Post by Broke The Lost Admin on Jan 31, 2019 13:57:19 GMT -5
On Project Shinobi, you'll find yourself getting beaten and bruised either by other players or during missions and other various encounters. As long as you live, most injuries can be healed over time before you can jump back into the action in full. Depending on the severity of the injury, you may also experience decreases to your total cores during the injury recovery time. A skilled medic will often be held as more valuable than a skilled shinobi, as a skilled shinobi can end many lives before meeting their fate while a skilled medic can save countless more.
Overall Injury Recover Time
Minor Injuries - 3 Days/4 Days without proper medical treatment
Moderate Injuries - 5 Days/7 Days without proper medical treatment
Severe Injuries - 7 Days/10 Days without proper medical treatment
Permanent Injuries - As stated until a method is used to fix it (if the injury is a limb loss, can be fixed by getting another one attached, etc)
Beyond the injury timers is a miracle jutsu known as Shosen. Shosen is a staple jutsu of any field medic in the shinobi world and for good reason. It reduces recovery timers significantly based on your skill and chakra control. Shosen is also one of few A-ranks that can be used by a low-tier (C-) shinobi without almost killing themselves.
Shosen instantly heals all minor injuries (regardless of control tier) while reducing recovery time for moderate and beyond injuries.
Shosen Injury Reduction
T2 Control = 1 Day reduced from injury timer
T3 Control = 2 Days reduced from injury timer
T4 Control = 3 Days reduced from injury timer
T5 Control = 4 Days reduced from injury timer
T6 Control = 6 Days reduced from injury timer
Example: Your amazing head-medic has T4 Control and has used shosen countless times. You got some gnarly, severe burns in a recent mission, so with proper treatment and an application of shosen the medic would reduce your injury recovery time from 10 days to 4 days.
Scaling Injury Severities
When receiving an injury, there is a rough guideline of what each level of injury is. A light burn or cut would be a light injury, while nearly having your arm chopped off is a severe injury.
Minor Injuries - Small/shallow cuts and stabs, light burns, bruises, etc.
Moderate Injuries - Deep cuts and gashes, heavy burns in a small area/light burns in a large area, bloody noses, bone fractures, etc.
Severe Injuries - Internal bleeding/stabbings, heavy burns in a large area, broken noses and bones, extreme concussions, light comatose, etc.
Permanent Injuries - Limb loss, removal/total failure of organs, deep comatose, etc.
Injury severity may come with debuffs, should the enforcer of the injury and receiver of the injury agree to the debuff being applied. Here are two examples of injury maluses:
Moderate Injury - this person's left arm has been littered with heavy burns. -1 Resilience and -1 Reflex with afflicted arm, prone to further injury.
Severe Injury - this person's leg is broken, making walking a hobbling and slow experience and properly running very difficult. -2 Speed.
Permanent Injury - this person has lost their right eye. Because the eye is gone, there is no perception malus for something that is not there. They have heavily reduced field of view, making flanking them and attack from their sides far easier.
Poisons, Potions and Pills
Pills and potions are handled on a case-by-case basis and are applied for in the 'item applications' board. Their effects will be reviewed and adjusted based on what we believe is a balanced state for the item (factoring tier, difficulty to make and overall strengths of the item.) Pill items can include things such as soldier pills or other enhancement drugs.
Poisons can be created in Project Shinobi through item applications as well, however, they will never be as strong as canon nor real life. A poison on Project Shinobi cannot be lethal due to balance over reality. Poisons can induce limb-locking effects or decrease a shinobi's ability to fight, but again will never directly cause their death. As with all rules, this poison rule applies to ECs as well.
Overall Injury Recover Time
Minor Injuries - 3 Days/4 Days without proper medical treatment
Moderate Injuries - 5 Days/7 Days without proper medical treatment
Severe Injuries - 7 Days/10 Days without proper medical treatment
Permanent Injuries - As stated until a method is used to fix it (if the injury is a limb loss, can be fixed by getting another one attached, etc)
Beyond the injury timers is a miracle jutsu known as Shosen. Shosen is a staple jutsu of any field medic in the shinobi world and for good reason. It reduces recovery timers significantly based on your skill and chakra control. Shosen is also one of few A-ranks that can be used by a low-tier (C-) shinobi without almost killing themselves.
Shosen instantly heals all minor injuries (regardless of control tier) while reducing recovery time for moderate and beyond injuries.
Shosen Injury Reduction
T2 Control = 1 Day reduced from injury timer
T3 Control = 2 Days reduced from injury timer
T4 Control = 3 Days reduced from injury timer
T5 Control = 4 Days reduced from injury timer
T6 Control = 6 Days reduced from injury timer
Example: Your amazing head-medic has T4 Control and has used shosen countless times. You got some gnarly, severe burns in a recent mission, so with proper treatment and an application of shosen the medic would reduce your injury recovery time from 10 days to 4 days.
Scaling Injury Severities
When receiving an injury, there is a rough guideline of what each level of injury is. A light burn or cut would be a light injury, while nearly having your arm chopped off is a severe injury.
Minor Injuries - Small/shallow cuts and stabs, light burns, bruises, etc.
Moderate Injuries - Deep cuts and gashes, heavy burns in a small area/light burns in a large area, bloody noses, bone fractures, etc.
Severe Injuries - Internal bleeding/stabbings, heavy burns in a large area, broken noses and bones, extreme concussions, light comatose, etc.
Permanent Injuries - Limb loss, removal/total failure of organs, deep comatose, etc.
Injury severity may come with debuffs, should the enforcer of the injury and receiver of the injury agree to the debuff being applied. Here are two examples of injury maluses:
Moderate Injury - this person's left arm has been littered with heavy burns. -1 Resilience and -1 Reflex with afflicted arm, prone to further injury.
Severe Injury - this person's leg is broken, making walking a hobbling and slow experience and properly running very difficult. -2 Speed.
Permanent Injury - this person has lost their right eye. Because the eye is gone, there is no perception malus for something that is not there. They have heavily reduced field of view, making flanking them and attack from their sides far easier.
Poisons, Potions and Pills
Pills and potions are handled on a case-by-case basis and are applied for in the 'item applications' board. Their effects will be reviewed and adjusted based on what we believe is a balanced state for the item (factoring tier, difficulty to make and overall strengths of the item.) Pill items can include things such as soldier pills or other enhancement drugs.
Poisons can be created in Project Shinobi through item applications as well, however, they will never be as strong as canon nor real life. A poison on Project Shinobi cannot be lethal due to balance over reality. Poisons can induce limb-locking effects or decrease a shinobi's ability to fight, but again will never directly cause their death. As with all rules, this poison rule applies to ECs as well.