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Medic-Nin Guide to Life

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kouri-chan_xx
Vice Captain

Noob

PostPosted: Fri Apr 29, 2011 8:55 am


Medic-Nin Guide to Life


Medical-nin, or iryƍ-nin are ninja who specialize in medical treatment and use of medical-oriented jutsu to heal others. Becoming a medic-nin requires high intelligence and excellent chakra control.

A medic-nin is trained to avoid getting injured in any way, for the reason that if they are injured, then there would be nobody to heal the other members of their team. Medic-nin can accompany other ninja on high ranking missions to increase the success rate of the mission and overall survival rate of the squad, but they are typically situated at home, ready to heal any ninja who needs it.

Medic-nin can also use their superb chakra control to inflict more specialised damage on their enemy, such as with the Chakra Scalpel. Their knowledge of anatomy also allows them to manipulate their opponents' bodies more precisely. Some maligned medic-nin have been able to work like necromancers, animating the bodies of the dead to fight for them.

(above partially taken from Narutopedia)
 
PostPosted: Fri Apr 29, 2011 9:12 am


Basic First Aid


In certain cases an injury may not require medical chakra to treat it, or it may just be the case that there is nobody with medical chakra around. In these situations, the best way to deal with the injuries is to utilise basic first aid.

You need appropriate equipment (in the best case, a Medic-Nin kit) to perform most of these basic first aid procedures.

Treating Wounds
Sustaining wounds is a basic fact of shinobi life. However untreated wounds can be a dangerous thing. Bleeding wounds slowly weaken the patient and open wounds are vulnerable to infection. Wounds are obtained from critical hits and Critical Wounds are obtained from critical hits from Sneak Attacks.

Wounds
Effect: Character suffers a -4 Hp per wound per round. If Bleeding character suffers a further -2 Hp damage per wound per round.
Procedure: Treat it by cleaning and bandaging.
DC: 10
Roll: 1d20 + Treat Injury
Successes: 1/1
Special: All damage stops unless wound is reopened.

Critical Wounds
Effect: Character suffers a -8 Hp per wound per round. If Bleeding character suffers a further -4 Hp damage per wound per round.
Step 1: Fill the wound with clean gauze or cloth, apply direct pressure and elevate it for 5 to 7 minutes (2 posts).
Step 2: Clean the wound from the center outwards.
Step 3: Probe the wound with a sterile instrument (hot metal) to drain any pus.
Effect: -2 MHp for pain
Step 4: If in a hurry simply bandage. If not soothe the wound by wrapping a warm rock in a piece of cloth and pressing it against the wound, finish by bandaging.
DC: 15
Roll: 1d20 + Treat Injury
Successes: 4/4
Special: All damage stops unless wound is reopened.


Stabilise Dying Person
Use when a character has -1 to -9 Hp (Dying). Prevent the patient from dying by assessing the severity of their wounds, using fire or heated metal to cauterise wounds (if applicable), by cleaning wounds to ensure no further contamination, soothing them with kind words and moving them into a more stable position, etc.
Procedure: Depends on the injury.
DC: 15
Roll: 1d20 + Treat Injury
Successes: 1/1
Special: Dying character is stabilised (goes back to 0 Hp) and stops losing Hp.


CPR
Use in any circumstance when a character is suffocating, choking, or or has -10 Hp (Dead).
Procedure: Give 2 breaths and 15 chest presses; repeat until the person can breathe independently.
DC: 20
Roll: 1d20 + Treat Injury
Successes: 3/3 You only have ten posts to do this before the person dies.
Special: If successful, this will bring a character back to 0 Hp. If victim continues to lose Hp due to bleeding, poison, or burn you must stabilize these before the victim reaches -10 Hp again. If the victim reaches -10 Hp again, they have become brain dead.


Swollen Feet
Swollen feet are received after 1 day of traveling.
Effect: -1 to all rolls per day untreated
Procedure: Soak in cold water, then elevate.


Muscle Strain
After a workout, muscles will have limited movement. Only lower levels are affected by this though, or someone who has never trained hard.
Effect: Character becomes Fatigued (-2 to all rolls) if it goes untreated, starting the night of the training
Procedure: Elevate and ice the affected area, apply splint if necessary.
Special: Only applies to physical training (Str, Dex or Con are 14 or under).


Burn
Burns are ongoing damage unless of course treated. They are received from being hit by fire techniques.
Effect: Every post after receiving jutsu damage is -2 Hp until treated.
Procedure: Submerge the burn in cold water for at least 10 minutes (3 posts)
DC: 5
Roll: 1d20 + Treat Injury
Successes: 3/3
Special: This should only be used when a character is unequipped with burn salve.


Replacing a Knocked Out Tooth
Effect: No damage you just look butt ugly without teeth.
Procedure: Gently rinse the tooth, reinsert it into the socket with firm pressure and try to hold it in place with a wax bridge, clay or adhesive.
DC: 15
Roll: 1d20 + Treat Injury
Successes: 1/1
Special: If you do not get the tooth replaced within one RP day it cannot be put in again. Does not apply to children 5-10 who will grow new teeth.


Treat Ingested Poison
If a person has ingested deadly poison you have a limited time to treat them before effects start to show. However you must first recognize the symptoms of poison. After which, induce vomiting with a mixture of water and massive amounts of salt.
Effect: Depends on the poison.

Recognize Poison
DC: 15
Roll: 1d20 + Treat Injury
Successes: 1/1

Treat Poison
Procedure: Induce vomiting with salt and water.
DC: N/A
Result: Every time this is used, the poison's damage is decreased by 1/4, this may only be used every other turn.
Successes: Repeat until poison damage has reached 1, or victim has died.


Broken Bones
Broken bones cannot be instantly healed, but they must be splinted and treated.
Effect: -5 Hp and Mhp per turn until treated. After splinted the area that is broken cannot be used in battle. With a broken bone, the victim loses half of their attack turns and must perform a Fortitude check of 20 to all checks that require movement to avoid a pain penalty of -10. Broken bones will heal over a real life period of two weeks.
Procedure: Clean and bandage the wound (apply ice if able) and create a splint to immobilize the area affected. For broken ribs, wrap bandages several times around the chest while still allowing the victim to breathe.
DC: 20
Roll: 1d20 + Treat Injury
Successes: 5/5
Special: If a character's Hp reaches 0 following damage from broken bones, he/she is defined to have fainted from pain and stops losing Hp/MHp.


Concussion
Concussions result from blunt trauma to the head of over 30 damage. An attacker's attack bonus must surpass the victim's dodge bonus by 10 to get a clean hit on their head. This causes the brain to hit the skull, which may either swell or bleed within the skull and causing all sorts of variable brain damage which you do not want me to go into detail about.
Effect: -4 to all rolls, and -8 to all dexterity rolls, including dodging, until cured. Roll a d10, if it hits 2 or below, victim has amnesia for the next 10 turns.
Procedure: Concussions can only be treated with painkillers and cold rags on the head to avoid brain swelling, while resting for one RP day.


Post Traumatic Stress Disorder
A very common syndrome in the ninja world, PTSD is received after a major mental or physical trauma. For symptoms check here. The treatment for PTSD is a long process, that is simply put as therapy.
Effect: -1/4 a victim's MHp every RP day that must be regained throughout the day.
DC: 35
Roll: 1d20 + Diplomacy
Successes: 50/50


Panic Attack
A character will have a Panic Attack if he/she has been Panicked for more than 3 posts. The victim experiences a sudden, discrete period of intense anxiety, rapid heart rate, chest pains, shortness of breath, and vertigo. (lasts 3 posts). If left untreated, it will lead to Shock.
Effect: -1/4 Hp, -1/2 MHp, must regain Hp and MHp with normal resting posts unless treated during the attack, whereby the Hp/MHp lost is fully regained.
Procedure: Assume a strong position of authority with the victim explaining why the panic attack is unfounded.
DC: Victim's Sense Motive roll.
Roll: 1d20 + Diplomacy
Successes: 2/2


Shock
A psychological condition caused by Mental Health (MHp) reaching 0. Sometimes, events may cause Shock even if Mental Health is relatively high. The victim is in a "daze", their attention is narrow, they are unable to comprehend stimuli and they are disoriented. This state is quickly followed by either further withdrawal, agitation and over-activity, anxiety, impaired judgment, confusion, detachment, and depression.
Effect: -12 to all checks until MHp is back to 50%.
Procedure: Counselling and therapy.
DC: Victim's Sense Motive roll.
Roll: 1d20 + Treat Injury + Diplomacy
Result: +5 - 20 + 1/2 user's wisdom mod to MHp per success.
 

kouri-chan_xx
Vice Captain

Noob

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