Welcome to Gaia! ::

Shinobi Nations ( Naruto Rp Guild )

Back to Guilds

Gaia's most ambitious guild. Now updating! 

Tags: Naruto, Boruto, Villages, Ninja, Shinobi 

Reply 古[} Recycle Bin
Hazards [Poisons, Temperatures, & Beneficials]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit


AandOE

Captain

Star-Crossed Astronomer

17,000 Points
  • Partygoer 500
  • Perfect Attendance 400
  • Full closet 200
PostPosted: Fri May 29, 2015 9:35 pm
Hazards System

User Image

Detrimental
Light Poisons

Any not yet discovered are labeled with NYD.

Alcohol
  • 5 Doses until effect
  • Primary: Internal attacks
  • Secondary: Aerial attacks
  • Confusion
  • Mood swings
  • Disorientation
  • Vomiting: 10 doses
  • Is highly flammable


Antimony
  • 2 Doses until effect
  • Primary: Internal attacks
  • Headaches
  • Dizziness
  • Depression
  • Vomiting: 3 doses


Arsenic
  • 2 Doses until effect
  • Primary: Internal attacks
  • Blisters
  • Coughing
  • Cancer
  • Severe haemorrhaging: 10 doses


Capsaicin
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Slight Nerve Burning
  • Irritation
  • Inflammation reduction


Carbon Mono/dioxide
  • NYD
  • 2 Doses until effect
  • Primary: Aerial attacks
  • Headaches
  • Nausea
  • Vomiting
  • Dizziness
  • Fatigue
  • Confusion: 3 doses
  • Disorientation: 3 doses
  • Visual irregularities: 4 doses
  • Syncope: 4 doses
  • Seizures: 5 doses


Food Poisoning
  • 1 Dose until effect
  • Primary: Internal Attacks
  • Cold and Flu mimic


Kiraluna
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attacks
  • All positive and negative descriptives are negated
  • Severe crippling, debilitating pain


Medicinal Overdose/Eiseijutsu
As with all medical items & jutsus, overdosing produces heavier effects, including coma, & eventual death.

Mercury
  • 2 Doses until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Tremors
  • Impaired cognitive skills
  • Insomnia: 4 doses. Prevents chakra recovery through sleep.
  • Delirium: 5 doses.
  • Hallucinations: 5 doses.
  • Suicidal: 6 doses.


Mirnroot
  • NYD
  • 1 Dose until effect
  • Primary: Internal attacks
  • Physical aspects of jutsu are shrunk to teenie tiny sizes
  • Partial paralysis


Moonseeds
  • 20 Doses until effect
  • Primary: Internal attacks
  • Death


Morphine
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Sensory impairment
  • Motor impairment
  • Attention impairment
  • Jutsu Amnesia: 5 doses/jutsu
  • Pain reduction: 1/2 dose


Narcissus
  • 5 Doses until effect
  • Primary: Internal attacks
  • Vomiting
  • Diarrhea
  • Convulsions


Opium
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Secondary: Internal Attacks
  • Lung collapse
  • Long-term intoxication: Internal only, 2 doses.


Radon
  • 10 Doses until effect
  • Primary: Aerial attacks
  • Cancer, many years in the future.


Shertato
  • NYD
  • 1 Dose until effect
  • Primary: Internal attacks
  • Mental aspects of jutsu backfire, producing inverted results
  • Aural Migraine


Snakeroot
  • 2 Doses until effect
  • Primary: Internal attacks
  • Trembling
  • Vomiting
  • Severe internal pain


Sneezing Powder
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Sneezing
  • Indigestion: 2 doses
  • Fainting: 3 doses
  • Low heart rate: 4 doses
  • Low blood pressure: 4 doses


Steroids
  • NYD
  • 1 Dose until effect
  • Primary: Internal attacks
  • First Gate unlock
  • Gradual gender change: 2 doses, reoccuring.


Tear Gas
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Crying
  • Irritation
  • Sneezing
  • Coughing
  • Temporary blindness: 2 doses


Thallium
  • 10 Doses until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Cancer


Medium Poisons

Limitation: Medium poisons decay within 1 in-rp week of creation.
Any not yet discovered are labeled with NYD.

Angel's Trumpet (Brugmansia)
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Confusion
  • Migraines
  • Partial paralysis
  • Tachycardia (increased heart rate)
  • Sedative: 2 doses internally
  • Decongestant: 2 doses internally
  • Visual and auditory hallucinations: 2 doses
  • Diarrhea: 3 doses
  • Mydriasis and cycloplegia: 3 doses
  • Temporary insanity: 4 doses
  • Death: 5 doses


Angel's Trumpet (Datura)
  • 1 Dose until effect
  • Primary: Internal attacks
  • Delirium
  • Hyperthermia
  • Tachycardia (increased heart rate)
  • Mydriasis and cycloplegia: 3 doses
  • Temporary insanity: 3 doses
  • Amnesia: 4 doses
  • Death: 5 doses


Bushman's Poison
  • 1 Doses until effect
  • Primary: Internal
  • Snakebite anti-poison: Light
  • Death: 3 doses (at day's end)


Chokecherry
  • 1 Dose until effect
  • Primary: Internal attacks
  • Effective only against animals
  • Rapid breathing
  • Dilated pupils
  • Muscle convulsions: 2 doses
  • Shock: 3 doses
  • Death: 4 doses


English Yew
  • 1 Dose until effect
  • Primary: Internal attacks
  • Accelerated heart rate
  • Muscle tremors
  • Muscle convulsions: 2 doses
  • Muscle collapse: 3 doses
  • Lung collapse: 3 doses
  • Circulation impairment: 4 doses
  • Death: 10 doses


Fear
  • 1 Dose until effect
  • Primary: Genjutsu
  • Secondary: Any
  • Fight or flight response
  • Rapid heart rate
  • Increased blood pressure
  • Supremely dulled senses (includes traits, bonuses, through jutsu usage, etc)
  • Light sensitivity
  • Heavy sweating


Ghost Pepper (Naga Jolokia)
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Moderate nerve burning
  • Moderate irritation
  • Inflammation reduction
  • Coughing: 2 doses
  • Runny nose: 2 doses
  • Temporary blindness: 2 doses
  • Suffocation: 2 doses


Illegal Drugs
This & Recreational Drugs cover the entire rest of the spectrum of drugs not mentioned in this guide. Illegal Drugs usually cover the unusual manipulations of normally Light Poisons, putting them into a higher concentration.
  • Primary: Aerial attacks
  • Secondary: Internal attacks


Mace
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Moderate nerve burning
  • Moderate irritation
  • Inflammation reduction
  • Temporary blindness: 2 doses
  • Suffocation: 2 doses


Maelboro
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attacks
  • -20 chakra and stamina per post
  • Temporary insanity


Medicinal Overdose/Eiseijutsu
As with all medical items & jutsus, overdosing produces heavier effects, including coma, & eventual death.

Moulding Shroom
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Hallucinations
  • Increased hunger for more shrooms
  • Desire to force others to eat them
  • Discoloration of skin to purple
  • Affected skin grows more mushrooms
  • Senju are drained of chakra to incapacitation


Nikolatree
  • NYD
  • 1 Dose until effect
  • Primary: Internal attacks
  • Strengths become weaknesses, and vice-versa
  • Amnesia


Orqwart
  • NYD
  • 1 Dose until effect
  • Primary: Internal attacks
  • -1 activations per post
  • Temporary blindness


Pepper Spray
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Moderate nerve burning
  • Moderate irritation
  • Inflammation reduction
  • Coughing
  • Runny nose
  • Temporary blindness: 2 doses


Potassium Chloride
  • 2 Doses until effect
  • Primary: Internal attacks
  • Muscle Seizure
  • Cardiac Arrest: 5 doses


Radiation
  • 2 Doses until effect
  • Primary: Internal attacks
  • Secondary: Aerial attacks
  • Burning
  • Vomiting
  • Diarrhea: 4 doses
  • Cancer, many years in the future.


Recreational Drugs
This & Illegal Drugs cover the entire rest of the spectrum of drugs not mentioned in this guide. Recreational Drugs refer to drugs such as alcohol, tobacco, caffiene, marijuana, depressants, hallucinogens, stimulants, & inhalants taken in larger doses than recommended.
  • Primary: Aerial attacks
  • Secondary: Internal attacks


Spurge Laurel
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Caustic
  • Skin rashes


Strychnine
  • 2 Doses until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Convulsions
  • Muscle Spasms
  • Asphyxiation: 4 doses
  • Death: 5 doses (at day's end)


Suzubean
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Moves 40 stamina to chakra per post. Excess is vented painfully.
  • Unconsciousness


Taiyobean
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Moves 40 chakra to stamina per post. Excess is vented painfully
  • Unconsciousness


Toxic Shock Syndrome
  • 2 Doses until effect
  • Primary: Internal attacks
  • High Fever
  • Confusion
  • Stupor
  • Organ Failure: 4 doses


Toxicodendron
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Allergic reactions:
  • Red eyes
  • Itchiness
  • Runny nose
  • Eczema
  • Hives
  • Asthma attack: 3 doses
  • Anaphylaxis: 5 doses


Heavy Poisons

Limitation: Heavy poisons decay within 1 in-rp day of creation, and are thusly not suitable for creating ahead of time.
Any not yet discovered are labeled with NYD.

> 100% Oxygen (at sea level air pressure)
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attack
  • Disorientation
  • Breathing problems
  • Myopia
  • Seizures: 2 doses
  • Neuron destruction: 3 doses
  • Death: 4 doses


Abrin (Rosary Pea)
  • 1 Dose until effect
  • Primary: Aerial attack
  • Secondary: Internal attack
  • Counter: None.
  • Respiratory distress
  • Fever
  • Coughing
  • Nausea
  • Tightness in the chest
  • Heavy sweating
  • Pulmonary edema
  • Low blood pressure: 2 doses
  • Expelling of internal fluids: 2 doses
  • Dehydration: 2 doses
  • Hallucinations
  • Seizures: 3 doses
  • Internal organ failure: 3 doses
  • Death: 4 doses


Agent Orange
  • NYD
  • 2 Doses until effect
  • Primary: Aerial attack
  • Diabetes
  • Cancer
  • Tingling nerves
  • Numbness
  • Headaches
  • Large mood swings
  • Intestinal distress
  • Death: 4 doses


Atropine (Mandrake)
  • 1 Dose until effect
  • Primary: Internal
  • Dizziness
  • Hallucinations
  • Nausea
  • Pain reliever
  • Amnesia: 2 doses
  • Convulsions: 2 doses
  • Dilated pupils: 2 doses
  • Tachycardia: 2 doses
  • Loss of balance: 2 doses
  • Rash: 2 doses
  • Slurred Speech: 2 doses
  • Death: 3 doses


Black Widow Poison
  • 1 Dose until effect
  • Primary: Internal attack
  • Severe muscle pain
  • Muscle spasms
  • Abdominal cramps
  • Abnormally increased sweating
  • Tachycardia
  • Effects last for 1 month


Chamahlla
  • 1 Dose until effect
  • Primary: Internal attacks
  • All elemental wheel bonuses and weaknesses are negated
  • Supremely dulled senses (includes traits, bonuses, through jutsu usage, etc)


Cyanide
  • NYD
  • 2 Doses until effect
  • Primary: Aerial attack
  • Secondary: Internal attack
  • Death


Ecstasy
  • 1 Dose until effect
  • Primary: Internal attack
  • Euphoria
  • Increased socialness
  • Increased empathy
  • Unnatural calmness
  • Mild hallucinations
  • Enhanced senses
  • Brain lesions
  • Hyperthermia
  • Dehydration
  • Expelling of internal fluids: 2 doses
  • Insomnia: no chakra recovery: 2 doses
  • Sweating: 2 doses
  • Tachycardia: 2 doses
  • Convulsions: 3 doses
  • Confusion: 3 doses
  • Hallucinations: 3 doses
  • Amnesia: 4 doses
  • Death: 5 doses


GHB
  • 1 Dose until effect
  • Primary: Internal attack
  • Euphoria
  • Disinhibition
  • Increased empathy
  • Nausea: 2 doses
  • Dizziness: 2 doses
  • Drowsiness: 2 doses
  • Agitation: 2 doses
  • Hallucinations: 2 doses
  • Difficulty breathing: 3 doses
  • Amnesia: 3 doses
  • Unconsciousness: 4 doses
  • Death: 5 doses


Hemlock
  • 1 Dose until effect
  • Primary: Internal attack
  • Respiratory collapse
  • Paralysis: 2 doses
  • Death: 3 doses


Medicinal Overdose/Eiseijutsu
As with all medical items & jutsus, overdosing produces heavier effects, including coma, & eventual death.

Monkshood (Wolfsbane)
  • 1 Dose until effect
  • Primary: Internal attack
  • Sweating
  • Dizziness
  • Difficulty in breathing
  • Headaches
  • Confusion
  • Tingling
  • Numbness: 2 doses
  • Paralysis: 2 doses
  • Death: 6 doses


Naga Viper Pepper
  • NYD
  • 1 Dose until effect
  • Primary: Aerial attacks
  • Secondary: Internal attacks
  • Coughing
  • Runny nose
  • Temporary blindness
  • Suffocation
  • Supreme irritation
  • Supreme nerve burning
  • Supreme inflammation reduction


Nerve Toxins (Sarin)
  • NYD
  • 1 Dose until effect
  • Primary: Internal attack
  • Secondary: Aerial attack
  • Counter: Atropine
  • Respiratory collapse
  • Runny nose
  • Pupil constriction
  • Nausea
  • Drooling
  • Expelling of internal fluids
  • Convulsions
  • Comatose: 2 doses
  • Death: 3 doses


Nightshade (Atropa Belladonna)
  • 1 Dose until effect
  • Primary: Internal
  • Confusion
  • Hallucinations
  • Delirium
  • Pain reliever
  • Amnesia: 2 doses
  • Convulsions: 2 doses
  • Dilated pupils: 2 doses
  • Tachycardia: 2 doses
  • Loss of balance: 2 doses
  • Rash: 2 doses
  • Slurred Speech: 2 doses
  • Death: 3 doses


Oleander
  • 1 Dose until effect
  • Primary: Internal attack
  • Expelling of internal fluids
  • Abdominal pain
  • Allergic reactions
  • Wildly swinging heartbeat
  • Drowsiness: 2 doses
  • Seizures: 2 doses
  • Coma: 3 doses
  • Death: 4 doses


Rhododendron
  • 1 Dose until effect
  • Primary: Internal attack
  • Effective only against animals
  • Depression
  • Projectile vomiting
  • Hypersalivation
  • Partial paralysis: 2 doses
  • Stupor: 2 doses
  • Coma: 3 doses
  • Death: 4 doses


Ricin (Castor Bean)
  • 1 Dose until effect
  • Primary: Internal attack
  • Nausea
  • Diarrhea
  • Tachycardia
  • Seizures: 2 doses
  • Hypotension: 2 doses
  • Death: 4 doses


Snake Venom
  • 1 Dose until effect
  • Primary: Internal attack
  • Respiratory paralysis
  • Affected limb, swelling
  • Affected limb, discoloration
  • Expelling of internal fluids: 2 doses
  • Low blood pressure: 2 doses
  • Death: 3 doses


Temperature

___Frostbite Guide:
Frostbitten
  • Applies 1 Dose/Rank
  • Remember, lower doses compound with each higher dose added on!
  • If there are multiple effects in a dose level when it is applied, pick one [1].
  • Primary: Chakra attacks: Attacks like Hyouton Manipulation and the Shinsetsu Clan.
  • Secondary: External attacks: 1/2 dose rate: Attacks which target the outward body. Usually physical and ambient.
  • Frostnip Stage
  • Numbness: 1st dose
  • Shivering: 1st dose
  • Cold skin: 2 doses
  • Prickling feeling: 2 doses
  • Superficial Frostbite Stage
  • Off-tint skin: 3 doses
  • Skin hardening: 3 doses
  • Joint stiffness: 4 doses
  • Muscle stiffness: 4 doses
  • Superficial ice crystals: 5 doses
  • Skin feels warm: 5 doses
  • Severe Frostbite Stage
  • Subcutaneous ice crystals: 6 doses
  • Loss of cold, pain and discomfort: 6 doses
  • Intense shivering: 7 doses
  • Slurred speech: 7 doses
  • Drowsiness: 8 doses
  • Loss of coordination: 8 doses
  • Non-functional joints and muscles: 9 doses
  • Unconsciousness: 9 doses
  • Frozen Death: 10 doses

Warming Up
  • Primary: External warmth, -1 dose.
  • Secondary: Katon ambience (1/2 dose rate, i.e. B-ranked amount of Katon is -2 Doses)
  • Frostnip
  • Pain and tingling
  • No permanent damage
  • Superficial
  • Mottled skin colors
  • Stinging, burning, swelling
  • Blistering and discharge
  • Severe
  • Large blisters
  • Blackened tissue
  • Hardened tissue


___Hydration Guide:
Dehydration
  • Applies 1 Dose/Rank
  • Remember, lower doses compound with each higher dose added on!
  • If there are multiple effects in a dose level when it is applied, pick one [1].
  • Primary: Chakra attacks: Attacks like Scorch Manipulation and Taiyo no Senkou.
  • Secondary: External attacks: 1/2 dose rate: Attacks which target the outward body. Usually physical.
  • Stamina costs increased by 5. (includes chakra expenditures): 1st dose
  • Tiredness: 2 doses
  • Headache: 2 doses
  • Dry mouth and skin: 3 doses
  • Dizziness: 3 doses
  • Muscle cramps: 4 doses
  • Sleepiness: 4 doses
  • Irritability: 5 doses
  • Confusion: 5 doses
  • Rapid heartbeat: 6 doses
  • Rapid breathing: 6 doses
  • Extreme thirst: 7 doses
  • Extreme fever: 7 doses
  • Sunken eyes: 8 doses
  • Shriveled skin: 8 doses
  • Delirium: 9 doses
  • Unconsciousness: 9 doses
  • Death: 10 doses

Rehydration
  • Primary: Drinking a [natural] liquid, or injection, -3 doses.
  • Secondary: Ambient and Suiton contact (1/2 dose rate, i.e B-ranked amount of Suiton is -2 Doses)


Beneficial

Unlike Takumi's antidote reagent kit, the majority of these are not easily found, or recognized for what they are. Beneficial hazards have double the resistance gain rate, with 10 encounters between each resistance gain. All of these are considered 'Internal' for their potential attacks, '1 Dose until effect', and are 'Medium'. Any not yet discovered are labeled with NYD.

Anti-venom
  • Combats all effects of a specific venom


Antidote Reagents, Various
  • Sold through pharmacies, like in Takumi


Antifreeze proteins (AFPs) or ice structuring proteins (ISPs)
  • NYD
  • Allows one to survive temperatures low enough that unaffected folks would freeze to death.
  • When fully frozen, these will allow one to come back if sufficiently warmed up enough.


Aspirin
  • NYD
  • Also useful for animals
  • Treats aches/pains
  • Treats fevers
  • Treats inflammation
  • Treats headaches
  • Prevents cancer (requires long-term use)
  • Causes death: 30 doses


Chromatophores
  • NYD
  • Allows one to color their outside appearance at will.
  • Complex patterns: 2 doses


Cyanokit
  • NYD
  • Treats cyanide poisoning


Elysia chlorotica's Vaucheria litorea
  • NYD
  • Causes the skin to grow leaves.
  • Adds chloroplasts (i.e. phototrophes) to the body.
  • Causes one to be immensely weak to fire sources, high temperatures, and katon.
  • Is considered an implant. (follow implantation rules during the effective time length)
  • Allows one to recover, by being in contact with sunlight, at one-half the Resting rate.


Fresh Frozen Plasma (FFP)
  • NYD
  • Allows for a massive blood transfusion.


Leukocytes
  • NYD
  • Reduces the effective hazards time by 1/2.
  • Time until a resistance is gained is 1/2.


Luciferase & Luciferin
  • NYD
  • Causes a firefly like internal glow, upon command.
  • Sustained glow beyond a post shortens the effective time by each additional post.


Mitochondria's Essence
  • NYD
  • Restores descriptives to normal.
  • Permanently adds +5 chakra and stamina.
  • Causes greatly increased hunger: 2 doses
  • Causes greatly increased body temperature: 3 doses
  • Causes unconsciousness: 4 doses


Penicillin
  • NYD
  • Is useful against most bacterial infections.


Stem Cells
  • NYD
  • Reduces the implantation's negatives by half.
  • Boosts healing eiseijutsu effects by 1 rank, within the target.


Telomerase
  • NYD
  • Treats cancer
  • Treats 2 years of body/mind degradation caused by Juin usage
  • Causes increased aging of 1 year: 2 doses (does not matter when the second dose happens)


Troph Essence (NYD)
  • Is permanent.
  • Negates all positive descriptives, traits, and PAs.
  • Causes immunity to shinobi food adjustments and other chakra/stamina changing items.
  • All chakra/stamina recovery amounts, and conditions, are replaced by the specific -troph type.
  • Heterotrophes: Returns the user, bacteria, and fungi back to normal.
  • Autotrophes: Returns plants back to normal.
  • Lithotrophes: Allows one to recover, by eating non-organics, at one-half the Resting rate.
  • Organotrophes: Allows one to recover, by eating any organics, at one-half the Resting rate.
  • Chemotrophes: Allows one to recover, by being in contact with condensed chemical reactions, at one-half the Resting rate.
  • Phototrophes: Allows one to recover, by being in contact with sunlight, at one-half the Resting rate.
  • Methylotrophes: Allows one to recover, by being in contact with methanol, methane, or carbon dioxide, at one-half the Resting rate.
  • Syntrophes: Allows multiple -troph types to exist in the body, but also causes lethargy and aural migraines to occur at all times.


Turritopsis nutricula
  • NYD
  • Reverses the course of aging, and extends life by doing so.
  • Effects wear off when one reaches the infant stage.
  • Can be used for local, highly specific healing, due to this.


Valium
  • NYD
  • Treats anxiety
  • Treats panic attacks
  • Treats insomnia
  • Treats alcohol withdrawl
  • Treats oxygen toxicity
  • Treats seizures: 2 doses
  • Treats hallucinations: 2 doses
  • Causes hypnosis: 2 doses
  • Causes sedation: 3 doses
  • Causes amnesia: 4 doses
 
PostPosted: Fri May 29, 2015 9:38 pm
The Basics

-_-_-_-_-Description:
'Hazards' covers a wide variety of maladies, both bad and good, from those which stem entirely from the environment, to more common, everyday drinks. In pursuit of ability, many effects given by a particular hazard may appear to be daunting, but where there are deadly situations, there are also rays of hope and light. Each instance may be entirely different from the previous, as the affected is afforded the ability to choose which effects manifest, as detailed in Dosages. Immediately noticeable is that the majority of the hazards list is not yet discovered, and may never be discovered if no one attempts to find them. Even if they are found and created, however, most poisons can be quickly nullified if the universal Antidote Kit is purchased, and the poison is both identified in strength, and the appropriately ranked shinobi is on hand to correctly administer it. (Please see the Medical Class for alternatives)


-_-_-_-_-NYD
Better known as 'Not Yet Discovered', NYDs are most commonly found being guarded by the worst of the worst: Monsters. The more lethal the hazard, the more likely it is to be a favorite snack or bedding for some undesirable. The amazing part is that if defeated, there's almost a guarantee that any surviving hazard is capable of being transported alive back to the village. Rarely will a human antagonist already have access to an NYD, but they occasionally do, so beware when heading into battle, and be prepared!


-_-_-_-_-Dosages
A 'dose' or 'dosage' refers to a quantity of hazard sufficient enough to produce an effect on or in those being affected by it. The first post is always the incubation period, & thus the effects will not appear during it. This is to provide 1 post in which a med-nin is able to cure even the worst of the detrimental poisons, viruses, & diseases if they know about it beforehand. Of course, this is only if the med-nin is able to diagnosis and either cure or extract the poison before said 'worst event' can happen. Generally, only 1 effect per dose, per dose level is applicable at a time. This indicates, for example, that 2 doses means 1 effect from the second dose level, and 1 additional effect from the first dose level, with the original dose's effect on-going. 3 doses means 1 from that level, 1 from the second level, and 1 from the first level, while the original second level one and the two first level ones continue. Single effects that are chosen twice act twice as hard, are twice as potent, etc. Most effects will be entirely descriptive--meaning no hard stat changes--ranging from suddenly getting chill to causing fits of sneezing. It may definitely seem that sneezing a lot in battle is bad (and it is!), but has your character ever dodged an incoming headshot because they involuntarily sneezed? What about being trapped in a genjutsu, only to find out that everything isn't real because you suddenly grew superficial ice crystals on your skin and weren't able to feel them? (Kai! Use Kai!)

    Example:
    A shinobi has been afflicted with Angel's Trumpet (Brugmansia) poisoning. Their first post, they choose the Confusion effect, and have problems making decisions in their post. Their second post, they were unfortunately dosed a second time. They still have the Confusion effect, but it's not terrible, yet they also don't want it to get worse, so they choose another first level dose, Migraines, along with an effect from the second dose level, Decongestant.
      --First post: 1 total effect. {1st dose level: 1}
      --Second post (if dosed again): 3 total effects. {1st dose level: 2. 2nd dose level: 1}
      --Third post (if dosed again): 6 total effects. {1st dose level: 3. 2nd dose level: 2. 3rd dose level: 1}


-_-_-_-_-Delivery Methods
Many different kinds of delivery methods exist, from poison laced weapons to clouds of death, but each one boils down to one of two ways. Internal delivery consists of directly inserting the poison into someone, while Aerial delivery consists of applying directly to the outside of the body, or having someone breathe it in. While an internal delivery is capable of inserting multiple doses at the same time, dodging or defending from these attacks is usually much easier than the latter delivery method. This other method, aerial, is an easy way to spread a hazard over a large area, but suffers when trying to apply more than one dose at a time. In addition, some hazards are incapable of being one or the other, or favor one route more than the next. (case in point, alcohol) For these, a hazard will usually indicate a Primary delivery without a Secondary, while those that employ a secondary will have said secondary apply at one-half the dose rate. (i.e. a successful secondary dosage will only be half delivered)


-_-_-_-_-Healing
Healing is divided into 2 separate categories, depending upon whether the Poison/Virus/Disease deals with chakra and/or profiles or not. The Antidote Kit from Takumi functions in the same manner as poisons do, only in a positive manner: it takes until the next post for the effects to work their magic. Non-lethal doses wear off after the final dose is administered by: Light (2 posts/days), Medium (4 posts/weeks), Heavy (8 posts/weeks), whichever is longer in-rp. Exceptions will be noted.

    - Via Chakra : Genin and Chuunin Eiseijutsu Class can deal with the light versions, Jounin and Anbu/Oinin can deal with the medium versions, & Konin+ can deal with anything heavy. See the eiseijutsu list for more details.

    - Via Non-Chakra : Seeing as how non-chakra medicine is foreign to most med-nin, anyone can cure these given previous studies & the necessary ingredients. (from the antidote kits in Takumi) The 'average Joe' up to Genin can deal with the light versions, Chuunin-Anbu can deal with the medium versions, & Konin+ can deal with anything heavy. Please reference the 'Skill' section down below, for more information.

    - Resistance : Many folks have a natural resistance to a certain set of hazards, whether it was gifted from their genetics or earned over exposure times. For every 5 separate encounters that your rpc has experienced a particular hazard's particular effect, with appropriate full recoveries in between, your rpc will gain a full resistance to it. Your rpc's body can fully memorize a total of 10 hazards. Any gained after that will diminish another's of your choice.


Creation and Skill

How the processing tools are used will decide the effective hazard type, but crafty people are not limited by this in the very end. The reasoning for this comes from a deeper and more innate understanding of the hazardous materials with which you are now working, as well as weeks of trial and error, or, at the very least, study on the works of others. These tools can be found primarily in highly quarantined areas such as hospitals, but those with the knowledge of their design may smith their own.

-_-_-_-_-Effective Hazard Creation Requires:
    - The primary ingredient (your wanted poison, virus, disease, etc)
    - A vessel (how it will be delivered, via water, sand, food, etc)
    - A Processing Tool
    - Skill!


Processing Tools:
There are 3 main processing tools to help one set up their hazard. The Alembic is what one may think of in regards to making moonshine or meth with all the crazy glass tubes, the Crucible is what one may think of when they picture aerosol cans being filled from a heated drum, while the Mortar & Pestle is an age old device of a bowl and a blunt instrument.

    - Alembic : Creates Liquid Poison Effects
    An alembic is a chemical still consisting of two vessels connected by a tube, used for distilling chemicals. If the lid and flask are in one piece, it may be called a retort. The liquid in the flask is heated or boiled with the appropriate ingredient(s); the vapour rises into the alembic hood, where it cools by contact with the walls and condenses, running down the spout into a receiving flask. This is mainly used for the Internal Attack type.

    - Crucible : Creates Aerial Poison Effects
    Renowned for their ability to withstand very high temperatures, rapid changes in temperature, and strong reagents. These crucibles are widely used for chemistry and early metallurgy. The processing of ingredients through a crucible requires them to be infused with a liquid medium and a high pressure casing to be placed atop their fixture. The high heat will force the gas to pass through a one way valve when opened at a critical pressure. Sealing the valve after it reaches the same pressure creates either aerosols or high pressure explosives which release the poisons in gaseous form over a fixed area. (i.e. Aerial delivery)

    - Mortar & Pestle : Creates Dry Poison Effects
    The mortar is a bowl, typically made of hard wood, ceramic or stone. The pestle is a heavy club-shaped object, the end of which is used for crushing and grinding. The substance to be ground is placed in the mortar and ground, crushed or mixed with the pestle. Sometimes referred to as an "Apothecary Grinder" by individuals unfamiliar with its use, the proper historical name is "mortar and pestle". The mortar and pestle is usually utilized when cooking and when crushing ingredients for a certain drug in pharmacies. It can also be used in masonry and in other types of construction. In this use it is utilized for grinding down reagents, either to apply in salves by mixing with tallow or to use as a dry dust poison.


Skill
This skill involves spending time with the hospital or med-nin, learning about a specific, known hazard and how to deal with it on all known fronts. This process takes 2 posts to do (for each wanted knowledge), and is not subject to PA reductions. To repeat, hazard effects and how to properly deal with them is not innate knowledge.
A shinobi must keep a journal of hazards known/craftable and curable on their profile, as well as in a physical journal for their rpc to carry with them. Simply owning an Antidote Kit will be of no use to the uninformed!
    ◦ Beginner :: Trained during the academy years, it allows all shinobi of genin rank the ability to learn, create, and defend against basic light hazards.
    ◦ Intermediate :: Trained during the jounin years, it allows all medical-class shinobi of anbu/oinin induction the ability to learn, create, and defend against medium hazards.
    ◦ Expert :: Trained during the konin years, it allows all medical-class shinobi of anbu captain/oinin captain induction to learn, create, and defend against heavy hazards.


Botany's Special-Rank Mission
Hybridizing the origin plant can narrow or widen the dose effects, dose range (from highest on down), or even affect time length that they will last, one at a time, to produce more specific results. Hybridizing, while time consuming, is the easiest method to make a personalized poison. However, while hybridizing is the process which brings two plants together, it does not always yield expected results. Experimentation is the only way to go!
 


AandOE

Captain

Star-Crossed Astronomer

17,000 Points
  • Partygoer 500
  • Perfect Attendance 400
  • Full closet 200
Reply
古[} Recycle Bin

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum