Medical Specialty Path
Buying this skill point allows you to create, learn and use D-Rank Jutsu utilizing the Medical specialty. Once this has been bought you may now create and use these jutsu in any future topic created after buying this skill point. You may buy this point at C-Rank or higher.
Buying this skill point allows you to create, learn and use C-Rank Jutsu utilizing the Medical specialty. Once this has been bought you may now create and use these jutsu in any future topic created after buying this skill point. You may buy this point at C-Rank or higher as long as you have purchased the points before this one.
Buying this skill allows you to craft poison and antidotes for other poisons. Poisons and antidotes are considered items and are applied for just like any other item, however can only be created by those with this perk. Because of that it is very common for someone with this perk to sell their poisons to others.
Buying this skill point allows you to create, learn and use B-Rank Jutsu utilizing the Medical specialty. Once this has been bought you may now create and use these jutsu in any future topic created after buying this skill point. You may buy this point at C-Rank or higher as long as you have purchased the points before this one.
Buying this skill gives you an additional Endurance point. Endurance points are used to assist shinobi in battle and allow them to tank or absorb attacks that would otherwise outright destroy them.
Buying this skill point allows you to create, learn and use A-Rank Jutsu utilizing the Medical specialty. Once this has been bought you may now create and use these jutsu in any future topic created after buying this skill point. You may buy this point at B-Rank or higher as long as you have purchased the points before this one.
Buying this skill allows you to create medical modifications on yourself or others. You have gained skill from operating on people, and have learned how to adapt and alter the human physique. This perk allows you to modify your self with unique characteristic. While most of these modifications will come from other animals or creatures, such as webbed feet for swimming, gills for breathing or wings for flying, it is not unheard of for more sinister and complex modifications to be made.
Buying this skill point allows you to create, learn and use S-Rank Jutsu utilizing the Medical specialty. Once this has been bought you may now create and use these jutsu in any future topic created after buying this skill point. You may buy this point at A-Rank or higher as long as you have purchased the points before this one.
Buying this skill allows you to revive dead characters. A complex and sometimes forbidden perk, this skill allows you to bring a character that has recently been killed back to life. This is full life and not some fake zombified state. The player that is revived has full control of their character and may continue to use them as if nothing happened. To revive a player, the medic ninja must create a topic with the corpse in less than 24 real life hours, or the body has rotted and can not be saved. The topic does not need to end in that 24 hours, but must have been started and the process of revival must begin. It takes 48 real life hours for a body to come back to life and will not come back fully in the same topic that they were revived in.
Poisons and Antidotes
Poisons are considered a unique and rare item that only a select few have the knowledge and ability to create. They are basic in application, being applied to items or injection, however are very complex to create, with medical specialist being the only knowing how to do it. Those who do not have this skill can still obtain poisons by buying them from a medical user, but can not create their own. There are two types of poisons and antidotes, Universal and Personal. While the effects of both types can be very similar, they differ in the ways that they are handled and created, with certain rules pertaining to both kinds.
Universal poisons are basic poisons that are crafted in medical labs, by doctors and those with basic medical knowledge. They can come in various forms such as powder and liquids, and can be administered in a variety of ways. Universal poisons are common knowledge and can be created by most people with this kind of knowledge, not being very complex in nature. Because of this most antidotes are able to suppress or render the poison useless. If a poison is considered universal, it can be combated with a universal antidote of equal or higher rank. These poisons are normally cheaper to buy and are more common on the battle field.
Personal poisons are more complex and advanced creations, having unique abilities that are not seen very often in this type of item. Any medical specialist has the ability to create personal poison, but because of their complexity and strain, a shinobi can only create a certain amount of personal poisons based on their rank. In addition, any poison that is created that is personal, must also have a corresponding antidote created with it. While this antidote is not common knowledge and not available to the public, it must be kept on the owners person while in battle. If they have the poison on them, the antidote must be on them as well. Because of how rare and dangerous personal poisons are, their owners keep the antidote handy in case something goes wrong.
-C-Rank: Can create and own 2 personal poisons.
-B-Rank: Can create and own 3 personal poisons.
-A-Rank: Can create and own 4 personal poisons.
-S-Rank: Can create and own 5 personal poisons.
Poisons also come in many different forms, and while we may not be able to cover every single kind of poison or toxic effect, we will do our best to split them into three different categories. If it is not obvious which one your effect falls under, staff will help you decided, and if one seems like it may not belong in any, we will place it in the closest group we can. These three classifications of poisons are to help each member better understand what they are up against, and to make things more clear on the battle field. When creating a poison, it must be made clear which one of these three groups it falls under in the type section. For example, you may put Poison-Gas in the section that describes what kind of item it is.
The most common type of poisonous, venomous or toxic effect normally takes the form of gas. As a gas, the poison is best known for being dispersed into the air in the form of a cloud, and normally is derived from a liquid or moisture byproduct. The cloud is often used to fill an area with the gas, and mainly effects its targets by being breath in. The gas can effect open membranes, such as the eyes, nostril or mouth. Since gas is one of the easiest forms of poison to effect someone, its effects are considered to be weaker than the other forms, as the toxin is dispersed through the air and often diluted.
-C-Rank: Can effect up to a 10 meter diameter and will last for 2 post (effects of the poison once in the system will last 2 post)
-B-Rank: Can effect up to a 15 meter diameter and will last for 3 post (effects of the poison once in the system will last 2 post)
-A-Rank: Can effect up to a 20 meter diameter and will last for 4 post (effects of the poison once in the system will last 3 post)
-S-Rank: Can effect up to a 25 meter diameter and will last for 5 post (effects of the poison once in the system will last 3 post)
A powder type of poison is when the toxic material is ground up and turned into a fine powder, can be flaky, course or fine. It can be used much like gas, but has a little more potency to it, while having a smaller range of effect. While powder can still be breath in or effect things like the eyes and mouth, it can also effect others by touching their skin or parts of their body. The powder can sit in the pores of skin and can be used to irritate or effect the body, and not just be breath in.
-C-Rank: Can effect up to a 2 meter diameter and will last for 1 post or can touch the skin (effects of the poison once in the system will last 2 post)
-B-Rank: Can effect up to a 4 meter diameter and will last for 1 post or can touch the skin (effects of the poison once in the system will last 3 post)
-A-Rank: Can effect up to a 6 meter diameter and will last for 2 post or can touch the skin (effects of the poison once in the system will last 3 post)
-S-Rank: Can effect up to a 8 meter diameter and will last for 2 post or can touch the skin (effects of the poison once in the system will last 4 post)
A liquid poison is one of the hardest types of toxin to actually get into the system, but has the most potent effect to it. A liquid poison is one that is still in its more pure form, and as such can last longer when in the blood stream, however this makes getting it into the body the hardest. A liquid poison can only take effect when it enter the body, most often being ingested or injected. Someone can consume the poison, either by eating, drinking or swallowing it, or it can be injected into the body through open wounds, or breaching the flesh.
-C-Rank: Must be injected or ingested (effects of the poison once in the system will last 3 post)
-B-Rank: Must be injected or ingested (effects of the poison once in the system will last 4 post)
-A-Rank: Must be injected or ingested (effects of the poison once in the system will last 5 post)
-S-Rank: Must be injected or ingested (effects of the poison once in the system will last 6 post)
Poisons also have varying degrees of effect and potency based on its strength or its rank. While the above forms list how they can be used, below will explain what each rank will be allowed to do when it comes to its over all effects. While this is a guide that explains most effects for poisons, some exceptions can be made, and not everything is set in stone. There may be a few instances where certain poisons or toxins break these rules, but those will occur on a base by base system, and must be approved by staff.
D-Ranks are purely for positive effects or antidotes. A D rank poison can not have any negative effects what so ever, and may only be used for helping allies, such as medicine, antidotes or vaccines.
C-Ranks are where negative effects start to come into play, but are very minor and are normally used for status effect changes. These can be used for slowing down a target, making them sick, effecting a primary sense, etc etc. C rank poisons are almost never lethal and do not have the potential to kill or knock unconscious. They also can not effect the chakra or stamina system, but are still able to effect other aspects of the body.
B-Rank poisons are even more potent, and can now effect systems like the chakra and stamina system, while also being able to effect the nervous system. B ranks are still considered non lethal and are unable to kill or knock someone unconscious, but can now paralyze or render someone useless for a limited amount of time. They are also known for draining enemies of resources or preventing them from using a certain type of effect.
A rank poisons are where things get dangerous, and now have the potential to fully render someone useless, while very rarely ending a life. The potency of their effects regarding status changes, system afflictions and other effects are increased, allowing them to effect things more permanently. While these kinds of poisons are deadly and do have the potential to knock out or kill someone, it should be very rare and have ways of combating them.
S-Rank poisons are often used by master, who have perfected the art of poison crafting and usage. These are now to be considered highly deadly, able to effect any form of system or apply any kind of status effect. S rank poisons can now knock unconscious or kill very regularly, and most be defended against at all cost.
Biological Mutations are a type of medical operation that medics are able to preform on themselves or other people, permanently altering an aspect of their body. These mutations are very extreme and hard to pull off, often changing the very make up of a persons body. Because of this a single person can only have a certain number of mutations performed on them. When it comes to actually pulling off the procedure, a few things must take place. Because these can be long and detailed operations, a post amount has been attached to different mutations, as well as certain ranks of shinobi only being allowed to have a specific amount of mutations. The mutations themselves can range from a variety of different things, but often mimic qualities of animals found in the wild.
-C-Rank: Can have 1 mutation
-B-Rank: Can have 2 mutations
-A-Rank: Can have 3 mutations
-S-Rank: Can have 4 mutations
-Types of Mutations:
Transplants are a type of mutation that allows a medical shinobi to take DNA from one person and implant it into another. There are two common types of Transplants, being blood transfusions and Dojutsu. Blood transplants allow the shinobi to obtain an elemental affinity or bloodline trait of the person they are receiving it from. Dojutsu transplants are when a eye with a special trait or KKG is taken from one person and moved to another. In most cases the transplant occurs in an attempt to transfer an ability to another person. A transplant can not occur if the person the DNA is from has been dead for more than 48 hours unless the DNA is preserved. Any person can only possess one single Transplant.
Adaptations are medical procedures where one part of the body is molded to resemble something completely different. Normal adaptations are things like animal features added onto another person. This can be something like giving gills to a human, or webbed fingers and toes. It can be extra eye lids to see in the water or wings to hover and fly. Other adaptations can be things like normal human features being added to abnormal areas, such as extra fingers, or arms in other locations. You can have any amount of adaptations up to your mutations limit.