The act of implanting an organ is primarily to gain access to specific parts of a clan-member's body, in order to reap the benefits of that organ. Taking the Sharingan of an Uchiha and implanting it into another person would grant that user the ability to use the Sharingan.
Obtaining a Specific Organ
:: Those with a Doujutsu (Sharingan, Byakugan, Ketsuryugan, etc) would be able to pass on their Doujutsu ability if someone were to take their eye and implant it within themselves.
:: In order to do this for a Senju, all that is required are either 2 liters of blood or an ample amount of the Senju's cells.
:: Other Bloodlines may have what specific organs are stated to carry over the KKG. If none is stated, it will be assumed that: the heart, lungs, both kidneys, liver, or bone marrow may be used for Implants.
Performing Surgery
In order to perform surgery to implant the organ, 2 conditions must be met:
:: 1) The user must have a good organ capable of implanting
:: 2) The user is required to have a PC (or uNPC) with the Iryojutsu Skill (Medical).
Once these two conditions are met, then the surgery may commence before the organ decays.
The Surgeon
Success of the organ implantation will depend on the Surgeon's Intelligence and Coordination Stat as well as the Patient's Constitution stat. The intelligence Stat is used for the Surgeon's knowledge of performing such a complicated medical procedure while the Surgeon's Coordination Stat will represent the Surgeon's steady hand. One may have all the knowledge in the world, but an unsteady hand may accidentally kill the patient. The Surgeon is capable of buffing their Intelligence and/or Coordination for the duration of the procedure. The Surgeon will gain modifiers based off of the following:
:: E Rank Stats: -10
:: D Rank Stats: +00
:: C Rank Stats: +02.5
:: B Rank Stats: +05
:: A Rank Stats: +07.5
:: S Rank Stats: +10
:: X Rank Stats: +15
The Surgeon's Intelligence and Coordination will gain modifiers separately. So if the Surgeon has S Rank Intelligence and B Rank Coordination, they'd gain: 10(Int) + 05(Coord) = +15 Modifier. Any decimals will remain decimals.
The Surgeon will gain Additional Modifiers based off of the following:
:: +10: If the surgery takes place within a Hospital Setting (in a hospital and not in someone's personal home.
:: +10: If the Surgeon has a Medical Assistant -- this being another PC or uNPC with the Iryojutsu Skill present. A maximum of 2 Assistants may be present for a maximum of +20 modifier
The Patient
Unlike the Surgeon, the Patient may not be buffed through buffs of their own and this will be reliant on the Patient's BASE Constitution.
:: E Rank Stats: -15
:: D Rank Stats: +00
:: C Rank Stats: +05
:: B Rank Stats: +10
:: A Rank Stats: +15
:: S Rank Stats: +20
The Surgeon Administers a Chem:
:: If the surgeon administers a Chem that increases the Patient's Constitution, this can be used in the surgery to increase the Modifier of the Patient. This must SPECIFICALLY be roleplayed with a note stating that a Chem is used to increase the Patient's Constitution.
:: Jutsu and other methods of increasing the patient's CON outside of chems will not be allowed.
:: Senju with Cell Activation Technique and Hosts at Bonded with their Entity gain a bonus as the Senju's cells and the Host of an Entity will attempt to keep the Patient alive. Patients with either of these will be immune to death by this procedure. If they do roll low (death), it will simply be treated as a result higher.
Modifiers for multiple KKGs:
For every bloodline that the patient possesses, the chance of failure increases:
:: -025: Attempting to acquire a second KKG
:: -050: Attempting to acquire a third KKG
:: -075: Attempting to acquire a fourth KKG
:: -100: Attempting to acquire a fifth KKG
The Patient gains additional modifiers:
:: -10: If the harvested organ comes from a Unique NPC.
:: +15: If the user has the Dual KKG Restricted.
:: +10: Only applies to patients who do not possess a Bloodline if they have the Cell Activation Technique.
Surgery Results
Regardless of the result, the Patient will be required to spend 2 IRL weeks in the hospital and out of combat. The following will be a result of a 1d100 roll with a +/- depending on modifiers.
:: 001 - 010: Something went horribly wrong! Either the user's body has completely rejected the organ and fought against the patient or the surgeon accidentally knicked a patient's artery or some other travesty.
Result: The Patient has died. Surgery Failed. The Organ is unsalvageable.
:: 011-025: The organ was completely rejected by the Patient during surgery. This required the new organ to be removed with the old organ (if applicable) returned to it's place.
Result: The Patient lives. Surgery Failed. The Organ is unsalvageable
:: 026 - 040: The organ was rejected, but the Surgeon was capable of removing the organ and keeping it in pristine condition. The user's old organ (if applicable) will be returned to it's place.
Result: The Patient Lives. Surgery Failed. The Organ is salvageable.
:: 041 - 055: The Surgery was a success! But there are some complications. The body may have attempted to take on the new organ, but it is having some strange side-effects with the new organ gaining dominance over the body.
Result: The Patient Lives. Surgery Succeeded. The Organ was accepted. However, the new organ is now always active. The user will begin taking a strain from the constantly active Organ in the form of -5 Chakra per post. All techniques from this new bloodline will cost +2 Rank in Chakra Cost. The user may spend 500 EXP to alleviate this issue, moving the user's problems up to the next bracket, up to [056 - 075] result.
:: 056 - 075: The Surgery was a success! However there were some complications. While the organ isn't constantly putting a drain on the user, performing techniques from this new bloodline will prove to be slightly more difficult.
Result: The Patient Lives. Surgery Succeeded. The Organ was accepted. However, the new organ will cause all techniques from the new bloodline to cost +1 Rank in Chakra Cost. The user may spend 500 EXP to alleviate this issue, moving the user's problems up to the next bracket, up to [076 - 098] result.
:: 076 - 098: Everything went according to plan. The surgery was smooth and the patient's body quickly accepted the new organ. Not a miracle of science, but more par-for-the-course.
Result: The Patient Lives. Surgery Succeeded. The Organ was accepted. The patient may control their new KKG as if it was their own with no drawbacks. The user may not spend any EXP to increase their result. This is the final stage for increasing their results.
:: 099 - 100: A stroke of genius! The surgery went flawlessly with the patient even recovering without incident. Some may call this a miracle of medicine while others may see this as a tremendous feat performed by a world-class surgeon.
Result: The Patient Lives. Surgery Succeeded. The Organ was accepted. The patient may control their new KKG as if they were born with it; with no drawbacks. This doesn't mean you get to reap the bonuses from the Clan Districts -- unless they specifically add you in. The Patient will not spend any time in the hospital afterwards. The Surgeon gains +500 Renown.
Other Rules
Obtaining a Specific Organ
:: Those with a Doujutsu (Sharingan, Byakugan, Ketsuryugan, etc) would be able to pass on their Doujutsu ability if someone were to take their eye and implant it within themselves.
:: In order to do this for a Senju, all that is required are either 2 liters of blood or an ample amount of the Senju's cells.
:: Other Bloodlines may have what specific organs are stated to carry over the KKG. If none is stated, it will be assumed that: the heart, lungs, both kidneys, liver, or bone marrow may be used for Implants.
Performing Surgery
In order to perform surgery to implant the organ, 2 conditions must be met:
:: 1) The user must have a good organ capable of implanting
:: 2) The user is required to have a PC (or uNPC) with the Iryojutsu Skill (Medical).
Once these two conditions are met, then the surgery may commence before the organ decays.
The Surgeon
Success of the organ implantation will depend on the Surgeon's Intelligence and Coordination Stat as well as the Patient's Constitution stat. The intelligence Stat is used for the Surgeon's knowledge of performing such a complicated medical procedure while the Surgeon's Coordination Stat will represent the Surgeon's steady hand. One may have all the knowledge in the world, but an unsteady hand may accidentally kill the patient. The Surgeon is capable of buffing their Intelligence and/or Coordination for the duration of the procedure. The Surgeon will gain modifiers based off of the following:
:: E Rank Stats: -10
:: D Rank Stats: +00
:: C Rank Stats: +02.5
:: B Rank Stats: +05
:: A Rank Stats: +07.5
:: S Rank Stats: +10
:: X Rank Stats: +15
The Surgeon's Intelligence and Coordination will gain modifiers separately. So if the Surgeon has S Rank Intelligence and B Rank Coordination, they'd gain: 10(Int) + 05(Coord) = +15 Modifier. Any decimals will remain decimals.
The Surgeon will gain Additional Modifiers based off of the following:
:: +10: If the surgery takes place within a Hospital Setting (in a hospital and not in someone's personal home.
:: +10: If the Surgeon has a Medical Assistant -- this being another PC or uNPC with the Iryojutsu Skill present. A maximum of 2 Assistants may be present for a maximum of +20 modifier
The Patient
Unlike the Surgeon, the Patient may not be buffed through buffs of their own and this will be reliant on the Patient's BASE Constitution.
:: E Rank Stats: -15
:: D Rank Stats: +00
:: C Rank Stats: +05
:: B Rank Stats: +10
:: A Rank Stats: +15
:: S Rank Stats: +20
The Surgeon Administers a Chem:
:: If the surgeon administers a Chem that increases the Patient's Constitution, this can be used in the surgery to increase the Modifier of the Patient. This must SPECIFICALLY be roleplayed with a note stating that a Chem is used to increase the Patient's Constitution.
:: Jutsu and other methods of increasing the patient's CON outside of chems will not be allowed.
:: Senju with Cell Activation Technique and Hosts at Bonded with their Entity gain a bonus as the Senju's cells and the Host of an Entity will attempt to keep the Patient alive. Patients with either of these will be immune to death by this procedure. If they do roll low (death), it will simply be treated as a result higher.
Modifiers for multiple KKGs:
For every bloodline that the patient possesses, the chance of failure increases:
:: -025: Attempting to acquire a second KKG
:: -050: Attempting to acquire a third KKG
:: -075: Attempting to acquire a fourth KKG
:: -100: Attempting to acquire a fifth KKG
The Patient gains additional modifiers:
:: -10: If the harvested organ comes from a Unique NPC.
:: +15: If the user has the Dual KKG Restricted.
:: +10: Only applies to patients who do not possess a Bloodline if they have the Cell Activation Technique.
Surgery Results
Regardless of the result, the Patient will be required to spend 2 IRL weeks in the hospital and out of combat. The following will be a result of a 1d100 roll with a +/- depending on modifiers.
:: 001 - 010: Something went horribly wrong! Either the user's body has completely rejected the organ and fought against the patient or the surgeon accidentally knicked a patient's artery or some other travesty.
Result: The Patient has died. Surgery Failed. The Organ is unsalvageable.
:: 011-025: The organ was completely rejected by the Patient during surgery. This required the new organ to be removed with the old organ (if applicable) returned to it's place.
Result: The Patient lives. Surgery Failed. The Organ is unsalvageable
:: 026 - 040: The organ was rejected, but the Surgeon was capable of removing the organ and keeping it in pristine condition. The user's old organ (if applicable) will be returned to it's place.
Result: The Patient Lives. Surgery Failed. The Organ is salvageable.
:: 041 - 055: The Surgery was a success! But there are some complications. The body may have attempted to take on the new organ, but it is having some strange side-effects with the new organ gaining dominance over the body.
Result: The Patient Lives. Surgery Succeeded. The Organ was accepted. However, the new organ is now always active. The user will begin taking a strain from the constantly active Organ in the form of -5 Chakra per post. All techniques from this new bloodline will cost +2 Rank in Chakra Cost. The user may spend 500 EXP to alleviate this issue, moving the user's problems up to the next bracket, up to [056 - 075] result.
:: 056 - 075: The Surgery was a success! However there were some complications. While the organ isn't constantly putting a drain on the user, performing techniques from this new bloodline will prove to be slightly more difficult.
Result: The Patient Lives. Surgery Succeeded. The Organ was accepted. However, the new organ will cause all techniques from the new bloodline to cost +1 Rank in Chakra Cost. The user may spend 500 EXP to alleviate this issue, moving the user's problems up to the next bracket, up to [076 - 098] result.
:: 076 - 098: Everything went according to plan. The surgery was smooth and the patient's body quickly accepted the new organ. Not a miracle of science, but more par-for-the-course.
Result: The Patient Lives. Surgery Succeeded. The Organ was accepted. The patient may control their new KKG as if it was their own with no drawbacks. The user may not spend any EXP to increase their result. This is the final stage for increasing their results.
:: 099 - 100: A stroke of genius! The surgery went flawlessly with the patient even recovering without incident. Some may call this a miracle of medicine while others may see this as a tremendous feat performed by a world-class surgeon.
Result: The Patient Lives. Surgery Succeeded. The Organ was accepted. The patient may control their new KKG as if they were born with it; with no drawbacks. This doesn't mean you get to reap the bonuses from the Clan Districts -- unless they specifically add you in. The Patient will not spend any time in the hospital afterwards. The Surgeon gains +500 Renown.
Other Rules
- Spoiler:
- Hard Limit
:: It is not possible to have more than 5 KKGs.
Obtaining an Organ
:: Organs are required for implants (with the sole exception being Senju DNA where blood or a sizable amount of flesh matter is sufficient for implantation)
:: Genetic Material/Organ must be harvested/preserved within 4 IRL weeks of the donor's death. If the Genetic Material/Organ was successfully sealed into something (through use of Fuuinjutsu), it may be preserved indefinitely.
:: Genetic Material/Organ must come from a Player Character (or event reward). Unique NPCs may be used as an organ donor, but the user may only use 1 Unique NPC's organs during their entire lifespan. Doing this will grant the KKG/Bloodline depending on the EXP investment from the Unique NPC. This will cost the PC 2000 EXP to be able to do.
:: A corpse may yield several implantable organs: The Brain, the Heart, Both Kidneys, Both Eyes, The Liver, and Both Lungs.
:: In order to get an implant, the person whose Genetic Material/Organs being taken from must have actually unlocked their KKG (Meaning they must have paid EXP to unlock at least the lowest level)
:: Implanted Organs with stages will begin at the stage that it was when harvested from the original owner. (If the owner has Stage 4 Byakugan, so will the Implanted Organ) The new recipient of the organ can progress and change the stages (if such is possible for the bloodline) only if that recipient is capable of activating or deactivating it. The only exception to this rule is the Mangekyou Sharingan, which cannot be made Eternal outside of an Uchiha, but can be unlocked and switched between in a recipient, even if they cannot deactivate it.
:: Implanting an organ from a donor that the patient's body is already adapted to will always have the exact same consequences as the original. Such a procedure cannot have a negative effect upon the original organ's bloodline.
:: Those receiving a non-doujutsu implant must pay the necessary experience requirements to achieve advancement in the bloodline (as normal) although this may be done with pre-existing experience. If it is a doujutsu based implant, then the recipient starts with whatever stage was unlocked by the donor.
Dual KKG Rules
:: Those who possess a Dual KKG have an easier time getting implants. The user gains +15 modifier to the results.
:: Taking organs from Dual KKG or Chimera allows you to choose 1 KKG per implantation process. (Example: You can take the heart which can be considered 1 implant and will contain the KKG of your choice. You can choose the lung which will be considered another implant and will contain another KKG of your choice).
Implanting an Advanced Element
:: Implanting an Advanced Element does NOT grant the constituent elements that make up the Advanced Element (such as, you do not gain Earth and Water for having Wood -- only Wood Release). It only grants the Advanced Element, itself.
Using Techniques During Surgery
:: Techniques from the patient CANNOT yield bonuses to their stats nor chance of success (Besides the aforementioned Cell Activation Technique).
:: A Patient's and a Surgeon's PASSIVE buffs are allowed due to them being passive.
:: Unique Abilities CANNOT yield bonuses to the chance of success for the Patient
:: Clones MAY NOT be used to assist the medical ninja and will not be counted as an additional Medical Ninja in terms of assisting in surgeries.
Implanting Doujutsu
:: A doujutsu that is subjected to the bloodline wipe will simply be rendered blind to the patient's optic nerve; useless until it is transplanted into a more suitable body.
Senju Rules
:: Senju are the exception in transplant surgery in that those cells will actively work to keep the patient alive and well, avoid disfigurement of the body, and erasing all previous bloodlines in the process. This will allow access to Wood Release. It will cost an additional 2 Ranks of Chakra to use and will literally turn the person into a tree with the patient's face embedded into the trunk whenever they reach 10% or less CP (but at least they survive!) No other benefits of a Senju implant will occur in this case, however, and no further implants have any chance of succeeding. This can be activated to overwrite any consequences.
:: Senju DNA requires 2 liters of blood (basically enough to make you pass out and stay in the hospital for a while). You must still take a flaw.
:: Senju Blood can only yield a single implant. If someone tries to draw enough blood for a second one, the Senju's blood cells saturate the sample with antibodies, thereby making it unusable.
Losing an Organ
:: Losing one's organ, be it for transplant or black market harvesting, will force a Flaw upon the character that must be registered and approved in the character's Updates. These Flaws vary in function and severity based upon the character and the organ lost. These may be inconvenient or detrimental. Flaws will be mechanically harmful and included penalties such as: Passive -1Tier to a stat, +1 Rank in Chakra cost to a major fighting style, and -1 Rank in power to a major fighting skill (For boosters, this lowers the amount you can boost). They are designed to be burdensome.
:: When you lose an organ, you must get your specific organ back, or completely replace it (which requires another transplant), in order to remove the flaw. In updates, when people claim their implants, they must note who it came from.
:: If a doujutsu user loses their eyes, they lose all derived KKG abilities unless the bloodline details otherwise. Doujutsu users still have to take the flaw BUT since they lost their eyes (and thus their bloodline) they don't get a negative modifier for future implants.
:: All players involved in the process have a duty to ensure that the flaw is registered and approved by staff in a timely manner. Failure to do so may result in sever penalties being placed on those involved. Flaws must be registered within 2 IRL weeks of the organ being successfully taken. If the flaw is not timely registered by that time, then the person losing the organ will receive two permanent flaws added by staff.
Losing your Bloodline
:: Losing a bloodline through this process will not exclude the patient from the negative modifiers towards implants that the bloodline would normally give. (Losing your Storm Release in gaining a Sharingan will still have any future surgeries counting both elements for a -50 Modifier)
Permanently Active Implants
:: Permanently Active Implanted organs will passively drain the patient of 3 CP per post unless it is properly contained. This varies by organ, but most commonly it is a Doujutsu that merely needs to be kept covered. This is the same as only possing one eye, which comes with it's own flaw. An organ can drain more than 3 CP if the bloodline, itself, has a higher cost for being active, but it cannot be lowered.
Additional Costs beyond S Rank
:: In the event your costs go beyond S Rank, the technique will add an additional +10 CP for every rank above S. (Example: If you have an S Rank technique that costs 2 ranks higher -- it usually costs 30 CP for an S Rank. In this example, it will now cost 50 CP.)
Note on Implanting Hiden
:: One may be able to steal/learn specific techniques from a Hiden from a member of the clan if they meet specifications to use that Hiden Technique. Users are capable of creating custom techniques based off of that/those techniques learned with the learned jutsu being the parent jutsu. The user may not learn derivative techniques requiring the hiden technique (be it as a parent tech or an actual requirement) unless the derivative technique is also taught/stolen.
:: In order to unlock the Hiden's true potential, the user is required to have an implant from someone of that Hiden Clan placed inside of them. The user will then have access to the entire clan