Poison (Status Effect)

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.

## 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.