Poison Ranking Guide

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Poison Ranking GuideApr 19, 2023 5:44:02 GMT -5
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Poison Ranking Guideline


Poison Overview

Poisons while not as in high of use among shinobi as the common person might believe are still a devastating tool within their arsenal. Primarily used by puppeteers and medical shinobi, poisons come in a large variety with broad ranging effects on the human body. Some are meant to simply disorient while others are intended to end the target's life. Obviously not all poisons are built the same with a plethora of delivery methods and comprising of many different ingredients. Below is a basic guide determining the rank of a poison when registering them with the equipment application based on the following aspects: Detectability, Dosage, Effect, Onset of Effect, Method of Use, Method of Treatment, Rarity of Ingredients and Decay Rate. The starting rank of a poison should be considered a C, with the various factors raising or lowering the rank according to the guide below. Obviously if you go above S rank, then the poison is likely to be too powerful and will need weakened in some manner to make it able to be approved.



Detectability

Overview
This factor as the name might imply indicates how easy the poison is to detect. Primarily this only applies to poisons which are ingested or inhaled, but might appear with blood-born poisons to a more limited extent.

Immediately Noticeable
The poison has a powerful odor or taste which is extremely offensive to one's senses. Examples would be a strong sulfuric odor or a taste comparable to that of rotten meat. Additionally in the case of gaseous poisons it might be an easily spotted and unnatural color. (Lowers Rank by 2)

Noticeable
Poison has a strong odor and taste, but not necessarily a bad one. Example of this would be a strong and distinct wood or mossy scent, a strong bitter taste and in the case of blood-born poisons an immediately noticeable burning sensation (which does not hinder the target) at the afflicted region. (Lowers Rank by 1)

Minorly Noticeable
Poison has a faint odor and taste which may even be pleasant. An example of this would be a strong floral or citrus scent and an excessively sweet taste. In the case of blood-born poisons, the target might experience the sensation of pins and needles along the affected area. (Raises Rank by 1)

Non-Detectable
Poison is odorless, tasteless, colorless and the target experiences no physical sensation when coming into contact with the poison. (Raise by 1 rank for each non-detectable trait)



Dosage

Overview
Dosage refers to the amount of exposure events needs to occur for a target to be under the effect(s) of the poison. Obviously poisons take effect when the compound makes its way through the circulatory system an into the organ(s) that the poison attacks. This means that typically ingestion poisons will work slower than those inhaled and those inhaled will work slower than those directly introduced to the target's blood.

Regular Doses Over Long Time
The slowest of poisons, these types of poisons typically take months or more of daily doses and slowly build up within the body until an effective amount finally is present within the body. (reduce rank by 5)

Regular Doses Over Short Time
Slow to bear fruit, the target must receive doses over the course of one to two weeks until an effective amount has built up within the target's body. (reduce rank by 3)

Heavy Dosage
The highest dosage amount that is still potentially usable in a direct combat situation, the target must have nearly a dozen separate exposure events to the poison for it to reach effective levels within their bodies. This could be drinking a liter worth of an ingested poison, moving through poisonous gas for several minutes or suffering dozens of minor or several moderate lacerations with a poisoned blade and so on. (Reduce rank by 2)

Moderate Dosage
To build an effective amount of the poison within the body, the target must have typically consumed at least one cup of the poison in cases of ingested poisons. For poisonous gases the target must have breathed the gas continuously for at least a minute or had several separate instances of taking a breath of the gas. For blood-born poisons the target must have had several minor lacerations or a moderate wound such as a direct stabbing or a particular large laceration. (Reduce rank by 1)

Minor Dosage
An effective dosage at this stage would require a single tablespoon of the poison to be ingested. For gaseous poisons, the target would need to take a single deep breath or two shallow breaths and for blood-borne poisons, the target would need only to suffer a minor laceration. (Increase rank by 2)

Any Typical Exposure
Extremely risky to handle at all, poisons of this caliber require only the most minor of exposure events to allow the poison to reach an effective level within the target. A single drop consumed, a slight breath or the smallest of pinpricks with a poisoned needle in cases of blood-born poisons. (Increase rank by 3)



Effect(s)

Overview
Effects are just that, the effect(s) that the poison has on the target after an effective amount of the poison has made it into their body and the onset period has been passed. This can range to minor annoyances such as irritated skin up to death itself. Occasionally a poison might have multiple effects. In these instances the lesser effects must always occur before the more severe effects.




Annoyance
Effects of this caliber should be little more than an annoyance for the poisoned individual. Watering of the eyes, irritation of the skin and so on. Typically this is meant more to distract a target than do any real damage to them. (Lower rank by 2)

Minor Detriment
Poisons with this level of effect should have a low level of impact on the target's capability. Examples include the dulling of senses such as blurred vision or a dulled sense of touch, shortness of breath, low fevers, nausea and so forth. (Lower rank by 1)

Moderate Detriment
The level of effect most commonly available poisons display; effects such as frequent vomiting, near loss of a particular sense (vision becoming little more than perceiving motion, rough shape and basic coloration), susceptibility to certain factors like issues with blood clotting, moderate levels of pain and such. (Raise rank by 1)

Major Detriment
Much more of a threat than the majority of poisons, this level can seriously compromise a poisoned individual's capability in combat. Extreme pain, difficulty thinking clearly, lack of hand-eye coordination, localized paralysis of a specific area for blood-born poisons, etc. (Raise rank by 2)

Fatal or Effectively Fatal
These poisons either kill or put the poisoned individual into a position which they are effectively at the mercy of anyone around them such as full body paralysis, falling asleep or otherwise rendering them utterly incapable or unconscious. (Raise rank by 4)

Additional Effects
Poisons can have multiple effects, however the most severe effect will be applied to the formula first and any additional poison will increase the rank of the poison by 1+their rank increase. In circumstances where the the effect would lower the rank, it is instead raised by 1 minimum.



Onset of Effect

Overview
Where as dosage is the amount of exposure to a poison needed to bring the level of poison with the target(s) to an effective level, onset is the time between reaching that effective level and the final effect of the poison occurring.




Slothful Onset
Taking days for the effect to take place after reaching effective levels, this is only seen with ingested poisons which can often give the poisoner plenty of time to exfiltrate the area where their target was. (Reduce rank by 3)

Very Slow Onset
Poisons with an onset rate of ten rotations or more typically require the poisoner to fight in a defensive manner so as to last long enough for the poison to take effect. (Reduce rank by 2)

Slow Onset
Poisons with this onset rate are typically favored by either defensive fighters or hit and run attacks. The poison takes five to nine rotations after amassing effective levels to take effect. (Reduce rank by 1)

Average Onset
The typical speed at which a poison that has successfully be introduced to a target to an effective degree, while there is generally three to five rotations for a target to try and treat the poison, it is a small window which makes it far more likely for the poison's effect to occur. (Raise rank by 1)

Fast Onset
Occurring over two rotations, this is a fast acting poison once effective amounts have been introduced to the body. This is the highest onset rate a gaseous poison can achieve since it needs to go through the respiratory system before entering the blood. (Raise rank by 3)

Very Fast Onset
Upon the poison reaching effective levels, there will be a single rotation for the poisoned individual to take countermeasures before the effect of the poison occurs. It is extremely rare for any poison to have this fast of an onset rate. (Raise rank by 5)



Method of Use

Overview
The method of use is the means by which the poison or toxin enters the target or targets. The more easily a poison is capable of adversely affecting a target, then by that very nature the more deadly it is in combat. Additionally however, it should also be understood that it also become more dangerous for the one using it. After all, it is very difficult to accidentally drink poison you knowingly are pouring into a cup, but very easy to accidentally breath some in if you are not careful.




Ingested
Among some of the oldest and most natural of poisons, many of these stem from plants that unwitting individuals ate only to discover they were toxic to the human body. Granted, there are also those which must be prepared to truly be poisonous. Regardless, these are among the more difficult poisons to use and typically are reserved more for assassination or subversion than actual combat. (Lower rank by 2)

Blood-Borne
The most common of poisons used in a combat situation; typically they are applied to weapons to simultaneously open a path to the blood while simultaneously inserting them to the bloodstream. (Raise rank by 1)

Inhaled
Dangerous to both the intended target and those using them, these aerosolized poisons typically are designed to only cover a small area to minimize the risk of wayward wind driving them into unintentional targets. Such areas should be no larger than five meters. (Raise rank by 2. Raise rank by 1 for every additional five meter area.)

Skin Exposure
Very rarely, some poisons may be able to effect a target by simply coming into contact with their bare skin. Such poisons are extremely difficult to handle and are almost more of a danger to the user than they are to the target. (Increase rank by 5)



Method of Treatment

Overview
Simply put the Method of Treatment is what amount (if any) of treatment a poisoned individual may need to rebound or survive the effects of the poison. Some poisons may require a skilled doctor to run extensive hemodialysis to filter the poison from a poisoned individual's body, some may just need to stay at home for awhile with chicken soup and for some; going home was never an option the moment the poison entered their blood.




Fast Natural Recovery
The poison is quick to be combated by the target's immune system, meaning that the effects typically are brief and overcame within two posting rotations. Typically this level of recovery is only found with moderate detriments or lower. (Decrease rank by 4)

Slow Natural Recovery
Once the poison has fully entered and taken hold within the poisoned individual's body, it will slowly be combated by their immune system or filtration organs. Poisons of this recovery period are typically rendered ineffective between three to five rotations. Typically this level of recovery is only found in poisons with major detriments or lower. (Decrease rank by 3)

Recover with Light Rest
Any poison that takes more than five rotations to recover from will be considered as needing light rest in order for the body to fight off the effects. Light rest is typically considered as at least thirty minutes up to a hour with minimal activity. Furthermore the consumption of a meal and plenty of water can help reduce this time by roughly ten minutes. (Decrease rank by 2)

Recover with Heavy Rest
This is the final point where an individual's natural ability to recover from a poison meets its utter limit. Poisons affecting an individual require for them to spend at least one full night with bed rest, plenty of water and food to properly recover and even then, the experience will typically be an exhausting one as their body saps energy to fight the toxin within them. (Decrease rank by 1)

Rudimentary Treatment
While the target is no longer capable of just overcoming the poison without action, if they take at least minimal action to counteract the effects of the poison it is possible to gradually reverse the effects. Examples of this would be to drain the poison from their wounds, regurgitate ingested poisons or breath more concentrated oxygen for a short time. (Increase rank by 1)

Trained Professional Treatment
At this point it is impossible for the poisoned individual to recover on their own. For whatever reason, the poison or toxin simply refuses to leave the body without either the proper antidote, dialysis treatment or other medicine. As such a poisoned character is required to have a five rotation thread receiving adequate treatment before they are considered no longer poisoned. (Increase rank by 2)

Expert or Repeated Professional Treatment
The poison or toxin is incredibly difficult to remove from the poisoned individuals body and to a degree is even resistant to medical treatment. As such only the most experienced medical shinobi (those of jounin or higher) can remove it in a single treatment thread. If such a skilled medic is unavailable, then a lower ranked medic may be able to remove it, but will require two separate five rotation threads to do so. These multiple threads would be treated as taking place over the course of a week. (Increase rank by 3)

No Treatment
Simply put, there is no universal treatment for the poison. While there is the potential for certain rare techniques or unique skills to potentially intervene; outside of such unusual circumstances there is no normal treatment which can save the poisoned individual from the effects the poison has had or is having on their body. (Increase rank by 5)



Rarity of Ingredients

Overview
The rarity of ingredients largely decides how many doses of the poison will be available to the user of any particular poison. Naturally the most abundant the ingredients, the more easily an individual can create large volumes of the poison. Additionally, the higher the rarity of ingredients the more effort a poisoner will need to exert to resupply their stock of poison. Some ingredients can only be found in certain regions, some can be cultivated while others will always wither when trying to be raised outside their natural environment. Resupplying these materials might require traveling with the potential for combat, completing or having another complete a mission revolving around acquiring the ingredients, social threads where the poisoner cultivates ingredients which can be grown within the safety of their homes and so on.





Incredibly Rare Wild Plants in Dangerous Location
Due to the extreme rarity of the plant/ingredient for the poison, the poisoner can only carry a single use of the poison at any given time. Given how much of a poison is required to properly aerosolize this means it is impossible for so little poison to be used in a gaseous form. After expending the dosage, the poisoner (should they survive the thread they used it) will need to either complete or commission another to complete a A rank mission revolving around tracking down the plant/ingredient in its natural environment. If they do not wish to go this route for whatever reason, then they will need to complete five social threads and complete a C-B rank mission to show time passing to the point where they could reasonably find someone selling the ingredient/plant needed. (Reduce rank by 4)

Rare Wild Plants
While there are a select few plants that are even more difficult to procure, these are still up there in terms of elusiveness. Due to this, a poison made with such plants is still carried in extremely low amounts of doses, with the poisoner typically able to have five liquid doses or a single aerosolized amount of the poison at a single time. After expending some or all of their poison they will only have whatever (if any) remains until they perform or have performed for them a B rank mission revolving around tracking down the plant/ingredient in it's natural environment. For those not wishing to do this, they would instead need to complete two social threads and a D-C rank mission to show the passing of time so as to find an individual selling the plants. (Reduce Rank by 3)

Rare Cultivatable Plants
While these plants can be cultivated in specialized grow houses, the needs of the plants are incredibly difficult to reliably meet and even with a skill hand, a great amount of plants generally will fail to reach the state in which poison or toxins can be harvested from them. Those with the appropriate skills can complete a fifteen post thread, at the end of which they will harvest enough of the plants or substance to create either five doses of the poison or a single aerosolized dose. (Reduce Rank by 1)

Uncommon Wild Plants
While not extremely difficult to find, one still would need to readily know what they are looking for in order to procure them reliably. Due to the relative ease of acquiring these plants, a poisoner working with such materials is typically able to prepare fifteen doses or three aerosolized amounts of the poison. Any time these are expended, the poisoner will need to either complete or have someone else complete a C-Rank mission focused around harvesting the plants in the wild. If for whatever reason they do not wish to do this, they will need to complete three social threads to show enough time passing that they could realistically purchase the ingredients. (Reduce Rank by 1)

Uncommon Cultivatable Plants
While like any cultivatable plants, there will be a certain amount of loss when raising these crops, they are at least easier to cultivate than some. For those with the appropriate skills, completing a ten post thread will enable them to harvest fifteen doses or three aerosolized amounts of the poison. (Increase Rank by 1)

Common Wild Plants
Fairly easy to find with minimal knowledge of what you are looking for, such plants can be restocked with a simple D rank mission completed by either the poisoner or another on their behalf that revolves around finding and harvesting the plants. If for whatever reason they do not wish to do the mission, then they can simply complete two unrelated threads to show the passage of time which will enable them to buy the ingredients. Poisons made of such common plants typically allow the poisoner to make either thirty doses of poison or six aerosolized variants. (Increase Rank by 1)

Common Cultivatable Plants
These plants don't need any specialized amenities such as grow houses or the like (outside of harsh environments) and meeting their needs to grow properly is quite easy so long as the individual tending has the appropriate skill. Very little of a crop is lost through the growing process, with about thirty doses or six aerosolized versions of the poison can be gathered from a single crop. No thread is required to show the harvesting should the poisoner have the required skill, but if the poisoner is employing the skills of a civilian, then a simple five post purchase thread is sufficient.. (Increase Rank by 2)

Abundant Plants
Plants of this variety are found in abundance within most countries and are often considered little more than weeds by most. Due to their abundance and the lack of danger in finding them naturally, poisons that are made from these plants are typically on the weak side in terms of effectiveness. Poisons made with this can no have an effect greater that a minor detriment. That being said, due to just how easily they can be found, poisons of this variety are effectively limitless in how many doses a poisoner can prepare outside of the typical restrictions on what can be reasonably carried. (Increase Rank by 4)




Decay Rate

Overview
The rate at which a poison deteriorates when exposed to natural elements. Gaseous poisons dissipate to the ground and become inert or dissipate to such low levels as to be unimportant, liquids evaporate off of blades and require reapplication and ingested poisons deteriorate to become a harmless substance




Very Rapid Decay
Lasting for a single rotation. (Reduce rank by 3)

Rapid Decay
Lasting two rotations. This is the most common decay rate for gaseous poisons. (Reduce rank by 2)

Accelerated Decay
Last between three rotations, this is what is typical of most blood-born poisons. (Reduce rank by 1)

Average Decay
Last between four to five rotations, this is what is typical of most blood-born poisons. (Raise rank by 1)

Slow Decay
Lasts between five to nine rotations. (Raise rank by 2)

Very Slow Decay
Lasting ten to fifteen rotations. (Raise rank by 3)

No Decay
The poison does not decay when exposed to the elements. It is impossible to have a gaseous poison with this. Most common for ingested poisons. (Raise rank by 5)



Other Notes


About Antidotes
If a poison is typically only treatable through the use of a hyper specific antidote, such an antidote would require the poison user to sacrifice a slot of equal rank to the poison if they wish to carry a dosage on their person. Additionally, it should be understood that staff may still determine certain abilities might still be able to provide treatment based on the nature of the abilities being used.


About Cultivatable Plants
Properly tending to poisonous or toxic plants is an incredibly difficult skill to train. In order to be capable of cultivating plants, a shinobi typically needs to dedicate a significant amount of time training in order to fully be capable of such things and as such will require a SA if they wish to be able to cultivate plants themselves. Alternatively, civilians with a much greater abundance of time can quite easily go into such a field and find a great degree of success. Additionally it should be noted that a similar SA or civilian skill set could be developed for venomous animals instead of poisonous/toxic plants.


Poisons with Puppets
Puppeteers may make use of poison with puppets, but must use a SA for "Poisoned Weapons" and may make use of a single poison that is one rank below the puppet's equipment rank. Keep in mind that this only applies to standard weapons unless the puppet has an additional SA for advanced or hidden weaponry.


last edit by Phantasm on Mar 29, 2024 7:26:28 GMT -5
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