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    Chemistry Guideline

    Toonami & Konami

    Posts : 763
    Join date : 2016-12-07

    Character File
    Skills & Elements: Earth Release, Steel Release, Fuuninjutsu, Misc. Crafting, Ninjutsu, Ijutsu, Sensory, Kugutsu
    Class: X
    Ryo: 750,000 Ryo

    Chemistry Guideline

    Post by Toonami & Konami on Sun Aug 06, 2017 12:36 pm

    - Chemistry: The art of understanding how periodic elements interact with each other as well as the body. Learning this skill allows you to create deadly poisons,combat drugs, medicines, unique chemical compounds, explosives, and just about anything that has a complex chemical composition.

    - Cooldown: Although Chemistry has many practical usages a Chemist must always remember that putting foreign chemicals in ones body usually has harmful effects attached to them. It is important for a chemist to know and let their patients/customers know the side effects of their product, as well as instructions for use. Failure to successfully go through a cooldown cycle will damage the body and potentially lead to an overdose with drugs, while medicines simply negate their effects. The cooldown will be negated if a suitable amount of time has passed ICly. (i.e. a few hours IC or a "rest period" to process the drug out. If you only post twice in a month OOC you won't overdose despite weeks ICly passing since your last dose.)

         Toxic- Reusing any drug before or during the cooldown will delay the drawbacks and refresh your duration for the benefits. Cool, right? However, your body can only handle so many foreign chemicals in one sitting. For every rank your Constitution is above the rank of the drug is how many times you can repeat this process until you reach the Overdose stage. When the duration of the drug wears off the cooldown process begins again. This time the cooldown is doubled and the user suffers a one tier decrease in Intelligence in addition with the drawbacks of the drugs taken as a result until the entire cooldown is over. If multiple different drugs were taken, the longest cooldown is the one that will be followed.

         Overdose- At this stage, accepting any more drugs will inevitably kill your character no matter the rank. The user will still suffer a one tier decrease in Intelligence as well as a two tier decrease in Constitution along with the standard drawbacks of the drug. If at anytime the user's Constitution drops below E-tier they will go into a comatose state dying ten posts later, or four hours IC unless given medical attention. The cooldown time is now tripled at this point.

    - Poison Resistance: The rank of the poison directly competes with the victim's Constitution. If the Constitution of the victim is higher than the rank of the poison or is equal, it is processed out of the body with no negative consequences attached. This means the poison must be one rank above the victim's Constitution in order to work. Drugs on the other hand work regardless of rank sometimes making a crude drug a more desired and cost-efficient method of weakening an opponent than a high grade poison.

    - Addiction: Addiction is caused by using a single drug multiple times within a short frame of time. Unlike toxicity, which is relative to using many drugs within a posting time frame, addiction refers to one drug being abused over a span days, weeks, or even months OOCly. The rank of the drug determines the time frame required to wait in order to safely use the drug again. The amount of ranks the user's Constitution is above that of the drug's is how many times they can repetitively take a drug before they become an addict themselves.

    D - 3 days
    C - 5 days
    B - 7 days
    A - 14 days
    S - 30 days

    An addiction is relatively harmless depending on the character and drug used. An addict must use the drug they are addicted to at least once within its rank's time span to feed the addiction. Failure to follow this procedure will result in the character suffering temporary debuffs in the stat the drug modifies (ex. If I'm using a drug that boosts stamina by +2 advantages my stamina will be at -2 disadvantages.) The temporary debuffs will subside after the rank's time span is complete. After that your character is no longer addicted to the drug and all negative effects are clear. Within the addiction process you may only take a drug so many times before you build a tolerance to it. This is determined by how many tiers of Constitution you have overall.  **Note: E-tier is given. The count starts at D-tier Constitution being one tier overall.

    - Tolerance: By abusing a single drug so much you become dull to its effects. Inevitably the character will suffer a permanent debuff of one tier in all stats the drug affects (If the drug affects all stats even by only one advantage, they will all be lowered a tier and must be retrained.) The damage to your body also causes you to lose a tier in your highest stat (if the user has two stats or more tied for highest they may choose which one gets decreased).  By reaching this stage the drug used will no longer grant benefits to your character thus requiring a new drug or strand to modify your abilities.


    -Poisons are any type of creation that the victim intakes the substance and suffers pure negative consequences. A poison can take many different forms which allows endless versatility in the battlefield as well in indirect combat. Below are the three main types of poison in existence, each having their own advantages and disadvantages attached to their form.

    Gaseous - Gas-type poisons are commonly diluted with some type of liquid to remain in the air for longer periods of time. As such, they are weaker and have a longer duration. -1 rank weaker regarding effects and duration. (Gaseous poisons cover a 5x5x5 meter space)

    Liquid - Otherwise known as "weapon poison." This can either by a liquid or syrup that is attached to a blade or point. When in the victim's bloodstream it becomes active and starts to spread. Standard poisons are considered the medium between the other three types. Current rank regarding effects and duration.

    Solid - These are the strongest poisons which specifically require the enemy to intake the substance into their digestive system or by other means in their system. These poisons act the fastest and can kill those with a much shorter duration. +1 rank stronger regarding effects and duration.

    Note: Debuffing any stat one tier below E-tier will lead to paralysis except Constitution. Debuffing Constitution one tier below E-tier will result in death. Also, the form your poison takes does not effect the complexity. A gaseous poison that is B-rank may have C-rank effects, however you still need B-tier Constitution to not be effected by it.

    Poison Template:


    [b]Name:[/b] (Any name will work to help make each one distinctive.)
    [b]Rank:[/b] (See guide to determine ranking.)
    [b]State:[/b] (Gas, Solid, or Liquid)
    [b]Price:[/b] (See guide to determine pricing.)
    [b]Symptoms:[/b] (These are the "tell" of the poison. It is what the victim feels during the countdown and duration of the poison.)
    [b]Effects:[/b] (Effects are the hard facts about the poison. Temporary/Permanent stat damage, organ failure, etc.)
    [b]Countdown:[/b] (The preamble to the poison before its Effects take place.)
    [b]Duration:[/b] (The length of time the Effects take place. For products whose Effects deal in absolute [perma-stat damage, death, KO, etc] this acts as a second countdown until they take place.)
    [b]*Yields 3 dosages[/b]

    Poison Guidelines:

    • D - Very weak, non-lethal poisons. Just about anybody can make these given they have a basic background in Chemistry. As such, Gaseous poisons do not exist at this rank as they are too weak to have any sort of effect on even small critters such as rats. Inexpensive, they can still give a minor edge in combat.
      Requires D Tier Intelligence to craft.
      Price: 5,000 ryo - 10,000 ryo
      Examples: Debuff two stats by one disadvantage (one stat cannot lose a whole tier) followed by mild numbness in the affected area, mild dizziness, short headaches, etc.
      Countdown: 3 posts
      Duration: 3 posts

    • C - Although considered weak, these poisons can still very much be an asset on the field against weaker opponents due to their increased versatility. Making Gaseous poisons are now available which allows much more diversity in combat.
      Requires C Tier Intelligence to craft.
      Price: 10,000 ryo - 20,000 ryo
      Examples: Total single stat debuff or three stats by one disadvantage followed by complete numbness in the affected area, moderate dizziness, pounding headaches, etc. Fatigue followed by slight drowsiness (Damage 10 points of chakra max.)
      Countdown: 4 - 6 posts
      Duration: 3 - 6 posts

    • B - Much more serious, these poisons often require immediate medical attention as they can incapacitate even seasoned Shinobi. Often ingeniously crafted by very experienced Medical Shinobi or wise craftsmen they are poisons with less critical drawbacks or less glaring flaws in their design.
      Requires B Tier Intelligence to craft.
      Price: 25,000 ryo - 45,000 ryo
      Examples: Two different stats suffer one tier debuffs or affecting all stats by one disadvantage followed by poor muscle control, severe dizziness, severe headaches, etc. Fatigue followed by exhaustion (damaging one's chakra reserves by 25 points max.) Temporary asphyxiation leading to unconsciousness.
      Countdown: 5 - 10 posts
      Duration: 4 - 8 posts

    • A - Very deadly poisons that can often kill those most Shinobi very shortly after the intake. Only a select few gifted craftsmen can create these poison who have spent years studying the art. There are little flaws in their design, if any. These are very much meant to kill.
      Requires A Tier Intelligence to craft.
      Price: 50,000 ryo - 75,000 ryo
      Examples: Three different stats suffer one tier debuffs or one stat suffering two whole tiers in a debuff followed by poor muscle control, critical migraines, etc. Fatigue followed by extreme exhaustion (damaging one's chakra reserves. 50 points max.) Permanently damage one stat by a full tier (victim must retrain said stat in the future.) Prolonged asphyxiation leading to death.
      Countdown: 4 - 10 posts
      Duration: 4 - 10 posts

    • S - Legendary poisons. Even the toughest foe will suffer and significantly be weakened by this. Few even dream of coming here, and only one will make it. These mostly have no drawbacks in their design and are essentially perfect. Only a genius from birth through life will ever achieve this design. Encounter with one of these poisons will surely damage your character permanently if they survive.
      Requires S Tier Intelligence to craft.
      Price: 100,000 ryo +
      Examples: Five different stats suffer one tier debuffs or two stats suffering two whole tiers in debuffs followed by unresponsive muscles, blindness, cluster headaches, etc. Complete fatigue (damaging one's chakra reserves. 75 points max.) Permanently damage two stats by a full tier, or one stat by two tiers. Targeted organ failure.
      Countdown: 3 - 12 posts
      Duration: 6 - 12 posts


    -Drugs are one of the easiest categories to craft in Chemistry and the cheapest to produce. Drugs are always ingested whether it be inhalation or digestion. They provide perks to the user often accompanied by a drawback, which depending on the creator can be more or less severe than the actual perk. Drugs may also be used as a cheaper and more safer alternative to a poison.

    Drug Template:


    [b]Name:[/b] (Any name will work to help make each one distinctive.)
    [b]Rank:[/b] (See guide to determine ranking.)
    [b]Price:[/b] (See guide to determine pricing.)
    [b]Symptoms:[/b] (What the user feels when ingesting the drug.)
    [b]Effects:[/b] (What the drug actually does.)
    [b]Drawbacks:[/b] (The undesirable side effects.)
    [b]Countdown:[/b] (The preamble to the drug before its Effects take place.)
    [b]Duration:[/b] (The length of time the Effects take place.)
    [b]Cooldown:[/b] (The amount of time needed before taking another dose of any Chemistry creation and the length of time the drawbacks take place.)
    [b]*Yields 3 dosages[/b]

    Drug Guidelines:

    • D - A very poor drug made by having the most basic knowledge in chemistry. They are mostly recreational and serve little purpose in combat, thus making them incredibly cheap to produce.
      Requires D Tier Intelligence to craft.
      Price: 1,000 ryo - 5,000 ryo
      Examples: Raise one stat an advantage, grant minor pain relief (relieve simple headaches, soreness, etc.) Can be used to remedy some RP weaknesses.
      Drawbacks: Draining one stat by two disadvantages, mild nausea, paranoia.
      Countdown: 1 - 5 posts
      Duration: 3 - 5 posts
      Cooldown: 5 - 10 posts

    • C - These drugs can serve a purpose in combat and might even be safe to consume sparingly. They offer stronger effects and can be used offensively as well.
      Requires D Tier Intelligence to craft.
      Price: 6,000 ryo - 10,000 ryo
      Examples: Raise one stat by two advantages and drain one stat by two advantages (or two different stats by one advantage), minor body modification (increased lung capacity, profuse sweating, increased scent, etc), induce sleep, cause slight disorientation.
      Drawbacks: Draining one stat by one advantage, shortness of breath, sensitive scent.
      Countdown: 3 - 5 posts
      Duration: 3 - 8 posts
      Cooldown: 5 - 10 posts

    • B - These drugs are much better crafted and created using extensive knowledge of the human body. As such, its effects extend beyond "normal" means and can include effects that are almost make-believe. As a result, these are more damaging to the body compared to the two previous ranks.
      Requires B Tier Intelligence to craft.
      Price: 15,000 ryo - 25,000 ryo
      Examples: Two different stats increase two advantage while one suffers a tier disadvantage, major body modification (increasing core temperature to extreme heights to provide resistance to Fire-type damage), cause someone to lust over another person or item.
      Drawbacks: Draining one stat by a tier, extreme weakness to cold temperature, vomiting.
      Countdown: 3 - 10 posts
      Duration: 5 - 12 posts
      Cooldown: 15 - 20 posts

    • A - Similar to the drugs at B-rank, these are much more refined thus carrying less drawbacks and having stronger, more lasting effects at the exchange for a higher price range. As a result, feats that normally damage the human body or could potentially destroy it are negated through the means of science.
      Requires B Tier Intelligence to craft.
      Price: 30,000 ryo - 50,000 ryo
      Examples: Three stats increasing two advantages while one suffers a tier disadvantage, temporary paralysis, strong hallucinations.
      Drawbacks: Draining one stat by a tier, moderate weakness to cold temperature, nausea.
      Countdown: 2 - 10 posts
      Duration: 5 - 15 posts
      Cooldown: 20 - 25 posts

    • S - These high-end creations provide substantial benefits with little to no drawbacks in their design. Despite their high quality design, the effects usually put a taxing drawback with consistent use. Just about anything unrelated to poison or medicine can be made at this point.  
      Requires A Tier Intelligence to craft.
      Price: 50,000+ ryo
      Examples: A total of four tier stat raises which can be split among four different stats or split into two as a stat suffers two disadvantages, permanently change a feature(s) of a person, temporary invisibility, temporary water breathing.
      Drawbacks: Draining a stat of three disadvantages, cannot attack when invisible.
      Countdown: 3 - 15 posts
      Duration: 5 - 20 posts
      Cooldown: 25 - 30 posts


    -A medicine is a purely positive creation which is expensive to produce and requires the most knowledge in Chemistry. Everything from minor regeneration to massive, life-saving healing is governed by medicines. A medicine can also replenish lost blood and even promote miracles of modern science such as limb regeneration. Unlike Drugs or Poison, these crafts take effect immediately increasing their overall usefulness.

    Medicine Template:


    [b]Name:[/b] (Any name will work to help make each one distinctive.)
    [b]Rank:[/b] (See guide to determine ranking.)
    [b]Price:[/b] (See guide to determine pricing.)
    [b]Application:[/b] (Ingestion, rub, injection, etc...)
    [b]Effects:[/b] (The function of the medicine.)
    [b]Duration:[/b] (How long it takes for the medicine to fully take place.)
    [b]Cooldown:[/b] (The amount of time needed before taking another dose of any Chemistry creation.)
    [b]*Yields 3 dosages[/b]

    Medicine Guidelines:

    • D - Simple medicine that focuses on solving minor issues before they worsen as well as alleviate any pain that may follow. Although minor on the grand scheme, medicine at this rank are still quite useful.
      Requires C Tier Intelligence to craft.
      Price: 5,000 ryo - 15,000 ryo
      Examples: Healing cream which helps speed up the process of recovery of small cuts, treating 1st degree burns and soothing its burn, Anti-poison to C-rank poisons and below.
      Duration: 1 - 3 posts
      Cooldown: N/A

    • C - Medicine at this rank provides increased healing function being of greater use in the field than the previous rank. These take on a more immediate effect as opposed to simply speeding up a recovery time. As such, their prices vary to moderately expensive.
      Requires B Tier Intelligence to craft.
      Price: 20,000 ryo - 45,000 ryo
      Examples: Anti-poison to poisons B-rank and below (requires sample), a potion that seals up shallow cuts or treats heavy bruising, recover fractured bone,
      Duration: 1 - 5 posts
      Cooldown: 5 - 10 posts

    • B - The basis of modern medical shinobi technology. Medicine at this rank requires a larger budget, but now allows the chemist to tap into the more impressive discoveries in medicine.
      Requires B Tier Intelligence to craft.
      Price: 50,000 ryo - 75,000 ryo
      Examples: Skin can be regrown after suffering severe 3rd degree burns, broken bones or damaged tendons can be made into a full recovery, teeth can be regrown,
      Duration: 1 - 20 posts
      Cooldown: 10 - 15 posts

    • A - Nearing mastery, medicine at this rank can be used to help Shinobi involved in the most grueling battles make a full recovery. Due to its relatively high cost only villages with high income can afford this type of medical attracting the greatest minds to work their hospital.
      Requires A Tier Intelligence to craft.
      Price: 100,000 ryo - 250,000 ryo
      Examples: Small, simple portions of the body being amputated, such as the hand or foot, can be regenerated, completely shattered bone can be mended back to functional strength, greater wounds such as stab wounds or deeper cuts can be healed similar to the way Mystical Palm works, heavy organ damage can be reversed,  Anti-poison to poisons A-rank and below (requires sample.)
      Duration: 1 - 30 posts
      Cooldown: 10 - 15 posts

    • S - Legendary medics have access to the most impossible miracles of medicine, reversing permanent damage and restoring fatal damage. Although pinnacle in their design, the drawbacks with these are usually beyond financial.
      Requires S Tier Intelligence to craft.
      Price: 300,000+ ryo
      Examples: Regenerating large portions of the body such as limb amputation, heavy blood loss and grave wounds can be recovered, Anti-poison to poisons S-rank and below (requires sample),
      Duration: 1 - 30 posts
      Cooldown: 15 - 20 posts


    -Chemical Compounds refers to everything that is not directly related to drugs, medicine, or poisons. This includes explosives, acids, sticky foam, custom materials, and many more. Due to the vast field of this sub-group it is one of the most versatile groups in a Chemist's arsenal requiring the most creativity. Unlike the other sub-types, Compounds are compatible with all types of creations and thus could be added to them to make a more lethal or surprising product.

    Compound Template:


    [b]Name:[/b] (Any name will work to help make each one distinctive.)
    [b]Item Rank:[/b] (Scales directly with intelligence.)
    [b]Material Rank:[/b] (Only relevant for solids. If not, put N/A)
    [b]Price:[/b] (Stay within reason.)
    [b]Form:[/b] (Paste, Liquid, Powder, Solid, Gas, etc)
    [b]Application:[/b] (Does it need heat to activate? Combined with another product? If none put N/A)
    [b]Description:[/b] (Describe the properties of the Compound.)
    [b]Effects:[/b] (What does it do?)
    [b]Quantity:[/b] (Be sure to scale your price with the amount you're creating.)


    -Provisioning is a chemistry subgroup related to culinary. The food and drink created here provide purely positive stat boosts with long lasting effects, but as a result come with a high price. Foods made must be eaten when prepared fresh to receive full benefits. Leftovers reduce the overall benefits by half (rounding up), and taste. Drinks on the other hand can be prepared and consumed without drawbacks while having a shorter countdown timer, but the effects last shorter.

    Note: Only one provision can be consumed per cycle. Eating another will cancel the previous one's effects.

    Provision Template:


    [b]Name:[/b] (Any name will work to help make each one distinctive.)
    [b]Rank:[/b] (See guide to determine ranking.)
    [b]Food or Drink?:[/b] (One or the other)
    [b]Price:[/b] (See guide to determine pricing.)
    [b]Countdown:[/b] (How long digestion takes)
    [b]Duration:[/b] (How long it lasts)
    [b]Description:[/b] (What is your dish in detail?)
    [b]Effects:[/b] (Where the stat bonuses are applied.)

    Provision Guidelines:

    • D - You can put together a snack for you and your friends and make your own homemade lemonade. Your talent is recognized among your friends.
      Requires D Tier Intelligence to craft.
      Price: 5,000 ryo - 10,000 ryo
      Advantages: +1
      Prep: 2 posts
      Countdown: 1 - 3 posts
      Duration: 3 - 9 posts
      Yield: 4 servings

    • C - You have been observing professionals work and decided to improvise on your own. Lucky for you, Chemistry ties into your skills as a chef. Your cooking is known on your block or apartment complex.
      Requires D Tier Intelligence to craft.
      Price: 15,000 ryo - 30,000 ryo
      Prep: 2 posts
      Countdown: 5 - 15 posts
      Duration: 10 - 15 posts
      Yield: 4 servings

    • B - Your cooking is on par with commonly known brands. Popular beers, wines, and food chains that are sold and established all over the continent are competition to you and your work.
      Requires C Tier Intelligence to craft.
      Price: 35,000 ryo - 50,000 ryo
      Advantages: +4 with no more than one tier in one stat.
      Prep: 3 posts
      Countdown: 10 - 20 posts
      Duration: 15 - 20 posts
      Yield: 6 servings

    • A - Your cooking is as delicious as Ichiraku Ramen at this point. You have been cooking as a child and had a special knack for it as well as the opportunities and supplies to succeed. Whatever your secret is you are valuable enough to succeed with your own enterprise.
      Requires B tier Intelligence to craft.
      Price: 50,000 ryo - 75,000 ryo
      Advantages: +5 with no more than one tier in one stat.
      Prep: 4 posts
      Countdown: 15 - 25 posts
      Duration: 20 - 25 posts
      Yield: 6 servings

    • S - A legendary chef by all means you can always make the best out of what you have. Studying the right combinations and chemistry of your ingredients have made you one of the best cooks to ever live. Despite only having invested your career into food and drink, you are most likely a valuable asset to your village's military.
      Requires A Tier Intelligence to craft.
      Price: 100,000 ryo+
      Advantages: +7 with no more than two tiers in one stat.
      Prep: 5 posts
      Countdown: 15 - 30 posts
      Duration: 25 - 30 posts
      Yield: 6 servings

      Current date/time is Tue Jul 17, 2018 8:37 am