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▰ Description:

Poisons are toxic substances often used by shinobi in combat to physically harm and impair opponents. Poisons are typically the specialty of puppeteers and medical shinobi although all who possess the predisposition can become famed in the art and science of poison usage. Toxin chemists of varying skill can mix ingredients together using an alembic to create poisons at four tiers of potency. The toxicology arts are a rare talent that can prove highly useful as poisons have the capability to devastate the body and the energy resources of foes over the course of the battle.

Status effects are detrimental impacts that debuff enemies. Status effects can be the result of extreme temperatures, chiefly frostbite and dehydration, which also debuff enemies. Shinobi who possess the kekkei genkai of ice release and scorch release have exclusive privilege over these powerfully detrimental effects. Given enough time, frostbite can prevent an opponent from using handsigns and molding chakra while dehydration can devastate an opponent's stamina resource. Additional non-exclusive status effects include Paralysis, Blindness, Disease, Deafness, Grappling, Muteness, Jamming, and Trauma. There are also elemental status effects caused by the five chakra elements that can be applied rarely by most but more frequently by ninjutsu class shinobi. These include Petrification for doton, Burning/Burned for katon, Drenched and Suffocation for suiton, Vertigo for fuuton, and Paralysis can be applied to raiton.


▰ Rules For Poisons:

• Natural Poison: If a technique or anything else (such as a PA) mentions the use of toxins or hazardous material while not using crafted poisons, it is then substituted with the use of the subtraction of resources effect of the appropriate tier. Natural poison can only add this effect. This is only used when crafted poison is not possessed. Crafted poison does not stack with Natural Poison. Inflicted with techniques as [ E-D: T1 / C: T2 / B-A: T3 / S-S+: T4 ], typically.

Tier 1
• Subtracts 20 chakra and stamina from reserves. (If cured immediately, this effect does not apply.)

Tier 2
• Subtracts 40 chakra and stamina from reserves. (If cured immediately, this effect does not apply.)

Tier 3
• Subtracts 60 chakra and stamina from reserves. (If cured immediately, this effect does not apply.)

Tier 4
• Subtracts 80 chakra and stamina from reserves. (If cured immediately, this effect does not apply.)


General Creation Rules
• There are four tiers of poisons, with access to the subsequent tier dependent on the user's progression in the toxicology skill. Ergo, Apprentices can only create the first tier, Veterans have access to the second tier, Masters the third, and Grandmasters the fourth.
• Those of the puppeteer and medical classes gain access to poison tiers immediately after attaining body rank D where they are immediately considered an [Apprentice]. From then on, any missions taken to advance Toxicology are treated as twice as many for every one mission done.
• You also unlock access to antidotes for your own poisons immediately upon their creation. These automatic antidotes do not count against your [5] pharmaceuticals in your inventory; in other words, you will always be able to cure your own poisons. These antidotes, should they coincide with another opponent's poison, will cure their effects. E.g., your legendary poison inflicts tier four paralysis and so does your opponent's poison, so when they poison you, you already possess its antidote.
• Lower tier antidotes can lower higher tiered poison effects. E.g., an antidote for T2 paralysis can bring a T4 paralysis status from a poison down to T2. However, poisons with custom effects are unaffected by this clause unless the antidote in question has a custom ability that addresses the custom effect.
• Once a poison or antidote is crafted there are no requirements for dosage and it is immediately added to that RPC's inventory for them to add to weapons or smoke bombs as they please.
• You can customize the ingredients and appearance of your created poisons for a more personal touch. They must follow the rules below about what effects they may have.
• Regardless of combination of poison, PAs, techniques, passive abilities, customs - no more than four different status effects may ever be applied through one activation.

General Combat Rules
• The effects of stat reduction from poisons stack regardless of tier up to a maximum of -12 per stat.
• The continual resource drain does not stack. The highest tier of drain would apply. Immediate draining poisons may stack if applying multiple applications in one turn or if maladies physician.
• The status effect granted by poisons do not apply their inherent stat reduction as those stat reductions are halved.
• Consuming an antidote of the appropriate tier will immediately prevent the poison from taking effect or cure its effects. Consuming an antidote uses one defensive activation.
• There are two methods of infecting the body with poison: liquid or gas.
• Poisons inflict on contact and applying a poison requires no activation but which poison and its effects must be specified.
• Multi-strike techniques only apply one stack of poison. You cannot use one technique that launches five attacks to deal five stacks of poison.
• At the end of a battle, if a body is left alone it is assumed they will be eventually cured by allied ninja and will more often than not awaken in a hospital.
• Poisons can inflict any status except for hex and drench.

▰ Poison Tiers:

Basic Poison | Tier 1

The tier one poisons are of a mild detriment to those infected. They slightly lower the physical attributes of an opponent and slightly strain their energy sources. Choose one bullet point below for your poison:

• Reduces a specific Stat in an infected opponent by 2 or reduces two specific stats by 1.
• Subtracts 20 chakra and stamina from reserves. (If cured immediately, this effect does not apply.)
• Continually deducts 10 chakra and stamina until cured
• The effect of a Tier 1 Status.

Advanced Poison | Tier 2

Tier two poisons are potent but not difficult to make. This tier of poison will reduce the physical prowess and energy of those infected substantially. Tier two poisons can have their effects stack up to 4 times. You may select 1 effect from the list below of tier two effects or 2 effects of tier one:

• Reduces a specific stat in an infected opponent by 4, reduces two specific stats by 2, or all stats by 1.
• Subtracts 40 chakra and stamina from reserves. (If cured immediately, this effect does not apply.)
• Continually deducts 20 chakra and stamina until cured
• The effect of a Tier 2 Status.

Special Poison | Tier 3

Only masterful poisoners can create poisons of this rare potency. The third tier is capable of devastating an opponent physically, harming their energy pools greatly, and straining their energy further over time. You may select 1 effect from the list below of tier three effects or 2 effects of tier two or 3 effects of tier one:

• Reduces a specific stat in an infected opponent by 6, or reduces two specific stats by 3.
• Subtracts 80 chakra and stamina from reserves. (If cured immediately, this effect does not apply.)
• Continually deducts 30 chakra and stamina until cured.
• The effect of a Tier 3 Status.

Legendary Poison | Tier 4

Only the most prodigal and skilled toxin chemists can create poisons at the fourth tier of potency. At this tier, a poison will devastate the physical attributes of even the most skilled warriors, devastate the chakra network and stamina resource, and continue to cripple their resources over time. You may select 1 effect from the list below of tier four effects or 2 effects of tier three or 3 effects of tier two or 4 effects of tier one:

• Reduces a specific stat in an infected opponent by 8, reduces two specific stats by 4, or all stats by 2.
• Subtracts 160 chakra and stamina from reserves. (If cured immediately, this effect does not apply.)
• Continually deducts 40 chakra and stamina until cured
• The effect of a Tier 4 Status.


▰ Rules For Statuses:

• Status tier do not stack and instead higher tier always replace lower tier.
• If the same tier of frostbite or dehydration is applied then the effects are refreshed, and if a lower tier of frostbite or dehydration is applied then the user may choose to have either the lower-ranked frostbite/dehydration take over at a full duration or keep the higher tier with its current duration.
• Opposing elemental statuses will cure status effects on their own. Whichever status is greater cures the other:
Drench vs Dehydration
Burning vs Drench
Frostbite vs Burning

Statuses that remove others, do so in correspondence with their tiers. Equal ranks cancel each other out and lower ranks will reduce the weaker afflicted status by its own tier. E.g.,T3 Drench would make T4 Burning into T1 Burning.

Typically, statuses are inflicted using [ T1 for E-C / T2 for B-S+ ].
Alternatively, some statuses are ones the RPC has special access to, like drench for ninjutsu specialists, who would use this guideline: [ E-D: T1 / C: T2 / B-A: T3 / S-S+: T4 ].

▰ Status Effects Tiers:


Blindness

Bane of normal people and Doujutsu users alike blindness unless having been born with it or grown accustomed to it is a debilitating effect known throughout the masses. ~Sensor may circumvent blindness through the use of applicable sensory techniques.

Tier One Blindness

Tunnel Vission, Blurry Vission, Clouded Vision, difficult but not impossible to see. Doujutsu users can bypass these debilitations using their sensory sight as opposed to normal vision but its still more straining to do so.

• Reduces agility by 2 points.
• Enemy Dodges cost [20] less resource.
• Doujutsu requires an additional [10] resource to use.

Tier Two Blindness

The user can only see darkness, Doujutsu users, however man continue to see using their sensory vision albeit much more difficult to do so as now even it is slightly getting blurry.

• Reduces agility by 4, by 2 for doujutsu users.
• Normal vision cannot see.
• Doujutsu requires an additional [20] resource to use.

Tier Three Blindness

Pitch black. Hardly any light if any reaches the iris. Even Doujutsu users start to feel the effects and moreover, their abilities start to fail them as the blindness starts affecting their neuro-network.

• Reduces agility by 6, 4 for Doujutsu users.
• Normal Vision cannot see, Doujutsu vision is blurred.
• Doujutsu techniques cost [60] more resource to use.

Tier Four Blindess

Blindness which extends to the neural network directly interfering with the synapses sent to the brain. Not even Doujutsu users are immune to this tier of blindness and it ultimately the worst kind of blindness.

• Reduces agility by 8.
• Doujutsu users cannot use their Doujutsu techniques.


Burning/Burned

Burning is a Unique status effect applied by certain Katon techniques. Those of the Ninjutsu Class may apply the Burning/Burned Status Effect to all Katon techniques applying Tier 1 from ranks E-C and applying Tier 2 From Ranks B-S. Double Ninjutsu Class can apply Burning/Burned to all Katon techniques. Tier 1 from ranks E-D, Tier 2 from rank C, Tier 3 Ranks B-A, and Rank 4 for Ranks S and S+. Lesser Tiers of Burning/Burned may be applied from higher ranks if desired. All burning statuses are put out by Suiton techniques or applicable water source unless stated otherwise. When techniques Burning status ends naturally it applies its Burned status.
Tier One Burning/Burned

• Continuously applies a E-rank of damage as the targeted area remains ablaze for [2] posts {stacks}

[Burned]
• The targeted area has its [Strength] and [Endurance] reduced by 2. {Bypasses stats reduction resistance until the burns are treated}

Tier Two Burning/Burned

• Continuously applies a D-rank of damage as the targeted area remains ablaze for [2] posts {stacks}

[Burned]
• The targeted area has its [Strength] and [Endurance] stats reduced by 4. {Bypasses stats reduction resistance until the burns are treated}

Tier Three Burning/Burned

• Continuously applies a C-rank of damage as the targeted area remains ablaze for [2] posts {stacks}

[Burned]
• The targeted area has its [Strength] and [Endurance] stats reduced by 6. {Bypasses stats reduction resistance until the burns are treated}

Tier Four Burning/Burned
• Continuously applies a B-rank of damage as the targeted area remains ablaze for [2] posts {stacks}

[Burned]
• The targeted area has its [Strength] and [Endurance] stats reduced by 8. {Bypasses stats reduction resistance until the burns are treated}
• The target loses an activation from the continuous pain. {does not stack}


Corrosion

Corrosion is a unique status effect applied by certain acidic techniques and created poisons. Corrosion wears against armor and defensive techniques.

Tier One Corrosion

• Armor is treated as [1] rank lower. Ex. Medium armor would be treated as light armor.
• Corrosion effects the resource used in defensive techniques, making defensive techniques cost [10] chakra or stamina to use or maintain.
• Lowers endurance by 2.

Tier Two Corrosion

• Armor is treated as [1] rank lower. Ex. Medium armor would be treated as light armor.
• Corrosion effects the resource used in defensive techniques, making defensive techniques cost [20] more resource to use or maintain.
• Lowers endurance by 4.

Tier Three Corrosion

• Armor is treated as [2] rank lower. Ex. Heavy armor would be treated as light armor.
• Corrosion effects the resource used in defensive techniques, making defensive techniques cost [40] more resource to use or maintain.
• Lowers endurance by 6.

Tier Four Corrosion

• Armor is treated as [3] rank lower. Ex. Heavy armor would be treated as no armor.
• Corrosion effects the resource used in defensive techniques, making defensive techniques cost [80] more resource to use or maintain.
• Lowers endurance by 8.


Deafness

All tiers of Deafness are the same
• Cannot hear
• Immunity to sound-based Genjutsu if it does not target the Chakra sense


Dehydration

Tier One Dehydration

The first tiers of dehydration are of a mild detriment to those affected. They lower the endurance of the victim. Techniques of E-D Rank apply tier one dehydration. E-D Rank suiton techniques combat this tier of dehydration.

• Reduces endurance by 2 for 3 posts or until cured.
• [20] stamina is reduced from the target per post for 3 posts or until cured.

Tier Two Dehydration

The second tier of dehydration is slightly more severe. This tier will reduce the endurance of a target substantially. C Rank techniques apply tier two dehydration. C Rank suiton techniques combat this tier of dehydration.

• Reduces endurance in an affected opponent by 4 for 4 posts or until cured.
• [40] stamina is reduced from the infected target per post for 4 posts or until cured.

Tier Three Dehydration

More potent and deadly techniques affect the target with this tier of dehydration. This tier reduces endurance by a lot. Techniques of B-A rank apply tier three dehydration. Suiton techniques of B-A rank combat this tier of dehydration.

• Reduces endurance in an affected opponent by 6 for 5 posts or until cured.
• [60] stamina is reduced from the target per post for 5 posts or until cured.

Tier Four Dehydration

Only the most fiercest of heat-based techniques can affect an opponent at this tier. This tier of dehydration ravages the target's endurance severely while exhausting them much quicker than any other tier. Techniques of S-S+ rank apply tier four dehydration. Suiton techniques of S-S+ rank combat this tier of dehydration.

• Reduces endurance in an opponent by 8 for 6 posts or until cured.
• [80] stamina is reduced from the target per post for 6 posts or until cured.


Disease
Cellular destruction, infections, and disease.

Tier One Disease

Typically allergens, mild irritation, at worst a runny nose, but typically those under the effects a disease at this tier feel semi-sluggish and miserable but not frail or incapable

• Reduces strength by 2.
• Increases the cost of techniques by [10].

Tier Two Disease

Nausea, dry heaving, fully body aches and pains. Diseases of this tier are typically not life-threatening but make it so a person trying to defend themselves in incredibly inconvenienced and straining themselves.

• Reduces strength by 4.
• Increase the cost of all techniques by [20].

Tier Three Disease

Truthfully you should be in bed. High fevers, hot flashes, syncope, confusion. One shouldn't be battling in this condition, although it is possible you're body will hate you for it.

• Reduces strength by 6.
• Increase the cost of all techniques by [30].
• Reduces activations by [1].

Tier Four Disease

Necrosis, severely debilitating diseases and infections that require advanced tiers of treatment and ravage the body, it isn't uncommon that in this state one has become frail and meek and hardly capable of attacking anything.

• Reduces strength by 8.
• Bukijutsu and Taijustu are 1-rank weaker.
• Increase the cost of all techniques by [40].
• Reduces activations by [1].
• Depending on the disease may involve skin loss among other things.



Disintegration

Disintegration is a unique status effect by certain dust release techniques. Much like Corrosion, Disintegration is most effective against defensive opponents but differs in that it is effective against chakra based sources as opposed to physical ones.

Tier One Disintegration

• Barriers / Shields / Fuuinjutsu below C-Rank are immediately destroyed. Those higher have their duration cut to 3 posts before fizzling out.
• Those above that are destroyed may be remade at the base cost PLUS [3] ranks below the technique cast.
• Endurance is reduced by 2 for 3 posts or until cured.

Tier Two Disintegration

• Barriers / Shields / Fuuinjutsu below B-Rank are immediately destroyed. Those higher have their duration cut to 2 posts before fizzling out.
• Those above that are destroyed may be remade at the base cost PLUS [2] ranks below the technique cast.
• Endurance is reduced by 4 for 3 posts or until cured.

Tier Three Disintegration

• Barriers / Shields / Fuuinjutsu below S-Rank are immediately destroyed. Those higher have their duration cut to 1 posts before fizzling out.
• Those above that are destroyed may be remade at the base cost PLUS [1] rank below the technique cast.
• Endurance is reduced by 6 for 3 posts or until cured.
• Forming barriers, shields, and fuuinjutsu for two posts after this effect begins will cause them to act two ranks lower in strength.

Tier Four Disintegration

• Barriers / Shields / Fuuinjutsu below S+-Rank are immediately destroyed. Those higher have their duration cut to 1 post before fizzling out.
• Those above that are destroyed may be remade at the base cost PLUS the same rank as the technique cast.
• Forming barriers, shields, and fuuinjutsu for three posts after this effect begins will cause them to act two ranks lower in strength.
• Endurance is reduced by 8 for 4 posts or until cured.


Drench

Drench is a Unique status effect applied by certain Suiton techniques. Those of the Ninjutsu Class may apply the Drench Status Effect to all Suiton techniques applying Tier 1 from ranks E-C and applying Tier 2 From Ranks B-S. Double Ninjutsu Class can apply Drench to all Suiton techniques. Tier 1 from ranks E-D, Tier 2 from rank C, Tier 3 Ranks B-A, and Rank 4 for Ranks S and S+. Lesser Tiers of Drench may be applied from higher ranks if desired. All Suiton regardless of class apply Tier 1 Drench minimally.

Tier One Drench

• The targeted area is conductive for [1] post allowing [Raiton] to be channeled through them
• [Raiton] techniques cost [10] more resource to evade
• Lowers speed by 2

Tier Two Drench

• The targeted area is conductive for [2] posts allowing [Raiton] to be channeled through them.
• [Raiton] techniques cost [20] more resource to evade
• Lowers speed by 4

Tier Three Drench

• The targeted area is conductive for [3] posts allowing [Raiton] to be channeled through them.
• [Raiton] techniques cost [40] more resource to evade
• Lowers speed by 6

Tier Four Drench

• The targeted area is conductive for [4] posts allowing [Raiton] to be channeled through them.
• [Raiton] techniques cost [80] more resource to evade
• Lowers speed by 8
• Enemy Raiton backfires


Fall Damage:

• Whenever a technique deals with knocking a target in the air, unless having a way slow your descent, such as flying vis fuuton ninjutsu, the user will suffer trauma on contact with the ground. This trauma is equal to one application of an S-ranked tier-four trauma, per every twenty feet they fell. If a technique does have a listed range but reasonably creates one, such a punch saying it knocks someone in the air but does not state how many feet, then it is given a base range as follows:

E: 10 feet
D: 20 feet
C: 30 feet
B: 40 feet
A: 50 feet
S: 100 feet
S+: 200 feet


Frostbite

Tier One Frostbite

The first tier of frostbite are of a mild detriment to those affected. They lower the agility of those affected by [1]. Techniques of E-D Rank apply to tier one frostbite. Katon techniques of E-D Rank combat this tier of frostbite.

• Reduces agility by 2 for 3 posts or until cured.
• Prevents use of hand signs or somatic casting (arms and legs) for 3 posts or until cured. [20] chakra can be spent to cure this.

Tier Two Frostbite

The second tier of frostbite is slightly more severe. This tier of frostbite will reduce the agility of a target heavily. C Rank techniques apply tier two frostbite.

• Reduces agility in an affected opponent by 4 for 4 posts or until cured.
• Prevents the use of hand signs and somatic gestures (arms and legs) for 4 posts or until cured. [40] chakra can be spent to cure this.

Tier Three Frostbite

More potent and deadly techniques affect the target with this tier of frostbite. This tier of frostbite reduces agility heavily. Techniques of B-A Rank apply to tier three frostbite. Katon techniques of B-A Rank combat this tier of frostbite.

• Reduces agility in an affected opponent by 6 for 5 posts or until cured.
• Subtracts 50 chakra and prevents the use of handsigns and somatic casting (arms and legs) for 5 posts or until cured. [60] chakra can be spent to cure this.

Tier Four Frostbite

Only the fiercest of cold techniques can affect an opponent at this tier. This tier of cold ravages the target's agility severely while preventing the use of their frozen limbs for an elongated time. Techniques of S-S+ Rank apply to tier four frostbite. Katon techniques of S-S+ Rank combat this tier of frostbite.

• Reduces agility in affected opponent by 8 points for 6 posts or until cured.
• Subtracts 100 chakra and prevents the use of handsigns and somatic casting (arms and legs) for 6 posts or until cured. [80] chakra can be spent to cure this.


Grappled Status

The Grapple Status occurs whenever a successful grapple occurs. The grapple status is rather simple and does not come in Tiers. The strength of the grapple directly correlates with the rank the grapple was used at.

Grappled
• A Grapple with only one limb is only half as strong as a grapple performed with two limbs. A one limbed grappled reduces the rank of a grapple by [1]
• If a grapple is performed with two limbs or more is equal to its rank. However, unless having an alternative method to mold chakra the user cannot perform hand signs and neither can the grappled target.
• When a target it grappled the grapplers following technique is [Guaranteed] to hit.
• At any time a grapple can be broken by spending an equal amount of stamina to the grapple unless otherwise stated. The grappler loses their activation for having their grapple broken and the resource spent for their follow up technique is refunded, the grappled will have spent an activation to break out of said grapple.
• A grapple is treated as a [Simple] move unless otherwise stated



Hex

Hex is a unique status effect applied by certain sealing techniques. Those of the Scholar Class may apply the Hex Status Effect to seals applied to one's body, applying Tier 1 from ranks E-C and applying Tier 2 From Ranks B-S. Scholar Class specialists can apply Hex to any sealing techniques. This Hex comes from the extensive studying of the intricacies of the sealing techniques. This does not apply to summoning or array/chain seals. This status is typically only applied to seals that are placed directly on one's body unless otherwise stated. Scholar specialist can inflict Tier 1 from ranks E-D, Tier 2 from rank C, Tier 3 Ranks B-A, and Rank 4 for Ranks S and S+. Lesser Tiers of Hex may be applied from higher ranks if desired. Hex is the corruption of chakra within a container - meaning it may be applied to summons and clones in addition to people themselves. Hexes applied to someone blessed through any religious avenue (see career professions) fail the first time. Hex status is unaffected by iryojutsu and the Maladies Physician discipline.

Hex status may be 'cleansed' by:
-- Removing the seal immediately through a seal breaking technique (affects still activate for the post of removal, then they are completely negated unless hex is reapplied)
-- Expending an activation every post releases the affect that removes overwhelming status (if applicable); this does not release the resource cost increase
-- Utilizing the seal disable technique to release the affect that removes overwhelming status (if applicable); this does not release the resource cost increase

Tier One Hex

• Jutsu type chosen cost [10] resource every post until cleansed

Tier Two Hex

• Jutsu type chosen cost [20] resource every post until cleansed
• Chosen jutsu type loses overwhelming status

Tier Three Hex

• Justu type chosen cost [40] resource every post until cleansed
• All overwhelming is lost

Tier Four Hex

• Jutsu type chosen cost [80] resource every post until cleansed
• All overwhelming is lost
• Curse marks, sage mode, and bijuu cannot be accessed [if already being utilized, they receive the resource increase until cleansed]


Insanity

Insanity, also known as madness, is a mental status effect that is exclusive to genjutsu and hallucinogenic poisons. A specialized few genjutsu cause insanity that lasts for as long as the duration of the technique. Genjutsu that create phantasms (false senses) are the only genjutsu that generate insanity. For example, hearing the audio phantasm of loved ones screaming in agony will create madness. Genjutsu that create mental stress cannot cause insanity and vice versa. A technique will specify which status, if any, that it inflicts. Insanity and mental stress cannot plague the mind at the same time because one will naturally overpower the other. The most recent mental status will replace the previous as well. The tiers of insanity do not stack on top of each other and instead override the lower-tiered effects if a higher tier is inflicted. Insanity tiers cannot be layered through multiple techniques. The rank of the genjutsu determines the tier of insanity. Unlike mental stress, isanity will increase in tier over time and override the previous tier. At the halfway point of a duration rounded up to the nearest total the insanity tier will increase by one. There are four tiers of insanity with a maximum tier of four and a minimum tier of one. Insanity causes a decrease in agility and makes additional genjutsu more effective.


Tier One Insanity

The first tier of insanity is mildly detrimental to the victim's agility and makes further hypnosis a little easier. E and D Rank genjutsu create this tier of insanity.

• Reduces agility by 2 until cured or the insanity-inducing genjutsu is dispelled.
• The caster can add [1] phantasm (sensory hallucination) to any additional genjutsu until cured or the insanity-inducing genjutsu is dispelled. Cannot go beyond the [5] sense limit.

Tier Two Insanity

The second tier of insanity is moderately detrimental to the victim's agility and makes further hypnosis significantly easier. C Rank genjutsu create this tier of insanity.

• Reduces agility by 4 until cured or the genjutsu is dispelled.
• The caster can add [2] phantasms (sensory hallucinations) to any additional genjutsu until cured or the insanity-inducing genjutsu is dispelled. Cannot go beyond the [5] sense limit.

Tier Three Insanity

The third tier of insanity is highly detrimental to the victim's agility and makes further hypnosis substantially easier. B and A Rank genjutsu create this tier of insanity.

• Reduces agility by 6 until cured or the insanity-inducing genjutsu is dispelled.
• The caster can add [3] phantasms (sensory hallucinations) to any additional genjutsu until cured or the insanity-inducing genjutsu is dispelled. Cannot go beyond the [5] sense limit.

Tier Four Insanity

The fourth tier of insanity is extremely detrimental for the victim's agility and makes further hypnosis much easier. S and S+ Rank genjutsu create this tier of insanity.

• Reduces agility by 8 until cured or the insanity-inducing genjutsu is dispelled.
• The caster can add [4] phantasms (sensory hallucinations) to any additional genjutsu until cured or the insanity-inducing genjutsu is dispelled. Cannot go beyond the [5] sense limit.



Jamming

Jamming is a unique status effect applied by certain sensory techniques. Those of the Scholar Class with the Infinite Perception discipline may apply the Jamming status effect to all sensor techniques applying Tier 1 from ranks E-C and applying Tier 2 From Ranks B-S. Double Scholar Class with the same discipline can apply Jamming to all sensory techniques. This jamming comes from the successful scans of the opponent which are gathered from the sensory techniques. This does not apply to passive sensory. Tier 1 from ranks E-D, Tier 2 from rank C, Tier 3 Ranks B-A, and Rank 4 for Ranks S and S+. Lesser Tiers of Jamming may be applied from higher ranks if desired. Jamming is the interception and disengagement of other chakra sources in their pure, chakra form.

Tier One Jamming

• Prohibits sensory techniques or disciplines
• Maintaining dojutsu cost [10] additional resource

Tier Two Jamming

• Prohibits sensory techniques or disciplines
• Maintaining dojutsu cost [20] additional resource
• Genjutsu cast by those not of genjutsu or performer class are one rank easier to kai out of.

Tier Three Jamming

• Prohibits sensory techniques or disciplines
• Maintaining dojutsu cost [40] additional resource
• Genjutsu cast by those not of genjutsu or performer class are one rank easier to kai out of. Genjutsu disciplines which increase the potency of genjutsu are negated.
• Tier one vertigo is applied to anyone with passive sensory, (Including sensory gained from dojutsu). [2 post duration]

Tier Four Jamming

• Prohibits sensory techniques or disciplines
• Maintaining dojutsu cost [80] additional resource
• Genjutsu cast by those not of genjutsu or performer class are one rank easier to kai out of. Genjutsu disciplines which increase the potency of genjutsu are negated.
• Tier two vertigo is applied to anyone with passive sensory, (Including sensory gained from dojutsu). [2 post duration]


Mental Stress

Mental stress is a mental status effect that is exclusive to genjutsu and hallucinogenic poisons. Active and lingering genjutsu cause mental stress that lasts for as long as the duration of the technique. Genjutsu that invoke psychological distress and false physical pain responses are the only genjutsu that cause mental stress. Mental stress is distinct from its mental status counterpart of insanity and will not afflict the mind at the same time. Genjutsu cannot inflict both mental statuses at the same time because they will naturally overpower each other. The new mental status will always usurp the former. Mental stress makes focusing on sustained techniques (ex. lightning armor) more difficult and shortens those durations as a result. It also causes imprecise chakra and stamina control and for more resources to be expended wastefully on techniques. These tiers do not stack on top of each other and instead override the lower tiered-effects if a higher tier is inflicted. Mental stress tiers cannot be layered either through multiple techniques. The rank of the genjutsu determines the tier of mental stress.



Tier One Mental Stress

The first tier of mental stress is mildly distracting for technique durations and wasteful on resources. E and D Rank genjutsu create this tier of mental stress.

• Reduces techniques with post durations by a maximum of [2] posts until cured or the stress-inducing genjutsu is dispelled.
• Increases the resource cost of techniques by a maximum of [10] until cured or the stress-inducing genjutsu is dispelled. For example, a [10] chakra increase for a spiritual technique or a [10] stamina increase for a simple technique or a [5] chakra and [5] stamina increase for a complex technique.

Tier Two Mental Stress

The second tier of mental stress is moderately distracting for technique durations and wasteful on resources. C Rank genjutsu create this tier of mental stress.

• Reduces techniques with post durations by a maximum of [4] posts until cured or the stress-inducing genjutsu is dispelled.
• Increases the resource cost of techniques by a maximum of [20] until cured or the stress-inducing genjutsu is dispelled. For example, a [20] chakra increase for a spiritual technique or a [20] stamina increase for a simple technique or a [10] chakra and [10] stamina increase for a complex technique.

Tier Three Mental Stress

The third tier of mental stress is highly distracting for technique durations and wasteful on resources. B and A Rank genjutsu create this tier of mental stress.

• Reduces techniques with post durations by a maximum of [6] posts until cured or the stress-inducing genjutsu is dispelled.
• Increases the resource cost of techniques by a maximum of [40] until cured or the stress-inducing genjutsu is dispelled. For example, a [40] chakra increase for a spiritual technique or a [40] stamina increase for a simple technique or a [20] chakra and [20] stamina increase for a complex technique.

Tier Four Mental Stress

The fourth tier of mental stress is extremely distracting for technique durations and wasteful on resources. S and S+ Rank genjutsu create this tier of mental stress.

• Reduces techniques with post durations by a maximum of [8] posts until cured or the stress-inducing genjutsu is dispelled.
• Increases the resource cost of techniques by a maximum of [80] until cured or the stress-inducing genjutsu is dispelled. For example, an [80] chakra increase for a spiritual technique or a [80] stamina increase for a simple technique or a [40] chakra and [40] stamina increase for a complex technique.


Muteness

All tiers of Muteness are the same
• Cannot speak
• Incapable of vocal-based techniques


Paralysis

A debilitation crippling when applied singularly but outright devastating when applied in a gaseous state when it sets in.

Tier One Paralysis

The first tier of paralysis is not one that is typically too detrimental. It is more of a nuisance and irritation than a threat but can still prove problematic.

• Reduces speed by 2 for the targeted area.
• Must pay an additional [10] stamina to perform hand signs or somatic casting with a corresponding limb or to use it for combat.
• Must pay an additional [10] stamina every other post when dodging if the legs are affected this is halved if only one leg is affected to [5].
• Must pay an additional [10] stamina to cast jutsu using the legs or feet if the legs are affected.

Tier Two Paralysis

The effects are more pronounced and as such the difficulty of movement also increases.

• Reduces speed by 4 for the targeted area.
• If the target is the arms or hands, hand signs or both arms somatic casting can only be used intermittently every other post or by paying [20] Stamina. This is halved if the target is capable of one-handed or one-armed somatic signs and only one limb is affected. or an alternative method. If holding a weapon one must pay [40] stamina to keep it from being disarmed.
• If the target is the legs must pay an additional [20] resource to dodge, this is halved if only one leg is affected. If capable of somatic legs movements to cast jutsu then it can only be used intermittently every other post or by paying [20] stamina. This is halved if the target is capable of one-legged somatic casting.
• The water walking and tree climbing techniques fail.

Tier Three Paralysis

Movement is almost hindered entirely only allowing brief instances of movement and requires the sheer force of will often at times to even move slightly.

• Reduces speed by 6 for the targeted area.
• If the target is the arms or hands the opponent cannot form hand signs or use somatic arm casting unless paying [40] additional stamina to do so. This is halved if the target is capable of one-handed signs or one-armed somatic casting and only one limb is affected. Cannot properly wield a weapon.
• If the target is the legs or feet the opponent must pay an additional [40] stamina to dodge. This is halved if only one leg is affected. The opponent cannot use somatic leg or feet casting unless paying [40] additional stamina to do so. This cost is halved if only one leg or foot can be used for casting.
• Every other post unless paying [40] stamina the infected is immobile
• The water walking and tree climbing techniques fail.

Tier Four Paralysis

Immobilization. Only those with the strongest of wills can even hope to break free of a Paralysis this strong.

• Reduces speed by 8 in the targeted area.
• The targeted area is immobile but may still defend by expending [80] stamina. If the targeted area is the legs and only one is affected the infected can pay [40] stamina to dodge. If the legs are targeted then use of the legs or feet for somatic casting is impossible unless the infected can pay [80] stamina. This cost for leg somatic casting is halved if only one leg is affected.
• Handsigns cannot be formed and somatic arm casting cannot be performed if the targeted area affected are both arms unless paying [80] stamina. If only one arm or hand is affected to cast then the stamina cost is halved.




Petrification

Petrification is a Unique status effect applied by certain Doton techniques and Sage techniques. Those of the Ninjutsu Class may apply the Petrification Status Effect to all Doton techniques applying Tier 1 from ranks E-C and applying Tier 2 From Ranks B-S. Double Ninjutsu Class can apply Petrification to all Doton techniques. Tier 1 from ranks E-D, Tier 2 from rank C, Tier 3 Ranks B-A, and Rank 4 for Ranks S and S+. Lesser Tiers of Petrification may be applied from higher ranks if desired. Petrification cannot be applied to Defensive 'wall' techniques.

Tier One Petrification

• Reduces speed by 2 for the targeted area.
• Area takes on a cracking earth-like texture.
• Increases endurance by 2 for the targeted area.
• Can be freed with the exertion of [D]-stamina chakra or strike. Alternatively, Sage petrification requires this amount in expended Sage Chakra additionally.

Tier Two Petrification

• Reduces speed by 4 for the targeted area.
• Area takes on a cracking earth-like texture and is heavy.
• Increases endurance by 4 in the targeted area
• Can be freed with and exertion of [C]-rank stamina or self strike. Alternatively, Sage petrification requires this amount in expended Sage Chakra additionally.

Tier Three Petrification

• Reduces speed by 6 for the targeted area.
• Area becomes close to solid stone
• Increases endurance by 6 in the targeted area
• Chakra cannot be sent to the targeted area i.e it the feet are petrified cannot perform water walking, if the hands are petrified cannot perform hand signs or send chakra to the hands for spiritual and complex techniques
• Can be freed with and exertion of [A]-rank stamina or strike. Alternatively, Sage petrification requires this amount in expended Sage Chakra additionally.

Tier Four Petrification
• Reduces speed and agility entirely from the targeted area.
• Area becomes solid stone
• Increases endurance by 8 in the targeted area
• Chakra cannot be sent to the targeted area i.e it the feet are petrified cannot perform water walking, if the hands are petrified cannot perform hand signs or send chakra to the hands for spiritual and complex techniques
• Cannot functionally use the area further for any other techniques as nervous response stops
• Can be freed with and exertion of S-rank stamina or strike inflicted by oneself. A strike from an opponent will shatter the petrified area. Alternatively, Sage petrification requires this amount in expended Sage Chakra additionally.



Suffocation

Suffocation is a Unique status effect that occurs primarily in Suiton. However, it can occur in any environment that individuals are unable to breathe in. If a target is under or immersed in this environment for a certain number of posts they fall unconscious

Tier One Suffocation

• Occurs on the first post of immersion.
• Target cannot breathe normally.

Tier Two Suffocation

• Occurs on the second post of immersion with an inability to breathe
• Lack of oxygen decreases one's Agility and Endurance by 1 each.

Tier Three Suffocation

• Occurs on the third post of immersion with an inability to breathe
• Lack of oxygen decreases one's Agility and Endurance by 2 each.
• Consciousness begins fading

Tier Four Suffocation

• Occurs on the fourth post of immersion with an inability to breathe
• Lack of oxygen decreases one's Agility and Endurance by 4 each.
• Unconciousness



Trauma

Trauma is the status effect all physical techniques deliver. Literally any technique or attack which hits an unguarded opponent applies Tier 1 from ranks E-D, Tier 2 from rank C, Tier 3 Ranks B-A, and Rank 4 for Ranks S and S+. Lesser Tiers of Trauma may be applied from higher ranks if desired. Trauma is the physical consequences from enduring an unguarded attack. In addition, bukijutsu and taijutsu enhanced by 2 points of strength over the target's endurance causes an additional tier of trauma. This effect stacks.

Trauma originating from a bladed object or a technique that specifies causing bleeding cause the target effected to lose an additional 10 stamina per rank of the technique. This addition to the trauma does not end when the trauma does, lasting an additional five posts, and just as with normal trauma, this is stackable with each successful hit. Whenever a new bleed effect is applied, the total amount of stamina loss per post increases and the duration is reset back to the orginal duration of the longest lasting applied bleed effect.

Tier One Trauma

• Drains two times the stamina from the target as equal to the rank of the attack.
• An additional supply of stamina is drained from the opponent over the course of five post equal to the rank of the attack the opponent failed to block or dodge.

Tier Two Trauma

• Drains two times the stamina from the target as equal to the rank of the attack.
• An additional supply of stamina is drained from the opponent over the course of five post equal to the rank of the attack the opponent failed to block or dodge.
• Opponent loses 4 points in endurance.
Tier Three Trauma

• Drains two times the stamina from the target as equal to the rank of the attack.
• An additional supply of stamina is drained from the opponent over the course of five post equal to the rank of the attack the opponent failed to block or dodge.
• Opponent loses 6 points in endurance.
• Opponent may not use one of their offensive actions for an offensive action. May still use it for a defensive or evasive activation. [1 post]

Tier Four Trauma

• Drains two times the stamina from the target as equal to the rank of the attack.
• An additional supply of stamina is drained from the opponent over the course of five post equal to the rank of the attack the opponent failed to block or dodge.
• Opponent loses 8 points in endurance.
• Opponent may not use either of their offensive actions for an offensive action. May still use them for a defensive or evasive activation. [1 post]



Vertigo

Vertigo is a Unique status effect applied by certain Fuuton techniques. Those of the Ninjutsu Class may apply the Vertigo Status Effect to all Fuuton techniques applying Tier 1 from ranks E-C and applying Tier 2 From Ranks B-S. Double Ninjutsu Class can apply Vertigo to all Fuuton techniques. Tier 1 from ranks E-D, Tier 2 from rank C, Tier 3 Ranks B-A, and Rank 4 for Ranks S and S+. Lesser Tiers of Vertigo may be applied from higher ranks if desired. Vertigo is the sensation of dizziness often caused by changes in air pressure. In its simplest form its dizziness.

Tier One Vertigo

• Lowers agility by 2
• Evasive maneuvers cost [10] additional resource

Tier Two Vertigo

• Lowers agility by 4
• Evasive maneuvers cost [20] additional resource
• Shunsin can be used but are disoriented and cause the user to end up somewhere else

Tier Three Vertigo

• Lowers agility by 6
• Evasive maneuvers cost [40] additional resource
• Shunsin can be used but are disoriented and cause the user to end up somewhere else, Shunshin and Kawarimi cause nausea reducing an activation.
• Tier 1 Blindness [2 posts]

Tier Four Vertigo

• Lowers agility by 8
• Evasive maneuvers cost [80] additional resource
• Shunshin can be used but are disoriented and cause the user to end up somewhere else, Shunshin and Kawarimi cause nausea reducing activation and additionally causes the user to fall on the ground
• Tier 2 Blindness [2 posts]