Masar Ratoz [Finished and Ready for Approval]
Nov 20, 2016 6:56:33 GMT -7
Post by Masar on Nov 20, 2016 6:56:33 GMT -7
Name: Masar Ratoz
Bloodlimit: Kyoudo
Height: 6'1
Weight: 155 lbs
Age: 17
Gender: Male
Alignment: Neutral Lawful
Birth Country: Land of Thunder
Village: Village hidden in the clouds
(Cloud Ninja Village)
Special:
Ninjutsu Spec
Universal Ninjutsu [40]
1. Raiton no Justu 200 TP
2. Fuuton no Jutsu 10 TP
3. Reserved
4. Reserved
5. Reserved
6. Reserved
Taijutsu Spec
1. Wakashi Kagame 30 TP
2. Reserved
3. Reserved
4. Reserved
5. Reserved
6. Reserved
Univeral Tai:
Clan non-specialist
1. Kyoudo 175 TP
2. Reserved
3. Reserved
4. Reserved
Genjutsu non-specialist
1. Reserved
2. Reserved
3. Reserved
4. Reserved
Universal Gen:
Misc. Slots
1. Reserved
2. Reserved
3. Reserved
4. Reserved
5. Reserved
6. Reserved
7. Reserved
8. Reserved
Skills:
Universal Misc:
Primary Equipment:
Secondary Equipment:
Apparel:
Books:
Augments:
Misc:
Bloodlimit: Kyoudo
Height: 6'1
Weight: 155 lbs
Age: 17
Gender: Male
Alignment: Neutral Lawful
Birth Country: Land of Thunder
Village: Village hidden in the clouds
(Cloud Ninja Village)
Special:
Ninjutsu Spec
Universal Ninjutsu [40]
1. Raiton no Justu 200 TP
2. Fuuton no Jutsu 10 TP
3. Reserved
4. Reserved
5. Reserved
6. Reserved
Taijutsu Spec
1. Wakashi Kagame 30 TP
2. Reserved
3. Reserved
4. Reserved
5. Reserved
6. Reserved
Univeral Tai:
Clan non-specialist
1. Kyoudo 175 TP
2. Reserved
3. Reserved
4. Reserved
Genjutsu non-specialist
1. Reserved
2. Reserved
3. Reserved
4. Reserved
Universal Gen:
Misc. Slots
1. Reserved
2. Reserved
3. Reserved
4. Reserved
5. Reserved
6. Reserved
7. Reserved
8. Reserved
Skills:
Universal Misc:
Primary Equipment:
Sword, Longsword (Overview)
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +8 Amour Points of Damage. A longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in). The longsword is characterised not so much by a longer blade, but by a longer grip, which indicates a weapon designed for2-handed use or 1-handed use. Examples of Longswords: Katana, Jian, Tachi, Scimitr, Shinai, and Waster.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Sword, Short (Overview)- Wakizashi x2
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A short sword is about 2 feet in length. Examples of Short Swords: Tanto, Baselard, Cinquedea, Gladius, Kodachi, Xiphos or even the Mechete.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +8 Amour Points of Damage. A longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in). The longsword is characterised not so much by a longer blade, but by a longer grip, which indicates a weapon designed for2-handed use or 1-handed use. Examples of Longswords: Katana, Jian, Tachi, Scimitr, Shinai, and Waster.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Sword, Short (Overview)- Wakizashi x2
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A short sword is about 2 feet in length. Examples of Short Swords: Tanto, Baselard, Cinquedea, Gladius, Kodachi, Xiphos or even the Mechete.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Secondary Equipment:
Shuriken, Bo x2 (Overview)
2 slots
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. Bo-shuriken are throwing weapons consisting of a straight iron or steel spike, usually four-sided but sometimes round or octagonal in shape.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Tag, Lock (Overview)x2
Rank: "S"
Type: Secondary, 80 per Slot, Book, Tag
Effect: Lock Tags are scraps of paper inscribed with a Chakra Lock.
Special: ---
Drawback: ---
Description: By placing a Lock Tag on a door, a window, a gate, a portcullis, or some other means of ingress prevents the article in question from being opened, as long as the originating tag remains intact. The seal generated will then spread across the target and intersect on the opposite side where the tag is placed, where it will knot itself in place, effectively locking the object. The gas can be removed if the sealing process is incomplete, but once complete, removing the tag seems to be extremely difficult. They are very versatile and one of the basic tools. All Chakra Locks equal to Advanced Mastery in Warding Ritual Skill (Advanced Mastery + Roll 1d100 +25 to determine Check needed to beat if opponent wishes to use Disable Device and is able to disable Chakra Traps). When purchasing user may designate how the object the Tag is locking may be accessed (Please look in the Warding Rituals Index for more Information)
Limit: These items may be bought inside any Book Shop.
Cost: 630 Ryo Each.
Shuriken, Hira (1 Slot)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. Hira-shuriken are constructed from thin, flat plates of metal and generally resemble popular conceptions of shuriken.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Kunai x2(Overview)
3 slots worth
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Senbon (Overview)2 slots
Rank: "B" Rank
Type: Secondary, 57 per Slot, Piercing, Senbon
Effect: Senbon are metal needles with a point at both ends. They often serve a medical purpose.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 10 meters. Are weapons used for acupuncture. For this reason, senbon deal non-lethal damage.
Limit: These items may be bought inside any Weapon Shop.
Cost: 5,700 Ryo per Slot, or 100 Ryo Each.
Boomerang, Small (Overview)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Bludgeoning, Shuriken
Effect: A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. The Range Increment of this weapon is 15 meters. The boomerang is primarily a hunting tool, but it is not uncommon for these versatile thrown weapons to be carried into battle. A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head. Though the boomerang can be used in melee, it is not designed for such a purpose. A thrown boomerang does not fly in a returning path; returning boomerangs are solely recreational.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Remote Clawx2
Rank: "S"
Type: Main, Gadget, Mechanical, Device
Effect: A gadget that allows the user to target two objects and pull them together.
Special: ---
Drawback: ---
Description: Picture The Remote Claw is an object that allows the user to target two objects and pull them together allowing the user to knock opponents together, launch objects at enemies or string up enemies or objects. This is a large device operated by a pressure system. It is approximately 2 feet in length having a grip, various buttons located on said grip, and a handle with a triggering mechanism. The pressure system connects to the nozzle of the item where the user may attach the "Claw Ammunition" to it. The device is only able to release 1 "Claw Ammunition" each time and must be reloaded before reusing. The buttons located at the grip of the device is to allow the user to calculate the "Claw Ammunition's" Primary Target, and the secondary target once the claw clamps down on the primary target. The user is only able to fire this device a total of 3 times for every 3 minutes as the Pressure system needs to "recharge" before firing again. The device will automatically begin to recharge the pressure system as it will take 1 minute per shot. The user may target and calculate 2 objects that are at a max of 90 meters away.
Limit: These items may be bought inside any Gadget Shop.
Cost: 40,000 Ryo
40x (All Explosive)
Scroll: Tag, Explosive (Overview)
Rank: "S"
Type: Secondary, 80 per Slot, Book, Tag
Effect: Explosives Tags are scraps of paper inscribed with a Glyph of Warding.
Special: ---
Drawback: ---
Description: Explosives Tags are scraps of paper inscribed with a Glyph of Warding. Normally when they are infused with Chakra, they will explode after a set amount of time, remotely, or after being ignited by flame. The tags can be attached to a surface or wrapped around a weapon to be thrown at an opponent. They are very versatile and one of the basic tools. When an explosive tag is detonated remotely, a user tends to use the "Snake" handseal (Uses "E" Rank Chakra and Jutsu Handeals to perform). Similarly, when used remotely, explosive tags can be detonated in sequence, allowing them to be used to trap opponents. When Purchasing: Must designate the type of Explosive (Force, Fire, Cold, Sonic, Lightning, Acid, Negative, or Radiant). All Explosive Tags have a Glyph of Warding equal to Advanced Mastery in Warding Ritual Skill (Base Damage equals to 24 Armour Points of Damage). Must designate a password (if applicable), or exception (if applicable). Please look at Glyph of Warding for more information. Stronger Explosive Tags are created by Playable Characters who know the Glyph of Warding Ritual.
Limit: These items may be bought inside any Book Shop.
Cost: 860 Ryo Each.
Compass Prismatic (Overview) [1 Slot]
Rank: "B"
Type: Secondary, 6 per Slot, Gadget, Survival, Compass
Effect: A hand compass used by surveyors which is equipped with a prism that allows the compass to be read while the site is being taken.
Special: ---
Drawback: ---
Description: Picture The prismatic compass is a sophisticated device designed for highly accurate navigation. The prism sighting arrangement allows the user to read the compass bearings while sighting distant objects. The dimensions of the Prismatic Compass is 2.12 inches by 2.12598 inches with a depth of 1.25 inches. Without a Compass there is a percentile chance the user will not be able to determine True North depending on their Geographical location.
Limit: These types of items may be capable of being bought inside any Gadget Shop.
Cost: 6,000 Ryo per Slot, or 1,000 Ryo Each
Zipties (Overview) x 57 (1 slot)
Rank: "B"
Type: Secondary, 57 per Slot, Gadget, Mechanical, Cutter
Effect: A thin piece of steel that is used to fasten things together.
Special: ---
Drawback: ---
Description: These are single use disposable handcuffs, much like heavy-duty cable ties. They have a hardness 0, 4 armour points. They can only be removed by cutting them off (Disable Device and Escape Artist checks automatically fail).
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,700 Ryo per Slot, or 100 Ryo Each
Caltrops (Overview) x16 (1 slot)
Rank: "C" Rank
Type: Secondary, 16 per Slot, Piercing, Caltrops
Effect: A spiked device thrown on the ground to impede characters.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +1 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A caltrop is a 4-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. The user scatters caltrops on the ground in the hope that the opponent steps on them or at least forced to slow down to avoid them. 1 slot of caltrops cover an area 2 meter squared. Each time a creature moves into an area covered by caltrops or spends a round fighting while standing in an area, they may step on one. If the opponent steps on a caltrop the Caltrop deals 1 Armour Points of Damage, and the opponent's movements is reduced by 1/2 because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is treated with a First Aid: Healing Hard Check, or they are healed from minor wounds. A charging or running creature must immediately stop if it steps on a caltrop.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,600 Ryo per Slot, or 100 Ryo Each
Smoke Pellet x 9
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: A container used to release smoke in a fairly lengthy distance for a short amount of time.
Special: ---
Drawback: ---
Description: Mix the sweetspire and saltpeter in a pot on low heat. Make sure not to boil the two. Place the mixture into another container and allow it to cool until it solidifies. This will make 1 standard-shot of "Smoke Pellet". This is a small clay mixture. When you break the sphere through a timer of 1/2 round or by a hard strike, the substances will react with the strike and fill an 8-meter radius cubed area with a cloud of harmless smoke. A bank of smoke billows from the point it was destroyed. The smoke obscures all sight, including darkvision, beyond 2 meters. A creature within 2 meters has concealment. Creatures farther away have total concealment. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The smoke dissipates naturally after 1 minute.
Ingredients 1/2 standard-vial of sweetspire. 1 standard-vial of saltpeter.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,992 Ryo Each.
2 slots
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. Bo-shuriken are throwing weapons consisting of a straight iron or steel spike, usually four-sided but sometimes round or octagonal in shape.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Tag, Lock (Overview)x2
Rank: "S"
Type: Secondary, 80 per Slot, Book, Tag
Effect: Lock Tags are scraps of paper inscribed with a Chakra Lock.
Special: ---
Drawback: ---
Description: By placing a Lock Tag on a door, a window, a gate, a portcullis, or some other means of ingress prevents the article in question from being opened, as long as the originating tag remains intact. The seal generated will then spread across the target and intersect on the opposite side where the tag is placed, where it will knot itself in place, effectively locking the object. The gas can be removed if the sealing process is incomplete, but once complete, removing the tag seems to be extremely difficult. They are very versatile and one of the basic tools. All Chakra Locks equal to Advanced Mastery in Warding Ritual Skill (Advanced Mastery + Roll 1d100 +25 to determine Check needed to beat if opponent wishes to use Disable Device and is able to disable Chakra Traps). When purchasing user may designate how the object the Tag is locking may be accessed (Please look in the Warding Rituals Index for more Information)
Limit: These items may be bought inside any Book Shop.
Cost: 630 Ryo Each.
Shuriken, Hira (1 Slot)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. Hira-shuriken are constructed from thin, flat plates of metal and generally resemble popular conceptions of shuriken.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Kunai x2(Overview)
3 slots worth
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Senbon (Overview)2 slots
Rank: "B" Rank
Type: Secondary, 57 per Slot, Piercing, Senbon
Effect: Senbon are metal needles with a point at both ends. They often serve a medical purpose.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 10 meters. Are weapons used for acupuncture. For this reason, senbon deal non-lethal damage.
Limit: These items may be bought inside any Weapon Shop.
Cost: 5,700 Ryo per Slot, or 100 Ryo Each.
Boomerang, Small (Overview)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Bludgeoning, Shuriken
Effect: A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. The Range Increment of this weapon is 15 meters. The boomerang is primarily a hunting tool, but it is not uncommon for these versatile thrown weapons to be carried into battle. A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head. Though the boomerang can be used in melee, it is not designed for such a purpose. A thrown boomerang does not fly in a returning path; returning boomerangs are solely recreational.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Remote Clawx2
Rank: "S"
Type: Main, Gadget, Mechanical, Device
Effect: A gadget that allows the user to target two objects and pull them together.
Special: ---
Drawback: ---
Description: Picture The Remote Claw is an object that allows the user to target two objects and pull them together allowing the user to knock opponents together, launch objects at enemies or string up enemies or objects. This is a large device operated by a pressure system. It is approximately 2 feet in length having a grip, various buttons located on said grip, and a handle with a triggering mechanism. The pressure system connects to the nozzle of the item where the user may attach the "Claw Ammunition" to it. The device is only able to release 1 "Claw Ammunition" each time and must be reloaded before reusing. The buttons located at the grip of the device is to allow the user to calculate the "Claw Ammunition's" Primary Target, and the secondary target once the claw clamps down on the primary target. The user is only able to fire this device a total of 3 times for every 3 minutes as the Pressure system needs to "recharge" before firing again. The device will automatically begin to recharge the pressure system as it will take 1 minute per shot. The user may target and calculate 2 objects that are at a max of 90 meters away.
Limit: These items may be bought inside any Gadget Shop.
Cost: 40,000 Ryo
40x (All Explosive)
Scroll: Tag, Explosive (Overview)
Rank: "S"
Type: Secondary, 80 per Slot, Book, Tag
Effect: Explosives Tags are scraps of paper inscribed with a Glyph of Warding.
Special: ---
Drawback: ---
Description: Explosives Tags are scraps of paper inscribed with a Glyph of Warding. Normally when they are infused with Chakra, they will explode after a set amount of time, remotely, or after being ignited by flame. The tags can be attached to a surface or wrapped around a weapon to be thrown at an opponent. They are very versatile and one of the basic tools. When an explosive tag is detonated remotely, a user tends to use the "Snake" handseal (Uses "E" Rank Chakra and Jutsu Handeals to perform). Similarly, when used remotely, explosive tags can be detonated in sequence, allowing them to be used to trap opponents. When Purchasing: Must designate the type of Explosive (Force, Fire, Cold, Sonic, Lightning, Acid, Negative, or Radiant). All Explosive Tags have a Glyph of Warding equal to Advanced Mastery in Warding Ritual Skill (Base Damage equals to 24 Armour Points of Damage). Must designate a password (if applicable), or exception (if applicable). Please look at Glyph of Warding for more information. Stronger Explosive Tags are created by Playable Characters who know the Glyph of Warding Ritual.
Limit: These items may be bought inside any Book Shop.
Cost: 860 Ryo Each.
Compass Prismatic (Overview) [1 Slot]
Rank: "B"
Type: Secondary, 6 per Slot, Gadget, Survival, Compass
Effect: A hand compass used by surveyors which is equipped with a prism that allows the compass to be read while the site is being taken.
Special: ---
Drawback: ---
Description: Picture The prismatic compass is a sophisticated device designed for highly accurate navigation. The prism sighting arrangement allows the user to read the compass bearings while sighting distant objects. The dimensions of the Prismatic Compass is 2.12 inches by 2.12598 inches with a depth of 1.25 inches. Without a Compass there is a percentile chance the user will not be able to determine True North depending on their Geographical location.
Limit: These types of items may be capable of being bought inside any Gadget Shop.
Cost: 6,000 Ryo per Slot, or 1,000 Ryo Each
Zipties (Overview) x 57 (1 slot)
Rank: "B"
Type: Secondary, 57 per Slot, Gadget, Mechanical, Cutter
Effect: A thin piece of steel that is used to fasten things together.
Special: ---
Drawback: ---
Description: These are single use disposable handcuffs, much like heavy-duty cable ties. They have a hardness 0, 4 armour points. They can only be removed by cutting them off (Disable Device and Escape Artist checks automatically fail).
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,700 Ryo per Slot, or 100 Ryo Each
Caltrops (Overview) x16 (1 slot)
Rank: "C" Rank
Type: Secondary, 16 per Slot, Piercing, Caltrops
Effect: A spiked device thrown on the ground to impede characters.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +1 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A caltrop is a 4-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. The user scatters caltrops on the ground in the hope that the opponent steps on them or at least forced to slow down to avoid them. 1 slot of caltrops cover an area 2 meter squared. Each time a creature moves into an area covered by caltrops or spends a round fighting while standing in an area, they may step on one. If the opponent steps on a caltrop the Caltrop deals 1 Armour Points of Damage, and the opponent's movements is reduced by 1/2 because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is treated with a First Aid: Healing Hard Check, or they are healed from minor wounds. A charging or running creature must immediately stop if it steps on a caltrop.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,600 Ryo per Slot, or 100 Ryo Each
Smoke Pellet x 9
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: A container used to release smoke in a fairly lengthy distance for a short amount of time.
Special: ---
Drawback: ---
Description: Mix the sweetspire and saltpeter in a pot on low heat. Make sure not to boil the two. Place the mixture into another container and allow it to cool until it solidifies. This will make 1 standard-shot of "Smoke Pellet". This is a small clay mixture. When you break the sphere through a timer of 1/2 round or by a hard strike, the substances will react with the strike and fill an 8-meter radius cubed area with a cloud of harmless smoke. A bank of smoke billows from the point it was destroyed. The smoke obscures all sight, including darkvision, beyond 2 meters. A creature within 2 meters has concealment. Creatures farther away have total concealment. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The smoke dissipates naturally after 1 minute.
Ingredients 1/2 standard-vial of sweetspire. 1 standard-vial of saltpeter.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,992 Ryo Each.
Apparel:
Jacket
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: Picture A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo each.
Shirt
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Pants
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Footwear
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Headgear
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Hats, helmets, and other items worn on the head.
Special: ---
Drawback: ---
Description: Headgear, headwear or headdress is the name given to any element of clothing which is worn on one's head. Headgear consists of caps, circlets, hats, helms, and etc. Headgears serve a variety of purposes. Protection (against impact, cold, heat, rain and other precipitation, glare, sunburn, sunstroke, dust, contaminants, etc.). Decoration or Fashion. Religious purposes. Medical purposes. Headgear have no room to hold objects and normally come with no slots but they can be outfitted with a single Half Pouch. Half Pouches however are distributed throughout the hat evenly so it does not look like an actual pouch is placed.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 Ryo Each.
Belt, Individual Equipment
Rank: "C"
Type: Main, Slot Holder, 11 Pouches, Belt
Effect: The belt is designed for carrying various items of individual equipment.
Special: ---
Drawback: ---
Description: Picture A belt that can hold up to 11 individual Pouches. The belt is designed for carrying various items of individual equipment, such as the water canteen cover and ammunition case. The individual equipment belt meant for holding a plethora of pouches. It is normally secured by means of a brass hook and loop buckle and has 2 rows of eyelets along the top and bottom for attaching individual equipment utilizing a wire hanger. The belts are adjusted from each end by means of clamp-type buckles which slide on the belt when open. Essentially this is what is called a Utility Belt.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Gauntlet (Overview) x2 (1 Pair)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive armour used as a weapon or protection for the user's arms.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armored gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. Examples of Gauntlets: Brass Knuckles, Cestus, and Gauntlets.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Greaves (Overview) x2 (1 pair)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Greaves
Effect: A defensive and offensive armour used as a weapon or protection for the user's legs.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured leg protectors that allow the user to deal lethal damage with their legs as unarmed strikes. A strike with a greave is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with greaves on unless they remove the greaves completely.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Total: 5000 Ryo
Pouch, Utility x12
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Pouch
Effect: A long sized pouch capable of holding 2 slots of items of 8 inches in length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, wooden material case that can easily hold 2 Scrolls. The Dimensions are 8 inches in height, 5 inches width and 2.5 inches in depth. This pouch is specifically designed for items with lengths longer than 4 inches. These pouches are primarily meant for scrolls, kunai, knives, senbon and other items with similar lengths. Utility Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 Ryo Each.
Pack, Assault
Rank: "C"
Type: Main, Slot Holder, 47 Slot, Wearable Container
Effect: A very large pack primarily used for large missions that needs a plethora of objects to be carried.
Special: ---
Drawback: ---
Description: Picture The assault pack has the volume for 47 Slots. It has an approximate 30.5 Slots in the main compartment and 16.5 Slots in the large front pocket to allow a quick and easy access to it. A radio can be carried in a radio pouch attached to the rear panel of the pack utilizing the 1 inch oval loops. The pack attaches to the pack frame on top of the main pack, in lieu of a patrol pack, or is donned and doffed over the Tactical Vest. The exterior sides and outermost surface of the pack contains a Modular Lightweight Load-Carrying Equipment system to secure attachment/detachment of the modular pouches and pockets and other individual equipments. Each side is capable of carrying 3 pouches. The Pack is accessible through the top with a slide fastener closer and have a flap covering the opening and providing water resistance. The pack has drain holes.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 9,400 Ryo Each.
All Mithril:
Shoulder Armour Piece (Overview) x1
Rank: "C"
Type: Main, Protection, Armour
Effect: Armour created to protect the shoulder of the wearer.
Special: ---
Drawback: ---
Description: Also known as the Pauldron. Pauldrons cover the shoulder area. They can also cover the armpit, and sometimes parts of the back and chest. These are connected to the Arm Armour Pieces to give larger protection. They typically consist of a single large dome-shaped piece to cover the shoulder, with multiple parts attached to it to defend the arm and upper shoulder. Armour Class: 1. Hardness 15.
Limit: These items may be bought inside any Armour Shop.
Cost: 70,000 Ryo each.
Arm Armour Piece (Overview) x1
Rank: "A"
Type: Main, Protection, Armour
Effect: Armour created to protect the arm of the wearer.
Special: ---
Drawback: ---
Description: The Arm Armor can consist of 3 pieces. The Upper Cannon which is intended to protect the upper arms, the Lower Cannon which is intended to protect the lower arms, and the couter which is used to connect the two pieces together while protecting the elbow. Sometimes straps can be used to connect the upper and lower pieces together. Gauntlets are intended to protect the lower arm depending on the size; however that does not mean that the Arm Armour Piece cannot do so. Armour Class: 0. Hardness 15.
Limit: These items may be bought inside any Armour Shop.
Cost: 72,000 Ryo each.
Torso Armour Piece (Overview) x1
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the torso of the wearer.
Special: ---
Drawback: ---
Description: A piece of armour that protects multiple parts of the body. The breastplate, as the name implies, this plate protects the upper chest area. The plackart is an armoured reinforcement covering the lower half of the breastplate. Depending on the design the plackart might cover nearly the entire breastplate. The fauld, armour usually composed of lames, which is attached to the breastplate which serves protection for the abdomen. Then finally the Tasset, solid armour plates or a skirt of lames hung from the fauld to cover the gap between the fauld and the thigh armour. Due to the size of Armour it will always have +50% more Armour Points of Special Material (Steel has 30 Armour Points; Steel Torso Armour Piece has 45 Armour Points). Armour Class: 2. Hardness 15.
Limit: These items may be bought inside any Armour Shop.
Cost: 100,000 Ryo each.
Leg Armour Piece (Overview) x 1
Rank: "C"
Type: Main, Protection, Armour
Effect: Armour created to protect the leg of the wearer.
Special: ---
Drawback: ---
Description: Sometimes worn as a skirt connected to the Torso Armour, the leg armour is meant to protect the upper legs. Another piece meant to protect the leg are the Schynbalds which were strapped to the lower legs however they did not enclose the lower leg; hence they are not greaves. The purpose of Leg Armour is to protect the upper leg, while wearing Greaves is used to protect the lower leg; however that does not mean that Leg Armour cannot protect both. Armour Class: 1. Hardness 15.
Limit: These items may be bought inside any Armour Shop.
Cost: 72,000 Ryo each.
Cloak of Lightning x 1
Rank: "S"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: A cloak that allows the user to fire lightning and give energy resistance to lightning.
Special: ---
Drawback: ---
Description: These cloaks can look like any cloak the creator wishes. These items can be cloaks, capes, shawls or any other shoulder equipment. Cloak of Lightning is made from the hide of Shocker Lizards. Intricately woven that bears the semblance of electrical arcs seem to dance across the surface when the wearer moves. The wearer gains an Energy Resistance 10 to Lightning. The wearer can, as a "C" Rank weaving movement, shoot a 2 meter wide by 20 meter horizontal bolt of lightning that deals 40 Armour Points of electrical damage. This ability may be used up to 5/day. If the wearer is outdoors and in a stormy area, this damage increases to 60 Armour Points of electrical damage. Cloak of Lightning give a +10 to Sleight of Hand when worn. Cloak of Lightning can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak of Lightning may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These items may be bought inside any Tailor Shop with a 5% chance.
Cost: 35,000 Ryo Each.
Pouch, Quick Loader x 1 ( deep pocket ritual)
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A short sized pouch capable of holding 1 slot of items of short length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, or other material pouch that can easily hold 1 slot worth of items not of Scroll Size. The dimensions are 5.24 inches in height, 4.25 inches wide and 2.25 inches in depth. The primary purpose for these pouches are to hold all kinds of secondary items that do not exceed the height or width in dimensions. Primarily they hold smaller objects such as hira or bo-shurikens, alchemical pouches, and other items in similar size. For longer items see the Scroll Pouch. Quick Loader Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Characters attempting to conceal an item in a quick loader pouch gain a +10 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: Picture A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo each.
Shirt
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Pants
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Footwear
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Headgear
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Hats, helmets, and other items worn on the head.
Special: ---
Drawback: ---
Description: Headgear, headwear or headdress is the name given to any element of clothing which is worn on one's head. Headgear consists of caps, circlets, hats, helms, and etc. Headgears serve a variety of purposes. Protection (against impact, cold, heat, rain and other precipitation, glare, sunburn, sunstroke, dust, contaminants, etc.). Decoration or Fashion. Religious purposes. Medical purposes. Headgear have no room to hold objects and normally come with no slots but they can be outfitted with a single Half Pouch. Half Pouches however are distributed throughout the hat evenly so it does not look like an actual pouch is placed.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 Ryo Each.
Belt, Individual Equipment
Rank: "C"
Type: Main, Slot Holder, 11 Pouches, Belt
Effect: The belt is designed for carrying various items of individual equipment.
Special: ---
Drawback: ---
Description: Picture A belt that can hold up to 11 individual Pouches. The belt is designed for carrying various items of individual equipment, such as the water canteen cover and ammunition case. The individual equipment belt meant for holding a plethora of pouches. It is normally secured by means of a brass hook and loop buckle and has 2 rows of eyelets along the top and bottom for attaching individual equipment utilizing a wire hanger. The belts are adjusted from each end by means of clamp-type buckles which slide on the belt when open. Essentially this is what is called a Utility Belt.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Gauntlet (Overview) x2 (1 Pair)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive armour used as a weapon or protection for the user's arms.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armored gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. Examples of Gauntlets: Brass Knuckles, Cestus, and Gauntlets.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Greaves (Overview) x2 (1 pair)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Greaves
Effect: A defensive and offensive armour used as a weapon or protection for the user's legs.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured leg protectors that allow the user to deal lethal damage with their legs as unarmed strikes. A strike with a greave is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with greaves on unless they remove the greaves completely.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Total: 5000 Ryo
Pouch, Utility x12
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Pouch
Effect: A long sized pouch capable of holding 2 slots of items of 8 inches in length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, wooden material case that can easily hold 2 Scrolls. The Dimensions are 8 inches in height, 5 inches width and 2.5 inches in depth. This pouch is specifically designed for items with lengths longer than 4 inches. These pouches are primarily meant for scrolls, kunai, knives, senbon and other items with similar lengths. Utility Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 Ryo Each.
Pack, Assault
Rank: "C"
Type: Main, Slot Holder, 47 Slot, Wearable Container
Effect: A very large pack primarily used for large missions that needs a plethora of objects to be carried.
Special: ---
Drawback: ---
Description: Picture The assault pack has the volume for 47 Slots. It has an approximate 30.5 Slots in the main compartment and 16.5 Slots in the large front pocket to allow a quick and easy access to it. A radio can be carried in a radio pouch attached to the rear panel of the pack utilizing the 1 inch oval loops. The pack attaches to the pack frame on top of the main pack, in lieu of a patrol pack, or is donned and doffed over the Tactical Vest. The exterior sides and outermost surface of the pack contains a Modular Lightweight Load-Carrying Equipment system to secure attachment/detachment of the modular pouches and pockets and other individual equipments. Each side is capable of carrying 3 pouches. The Pack is accessible through the top with a slide fastener closer and have a flap covering the opening and providing water resistance. The pack has drain holes.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 9,400 Ryo Each.
All Mithril:
Shoulder Armour Piece (Overview) x1
Rank: "C"
Type: Main, Protection, Armour
Effect: Armour created to protect the shoulder of the wearer.
Special: ---
Drawback: ---
Description: Also known as the Pauldron. Pauldrons cover the shoulder area. They can also cover the armpit, and sometimes parts of the back and chest. These are connected to the Arm Armour Pieces to give larger protection. They typically consist of a single large dome-shaped piece to cover the shoulder, with multiple parts attached to it to defend the arm and upper shoulder. Armour Class: 1. Hardness 15.
Limit: These items may be bought inside any Armour Shop.
Cost: 70,000 Ryo each.
Arm Armour Piece (Overview) x1
Rank: "A"
Type: Main, Protection, Armour
Effect: Armour created to protect the arm of the wearer.
Special: ---
Drawback: ---
Description: The Arm Armor can consist of 3 pieces. The Upper Cannon which is intended to protect the upper arms, the Lower Cannon which is intended to protect the lower arms, and the couter which is used to connect the two pieces together while protecting the elbow. Sometimes straps can be used to connect the upper and lower pieces together. Gauntlets are intended to protect the lower arm depending on the size; however that does not mean that the Arm Armour Piece cannot do so. Armour Class: 0. Hardness 15.
Limit: These items may be bought inside any Armour Shop.
Cost: 72,000 Ryo each.
Torso Armour Piece (Overview) x1
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the torso of the wearer.
Special: ---
Drawback: ---
Description: A piece of armour that protects multiple parts of the body. The breastplate, as the name implies, this plate protects the upper chest area. The plackart is an armoured reinforcement covering the lower half of the breastplate. Depending on the design the plackart might cover nearly the entire breastplate. The fauld, armour usually composed of lames, which is attached to the breastplate which serves protection for the abdomen. Then finally the Tasset, solid armour plates or a skirt of lames hung from the fauld to cover the gap between the fauld and the thigh armour. Due to the size of Armour it will always have +50% more Armour Points of Special Material (Steel has 30 Armour Points; Steel Torso Armour Piece has 45 Armour Points). Armour Class: 2. Hardness 15.
Limit: These items may be bought inside any Armour Shop.
Cost: 100,000 Ryo each.
Leg Armour Piece (Overview) x 1
Rank: "C"
Type: Main, Protection, Armour
Effect: Armour created to protect the leg of the wearer.
Special: ---
Drawback: ---
Description: Sometimes worn as a skirt connected to the Torso Armour, the leg armour is meant to protect the upper legs. Another piece meant to protect the leg are the Schynbalds which were strapped to the lower legs however they did not enclose the lower leg; hence they are not greaves. The purpose of Leg Armour is to protect the upper leg, while wearing Greaves is used to protect the lower leg; however that does not mean that Leg Armour cannot protect both. Armour Class: 1. Hardness 15.
Limit: These items may be bought inside any Armour Shop.
Cost: 72,000 Ryo each.
Cloak of Lightning x 1
Rank: "S"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: A cloak that allows the user to fire lightning and give energy resistance to lightning.
Special: ---
Drawback: ---
Description: These cloaks can look like any cloak the creator wishes. These items can be cloaks, capes, shawls or any other shoulder equipment. Cloak of Lightning is made from the hide of Shocker Lizards. Intricately woven that bears the semblance of electrical arcs seem to dance across the surface when the wearer moves. The wearer gains an Energy Resistance 10 to Lightning. The wearer can, as a "C" Rank weaving movement, shoot a 2 meter wide by 20 meter horizontal bolt of lightning that deals 40 Armour Points of electrical damage. This ability may be used up to 5/day. If the wearer is outdoors and in a stormy area, this damage increases to 60 Armour Points of electrical damage. Cloak of Lightning give a +10 to Sleight of Hand when worn. Cloak of Lightning can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak of Lightning may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These items may be bought inside any Tailor Shop with a 5% chance.
Cost: 35,000 Ryo Each.
Pouch, Quick Loader x 1 ( deep pocket ritual)
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A short sized pouch capable of holding 1 slot of items of short length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, or other material pouch that can easily hold 1 slot worth of items not of Scroll Size. The dimensions are 5.24 inches in height, 4.25 inches wide and 2.25 inches in depth. The primary purpose for these pouches are to hold all kinds of secondary items that do not exceed the height or width in dimensions. Primarily they hold smaller objects such as hira or bo-shurikens, alchemical pouches, and other items in similar size. For longer items see the Scroll Pouch. Quick Loader Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Characters attempting to conceal an item in a quick loader pouch gain a +10 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Books:
Ritual Book 600 pages
Rank: "C"
Type: Main, Book, Reference Book
Effect: A book intended to be consulted for information on specific matters rather than read from beginning to end.
Special: ---
Drawback: ---
Description: A reference work is a book or serial publication to which one can refer for confirmed facts. The information is intended to be found quickly when needed. Reference works are usually referred to for particular pieces of information, rather than read beginning to end. The writing style used in these works is informative; the authors avoid use of the first person, and emphasize facts. Many reference works are compiled by a team of contributors whose work is coordinated by one or more editors rather than by an individual author. Indexes are commonly provided in many types of reference work.
Limit: These items may be bought inside any Book Shop.
Cost: 6,000 Ryo
Little Blue Book of Riddles, The
Rank: "C"
Type: Main, Book, Reference
Effect: A book of performance and riddles.
Special: ---
Drawback: ---
Description: Page Count: 180 pgs. Anonymous Writer. A few copies of this book are actually in circulation, and one might be found at a major library. The book is useful for Bards and performers, as they can incorporate the Riddles within into their performances. Memorizing the book takes one week. The book grants a -5 Competence Bonus to performance checks.
Limit: These items may be bought inside any Special Book Shop. 20% chance finding.
Cost: 3,000 Ryo
Ritual Book 400 pages
Rank: "C"
Type: Main, Book, Reference Book
Effect: A book intended to be consulted for information on specific matters rather than read from beginning to end.
Special: ---
Drawback: ---
Description: A reference work is a book or serial publication to which one can refer for confirmed facts. The information is intended to be found quickly when needed. Reference works are usually referred to for particular pieces of information, rather than read beginning to end. The writing style used in these works is informative; the authors avoid use of the first person, and emphasize facts. Many reference works are compiled by a team of contributors whose work is coordinated by one or more editors rather than by an individual author. Indexes are commonly provided in many types of reference work.
Limit: These items may be bought inside any Book Shop.
Cost: 6,000 Ryo
Rank: "C"
Type: Main, Book, Reference Book
Effect: A book intended to be consulted for information on specific matters rather than read from beginning to end.
Special: ---
Drawback: ---
Description: A reference work is a book or serial publication to which one can refer for confirmed facts. The information is intended to be found quickly when needed. Reference works are usually referred to for particular pieces of information, rather than read beginning to end. The writing style used in these works is informative; the authors avoid use of the first person, and emphasize facts. Many reference works are compiled by a team of contributors whose work is coordinated by one or more editors rather than by an individual author. Indexes are commonly provided in many types of reference work.
Limit: These items may be bought inside any Book Shop.
Cost: 6,000 Ryo
Little Blue Book of Riddles, The
Rank: "C"
Type: Main, Book, Reference
Effect: A book of performance and riddles.
Special: ---
Drawback: ---
Description: Page Count: 180 pgs. Anonymous Writer. A few copies of this book are actually in circulation, and one might be found at a major library. The book is useful for Bards and performers, as they can incorporate the Riddles within into their performances. Memorizing the book takes one week. The book grants a -5 Competence Bonus to performance checks.
Limit: These items may be bought inside any Special Book Shop. 20% chance finding.
Cost: 3,000 Ryo
Ritual Book 400 pages
Rank: "C"
Type: Main, Book, Reference Book
Effect: A book intended to be consulted for information on specific matters rather than read from beginning to end.
Special: ---
Drawback: ---
Description: A reference work is a book or serial publication to which one can refer for confirmed facts. The information is intended to be found quickly when needed. Reference works are usually referred to for particular pieces of information, rather than read beginning to end. The writing style used in these works is informative; the authors avoid use of the first person, and emphasize facts. Many reference works are compiled by a team of contributors whose work is coordinated by one or more editors rather than by an individual author. Indexes are commonly provided in many types of reference work.
Limit: These items may be bought inside any Book Shop.
Cost: 6,000 Ryo
Augments:
Water Dependent
Rank: "C"
Type: Augmentation
Effect: User cannot live long outside of Water.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 5 Augmentation Points. User can survive out of water for 3 hours per Class Level. After that time, the user is subject to the equivalent of suffocation. The user can only take this Augmentation if they also have the Gills Augmentation Ritual.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Combat Fear
Rank: "C"
Type: Augmentation
Effect: Due to a chemical imbalance in the user's brain, they are gripped by an inexplicable fear whenever they face a dangerous or frightened situation.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 4 Augmentation Points. Before combat starts, user makes a Will Save (15). If the user fails the Will Save, user is shaken for the rest of the encounter.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Hideous Visage
Rank: "C"
Type: Augmentation
Effect: User's body has become so scarred and deformed by Augmentation that they are absolutely hideous to behold.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Internal - Drawback - Gives Back 2 Augmentation Points. User suffers a -20 penalty on all opposed Acting checks against targets that can see the user. If an opponent cannot see the user, such as is the case over radio transmission, this penalty does not apply.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Pheromone Repulsion
Rank: "C"
Type: Augmentation
Effect: The Target releases pheromones that other creatures find repulsive.
Special: To perform: 12 hours; Duration: Permanent
Drawback: The Target cannot take this drawback if they have the Pheromone Attraction Augmentation.
Description: Neutral - Drawback - Takes up 1 Augmentation Point. The Target takes a +20 Ritual penalty on all Acting and Handle Training checks made against creatures within 10 meters of the Target.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Fins
Rank: "C"
Type: Augmentation
Effect: Target's body sprouts fishlike fins.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: External - Takes up 0 Augmentation Points. A fin might begin on the top of the Target's head and go all the way down their spine. Others might appear on their forearms or calves, or they might sprout from the Target's shoulders or ears. The fins confer no special abilities.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 4,000 Ryo
Sticky Ichor
Rank: "B"
Type: Augmentation
Effect: User develops the ability to spit a thick, sticky liquid, similar to other adhesive chemicals, at a target.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 2 Augmentation Points. Once per day, user may make a natural ranged attack to spit their ichor on a target. If the attack is successful, the targeted character suffers a -2 penalty to Movements. This ichor dissolves naturally after 8 hours, or may be removed with the solvaway chemical. The effects of this ichor stack other effects that tangle or impede movement.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Gills
Rank: "B"
Type: Augmentation
Effect: User grows a set of gills that can draw the oxygen out of water.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 2 Augmentation Points. The gills appear on the user's neck, chest, or back (near their windpipe or lungs). User can breathe both air and water. User can operate underwater indefinitely, with no fear of drowning.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Exoskeleton
Rank: "A"
Type: Augmentation
Effect: A thick exoskeleton forms over the user's skin.
Special: To perform: 12 hour; Duration: Permanent
Drawback: A creature with fur, scales, or the Scaly Armour Augmentation cannot gain this Augmentation.
Description: Internal - Takes up 5 Augmentation Points. A thick exoskeleton forms over the user's skin. The exoskeleton usually consists of interlocking plates of bone or chitin covering 90% or more of the user's body. User gains a +3 Natural Armour bonus, or their existing Natural Armour Bonus improves by 3.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Massive Claw
Rank: "A"
Type: Augmentation
Effect: One of the user's arms transforms into a massive, crustacean-like claw, capable of dealing damage to foes and pinning them in the user's grasp.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 4 Augmentation Points. One of the user's arms become a massive claw, replacing the existing arm. The claw counts as a natural weapon that deals 12 Armour Points of slashing and bludgeoning damage. Furthermore, the user grapple with ease, pin, or prevent an opponent from breaking a grapple when using this massive claw. The claw can still be used to hold things, but is incapable of fine manipulation (such as using a keyboard or pulling the trigger on a weapon).
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Chitin Rocks
Rank: "S"
Type: Augmentation
Effect: User's body produces a rifled tube of bone that can project large, bullet-like balls of chitin at a target.
Special: To perform: 12 hour; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 6 Augmentation Points. User's body produces a rifled tube of bone that can project large, bullet-like balls of chitin at a target. Additionally, the user's body develops the ability to convert calcium and bone into more chitin rocks, providing them with regenerative ammunition. User gains a natural ranged weapon in the form of chitin rocks. The tube through which the rocks are delivered must be placed on the arm or other appendage that can be aimed with ease. Chitin rocks deal 12 Armour Points of piercing damage, have a range increment of 15 meters, a single rate of fire, and can store up to 20 chitin rocks at a time. User can regenerate a number of chitin rocks equal to 2 per Class Level per minute, though they may never have more than 20 rocks in reserve.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Blood Hunger
Rank: "C"
Type: Augmentation
Effect: Target craves the taste of blood. Moreover, the Target needs to drink blood to survive.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 1 Augmentation Point. The Target must drain a pint of blood from a living creature once every 24 hours. Doing so is a movement, and the Target can only drain blood from a willing, helpless, or dying (but not dead) creature. The bitten creature takes normal damage from a bite attack plus an extra 10 points of Armour Points of damage from the blood loss. If the Target goes 24 hours without consuming blood, the Target loses 1d4 Movements. Drinking a pint of blood cures the ability damage caused by blood deprivation in 1d6 rounds. Ability damage caused by blood deprivation cannot be restored through natural healing. Target must have a Natural Bite attack to take this Augmentation.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Ultraviolet Allergy
Rank: "C"
Type: Augmentation
Effect: Ultraviolet light burns the user's flesh and causes it to ignite.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 3 Augmentation Points. Ultraviolet light (including direct sunlight) burns the user for 12 Armour Points of Fire damage per round and causes any light, flammable clothing they are wearing to ignite.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Achilles Heel
Rank: "C"
Type: Augmentation
Effect: User has a major weakness that can be exploited.
Special: To perform: 1 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 2 Augmentation Points. Any attack on this small spot gains an additional +20 Armour Ponts.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Fangs
Rank: "C"
Type: Augmentation
Effect: Target's teeth are a Transmutation and can transform into vicious fangs.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. Target gains a vicious bite attack that deals piercing damage dependent on the Target's size: Small 5 Armour Points, Medium-size 10 Armour Points, Large 15 Armour Points. The Target's bite is treated as a Natural Weapon. This Augmentation Ritual can be used in conjunction with the Acidic Saliva or Venomous Bite Augmentation Ritual.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Sleepless
Rank: "C"
Type: Augmentation
Effect: The Target has lost the need for sleep.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. This ritual augments the Target's brain allowing the Target no need of sleep. The Target no longer requires sleep. In fact the Target cannot sleep. However, the Target still needs rest, and are still subject to all of the other causes of fatigue.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Rank: "C"
Type: Augmentation
Effect: User cannot live long outside of Water.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 5 Augmentation Points. User can survive out of water for 3 hours per Class Level. After that time, the user is subject to the equivalent of suffocation. The user can only take this Augmentation if they also have the Gills Augmentation Ritual.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Combat Fear
Rank: "C"
Type: Augmentation
Effect: Due to a chemical imbalance in the user's brain, they are gripped by an inexplicable fear whenever they face a dangerous or frightened situation.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 4 Augmentation Points. Before combat starts, user makes a Will Save (15). If the user fails the Will Save, user is shaken for the rest of the encounter.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Hideous Visage
Rank: "C"
Type: Augmentation
Effect: User's body has become so scarred and deformed by Augmentation that they are absolutely hideous to behold.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Internal - Drawback - Gives Back 2 Augmentation Points. User suffers a -20 penalty on all opposed Acting checks against targets that can see the user. If an opponent cannot see the user, such as is the case over radio transmission, this penalty does not apply.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Pheromone Repulsion
Rank: "C"
Type: Augmentation
Effect: The Target releases pheromones that other creatures find repulsive.
Special: To perform: 12 hours; Duration: Permanent
Drawback: The Target cannot take this drawback if they have the Pheromone Attraction Augmentation.
Description: Neutral - Drawback - Takes up 1 Augmentation Point. The Target takes a +20 Ritual penalty on all Acting and Handle Training checks made against creatures within 10 meters of the Target.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Fins
Rank: "C"
Type: Augmentation
Effect: Target's body sprouts fishlike fins.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: External - Takes up 0 Augmentation Points. A fin might begin on the top of the Target's head and go all the way down their spine. Others might appear on their forearms or calves, or they might sprout from the Target's shoulders or ears. The fins confer no special abilities.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 4,000 Ryo
Sticky Ichor
Rank: "B"
Type: Augmentation
Effect: User develops the ability to spit a thick, sticky liquid, similar to other adhesive chemicals, at a target.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 2 Augmentation Points. Once per day, user may make a natural ranged attack to spit their ichor on a target. If the attack is successful, the targeted character suffers a -2 penalty to Movements. This ichor dissolves naturally after 8 hours, or may be removed with the solvaway chemical. The effects of this ichor stack other effects that tangle or impede movement.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Gills
Rank: "B"
Type: Augmentation
Effect: User grows a set of gills that can draw the oxygen out of water.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 2 Augmentation Points. The gills appear on the user's neck, chest, or back (near their windpipe or lungs). User can breathe both air and water. User can operate underwater indefinitely, with no fear of drowning.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Exoskeleton
Rank: "A"
Type: Augmentation
Effect: A thick exoskeleton forms over the user's skin.
Special: To perform: 12 hour; Duration: Permanent
Drawback: A creature with fur, scales, or the Scaly Armour Augmentation cannot gain this Augmentation.
Description: Internal - Takes up 5 Augmentation Points. A thick exoskeleton forms over the user's skin. The exoskeleton usually consists of interlocking plates of bone or chitin covering 90% or more of the user's body. User gains a +3 Natural Armour bonus, or their existing Natural Armour Bonus improves by 3.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Massive Claw
Rank: "A"
Type: Augmentation
Effect: One of the user's arms transforms into a massive, crustacean-like claw, capable of dealing damage to foes and pinning them in the user's grasp.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 4 Augmentation Points. One of the user's arms become a massive claw, replacing the existing arm. The claw counts as a natural weapon that deals 12 Armour Points of slashing and bludgeoning damage. Furthermore, the user grapple with ease, pin, or prevent an opponent from breaking a grapple when using this massive claw. The claw can still be used to hold things, but is incapable of fine manipulation (such as using a keyboard or pulling the trigger on a weapon).
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Chitin Rocks
Rank: "S"
Type: Augmentation
Effect: User's body produces a rifled tube of bone that can project large, bullet-like balls of chitin at a target.
Special: To perform: 12 hour; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 6 Augmentation Points. User's body produces a rifled tube of bone that can project large, bullet-like balls of chitin at a target. Additionally, the user's body develops the ability to convert calcium and bone into more chitin rocks, providing them with regenerative ammunition. User gains a natural ranged weapon in the form of chitin rocks. The tube through which the rocks are delivered must be placed on the arm or other appendage that can be aimed with ease. Chitin rocks deal 12 Armour Points of piercing damage, have a range increment of 15 meters, a single rate of fire, and can store up to 20 chitin rocks at a time. User can regenerate a number of chitin rocks equal to 2 per Class Level per minute, though they may never have more than 20 rocks in reserve.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Blood Hunger
Rank: "C"
Type: Augmentation
Effect: Target craves the taste of blood. Moreover, the Target needs to drink blood to survive.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 1 Augmentation Point. The Target must drain a pint of blood from a living creature once every 24 hours. Doing so is a movement, and the Target can only drain blood from a willing, helpless, or dying (but not dead) creature. The bitten creature takes normal damage from a bite attack plus an extra 10 points of Armour Points of damage from the blood loss. If the Target goes 24 hours without consuming blood, the Target loses 1d4 Movements. Drinking a pint of blood cures the ability damage caused by blood deprivation in 1d6 rounds. Ability damage caused by blood deprivation cannot be restored through natural healing. Target must have a Natural Bite attack to take this Augmentation.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Ultraviolet Allergy
Rank: "C"
Type: Augmentation
Effect: Ultraviolet light burns the user's flesh and causes it to ignite.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 3 Augmentation Points. Ultraviolet light (including direct sunlight) burns the user for 12 Armour Points of Fire damage per round and causes any light, flammable clothing they are wearing to ignite.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Achilles Heel
Rank: "C"
Type: Augmentation
Effect: User has a major weakness that can be exploited.
Special: To perform: 1 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 2 Augmentation Points. Any attack on this small spot gains an additional +20 Armour Ponts.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Fangs
Rank: "C"
Type: Augmentation
Effect: Target's teeth are a Transmutation and can transform into vicious fangs.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. Target gains a vicious bite attack that deals piercing damage dependent on the Target's size: Small 5 Armour Points, Medium-size 10 Armour Points, Large 15 Armour Points. The Target's bite is treated as a Natural Weapon. This Augmentation Ritual can be used in conjunction with the Acidic Saliva or Venomous Bite Augmentation Ritual.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Sleepless
Rank: "C"
Type: Augmentation
Effect: The Target has lost the need for sleep.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. This ritual augments the Target's brain allowing the Target no need of sleep. The Target no longer requires sleep. In fact the Target cannot sleep. However, the Target still needs rest, and are still subject to all of the other causes of fatigue.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Misc:
Additional Items
Leyden Jutsu Bottle
Rank: "A"
Type: Secondary, 15 per Slot, Bottle
Effect: A capacitor consisting of a glass jar lined inside and out with metal foil capable of storing Jutsus.
Special: ---
Drawback: ---
Description: This is a form of a capacitor consisting of a glass jar lined inside and out with metal foil and having a conducting rod connected to the inner foil lining and passing out of the jar through the insulated stopper. Mithral and Platinum wiring is used to be pressed onto the outside of the bottle and sealed in place with an alchemical fixative. Users have learned how to store Jutsus in a Leyden Jutsu Bottle using the Magnetic Jutsu Bottle Binding Ritual. The Jutsu effect is released and triggered when the bottle is broken or the metal rod in the stopper is completely depressed. The Leyden Jutsu Bottle can typically be thrown like a Grenade, or used as a trap by getting an opponent to depress a trigger or force it to break. These are too fragile to fire from a cannon and too large to fire from a bow/crossbow/sling. However, they may be fired from a catapult or affixed to the end of a ballista bolt. Cost of Jutsu in a Bottle along with % chance of finding is dependent on the Type of Jutsu. Please look at Leyden Jutsu Bottle Table for more Information.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 600 Ryo Each.
Contains:
Heroism
Rank: "C"
Skill: GenJutsu
Effect: This Jutsu imbues a single creature with great bravery and morale in battle.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects 1 creature. The user is able to perform this technique on the target they touch. The duration of this technique lasts for 1 hour per class level. This technique may be negated. This Jutsu imbues a single creature with great bravery and morale in battle. The target gains a +1 Rank in striking attacks and +2 in Saves, and -10 to Skill Checks.
Limit: Must know the Enchantment Perception.
Leyden Jutsu Bottle
Rank: "A"
Type: Secondary, 15 per Slot, Bottle
Effect: A capacitor consisting of a glass jar lined inside and out with metal foil capable of storing Jutsus.
Special: ---
Drawback: ---
Description: This is a form of a capacitor consisting of a glass jar lined inside and out with metal foil and having a conducting rod connected to the inner foil lining and passing out of the jar through the insulated stopper. Mithral and Platinum wiring is used to be pressed onto the outside of the bottle and sealed in place with an alchemical fixative. Users have learned how to store Jutsus in a Leyden Jutsu Bottle using the Magnetic Jutsu Bottle Binding Ritual. The Jutsu effect is released and triggered when the bottle is broken or the metal rod in the stopper is completely depressed. The Leyden Jutsu Bottle can typically be thrown like a Grenade, or used as a trap by getting an opponent to depress a trigger or force it to break. These are too fragile to fire from a cannon and too large to fire from a bow/crossbow/sling. However, they may be fired from a catapult or affixed to the end of a ballista bolt. Cost of Jutsu in a Bottle along with % chance of finding is dependent on the Type of Jutsu. Please look at Leyden Jutsu Bottle Table for more Information.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 600 Ryo Each.
2x
Fish Float
Rank: "C"
Type: Main, Toxins & Poisons, Toxin
Effect: A dull-red, odorless liquid. Will cause all small to medium-sized fish to float to the surface.
Special: ---
Drawback: ---
Description: Creation Process Simply mix the ingredients together, stir. This will make approximately 1/2 of a half-bottle of "Fish Float". Ingesting this liquid, or even allowing it to come in contact with the skin for more than a few seconds, causes extreme dizziness (Confusion) and intense headaches (Nausea). These symptoms generally last for 1d2+1 hours. Pouring at least 1/2 of a half-bottle of this liquid into water will cause all small to medium-sized fish within 15 meters of where it is poured in to float to the surface. These fish are paralyzed and unable to swim for 24 rounds, after which time they fully recover. This can affect Hoshigaki with a Fortitude of 13 while only applying for 12 rounds.
Ingredients 1 coin-canister of vapor moss. 3 blostberries. 1/2 half-bottle of water.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,127 Ryo Each.
Kitchen, Basic
Rank: "B"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A room or area where food is prepared and cooked.
Special: ---
Drawback: ---
Description: This rudimentary stone- or wood-floored kitchen centers around a fireplace or stove. It includes a pantry, in which basic foodstuffs are stacked on shelves or hung from the ceiling. The kitchen includes pots and pans made of tin (4 Jug (Overview)), 2 Large Pitcher (Overview)). A scullery provides storage for brooms and rags, along with a basin for washing dishes and laundry. You can prepare meals for up to 15 people in this space. In a pinch, you can avoid hiring a cook by preparing the meals yourself.
Limit: Must be created by a Construction Crafter.
Cost: 20,000 Ryo
Bath, Basic
Rank: "C"
Type: Main, Room, 0.5 Stronghold Space, Craftsman Room
Effect: A basic bathroom with simplistic accessories.
Special: ---
Drawback: ---
Description: This standard, sparsely furnished room contains a simple wooden or metal tub and a chamber pot or two along with some rough wooden benches for seating.
Limit: Must be created by a Construction Crafter.
Cost: 4,000 Ryo
Bedroom Suite, Basic
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A suite of furniture for the bedroom.
Special: ---
Drawback: ---
Description: This master bedroom includes a walk-in closet and privy. The furnishings are rough, but they include a bed on a low frame, 2 chests of drawers (Keg, Large (Overview)) and a mirror hanging on one wall. The bedclothes are made of rough cotton, wool, or even burlap, and the blanket is often a patchwork quilt made of whatever was available. A couple of rough benches form a sitting area next to a small table.
Limit: Must be created by a Construction Crafter.
Cost: 8,000 Ryo
Pack Spider
Rank: "S"
Type: Secondary, 3 per Slot, Spider Scroll
Effect: Spawns a spider that can be used to haul items. Only one can be spawned at a time.
Special: ---
Drawback: ---
Description: Used as a Splash Weapon. Before deployed, these creatures are encased in a thick crystal like covering. Inside the covering is movement as if something is alive. The Coloring is dark brown with beige lines which gives clear illuminating light of 3 meters radius and providing shadowy illumination out to 6 meter radius. When hurled the creature inside bursts out of the crystal covering instantly forming a Medium sized Glowing Spider. They have the same movements and statistics as a "D" Class Albino Cave Spider without the ability of Web. These creatures are treated as a Mystical Beast with Non Intelligence. The Pack Spider can reach to almost 5 feet in diameter. They have a dark brown base color with beige joints, beige swirls along the rest of the body. These creatures live until destroyed. The Pack Spider has the ability to swallow objects and storing them inside its body without harming the object. They can hold enough items to fill up a volume of 2,946.47 inches (59 Slots). Due to the Telepathy communication between the thrower and Spider Scrolls the Pack Spider is able to recollect what item a user may need without any problems and may regurgitate an item with no side effects within 1 movement. Ingredients create 3 Pack Spiders.
Ingredients 1 Standard-Shot of Phosphorus. 1 Albino Spider Pod.
Limit: These items may be bought inside any Alchemical Shop. With a 30% chance of finding.
Cost: 4,000 Ryo Each.
Treant’s Gall
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem that creates an agate acorn capable of being absorbed by a tree and coming to life for a time while under the control of the user.
Special: ---
Drawback: ---
Description: As druids worked to unlock the secrets of moss agate, they received assistance from other intelligent creatures who shared the druid’s desire to preserve nature. The treant’s deep knowledge into the natural world gave them the knowledge of what alchemical propertieslay at the heart of the moss agate, but they were unable handle the mineral with the right amount of skill to harness the Alchemy. The druids were only too willing to help the treants harness the Alchemy. When a moss agate is carved into the shape of an acorn the minerals Alchemical properties are harnessed. Once harnessed, when the treant’s gall is placed inside a live tree (usually by cutting a small hole or using an existing opening) the treant’s gall is absorbed into the wood of the tree. This process takes one round. Once absorbed, the tree becomes an animated creature under the user's control. The tree remains under the user's control for up to 24 hours or until it is destroyed. Once the duration ends, the tree takes root wherever it is located at the time. A person using multiple treant’s galls can only control a number of animated trees equal to Impeccable Will. A treant’s gall can only be used once as the mineral is absorbed into the wood of the tree and cannot be reclaimed.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 5,050 Ryo Each.
One of these: narutoforumrp.proboards.com/thread/95854/first-cp
Binocular(1)
Rank: "B"
Type: Secondary, 1 per Slot, Gadget, Surveillance, Spectacles
Effect: A hand-held device consisting of a series of lenses and prisms, used to magnify objects so that they can be better seen from a distance, and looked at through both eyes.
Special: ---
Drawback: ---
Description: Binoculars are useful for watching opponents, wild game, and sporting events from a long distance. Standard binoculars reduce the range penalty for Observation checks to -5 for every 15 meters (instead of -5 for every 3 meters). Using binoculars for observation checks take 5 times as long as making the check unaided. Singular vision binoculars are half price and double per slot. May apply zooming vision to increase distance.
Limit: These items may be bought inside any Gadget Shop.
Cost: 3,000 Ryo Each
Covert Listening Device(2 only)
Rank: "S"
Type: Secondary, 64 per Slot, Gadget, Surveillance, Transmitter
Effect: A covert listening device used to be placed that cannot be seen.
Special: ---
Drawback: ---
Description: The covert listening device are tiny black clips that can catch on cloth, fasten to objects, and be hidden virtually anywhere. A covert listening device, more commonly known as a bug or a wire, is usually a combination of a miniature radio transmitter with a microphone. The use of bugs, called bugging, is a common technique in surveillance, espionage and in investigations. A bug does not have to be a device specifically designed for the purpose of eavesdropping. For instance, with the right equipment, it is possible to remotely activate the microphone of a radio, even when a call is not being made, to listen to conversations in the vicinity of the phone. Each is the 1 inch in diameter and 1/2 an inch wide. The range between a Covert Listening Device and Transmitter device is 1,000 meters (Communications for a single thread, sometimes outside another thread.)
Limit: These items may be bought inside any Gadget Shop.
Cost: 32,000 Ryo per Slot, or 500 Ryo Each
Holodisk(2 only)
Rank: "S"
Type: Secondary, 4 per Slot, Gadget, Surveillance,
Effect: A Holodisk, or Holotape, is a durable device used to store information safely for extended periods of time.
Special: ---
Drawback: ---
Description: Picture A holodisk, holotape, or THT tape, is a durable laser-readable storage device, based on the tape Chakra and Gadget technology, storing their information safely for extended periods of time. Holotapes, according to Technicians can hold untold amount of information. Each holodisk is capable of storing their information safely for extreme periods, without causing read errors or data corruption. THT reels are stored inside a resistant, stainless casing outfitted with a universal I/O port for connectivity. Each disk is 4.25 by 4.25 by 0.71 inches in size. Holodisks and tapes have many uses besides just personal data storage. Specific models were meant to hold entertainment, such as music and movies, with specific players for playing anything on a screen.
Limit: These items may be bought inside any Gadget Shop.
Cost: 12,000 Ryo per Slot, or 3,000 Ryo Each
Motion Sensor
Rank: "A"
Type: Secondary, 1 per Slot, Gadget, Surveillance, Sensor
Effect: Placed mobile radar to see movement within its radius.
Special: ---
Drawback: ---
Description: Picture, Picture, Picture The motion sensor is hand held and is the size equal to a scroll pouch. The basic Motion Sensor is beige in color but may be spray painted in a different color. On the side of the Motion Sensor is a keypad. Each Keypad may hold up to a 5 number password that is programmed by the user. The password stops an opponent from using the Motion Sensor for themselves. The Motion Sensor cylinder opens into a tripod when deployed. A single green light emits on top of the cylinder. The Motion Sensor releases a 30 meter pulse every second. Anything that is moving within the 30 meter radius will be seen on a radar screen. The pulse also notifies how long a wall may be, how thick it may be, and if something is moving behind that wall as well. If anyone is 2 meters away from the object they will hear the pulse. User will need a Surveillance Monitor to see the radar screen.
Limit: These items may be bought inside any Gadget Shop.
Cost: 10,000 Ryo Each
Lighter(1)
Rank: "C"
Type: Secondary, Accessory, 10 per Slot, Lighter
Effect: Item that creates a small open flame used to light up objects.
Special: ---
Drawback: Useless when wet. Must wait to dry.
Description: A lighter is a portable device used to create a flame. It consists of a metal or plastic container filled with a flammable fluid or pressurized liquid gas, a means of ignition, and some provision for extinguishing the flame. May be lit for 200 times before needing a new lighter.
Limit: May be found at any Shop.
Cost: 1000 Ryo Per Slot
Wineskin (Overview)
Rank: "C"
Type: Main, Slot Holder, 0.5 Slots, Container, Flask
Effect: An animal skin sewn up and used to hold wine.
Special: ---
Drawback: ---
Description: A bota bag or wineskin is a traditional liquid receptacle. Typically, it is made of leather (when made of goatskin it is known as a goatskin itself), and is used to carry wine, although any liquid will do. These small, glass containers are commonly used to store both wet and dry products and ingredients. These can be purchased as bottles and canisters. These containers range in various sizes but normally do not have more than a volume of 1 pint. Wineskin can hold up to 0.5 slots of items. Number of Shots: 4 Shots. Number of Drops/Pinches: 8,000 Drops/Pinches.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 2,006 Ryo Each.
Multi-Tool (Overview)
Rank: "A"
Type: Secondary, 4 per Slot, Gadget, Survival, Tool
Effect: A multi-tool is a portable, versatile hand tool that combines several individual tool functions in a single grip or in the shape of a credit card.
Special: ---
Drawback: ---
Description: Picture This device contains several different screws, a knife blade, or two, can opener, bottle opener, file, short ruler, scissors, tweezers, and wire cutters. The whole thing unfolds into a handy pair of pliers. A multipurpose tool can lessen the penalty for making crafting and lockpicking checks without appropriate tools to -10 instead of the normal -20. The tool is useful for certain tasks, as determined by the Game Master, but may not be useful in all situations.
Limit: These items may be bought inside any Gadget Shop.
Cost: 8,000 Ryo per Slot, or 2,000 Ryo Each
Flint (Overview)
Rank: "C"
Type: Secondary, 20 per Slot, Gadget, Survival, Tool
Effect: A rock device created to use as a source for creating a spark.
Special: ---
Drawback: ---
Description: Picture Flint is a hard, sedimentary cryptocrystalline form of the mineral quartz, categorized as a variety of chert. It occurs chiefly as nodules and masses in sedimentary rocks, such as chalks and limestones. Inside the nodule, flint is usually dark grey, black, green, white, or brown in colour, and often has a glassy or waxy appearance. A thin layer on the outside of the nodules is usually different in colour, typically white and rough in texture. Scrape tool with any knife (or sharp object, like a rock) to create small magnesium shavings. Ignite shavings with built-in sparking insert. Start hundreds of fires with a flame source of 5,400°F. Safe; fireproof in solid form. Carry in a pocket or attach to bag with included chain loop. It's measurements is 3 inches by 1 inch by 0.5 inches and weighs 1.4 ounces.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo per Slot, or 100 Ryo Each
Flashlight, Standard (Overview)
Rank: "B"
Type: Secondary, 4 per Slot, Gadget, Survival, Light
Effect: A portable light source.
Special: ---
Drawback: ---
Description: Flashlights come in a wide variety of sizes and quality levels. Those covered here are professional, heavy-duty models, rugged enough to withstand the rigors of modern adventuring. Flashlights negate penalties for darkness within their illuminated areas. This heavy metal flashlight projects a beam 30 feet long and 15 feet across at its end. It increases the light level in the area beyond its initial cone by one step, out to 60 feet long and 30 feet wide. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of Chakra darkness.
Limit: These items may be bought inside any Gadget Shop.
Cost: 6,000 Ryo per Slot, or 1,500 Ryo Each.
Field Cauterizer (Overview)
Rank: "C"
Type: Secondary, 2 per Slot, Gadget, Survival, Cauterizer
Effect: A cauterize device used to stop bleeding wounds.
Special: ---
Drawback: ---
Description: Picture The Field Cauterizer is a pen-like device about 6.2 inches long. It has an activation/deactivation switch near the top of the device. When activated, the cauterizer emits a small, low-frequency laser that cauterizes and disinfects bleeding wounds. This item helps the user's First Aid: Cauterize Wound skill by increasing the skill by +10. Heals Minor wounds, removing stun damage due to bleeding only.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 8,000 Ryo Each
Rebar Splint (Overview)
Rank: "C"
Type: Secondary, 1 per Slot (Scroll Length), Gadget, Survival, Splint
Effect: A rebar splint is a device used to splint broken bones on limbs.
Special: --
Drawback: ---
Description: Picture A Rebar Splint creates a miniature suspension field to immobilize and relieve pressure on any damaged bone. Once activated, limited movement is possible. This device is 8 inches long and 2 inches wide with straps at the ends. The device when installed will initialize the gears at the ends while the straps tighten around the user's limb, forcing a splint. An Easy First Aid: Healing check is required for normal placement. This is increased to Average for multiple or compound fractures.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo Each
Gravitic Pressure Bandage (Overview) x 1
Rank: "A"
Type: Secondary, 1 per Slot, Gadget, Survival, Med-Patch
Effect: An advanced variation of a Medical Patch to be used to stop excessive blood stopping.
Special: --
Drawback: ---
Description: Picture Anyone can apply a med-patch to stop blood loss and stabilize a patient. Little has to be said, however, about the greater risk of internal bleeding. The Gravitic Pressure Bandage helps prevent complications due to this type of injury. A Gravitic Pressure Bandage looks like a hollow, metal cylinder with an inflatable cloth lining. When applied, the inflatable lining pushes out in differing strengths and sensitivities are applied from different directions, surrounding the damaged arteries and compressing selected cell walls without affecting surrounding tissues. Once in place, the patient can be moved carefully. This device is placed on a limb. An Easy First Aid: Healing roll is required for proper placement and will allow Wounded patients to act as if unwounded or Incapacitated patients to act as Wounded (The injury is still there, but the patient will be able to move and so forth).
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 7,000 Ryo Each
Dancing Star x 1 slots
Rank: "A"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: Produces a fiery explosion that can cause nearby opponents to start burning.
Special: ---
Drawback: ---
Description: Mix the saltpeter and the sulfur in a congelation method. This will take 1 hour to create. This will make 1 standard-shot of "Dancing Star". The explosive may be programmed with a timer to explode up to 6 seconds. This explosive is especially effective against creatures that attack in swarms and are vulnerable to fire. It can also be used to ignite gas, and gas from other explosives. It will explode dealing 36 Armour Points of fire damage initially, plus an additional 18 Armour Points for 1 additional round to anyone within 8 meters radius burst of the blast.
Ingredients 2 thumb-vial of saltpeter. 4 thumb-vials of sulfur.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 591 Ryo Each.
Explosion (Force) x 1 slot
Rank: "A"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: A generic explosive explosion dealing Force damage.
Special: ---
Drawback: ---
Description: Mix the black powder, the magnesium, and the saltpeter in a congelation method. This will take 1 hour to create. This will make 1 standard-shot of "Explosion (Force)". The saltpeter releases a plethora of gas to create expansion. The magnesium drives up the temperature making sure the bang is vigorous, and the black powder provides the bang. The explosive may be programmed with a timer to explode up to 6 seconds. It will explode forcefully, inflicting 36 Armour Points of Force Damage to anyone within 8 meters radius burst of the blast. Against immobile or helpless targets take double damage.
Ingredients 1 coin-canister of black powder. 1 coin-canister of magnesium. 1 standard-vial of saltpeter.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 600 Ryo Each.
Lightning Bottle x1 slot
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: Electrocutes opponents. Stuns them for a brief period of time.
Special: ---
Drawback: ---
Description: Mix the saltpeter, the distilled water, the powdered agate, and anyseed using a congelation method. It takes approximately 1 hour to create one. This will make 1 standard-shot of "Lightning Bottle". The explosive may be programmed with a timer to explode up to 6 seconds. The saltpeter creates the intensity in which the chakra properties in the anyseed reacts to the powdered agate and distilled water allowing for a burst of electrical energy capable of stunning its area of 8-meter-radius burst. Those hit by the explosive will take 36 Armour Points of Electrical Damage and will be stunned in place for 1d6+2 rounds.
Ingredients 1 coin-canister of saltpeter. 1 coin-canisters of distilled water. 1 coin-canister of powdered agate (3 pearls). 2 coin-canisters of anyseed.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,812 Ryo Each.
Plenty Stone x 1
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem that produces food and water enough to feed 15 medium-size humanoids.
Special: ---
Drawback: ---
Description: Chalcedony is a variety of quartz and comes in many varieties. It makes a good ornamental stone and is a minor gemstone. One variety is known as dendritic because of the vein-like structures that run through the mineral. The natural alchemy of dendritic chalcedony has been known since the dawn of civilization. Since then the plenty stone has been saving people from starvation. The natural alchemical properties in the stone is harnessed by carving the chalcedony into the form of a plate. When the plate is broken it produces food and water enough to feed 15 medium-size humanoids for 24 hours. The food is simple and nourishing, though it may lack some flavor. The water is as pure as rainwater. The food decays after 24 hours, while the water can last 48 hours. Good aligned churches often create plenty stones to be used in emergency situations to feed the hungry. Adventurers have found the plenty stone a useful item to carry since it is easier to carry than rations.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 850 Ryo Each.
Coleman’s Traveling Stone x1
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of creating a structure to protect from outside environments.
Special: ---
Drawback: ---
Description: Adventurers have always faced the problem of where to sleep when on the road. Sure, in the more civilized regions there is always the chance of an inn or tavern to stay in, but a lot of adventures do not take place in civilized regions. When traveling through the wildlands, or spending the night deep in the dungeon with no inn in sight, bedding down to rest can be fraught with danger. Gavin Coleman wanted to solve this problem and harnessed the Alchemical Properties within the mineral feldspar. Since harnessing the mineral’s Alchemy Coleman has gone on to specialize in products to make the adventurer’s life in the wild a little easier, to his considerable financial gain. To harness feldspar's natural Alchemy properties the mineral must be cut into a four-sided pyramid. When Coleman's traveling stone is placed on the ground and the command word "pitch" is spoken in Common, the stone transforms into an unmoving, opaque sphere that blends perfectly into the surrounding terrain providing complete concealment for the sphere. Half the sphere is above the ground and half is below ground. Up to 10 medium size creatures can fit into the sphere. The temperature inside the sphere is 70° F no matter the exterior temperature. The sphere provides protection against the elements, such as rain, dust, and sandstorms. The sphere withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The interior of the sphere is a hemisphere and can be illuminated dimly upon command. The sphere is transparent from within. Missiles, weapons, and most Chakra effects can pass through the sphere without affecting it. The sphere remains in place for 10 hours or until the command word "break" is spoken in Common. Coleman’s traveling stone can only be activated once each day.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 3,800 Ryo Each.
Jorga’s Whetstone x1
Rank: "S"
Type: Secondary, Main, Harnessed Gem
Effect: A harnessed Gem that sharpens weapons, making them stronger than before.
Special: ---
Drawback: ---
Description: A mineral alchemist named Jorga Ironstone made the initial discovery that led to the whetstone bearing his name. Jorga found that Diamond could be pulverized down to fine, sand-sized particles, yet still retain hardness. At first he was unsure of any uses for the Diamond sand, other than coming in handy for polishing suits of armor and other metal objects. As with many alchemical discoveries, a chance accident led Jorga to find another use for the Diamond sand. Jorga was working on a new alchemical resin when the pot he was stirring broke, spilling the resin. Jorga quickly grabbed the closest substance to stop the spill, a bag of diamond sand. The sand absorbed the resin and formed a rock hard lump of sand. The lump was about to be thrown out by Jorga’s assistant, but Jorga kept it, in the nature of all alchemists, to be able to experiment with. What Jorga found was that the combined sand and resin mixture made a very effective whetstone. It could sharpen the dullest blade, and that blade would retain its edge far longer than normal. Jorga made several whetstones and gave them away to family and friends. After his death, his name was given to the amazing whetstone he had created. When a person uses a Jorga’s Whetstone to sharpen a slashing or piercing weapon (dagger, swords, axes, arrows, etc.), the weapon acts as if it were a masterwork weapon, receiving a alchemical bonus to Weapon Size in Damage. The whetstone has no noticeable effects on Chakra weapons, and it is believed that the Chakra nature of the weapon will not allow the whetstone to function.
Limit: These types of items may be bought inside any Alchemy Shop. With a 5% chance of finding.
Cost: 105,000 Ryo Each.
Hydra Tooth x 2
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of heating water to boiling in 2 minutes.
Special: ---
Drawback: ---
Description: Legends have been told through the ages that the teeth of the hydra, when planted in the ground, will grow into fierce skeleton warriors. Alchemical scholars and sages think that there is truth in these legends and point to the natural Alchemical abilities of the harnessed fluorite crystal, which gets its name, hydra tooth, from these legends. To harness the minerals Alchemical properties, a well-formed fluorite crystal must be carved into the form of a hydra’s tooth about three inches in length. Burying the harnessed mineral into in loose dirt, soil, or sand activates the Alchemical property of the hydra tooth. 1 round after burial, 8 human warrior skeletons will grow from the ground surrounding the spot. The skeletons are under the command of the person that planted the hydra tooth and will remain animated until turned or destroyed. The maximum number of skeletons the user is able to command with hydra teeth is 60.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 15,000 Ryo Each.
Leyden Jutsu Bottle
Rank: "A"
Type: Secondary, 15 per Slot, Bottle
Effect: A capacitor consisting of a glass jar lined inside and out with metal foil capable of storing Jutsus.
Special: ---
Drawback: ---
Description: This is a form of a capacitor consisting of a glass jar lined inside and out with metal foil and having a conducting rod connected to the inner foil lining and passing out of the jar through the insulated stopper. Mithral and Platinum wiring is used to be pressed onto the outside of the bottle and sealed in place with an alchemical fixative. Users have learned how to store Jutsus in a Leyden Jutsu Bottle using the Magnetic Jutsu Bottle Binding Ritual. The Jutsu effect is released and triggered when the bottle is broken or the metal rod in the stopper is completely depressed. The Leyden Jutsu Bottle can typically be thrown like a Grenade, or used as a trap by getting an opponent to depress a trigger or force it to break. These are too fragile to fire from a cannon and too large to fire from a bow/crossbow/sling. However, they may be fired from a catapult or affixed to the end of a ballista bolt. Cost of Jutsu in a Bottle along with % chance of finding is dependent on the Type of Jutsu. Please look at Leyden Jutsu Bottle Table for more Information.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 600 Ryo Each.
Contains:
Heroism
Rank: "C"
Skill: GenJutsu
Effect: This Jutsu imbues a single creature with great bravery and morale in battle.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects 1 creature. The user is able to perform this technique on the target they touch. The duration of this technique lasts for 1 hour per class level. This technique may be negated. This Jutsu imbues a single creature with great bravery and morale in battle. The target gains a +1 Rank in striking attacks and +2 in Saves, and -10 to Skill Checks.
Limit: Must know the Enchantment Perception.
Leyden Jutsu Bottle
Rank: "A"
Type: Secondary, 15 per Slot, Bottle
Effect: A capacitor consisting of a glass jar lined inside and out with metal foil capable of storing Jutsus.
Special: ---
Drawback: ---
Description: This is a form of a capacitor consisting of a glass jar lined inside and out with metal foil and having a conducting rod connected to the inner foil lining and passing out of the jar through the insulated stopper. Mithral and Platinum wiring is used to be pressed onto the outside of the bottle and sealed in place with an alchemical fixative. Users have learned how to store Jutsus in a Leyden Jutsu Bottle using the Magnetic Jutsu Bottle Binding Ritual. The Jutsu effect is released and triggered when the bottle is broken or the metal rod in the stopper is completely depressed. The Leyden Jutsu Bottle can typically be thrown like a Grenade, or used as a trap by getting an opponent to depress a trigger or force it to break. These are too fragile to fire from a cannon and too large to fire from a bow/crossbow/sling. However, they may be fired from a catapult or affixed to the end of a ballista bolt. Cost of Jutsu in a Bottle along with % chance of finding is dependent on the Type of Jutsu. Please look at Leyden Jutsu Bottle Table for more Information.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 600 Ryo Each.
2x
Fish Float
Rank: "C"
Type: Main, Toxins & Poisons, Toxin
Effect: A dull-red, odorless liquid. Will cause all small to medium-sized fish to float to the surface.
Special: ---
Drawback: ---
Description: Creation Process Simply mix the ingredients together, stir. This will make approximately 1/2 of a half-bottle of "Fish Float". Ingesting this liquid, or even allowing it to come in contact with the skin for more than a few seconds, causes extreme dizziness (Confusion) and intense headaches (Nausea). These symptoms generally last for 1d2+1 hours. Pouring at least 1/2 of a half-bottle of this liquid into water will cause all small to medium-sized fish within 15 meters of where it is poured in to float to the surface. These fish are paralyzed and unable to swim for 24 rounds, after which time they fully recover. This can affect Hoshigaki with a Fortitude of 13 while only applying for 12 rounds.
Ingredients 1 coin-canister of vapor moss. 3 blostberries. 1/2 half-bottle of water.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,127 Ryo Each.
Kitchen, Basic
Rank: "B"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A room or area where food is prepared and cooked.
Special: ---
Drawback: ---
Description: This rudimentary stone- or wood-floored kitchen centers around a fireplace or stove. It includes a pantry, in which basic foodstuffs are stacked on shelves or hung from the ceiling. The kitchen includes pots and pans made of tin (4 Jug (Overview)), 2 Large Pitcher (Overview)). A scullery provides storage for brooms and rags, along with a basin for washing dishes and laundry. You can prepare meals for up to 15 people in this space. In a pinch, you can avoid hiring a cook by preparing the meals yourself.
Limit: Must be created by a Construction Crafter.
Cost: 20,000 Ryo
Bath, Basic
Rank: "C"
Type: Main, Room, 0.5 Stronghold Space, Craftsman Room
Effect: A basic bathroom with simplistic accessories.
Special: ---
Drawback: ---
Description: This standard, sparsely furnished room contains a simple wooden or metal tub and a chamber pot or two along with some rough wooden benches for seating.
Limit: Must be created by a Construction Crafter.
Cost: 4,000 Ryo
Bedroom Suite, Basic
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A suite of furniture for the bedroom.
Special: ---
Drawback: ---
Description: This master bedroom includes a walk-in closet and privy. The furnishings are rough, but they include a bed on a low frame, 2 chests of drawers (Keg, Large (Overview)) and a mirror hanging on one wall. The bedclothes are made of rough cotton, wool, or even burlap, and the blanket is often a patchwork quilt made of whatever was available. A couple of rough benches form a sitting area next to a small table.
Limit: Must be created by a Construction Crafter.
Cost: 8,000 Ryo
Pack Spider
Rank: "S"
Type: Secondary, 3 per Slot, Spider Scroll
Effect: Spawns a spider that can be used to haul items. Only one can be spawned at a time.
Special: ---
Drawback: ---
Description: Used as a Splash Weapon. Before deployed, these creatures are encased in a thick crystal like covering. Inside the covering is movement as if something is alive. The Coloring is dark brown with beige lines which gives clear illuminating light of 3 meters radius and providing shadowy illumination out to 6 meter radius. When hurled the creature inside bursts out of the crystal covering instantly forming a Medium sized Glowing Spider. They have the same movements and statistics as a "D" Class Albino Cave Spider without the ability of Web. These creatures are treated as a Mystical Beast with Non Intelligence. The Pack Spider can reach to almost 5 feet in diameter. They have a dark brown base color with beige joints, beige swirls along the rest of the body. These creatures live until destroyed. The Pack Spider has the ability to swallow objects and storing them inside its body without harming the object. They can hold enough items to fill up a volume of 2,946.47 inches (59 Slots). Due to the Telepathy communication between the thrower and Spider Scrolls the Pack Spider is able to recollect what item a user may need without any problems and may regurgitate an item with no side effects within 1 movement. Ingredients create 3 Pack Spiders.
Ingredients 1 Standard-Shot of Phosphorus. 1 Albino Spider Pod.
Limit: These items may be bought inside any Alchemical Shop. With a 30% chance of finding.
Cost: 4,000 Ryo Each.
Treant’s Gall
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem that creates an agate acorn capable of being absorbed by a tree and coming to life for a time while under the control of the user.
Special: ---
Drawback: ---
Description: As druids worked to unlock the secrets of moss agate, they received assistance from other intelligent creatures who shared the druid’s desire to preserve nature. The treant’s deep knowledge into the natural world gave them the knowledge of what alchemical propertieslay at the heart of the moss agate, but they were unable handle the mineral with the right amount of skill to harness the Alchemy. The druids were only too willing to help the treants harness the Alchemy. When a moss agate is carved into the shape of an acorn the minerals Alchemical properties are harnessed. Once harnessed, when the treant’s gall is placed inside a live tree (usually by cutting a small hole or using an existing opening) the treant’s gall is absorbed into the wood of the tree. This process takes one round. Once absorbed, the tree becomes an animated creature under the user's control. The tree remains under the user's control for up to 24 hours or until it is destroyed. Once the duration ends, the tree takes root wherever it is located at the time. A person using multiple treant’s galls can only control a number of animated trees equal to Impeccable Will. A treant’s gall can only be used once as the mineral is absorbed into the wood of the tree and cannot be reclaimed.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 5,050 Ryo Each.
One of these: narutoforumrp.proboards.com/thread/95854/first-cp
Binocular(1)
Rank: "B"
Type: Secondary, 1 per Slot, Gadget, Surveillance, Spectacles
Effect: A hand-held device consisting of a series of lenses and prisms, used to magnify objects so that they can be better seen from a distance, and looked at through both eyes.
Special: ---
Drawback: ---
Description: Binoculars are useful for watching opponents, wild game, and sporting events from a long distance. Standard binoculars reduce the range penalty for Observation checks to -5 for every 15 meters (instead of -5 for every 3 meters). Using binoculars for observation checks take 5 times as long as making the check unaided. Singular vision binoculars are half price and double per slot. May apply zooming vision to increase distance.
Limit: These items may be bought inside any Gadget Shop.
Cost: 3,000 Ryo Each
Covert Listening Device(2 only)
Rank: "S"
Type: Secondary, 64 per Slot, Gadget, Surveillance, Transmitter
Effect: A covert listening device used to be placed that cannot be seen.
Special: ---
Drawback: ---
Description: The covert listening device are tiny black clips that can catch on cloth, fasten to objects, and be hidden virtually anywhere. A covert listening device, more commonly known as a bug or a wire, is usually a combination of a miniature radio transmitter with a microphone. The use of bugs, called bugging, is a common technique in surveillance, espionage and in investigations. A bug does not have to be a device specifically designed for the purpose of eavesdropping. For instance, with the right equipment, it is possible to remotely activate the microphone of a radio, even when a call is not being made, to listen to conversations in the vicinity of the phone. Each is the 1 inch in diameter and 1/2 an inch wide. The range between a Covert Listening Device and Transmitter device is 1,000 meters (Communications for a single thread, sometimes outside another thread.)
Limit: These items may be bought inside any Gadget Shop.
Cost: 32,000 Ryo per Slot, or 500 Ryo Each
Holodisk(2 only)
Rank: "S"
Type: Secondary, 4 per Slot, Gadget, Surveillance,
Effect: A Holodisk, or Holotape, is a durable device used to store information safely for extended periods of time.
Special: ---
Drawback: ---
Description: Picture A holodisk, holotape, or THT tape, is a durable laser-readable storage device, based on the tape Chakra and Gadget technology, storing their information safely for extended periods of time. Holotapes, according to Technicians can hold untold amount of information. Each holodisk is capable of storing their information safely for extreme periods, without causing read errors or data corruption. THT reels are stored inside a resistant, stainless casing outfitted with a universal I/O port for connectivity. Each disk is 4.25 by 4.25 by 0.71 inches in size. Holodisks and tapes have many uses besides just personal data storage. Specific models were meant to hold entertainment, such as music and movies, with specific players for playing anything on a screen.
Limit: These items may be bought inside any Gadget Shop.
Cost: 12,000 Ryo per Slot, or 3,000 Ryo Each
Motion Sensor
Rank: "A"
Type: Secondary, 1 per Slot, Gadget, Surveillance, Sensor
Effect: Placed mobile radar to see movement within its radius.
Special: ---
Drawback: ---
Description: Picture, Picture, Picture The motion sensor is hand held and is the size equal to a scroll pouch. The basic Motion Sensor is beige in color but may be spray painted in a different color. On the side of the Motion Sensor is a keypad. Each Keypad may hold up to a 5 number password that is programmed by the user. The password stops an opponent from using the Motion Sensor for themselves. The Motion Sensor cylinder opens into a tripod when deployed. A single green light emits on top of the cylinder. The Motion Sensor releases a 30 meter pulse every second. Anything that is moving within the 30 meter radius will be seen on a radar screen. The pulse also notifies how long a wall may be, how thick it may be, and if something is moving behind that wall as well. If anyone is 2 meters away from the object they will hear the pulse. User will need a Surveillance Monitor to see the radar screen.
Limit: These items may be bought inside any Gadget Shop.
Cost: 10,000 Ryo Each
Lighter(1)
Rank: "C"
Type: Secondary, Accessory, 10 per Slot, Lighter
Effect: Item that creates a small open flame used to light up objects.
Special: ---
Drawback: Useless when wet. Must wait to dry.
Description: A lighter is a portable device used to create a flame. It consists of a metal or plastic container filled with a flammable fluid or pressurized liquid gas, a means of ignition, and some provision for extinguishing the flame. May be lit for 200 times before needing a new lighter.
Limit: May be found at any Shop.
Cost: 1000 Ryo Per Slot
Wineskin (Overview)
Rank: "C"
Type: Main, Slot Holder, 0.5 Slots, Container, Flask
Effect: An animal skin sewn up and used to hold wine.
Special: ---
Drawback: ---
Description: A bota bag or wineskin is a traditional liquid receptacle. Typically, it is made of leather (when made of goatskin it is known as a goatskin itself), and is used to carry wine, although any liquid will do. These small, glass containers are commonly used to store both wet and dry products and ingredients. These can be purchased as bottles and canisters. These containers range in various sizes but normally do not have more than a volume of 1 pint. Wineskin can hold up to 0.5 slots of items. Number of Shots: 4 Shots. Number of Drops/Pinches: 8,000 Drops/Pinches.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 2,006 Ryo Each.
Multi-Tool (Overview)
Rank: "A"
Type: Secondary, 4 per Slot, Gadget, Survival, Tool
Effect: A multi-tool is a portable, versatile hand tool that combines several individual tool functions in a single grip or in the shape of a credit card.
Special: ---
Drawback: ---
Description: Picture This device contains several different screws, a knife blade, or two, can opener, bottle opener, file, short ruler, scissors, tweezers, and wire cutters. The whole thing unfolds into a handy pair of pliers. A multipurpose tool can lessen the penalty for making crafting and lockpicking checks without appropriate tools to -10 instead of the normal -20. The tool is useful for certain tasks, as determined by the Game Master, but may not be useful in all situations.
Limit: These items may be bought inside any Gadget Shop.
Cost: 8,000 Ryo per Slot, or 2,000 Ryo Each
Flint (Overview)
Rank: "C"
Type: Secondary, 20 per Slot, Gadget, Survival, Tool
Effect: A rock device created to use as a source for creating a spark.
Special: ---
Drawback: ---
Description: Picture Flint is a hard, sedimentary cryptocrystalline form of the mineral quartz, categorized as a variety of chert. It occurs chiefly as nodules and masses in sedimentary rocks, such as chalks and limestones. Inside the nodule, flint is usually dark grey, black, green, white, or brown in colour, and often has a glassy or waxy appearance. A thin layer on the outside of the nodules is usually different in colour, typically white and rough in texture. Scrape tool with any knife (or sharp object, like a rock) to create small magnesium shavings. Ignite shavings with built-in sparking insert. Start hundreds of fires with a flame source of 5,400°F. Safe; fireproof in solid form. Carry in a pocket or attach to bag with included chain loop. It's measurements is 3 inches by 1 inch by 0.5 inches and weighs 1.4 ounces.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo per Slot, or 100 Ryo Each
Flashlight, Standard (Overview)
Rank: "B"
Type: Secondary, 4 per Slot, Gadget, Survival, Light
Effect: A portable light source.
Special: ---
Drawback: ---
Description: Flashlights come in a wide variety of sizes and quality levels. Those covered here are professional, heavy-duty models, rugged enough to withstand the rigors of modern adventuring. Flashlights negate penalties for darkness within their illuminated areas. This heavy metal flashlight projects a beam 30 feet long and 15 feet across at its end. It increases the light level in the area beyond its initial cone by one step, out to 60 feet long and 30 feet wide. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of Chakra darkness.
Limit: These items may be bought inside any Gadget Shop.
Cost: 6,000 Ryo per Slot, or 1,500 Ryo Each.
Field Cauterizer (Overview)
Rank: "C"
Type: Secondary, 2 per Slot, Gadget, Survival, Cauterizer
Effect: A cauterize device used to stop bleeding wounds.
Special: ---
Drawback: ---
Description: Picture The Field Cauterizer is a pen-like device about 6.2 inches long. It has an activation/deactivation switch near the top of the device. When activated, the cauterizer emits a small, low-frequency laser that cauterizes and disinfects bleeding wounds. This item helps the user's First Aid: Cauterize Wound skill by increasing the skill by +10. Heals Minor wounds, removing stun damage due to bleeding only.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 8,000 Ryo Each
Rebar Splint (Overview)
Rank: "C"
Type: Secondary, 1 per Slot (Scroll Length), Gadget, Survival, Splint
Effect: A rebar splint is a device used to splint broken bones on limbs.
Special: --
Drawback: ---
Description: Picture A Rebar Splint creates a miniature suspension field to immobilize and relieve pressure on any damaged bone. Once activated, limited movement is possible. This device is 8 inches long and 2 inches wide with straps at the ends. The device when installed will initialize the gears at the ends while the straps tighten around the user's limb, forcing a splint. An Easy First Aid: Healing check is required for normal placement. This is increased to Average for multiple or compound fractures.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo Each
Gravitic Pressure Bandage (Overview) x 1
Rank: "A"
Type: Secondary, 1 per Slot, Gadget, Survival, Med-Patch
Effect: An advanced variation of a Medical Patch to be used to stop excessive blood stopping.
Special: --
Drawback: ---
Description: Picture Anyone can apply a med-patch to stop blood loss and stabilize a patient. Little has to be said, however, about the greater risk of internal bleeding. The Gravitic Pressure Bandage helps prevent complications due to this type of injury. A Gravitic Pressure Bandage looks like a hollow, metal cylinder with an inflatable cloth lining. When applied, the inflatable lining pushes out in differing strengths and sensitivities are applied from different directions, surrounding the damaged arteries and compressing selected cell walls without affecting surrounding tissues. Once in place, the patient can be moved carefully. This device is placed on a limb. An Easy First Aid: Healing roll is required for proper placement and will allow Wounded patients to act as if unwounded or Incapacitated patients to act as Wounded (The injury is still there, but the patient will be able to move and so forth).
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 7,000 Ryo Each
Dancing Star x 1 slots
Rank: "A"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: Produces a fiery explosion that can cause nearby opponents to start burning.
Special: ---
Drawback: ---
Description: Mix the saltpeter and the sulfur in a congelation method. This will take 1 hour to create. This will make 1 standard-shot of "Dancing Star". The explosive may be programmed with a timer to explode up to 6 seconds. This explosive is especially effective against creatures that attack in swarms and are vulnerable to fire. It can also be used to ignite gas, and gas from other explosives. It will explode dealing 36 Armour Points of fire damage initially, plus an additional 18 Armour Points for 1 additional round to anyone within 8 meters radius burst of the blast.
Ingredients 2 thumb-vial of saltpeter. 4 thumb-vials of sulfur.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 591 Ryo Each.
Explosion (Force) x 1 slot
Rank: "A"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: A generic explosive explosion dealing Force damage.
Special: ---
Drawback: ---
Description: Mix the black powder, the magnesium, and the saltpeter in a congelation method. This will take 1 hour to create. This will make 1 standard-shot of "Explosion (Force)". The saltpeter releases a plethora of gas to create expansion. The magnesium drives up the temperature making sure the bang is vigorous, and the black powder provides the bang. The explosive may be programmed with a timer to explode up to 6 seconds. It will explode forcefully, inflicting 36 Armour Points of Force Damage to anyone within 8 meters radius burst of the blast. Against immobile or helpless targets take double damage.
Ingredients 1 coin-canister of black powder. 1 coin-canister of magnesium. 1 standard-vial of saltpeter.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 600 Ryo Each.
Lightning Bottle x1 slot
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: Electrocutes opponents. Stuns them for a brief period of time.
Special: ---
Drawback: ---
Description: Mix the saltpeter, the distilled water, the powdered agate, and anyseed using a congelation method. It takes approximately 1 hour to create one. This will make 1 standard-shot of "Lightning Bottle". The explosive may be programmed with a timer to explode up to 6 seconds. The saltpeter creates the intensity in which the chakra properties in the anyseed reacts to the powdered agate and distilled water allowing for a burst of electrical energy capable of stunning its area of 8-meter-radius burst. Those hit by the explosive will take 36 Armour Points of Electrical Damage and will be stunned in place for 1d6+2 rounds.
Ingredients 1 coin-canister of saltpeter. 1 coin-canisters of distilled water. 1 coin-canister of powdered agate (3 pearls). 2 coin-canisters of anyseed.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,812 Ryo Each.
Plenty Stone x 1
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem that produces food and water enough to feed 15 medium-size humanoids.
Special: ---
Drawback: ---
Description: Chalcedony is a variety of quartz and comes in many varieties. It makes a good ornamental stone and is a minor gemstone. One variety is known as dendritic because of the vein-like structures that run through the mineral. The natural alchemy of dendritic chalcedony has been known since the dawn of civilization. Since then the plenty stone has been saving people from starvation. The natural alchemical properties in the stone is harnessed by carving the chalcedony into the form of a plate. When the plate is broken it produces food and water enough to feed 15 medium-size humanoids for 24 hours. The food is simple and nourishing, though it may lack some flavor. The water is as pure as rainwater. The food decays after 24 hours, while the water can last 48 hours. Good aligned churches often create plenty stones to be used in emergency situations to feed the hungry. Adventurers have found the plenty stone a useful item to carry since it is easier to carry than rations.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 850 Ryo Each.
Coleman’s Traveling Stone x1
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of creating a structure to protect from outside environments.
Special: ---
Drawback: ---
Description: Adventurers have always faced the problem of where to sleep when on the road. Sure, in the more civilized regions there is always the chance of an inn or tavern to stay in, but a lot of adventures do not take place in civilized regions. When traveling through the wildlands, or spending the night deep in the dungeon with no inn in sight, bedding down to rest can be fraught with danger. Gavin Coleman wanted to solve this problem and harnessed the Alchemical Properties within the mineral feldspar. Since harnessing the mineral’s Alchemy Coleman has gone on to specialize in products to make the adventurer’s life in the wild a little easier, to his considerable financial gain. To harness feldspar's natural Alchemy properties the mineral must be cut into a four-sided pyramid. When Coleman's traveling stone is placed on the ground and the command word "pitch" is spoken in Common, the stone transforms into an unmoving, opaque sphere that blends perfectly into the surrounding terrain providing complete concealment for the sphere. Half the sphere is above the ground and half is below ground. Up to 10 medium size creatures can fit into the sphere. The temperature inside the sphere is 70° F no matter the exterior temperature. The sphere provides protection against the elements, such as rain, dust, and sandstorms. The sphere withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The interior of the sphere is a hemisphere and can be illuminated dimly upon command. The sphere is transparent from within. Missiles, weapons, and most Chakra effects can pass through the sphere without affecting it. The sphere remains in place for 10 hours or until the command word "break" is spoken in Common. Coleman’s traveling stone can only be activated once each day.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 3,800 Ryo Each.
Jorga’s Whetstone x1
Rank: "S"
Type: Secondary, Main, Harnessed Gem
Effect: A harnessed Gem that sharpens weapons, making them stronger than before.
Special: ---
Drawback: ---
Description: A mineral alchemist named Jorga Ironstone made the initial discovery that led to the whetstone bearing his name. Jorga found that Diamond could be pulverized down to fine, sand-sized particles, yet still retain hardness. At first he was unsure of any uses for the Diamond sand, other than coming in handy for polishing suits of armor and other metal objects. As with many alchemical discoveries, a chance accident led Jorga to find another use for the Diamond sand. Jorga was working on a new alchemical resin when the pot he was stirring broke, spilling the resin. Jorga quickly grabbed the closest substance to stop the spill, a bag of diamond sand. The sand absorbed the resin and formed a rock hard lump of sand. The lump was about to be thrown out by Jorga’s assistant, but Jorga kept it, in the nature of all alchemists, to be able to experiment with. What Jorga found was that the combined sand and resin mixture made a very effective whetstone. It could sharpen the dullest blade, and that blade would retain its edge far longer than normal. Jorga made several whetstones and gave them away to family and friends. After his death, his name was given to the amazing whetstone he had created. When a person uses a Jorga’s Whetstone to sharpen a slashing or piercing weapon (dagger, swords, axes, arrows, etc.), the weapon acts as if it were a masterwork weapon, receiving a alchemical bonus to Weapon Size in Damage. The whetstone has no noticeable effects on Chakra weapons, and it is believed that the Chakra nature of the weapon will not allow the whetstone to function.
Limit: These types of items may be bought inside any Alchemy Shop. With a 5% chance of finding.
Cost: 105,000 Ryo Each.
Hydra Tooth x 2
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of heating water to boiling in 2 minutes.
Special: ---
Drawback: ---
Description: Legends have been told through the ages that the teeth of the hydra, when planted in the ground, will grow into fierce skeleton warriors. Alchemical scholars and sages think that there is truth in these legends and point to the natural Alchemical abilities of the harnessed fluorite crystal, which gets its name, hydra tooth, from these legends. To harness the minerals Alchemical properties, a well-formed fluorite crystal must be carved into the form of a hydra’s tooth about three inches in length. Burying the harnessed mineral into in loose dirt, soil, or sand activates the Alchemical property of the hydra tooth. 1 round after burial, 8 human warrior skeletons will grow from the ground surrounding the spot. The skeletons are under the command of the person that planted the hydra tooth and will remain animated until turned or destroyed. The maximum number of skeletons the user is able to command with hydra teeth is 60.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 15,000 Ryo Each.