spasms
and bodily Tremors

These symptoms take place after a second dose as well and the user can only take two pills per conflict. These symptoms along with any mention of pain for the consumer is non-existent in Shadow Clones or any other type of Clones under the effects of the medicine meaning clones will not disperse from the effects of the medicine however their taijutsu will still be weakened just as a normal human taking the medicine, their handseals will be limited and their turn limit will be shortened if they take a second dose or are formed after the consumer has taken a second dose.

Poison - Shadow of the Bat

Shadow of the Bat is a smokey-orange poison based on fear creation. It creates fear in any one who becomes poisoned by it inducing vivid hallucinations of what they fear most. It makes them feel as though they are constantly suffocating as the fear intensifies. Eventually this poison leaves them paralyzed completely unable to breathe, writhing in pain and fear as the hallucinations carry them off to their death. Both Steven and Connie are immune to their own poison. Their weapons are coated in this substance as are their fingernails, hands and teeth before every battle. Their smoke bombs are replaced with poison laced ones.

Name Of Poison: (Batto no kage) - Shadow of the Bat​
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Name Of 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.
(Heishi Piru) Soldier Pills
Type: Supplementary
Description and Background: Soldier pills are a more combat aimed variation of the military ration pill. Upon ingesting the pill, your chakra supply doubles, but burns at a greatly accelerated rate due to the "pressure" involved. Upon ingesting the pill, any ninjutsu you use gains +15 damage and any taijutsu gains +10 for 4 turns. Upon expiry of the effects you must use an extra 10 chakra for every technique afterwards for 5 turns due to the fatigue setting in meaning you have to force your techniques more, and thereby adding to the toll it takes on your body. These pills are a basic medicine medical ninjas use in combat and are essentially black small round pills which are swallowed and absorbed through the mucosa in the stomach, made off of various ingredients and medicinal herbs as well as stimulants
Description of Side Effects:
-Upon using a second pill in a conflict the additional chakra cost after expiry rises to +30 until healed
-Upon taking a third pill, the medical ninja will suffer cardiac arrest upon expiry of the pill.

(Hyōrōgan) Military Ration Pills
Type: Healing
Description and Background: Military Rations Pills (兵糧丸, Hyōrōgan) are special pills that replenish one's chakra and nourish the body. It is made up of powerful stimulants and nutrients, said to allow the user to keep fighting for three days and three nights without rest. Replenishes 50 percent of the user's maximum chakra supply per pill taken, along with pumping stimulants into the body to alleviate tiredness. These pills are a basic medicine medical ninjas use or distribute in combat and are essentially dark brown small round pills which are swallowed and absorbed through the mucosa in the stomach.
Description of Side Effects:
-Taking two pills in a conflict results in hyper-stimulation of the cardiovascular system. The users heart rate and blood pressure increase to the point they become painful for 6 turns after taking the pill.
-Taking 3 pills in a conflict pushes the user's cardiovascular system to breaking point, resulting in heart failure after 4 turns.

(Ketsueki no Zōka Piru) Blood Replenishing Pill
Type: Healing
Description and Background: Contains high concentrations of amino acids, iron and mitosis inducing enzymes designed to turbo boost the production of erythrocytes from haematopoetic stem cells in the human body. This pill alleviates and cancels the symptoms of blood loss after one turn. These pills are a basic medicine medical ninjas use or administer in combat and are essentially dark red small round pills which are swallowed and absorbed through the mucosa in the stomach
Description of Side Effects:
-Taking 2 pills leads to increased blood pressure, and increased likelihood of blood clots forming, specially through trauma.
-Taking 3 pills over stresses the cardiovascular system and causes aneurysm after 4 turns.

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


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Aug 17, 2010
Trait Points
Updating [ ]
Rank information [ ] from Sannin to Kage: [ ]
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Dec 23, 2012
Trait Points
Due to the new WSE update, bios now have a slightly modified to be followed.

Please do let me know if/when the requisite changes have been made.​
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