When the comforts of civilization begin to dull our senses, we must never forget that in the beginning, there was war. And war. And more war. Long before there were empires, there were humans consumed with greed and the hunger for power. Resources, territories, information—these were the forms of sustenance upon which we preyed. Today, we call such habits vices. Oh, how arrogant we have become! Are we not still impelled by those primordial emotions? Is the advent of war so far-fetched? But alas, for you to truly understand, we must dive deeper into this land’s half-forgotten past.
There was a time when might was the only law that humankind knew. Fearsome clans roamed throughout the land, seeking amenable grounds within which they could take root and opposing forces against whom they could test their mettle. Given the irregularity of nature’s bounty, certain regions appealed more than others, and dominion over such coveted territories became the spark that ignited the earliest inter-clan wars. These fierce, internecine affairs tended to conclude only when one side had decimated their competition into oblivion, and many clans of story were rendered extinct during this period.
The victors of war, having claimed their territories, often made truces with surrounding locals, offering protection in exchange for access to the yields of agriculture. Over time, certain communities emerged as more dominant than others, either due to numbers or sheer talent, and their rapid expansion would force smaller, neighboring communities to either collapse into their fold or be devastated. When the dust settled, humankind found itself divided into the five major territories that we are familiar with today. And was the bloodshed over? With our lands obtained and our bellies filled, were we finally content?
06/01/2023 June is for Juggin
We made it y’all, another month of OTA, and fresh off the press we have another promotion ready. Leaving behind the opening bonus sadly, we welcome the jugggggg! June is for juggin AKA working hard, so we are making it a double rewards month for every mission completed! Yes we said it's double rewards, now you all can really get into the thick of those builds if you work hard enough. And who knows what you might uncover in the process. AND all jobs are free to enroll no quest EXCEPT ANBU(Black Ops) roles.
Although they are often overlooked as nothing more than a pretty sight, herbs can be some of the most helpful and most devastating items in the world - when used by those that known them best. Over many decades, herbalists have fine-tuned the process of turning various herbs into either supplements or poisons, depending upon their whim, to produce a myriad of effects. Herbalists truly know no limits, so long as they possess the right ingredients.
Some herbal compounds act fast, while some act slow; others are tasteless, undetectable to the senses. More importantly, it is possible to create these properties to fit different situations. Although their original form is quite nondescript, it can be modified into a liquid or gaseous state - all the better to administer to allies or foes. Regardless, you must always be wary when dealing with an herbalist, lest their concoctions get the better of you!
II. RESTRICTIONS
1. This profession is available to all, provided a 'C' rank (easy difficulty) quest is completed.
2. Finding an herb requires that the herbalist RP a search. It's not required to have a moderator help you quest, but one will need to be contacted to approve a find! Then, they will check the success rate of finding it and determine whether it's been found or not. However, quality of the search is also important - when reading a high-quality RP, a moderator may let the herbalist find multiple pieces, instead of just one. Note that you must search for a specific rank and specific herb, you cannot just search for all Mith herbs and take whatever rank you find.
3. Herbalists are allowed to sell their products to NPC shops for the base price + half the cost of the vial, no more. The base price is what is listed, you don't sell for 75% of that price, as you would for normal items. Only well-known herbalists are capable of selling to other players for their own prices. Players should note that they are unable to utilize any of the accessories or weapons that herbalists use, unless they, too, are an herbalist. The only way to be granted the effects of the elixir is to swallow it (liquid) or break the glass (gas).
4. It is NOT possible to drink or inhale only a portion of an elixir! Each vial contains 1 ounce of the potion (which translates to 1 meter diameter of gas), and it takes exactly this much to produce effects. The only way to have multiple uses of elixirs is to have multiple vials.
5. From the time of ingestion or inhalation, it takes one (1) turn for the elixir to take effect at baseline.
6. Upon taking this profession, herbalist gain the Herb bag - each herbalist gets a special bag they canupgrade throughout their time in their profession. This bag holds a superfluous amount of materials. The bag will come with 5 slots, that have a capacity of 50 for whatever said item.
yakusoushi - MASTERIES.
I. junior HERBALIST
These herbalists are no longer new to the craft, but they aren't yet on a respected tier. At this level of skill, they have perfected certain methods and skills that help minimize mistakes in the production process, effectively cutting down the post requirements for producing elixirs and increasing the viability of each.
First, each rank of elixir has 2 slots added for free on top of their base slot availability. Second, when 10 elixirs of one type are produced, the post requirement for that specific item is reduced by 25%.
For example, Jane produces 5 ‘C’ rank liquid Elixir of Strength and 5 ‘C’ rank gaseous Elixir of Strength. It will now take her 25% less time to make more ‘C’ rank Elixir of Strength, regardless of whether it’s liquid or gas state. Decimals are to be rounded down, and the requirement can never go below 1 post. It's your responsibility to keep track of these reductions in your bio, with proof!
II. senior HERBALIST
At this level of skill, the herbalist has earned some renown for their abilities to concoct various elixirs. Shopkeepers know that their product will only be of the highest quality, and so profit from selling herbs or elixirs to these NPCs is doubled. (For example, selling a 'C' rank herb will now net them 2,000 Ryo.)
Additionally, Senior Herbalists are capable of opening up their own shop, which they can stock with any herbs and elixirs they have made. Not only is this the only way other players can buy elixirs, it's a great way for herbalists to trade herbs among themselves. The herbalist is free to set their prices to any amount they wish; the only downside is that Ryo is not paid out until someone actually buys the product.
III. master HERBALIST
At this level of skill, the herbalist has perfected all aspects of their trade, but especially the main part - searching for their product! When an herbalist performs a search for a rank of an herb, their probability of finding it is increased by 20%.
Likewise, Master Herbalists know which crop of herbs will give them the best output. When an herb has actually been located, they will automatically receive two of them, on top of any additional herbs the moderator grants for exceptional RP quality.
YAKUSOUSHI - equipment.
I. application
Mortar and Pestle Rank: A Type: Herbalist Accessory Special: Only one herb type can be converted at a time, but multiple herbs of that type can fit in the mortar. An appropriate technique must be used with this item to produce the correct state of the supplement or poison. Takes up two (2) accessory slots. Description: The most essential tool of an herbalist. The mortar is a bowl made of ceramic in any color the buyer chooses, with a diameter of eight (8) inches and a depth of five (5) inches. The pestle is a heavy-club shaped tool that is typically a matching color, which is used to grind, crush, and mix any objects placed within; in this case, herbs. It is utilized mainly to produce liquids, but it is said herbalists have a method of producing another state as well. Cost: 30,000 Ryo
A Guide to Herbalism Rank: B Type: Herbalist Accessory Special: Takes up one (1) accessory slot. The user in possession of this item knows the name, appearance, and location of all herbs. Additionally, it lists the name and effects of all elixirs. You only need to purchase this item once. Description: While many herbalists choose to explore the world, find new herbs, and through trial-and-error determine their uses, there are others who prefer to take advantage of the rich history before them. This leather-bound book was written by a famous herbalist of yore, but has been reprinted and contributed to by other herbalists. New editions are published every year to keep the information up-to-date. Cost: 20,000 Ryo
Glass Vial Rank: C Type: Herbalist Accessory Special: Vial can hold up to one (1) ounce of liquid or gas, and each takes up one (1) accessory slot. Description: The most basic way of containing a supplement or poison, whether in liquid or gas form, is with a vial. The glass is reinforced and will not break if it is dropped, with a screw top to prevent leakage. Cost: 1,000 Ryo
Vial Carrying Case Rank: B Type: Herbalist Accessory Special: Can hold up to 10 vials. Takes up two (2) accessory slots. Description: A special, reinforced case that comes in any color the buyer chooses. It can hold many vials at once with little space consumed, so is essential for a seasoned herbalist. Cost: 35,000 Ryo
Herb Storage Case Rank: B Type: Herbalist Accessory Special: Consumes one (1) accessory slot. Can hold up to five (5) different types of herbs; within each type, it can house up to five (5) pieces. Description: This case - which looks a bit like a small, black, plastic briefcase - was designed to store and transport frail herbs. Its inside is partitioned into five different sections, each of which is closed by a latched door. This protects the herb from tears and molding by keeping it dry and sealed tightly. Cost: 35,000 Ryo
Injecting Needle Rank: B Type: Herbalist Secondary Weapon Special: Injector can hold up to one (1) ounce of any liquid supplement or poison. From the time the button is pressed, takes two seconds for all of the liquid to be injected. Takes half a post to reload. Reusable. Consumes one (1) secondary pack. Description: The most efficient way of delivering an elixir is with an injector, which consists of a sturdy metallic needle with a small, plastic container attached. The container can be detached from the needle and filled up with liquid. A button on the side of the needle's screw top can be pushed to administer the concoction after the needle has been inserted into the target's skin. Cost: 5,000 Ryo
Automatic Injector Rank: B Type: Herbalist Primary Weapon Special: Can hold up to 10 ounces of liquid. For each second the trigger is held in, one (1) ounce of liquid is injected. It does NOT actually shoot anything, despite the name. Takes a full post to reload once empty. Cannot be reloaded until it is empty, because the liquid will spill. Description: A definite improvement upon the normal injector, which is small, fragile, and slow. This device is shaped like a handgun, and is roughly the same size. It sports a long needle where the muzzle would be, with a larger plastic container that can screw into the device where the gun's hammer would be. After piercing the target's flesh with the needle, the user must simply pull the trigger to inject the liquid; to stop injecting, the trigger must be released. Cost: 25,000 Ryo
Stinger Rank: A Type: Herbalist Primary Weapon Special: Stinger fires off rounds at a speed of five (5) meters per second, which fly in a straight line up to 25 meters away. One (1) needle is shot at a time, with a half-second delay between each shot. Each rifle comes with one magazine for free; additional magazines and rounds must be bought extra. Description: The last evolution of needle administration methods, this version allows the herbalist the ability to deliver their creations more effectively. Stinger is a rifle, able to hold up to ten needles in a magazine and fire them off. It produces moderate noise levels, not as loud as a normal gunshot, but more like the sound of a large lock being opened. Naturally, being hit with a bullet that is tipped with a long needle will not feel pleasant. Cost: 50,000 Ryo
Needle Magazine Rank: B Type: Herbalist Accessory Special: Holds up to 10 needle-bullets; each of these bullets holds one (1) ounce of liquid. Consumes one (1) accessory slot. The needle-bullets can be reused in the same magazine if they are retrieved in the thread undamaged and are refilled. Description: As its name suggests, this item is a magazine filled with 10 needle-like bullets that can be filled with the liquid form of a supplement or, more commonly, poison. It attaches to the base of Stinger, just in front of the trigger, effectively reloading it. It is made of black plastic and is long, rectangular, and curved to provide a reloading ease. Although each one comes with 10 needle-bullets, if the user wants more of them, they will need to purchase a new magazine entirely. Cost: 10,000 Ryo each
Extended Barrel Rank: A Type: Herbalist Accessory Special: This item essentially doubles the range at which Stinger's bullets can reach, up to 50 meters. However, because this attachment makes Stinger so cumbersome, it can only be fired this way while standing still. Takes up one (1) accessory slot. Description: This item was created with the long-range herbalist in mind. The barrel adds an extra eighteen inches onto the length of the gun, giving the needle-bullet leverage to shoot even farther than before. Cost: 25,000 Ryo
Stinger Scope Rank: A Type: Herbalist Accessory Special: When looking through the scope, the user can magnify their sight - much like binoculars - up to 50 meters away. Takes up one (1) accessory slot. Description: This scope attaches to the very top of Stinger, and is very handy when paired with the extended barrel. A button on its side allows the user to adjust the magnification of things seen through it, to a maximum of 50 meters, and target lines on the glass help increase accuracy with training. Cost: 25,000 Ryo
Gas Sphere Rank: B Type: Herbalism Secondary Weapon Special: One (1) per pack. Holds up to two (2) vials of gas-state supplement or poison. Can be reused after detonation, so long as it hasn't been damaged. Takes half of a post per vial to load the sphere. The gas spreads out immediately, covering an area of 5 meters per vial loaded. Note that this item destroys the used Glass Vials, and they will have to be replaced. Description: This sphere is made out of steel, with tiny holes scattered about every conceivable inch of its surface. It can be opened up by twisting the top away from the bottom; there are two crevasses inside to hold a vial each. The ball is medium in size, capable of being held in a single hand and thrown, much like a baseball. Upon contact with the ground, a mechanism inside crushes the reinforced glass of the vials, exposing the contents to the air and producing a gas that immediately pours out of it. Cost: 5,000 Ryo
Herbalist's Respirator Rank: B Type: Herbalist Accessory Special: Holds up to two (2) vials at a time and consumes one (1) accessory slot. The only way to reload the mask is by taking it off, at which point it takes half a post per vial replaced. Description: This mask's purpose is twofold. Its fitted material clings comfortably to the user's face, forming a sealed cover over the mouth and nose only. As they breathe in, it passively filters out any harmful dust, fumes, vapors, or gases. The filters, which stick out on either side of the mask, are also equipped with a slot for a vial; by pressing a button on the respective filter, these gas vials will expel their contents for the user to inhale. Cost: 30,000 Ryo
II. Herbs & Elixers
Risch Rank: D, C, B, A, S Type: Herb Region: All except Snow Special: Takes up one (1) accessory slot. Description: This is an herb so common that it's likely everyone - except a denizen from snow-covered lands - would have seen it. However, they would not know it was special without proper training. Risch looks like every other blade of grass physically, but a skilled herbalist will know to feel it for the tiny spines that cover its stalk. It is said that potions made with this herb can affect one's health. Cost: 500 / 1,000 / 2,000 / 4,000 / 8,000 Ryo
Elixir of Healing Rank: B, A, S Type: Supplementary Elixir Properties: - Special: The effects of this elixir vary based on its rank. 'B' rank is capable of healing one minor wound (first-degree burn, cut, scrape, small puncture, etc.). 'A' rank is capable of healing one moderate wound (second-degree burn, shallow stab, larger cut, etc.). 'S' rank is capable of healing one serious wound (third-degree burn, punctured organ, etc.). It is unable to reattach a severed limb or regrow a whole organ, however. When in doubt about the level of an injury, contact a moderator. Description: This supplementary elixir, made from Risch herb, is a fresh bud green color - like a new blade of grass in the spring. As a gas, it remains much the same color. Not surprisingly, it smells like freshly mowed grass and tastes like it, too. Cost: 4,000 / 8,000 / 16,000 Ryo
Elixir of Destruction Rank: S Type: Poisonous Elixir Properties: - Special: This elixir, when inhaled or ingested, causes substantial thinning of the blood in the target for a single turn. While this does not innately harm them, it can lead to life-threatening damage. All injuries that open a wound will bleed at a 3x rate than normal. Additionally, any strong physical hits to the target during this turn will cause internal bleeding, which can be fatal if an organ is hit. How fast a target dies from bleeding out depends entirely on the situation; when in doubt, contact a moderator. Description: This poisonous elixir, made from Risch herb, is a murky brown color - like dead grass - in both its liquid and gas forms. Although the color may differ, it still tastes and smells of grass, like its helpful counterpart. Cost: 16,000 Ryo
Prin Rank: D, C, B, A, S Type: Herb Region: Fire, Lightning, Wind, Whirlpool, Waterfall Special: Takes up one (1) accessory slot. Description: This herb could easily be mistaken for a clover, although it only has two leaves. It is extremely small but vibrantly green. It is said that potions made with this herb can affect one's speed. Cost: 500 / 1,000 / 2,000 / 4,000 / 8,000 Ryo
Elixir of Agility Rank: D, C, B, A, S Type: Supplementary Elixir Properties: - Special: The effects of this elixir vary based on its rank. 'D' increases agility by 1.5x for a single turn, 'C' increases agility by 2x for a single turn, 'B' increases agility by 2.5x for a single turn, 'A' increases agility by 3x for a single turn, and 'S' increases agility by 4x for a single turn. These effects do stack with other speed bonuses. Description: This supplementary elixir, made from Prin herb, looks much like its origin when in liquid form - a vibrant, vivid green. In a gaseous state, it looks white, like a cloud. It is said to have a both a minty taste and smell to it. Cost: 1,000 / 2,000 / 4,000 / 8,000 / 16,000 Ryo
Elixir of Slowness Rank: D, C, B, A, S Type: Poisonous Elixir Properties: - Special: The effects of this elixir vary based on its rank. 'D' decreases agility by 1.5x for a single turn, 'C' decreases agility by 2x for a single turn, 'B' decreases agility by 2.5x for a single turn, 'A' decreases agility by 3x for a single turn, and 'S' decreases agility by 4x for a single turn. Description: This poisonous elixir, made from Prin herb, takes on a sinister evergreen color in its liquid state. In a gaseous state, it retains most of this hue, producing an ominous green cloud. Like its less harmful counterpart, it has a minty taste and smell. Cost: 1,000 / 2,000 / 4,000 / 8,000 / 16,000 Ryo
Nayv Rank: D, C, B, A, S Type: Herb Region: Lightning, Wind Special: Takes up one (1) accessory slot. Description: This herb disguises itself as a flower, albeit a strange one. Its stem grows to be about four inches long, and it only has a single yellow petal surrounding its center, which is orange. It is said that potions made with this herb can affect one's dexterity. Cost: 500 / 1,000 / 2,000 / 4,000 / 8,000 Ryo
Elixir of Dexterity Rank: B, A, S Type: Supplementary Elixir Properties: - Special: The effects of this elixir vary based on its rank. 'B' rank decreases handseal count by 1 for one turn, 'A' decreases handseal count by 2 for one turn, and 'S' decreases handseal count by 3 for one turn. Description: This supplementary elixir, made from Nayv herb, is a fluorescent orange-red in its liquid form and orange in its gaseous form. It smells like a freshly-peeled orange, but tastes sour. Cost: 4,000 / 8,000 / 16,000 Ryo
Elixir of Clumsiness Rank: B, A, S Type: Poisonous Elixir Properties: - Special: The effects of this elixir vary based on its rank. 'B' rank increases handseal count by 1 for one turn, 'A' increases handseal count by 2 for one turn, and 'S' increases handseal count by 3 for one turn. Description: This poisonous elixir, made from Nayv herb, is fluorescent orange-red in its liquid and gaseous forms. It smells like a freshly-peeled orange and tastes like one, too. Cost: 4,000 / 8,000 / 16,000 Ryo
Rox Rank: D, C, B, A, S Type: Herb Region: Earth, Iron Special: Takes up one (1) accessory slot. Description: This herb looks a lot like a lily pad, albeit colored red with black spots. Instead of growing in and around grass like most other herbs, Rox grows from solid rock and stone and can grow up to eight inches in diameter. It is said that potions made with this herb affect one's strength. Cost: 500 / 1,000 / 2,000 / 4,000 / 8,000 Ryo
Elixir of Strength Rank: D, C, B, A, S Type: Supplementary Elixir Properties: - Special: The effects of this elixir vary based on its rank. 'D' increases strength by 1.5x for a single turn, 'C' increases strength by 2x for a single turn, 'B' increases strength by 2.5x for a single turn, 'A' increases strength by 3x for a single turn, and 'S' increases strength by 4x for a single turn. These effects do stack with other strength bonuses. Description: Despite the Rox herb's color, in a liquid state this elixir appears to be a viscous brown, like mud. In a gaseous state it is a lighter tan. It has an earthy smell to it and tends to taste very bitter. Cost: 1,000 / 2,000 / 4,000 / 8,000 / 16,000 Ryo
Elixir of Weakness Rank: D, C, B, A, S Type: Poisonous Elixir Properties: - Special: The effects of this elixir vary based on its rank. 'D' decreases strength by 1.5x for a single turn, 'C' decreases strength by 2x for a single turn, 'B' decreases strength by 2.5x for a single turn, 'A' decreases strength by 3x for a single turn, and 'S' decreases strength by 4x for a single turn. Description: In a liquid state, this elixir made from the Rox herb is a viscous black, looking very much like tar. As a gas it thins out, appearing grey instead. Like its less threatening counterpart, it has a earthy smell and tastes very bitter. Cost: 1,000 / 2,000 / 4,000 / 8,000 / 16,000 Ryo
Kaw Rank: D, C, B, A, S Type: Herb Region: Water, Rain, Waterfall, Whirlpool Special: Takes up one (1) accessory slot. Description: This herb is not hard to identify, but it is difficult to spot and reach because it only grows in the mud at the bottom of lakes and ponds. It is a blue fern-like plant that grows to about two feet tall in ideal situations, but will never grow taller than the depth of its body of water. It is said that potions made with this herb affect one's ability to breathe. Cost: 500 / 1,000 / 2,000 / 4,000 / 8,000 Ryo
Elixir of Water Breathing Rank: A Type: Supplementary Elixir Properties: - Special: For five turns, the person that ingests or inhales this potion will be granted the ability to breathe underwater. The actual mechanism for this ability is unknown, although it is theorized that it helps the body filter out the small amount of oxygen from liquid. Description: This supplementary elixir, made from Kaw herb, is a navy blue in both its liquid and gaseous states. It is said to smell like the ocean, and has a very salty taste. Cost: 8,000 Ryo
Elixir of Suffocation Rank: S Type: Poisonous Elixir Properties: - Special: For a single turn, the person that ingests or inhales this potion will find it extremely difficult to breathe, no matter how much air they suck in. If this person does not sit down and focus on taking big gulps of air - instead running during a fight, for example - they will pass out from oxygen deprivation. The actual mechanism for this ability is unknown, although it is theorized that the elixir prevents the lungs from absorbing oxygen correctly. Description: This poisonous elixir, made from Kaw herb, is a pleasant aqua blue in its liquid form and powder blue in its gas form. Like its less detrimental counterpart, it is said to smell like the ocean and taste very salty. Cost: 16,000 Ryo
Vesm Rank: D, C, B, A, S Type: Herb Region: All except Snow and Iron Special: Takes up one (1) accessory slot. Description: This herb is a small stalky plant with no fancy adornments or even leaves that can grow to be one foot in length, but tends to lay along the ground, like a root. Its black color is what initially drew herbalists to it. It is said that potions made with this herb can affect one's eyesight. Cost: 500 / 1,000 / 2,000 / 4,000 / 8,000 Ryo
Catseye Elixir Rank: D, C, B, A, S Type: Supplementary Elixir Properties: - Special: The effects of this elixir vary based on its rank. 'D' allows the user to see movement up to 1.5x as if it were normal speed, for one turn. 'C' allows the user to see movement up to 2x as if it were normal speed, for one turn. 'B' allows the user to see movement up to 3x as if it were normal speed, for one turn. 'A' allows the user to see movement up to 4x as if it were normal speed, for one turn. 'S' allows the user to see movement up to 5x as if it were normal speed, for one turn. These effects do not stack with other similar sight bonuses, such as the Sharingan's ability to see fast movement. Description: This supplementary elixir, made from Vesm herb, appears black in its liquid form and gray in its gaseous form. Although it smells strongly like licorice, it has a very sweet taste. Cost: 1,000 / 2,000 / 4,000 / 8,000 / 16,000 Ryo
Elixir of Shadow Rank: S Type: Poisonous Elixir Properties: - Special: When this potion is ingested or inhaled, it forces the user to see movement 2x slower than normal speed, for one turn. Note that this reduces even the Sharingan's ability to see fast movement by the specified amount. Description: This poisonous elixir, made from Vesm herb, is pitch black in both its liquid and gaseous states. It smells of licorice like its beneficial counterpart, but tastes unbearably bitter. Cost: 16,000 Ryo
Luiz Rank: D, C, B, A, S Type: Herb Region: Rice Special: Takes up one (1) accessory slot. Description: This herb is often found growing near rice fields, because it prefers the swampy climate manufactured by them. It appears as a four inch tall stalk, with small lavender-colored buds growing uniformly from either side. It is said that potions made with this herb can affect one's mind. Cost: 500 / 1,000 / 2,000 / 4,000 / 8,000 Ryo
Prismatic Elixir Rank: S Type: Supplementary Elixir Properties: - Special: Whoever ingests or inhales this potion will be subject to hallucinogenic effects for one turn. These effects are very pleasant and, because it is their brain producing them, will often be tailored to their personal lives. Note that this elixir gives no advantages in battle and is used mostly for recreation, since it leaves the user feeling a "buzz" of happiness for up to five turns after its effects end. Feel free to be creative. Description: This supplementary elixir, made from Luiz herb, appears lavender in both its liquid and gaseous states. Despite not actually being made with the lavender flower itself, it is said to smell that way. As for taste, it is indescribably sweet without being too cloying. Cost: 16,000 Ryo
Demonsbane Elixir Rank: S Type: Poisonous Elixir Properties: - Special: Whoever ingests or inhales this potion will be subject to hallucinogenic effects for one turn. These effects are like having a bad trip, or being put into a horrible genjutsu; basically, the user will see horrifying images that are produced by their brain, and so often tailor to their lives. For example, one might see their lover dying in gruesome ways. While the images appear very real to the user, they are not restricted from acting or moving during this time. Description: This poisonous elixir, made from Luiz herb, is plum-colored in both its liquid and gaseous forms. While it smells like lavender to match its more pleasant counterpart, its taste has been likened to that of rotten meat. Cost: 16,000 Ryo
Mith Rank: D, C, B, A, S Type: Herb Region: Grass Special: Takes up one (1) accessory slot. Description: This herb can only be found growing deep within the forests and jungles of the Grass Country. It appears as a vine tressed from tree branch to tree branch, although its little golden leaves are what produce the wanted effects. It is said that potions made with this herb can affect one's chakra. Cost: 500 / 1,000 / 2,000 / 4,000 / 8,000 Ryo
Elixir of Stamina Rank: D, C, B, A, S Type: Supplementary Elixir Properties: - Special: The effects of this elixir vary based on its rank. 'D' rank grants the user a Low amount of chakra, 'C' grants the user a Mid amount of chakra, 'B' grants the user a High amount of chakra, 'A' granted the user a High x2 amount of chakra, and 'S' grants the user a Massive amount of chakra. Note, however, that this does NOT increase the upward limit of one's chakra supplies, it only restores it. So, for example, if someone who has used High x2 chakra ingests the 'S' rank version, they would get back High x2 chakra and the rest would have no effect. Description: This supplementary elixir, made from Mith herb, appears solid gold in both its liquid and gaseous states. It is said to smell and taste sweet, almost like cotton candy. Cost: 1,000 / 2,000 / 4,000 / 8,000 / 16,000 Ryo
Elixir of Lethargy Rank: D, C, B, A, S Type: Poisonous Elixir Properties: - Special: The effects of this elixir vary based on its rank. 'D' rank takes away a Low amount of chakra, 'C' rank takes away a Mid amount of chakra, 'B' rank takes away a High amount of chakra, 'A' rank takes away a High x2 amount of chakra, and 'S' takes away a Massive amount of chakra. Note, however, that this potion can never take away all the target's chakra; it always leaves them with at least a Low, so it cannot kill anyone by itself. Description: This poisonous elixir, made from Mith herb, can easily be mistaken for its more beneficial counterpart. In both liquid and gaseous states it is a solid gold; it smells and tastes sweet, like cotton candy. Cost: 1,000 / 2,000 / 4,000 / 8,000 / 16,000 Ryo
YAKUSOUSHI - TECHNIQUES
yakusoushIjutsu
Yakusou Shuutoku (Herb Mastery) Rank: S Range: Close (0m ~ 5m) Type: Passive / Yakusoushi Hijutsu Handseals: - Chakra Consumption: - As the beginning of all herbalism, the user is taught to understand the basics of tracking and picking herbs, as well as using them in various situations. Through this training, they are able to produce some of the most beneficial and harmful elixirs known to the shinobi world. In effect, this technique opens up the entire herbalist tree to the user.
Note: The rank of the outcome elixir is determined by the rank of the herb used. Likewise, the rank the elixir is going to be will determine how many posts it takes for the herbalist to concoct it (for both herb to liquid and liquid to gas) as well as how many properties it can contain. 'D' rank takes 1 posts and can be given 1 property. 'C' rank takes 2 posts and can be given 3 properties. 'B' rank takes 4 posts and can be given 3 properties. 'A' rank takes 5 posts and can be given 4 properties. 'S' rank takes 10 posts and can be given 5 properties.
Properties are counted in slots, and each elixir the herbalist concocts will be different; this means you must keep track of what properties each one has in your bio. Additionally, each slot is taken up by a property, not by a property type. So if an herbalist stacks 4 Nagatsudzuki (Long Lasting) properties onto an 'S' rank elixir, they only have 1 slot open for another property.
Yakusou Henkan (Herb Conversion) Rank: S Range: Close (0m ~ 5m) Type: Supplementary / Yakusoushi Hijutsu Handseals: - Chakra Consumption: Mid, Low upkeep This technique is what allows an herbalist to turn the herbs they found into a liquid elixir. After putting an herb into the mortar, they focus chakra into the pestal and begin to grind the herb. The chakra resonates with the herb's chemical bonds, turning it into a liquid over time.
Note: How long it takes for an herb to be converted into a liquid follows the rules of Yakusou Shuutoku (Herb Mastery). Only 1 herb can be converted at a time with this technique; 1 herb produces 1 ounce of liquid.
Yakusou no Kouryoku (Herbal Potency) Rank: S Range: Close (0m ~ 5m) Type: Supplementary / Yakusoushi Hijutsu Handseals: - Chakra Consumption: High, Mid upkeep This technique is an extension of Yakusou Henkan (Herb Conversion). After putting two same-rank and same-type herbs into the mortar, the herbalist focuses a greater amount of chakra into the pestal. They then begin to grind the herbs together, resonating their chakra with the chemical bonds to turn it into a liquid. However, the excess energy also compresses the liquid from two ounces to one, retaining the potency of both. Alternatively, the herbalist could add two same-rank same-type vials of liquid to the mortar and use this process to combine them in the same way.
Note: Must have at least the Tier 2 mastery to learn this technique. How long it takes for an herb to be converted into a liquid follows the rules of Yakusou Shuutoku (Herb Mastery). Only 2 herbs can be converted at a time; this technique only produces 1 ounce of liquid. Herbs and liquids of the same type and same rank MUST be used; for example, you could combined two 'D' rank herbs to produce a 'C' rank elixir, or you could combine two 'C' rank elixirs to produce a 'B' rank elixir. Ekitai Henkan (Liquid Conversion) can be used after to produce an equally potent gas.
Ekitai Henkan (Liquid Conversion) Rank: S Range: Close (0m ~ 5m) Type: Supplementary / Yakusoushi Hijutsu Handseals: - Chakra Consumption: Mid, Low upkeep This technique is what allows an herbalist to turn the liquid they have produced into a gas. While the liquid is in the mortar, they focus chakra into the pestal and begin whipping it at a fenzied pace. The chakra resonates with the liquid's chemical bonds, making them unstable over time. When the process is complete, the herbalist must quickly put the liquid back into the vial, because exposure to air after this process is complete will turn it into a gas.
Note: How long it takes for a liquid to be converted into a gas follows the rules of Yakusou Shuutoku (Herb Mastery). Only 1 ounce of liquid can be converted at a time with this technique; 1 ounce of liquid, when exposed to air, produces 1 meter diameter of gas. At the end of this technique's process, if the herbalist does not put the liquid into a vial within one turn, it will turn into a gas. Likewise, when a vial is broken or uncapped, the liquid's agitated bonds are exposed to air and it will turn into its gaseous state.
Sokudan (Fast Acting) Rank: S Range: Close (0m ~ 5m) Type: Supplementary / Yakusoushi Hijutsu Handseals: - Chakra Consumption: Mid By focusing their chakra into a produced liquid elixir, either before capping the vial or while it is still in the mortar, the herbalist can increase its catalytic properties - namely, allowing it to act quickly. As one might expect, this can be very beneficial when using elixirs during a high-speed battle.
Note: Counts as a property. This technique must be performed on liquid elixirs (before they are turned into gas elixirs). Only 1 ounce can be given this property at a time, and it takes one turn to complete the process. This technique gives the elixir in question a 100% reduction in catalyst time, so instead of taking one turn for its effects to happen, it will happen instantly from the moment the elixir is ingested or inhaled.
Engi Osokunaru (Slow Acting) Rank: S Range: Close (0m ~ 5m) Type: Supplementary / Yakusoushi Hijutsu Handseals: - Chakra Consumption: Mid By focusing their chakra into a produced liquid elixir, either before capping the vial or while it is still in the mortar, the herbalist can slow down its catalytic properties - namely, allowing it to take longer to act than normal. The advantages of this property lay in its tactical method of surprise.
Note: Counts as a property. This technique must be performed on liquid elixirs (before they are turned into gas elixirs). Only 1 ounce can be given this property at a time, and it takes one turn to complete the process. This technique gives the elixir in question a 100% addition in catalyst time, so instead of taking one turn for its effects to happen, it will take two turns. Can be performed multiple times on one elixir to lengthen the amount of time.
Nagatsudzuki (Long Lasting) Rank: S Range: Close (0m ~ 5m) Type: Supplementary / Yakusoushi Hijutsu Handseals: - Chakra Consumption: Mid By focusing their chakra into a produced liquid elixir, either before capping the vial or while it is still in the mortar, the herbalist can change its properties to allow the elixir to last for a longer period of time than normal.
Note: Counts as a property. This technique must be performed on liquid elixirs (before they are turned into gas elixirs). Only 1 ounce can be given this property at a time, and it takes one turn to complete the process. This technique increases how long the effects of an elixir last by one turn. Can be performed multiple times on one elixir to lengthen that amount of time.
Mushoku (Colorless) Rank: S Range: Close (0m ~ 5m) Type: Supplementary / Yakusoushi Hijutsu Handseals: - Chakra Consumption: Mid By focusing their chakra into a produced liquid elixir, either before capping the vial or while it is still in the mortar, the herbalist can change its properties to allow the elixir to be colorless. This means that in liquid form they would be clear, but when released in gas form, appear more as a colorless mist.
Note: Counts as a property. This technique must be performed on liquid elixirs (before they are turned into gas elixirs). Only 1 ounce can be given this property at a time, and it takes one turn to complete the process.
Mumino (Tasteless) Rank: S Range: Close (0m ~ 5m) Type: Supplementary / Yakusoushi Hijutsu Handseals: - Chakra Consumption: Mid By focusing their chakra into a produced liquid elixir, either before capping the vial or while it is still in the mortar, the herbalist can change its properties to allow the elixir to be tasteless.
Note: Counts as a property. This technique must be performed on liquid elixirs (before they are turned into gas elixirs). Only 1 ounce can be given this property at a time, and it takes one turn to complete the process.
Mushuuno (Odorless) Rank: S Range: Close (0m ~ 5m) Type: Supplementary / Yakusoushi Hijutsu Handseals: - Chakra Consumption: Mid By focusing their chakra into a produced liquid elixir, either before capping the vial or while it is still in the mortar, the herbalist can change its properties to allow the elixir to be odorless.
Note: Counts as a property. This technique must be performed on liquid elixirs (before they are turned into gas elixirs). Only 1 ounce can be given this property at a time, and it takes one turn to complete the process.
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last edited May 19, 2023 14:36:41 GMT -6 by Uchiha, Shinji