Medical requires Yang release.
Medical Jutsu encompasses healing Jutsu and poisons.
1
Allows the user to use medical Jutsu, but only on themselves.
+ 1 D Rank Custom Medical Slot
2
Allows the user to create poison Jutsu.
+ 1 C Rank Custom Medical Slot
Can create C rank poisons
3
Increases the turns a medical user has to heal a limb by one. Allows a medical user to use medical Jutsu on others.
Grants the ability to create concealed poisons.
+ 1 B Rank Custom Medical Slot
Can create B rank poisons
4
Reduce actions needed to heal by one rank. Allows complex surgeries for puppet prosthetics.
Can create antidotes to poisons. Rules pending.
+ 1 A Rank Custom Medical Slot
Can create A rank poisons
5
+ Allows the user to store information easier on targets. When healing or poisoning someone, the user can create a localised healing Jutsu / Poison for the clan or family bloodline of the person they've affected for scenes after their encounter. Must be a prolonged encounter. Jutsu created is a dedicated B rank to the targets' kin. Can be upgraded in return for one of the users' existing slots.
This is a free slot given. However, the Jutsu can only either be medical or poison. You can't create both types for the same clan. Pick your poison, quite literally!
+ 1 S Rank Custom Medical Slot
Can create S rank poisons
6 ( SPEC )
+ S Rank Custom Medical Slot
+ Can begin to create Dojutsu and / or Kekkei Genkai. Rules pending, very lengthy and lore-driven process.
+ Can implant elements into targets. See surgery rules.
Healing Jutsu has a cost to heal injuries and take a certain amount of actions.
Healing Jutsu does not have a cooldown.
*Must heal limbs within 2 turns after detachment to save it, else the limb is lost forever.
Poison creation requires medical. Poison gear can be created as consumables - These are rules for gear-based poison customs. You submit the poison as a custom then pay the cost every-time you create a poison.
Each poison can be slotted in twice for a gear slot as they are consumables. ( i.e. a two S rank poisons can occupy one S rank gear slot. )
When creating or using poison Ninjutsu, they follow the same general rules stated below. But instead of creating the poison, you pay the chakra cost to re-apply it. This takes a Jutsu slot of the relevant rank.
When creating a poison, the rank is taken into consideration. However, the easier a poison is to land, the lesser the effects and vice versa.
Poisons are offered a total amount of base numbers per rank they can debuff. They follow similar rules to puppets.
Poisons have perks that are applied.
D Rank: Poisons are not available at this rank
C Rank: 5 Stats available to debuff / 1 Perk Slot / 1 Turn Duration
B Rank: 10 Stats available to debuff / 2 Perk Slot / 1 Turn Duration
A Rank: 15 Stats available to debuff / 3 Perk Slots / 2 Turn Duration
S Rank: 20 Stats available to debuff / 4 Perk Slots / 3 Turn Duration
Note: The number available to be debuffed are just benchmarks. Debuffing numbers constitutes as one of the perks listed on the poison.
INFUSION METHODS
There is an 'infusion method' to every poison. Each comes with benefits and drawbacks. When making a poison, you must state the infusion method.
CONTACT: Reduces the stat-debuff value by half and reduces turn duration by half, rounded-down. Applies for inhalant / Gaseous poisons and skin-contact based. Note, for gear poison, you are susceptible to the poison you use via contact. However, Ninjutsu poison users are immune to their own poisons.
BLOOD: Dealing an injury to apply a poison. Follows all rules above // Applying poison through bloodstream.
*When using a standard, you must 'coat' your weapon with it. When coating a weapon, the poison is active for one turn. Any injuries dealt within this window will apply the poison.
CONSUMABLE: Target must consume the poison. This branch of poison does not trigger in the scene, rather affects the character for X amount of time.
PERKS
Once one perk is active, that same perk cannot stack. You'll have to alternate through different perk types when applying poison to receive maximum value.
STAT-DEBUFF: Allows the poison to debuff a stat. Follow rules above.
LETHAL: Deals injuries in Damage over Time. This is a flat T2 turn for the duration of the poison. T1 for Contact poisons. Dubbed as lethal as this is the poison type that will kill people.
STEALTH: The enemy can't see you coating your weapon with your poison, constituting as a concealed action. When using it for contact poisons, the stealth effect allows the poison to either be unable to be seen or unable to be smelled. Doing both requires stealth perk to be applied twice.
CUSTOM-EFFECT: A custom effect the poison does, such as shutting off the target from specific thing. Must be discussed. Custom effect slots must be purchased in the store.
The prices listed are for the dose. To create a custom poison, you must buy two doses of that rank. Once you have, you consume those two doses as the 'creation experiment.' You can submit a custom poison from then on.
When using that custom poison, you pay for the dose here of the respective rank. Use u!use in the scene its applied in.
ANTIDOTES
Must use an antidote of the rank of the poison inflicted on you.
If the med of the antidote creator beats the medical of the poison used, the poison is cancelled out.
Once you get into higher levels of medical you can buy or learn surgeries to perform on others.
DOJUTSU TRANSPLANT - MED SPEC - Once accessing a Dojutsu, the user can transplant it into somebody else. This is a process that must be learned IRP and requires the user to already have an in-tact Dojutsu. Costs 8 Million Yen to perform.
GEAR IMPLANT - 5 MED - Allows the user to permanently engrain up to an A rank gear-slot into the biology of a user. Can only be done once. Requires the user to have access to the gear and then pay 15 million in costs to prepare.
PROSTHESIS - 4 MED - Allows the user to implant a prosthetic limb onto a target. 10 Million Yen. Target must have 3 Puppetry.
PUPPETBODY - MED SPEC - Allows the user to perform the Puppetbody transformation on a target. Must be learned IRP. Costs 10 Million Yen. Target must have 6 puppetry.