Kimimaru Akasun
May 16, 2017 23:55:35 GMT -7
Post by Therakill on May 16, 2017 23:55:35 GMT -7
Basic Information
Name: Kimimaru Akasun
Bloodlimit: Kazeraikou
(Dragon Eyes)
Height: 5’11
Weight: 185
Age: 17 Birthday: December 18th
Gender: Male
Alignment: Chaotic Good
Birth Country: Land of Fire
Village: Kumogakure
Special: NinJutsu Specialist
Taijustu Specialist
GenJutsu Non-Specialist
Clan Non-Specialist
Weapons
Primary Weapon:
Secondary Items:
Non-Weapon Items
Character Depth
Personality:
Kimimaru believes he is an independent person. In fact the independence is the most important thing to him, not just independence but also being able to speak his mind. If there are limits placed on him by others that he disagrees with he will fight to break, to prove those people are wrong. This can set him apart from others who see him as odd and stand offish. This has caused him run from overly emotional expressions of any kind. Since he avoids expressing his emotions too much this comes off as him being aloof, which sets him apart from a lot of the regular people.
Though Kimimaru avoids his emotions he hates to be lonely, which is usually is. He wants to make friends but he has a hard time doing that. He has had one or two friends over the years and when he spent time with them it was best of his life. Kimi considers himself to be a good listener and will sit and listen to everyone talk around him. Though if the conversation starts to bore him he will get up and leave. Regardless of how that makes him look to others, though he is never mean about it.
He dislikes anything dull or boring, he will go out of his way to do something exciting and fun. This can back fire on him when he gets in over his head.Even though when he is excited he barely shows it at all. Just the barest hint of a smile that reaches his eyes, it is those eyes that betray that he has emotions and is not cold hearted. Even though when he is watching someone they can feel how serious he is, they don’t feel threatened. Well unless he does not like them and then they feel just how cold his eyes can be.
For those he considers his friends or comrades he will go out of his way to help them. When someone has earned his trust and affection it changes how he acts around them. He will be more open and friendly, showing a little more emotion. He will even smile from time to time around those friends, not even the small smile that he gets when having fun. He shows a full blown smile that can lighten the mood in comparison to how he usually is which is too serious and reserved.
When it comes to his believes he is uncompromising to say the least. Kimi utter belief in himself that his way of doing things is right, that his believes is unshakable and always correct. When he is challenged on those believes he will argue from a point he believes is fact and unemotional. Which may not always be the case, when it comes to being challenged on those he does not always see straight.
Appearance:
Kimi is slightly tanned but paler than most from the Kumogakur. He has crimson hair that could be considered messy if he was into fashion at all. He has sharp emerald green eyes that seem to pierce into those he watches. He always has a look of concentration on his face, as if he is wrestling with deep thoughts constantly. He stands at 5’4 and is weighs in at about 120 pounds, he is not overly tall or too buff. He wears causal cloths most of the time sticking with deep maroon for his colors, with gold accents on the buttons and buckles.
He carries his personal colors over to his work clothes. He wears a light shirt and pants died a deep maroon. His cloak is reversible black on the inside and crimson on the outside. On his hands he wears black metal and leather ceatus. The metal is died black were as the leather is died maroon. He wears a black tactical vest covered in pouches to store his tools. His pants are black with sheathes for his sickles on his belt.
When training in the dojo he wears his white practice gear. This consists of loose but well fitting top, allows for easy movement. Soft cotton pants just tight enough to allow for free movement. Clothe hand wraps to protect his hands during training. Cloth feet wraps for balance and to keep his feet clean. A single white headband where his Cloud headband would normally go, he always like to train as if he was on a mission.
He carries his colors over to his formal wear, unless it is for a funeral. He wears a nice maroon jacket that stops at his waist. A red silk button up shirt with a black tie loosely tied. He has nice maroon pants that don’t restrict his movements in the least. He has one set of nice black leather shoes that he is proud of. He does like to keep himself looking nice at all times,
When at home he wears loose fitting cotton sweatpants, black with small white clouds on them. He doesn’t wear shoes at all around the clan home, unless he is meeting formally with the clan. He wears a nice soft silk shirt that is maroon with small black clouds on them. He has a hoodie he likes to hear that is made of the softest cotton and is crimson in color. He wears that when he is just relaxing by himself and he thinks no one is around.
Background:
Kimimaru was born in the Konohagakure village to Karina Kitsugowa and Marun Kazeraikou. Karina was a nice person, some would almost say timid. Until she almost died giving birth to Kimimaru, it broke her will and mind. She turned to drinking to escape and never left the house, Marun tried to help her with his whole being. When Kimimaru would act up his mother would punish him, most of the time severely. Each time would be worse than the last, she blamed him for her almost dying and her no longer being a ninja.
She would scream and hit him if he did anything wrong at all. His father stopped going on missions when he realized what was happening. He stayed at home and took the brunt of the abuse for Kimimaru. But he would not leave her, he kept thinking he could save her. It was this uncompromising believe that drove his father to report her to the authorities when Kimi was eight. When the clan found out about what was going on they took Kimi away and to his closest relative who lived in Kumogakure village.
But the damage was already done to kimi. He had learned to suppress his emotions and learned to fear any emotional outburst. He learned to be uncompromising as he watched his father stick by his mother until the end. As he started his life in Kumogakure he learned to savor freedom and being able to speak his mind. Though he would only speak his mind when he could do so without showing his emotions. This was seen as troubling to his aunt and uncle, they tried many times to get him to open up but couldn’t.
It wasn’t until he met a young ninja that he started to open up. She was just out of the Academy and happy and joyful, even at ten he understood wanting friends and needing them. He had been so lonely before he met her. They had one year of friendship before he saw what was happening. She was being bullied harshly by superior ninja, he couldn’t stand it in the least. He would tail her where ever she went and anytime they would have started with her he would step in before that.
He never won any of the fights he started at all. In fact each fight he started they hurt him worse, made fun of him more and more. But he would not stand for that or what the tired to apply to him. He kept getting up and coming back until they tired of him and fighting him. It was during these fights that his eyes awakened to his clan’s power. It continued until one day she did not come back from a mission, and then they turned it all on him. Though he was determined not to show how bad he was hurting, though most could sense it from him.
It was then that he found the The Senri Lighting Dojo. He needed something to get him through his life and the academy and that was what the dojo did for him. He would go there every day after the academy and trained harder and harder. He avoided making friends with anyone he met, he didn’t want to get hurt again. So he would be at the back of all the classes and train by himself as much as possible. It only took him another year to graduate from the academy and become a Genin of the Kumogakure.
Name: Kimimaru Akasun
Bloodlimit: Kazeraikou
(Dragon Eyes)
Height: 5’11
Weight: 185
Age: 17 Birthday: December 18th
Gender: Male
Alignment: Chaotic Good
Birth Country: Land of Fire
Village: Kumogakure
Special: NinJutsu Specialist
Taijustu Specialist
GenJutsu Non-Specialist
Clan Non-Specialist
Weapons
Primary Weapon:
Paired Folding Sickles Frost (Perfected)
Rank: "B"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: This sickle can fold it's blade and bend its hilt to form a Bladed Tonfa
Drawback: ---
Description: A Light Weapon. These weapons do +24 Amour Points of Damage. A Sickle consists of a handle and a long blade for a head. The handle may be of different lengths, the longest being roughly the size no more than 2 feet, and the shortest being no more than a foot. Sickles are meant for use as quick striking weapons, or used as tools for farming or forms of harvesting.
Description: Identification: Difficult; Hardness: 10; Armour Points/Inch: 30; Armour Class: +0. Armour or weapons made from frost-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices. This material is the same substance as fire-forged steel with a subtle difference in the alignment of the metal during crafting. Instead of channeling heat away from the wearer, it channels heat toward the wearer. Frost-forged steel works similarly to fire-forged steel, except its effects apply to cold damage rather than fire damage. This means frost-forged steel weapons are less useful than their fire-forged counterparts, as there are few non-Chakra sources of cold that can quickly imbue it with enough cold energy to deal bonus damage. When the Cryo enhancement is activated it can deal 32 AP of Cold damage as a cryo enhancement works on the frost forged steel, giving the blade a blue hue. Anyone Wielding the Sickle is infused with Hope and Courage. The enchanted creatures gain a +2 morale bonus to Saves, +5 to Attack Damage, and +10 Skill Checks. Emotion (Hope) dispels Emotion Despair)
Limit: Crafted by Ryutatsu 'Little Wolf'
Cost: 141,143 Ryo
Paired Folding Sickles Fire (Perfected)
Rank: "B"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: This sickle can fold it's blade and bend its hilt to form a Bladed Tonfa
Drawback: ---
Description: A Light Weapon. These weapons do +24 Amour Points of Damage. A Sickle consists of a handle and a long blade for a head. The handle may be of different lengths, the longest being roughly the size no more than 2 feet, and the shortest being no more than a foot. Sickles are meant for use as quick striking weapons, or used as tools for farming or forms of harvesting.
Description: Identification: Difficult; Hardness: 10; Armour Points/Inch: 30; Armour Class: +0. Armour or weapons made from fire-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices. Artisans stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It did not take them long to adapt its unique properties to arms and Armour. Fire-forged steel channels heat in one direction to protect its wearer or wielder. When it is crafted into Armour, heat is channeled away from the wearer, offering some limited protection. Armour crafted from fire-forged steel grants the wearer fire resistance +10. Weapons crafted from fire-forged steel similarly channel heat away from the wearer; this does not grant the wielder energy resistance. Instead, the blade absorbs and channels heat to the parts of the weapon that contact enemies. If the weapon is exposed to 10 Armour Points or more of fire damage (such as from an opponent's fireball or by holding it in a campfire for 1 full round), the weapon adds +12 Armour Points of fire damage to its attacks for the next 2 rounds. If the wielder is wearing fire-forged Armour and using a fire-forged weapon, this bonus damage increases to 18 Armour Points of fire damage and lasts for 4 rounds. When the Thermal enhancement is activated it can deal 32 AP of Fire damage as a Thermal enhancement works on the fire forged steel, giving the blade a red hue. Anyone struck with the Sickle is infused with Despair and Hopelessness. (Despair: The enchanted creatures suffer a -2 penalty to Saves, -5 to Attack Damage, and -10 Skill Checks.)
Limit: Crafted by Ryutatsu 'Little Wolf'
Cost: 141,143 Ryo
Description: Chain A Two-Handed Weapon. These weapons do +10 Amour Points of Damage. A chain is a series of connected links which are typically made of metal. A chain may consist of two or more links. Chains are normally sold in Bundles. A bundle of Chain is 15 Meters. When using chains over 1.2 m (1 to 4 feet) they are treated as a 2-handed weapon. Chains under 1.2 m (1 to 4 feet) are treated as 1-handed weapons. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Description: Aeroglass Identification: Average; Hardness: 7; Armour Points/Inch: 12; Armour Class: -4. Non Magnetic Material. Aeroglass is a light, strong glass containing small amounts of adamantine and numerous minute air bubbles. It is sometimes found as slag floating on top of lava in active volcanoes. Not as strong as steel per unit volume, it has hardness 7 and 12 Armour Points per inch of thickness; an equivalent volume of aeroglass weighs only 1/5 as much as steel. Weapons made of aeroglass are always masterwork. Due to their light weight, they gain an additional +1 additional attack in 1 movement per round while using a weapon made of Aeroglass, though this bonus does not stack with any enchantment bonus. Aeroglass armour needs to be thicker in order to provide the same protection as normal Armour, so gives no special benefits. However, since it floats, adventurers sometimes wear armour of this substance.
Bow, Recurve (Overview)
Rank: "C"
Type: Main, Piercing, Bow
Effect: A bow with mechanical aids to help with drawing the bowstring while reducing range.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +8 Amour Points of Weapon Damage. The Range Increment of this weapon is 35 meters. May be used in Mounted Combat. A recurve bow has tips that curve away from the archer when the bow is strung. By definition, the difference between recurve and other bows is that the string touches a section of the limb when the bow is strung. A recurve bow stores more power and delivers energy more efficiently than an equivalent straight-limbed bow, giving a greater amount of energy and speed to the arrow.
Limit: These items may be bought inside any Hunting Shop.
Cost: 4,000 Ryo
Fire and Ice
Rank: "B"
Type: Main, Slashing, Sickle
Effect: A sickle is a hand held agricultural tool with a variously curved blade typically used for harvesting crops.
Special: A combination weapon consisting of Two sickles connected by a detachable chain of fifteen meters all crafted out of special materials.
Drawback: ---
Description: A Light Weapon. This weapon consist of two sickles that do +10 Amour Points of Damage. A Sickle consists of a handle and a long blade for a head. The handle may be of different lengths, the longest being roughly the size no more than 2 feet, and the shortest being no more than a foot. Sickles are meant for use as quick striking weapons, or used as tools for farming or forms of harvesting. One sickle is Fire Forged Steel and the other sickle is Frost Forged Steel, connected by a Aeroglass Chain of 15 meters in length.
Description: Fire Forged Steel Identification: Difficult; Hardness: 10; Armour Points/Inch: 30; Armour Class: +0. Armour or weapons made from fire-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices. Artisans stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It did not take them long to adapt its unique properties to arms and Armour. Fire-forged steel channels heat in one direction to protect its wearer or wielder. When it is crafted into Armour, heat is channeled away from the wearer, offering some limited protection. Armour crafted from fire-forged steel grants the wearer fire resistance +10. Weapons crafted from fire-forged steel similarly channel heat away from the wearer; this does not grant the wielder energy resistance. Instead, the blade absorbs and channels heat to the parts of the weapon that contact enemies. If the weapon is exposed to 10 Armour Points or more of fire damage (such as from an opponent's fireball or by holding it in a campfire for 1 full round), the weapon adds +12 Armour Points of fire damage to its attacks for the next 2 rounds. If the wielder is wearing fire-forged Armour and using a fire-forged weapon, this bonus damage increases to 18 Armour Points of fire damage and lasts for 4 rounds.
Description: Frost Forged Steel Identification: Difficult; Hardness: 10; Armour Points/Inch: 30; Armour Class: +0. Armour or weapons made from frost-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices. This material is the same substance as fire-forged steel with a subtle difference in the alignment of the metal during crafting. Instead of channeling heat away from the wearer, it channels heat toward the wearer. Frost-forged steel works similarly to fire-forged steel, except its effects apply to cold damage rather than fire damage. This means frost-forged steel weapons are less useful than their fire-forged counterparts, as there are few non-Chakra sources of cold that can quickly imbue it with enough cold energy to deal bonus damage.
Description: Chain A Two-Handed Weapon. These weapons do +10 Amour Points of Damage. A chain is a series of connected links which are typically made of metal. A chain may consist of two or more links. Chains are normally sold in Bundles. A bundle of Chain is 15 Meters. When using chains over 1.2 m (1 to 4 feet) they are treated as a 2-handed weapon. Chains under 1.2 m (1 to 4 feet) are treated as 1-handed weapons. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Description: Aeroglass Identification: Average; Hardness: 7; Armour Points/Inch: 12; Armour Class: -4. Non Magnetic Material. Aeroglass is a light, strong glass containing small amounts of adamantine and numerous minute air bubbles. It is sometimes found as slag floating on top of lava in active volcanoes. Not as strong as steel per unit volume, it has hardness 7 and 12 Armour Points per inch of thickness; an equivalent volume of aeroglass weighs only 1/5 as much as steel. Weapons made of aeroglass are always masterwork. Due to their light weight, they gain an additional +1 additional attack in 1 movement per round while using a weapon made of Aeroglass, though this bonus does not stack with any enchantment bonus. Aeroglass armour needs to be thicker in order to provide the same protection as normal Armour, so gives no special benefits. However, since it floats, adventurers sometimes wear armour of this substance.
Limit: These items may be bought inside any Weapon Shop.
Cost: 114,468 Ryo
Sickle (Overview)
Rank: "C"
Type: Main, Slashing, Sickle
Effect: A sickle is a hand held agricultural tool with a variously curved blade typically used for harvesting crops.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A Sickle consists of a handle and a long blade for a head. The handle may be of different lengths, the longest being roughly the size no more than 2 feet, and the shortest being no more than a foot. Sickles are meant for use as quick striking weapons, or used as tools for farming or forms of harvesting. Examples of a Sickle Weapon: Sickle and Kama.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Sickle (Overview)
Rank: "C"
Type: Main, Slashing, Sickle
Effect: A sickle is a hand held agricultural tool with a variously curved blade typically used for harvesting crops.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A Sickle consists of a handle and a long blade for a head. The handle may be of different lengths, the longest being roughly the size no more than 2 feet, and the shortest being no more than a foot. Sickles are meant for use as quick striking weapons, or used as tools for farming or forms of harvesting. Examples of a Sickle Weapon: Sickle and Kama.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Greaves (Overview)
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
Gauntlet (Overview)
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 armoured 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
Gauntlet (Overview)
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 armoured 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
Rank: "B"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: This sickle can fold it's blade and bend its hilt to form a Bladed Tonfa
Drawback: ---
Description: A Light Weapon. These weapons do +24 Amour Points of Damage. A Sickle consists of a handle and a long blade for a head. The handle may be of different lengths, the longest being roughly the size no more than 2 feet, and the shortest being no more than a foot. Sickles are meant for use as quick striking weapons, or used as tools for farming or forms of harvesting.
Description: Identification: Difficult; Hardness: 10; Armour Points/Inch: 30; Armour Class: +0. Armour or weapons made from frost-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices. This material is the same substance as fire-forged steel with a subtle difference in the alignment of the metal during crafting. Instead of channeling heat away from the wearer, it channels heat toward the wearer. Frost-forged steel works similarly to fire-forged steel, except its effects apply to cold damage rather than fire damage. This means frost-forged steel weapons are less useful than their fire-forged counterparts, as there are few non-Chakra sources of cold that can quickly imbue it with enough cold energy to deal bonus damage. When the Cryo enhancement is activated it can deal 32 AP of Cold damage as a cryo enhancement works on the frost forged steel, giving the blade a blue hue. Anyone Wielding the Sickle is infused with Hope and Courage. The enchanted creatures gain a +2 morale bonus to Saves, +5 to Attack Damage, and +10 Skill Checks. Emotion (Hope) dispels Emotion Despair)
Limit: Crafted by Ryutatsu 'Little Wolf'
Cost: 141,143 Ryo
Paired Folding Sickles Fire (Perfected)
Rank: "B"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: This sickle can fold it's blade and bend its hilt to form a Bladed Tonfa
Drawback: ---
Description: A Light Weapon. These weapons do +24 Amour Points of Damage. A Sickle consists of a handle and a long blade for a head. The handle may be of different lengths, the longest being roughly the size no more than 2 feet, and the shortest being no more than a foot. Sickles are meant for use as quick striking weapons, or used as tools for farming or forms of harvesting.
Description: Identification: Difficult; Hardness: 10; Armour Points/Inch: 30; Armour Class: +0. Armour or weapons made from fire-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices. Artisans stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It did not take them long to adapt its unique properties to arms and Armour. Fire-forged steel channels heat in one direction to protect its wearer or wielder. When it is crafted into Armour, heat is channeled away from the wearer, offering some limited protection. Armour crafted from fire-forged steel grants the wearer fire resistance +10. Weapons crafted from fire-forged steel similarly channel heat away from the wearer; this does not grant the wielder energy resistance. Instead, the blade absorbs and channels heat to the parts of the weapon that contact enemies. If the weapon is exposed to 10 Armour Points or more of fire damage (such as from an opponent's fireball or by holding it in a campfire for 1 full round), the weapon adds +12 Armour Points of fire damage to its attacks for the next 2 rounds. If the wielder is wearing fire-forged Armour and using a fire-forged weapon, this bonus damage increases to 18 Armour Points of fire damage and lasts for 4 rounds. When the Thermal enhancement is activated it can deal 32 AP of Fire damage as a Thermal enhancement works on the fire forged steel, giving the blade a red hue. Anyone struck with the Sickle is infused with Despair and Hopelessness. (Despair: The enchanted creatures suffer a -2 penalty to Saves, -5 to Attack Damage, and -10 Skill Checks.)
Limit: Crafted by Ryutatsu 'Little Wolf'
Cost: 141,143 Ryo
Description: Chain A Two-Handed Weapon. These weapons do +10 Amour Points of Damage. A chain is a series of connected links which are typically made of metal. A chain may consist of two or more links. Chains are normally sold in Bundles. A bundle of Chain is 15 Meters. When using chains over 1.2 m (1 to 4 feet) they are treated as a 2-handed weapon. Chains under 1.2 m (1 to 4 feet) are treated as 1-handed weapons. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Description: Aeroglass Identification: Average; Hardness: 7; Armour Points/Inch: 12; Armour Class: -4. Non Magnetic Material. Aeroglass is a light, strong glass containing small amounts of adamantine and numerous minute air bubbles. It is sometimes found as slag floating on top of lava in active volcanoes. Not as strong as steel per unit volume, it has hardness 7 and 12 Armour Points per inch of thickness; an equivalent volume of aeroglass weighs only 1/5 as much as steel. Weapons made of aeroglass are always masterwork. Due to their light weight, they gain an additional +1 additional attack in 1 movement per round while using a weapon made of Aeroglass, though this bonus does not stack with any enchantment bonus. Aeroglass armour needs to be thicker in order to provide the same protection as normal Armour, so gives no special benefits. However, since it floats, adventurers sometimes wear armour of this substance.
Bow, Recurve (Overview)
Rank: "C"
Type: Main, Piercing, Bow
Effect: A bow with mechanical aids to help with drawing the bowstring while reducing range.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +8 Amour Points of Weapon Damage. The Range Increment of this weapon is 35 meters. May be used in Mounted Combat. A recurve bow has tips that curve away from the archer when the bow is strung. By definition, the difference between recurve and other bows is that the string touches a section of the limb when the bow is strung. A recurve bow stores more power and delivers energy more efficiently than an equivalent straight-limbed bow, giving a greater amount of energy and speed to the arrow.
Limit: These items may be bought inside any Hunting Shop.
Cost: 4,000 Ryo
Fire and Ice
Rank: "B"
Type: Main, Slashing, Sickle
Effect: A sickle is a hand held agricultural tool with a variously curved blade typically used for harvesting crops.
Special: A combination weapon consisting of Two sickles connected by a detachable chain of fifteen meters all crafted out of special materials.
Drawback: ---
Description: A Light Weapon. This weapon consist of two sickles that do +10 Amour Points of Damage. A Sickle consists of a handle and a long blade for a head. The handle may be of different lengths, the longest being roughly the size no more than 2 feet, and the shortest being no more than a foot. Sickles are meant for use as quick striking weapons, or used as tools for farming or forms of harvesting. One sickle is Fire Forged Steel and the other sickle is Frost Forged Steel, connected by a Aeroglass Chain of 15 meters in length.
Description: Fire Forged Steel Identification: Difficult; Hardness: 10; Armour Points/Inch: 30; Armour Class: +0. Armour or weapons made from fire-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices. Artisans stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It did not take them long to adapt its unique properties to arms and Armour. Fire-forged steel channels heat in one direction to protect its wearer or wielder. When it is crafted into Armour, heat is channeled away from the wearer, offering some limited protection. Armour crafted from fire-forged steel grants the wearer fire resistance +10. Weapons crafted from fire-forged steel similarly channel heat away from the wearer; this does not grant the wielder energy resistance. Instead, the blade absorbs and channels heat to the parts of the weapon that contact enemies. If the weapon is exposed to 10 Armour Points or more of fire damage (such as from an opponent's fireball or by holding it in a campfire for 1 full round), the weapon adds +12 Armour Points of fire damage to its attacks for the next 2 rounds. If the wielder is wearing fire-forged Armour and using a fire-forged weapon, this bonus damage increases to 18 Armour Points of fire damage and lasts for 4 rounds.
Description: Frost Forged Steel Identification: Difficult; Hardness: 10; Armour Points/Inch: 30; Armour Class: +0. Armour or weapons made from frost-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices. This material is the same substance as fire-forged steel with a subtle difference in the alignment of the metal during crafting. Instead of channeling heat away from the wearer, it channels heat toward the wearer. Frost-forged steel works similarly to fire-forged steel, except its effects apply to cold damage rather than fire damage. This means frost-forged steel weapons are less useful than their fire-forged counterparts, as there are few non-Chakra sources of cold that can quickly imbue it with enough cold energy to deal bonus damage.
Description: Chain A Two-Handed Weapon. These weapons do +10 Amour Points of Damage. A chain is a series of connected links which are typically made of metal. A chain may consist of two or more links. Chains are normally sold in Bundles. A bundle of Chain is 15 Meters. When using chains over 1.2 m (1 to 4 feet) they are treated as a 2-handed weapon. Chains under 1.2 m (1 to 4 feet) are treated as 1-handed weapons. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Description: Aeroglass Identification: Average; Hardness: 7; Armour Points/Inch: 12; Armour Class: -4. Non Magnetic Material. Aeroglass is a light, strong glass containing small amounts of adamantine and numerous minute air bubbles. It is sometimes found as slag floating on top of lava in active volcanoes. Not as strong as steel per unit volume, it has hardness 7 and 12 Armour Points per inch of thickness; an equivalent volume of aeroglass weighs only 1/5 as much as steel. Weapons made of aeroglass are always masterwork. Due to their light weight, they gain an additional +1 additional attack in 1 movement per round while using a weapon made of Aeroglass, though this bonus does not stack with any enchantment bonus. Aeroglass armour needs to be thicker in order to provide the same protection as normal Armour, so gives no special benefits. However, since it floats, adventurers sometimes wear armour of this substance.
Limit: These items may be bought inside any Weapon Shop.
Cost: 114,468 Ryo
Sickle (Overview)
Rank: "C"
Type: Main, Slashing, Sickle
Effect: A sickle is a hand held agricultural tool with a variously curved blade typically used for harvesting crops.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A Sickle consists of a handle and a long blade for a head. The handle may be of different lengths, the longest being roughly the size no more than 2 feet, and the shortest being no more than a foot. Sickles are meant for use as quick striking weapons, or used as tools for farming or forms of harvesting. Examples of a Sickle Weapon: Sickle and Kama.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Sickle (Overview)
Rank: "C"
Type: Main, Slashing, Sickle
Effect: A sickle is a hand held agricultural tool with a variously curved blade typically used for harvesting crops.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A Sickle consists of a handle and a long blade for a head. The handle may be of different lengths, the longest being roughly the size no more than 2 feet, and the shortest being no more than a foot. Sickles are meant for use as quick striking weapons, or used as tools for farming or forms of harvesting. Examples of a Sickle Weapon: Sickle and Kama.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Greaves (Overview)
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
Gauntlet (Overview)
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 armoured 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
Gauntlet (Overview)
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 armoured 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
Secondary Items:
Arrowhead: Mechanical Blade (Overview) X 1 slot
Rank: "C"
Type: Secondary, 50 per Slot, Marksman, Ammunition, Arrowhead
Effect: A mechanism arrowhead that shoots out cutting edges to grapple into a body
Special: ---
Drawback: Difficult to remove, can rip flesh when coming out.
Description: Picture Some broadhead arrowheads have mechanical blades that are held back against the ferrule in a retracted position until the arrow strikes its target. Once the tip impacts the surface, the cutting edges of the blades expand. Use this type of arrowhead with bows rated 50 lbs. or higher. A strong bow like this is needed to create the extra energy needed to expand the blades upon impact. The Range Increment Adjustment with this Arrowhead is equal to the weapon.
Limit: Can be bought at any Hunting Shop.
Cost: 1,650 Ryo per Slot, or 33 Ryo Each
Arrowhead: Fish Point (Overview) X 1 Slot
Rank: "C"
Type: Secondary, 50 per Slot, Marksman, Ammunition, Arrowhead
Effect: Mostly used for fishing. A spear like arrowhead that latches the insides of a body.
Special: ---
Drawback: Difficult to take out, could cause tearing.
Description: Picture Some arrowheads are specifically designed for the purpose of spearing fish. These fish-point arrowheads have a long point that is spring-loaded or spiked with barbs to hold the fish in place. A fishing line is attached to the rear of the head so the fisherman can reel the fish in after striking it with the arrow. These are normally attached to wire to bring up Fish when fishing. The Range Increment Adjustment with this Arrowhead is equal to the weapon.
Limit: Can be bought at any Hunting Shop.
Cost: 1,650 Ryo per Slot, or 33 Ryo Each
Arrow (Overview) X100
Rank: "C"
Type: Secondary, Weapon, 10 per Quiver Slot, Arrow
Effect: A shaft sharpened at the front and with feathers or vanes at the back, shot from a bow as a weapon or for sport.
Special: ---
Drawback: ---
Description: Picture An arrow is a shafted projectile that is shot with a bow. An arrow ranges between 18 inches to even 5 feet. However, most modern arrows are 75 cm (30 in) to 96 cm (38 in). The Range Increment of an arrow depends on the 3 parts that make up an Arrow. Every Arrow must have 3 part: an Arrowhead, a Shaft, and a Fletching. The Range Increment Adjustment with this item is dependent on the 3 parts.
Limit: These types of items may be bought inside any Hunting Shop.
Cost: 1,000 Ryo per Quiver Slot, or 100 Ryo Each
Shuriken, Hira (Overview) x75
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 (Overview) x10
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.
Scroll: Tag, Explosive Negative (Overview) x10
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.
Scroll: Tag, Explosive Radiant (Overview) x10
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.
Scroll: Tag, Lock (Overview)
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: 600 Ryo Each
Zipties (Overview)
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
Rank: "C"
Type: Secondary, 50 per Slot, Marksman, Ammunition, Arrowhead
Effect: A mechanism arrowhead that shoots out cutting edges to grapple into a body
Special: ---
Drawback: Difficult to remove, can rip flesh when coming out.
Description: Picture Some broadhead arrowheads have mechanical blades that are held back against the ferrule in a retracted position until the arrow strikes its target. Once the tip impacts the surface, the cutting edges of the blades expand. Use this type of arrowhead with bows rated 50 lbs. or higher. A strong bow like this is needed to create the extra energy needed to expand the blades upon impact. The Range Increment Adjustment with this Arrowhead is equal to the weapon.
Limit: Can be bought at any Hunting Shop.
Cost: 1,650 Ryo per Slot, or 33 Ryo Each
Arrowhead: Fish Point (Overview) X 1 Slot
Rank: "C"
Type: Secondary, 50 per Slot, Marksman, Ammunition, Arrowhead
Effect: Mostly used for fishing. A spear like arrowhead that latches the insides of a body.
Special: ---
Drawback: Difficult to take out, could cause tearing.
Description: Picture Some arrowheads are specifically designed for the purpose of spearing fish. These fish-point arrowheads have a long point that is spring-loaded or spiked with barbs to hold the fish in place. A fishing line is attached to the rear of the head so the fisherman can reel the fish in after striking it with the arrow. These are normally attached to wire to bring up Fish when fishing. The Range Increment Adjustment with this Arrowhead is equal to the weapon.
Limit: Can be bought at any Hunting Shop.
Cost: 1,650 Ryo per Slot, or 33 Ryo Each
Arrow (Overview) X100
Rank: "C"
Type: Secondary, Weapon, 10 per Quiver Slot, Arrow
Effect: A shaft sharpened at the front and with feathers or vanes at the back, shot from a bow as a weapon or for sport.
Special: ---
Drawback: ---
Description: Picture An arrow is a shafted projectile that is shot with a bow. An arrow ranges between 18 inches to even 5 feet. However, most modern arrows are 75 cm (30 in) to 96 cm (38 in). The Range Increment of an arrow depends on the 3 parts that make up an Arrow. Every Arrow must have 3 part: an Arrowhead, a Shaft, and a Fletching. The Range Increment Adjustment with this item is dependent on the 3 parts.
Limit: These types of items may be bought inside any Hunting Shop.
Cost: 1,000 Ryo per Quiver Slot, or 100 Ryo Each
Shuriken, Hira (Overview) x75
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 (Overview) x10
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.
Scroll: Tag, Explosive Negative (Overview) x10
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.
Scroll: Tag, Explosive Radiant (Overview) x10
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.
Scroll: Tag, Lock (Overview)
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: 600 Ryo Each
Zipties (Overview)
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
Non-Weapon Items
Fire Resistance Cloak
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Cloaks are hooded outerwear that tend to cover most other clothing and are open at the front.
Special: ---
Drawback: ---
Description: A cloak is a type of loose garment that is worn over indoor clothing. It protects the wearer from the cold, rain or wind for example, or it may form part of a fashionable outfit or uniform. Cloaks have been used by myriad historic societies; many climates favor wearing a full-body garment which is easily removed and does not constrain the wearer with sleeves. Over time cloak designs have been changed to match fashion and available textiles. Cloaks generally fasten at the neck or over the shoulder, vary in length, from hip all the way down to the ankle, mid-calf being the normal length. They may have an attached hood, and may cover and fasten down the front, in which case they have holes or slits for the hands to pass through. However, cloaks are almost always sleeveless. Cloaks give a +10 to Sleight of Hand when worn. Cloaks can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak 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 type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo Each.
Quiver Belt (Small of the back can carry 50 arrows)
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Wearable Container
Effect: A container normally worn on the belt used to carry arrows, bolts, and darts.
Special: ---
Drawback: ---
Description: The most common style of quiver is a flat or cylindrical container suspended from the belt. Many variations of this type exist, such as being canted forwards or backwards, and being carried on the dominant hand side, off-hand side, or the small of the back. Some variants enclose almost the entire arrow, while minimalist "pocket quivers" consist of little more than a small stiff pouch that only covers the first few inches. The standard belt quiver has a volume of 1 slot. It can hold up to 20 Arrows, Bolts, or Darts. A belt quiver may be larger, or smaller. For every 1/4th of a Slot the quiver can hold 5 Arrows, Bolts, or Darts. For Example: 30 Arrow quiver is 1 and 1/2 Slots. 1 slot is approximately 50 square inches. The belt quiver can be outfitted with Modular Lightweight Load Carrying Equipment. For every 20 Arrows 1 pouch can be applied outside of the Quiver.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Vest, Tactical Load Carrying
Rank: "C"
Type: Main, Slot Holder, 19 Pouches, Rig
Effect: A Modular pocketing and harness system that allows tailoring of load and system configurations.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 19 individual Pouches. The back can carry a 3 pouches, while the front end carries 16 pouches. The vest consists of the suspenders, a left, right and back panel that are connected with adjustable drawcords in a corset lacing system secured by cord locks. The vest weighs 1.8 pounds empty. The Tactical Load Carrying Vest is outfitted with Modular Lightweight Load-Carrying Equipment, which is delivery system that holds the pouches in tightly. The concept of a Load Carrying Tactical Vest is to more evenly distribute the weight of the equipment over the body.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 4,500 Ryo Each.
Pouch, Quick Loader x5
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.
Pouch, Utility
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.
Compass (Overview)
Rank: "B"
Type: Secondary, 10 per Slot, Gadget, Survival, Compass
Effect: A compass is a navigational instrument for determining direction relative to the Earth's magnetic poles.
Special: ---
Drawback: ---
Description: A compass relies on the Earth's magnetic field to determine the direction of magnetic north. A compass grants its user a +10 circumstance bonus to Direction Sense checks.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo per Slot, or 500 Ryo Each
Scroll: Map: Known World
Rank: "B"
Type: Main, Book, Scroll, Map
Effect: A map of any of the world's main continuous expanses of land.
Special: ---
Drawback: ---
Description: Known World; entire Known World. Known World Map's dimensions are 40 inches by 24 inches. Known World Maps list the Continents, Nations, and City Capitals, of those Nations that reside within the Known World. The Known World Map also states the Oceans, Bays, and Near By Islands associated to the Known World. The Maps may be folded and can fit inside Map Holders found in Vests.
Limit: These items may be bought inside any Book Shop.
Cost: 3,000 Ryo Each
Scroll: Map: Local
Rank: "B"
Type: Main, Book, Scroll, Map
Effect: A city map is a large-scale thematic map of a city (or part of a city) created to enable the fastest possible orientation in an urban space.
Special: ---
Drawback: ---
Description: Local; nearby landmarks. Local Map's dimensions are 40 inches by 24 inches. City Maps list Major, and Minor Roads of that city. City Maps list Point of Interests in City. City Maps list the Buildings of the City. City Maps list Major and Minor Trade Routes, and Regions that reside in the City. City Maps lists the Oceans, Bays, Major and Minor Lakes, and Major and Minor Rivers that reside in the City. The Maps may be folded and can fit inside Map Holders found in Vests.
Limit: These items may be bought inside any Book Shop within that City.
Cost: 3,000 Ryo Each
Flint (Overview) x5
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
Book: Jutsu-Book: Small
Rank: "C"
Type: Main, Book, Jutsu-Book
Effect: A blank book for writing or painting on. This book has a 50 Capacity.
Special: ---
Drawback: ---
Description: A Blank Book is a heavy book fine vellum or high-quality paper. The sheet is reinforced and bounded between thick, and large pieces of leather. Most Jutsu-Book covers are inscribed with Seals which often identify the owner or the Jutsus stored. The Seals sometimes hide traps. This book carries 50 separate pages that is 8 inches by 12 inches in size.
Limit: These items may be bought inside any Book Shop.
Cost: 2,250 Ryo
Tracking Device
Rank: "S"
Type: Secondary, 4 per Slot, Gadget, Surveillance, Monitor
Effect: A devise that allows a user to track movement using other devices called "Tracers".
Special: ---
Drawback: ---
Description: A device that shows where a tracer is located within the range of 500 miles (Normally capable to read out information within a Board. See Map for more sizes). This device is 4 inches by 1 inch by 2 inches. It has a small LCD screen along with a set of buttons to display locations of tracers. The tracer's location only emits the general area it may be in and does not give any specifics, such as blueprints of housing. The Tracking Device comes in all shapes and colors depending on the user's choice when purchasing. Tracers must first be configured with the Tracking Device. The Tracking Device also has a zooming capability to make tracking easier for the user.
Limit: These items may be bought inside any Gadget Shop.
Cost: 12,000 Ryo per Slot, or 3,000 Ryo Each
Tracer
Rank: "S"
Type: Secondary, 64 per Slot, Gadget, Surveillance, Transmitter
Effect: A device that emits a tracking beacon
Special: ---
Drawback: ---
Description: The covert device are tiny black clips that can catch on cloth, fasten to objects, and be hidden virtually anywhere. This device also contains a cohesive side to easily stick on other surfaces. The use of tracers is to track anyone that the tracer is placed upon. Each is the 1 inch in diameter and 1/2 an inch wide. The range between a Tracer and a Tracking Device is 500 miles (Normally capable to send out a reading within a Board. See Map for more sizes.)
Limit: These items may be bought inside any Gadget Shop.
Cost: 32,000 Ryo per Slot, 500 Ryo Each
Rebreather (Overview)
Rank: "A"
Type: Secondary, 6 per Slot, Gadget, Survival, Mask
Effect: A small breathing apparatus that allows oxygen-breathing life forms to survive underwater.
Special: ---
Drawback: ---
Description: Picture Picture A device utilized filtering mechanisms to separate external gaseous mixtures and relied on miniature tanks of compressed oxygen to provide breathable gas. These generally used underwater or in other hazardous environments. They typically weigh 0.2 kilograms. The small cylinder fits into the mouth and contains enough oxygen for 30 minutes during which time the wearer does not suffocate.
Limit: These items may be bought inside any Gadget Shop.
Cost: 30,000 Ryo per Slot, or 5,000 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
Auto Injector Harness (Overview)
Rank: "B"
Type: Main, Gadget, Survival, Auto-Injector
Effect: A harnessed computerized auto-injector that may be programmed to inject doses into the wearer's body when conditions are met.
Special: ---
Drawback: ---
Description: This device is large device, the size of approximately a Single Utility Pouch. It weighs half a pound and is powered by gears and electronics. Typically attached to the user's body with a strap of non-toxic adhesive, the Auto-Injector Harness is pre-programmed to automatically deliver medications during certain threat situation. Using either voice commands or keyboard, the user specifies triggers, events such as entering combat, taking a certain amount of damage, or being exposed to a disease or toxin. When the conditions are met, the device injects the appropriate drug, without any conscious effort by the user allowing them to act normally. Each Injector has 5 small reservoirs that each hold up to 5 Vials of dosage. Commonly used drugs are often found in 5-dose "cartridges" specifically designed for this device.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 15,000 Ryo Each
Kit, Lockpick
Rank: "S"
Type: Secondary, 1 per Slot, Gadget, Mechanical, Kit
Effect: A set of lockpicks and other devices used to get through mechanical locks.
Special: ---
Drawback: ---
Description: A lockpick set includes picks and tension bars for opening locks operated by standard keys. A lockpick set allows a user to make Lockpick checks to open mechanical locks (deadbolts, keyed entry locks, and so forth) without penalty.
Limit: These items may be bought inside any Gadget Shop.
Cost: 10,000 Ryo
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Cloaks are hooded outerwear that tend to cover most other clothing and are open at the front.
Special: ---
Drawback: ---
Description: A cloak is a type of loose garment that is worn over indoor clothing. It protects the wearer from the cold, rain or wind for example, or it may form part of a fashionable outfit or uniform. Cloaks have been used by myriad historic societies; many climates favor wearing a full-body garment which is easily removed and does not constrain the wearer with sleeves. Over time cloak designs have been changed to match fashion and available textiles. Cloaks generally fasten at the neck or over the shoulder, vary in length, from hip all the way down to the ankle, mid-calf being the normal length. They may have an attached hood, and may cover and fasten down the front, in which case they have holes or slits for the hands to pass through. However, cloaks are almost always sleeveless. Cloaks give a +10 to Sleight of Hand when worn. Cloaks can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak 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 type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo Each.
Quiver Belt (Small of the back can carry 50 arrows)
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Wearable Container
Effect: A container normally worn on the belt used to carry arrows, bolts, and darts.
Special: ---
Drawback: ---
Description: The most common style of quiver is a flat or cylindrical container suspended from the belt. Many variations of this type exist, such as being canted forwards or backwards, and being carried on the dominant hand side, off-hand side, or the small of the back. Some variants enclose almost the entire arrow, while minimalist "pocket quivers" consist of little more than a small stiff pouch that only covers the first few inches. The standard belt quiver has a volume of 1 slot. It can hold up to 20 Arrows, Bolts, or Darts. A belt quiver may be larger, or smaller. For every 1/4th of a Slot the quiver can hold 5 Arrows, Bolts, or Darts. For Example: 30 Arrow quiver is 1 and 1/2 Slots. 1 slot is approximately 50 square inches. The belt quiver can be outfitted with Modular Lightweight Load Carrying Equipment. For every 20 Arrows 1 pouch can be applied outside of the Quiver.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Vest, Tactical Load Carrying
Rank: "C"
Type: Main, Slot Holder, 19 Pouches, Rig
Effect: A Modular pocketing and harness system that allows tailoring of load and system configurations.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 19 individual Pouches. The back can carry a 3 pouches, while the front end carries 16 pouches. The vest consists of the suspenders, a left, right and back panel that are connected with adjustable drawcords in a corset lacing system secured by cord locks. The vest weighs 1.8 pounds empty. The Tactical Load Carrying Vest is outfitted with Modular Lightweight Load-Carrying Equipment, which is delivery system that holds the pouches in tightly. The concept of a Load Carrying Tactical Vest is to more evenly distribute the weight of the equipment over the body.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 4,500 Ryo Each.
Pouch, Quick Loader x5
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.
Pouch, Utility
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.
Compass (Overview)
Rank: "B"
Type: Secondary, 10 per Slot, Gadget, Survival, Compass
Effect: A compass is a navigational instrument for determining direction relative to the Earth's magnetic poles.
Special: ---
Drawback: ---
Description: A compass relies on the Earth's magnetic field to determine the direction of magnetic north. A compass grants its user a +10 circumstance bonus to Direction Sense checks.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo per Slot, or 500 Ryo Each
Scroll: Map: Known World
Rank: "B"
Type: Main, Book, Scroll, Map
Effect: A map of any of the world's main continuous expanses of land.
Special: ---
Drawback: ---
Description: Known World; entire Known World. Known World Map's dimensions are 40 inches by 24 inches. Known World Maps list the Continents, Nations, and City Capitals, of those Nations that reside within the Known World. The Known World Map also states the Oceans, Bays, and Near By Islands associated to the Known World. The Maps may be folded and can fit inside Map Holders found in Vests.
Limit: These items may be bought inside any Book Shop.
Cost: 3,000 Ryo Each
Scroll: Map: Local
Rank: "B"
Type: Main, Book, Scroll, Map
Effect: A city map is a large-scale thematic map of a city (or part of a city) created to enable the fastest possible orientation in an urban space.
Special: ---
Drawback: ---
Description: Local; nearby landmarks. Local Map's dimensions are 40 inches by 24 inches. City Maps list Major, and Minor Roads of that city. City Maps list Point of Interests in City. City Maps list the Buildings of the City. City Maps list Major and Minor Trade Routes, and Regions that reside in the City. City Maps lists the Oceans, Bays, Major and Minor Lakes, and Major and Minor Rivers that reside in the City. The Maps may be folded and can fit inside Map Holders found in Vests.
Limit: These items may be bought inside any Book Shop within that City.
Cost: 3,000 Ryo Each
Flint (Overview) x5
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
Book: Jutsu-Book: Small
Rank: "C"
Type: Main, Book, Jutsu-Book
Effect: A blank book for writing or painting on. This book has a 50 Capacity.
Special: ---
Drawback: ---
Description: A Blank Book is a heavy book fine vellum or high-quality paper. The sheet is reinforced and bounded between thick, and large pieces of leather. Most Jutsu-Book covers are inscribed with Seals which often identify the owner or the Jutsus stored. The Seals sometimes hide traps. This book carries 50 separate pages that is 8 inches by 12 inches in size.
Limit: These items may be bought inside any Book Shop.
Cost: 2,250 Ryo
Tracking Device
Rank: "S"
Type: Secondary, 4 per Slot, Gadget, Surveillance, Monitor
Effect: A devise that allows a user to track movement using other devices called "Tracers".
Special: ---
Drawback: ---
Description: A device that shows where a tracer is located within the range of 500 miles (Normally capable to read out information within a Board. See Map for more sizes). This device is 4 inches by 1 inch by 2 inches. It has a small LCD screen along with a set of buttons to display locations of tracers. The tracer's location only emits the general area it may be in and does not give any specifics, such as blueprints of housing. The Tracking Device comes in all shapes and colors depending on the user's choice when purchasing. Tracers must first be configured with the Tracking Device. The Tracking Device also has a zooming capability to make tracking easier for the user.
Limit: These items may be bought inside any Gadget Shop.
Cost: 12,000 Ryo per Slot, or 3,000 Ryo Each
Tracer
Rank: "S"
Type: Secondary, 64 per Slot, Gadget, Surveillance, Transmitter
Effect: A device that emits a tracking beacon
Special: ---
Drawback: ---
Description: The covert device are tiny black clips that can catch on cloth, fasten to objects, and be hidden virtually anywhere. This device also contains a cohesive side to easily stick on other surfaces. The use of tracers is to track anyone that the tracer is placed upon. Each is the 1 inch in diameter and 1/2 an inch wide. The range between a Tracer and a Tracking Device is 500 miles (Normally capable to send out a reading within a Board. See Map for more sizes.)
Limit: These items may be bought inside any Gadget Shop.
Cost: 32,000 Ryo per Slot, 500 Ryo Each
Rebreather (Overview)
Rank: "A"
Type: Secondary, 6 per Slot, Gadget, Survival, Mask
Effect: A small breathing apparatus that allows oxygen-breathing life forms to survive underwater.
Special: ---
Drawback: ---
Description: Picture Picture A device utilized filtering mechanisms to separate external gaseous mixtures and relied on miniature tanks of compressed oxygen to provide breathable gas. These generally used underwater or in other hazardous environments. They typically weigh 0.2 kilograms. The small cylinder fits into the mouth and contains enough oxygen for 30 minutes during which time the wearer does not suffocate.
Limit: These items may be bought inside any Gadget Shop.
Cost: 30,000 Ryo per Slot, or 5,000 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
Auto Injector Harness (Overview)
Rank: "B"
Type: Main, Gadget, Survival, Auto-Injector
Effect: A harnessed computerized auto-injector that may be programmed to inject doses into the wearer's body when conditions are met.
Special: ---
Drawback: ---
Description: This device is large device, the size of approximately a Single Utility Pouch. It weighs half a pound and is powered by gears and electronics. Typically attached to the user's body with a strap of non-toxic adhesive, the Auto-Injector Harness is pre-programmed to automatically deliver medications during certain threat situation. Using either voice commands or keyboard, the user specifies triggers, events such as entering combat, taking a certain amount of damage, or being exposed to a disease or toxin. When the conditions are met, the device injects the appropriate drug, without any conscious effort by the user allowing them to act normally. Each Injector has 5 small reservoirs that each hold up to 5 Vials of dosage. Commonly used drugs are often found in 5-dose "cartridges" specifically designed for this device.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 15,000 Ryo Each
Kit, Lockpick
Rank: "S"
Type: Secondary, 1 per Slot, Gadget, Mechanical, Kit
Effect: A set of lockpicks and other devices used to get through mechanical locks.
Special: ---
Drawback: ---
Description: A lockpick set includes picks and tension bars for opening locks operated by standard keys. A lockpick set allows a user to make Lockpick checks to open mechanical locks (deadbolts, keyed entry locks, and so forth) without penalty.
Limit: These items may be bought inside any Gadget Shop.
Cost: 10,000 Ryo
Character Depth
Personality:
Kimimaru believes he is an independent person. In fact the independence is the most important thing to him, not just independence but also being able to speak his mind. If there are limits placed on him by others that he disagrees with he will fight to break, to prove those people are wrong. This can set him apart from others who see him as odd and stand offish. This has caused him run from overly emotional expressions of any kind. Since he avoids expressing his emotions too much this comes off as him being aloof, which sets him apart from a lot of the regular people.
Though Kimimaru avoids his emotions he hates to be lonely, which is usually is. He wants to make friends but he has a hard time doing that. He has had one or two friends over the years and when he spent time with them it was best of his life. Kimi considers himself to be a good listener and will sit and listen to everyone talk around him. Though if the conversation starts to bore him he will get up and leave. Regardless of how that makes him look to others, though he is never mean about it.
He dislikes anything dull or boring, he will go out of his way to do something exciting and fun. This can back fire on him when he gets in over his head.Even though when he is excited he barely shows it at all. Just the barest hint of a smile that reaches his eyes, it is those eyes that betray that he has emotions and is not cold hearted. Even though when he is watching someone they can feel how serious he is, they don’t feel threatened. Well unless he does not like them and then they feel just how cold his eyes can be.
For those he considers his friends or comrades he will go out of his way to help them. When someone has earned his trust and affection it changes how he acts around them. He will be more open and friendly, showing a little more emotion. He will even smile from time to time around those friends, not even the small smile that he gets when having fun. He shows a full blown smile that can lighten the mood in comparison to how he usually is which is too serious and reserved.
When it comes to his believes he is uncompromising to say the least. Kimi utter belief in himself that his way of doing things is right, that his believes is unshakable and always correct. When he is challenged on those believes he will argue from a point he believes is fact and unemotional. Which may not always be the case, when it comes to being challenged on those he does not always see straight.
Appearance:
Kimi is slightly tanned but paler than most from the Kumogakur. He has crimson hair that could be considered messy if he was into fashion at all. He has sharp emerald green eyes that seem to pierce into those he watches. He always has a look of concentration on his face, as if he is wrestling with deep thoughts constantly. He stands at 5’4 and is weighs in at about 120 pounds, he is not overly tall or too buff. He wears causal cloths most of the time sticking with deep maroon for his colors, with gold accents on the buttons and buckles.
He carries his personal colors over to his work clothes. He wears a light shirt and pants died a deep maroon. His cloak is reversible black on the inside and crimson on the outside. On his hands he wears black metal and leather ceatus. The metal is died black were as the leather is died maroon. He wears a black tactical vest covered in pouches to store his tools. His pants are black with sheathes for his sickles on his belt.
When training in the dojo he wears his white practice gear. This consists of loose but well fitting top, allows for easy movement. Soft cotton pants just tight enough to allow for free movement. Clothe hand wraps to protect his hands during training. Cloth feet wraps for balance and to keep his feet clean. A single white headband where his Cloud headband would normally go, he always like to train as if he was on a mission.
He carries his colors over to his formal wear, unless it is for a funeral. He wears a nice maroon jacket that stops at his waist. A red silk button up shirt with a black tie loosely tied. He has nice maroon pants that don’t restrict his movements in the least. He has one set of nice black leather shoes that he is proud of. He does like to keep himself looking nice at all times,
When at home he wears loose fitting cotton sweatpants, black with small white clouds on them. He doesn’t wear shoes at all around the clan home, unless he is meeting formally with the clan. He wears a nice soft silk shirt that is maroon with small black clouds on them. He has a hoodie he likes to hear that is made of the softest cotton and is crimson in color. He wears that when he is just relaxing by himself and he thinks no one is around.
Background:
Kimimaru was born in the Konohagakure village to Karina Kitsugowa and Marun Kazeraikou. Karina was a nice person, some would almost say timid. Until she almost died giving birth to Kimimaru, it broke her will and mind. She turned to drinking to escape and never left the house, Marun tried to help her with his whole being. When Kimimaru would act up his mother would punish him, most of the time severely. Each time would be worse than the last, she blamed him for her almost dying and her no longer being a ninja.
She would scream and hit him if he did anything wrong at all. His father stopped going on missions when he realized what was happening. He stayed at home and took the brunt of the abuse for Kimimaru. But he would not leave her, he kept thinking he could save her. It was this uncompromising believe that drove his father to report her to the authorities when Kimi was eight. When the clan found out about what was going on they took Kimi away and to his closest relative who lived in Kumogakure village.
But the damage was already done to kimi. He had learned to suppress his emotions and learned to fear any emotional outburst. He learned to be uncompromising as he watched his father stick by his mother until the end. As he started his life in Kumogakure he learned to savor freedom and being able to speak his mind. Though he would only speak his mind when he could do so without showing his emotions. This was seen as troubling to his aunt and uncle, they tried many times to get him to open up but couldn’t.
It wasn’t until he met a young ninja that he started to open up. She was just out of the Academy and happy and joyful, even at ten he understood wanting friends and needing them. He had been so lonely before he met her. They had one year of friendship before he saw what was happening. She was being bullied harshly by superior ninja, he couldn’t stand it in the least. He would tail her where ever she went and anytime they would have started with her he would step in before that.
He never won any of the fights he started at all. In fact each fight he started they hurt him worse, made fun of him more and more. But he would not stand for that or what the tired to apply to him. He kept getting up and coming back until they tired of him and fighting him. It was during these fights that his eyes awakened to his clan’s power. It continued until one day she did not come back from a mission, and then they turned it all on him. Though he was determined not to show how bad he was hurting, though most could sense it from him.
It was then that he found the The Senri Lighting Dojo. He needed something to get him through his life and the academy and that was what the dojo did for him. He would go there every day after the academy and trained harder and harder. He avoided making friends with anyone he met, he didn’t want to get hurt again. So he would be at the back of all the classes and train by himself as much as possible. It only took him another year to graduate from the academy and become a Genin of the Kumogakure.