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Royal Taorito
Vice Captain

Wrathful Cat

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PostPosted: Mon May 06, 2019 5:40 am
[剽]____T h e____H a z a r d s____S y s t e m____ [剽]




______________ O v e r v i e w ||
tab The world we now live in is fraught with danger, some of which can cause long-lasting and potentially life-long or life-threatening effects known as Hazards. Hazards can come in just about any form, from weather-related, to poisons, to bacterial or viral diseases, to corruption and a variety of supernatural effects. However, here, a 'Hazard' does not necessarily mean a negative impact and instead represents all lasting effects, good and bad, whose duration is not determined by a technique, such as concoctions and medicines. Hazards may determine a battle if utilized properly, but could also cause destruction that costs you your life as well if mishandled. All Hazards have some form of stages of progress that cause effects to either worsen or lessen over time, and often Physicians and medicines are needed to remove these effects altogether. For the sake of this guild, the Hazards will be divided into the following categories:
tab • Environmental
tab • Poisons/Chemicals
tab • Diseases
tab • Physical/Injury
tab • Spiritual/Mental
tab • Supernatural
tab • Corruption
tab • Medicine/Drugs


______________ R u l e s x & x D e f i n i t i o n s ||
tab tab Each individual Hazard has its own effects and duration, as well as treatment methods. Refer to the listing for a Hazard for detailed information.
tab tab Many Hazards require the healing touch of a Physician, or a form of medicine, to be cured, a Medic in the case of Chakra effects, and a Skald in the case of Corruption.
tab tab Many Hazards have effects during recovery as well, such as exhaustion or pain, that the roleplayer should be aware of.

tab tab Tier of Treatment: This is the required Tier of a particular Skill needed in order to treat a Hazard. Some Hazards, or stages of Hazards, may not require a certain skill, or may be self-treated without the use of a skill.
tab tab Progression: The rate at which conditions develop from a hazard, whether good or bad. In some cases, increasing the rate at which a Hazard progresses could potentially cause more damage, but is useful for Hazards that wear
tab tab off after a certain amount of time. Likewise, decreasing the rate of progression might slow down how fast a Hazard affects someone, but will not help in situations where the Hazard wears off. Therefore, most adjustments to the
tab tab rate of progression during treatment are defined as whichever direction benefits the character.
tab tab Treatable Duration: Hazards have a Treatable Duration, after which the effects either begin to fade on their own or lapse into some form of permanent effect. These permanent effects, while they may temporarily relieved, can
tab tab never be removed.


______________ H a z a r d x R e s i s t a n c e s x & x W e a k n e s s e s ||

tab Although we have a system for how hazards work, it will never be an exact science, as many factors may change the severity or duration of a hazard. Among these factors are hazard resistances and weaknesses. A hazard resistance is a partial or complete immunity to a hazard, usually caused by frequent exposure or natural abilities. Complete immunity is rare to occur, and, on the opposite end of the spectrum, an immunity cannot be built up of some hazards. The most likely result of a resistance is for the duration of the hazard to be adjusted in favor of the character. Meanwhile a hazard weakness is the opposite, and the character is more susceptible to them. Some bloodlines have an inherent weakness to some hazards, such as Hyouton against heat based hazards, and Shakuton against cold based hazards. The most likely result of a weakness is for the duration of the hazard to be adjusted negatively for the character.

tab Adjustments, whether they are for or against the character, are always treated in a number of posts. A Slight resistance or weakness will increase or decrease the progression of a hazard by two [2] posts. Moderate increases or decreases it by five [5] posts, and Heavy increases or decreases it by eight [8] posts. These are things to keep in mind if you would like a character to have Personal Attribute for resistances. A slight resistance is free, but something must be exchanged for anything greater, likely receiving a weakness in a different hazard.

tab Characters can also build up resistances and weaknesses naturally, assuming that they can be built by a particular hazard. Poisons and diseases are the main categories this affects. See an individual hazard for whether or not it can be resisted, as well as how that resistance or weakness is built.



”Royal Taorito”

[Editorial Log]
03/01/18 Royal Taorito - Added more explanation to Progression of hazards and how increases/decreases to progression might affect a character.
04/05/18 Royal Taorito - Added explanation of Resistances and Weaknesses.
 
PostPosted: Mon May 06, 2019 7:35 am
| : | E n v i r o n m e n t a l tab H a z a r d s | : |

______________O v e r v i e w ||
[Coming Soon]


______________K n o w n x H a z a r d s ||
Hazard Name
Type:
Causes:
Tier of Treatment:
Treatments:
Progression:
Effects:
    Stage One:
      Stage One:
        In-Character Effects:
        tab
        tab
        tab

        Out-of-Character Effects:
        tab
        tab
        tab

        Recovery:


Burning
Type: Environmental
Causes: The act of being on fire, burning is caused by a variety of Fire spells and natural fire. Once a flammable material catches fire, it is considered to be Burning. Chemicals can also cause Burning, but do not usually involve fire, instead needing to be removed by other means.
Tier of Treatment: [Coming Soon]
Treatments: [Coming Soon]
Progression: Burning typically happens quickly, and the amount of damage dealt depends on the strength of the fire and the length of time the fire lasts. See Stages below for more details.
Effects:
    Stage One:
      In-Character Effects:
      tab ○ The targeted area is on fire, but the fire is minor.
      tab ○ Causes Stage [1] Burns on targeted area after [2] posts.

      Out-of-Character Effects:
      tab ○ Character takes an E-rank amount of damage per post.

      Recovery: Can be extinguished by water, dirt, etc, or extinguishes itself after [2] posts.

    Stage Two:
      In-Character Effects:
      tab ○ The targeted area is on fire.
      tab ○ Causes Stage [1] Burns on targeted area immediately.
      tab ○ Causes Stage [2] Burns on targeted area after [2] posts.

      Out-of-Character Effects:
      tab ○ Character takes a D-rank amount of damage per post.

      Recovery: Can be extinguished by water, dirt, etc, or extinguishes itself after [2] posts.

    Stage Three:
      In-Character Effects:
      tab ○ The targeted area is on fire, and the fire can spread to other body parts if not extinguished.
      tab ○ Causes Stage [2] Burns on targeted area immediately.
      tab ○ Causes Stage [3] Burns on targeted area after [2] posts.

      Out-of-Character Effects:
      tab ○ Character takes a C-rank amount of damage per post.

      Recovery: Can be extinguished by water, dirt, etc, or extinguishes itself after [2] posts.

    Stage Four:
      In-Character Effects:
      tab ○ The targeted area is on fire, and it will spread quickly if not extinguished.
      tab ○ Causes Stage [3] Burns on targeted area immediately.
      tab ○ Causes Stage [4] Burns on targeted area after [2] posts.

      Out-of-Character Effects:
      tab ○ Character takes a B-rank amount of damage per post.

      Recovery: Can be extinguished by water, dirt, etc, or extinguishes itself after [2] posts.


Burns
Type: Environmental
Causes: There are multiple types of burns: Thermal, Chemical, Electrical, and Radiological, namely. This section covers the standard for Thermal Burns, but the effects of all burns. Durations may be altered by a variety of causes.
    • Thermal Burns: Caused by heat and contact with fire. Likewise minor burns can come from being in the sun unprotected. Heat and fire based bloodlines, as well as Katon techniques, can cause burns alongside their attacks.
    • Chemical Burns: Caused by acidic and basic chemicals that are irritating to organic material, often referred to as Caustic. Different Chemicals cause different rates of burning. The Futton bloodline's techniques can cause these types of burns to varying degrees.
    • Electrical Burns: While typically not as severe, Electrical burns come with a range of other effects, which can be found in the Electrical Shock Hazard. These cam be caused by electricity and lightning, as well as lightning based bloodlines and Raiton techniques.
    • Radiological Burns: The rarest but longest lasting problems come from the Radiation Sickness Hazard, to which Burns are one effect. These are caused by coming in contact with irradiated materials for extended times, depending on the number of rads the item possesses, or by entering an irradiated area without proper protection.
Tier of Treatment: Tier 1 (Stage 1 and 2), Tier 2 (Stage 3), Tier 3 (Stage 4)
Treatments: [Coming soon]
Progression: Typically, progression only occurs from prolonged exposure to the cause of the burn. Progression varies depending on the strength of the source. Chemical burns will often worsen until they are washed. Seek a moderator if progression rate cannot be determined.
Treatable Duration: None. See individual Stages for recovery time. Recovery time can be reduced via various treatments.
Effects:
    Stage One: 1st-Degree Burns (Superficial)
      In-Character Effects:
      tab ○ Redness, without blisters
      tab ○ Dry skin
      tab ○ Mild pain

      Out-of-Character Effects:
      tab ○ Targeted area has its Physical Strength reduced by [1] rank.

      Recovery: [5] posts. Dead skin peels off at the end of recovery.

    Stage Two: 2nd-Degree Burns (Superficial Partial Thickness)
      In-Character Effects:
      tab ○ Redness with clear blisters; blanches with pressure
      tab ○ Skin is moist
      tab ○ Severe pain
      tab ○ Heightened chance of Cellulitis (bacterial skin infection)

      Out-of-Character Effects:
      tab ○ Targeted area has its Physical Strength reduced by [2] ranks.

      Recovery: [10] posts. Dead skin peels off at the end of recovery. Typically does not scar.

    Stage Three: 3rd-Degree Burns (Deep Partial Thickness)
      In-Character Effects:
      tab ○ Yellow or white skin; less blanching; possible blistering
      tab ○ Skin is fairly dry
      tab ○ No pain, but pressure and severe discomfort

      Out-of-Character Effects:
      tab ○ Targeted area has its Physical Strength reduced by [3] ranks.
      tab ○ Once healed, targeted area has a permanent [.5] rank reduction to Physical Strength.

      Recovery: Does not heal until it receives treatment, at which point it takes [20] posts. Scarring, and may cause contractures (tightening of the skin that reduces movement)

    Stage Four: 3rd-Degree Burns (Full Thickness)
      In-Character Effects:
      tab ○ Stiff and white/brown skin. No blanching
      tab ○ Skin feels leathery
      tab ○ No pain

      Out-of-Character Effects:
      tab ○ See Recovery. Targeted area is unusable.
      tab ○ Once healed, targeted area has a permanent [1] rank reduction to Physical Strength.

      tab ○ Recovery: Requires surgery and possible amputation before healing can begin; if no amputation is required, [50] posts. Scarring and contractures

    Stage Five: 4th-Degree Burns
      In-Character Effects:
      tab ○ Burn extends through entire skin, into underlying muscle, fat, and bone
      tab ○ Skin is dry, black, and charred with eschar (necrotic skin)
      tab ○ No pain

      Out-of-Character Effects:
      tab ○ See Recovery.

      tab ○ Recovery: None. Requires amputation; causes significant functional impairment, and death in many cases that cover large areas


Dehydration
Type: Environmental
Causes: Dehydration is caused when the body loses too much of its water volume. This happens for a variety of reasons, from not drinking enough water, either from forgetting or just being too busy, to sickness like diarrhea, vomiting, and fever. On hot days or while exercising it's important to drink water, as excessive sweating is also a cause. Scorch Ruler spells can cause Dehydration on impact.
Tier of Treatment: Tier 0 (Stage One and Two), Tier 2 (Stage Three)
Treatments:
    • The only effective treatment for dehydration is to replace lost fluids and lost electrolytes. The best approach to dehydration treatment depends on age, the severity of dehydration and its cause. Drink lots of water and eat a little bit of salt (or mix the two) to restore any lost fluids and electrolytes.
    • Stages One and Two: Once given water, symptoms will begin to reverse quickly. Each stage takes [3] posts before symptoms fade away, though the character may still feel a bit weak after Stage Two recovers until they can get some rest.
    • Stage Three: Much more severe than the other two stages, it can take about [10] posts to recover from this stage alone.
    • Stages One and Two are easily reversible via drinking water, but once Stage Three is hit, the character must be re-hydrated intravenously.
Progression:
    • If a character has a form of drink on them, it is assumed that they are drinking throughout the day and dehydration will not progress.
    • Progression depends on the method of dehydration. From simply lack of water, stages progress [15] posts at a time. The most a character can survive once dehydration begins before death from it is [60] posts.
    • Dehydration via sickness progresses a bit faster, due to mass loss of liquids. Symptoms such as vomiting, diarrhea, and fever, if continuous, will progress at a rate of [5] posts, so be sure to stay hydrated.
Effects:
    Stage One:
      In-Character Effects:
      tab ○ Thirst
      tab ○ Loss of appetite
      tab ○ Dry skin/mouth, flushed skin
      tab ○ Dark-colored urine
      tab ○ Headache, dizziness, and chills
      tab ○ Fatigue and weakness in muscles

      Out-of-Character Effects:
      tab ○ Character loses [.5] rank of Physical Strength and Physical Speed until cured.
      tab [10] Stamina is drained from the character per post until cured.

      Recovery: Drinking water. The Stamina drain stops, and the character regains their strength after [3] posts.

    Stage Two:
      In-Character Effects:
      tab ○ Increased heart/breathing rates
      tab ○ Decrease in sweating and urination
      tab ○ Increased body temperature
      tab ○ Extreme fatigue and possible muscle cramps
      tab ○ Tingling in the limbs
      tab ○ Headache and nausea

      Out-of-Character Effects:
      tab ○ Character loses [1] rank of Physical Strength and Physical Speed until cured.
      tab [20] Stamina is drained from the character per post until cured.

      Recovery: Drinking water. The Stamina drain stops, and after [3] posts, the character drops to Stage [1] Dehydration.

    Stage Three:
      In-Character Effects:
      Muscle Spasms and possible seizures
      tab ○ Fever and Vomiting
      tab ○ Racing pulse and difficulty breathing
      tab ○ Shriveled skin
      tab ○ Dim vision
      tab ○ Painful urination
      tab ○ Confusion
      tab ○ Chest and abdominal pain
      tab ○ Eventually, unconsciousness and death

      Out-of-Character Effects:
      tab ○ Character loses [2] ranks of Physical Strength and Physical Speed until cured.
      tab [40] Stamina is drained from the character per post until cured.
      tab ○ Death occurs after [15] posts upon reaching Stage [3].

      Recovery: Water must be delivered intravenously. Once treated, the Stamina drain stops, and after [3] posts, the character drops to Stage [2] Dehydration.


Frostbite
Type: Environmental
Causes: Very cold temperatures and cold wind. Extended contact with cold objects such as ice, frozen metal, cold liquids, etc. Some Ice and Snow Ruler spells cause various stages of Frostbite upon contact.
Tier of Treatment: Tier 1 (Stage 1 and 2), Tier 3 (Stage 3 and 4)
Treatments:
    • Stage One: Make sure the affected area is kept warm. Area can be soaked in very warm (but not hot) water for about [4] posts, or warmed up otherwise gradually. No lasting effects.
    • Stage Two or higher: Soak affected area in very warm (but not hot) water for [4] posts per stage of frostbite. Pain medication may be useful, as process is often painful, and antibiotics are recommended. Take steps to avoid affected area refreezing after treatment. Cover loosely with sterile dressings to protect the skin, and brace if muscle or bone were involved. In severe cases, surgery or amputation may be necessary to remove dead or decaying tissue.
Progression:
    • So long as one is prepared, there is no risk of natural frostbite. Exposed skin is affected as seen below:
    tab ○ 5 F (-15 C) to -16 F (-27 C): [8] posts per stage
    tab ○ -16 F (-27 ) or lower: [4] posts per stage
Treatable Duration:
    • Stage One: Once somewhere warm, will will fade over [4] posts without treatment.
    • Stage Two or higher: Lasts until treated.
    • Stage Three or higher: Amputation of the afflicted area will be required after [10] posts once Stage Three is reached.
Effects:
    Stage One: Frostnip
      In-Character Effects:
      tab ○ Pale or red skin at extremities; very cold to touch
      tab ○ Prickling feeling and numbness

      Out-of-Character Effects:
      tab ○ Targeted area has its Physical Speed reduced by [1] rank.

      Recovery: [4] posts. Pain and tingling while rewarming. No lasting effects.

    Stage Two: Superficial Frostbite
      In-Character Effects:
      tab ○ Skin turns white or pale; some ice crystals may form
      tab ○ Affected area begins to feel warm
      tab ○ After healed, local increased sensitivity to cold; increased risk of reoccurrence; mild numbness at site

      Out-of-Character Effects:
      tab ○ Targeted area has its Physical Speed reduced by [2] ranks.
      tab ○ If the targeted area is the hands, cannot perform hand signs or somatic movements.
      tab ○ Once healed, targeted area permanently takes [.5] rank higher damage from Ice-based attacks
      tab ○ Frostbite permanently progresses [2] posts faster in the affected area.

      Recovery: Lasts until treated. After [4] posts, effects drop to Stage [1] Frostbite. Skin appears mottled, blue or purple; stinging, burning, and swelling; fluid-filled blisters may form [10] posts after rewarming. Blisters may cause scarring.

    Stage Three: Deep Frostbite
      In-Character Effects:
      tab ○ Affects all layers of skin, including tissues that lie below
      tab ○ Numbness, no sensation of cold, pain, or discomfort
      tab ○ Joins or muscles may no longer work
      tab ○ If severe enough, amputation may be necessary
      tab ○ After healing, complete numbness at site; scarring from dead tissue and blisters; stiffness at joints

      Out-of-Character Effects:
      tab ○ Targeted area has its Physical Speed reduced by [3] ranks.
      tab ○ If the targeted area is the hands, cannot perform hand signs or somatic movements.
      tab ○ Once healed, targeted area has a permanent [.5] rank reduction to Physical Speed.
      tab ○ Once healed, targeted area permanently takes [.5] rank higher damage from Ice-based attacks
      tab ○ Once healed, frostbite permanently progresses [2] posts faster in the affected area.

      Recovery: Lasts until treated. After [4] posts, effects drop to Stage [2] Frostbite. Large blisters form [5] posts after rewarming. Then, over another [10] posts, affected area turns black and hard as the tissue dies (Gangrene). Can also cause infection and Tetanus.

    Stage Four: Fourth-degree Frostbite
      In-Character Effects:
      tab ○ See Stage [3]. Occurs when bone and tendons freeze.

      Out-of-Character Effects:
      tab ○ See Recovery.

      Recovery: None. Requires amputation; causes significant functional impairment, and death in many cases that cover large areas.


Hypothermia
Type: Environmental
Causes: Very cold temperatures and cold wind. Exposure to cold water. Some Hyouton techniques may increase the rate at which Hypothermia progresses.
Tier of Treatment: Tier 1 (All Stages), Tier 4 (if standard treatments are not working)
Treatments:
    • Process:
    tab ○ Be gentle, and do not move the victim too much, as it could cause cardiac arrest. Move to a warm, dry location, or if impossible, shield from the cold and wind as much as possible, and remove any wet clothing, cutting away if necessary to avoid excessive movement. Cover with blankets or coats, leaving only face exposed. Insulate body from the ground.
    tab ○ Monitor breathing and provide warm drinks if they are alert. Warm compresses can also be used, but only to neck, chest, or groin. Applying to the arms or legs could force cold blood to the heart and cause the body to lose heat. Do not apply direct heat.
    tab ○ In severe situations, warmed intravenous fluids, humidified oxygen, or hemodialysis may be used to raise body temperature.
    • Warming process takes [4] posts per stage.
    • Victim will be exhausted and have little energy until they have had a full night's sleep. After sleeping they will experience mild exhaustion for another [10] posts, increasing stamina costs by [5].
Progression:
    • So long as one is prepared, there is no risk of natural hypothermia. Long exposures to cold temperatures can cause it to begin. Generally, if not dressed warmly, hypothermia starts at 32 F (0 C) with [10] posts per stage. 20 F (-6 C) decreases the time by [2] posts, and every 10 F (approx. 6 C) following by an additional [2] posts.
    • Water: Water temperatures are incredibly dangerous and can cause hypothermia even if dressed warmly. Water is safe over 80 F (26 C), and mostly safe over 70 F (21 C), although it will feel very cold. Start at 70 F (21 C), hypothermia progresses at [10] posts per stage. Every 10 F (approx. 6 C) decrease cuts the time by [2] posts.
Treatable Duration:
    • Lasts until treated.
    • Stage Five or higher: [5] posts upon reaching Stage Five, at which point death occurs.
Effects:
    Stage One: Mild Hypothermia (96.8-95 F; 36-35 C)
    tab ○ Involuntary shivering
    tab ○ Cannot perform complex motor functions but can still walk and talk
    tab ○ Vasoconstriction (constriction of blood vessels) to extremities
    Stage Two: Moderate Hypothermia (95-91.4 F; 35-33 C)
    tab ○ Reduced level of consciousness
    tab ○ Loss of fine motor skills, particularly in the hands due to restricted blood flow
    tab ○ Slurred speech
    tab ○ Violent shivering
    tab ○ Irrational behavior, such as paradoxical undressing (undressing, unaware they are cold)
    Stage Three: Severe Hypothermia (91.4 F; 33 C)
    tab ○ Shivering occurs in waves, violent then pause; pauses get longer until shivering ceases
    tab ○ May collapse; curls up into fetal position to conserve heat
    tab ○ Muscle rigidity develops because of lack of blood flow
    tab ○ Skin becomes pale
    tab ○ Pupils dilate
    tab ○ Pulse rate decreases
    Stage Four: Severe Hypothermia (89.6 F; 32 C)
    tab ○ Body tries to move into hibernation, shutting down all peripheral blood flow and reducing breathing and heart rate
    Stage Five: Severe Hypothermia (86 F; 30 C)
    tab ○ 'Metabolic icebox'; looks dead but is still alive
    tab ○ Breathing becomes erratic and very shallow; may develop cardiac arrhythmias
    tab ○ Loses consciousness; If not treated quickly, heart and breathing will stop


Radiation Sickness
Type: Environmental
Causes: The primary cause of radiation sickness is exposure to a high dose of radiation. However, the symptoms, effects, and how much time before it takes effect vary greatly depending on the amount of radiation absorbed. Exposure to radioactive material or an area that has been affected by a nuclear attack or accident are the most likely causes. Never expose oneself unprotected to radiation. In the case of an attack, take shelter in a sealed location for at least twenty-four hours, or evacuate if there is enough time to do so.
Tier of Treatment: Tier 5
Treatments:
    • Not a lot can be done for a person afflicted by radiation sickness. The best course of action is to prevent further contamination and to decontaminate as much as possible, which could help reduce the number of rads in the body.
    • Decontamination: Remove external radioactive particles. Removing clothing and shoes eliminates about [90%] of external contamination. Gently washing with water and soap removes additional radiation particles from the skin. This process simply prevents radioactive materials from spreading more and lowers the risk of internal contamination from inhalation, ingestion, or open wounds. Rad count is reduced by [25%], and further contamination progression is halted.
    • Internal Decontamination: Many different treatments can be done to reduce contamination of various parts of the body, but the treatments that can be done depend on the type of radiation poisoning, most of which are then excreted through urine or feces. More details to come later.
Progression:
    • Progression can vary wildly depending on the exposure and radiation levels of an area. Proper protection, of course, will avoid contamination altogether, but that is hard to come by in this new world. Thankfully, so is radiation, as the world has cleansed itself.
    • 'Rads' are a counting unit that determines the level of radiation withing the body. The higher the rads in the body, the worse the short and long term effects. When entering a contaminated area, or coming in contact with a contaminated item, a number of 'rads per post' is given to the character by a moderator (or it may already be determined for an item or location). This is, obviously, the number of rads per post that the character absorbs within that area. See the Effect stages below for the number of rads before symptoms occur. For the length of time before symptoms start to take effect, roll between the numbers listed.
Treatable Duration: Until death. Decontamination can be done at any time, but the contaminated person will likely have symptoms regardless beyond certain points.
Effects:
    Stage One: Mild Exposure [100-200 Rads]
    tab ○ Within [1-10] posts: Nausea and vomiting; Thermal radiation: 1st and 2nd degree burns
    tab ○ Within [10-60] posts: Weakness, fatigue
    Stage Two: Moderate Exposure [200-600 Rads]
    tab ○ Within [1-3] posts: Nausea and vomiting; Thermal radiation: 1st and 2nd degree burns
    tab ○ Within [3-6] posts: Fever
    tab ○ Within [6-10] posts: Diarrhea
    tab ○ Within [10-20] posts: Headache
    tab ○ Within [20-60] posts: Weakness, fatigue, hair loss, bloody vomit and stool, infections, poor wound healing, low blood pressure
    Stage Three: Severe Exposure [600-1000 Rads]
    tab ○ Within [1-3] posts: Nausea and vomiting, fever; Thermal radiation: 1st and 2nd degree burns
    tab ○ Within [3-6] posts: Diarrhea
    tab ○ Within [6-10] posts: Headache
    tab ○ Within [10-20] posts: Weakness, fatigue, dizziness and disorientation, hair loss, bloody vomit and stool, infections, poor wound healing, low blood pressure
    tab ○ Can be fatal [25% chance], slow and agonizing; if death occurs, it will be between [40-100] posts.
    Stage Four: Very Severe Exposure [1000+ Rads]
    tab ○ Immediate: Weakness, fatigue, dizziness and disorientation, hair loss, bloody vomit and stool, infections, poor wound healing, low blood pressure
    tab ○ Within [1] post: Nausea and vomiting; Thermal radiation: 1st and 2nd degree burns
    tab ○ Within [2-3] posts: Diarrhea, fever
    tab ○ Within [3-6] posts: Headache
    tab ○ Within [10-20] posts: Weakness, fatigue, dizziness and disorientation, hair loss, bloody vomit and stool, infections, poor wound healing, low blood pressure
    tab ○ Almost always fatal [75% chance]; if not, the body is left ravaged; if death occurs, it will be between [20-40] posts.
 

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Mon May 06, 2019 7:35 am
| : | P o i s o n s tab & tab Chemicals | : |

______________O v e r v i e w ||
[Coming Soon]


______________K n o w n x H a z a r d s ||
Hazard Name
Type:
Causes:
Tier of Treatment:
Treatments:
Progression:
Duration:
Treatable Duration:
Effects:
    Stage One:
    tab
    tab
    tab

Arsenic Poisoning
Type: Poison
Causes: The main causes of this poisoning are ingestion or inhalation of high levels of arsenic. It is naturally occurring, although rare, but also made by man for agriculture, mining, and manufacturing. While time has purified most of these man-made chemicals, pockets of it may still exist. However, the most common cause of poisoning is contaminated groundwater. Arsenic is already present in the earth and can seep into the water. Smoking tobacco products is also a cause. Likewise the purification process of Cobalt releases large amounts of this poison. The effects of this poison are slow and subtle but can lead to poor health later in life.
Tier of Treatment: None.
Treatments:
    • There’s no specific method used to treat arsenic poisoning. The best way to treat the condition is to eliminate arsenic exposure. Full recovery may not happen for weeks or months. It all depends on how long they’ve been exposed. The severity of their symptoms can also play a role.
    • Stages One and Two: These symptoms will fade over time as long as there is no longer consistent exposure to arsenic. Every [5] posts of no exposure causes [1] symptom to fade, starting with Stage Two symptoms, and then Stage One.
    • Stage Three: Medical help is necessary to treat these symptoms, as the character has been heavily poisoned. Once these symptoms are treated, the recovery is the same as Stages One and Two.
    • Stage Four: Diseases and defects of this poisoning may be permanent. See the specific diseases for more details on their progression and recovery.
Progression:
    • Stage One: Per [5] posts of consistent direct exposure ([1] post within [5] posts of each other), the exposed person develops one of the minor symptoms. For tobacco smokers, every [10] cigarettes causes a minor symptom.
    • Stage Two: Once person has developed [3] of the [4] Stage One symptoms, they begin developing Stage Two symptoms at the same rate as the previous stage. See Stage Three and Four progression as well.
    • Stage Three: During Stage Two, there is a [20%] chance with every new symptom developed that one of these will develop instead. Each progression of Stage Two, the user must roll a percentage. [1-20] leads to one of these symptoms. If one of these develops, medical attention is highly recommended.
    • Stage Four: During Stage Two, there is a [5%] chance with ever new symptom developed that a more serious disease may develop. Each progression of Stage Two, the user must roll a percentage. [21-25] leads to one of these diseases. If this is rolled, please quote a moderator, who will determine what happens.
    • Symptoms will continue to appear as long as there is prolonged exposure. Likewise, if another disease develops because of it, the character will follow the progression of that disease as well.
    • Note: A very high dose at once can be fatal. Quote a moderator if the character is directly exposed to pure arsenic (such as ingestion or injection).
Treatable Duration:
    • Symptoms can be treated but there are no treatments at this time for arsenic poisoning. Only time without exposure will help.
Effects:
    Stage One:
    tab ○ Red or swollen skin
    tab ○ Skin changes, such as new warts or lesions
    tab ○ Abdominal pain
    tab ○ Tingling of fingers and toes
    Stage Two:
    tab ○ Nausea and vomiting
    tab ○ Diarrhea
    tab ○ Abnormal heart rhythm
    tab ○ Muscle cramps
    Stage Three:
    tab ○ Darkening skin
    tab ○ Constant sore throat
    tab ○ Persistent digestive issues
    Stage Four:
    tab ○ Long term exposure can cause various forms of cancer, diabetes, heart disease, and neurotoxicity. In pregnant women, it can cause fetal complications and birth defects. Developmental effects can occur in children who are exposed regularly.


Lead Poisoning
Type: Poison
Causes: The most common cause of lead poisoning are lead-contaminated dust and paint. Contaminated air, water, and soil are also sources. People who work with batteries, do renovations, or work in auto repair shops may also be exposed.
Tier of Treatment: Tier 2
Treatments:
    • Aside from removing the source of poisoning, some drugs can be administered by mouth that bind with the lead so that it is excreted in urine. A blood test is needed to determine lead levels in children, and whether or not they are in danger, or if an adult is showing symptoms of lead poisoning.
    • These symptoms will also fade over time as long as there is no longer consistent exposure to lead. Every [5] posts of no exposure causes [1] symptom to fade.
Progression:
    • Note: Progression times are halved in children ages [6] and under. Likewise, a very high dose to anyone at once can be fatal. Quote a moderator if the character is directly exposed to pure lead (such as ingestion or injection).
    • There is only one stage of progression for this poisoning. However, the effects of it can be quite severe. Per [5] posts of consistent direct exposure ([1] post within [5] posts of each other), the exposed person develops one of the symptoms.
    • If [5] or more symptoms develop in a character without treatment, there is a chance the poisoning will become fatal.
Treatable Duration:
    • Symptoms can be treated but there are no treatments at this time for arsenic poisoning. Only time without exposure will help.
Effects:
    Stage One:
    tab ○ High blood pressure
    tab ○ Joint and muscle pain
    tab ○ Difficulty with memory or concentration
    tab ○ Headache
    tab ○ Abdominal pain
    tab ○ Mood disorders
    tab ○ Reduced sperm count and abnormal sperm
    tab ○ Miscarriage, stillbirth, or premature birth in pregnant women
    tab ○ Someone still developing may also experience:
    tab tab ◘ Developmental delay
    tab tab ◘ Learning difficulties
    tab tab ◘ Irritability
    tab tab ◘ Loss of appetite
    tab tab ◘ Weight loss
    tab tab ◘ Sluggishness and fatigue [Stamina Pool reduced by [50] (to a minimum of [1])]
    tab tab ◘ Vomiting
    tab tab ◘ Constipation
    tab tab ◘ Hearing loss
    tab tab ◘ Seizures


Mercury Poisoning
Type: Poison
Causes: There are small amounts of mercury in every day foods, especially sea food, that cause no health problems unless overeaten. This is the most common cause, especially in children. Otherwise, causes include exposure to naturally occurring mercury, or exposure to objects containing mercury, such as thermometers, mining for gold, and some older jewelry.
Tier of Treatment: None.
Treatments:
    • There is no current cure for mercury poisoning. The best way to treat it is to stop the exposure to the metal. If the character eats a lot of mercury-containing seafood (large fish such as tuna, salmon, or shark), stop immediately. If it has to do with the environment, take steps to remove the character from the area.
    • These symptoms will fade over time as long as there is no longer consistent exposure to mercury. Every [5] posts of no exposure causes the dosage count to reduce by [1].
    Progression:
    • Mercury is known for its neurological effects, and can potentially cause permanent damage to the brain and developmental complications. There are two stages of symptoms.
    • Stage One: For every exposure to mercury, the character gains [1] 'dosage' count. Every [10] dosage counts develops a Stage One symptom. See Stage Two progression as well.
    • Stage Two: During Stage One, there is a [20%] chance with every new symptom developed that one of these will develop instead. Each progression of Stage Two, the user must roll a percentage. [1-20] leads to one of these symptoms. If one of these develops, medical attention is highly recommended. There is a [5%] chance that any of these symptoms will become permanent, even if the poison is removed. If [1-5] is rolled, the symptom developed becomes permanent.
    • Note: A very high dose to anyone at once can be fatal. Quote a moderator if the character is directly exposed to pure lead (such as ingestion or injection).
Treatable Duration:
    • Symptoms can be treated but there are no treatments at this time for arsenic poisoning. Only time without exposure will help.
Effects:
    Stage One:
    tab ○ Anxiety
    tab ○ Depression
    tab ○ Irritability
    tab ○ Memory problems
    tab ○ Numbness
    tab ○ Pathological shyness
    tab ○ Tremors
    Stage Two:
    tab ○ Hearing and speech difficulties
    tab ○ Lack of coordination
    tab ○ Muscle weakness [Physical Strength reduced [1] rank, and Power reduced [1] point (to a minimum of [1])]
    tab ○ Nerve loss in hands and face
    tab ○ Trouble walking [Physical Speed reduced [1] rank, and Agility reduced [1] point (to a minimum of [1])]
    tab ○ Vision changes

 
PostPosted: Mon May 06, 2019 7:36 am
| : | D i s e a s e s | : |

______________O v e r v i e w ||
[Coming Soon]


______________K n o w n x H a z a r d s ||
Hazard Name
Type:
Causes:
Tier of Treatment:
Treatments:
Progression:
Duration:
Treatable Duration:
Effects:
    Stage One:
    tab
    tab
    tab
 

Royal Taorito
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PostPosted: Mon May 06, 2019 7:37 am
| : | P h y s i c a l tab H a z a r d s tab & tab I n j u r i e s | : |

______________O v e r v i e w ||
[Coming Soon]


______________K n o w n x H a z a r d s ||
Hazard Name
Type:
Causes:
Tier of Treatment:
Treatments:
Progression:
Duration:
Treatable Duration:
Effects:
    Stage One:
    tab
    tab
    tab
 
PostPosted: Mon May 06, 2019 7:38 am
| : | S p i r i t u a l tab & tab M e n t a l tab H a z a r d s | : |

______________O v e r v i e w ||
[Coming Soon]


______________K n o w n x H a z a r d s ||
Hazard Name
Type:
Causes:
Tier of Treatment:
Treatments:
Progression:
Duration:
Treatable Duration:
Effects:
    Stage One:
    tab
    tab
    tab
 

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PostPosted: Mon May 06, 2019 7:39 am
| : | S u p e r n a t u r a l | : |

______________O v e r v i e w ||
[Coming Soon]


______________K n o w n x H a z a r d s ||
Hazard Name
Type:
Causes:
Tier of Treatment:
Treatments:
Progression:
Duration:
Treatable Duration:
Effects:
    Stage One:
    tab
    tab
    tab
 
PostPosted: Mon May 06, 2019 7:40 am
| : | C o r r u p t i o n // A f f l i c t i o n s| : |

_____________Overview:
tab In Shinobi strike we have three classes that are meant to heal in some fashion, each associated with a different sort of malady. Medics, our shinobi "healers", fix the chakra network and treat chakra-based illnesses and effects that afflict damage in some way to the chakra systems. Physicians are the opposite, who focus on the mundane poisons and damage done by physical means, much like Doctors do in our own world. That does, of course, leave the Skald. Masters of the spiritual, a Skald treats the maladies of the mind and spirit, and in some cases, the physical corruption that comes from the vilest of evils this world knows: Corruption. This system specifically addresses this new system of damage and wounds, called Corruption and Affliction respectively, and will be described below.
tab Corruption is the taint left behind by particularly nasty Genjutsu, curses cast by evil creatures of the realms of the Dead, and the after effects brought by exposure to Artifact "witchcraft". The effects take on different effects depending on the target of the Corruption itself and is split among three types: Physical, Mental, and Spiritual. Corruption twists and changes those affected in spectacular ways, eliciting physical and spiritual changes that can, if used properly, grant unique powers but at the exchange of the soul. The end result of Corruption in the human system is death of a sort, and in particularly rare circumstances may well result in an even more unique kind of life rising in its place.
:tag: Afflictions are the results of this Corruption, particular status effects split between the three types that worsen as the Corruption meter progresses. Some offer a guaranteed result that might well given benefit, but be warned! Afflictions compound. The more a character is bestowed with the worse the results become.

_____________Terms:
tab • Corruption
      A physical and metaphysical energy type that seems to come from the Echoes, Shinobi Strike's version of Hell. It is a dark energy that does not register as chakra, and in fact registers as a void to those who can perceive chakra. The energy does not trigger Afflictions but magnifies them to levels that would otherwise be impossible, making effects that might take decades occur in minutes.
tab • Afflictions
      Physical, mental, and spiritual maladies that can occur naturally but which feed on Corruption to become infinitely worse. The higher the Corruption score of a character the worse the effect becomes until, in the final stages, death occurs. Not all Afflictions end in death, but it might be advised to never truly find out.
tab • Harmonic
      Effects generated by Skald and Skald-like effects, Harmonics treat Corruption at its core, fighting the base disease to alleviate the illness. Harmonic Effects are the only known way of effectively treating Corruption.
tab • Cleanse
      While Harmonic effects remove Corruption, it is the Cleansing effects that treat Affliction. Seen as the more "band-aid" approach to treatment, Cleansing someone of Afflictions will not reduce the Corruption score, but it will remove Afflictions that feed off of the Corruption. Cleansing effects, while native to Skald, can be found in other
tab • Physical Corruption
      This form of Corruption damages the flesh in the earlier stages, leaving lasting effects that cause intense scarring and breakdown of the physical structure. Advanced stages shows a sickly energy burning through the flesh until it begins to twist and grow and change, depending on the Affliction in question. Afflictions associated with this Corruption can alter the physical form, causing parasites, growths, and rotten flesh among other physical changes.
tab • Mental Corruption
      This form of Corruption damages the mind and psyche, eliciting effects such as dementia, insanity, and paranoia. Afflictions can include such diseases of the mind but can also include weakness to different type of Genjutsu and similar effects that seem to help "fill in the blanks" that the Genjutsu naturally leave.
tab • Spiritual Corruption
      Of the more mystical variety Spiritual Corruption is all about corruption of the soul, causing crushing despair and leaving metaphysical stains that make it difficult to do anything but lay down and die. Spiritual Afflictions can change personalities and cause things like depression which closely resemble "debuffs" in nature. Of the three, it is the Spiritual Corruption that is the rarest, but woe to those who are Afflicted.

_____________Notes:
    • Every character, unless otherwise noted, begins play with a score of zero [0] for Physical, Mental, and Spiritual Corruption. This score should be kept on the character profile in the post layout of the character. All Corruption scales range from zero [0] to one hundred [100].
    • Afflictions have staged effects with listed ranges. When the associated Corruption type reaches the next threshold those effects begin immediately, though role play to ease into the effects is allowed as long as the effects are not ignored.
    • Corruption scores stay where they are until a Harmonic or Cleansing effect takes place to reduce the overall score. Unless otherwise specified, these effects are specific to the type being treated. If an effect reduces a Physical Corruption score it does not automatically reduce the Spiritual or Mental scores, too.
    • Afflictions compound, meaning if a character bears the Dementia Affliction and they have a forty three [43] Mental Corruption and they then are bestowed the Paranoia Affliction the second Affliction would bestow all effects appropriate up to a forty three [43] score. In this fashion keeping the number of Afflictions present to a minimum is important lest the effects of different Afflictions compound.
    • As Corruption is not a chakra effect it is not stopped by barriers or techniques made to affect Stamina or Chakra. That said, the inverse is also true.
    • Afflictions that do not bear a Duration are permanent until they are Cleansed.


_____________Physical Afflictions:
Blight:
tab Causes: Nightmare Genjutsu, Fell Beasts, ???
tab Treatment: ???
tab Effects:

      • [10] Corruption
      tab → [1 - 30] ► ???


_____________Mental Afflictions:
Paranoia:
tab Causes: Touch of Mal'ak Fade, Cursed Artifacts,
tab Treatment: Cleansing of C - rank or Higher
tab Effects:

      • [10] Corruption
      tab → Afflicted finds themselves beginning to doubt the word of others. This can manifest as simply reconsidering what they said longer than appropriate, or doubting something that's relatively obviously done by them. This can also manifest as second guessing if something is as benign as it appears to be. No status effects take place at this point.
      • [20] Corruption
      tab → ???
      • [40] Corruption
      tab → ???
      • [65] Corruption
      tab → ???
      • [90] Corruption
      tab → ???
      • [100] Corruption
      tab → ???

Amnesia:
tab Causes: ???
tab Treatment: ???
tab Effects:

      • [10] Corruption
      tab → ???

Auditory Halucinations:
tab Causes: ???
tab Treatment: ???
tab Effects:

      • [10] Corruption
      tab → ???

Insomnia: ???
tab Causes: ???
tab Treatment: ???
tab Effects:

      • [10] Corruption
      tab → ???

_____________Spiritual Afflictions:
{Name}:
tab Causes: ???
tab Treatment: ???
tab Effects:
???
      • [10] Corruption
      tab → ???

{Name}:
tab Causes: ???
tab Treatment: ???
tab Effects:
???
      • [10] Corruption
      tab → ???

{Name}:
tab Causes: ???
tab Treatment: ???
tab Effects:
???
      • [10] Corruption
      tab → ???

{Name}:
tab Causes: ???
tab Treatment: ???
tab Effects:
???
      • [10] Corruption
      tab → ???
 

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PostPosted: Mon May 06, 2019 7:40 am
| : | M e d i c i n e s tab & tab D r u g s | : |

______________O v e r v i e w ||
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______________K n o w n x H a z a r d s ||
Hazard Name
Type:
Causes:
Tier of Treatment:
Treatments:
Progression:
Duration:
Treatable Duration:
Effects:
    Stage One:
    tab
    tab
    tab
 
PostPosted: Mon May 06, 2019 7:41 am
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PostPosted: Mon May 06, 2019 7:42 am
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PostPosted: Mon May 06, 2019 7:43 am
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PostPosted: Mon May 06, 2019 7:44 am
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PostPosted: Mon May 06, 2019 7:45 am
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PostPosted: Mon May 06, 2019 7:46 am
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