Aldritch and Gwyndolin
Feb 18, 2018 13:13:51 GMT -7
Post by Starnaess on Feb 18, 2018 13:13:51 GMT -7
Basic Information
Name: Aldritch Ayluinn and Gwyndolyn Ayluinn
Bloodlimit: Dioskouri
Height: 190cm (Aldritch) 175cm (Gwyndolyn)
Weight: 102Kg (Aldritch) 68Kg (Gwyndolyn)
Age: 26 ( Appearance ) Actual age is unknown.
Gender: Male (Aldritch) Female (Gwyndolyn)
Alignment: Chaotic Good
Birth Country: Lordran (Land of Sunlight)
Village: Anor Londo
Special:
Taijutsu Non Specialist
Marksman
Gates
Buredono
---
---
---
Clan Specialist
Venator
Dioskouri
Pulverem
Bard
SoulCaster
Akimichi
Ninjutsu Specialist
Force
Water
Wind
Genjutsu Non-Specialist
Shadow Pattern
---
---
---
Miscellaneous
Demon Weapon Meister
Universal Miscellaneous (1200)
--
--
--
--
--
--
--
--
Skill levels
TOTAL
stealth 125 30 45 30(judgment) 230
acting 125 30 60 215
disguise 125 25 100 250
sleight of hand 125 25 20 170
observation 125 30 5 20 5 185
sense motive 125 30 5 20 180
leadership 125 5 130
jumpgood 125 5 20 25 180
tracking 125 10 25 25 185
trap finding 125 obs 1/2 215
investigate 125 125
MOVEMENTS: 14
+3 four legs
1d4+1 adrenaline jolt
--------------
WILL SAVES: 50
+2 vs intimidation single minded
+2 vs genjutsu mind's eye
+3 vs fear fearless
+2 vs enhancement confirmed cynic
+2 vs mind affecting effects free spirit
+4 fear icy calm
+2 vs sleep and charm
+2 mind affecting shifting mind
Fortitude : 34
Armor Points: 1001 armor
Damage Reduction: 37 Hardness
Handseals:
Resistances:
Cohorts
Afriel
Weapons
Primary Weapon:
Geld - Wolf, Dire
------
Primary Armor:
32 hardness
425 AP
Armour class 43
Fang of the Wolf (Helmet Pristine) 2x
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the head of the wearer.
Special: Flashlight, Battery Flood x2, Rebreather, Gas Mask, Zooming Vision x20, X-Ray Vision, Underwater Vision, Infravision Lens, Night-vision Vision, Lie-Detector Lenses, Condition Viewing Vision, Camera Vision, Anti-Flash Lenses, Anti-Flash Lenses, Goggles, Covert Listening Device x4. User gets +10 resistance to fire.
Drawback: Helmet gives -10 to observation.
Description: Forged by the White Wolf in the magical fires of his forge he created a mask designed to conceal the identity of the user. While the mask alone only covers the face the user can press a button and have the mask cover the users entire head as a full helm. Designed to invoke fear in anyone who can see the mask when the words are spoken. When the words are spoken all members in the audience must a will save of 35 or be rendered frightened and run away in fear. The lenses on the visors themselves give the user the ability to cycle through several viewing lenses and styles. The mask also can take pictures, record video and audio as well as leave bugs to record audio themselves.
Armour Class: 3.
Limit: Crafted By Shiki Senri, The white wolf.
Cost: 128,875 Ryo each.
Starmetal Helmet 1x (Masterwork)
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the head of the wearer.
Special: ---
Drawback: ---
Description: Armour that protects the head, face, and back of the head of the wearer. They come in dozens of different styles, many of which are attributed to different cultures. Some are more effective than others (materials, and design), while others are far more appealing by their appearance. Helmets that protect the face apply a -10 penalty to Observation. . Weapons fashioned from Starmetal have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armour made from Starmetal grants its wearer damage reduction 3/—. Starmetal is so costly that weapons and armour made from it are always of masterwork quality;. Starmetal also possesses an inherent Chakra connection to the Material Plane, meaning that weapons made of the alloy are especially effective against creatures from other planes. Weapons made of starmetal deal an extra +18 Armour Points of damage to any extraplanar creatures while they are on the Material Plane.
• Armour Class: 4.
• Hardness: 32
• Armour Points:50
• Starmetal Shoulder Armour Piece 2x (Masterwork)
Rank: "S"
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. Weapons fashioned from Starmetal have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armour made from Starmetal grants its wearer damage reduction 3/—. Starmetal is so costly that weapons and armour made from it are always of masterwork quality;. Starmetal also possesses an inherent Chakra connection to the Material Plane, meaning that weapons made of the alloy are especially effective against creatures from other planes. Weapons made of starmetal deal an extra +18 Armour Points of damage to any extraplanar creatures while they are on the Material Plane.
• Armour Class: 5.
• Hardness: 32
• Armour Points:50
• Starmetal Arm Armour Piece 2x (Masterwork)
Rank: "S"
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. Weapons fashioned from Starmetal have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armour made from Starmetal grants its wearer damage reduction 3/—. Starmetal is so costly that weapons and armour made from it are always of masterwork quality;. Starmetal also possesses an inherent Chakra connection to the Material Plane, meaning that weapons made of the alloy are especially effective against creatures from other planes. Weapons made of starmetal deal an extra +18 Armour Points of damage to any extraplanar creatures while they are on the Material Plane.
• Armour Class: 5.
• Hardness: 32
• Armour Points:50
• Starmetal Torso Armour Piece 1x (Masterwork)
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. Weapons fashioned from Starmetal have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armour made from Starmetal grants its wearer damage reduction 3/—. Starmetal is so costly that weapons and armour made from it are always of masterwork quality;. Starmetal also possesses an inherent Chakra connection to the Material Plane, meaning that weapons made of the alloy are especially effective against creatures from other planes. Weapons made of starmetal deal an extra +18 Armour Points of damage to any extraplanar creatures while they are on the Material Plane.
• Armour Class: 7.
• Hardness: 32
• Armour Points:75
• Starmetal Leg Armour Piece 2x (Masterwork)
Rank: "S”
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. Weapons fashioned from Starmetal have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armour made from Starmetal grants its wearer damage reduction 3/—. Starmetal is so costly that weapons and armour made from it are always of masterwork quality;. Starmetal also possesses an inherent Chakra connection to the Material Plane, meaning that weapons made of the alloy are especially effective against creatures from other planes. Weapons made of starmetal deal an extra +18 Armour Points of damage to any extraplanar creatures while they are on the Material Plane.
• Armour Class: 6.
• Hardness: 32
• Armour Points:50
Secondary Armor:
Death-Gate (Bushūgi-Torii)
Ku Ji Koreigongo[Six Whirlwind Lances]
[Name] Tokihaga (Raging Blue) With Recalibration
Benihime (Crimson Princess)
Secondary Items:
Eternal Endurance
Rank: "S"
Type: Ring
Gem: Gem of Prescience + Healer Gem
Special: Created by the Valeferic family.
Description: Equipment Type: Ring. Made out of aeroglass, this ring is a piece of art - combining its clean design together with the aeroglass's colors as well as a fortress gemon top of it, this ring provides the user with +6 enchantment bonus to toughness. 3 times per day, the holder of a gem of prescience is able to add a +75 alchemical bonus to their next single skill check, or +15 to a Save. In addition activating a gem of prescience can add a +15 alchemical bonus to the user's Deflection Bonus even if they are caught flat-footed. A healer's gem removes all temporary Ability Damage (including the effects of Feeblemind) and immediately ends all of the following adverse conditions: blinded, confused (including the effects of insanity), dazed, dazzled, deafened, diseased, exhausted, fatigued, nauseated, sickened, stunned, and poisoned. In addition, a healer's gem will heal up to 100 Armour Points of damage. A healer's gem cannot remove negative Class Levels, restore permanently drained levels, or restore permanently drained ability Categories. Power 1/Day, as a Move Movement. User gains 15 Resistance to Acid, Cold, Electricity, Fire, and Sonic.
BOOKS
BOOKS
Hippocratic Corpus
Rank: "B"
Type: Main, Book, Textbook
Effect: A collection of medical works associated with the physician Hippocrates and his teachings.
Special: ---
Drawback: ---
Description: Page count 400 Pages: There is 1 Book per Region: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. The Hippocratic Corpus contains lectures, research, notes, and philosophical essays on various subjects in medicine, in no particular order. These works were written for different audiences, both specialists and laymen, and were sometimes written from opposing viewpoints; significant contradictions can be found between works in the Corpus. This in-depth textbook brings up the theories of illness, and grapples with the methodological difficulties that lie in the way of effective and consistent diagnosis and treatment. This book gives a +5 circumstance bonus to First Aid: Healing and a +1 Circumstance bonus per Mastery die when learning First Aid: Healing.
Limit: These items may be bought inside any Book Shop. 25% chance finding.
Cost: 15,200 Ryo
2
Encyclopedia of Plant Lore - Found
Rank: "B"
Type: Main, Book, Textbook
Effect: A set of textbooks dedicated to the identification and cultivation process of all plant life.
Special: ---
Drawback: ---
Description: Page count 400 Pages: There is 1 Book per Region: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. There are a total of 16 Volumes. Each Volume discusses the identification and cultivation processes of each plant within the region. Each Volume gives a bonus to the Region it is dedicated to. This bonus is a +5 circumstance bonus to Plant Lore and Cultivation for Plants, and gives a +1 Circumstance bonus per Mastery Die when learning Plant Lore and Cultivation.
Limit: These items may be bought inside any Book Shop. 25% chance finding.
Cost: 15,200 Ryo
4
A Gardener's Education - Found
Rank: "B"
Type: Main, Book, Textbook
Effect: An extensive, well put together book on the art of agriculture.
Special: ---
Drawback: ---
Description: Page count 400 Pages: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. A single, extensive textbook dedicated the art of growing, and re-growing. This single book discusses the processes of growing plants. This Volume gives a +25 circumstance bonus to Agriculture and a +1 Circumstance bonus per Mastery die when learning Agriculture.
Limit: These items may be bought inside any Book Shop. 25% chance finding.
Cost: 15,200 Ryo
Apparel:
Character Depth
Personality:
Common Features:
They are madly in love with eachother and they never back down from showing their affection even in public. They would die for eachother but they do anything in their power to prevent that from happening. While many people think its wrong for family to be in love with echother they do not care about other's opinion.
They are the reflection of their father - strong willed, stubborn, fierce yet composed just like he taught them. They hate losing more than anything else but they never refuse a challenge.
Both have a hunger for knowledge - they always want to learn new skills and always want to improve.
They liked to play mind games with their opponents - toying with them little by little making them wonder where they would get attacked from and by who.
And whenever things get serious they would fuse together unleashing all their power and rage onto their enemies.
In that stage there is no need for mind games - overwhelming the enemy with pure power is all they need.
Due to their past , they developed an obsession for money and that sometimes leads them torwards the wrong path for they would do almost anything for money.
While they do share many traits between eachother - the twins are not the same.
Gwyndolin being the coldest of the two, she is a very logical person ... rarely gets emotional , and when she does its mostly has to do with her brother.
She sees the world in black and white and belives she is on the right side.
If there is one thing Gwyndolin likes second only to fighting, that would be animals. She loves them very much and would do anything to protect them.
She prefers being at range showing off her strenght without mudding her hands.
Due to her fightstyle Gwyndolin always had a deep interest in puppets and puppetry in general..often telling her sister how beautiful and elegant they looked.
There are very few things Aldritch likes - fighting being one of them.
Aldritch loves fighting just as much as he loves her sister - while doing so, he always seems to be smiling even in the face of danger. This trait of his does tend to put him in situations of danger that could easily be avoided - he knows he is strong and he likes to show off almost as if he wants to prove something to her sister.
While still very logical and somewhat cold to ward strangers - he is more easygoing than her sister.
He likes pain perhaps abit too much for his own good - often dragging his sister into unnecessary situations just for the fun of it.
Because of this he developed more of a close quarter combat style.
What does it mean to be a dioskouri? that was a question they were often asked and that they had a hard time answering since to them it was completly normal.
People , when first meeting them , would immediatly notice something was off about them .
this was due to the fact that they often talked at the same time saying exactly the same thing or finishing eachother sentences.
They were twins, with different personalities and abilities - yet they were one. Always being connected with eachother knowing everything about eachother down to the basic instincs made them never feel alone as they always had eachother.
This was , however, something that could also lead to isolation due to only counting and trusting eachother as they often noticed and they believe ,like their father used to say, " if you want something done right - do it yourself "
Never being alone paired with the way they were raised made them very sure of themselves - this would mean where one would never dare to go - they wouldnt show the slightest hint of fear.
Appearance:
Similarities.
Even though they are twins through and through they share only a few features between them. If enough attention was paid, one would notice similarities between the two however the thing that made them stand out from one another was the sex difference. Their skin was smooth, pale, and slightly pink just like their mother's as his father used to say. They both share the same eye color and hair color as well as similar facial features.
They took after their mother’s in terms of beauty - for they are indeed stunning to look at but dont let their looks fool you, the strenght and ruthlessness came from their father.
They both share the marks of the fight they had with their wolf Geld - with Aldritch having a huge scar on his back while Gwyndolin has bite marks on her right arm.
As if they were raised in a military camp - they emanate an aura of discipline , always standing straight never letting themselves go as if they had to carry everyone's burden on them.
Aldritch Appearance
Gwyndolin Appearance
Gwyndolin ,has long blonde hair down to the shoulder level , and sports a fringe style haircut- always well-kept just like his brother’s whom she learned a lot from when it came to style and appearance.
Her eyes , much like his brother’s are identical both in shape and color - light auburn colors tending toward yellow.
Gwyndolin unlike her brother, likes to wear dark makeup around her eyes - doing so makes her eyes show off a lot more making them almost magnetic to look at.
Small , defined light pink lips are one of the beautiful marks of
Gwyndolin - she never liked wearing lipstick so she is always natural. Beside her eyes, she rarely wears makeup for she doesn’t really need it.
While her body is very athletic it doesn’t match up when compared to her brothers. While she does keep up her physical training daily her body is less muscular than his.
Reaching 175 cm , Kalynn is not the tallest by any means but she is definetly above average when it comes to height among women.
Usual clothes and accessories.
She tends to weak different clothes from her brother - she prefers mobility and utility over appearance when it comes to missions - however it appearance is her objective she never backs down from showing off her beautiful body with a multitude of clothes. Just like her brother she owns tuxedos and suits that she does sometime wear to match her brother’s.
Two pair of golden earrings much like her brother’s for she bought them to be matching with one another.
Just like her brother she has a tattoo of the number 1 on her chest.
While she too owns the black sun seal tattoo and the hundred seal tattoo she keeps them hidden unlike Aldritch.
While fused - they would look as if all their unique traits they showed when separated combined together.
Their hair would be twice as long reaching down to the lower back - The color would be , for the most part blonde as before - while the tips would share both auburn and light orange colors. The eyes had a similar effect - as if both of their color joined together they are much brighter than normal.
While Their appearance retained most of Aldritch’s features their body would increase in weight reaching 140 Kg so to maintain their muscularity, their chest increased in size and they were slightly taller capping at 200 Cm
Their voice would be as if both of them were talking at the same time , just slightly less echoed.
Even though they could control their voice , making it sound like any normal person, they always thought this would give the fused being a voice to the both of them as to not isolate each other.
Background:
The kingdom’ struggle lasted for sixteen years until sadly, despite his efforts, Gwyn’s rule came to an end. His children had managed to escape but they were unable to stop their father from dying., they witnessed his death in front of their eyes. From that day forward, the Twins swore to avenge their father’s death , honor his memory and to restore their kingdom to its former glory.
Their journey brought them in the Kaminari no Kuni lands (Land of Thunder) where they spent most of their remaining teen years in. They managed to join the village's military and partecipate in ita academy , making both friends and enemies.
Among their acquaintances The leader of a dojo, named Shiki Senri - became both their mentor and their friend. Under his wind the twins managed to evolve and sprout. It wasnt all fun and games however, for internal power struggles, much like in their birthcountry, began to ravage the land of thunder. This had led the village to split into two factions, Once led by Shiki himself while the other led by the current kage of the village, Marii Kino Kazeraikou. Due to the relationship between them and Shiki as well as a strong difference in opinion between them and the kage's rule - Shiki and his followers left the village in order to find a better home in the land of sand. Shiki became the land's Kage while the twins enforced his reign.
Language:
Common
Sign
Name: Aldritch Ayluinn and Gwyndolyn Ayluinn
Family Name: Ayluinn
Father:Gwyn, King Of Sunlight
Mother:Gwynevere, Queen of Sunlight
Often referred to as: Golden TwinsMother:Gwynevere, Queen of Sunlight
Bloodlimit: Dioskouri
Height: 190cm (Aldritch) 175cm (Gwyndolyn)
Weight: 102Kg (Aldritch) 68Kg (Gwyndolyn)
Age: 26 ( Appearance ) Actual age is unknown.
Gender: Male (Aldritch) Female (Gwyndolyn)
Alignment: Chaotic Good
Birth Country: Lordran (Land of Sunlight)
Village: Anor Londo
Special:
Taijutsu Non Specialist
Marksman
Gates
Buredono
---
---
---
Clan Specialist
Venator
Dioskouri
Pulverem
Bard
SoulCaster
Akimichi
Ninjutsu Specialist
Force
Water
Wind
---
---
---
Genjutsu Non-Specialist
Shadow Pattern
---
---
---
Miscellaneous
Demon Weapon Meister
Universal Miscellaneous (1200)
--
--
--
--
--
--
--
--
Skill levels
TOTAL
stealth 125 30 45 30(judgment) 230
acting 125 30 60 215
disguise 125 25 100 250
sleight of hand 125 25 20 170
observation 125 30 5 20 5 185
sense motive 125 30 5 20 180
leadership 125 5 130
jumpgood 125 5 20 25 180
tracking 125 10 25 25 185
trap finding 125 obs 1/2 215
investigate 125 125
MOVEMENTS: 14
9 tai non S class
+1 enhanced metabolism
+1 fast mover
+1 access low chakra slot
+1 inuzuka agile
+1 boots of striding
+1 enhanced metabolism
+1 fast mover
+1 access low chakra slot
+1 inuzuka agile
+1 boots of striding
+3 four legs
1d4+1 adrenaline jolt
--------------
WILL SAVES: 50
+13 will of daeva
+1 access low chakra slot
+1 hive mind
+8 non genjutsu s class
+5 will of men
+6 impeccable will
+2 iron will
+1 singleminded
+7 purity
+6 judgement focus purity
+1 access low chakra slot
+1 hive mind
+8 non genjutsu s class
+5 will of men
+6 impeccable will
+2 iron will
+1 singleminded
+7 purity
+6 judgement focus purity
+2 vs intimidation single minded
+2 vs genjutsu mind's eye
+3 vs fear fearless
+2 vs enhancement confirmed cynic
+2 vs mind affecting effects free spirit
+4 fear icy calm
+2 vs sleep and charm
+2 mind affecting shifting mind
Fortitude : 34
13 chakra enhanced fortitude
+1 access higher chakra slot
+1 hive mind
+1 toughness
+6 indomitable fortitude
+8 non tai spec s class
+2 resilient trait
+2 great fortitude
+1 access higher chakra slot
+1 hive mind
+1 toughness
+6 indomitable fortitude
+8 non tai spec s class
+2 resilient trait
+2 great fortitude
Armor Points: 1001 armor
+150 armor non tai specialist s class
25 improved toughness
+30 epic toughness
+30 toughness
+90 giant toughness
+25 strenght of the earth
+26 essence of immortal
+10 iron hide
+60 dwarf's toughness
+35 guarding
+35 protection
+30 judgement focus guarding
+30 judgement focus protectin
+425 Armor
25 improved toughness
+30 epic toughness
+30 toughness
+90 giant toughness
+25 strenght of the earth
+26 essence of immortal
+10 iron hide
+60 dwarf's toughness
+35 guarding
+35 protection
+30 judgement focus guarding
+30 judgement focus protectin
+425 Armor
Damage Reduction: 37 Hardness
2/- endure blows
2/- roll with it
1/- legendary toughness
+14 deflection bonus
+5 hardness access middle charka slot
+5 dodge - dodge
+4 dodge opportunity attacks mobility
+2 dodge mobility
+32 hardness from armor set.
2/- roll with it
1/- legendary toughness
+14 deflection bonus
+5 hardness access middle charka slot
+5 dodge - dodge
+4 dodge opportunity attacks mobility
+2 dodge mobility
+32 hardness from armor set.
Handseals:
100 non taijutsu specialist s class
1/3 handseal reduction s class non tai spec
1/3 handseal reduction s class non tai spec
Resistances:
10 sound energy absorption
10 acid energy absorption
5 acid energy diffusion
5 sound energy diffusion
5 acid acid resistance alchemy
30 Lightning
10 acid energy absorption
5 acid energy diffusion
5 sound energy diffusion
5 acid acid resistance alchemy
30 Lightning
Cohorts
Primary Weapon:
Geld - Wolf, Dire
------
Fullblade Level 1 2x
Rank: "S"
Type: Main, Slashing, Sword
Special: ---
Drawback: Due to the weapon's size each technique performed while wielding this weapon takes up 3 movements. Huge weapon.
Description: A Two-Handed Weapon. This weapon deals +34 Amour Points of Damage. It functions as a ghost touch weapon In addition, such a weapon allows the user to see invisible creatures as if they were subject to a see invisibility Jutsu.it comes equipped with 3 piston enhancements as well as an enhancement stabilizer allowing the user to switch between any of these 3 pistons at any time. The weapon possesses the shadowstrike ability, it requires a weaving movement to activate. A Shadowstrike weapon can reach through their own shadow to catch foes off guard. Once per day, the user can activate the property to add 2 meters to the weapon's reach for a single attack. The target is denied their Minor Defenses for this attack. The weapon also acts as a jutsu well. it can channel the user's Touch Jutsus and can hold 1 Touch Jutsu without discharging it, allowing the user to perform other Jutsus for the duration of 5 hours per Class Level.
Limit: These items may be bought inside any Weapon Shop.
Rank: "S"
Type: Main, Slashing, Sword
Special: ---
Drawback: Due to the weapon's size each technique performed while wielding this weapon takes up 3 movements. Huge weapon.
Description: A Two-Handed Weapon. This weapon deals +34 Amour Points of Damage. It functions as a ghost touch weapon In addition, such a weapon allows the user to see invisible creatures as if they were subject to a see invisibility Jutsu.it comes equipped with 3 piston enhancements as well as an enhancement stabilizer allowing the user to switch between any of these 3 pistons at any time. The weapon possesses the shadowstrike ability, it requires a weaving movement to activate. A Shadowstrike weapon can reach through their own shadow to catch foes off guard. Once per day, the user can activate the property to add 2 meters to the weapon's reach for a single attack. The target is denied their Minor Defenses for this attack. The weapon also acts as a jutsu well. it can channel the user's Touch Jutsus and can hold 1 Touch Jutsu without discharging it, allowing the user to perform other Jutsus for the duration of 5 hours per Class Level.
Limit: These items may be bought inside any Weapon Shop.
Nenyana's Anger
Rank: "S"
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: These gauntlets do +38 Amour Points of Damage and 12 points of sacred damage. Attacks with this weapon ignore Hardness equal to 1/2 of Weapon Damage (Techniques do not apply), and up to 5 Armour Points of Damage Reduction. The imperial weapon is not subject to effects that ignore Hardness. Power (At-Will, move movement): Chakra. Use when separated with the weapon while it is within line of sight. The weapon flies into the user's hand unless it is somehow prevented from doing so. The weapon can move at a rate of 20 meters per Second. Power: At-Will, Non Movement. Half of the damage dealt by the weapon is Sacred Damage. Another non-movement returns the damage to normal
made out of ghost iron, meaning it can hit Incorporeal Creatures without passing through, although this property is not Chakra related. Holes are attached to the item in order to release the pressurized air. The 10 Pistons may only be used once every round. The Piston releases 60 armour points worth of bludgeoning damage each on top of an attack. It is capable of traveling up to 5 meters forward while blowing a hole in what is in its path that is unprotected. Shock Enhancement causes the weapon to glow yellow when activated, Stuns an opponent for 1d4 movements. The Shock Enhancement releases 20 armour points worth of electrical damage on top of an attack. If the item makes continuous contact with a target it emits 10 Armour Points worth of Electrical Damage per second against said target. 10 Armour Points of Electrical damage may be transferred to another item (1 second activation) allowing that item to cause a single electrical attack on top of its own striking attack for 1/2 a round.
The thermal enhancement causes weapon to glow with red energy when activated. Normally used against ice blockades. Causes light burns. The Thermal Enhancement releases 20 armour points worth of fire damage on top of an attack. If the item makes continuous contact with a target it emits 10 Armour Points (20 Armour Points against Ice Defenses) worth of Fire Damage per second against said target. 10 Armour Points of Fire damage may be transferred to another item (1 second activation) allowing that item to cause a single fire attack on top of its own striking attack for 1/2 a round. The cryo enhancement causes the weapon to glow with blue energy when activated. Normally used against flaming blockades. Causes ice burns and can freeze a 1/3rd of a meter per impact. The Cryo Enhancement releases 20 armour points worth of cold damage on top of an attack. If the item makes continuous contact with a target it emits 10 Armour Points (20 Armour Points against Fire Defenses) worth of Cold Damage per second against said target and may freeze a 1/3rd of a meter per second. 10 Armour Points of Cold damage may be transferred to another item (1 second activation) allowing that item to cause a single cold attack on top of its own striking attack for 1/2 a round. the wall crawler enhancement allows the user to attach themselves to any surface.
A Grapnel Gun gun was added to each gauntlet. A Remote Claw with 1 slot worth of ammunition was attatched to each gauntlet. Creatures that are more than 1 alignment step away from the user are sickened while using, holding, or wearing this item. whenever anyone except its owner or a member of their bloodline attempts to wield a blood bonded weapon, they take damage equal to the Equipment's Enhancement Bonus (No saves) each round. Rage: The Enchanted creatures gain a +2 morale bonus to Might and Toughness scores, a +1 morale bonus to Will Saves, and a -1 to all Minor Defenses. They are compelled to fight heedless of danger. Emotion (Rage). endrils of dense black smoke stream from every opening in the equipment, obscuring all detail. Masking Equipment protects the user and their gear from Divination Jutsus, Rituals, and Items as if the user was constantly under the effect of non-detection. A weapon of providence gives its possessor a +1 luck bonus on all saves. Its possessor also gains the power of Luck, usable once per day. This extraordinary ability allows the possessor to reroll one roll that they just made. This is a once per day ability. User must take the result of the reroll, even if it is worse than the original Roll. This weapon has a silvery-blue tinge, like the sheen of white scales in sunlight. While wielding an aquatic weapon, the user does not incur any penalties that would otherwise apply to using the weapon underwater, as though the user was affected by a Freedom of Movement ability. Once per day, an energy ray weapon can blast forth a Chakra Ray at any target within 10 meters as a ranged touch attack. The Ray deals 12 Armour Points of Damage per Artisan's Class Level at the time of creation upon a successful hit. The damage type is Sonic. The weapon may also be freely transferred (no coercion or Chakra Charms/Compulsions) by one owner to another with the new owner taking. Weaving Movement activation. This brightly polished item bears an image of the sun and has a golden tinge. When activated, an Equipment's that has this property glows with the brilliance of a Daylight Jutsu. The object sheds light as bright as full daylight in a 20-meter radius, and dim light for an additional 20 meters beyond that. Creatures that take penalties in bright light also take them while within the radius of this chakra light. Despite its name, this Jutsu is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light. This effect functions for up to 30 minutes per day, but the duration need not be continuous; user can turn the effect off with a Weaving Movement. A crafter applies this on a weapon giving the weapon 7 Charges. The wielder can spend 1 charge on their turn (as a free movement) to make an extra attack with the weapon. The user can also use 1 charge at any time, but no more than once per round, to reroll any Die. The wielder can decide to spend a charge to reroll a die after learning the result of the original die roll. An everbright weapon can flash with a brilliant light 2 times per day at the user's command. When it is activated, all creatures within 6 meters radius of the user are blinded for 1 round. finder weapon helps its bearer navigate the pathless depths of the Underworld. Via silent warnings and hunches, it grants its wielder a +20 insight bonus to Observation, Navigate, and Tracking checks made underground. times per day as a Free Movement, this weapon can identify the most powerful foe (based on Class Points) of the wielder within 20 meters. The weapon communicates this information to the wielder mentally. Foes not known to the wielder, or not known to be foes (someone in disguise, someone hidden), must make a successful Will Save (10 + 2 per Class Level + Impeccable Will) or be detected. User increases their chance to hit any target that has the benefit of a miss chance by 20% though, the user must still know what 2 meter area to attack if the miss chance is granted by concealment.
Description: Equipment Type: Weapon. Activating is a Weaving Movement. Several studs texture this weapon, as do numerous hinges and slots, though none seems to impede its effectiveness. When activated, a Hideaway weapon folds up into a bundle 2 size categories smaller than it, making it easy to conceal. User gains a +10 bonus on Sleight of Hand checks to conceal hideaway weapon when it's folded up. A second activation causes the weapon to unfold to its normal shape. The Jutsu Well weapon can channel the user's Touch Jutsus and can hold 1 Touch Jutsu without discharging it, allowing the user to perform other Jutsus for the duration of 5 hours per Class Level. Effects resolve after damage has been dealt by the weapon. A loyal weapon is attuned to a particular person at the time of creation. Thereafter, the weapon cannot do damage to the user or to anyone who is loyal to the chosen person. If it is used to strike such a person, the wielder must make a Fortitude Save 20 each time or drop the weapon, as it tries to leap from the user's hand. Even if the wielder retains their grip on the weapon, it deals no Enchantment, Enhancement, or even Might damage due to the struggle. Weaving Movement activation. This weapon looks dull, black, and its edges seem indistinct. A Shadowstrike weapon can reach through their own shadow to catch foes off guard. Once per day, the user can activate the property to add 2 meters to the weapon's reach for a single attack. The target is denied their Minor Defenses for this attack. This weapon has an image of a snail worked into its hilt or grip, and it feels cold to the touch. A chill aura numbs this weapon's victim when the user strikes true. Whenever the user hits with a Critical Strike with this weapon, the target is slowed for 3 rounds. The creature is staggered and can only make a single move movement or weaving movement each turn, but not both. Additionally they lose their Minor Defenses. A Will Save negates this effect (10 + 2 per Class Level + Impeccable Will). This effect activates even if the creature is not normally subject to damage from a Critical Strike.
Limit: Can only be crafted by the twins
Rank: "S"
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: These gauntlets do +38 Amour Points of Damage and 12 points of sacred damage. Attacks with this weapon ignore Hardness equal to 1/2 of Weapon Damage (Techniques do not apply), and up to 5 Armour Points of Damage Reduction. The imperial weapon is not subject to effects that ignore Hardness. Power (At-Will, move movement): Chakra. Use when separated with the weapon while it is within line of sight. The weapon flies into the user's hand unless it is somehow prevented from doing so. The weapon can move at a rate of 20 meters per Second. Power: At-Will, Non Movement. Half of the damage dealt by the weapon is Sacred Damage. Another non-movement returns the damage to normal
made out of ghost iron, meaning it can hit Incorporeal Creatures without passing through, although this property is not Chakra related. Holes are attached to the item in order to release the pressurized air. The 10 Pistons may only be used once every round. The Piston releases 60 armour points worth of bludgeoning damage each on top of an attack. It is capable of traveling up to 5 meters forward while blowing a hole in what is in its path that is unprotected. Shock Enhancement causes the weapon to glow yellow when activated, Stuns an opponent for 1d4 movements. The Shock Enhancement releases 20 armour points worth of electrical damage on top of an attack. If the item makes continuous contact with a target it emits 10 Armour Points worth of Electrical Damage per second against said target. 10 Armour Points of Electrical damage may be transferred to another item (1 second activation) allowing that item to cause a single electrical attack on top of its own striking attack for 1/2 a round.
The thermal enhancement causes weapon to glow with red energy when activated. Normally used against ice blockades. Causes light burns. The Thermal Enhancement releases 20 armour points worth of fire damage on top of an attack. If the item makes continuous contact with a target it emits 10 Armour Points (20 Armour Points against Ice Defenses) worth of Fire Damage per second against said target. 10 Armour Points of Fire damage may be transferred to another item (1 second activation) allowing that item to cause a single fire attack on top of its own striking attack for 1/2 a round. The cryo enhancement causes the weapon to glow with blue energy when activated. Normally used against flaming blockades. Causes ice burns and can freeze a 1/3rd of a meter per impact. The Cryo Enhancement releases 20 armour points worth of cold damage on top of an attack. If the item makes continuous contact with a target it emits 10 Armour Points (20 Armour Points against Fire Defenses) worth of Cold Damage per second against said target and may freeze a 1/3rd of a meter per second. 10 Armour Points of Cold damage may be transferred to another item (1 second activation) allowing that item to cause a single cold attack on top of its own striking attack for 1/2 a round. the wall crawler enhancement allows the user to attach themselves to any surface.
A Grapnel Gun gun was added to each gauntlet. A Remote Claw with 1 slot worth of ammunition was attatched to each gauntlet. Creatures that are more than 1 alignment step away from the user are sickened while using, holding, or wearing this item. whenever anyone except its owner or a member of their bloodline attempts to wield a blood bonded weapon, they take damage equal to the Equipment's Enhancement Bonus (No saves) each round. Rage: The Enchanted creatures gain a +2 morale bonus to Might and Toughness scores, a +1 morale bonus to Will Saves, and a -1 to all Minor Defenses. They are compelled to fight heedless of danger. Emotion (Rage). endrils of dense black smoke stream from every opening in the equipment, obscuring all detail. Masking Equipment protects the user and their gear from Divination Jutsus, Rituals, and Items as if the user was constantly under the effect of non-detection. A weapon of providence gives its possessor a +1 luck bonus on all saves. Its possessor also gains the power of Luck, usable once per day. This extraordinary ability allows the possessor to reroll one roll that they just made. This is a once per day ability. User must take the result of the reroll, even if it is worse than the original Roll. This weapon has a silvery-blue tinge, like the sheen of white scales in sunlight. While wielding an aquatic weapon, the user does not incur any penalties that would otherwise apply to using the weapon underwater, as though the user was affected by a Freedom of Movement ability. Once per day, an energy ray weapon can blast forth a Chakra Ray at any target within 10 meters as a ranged touch attack. The Ray deals 12 Armour Points of Damage per Artisan's Class Level at the time of creation upon a successful hit. The damage type is Sonic. The weapon may also be freely transferred (no coercion or Chakra Charms/Compulsions) by one owner to another with the new owner taking. Weaving Movement activation. This brightly polished item bears an image of the sun and has a golden tinge. When activated, an Equipment's that has this property glows with the brilliance of a Daylight Jutsu. The object sheds light as bright as full daylight in a 20-meter radius, and dim light for an additional 20 meters beyond that. Creatures that take penalties in bright light also take them while within the radius of this chakra light. Despite its name, this Jutsu is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light. This effect functions for up to 30 minutes per day, but the duration need not be continuous; user can turn the effect off with a Weaving Movement. A crafter applies this on a weapon giving the weapon 7 Charges. The wielder can spend 1 charge on their turn (as a free movement) to make an extra attack with the weapon. The user can also use 1 charge at any time, but no more than once per round, to reroll any Die. The wielder can decide to spend a charge to reroll a die after learning the result of the original die roll. An everbright weapon can flash with a brilliant light 2 times per day at the user's command. When it is activated, all creatures within 6 meters radius of the user are blinded for 1 round. finder weapon helps its bearer navigate the pathless depths of the Underworld. Via silent warnings and hunches, it grants its wielder a +20 insight bonus to Observation, Navigate, and Tracking checks made underground. times per day as a Free Movement, this weapon can identify the most powerful foe (based on Class Points) of the wielder within 20 meters. The weapon communicates this information to the wielder mentally. Foes not known to the wielder, or not known to be foes (someone in disguise, someone hidden), must make a successful Will Save (10 + 2 per Class Level + Impeccable Will) or be detected. User increases their chance to hit any target that has the benefit of a miss chance by 20% though, the user must still know what 2 meter area to attack if the miss chance is granted by concealment.
Description: Equipment Type: Weapon. Activating is a Weaving Movement. Several studs texture this weapon, as do numerous hinges and slots, though none seems to impede its effectiveness. When activated, a Hideaway weapon folds up into a bundle 2 size categories smaller than it, making it easy to conceal. User gains a +10 bonus on Sleight of Hand checks to conceal hideaway weapon when it's folded up. A second activation causes the weapon to unfold to its normal shape. The Jutsu Well weapon can channel the user's Touch Jutsus and can hold 1 Touch Jutsu without discharging it, allowing the user to perform other Jutsus for the duration of 5 hours per Class Level. Effects resolve after damage has been dealt by the weapon. A loyal weapon is attuned to a particular person at the time of creation. Thereafter, the weapon cannot do damage to the user or to anyone who is loyal to the chosen person. If it is used to strike such a person, the wielder must make a Fortitude Save 20 each time or drop the weapon, as it tries to leap from the user's hand. Even if the wielder retains their grip on the weapon, it deals no Enchantment, Enhancement, or even Might damage due to the struggle. Weaving Movement activation. This weapon looks dull, black, and its edges seem indistinct. A Shadowstrike weapon can reach through their own shadow to catch foes off guard. Once per day, the user can activate the property to add 2 meters to the weapon's reach for a single attack. The target is denied their Minor Defenses for this attack. This weapon has an image of a snail worked into its hilt or grip, and it feels cold to the touch. A chill aura numbs this weapon's victim when the user strikes true. Whenever the user hits with a Critical Strike with this weapon, the target is slowed for 3 rounds. The creature is staggered and can only make a single move movement or weaving movement each turn, but not both. Additionally they lose their Minor Defenses. A Will Save negates this effect (10 + 2 per Class Level + Impeccable Will). This effect activates even if the creature is not normally subject to damage from a Critical Strike.
Limit: Can only be crafted by the twins
Kaze Kusanagi
Rank: "S"
Type: Main, Slashing, Sword
Effect:
Special: Hardness: 10; Armour Points/Inch: 30
Drawback: ---
Description: A One-Handed Large katana. This weapon does +34 as the wind, whenever its unsheathed in atleast a light breeze, the weapon emits a scream. This scream is a sonic, mind-affecting compulsion that is a fear effect. Other than the wielder, those within 10-meters who hear the scream must succeed on a Will save or cower for 1d4 rounds. The Save of the Will save depends on the strength of the wind. The weapon was crafted in such a way that if ever used against its owner, Hamura or the twins, it wouldnt do any damage - the wielder instead would have to make a Fortitude save 20 each time or drop the weapon. Even if the wielder retaint their grip on the weapon, it deals no enchantment, enhancement or even might damage due to the struggle. Whenever someone looks at the weapon, they must make a willsave of 26 or be affected by despair. The enchanted target suffers a -2 penalty to saves -2 to attack damage and -10 to skill checks. The user can hold the weapon then release it allowing it to orbit around at a distance of 1 meter. When it orbits the user can grasp it as a free movement - whenever the user drops the weapon or is disarmet it floats up to orbit around the user again. The user may volountarily seize and store an ioun weapon to keep it safe, but the user cannot then gain the benefits of its properties until it is drawn and released. An ioun weapon must be grasped to be separaed from the user - This requires a melee touch attack against the weapon, and provokes an opportunity attack from the user. The user can grasp the weapon as a free movement and use it to make the opportunity attack. A ghost touch weapon deals damage normally against incorporeal creatures. (An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder. Weapon. 1/day, non-Movement. Use when using an area effect. Increases the radius of a burst, spread, or emanation by 2 meters, the length of a cone by 3 meters, and the length of a line by 6 meters. Power 1/Encounter, Weaving Movement. Perform Wind NinJutsu without making Handseals. Lasts 4 Rounds. This weapon has an image of a snail worked into its hilt or grip, and it feels cold to the touch. A chill aura numbs this weapon's victim when the user strikes true. Whenever the user hits with a Critical Strike with this weapon, the target is slowed for 3 rounds. The creature is staggered and can only make a single move movement or weaving movement each turn, but not both. Additionally they lose their Minor Defenses. A Will Save negates this effect (10 + 2 per Class Level + Impeccable Will). This effect activates even if the creature is not normally subject to damage from a Critical Strike. Weaving Movement activation. This weapon looks dull, black, and its edges seem indistinct. A Shadowstrike weapon can reach through their own shadow to catch foes off guard. Once per day, the user can activate the property to add 2 meters to the weapon's reach for a single attack. The target is denied their Minor Defenses for this attack. A crafter applies this on a weapon giving the weapon 7 Charges. The wielder can spend 1 charge on their turn (as a free movement) to make an extra attack with the weapon. The user can also use 1 charge at any time, but no more than once per round, to reroll any Die. The wielder can decide to spend a charge to reroll a die after learning the result of the original die roll. The Jutsu Well weapon can channel the user's Touch Jutsus and can hold 1 Touch Jutsu without discharging it, allowing the user to perform other Jutsus for the duration of 5 hours per Class Level. Effects resolve after damage has been dealt by the weapon. 3 times per day as a Free Movement, this weapon can identify the most powerful foe (based on Class Points) of the wielder within 20 meters. The weapon communicates this information to the wielder mentally. Foes not known to the wielder, or not known to be foes (someone in disguise, someone hidden), must make a successful Will Save (10 + 2 per Class Level + Impeccable Will) or be detected. . When the user crafts an Item, the user can infuse it with a bit of their convictions. Creatures that are more than 1 alignment step away from the user are sickened while using, holding, or wearing this item. An item that has been infused with the user's alignment can never have an opposing special ability added to it. Whenever anyone except its owner or a member of their bloodline attempts to wield a blood bonded weapon, they take damage equal to the Equipment's Enhancement Bonus (No saves) each round. When the last member of the bloodline dies, the thorny weapon may be freely claimed (although it will bloody the new owner the first time they grasp it). The weapon may also be freely transferred (no coercion or Chakra Charms/Compulsions) by one owner to another with the new owner taking damage the first time they grasp it. User increases their chance to hit any target that has the benefit of a miss chance by 20% though, the user must still know what 2 meter area to attack if the miss chance is granted by concealment.
Rank: "S"
Type: Main, Slashing, Sword
Effect:
Special: Hardness: 10; Armour Points/Inch: 30
Drawback: ---
Description: A One-Handed Large katana. This weapon does +34 as the wind, whenever its unsheathed in atleast a light breeze, the weapon emits a scream. This scream is a sonic, mind-affecting compulsion that is a fear effect. Other than the wielder, those within 10-meters who hear the scream must succeed on a Will save or cower for 1d4 rounds. The Save of the Will save depends on the strength of the wind. The weapon was crafted in such a way that if ever used against its owner, Hamura or the twins, it wouldnt do any damage - the wielder instead would have to make a Fortitude save 20 each time or drop the weapon. Even if the wielder retaint their grip on the weapon, it deals no enchantment, enhancement or even might damage due to the struggle. Whenever someone looks at the weapon, they must make a willsave of 26 or be affected by despair. The enchanted target suffers a -2 penalty to saves -2 to attack damage and -10 to skill checks. The user can hold the weapon then release it allowing it to orbit around at a distance of 1 meter. When it orbits the user can grasp it as a free movement - whenever the user drops the weapon or is disarmet it floats up to orbit around the user again. The user may volountarily seize and store an ioun weapon to keep it safe, but the user cannot then gain the benefits of its properties until it is drawn and released. An ioun weapon must be grasped to be separaed from the user - This requires a melee touch attack against the weapon, and provokes an opportunity attack from the user. The user can grasp the weapon as a free movement and use it to make the opportunity attack. A ghost touch weapon deals damage normally against incorporeal creatures. (An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder. Weapon. 1/day, non-Movement. Use when using an area effect. Increases the radius of a burst, spread, or emanation by 2 meters, the length of a cone by 3 meters, and the length of a line by 6 meters. Power 1/Encounter, Weaving Movement. Perform Wind NinJutsu without making Handseals. Lasts 4 Rounds. This weapon has an image of a snail worked into its hilt or grip, and it feels cold to the touch. A chill aura numbs this weapon's victim when the user strikes true. Whenever the user hits with a Critical Strike with this weapon, the target is slowed for 3 rounds. The creature is staggered and can only make a single move movement or weaving movement each turn, but not both. Additionally they lose their Minor Defenses. A Will Save negates this effect (10 + 2 per Class Level + Impeccable Will). This effect activates even if the creature is not normally subject to damage from a Critical Strike. Weaving Movement activation. This weapon looks dull, black, and its edges seem indistinct. A Shadowstrike weapon can reach through their own shadow to catch foes off guard. Once per day, the user can activate the property to add 2 meters to the weapon's reach for a single attack. The target is denied their Minor Defenses for this attack. A crafter applies this on a weapon giving the weapon 7 Charges. The wielder can spend 1 charge on their turn (as a free movement) to make an extra attack with the weapon. The user can also use 1 charge at any time, but no more than once per round, to reroll any Die. The wielder can decide to spend a charge to reroll a die after learning the result of the original die roll. The Jutsu Well weapon can channel the user's Touch Jutsus and can hold 1 Touch Jutsu without discharging it, allowing the user to perform other Jutsus for the duration of 5 hours per Class Level. Effects resolve after damage has been dealt by the weapon. 3 times per day as a Free Movement, this weapon can identify the most powerful foe (based on Class Points) of the wielder within 20 meters. The weapon communicates this information to the wielder mentally. Foes not known to the wielder, or not known to be foes (someone in disguise, someone hidden), must make a successful Will Save (10 + 2 per Class Level + Impeccable Will) or be detected. . When the user crafts an Item, the user can infuse it with a bit of their convictions. Creatures that are more than 1 alignment step away from the user are sickened while using, holding, or wearing this item. An item that has been infused with the user's alignment can never have an opposing special ability added to it. Whenever anyone except its owner or a member of their bloodline attempts to wield a blood bonded weapon, they take damage equal to the Equipment's Enhancement Bonus (No saves) each round. When the last member of the bloodline dies, the thorny weapon may be freely claimed (although it will bloody the new owner the first time they grasp it). The weapon may also be freely transferred (no coercion or Chakra Charms/Compulsions) by one owner to another with the new owner taking damage the first time they grasp it. User increases their chance to hit any target that has the benefit of a miss chance by 20% though, the user must still know what 2 meter area to attack if the miss chance is granted by concealment.
Primary Armor:
32 hardness
425 AP
Armour class 43
Fang of the Wolf (Helmet Pristine) 2x
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the head of the wearer.
Special: Flashlight, Battery Flood x2, Rebreather, Gas Mask, Zooming Vision x20, X-Ray Vision, Underwater Vision, Infravision Lens, Night-vision Vision, Lie-Detector Lenses, Condition Viewing Vision, Camera Vision, Anti-Flash Lenses, Anti-Flash Lenses, Goggles, Covert Listening Device x4. User gets +10 resistance to fire.
Drawback: Helmet gives -10 to observation.
Description: Forged by the White Wolf in the magical fires of his forge he created a mask designed to conceal the identity of the user. While the mask alone only covers the face the user can press a button and have the mask cover the users entire head as a full helm. Designed to invoke fear in anyone who can see the mask when the words are spoken. When the words are spoken all members in the audience must a will save of 35 or be rendered frightened and run away in fear. The lenses on the visors themselves give the user the ability to cycle through several viewing lenses and styles. The mask also can take pictures, record video and audio as well as leave bugs to record audio themselves.
Armour Class: 3.
Limit: Crafted By Shiki Senri, The white wolf.
Cost: 128,875 Ryo each.
Starmetal Helmet 1x (Masterwork)
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the head of the wearer.
Special: ---
Drawback: ---
Description: Armour that protects the head, face, and back of the head of the wearer. They come in dozens of different styles, many of which are attributed to different cultures. Some are more effective than others (materials, and design), while others are far more appealing by their appearance. Helmets that protect the face apply a -10 penalty to Observation. . Weapons fashioned from Starmetal have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armour made from Starmetal grants its wearer damage reduction 3/—. Starmetal is so costly that weapons and armour made from it are always of masterwork quality;. Starmetal also possesses an inherent Chakra connection to the Material Plane, meaning that weapons made of the alloy are especially effective against creatures from other planes. Weapons made of starmetal deal an extra +18 Armour Points of damage to any extraplanar creatures while they are on the Material Plane.
• Armour Class: 4.
• Hardness: 32
• Armour Points:50
• Starmetal Shoulder Armour Piece 2x (Masterwork)
Rank: "S"
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. Weapons fashioned from Starmetal have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armour made from Starmetal grants its wearer damage reduction 3/—. Starmetal is so costly that weapons and armour made from it are always of masterwork quality;. Starmetal also possesses an inherent Chakra connection to the Material Plane, meaning that weapons made of the alloy are especially effective against creatures from other planes. Weapons made of starmetal deal an extra +18 Armour Points of damage to any extraplanar creatures while they are on the Material Plane.
• Armour Class: 5.
• Hardness: 32
• Armour Points:50
• Starmetal Arm Armour Piece 2x (Masterwork)
Rank: "S"
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. Weapons fashioned from Starmetal have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armour made from Starmetal grants its wearer damage reduction 3/—. Starmetal is so costly that weapons and armour made from it are always of masterwork quality;. Starmetal also possesses an inherent Chakra connection to the Material Plane, meaning that weapons made of the alloy are especially effective against creatures from other planes. Weapons made of starmetal deal an extra +18 Armour Points of damage to any extraplanar creatures while they are on the Material Plane.
• Armour Class: 5.
• Hardness: 32
• Armour Points:50
• Starmetal Torso Armour Piece 1x (Masterwork)
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. Weapons fashioned from Starmetal have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armour made from Starmetal grants its wearer damage reduction 3/—. Starmetal is so costly that weapons and armour made from it are always of masterwork quality;. Starmetal also possesses an inherent Chakra connection to the Material Plane, meaning that weapons made of the alloy are especially effective against creatures from other planes. Weapons made of starmetal deal an extra +18 Armour Points of damage to any extraplanar creatures while they are on the Material Plane.
• Armour Class: 7.
• Hardness: 32
• Armour Points:75
• Starmetal Leg Armour Piece 2x (Masterwork)
Rank: "S”
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. Weapons fashioned from Starmetal have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armour made from Starmetal grants its wearer damage reduction 3/—. Starmetal is so costly that weapons and armour made from it are always of masterwork quality;. Starmetal also possesses an inherent Chakra connection to the Material Plane, meaning that weapons made of the alloy are especially effective against creatures from other planes. Weapons made of starmetal deal an extra +18 Armour Points of damage to any extraplanar creatures while they are on the Material Plane.
• Armour Class: 6.
• Hardness: 32
• Armour Points:50
Secondary Armor:
Death-Gate (Bushūgi-Torii)
Rank: "A"
Type: Main, Weapon, Bludgeoning, Shield
Effect: A couple broad pieces of metal, held by straps or a handle attached on one side. And a weapon with a long metal blade that springs out of each end. A connected flexible series of metal links connect the two broad pieces of metal with magnetic fasteners that total six feet long and connects in the middle at the three foot mark.
Special:
Bushūgi is a Heavy Shield made from Steel, Sortosis with a Hardness: 10; Armour Points/Inch: 15. This blue-black metal is highly reflective and blemish free. It often exudes the smell of air after a lightning strike. It is made from the extremely rare sortosis ore, which is difficult to mine and refine due to the toxic dust those processes create. Some scholars state the death of a great wyrm dragon atop a vein of iron ore creates sortosis ore. The strange properties of this material cause it to disrupt breath weapons. As it is as hard as steel but not nearly as flexible, it is subject to fracturing. Creatures with breath weapons damaged by a sortosis weapon must make a Fortitude Save (10 + 1/5 the damage dealt) or have the use of their breath weapon suppressed for 4 rounds. Due to its tendency to fracture, Armour cannot be made from sortosis steel, though shields can be. Such shields’ ability to disrupt breath weapons grants their users a +4 circumstance bonus to saves against breath weapon attacks. And a hidden Blade made from Steel, Chthonic with a Hardness: 15; Armour Points/Inch: 25. A scarce metal, the secret of its creation is guarded with a fatal zealousness. This material is primarily mixed with iron and is found as a natural red-orange ore amidst veins of mosaic glass. Naturally brittle, it is hardened by dousing it in a true dragon’s blood during its forging. The finished metal has a gold-red hue with an orange, reflective shine. Chthonic steel has several valuable qualities, including ease of Enhancement Seal, its natural sharpness, and the power to absorb Chakra Missiles. Chthonic steel always retains its edge, even when abused. Chthonic armor and shields negate Chakra Missile Jutsus that target the wearer in a manner similar to the Shield Jutsu.
Torii is a Heavy Shield made from Steel, Chthonic with a Hardness: 15; Armour Points/Inch: 25. A scarce metal, the secret of its creation is guarded with a fatal zealousness. This material is primarily mixed with iron and is found as a natural red-orange ore amidst veins of mosaic glass. Naturally brittle, it is hardened by dousing it in a true dragon’s blood during its forging. The finished metal has a gold-red hue with an orange, reflective shine. Chthonic steel has several valuable qualities, including ease of Enhancement Seal, its natural sharpness, and the power to absorb Chakra Missiles. Chthonic steel always retains its edge, even when abused. Chthonic armor and shields negate Chakra Missile Jutsus that target the wearer in a manner similar to the Shield Jutsu. With a Hidden Blade made from Steel, Sortosis with a Hardness: 10; Armour Points/Inch: 15. This blue-black metal is highly reflective and blemish free. It often exudes the smell of air after a lightning strike. It is made from the extremely rare sortosis ore, which is difficult to mine and refine due to the toxic dust those processes create. Some scholars state the death of a great wyrm dragon atop a vein of iron ore creates sortosis ore. The strange properties of this material cause it to disrupt breath weapons. As it is as hard as steel but not nearly as flexible, it is subject to fracturing. Creatures with breath weapons damaged by a sortosis weapon must make a Fortitude Save (10 + 1/5 the damage dealt) or have the use of their breath weapon suppressed for 4 rounds. Due to its tendency to fracture, Armour cannot be made from sortosis steel, though shields can be. Such shields’ ability to disrupt breath weapons grants their users a +4 circumstance bonus to saves against breath weapon attacks.
Setsuzoku is a six foot chain made from Primal Iron which has a Hardness: 10; Armour Points/Inch: 30. This dark grey, almost black, iron is non-reflective and lets off a constant smell of freshly spilt blood; its touch gives off a feeling of security. It has a violent effect against creatures vulnerable to cold iron. The tales of the elder druids tell of its creation by the “creator-beings” when their blood mingled with portals into the plane of dreams and filtered down to iron ore deposits in the deep places of the earth. Primal iron weapons count as cold iron for the purpose of overcoming damage reduction, affecting regeneration, and concerning vulnerability to cold iron. Creatures whose damage reduction is overcome by cold iron, or whose regeneration stops functioning due to a cold iron attack, or who are vulnerable to cold iron take half again as much damage (+50%) from a primal iron weapon (additional damage is not increased such as that from a technique, increased weapon Damage however works) as normal. Items not primarily of metal are not meaningfully affected by being partially made of this special material. Weapons made of primal iron cost 3 times as much to make as their normal counterparts. In addition, adding any Enhancement Seal to a primal iron weapon increases its price by 60,000 Ryo. This increase is applied the first time the item is enhanced, not once per ability added. The chain can fully disengage from the shields or break apart into two three foot sections.
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +6 Amour Points of Damage. This massive shield is nearly as tall as the user. In most situations it provides cover for the user. The user can use a tower shield to gain total cover, though the user does give up the ability to attack. The user can bash with a tower shield however it takes two hands to wield the shield. The user cannot use their shield hand for anything else. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed. Adds +100 Armour Points to Guard Meter. Guard Position reduces Ranged proficiency by 3/4. Guard Position reduces Movements by 3/4. It separates into two One-Handed Weapons. These weapons do +4 Amour Points of Damage. An item where the user straps to their forearm and grip it with their hand. A heavy shield is so heavy that the user cannot use their shield hand for anything else. These items are used as protection against blows or missiles or can be used as a weapon. The Heavy Shields are 1.2 m (4 feet) in size. Adds +50 Armour Points to Guard Meter. Guard Position reduces Ranged proficiency by 1/2. Guard Position reduces Movements by 1/2. The Hidden blades are weapons do +6 Amour Points of Damage and is about 2 feet in length. The chain weapon part do +4 Amour Points of Damage. 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.
Limit: Crafted by Ryutatsu Kyoudo for the Dojo Twins
Cost: 138,400 Ryo
Type: Main, Weapon, Bludgeoning, Shield
Effect: A couple broad pieces of metal, held by straps or a handle attached on one side. And a weapon with a long metal blade that springs out of each end. A connected flexible series of metal links connect the two broad pieces of metal with magnetic fasteners that total six feet long and connects in the middle at the three foot mark.
Special:
Bushūgi is a Heavy Shield made from Steel, Sortosis with a Hardness: 10; Armour Points/Inch: 15. This blue-black metal is highly reflective and blemish free. It often exudes the smell of air after a lightning strike. It is made from the extremely rare sortosis ore, which is difficult to mine and refine due to the toxic dust those processes create. Some scholars state the death of a great wyrm dragon atop a vein of iron ore creates sortosis ore. The strange properties of this material cause it to disrupt breath weapons. As it is as hard as steel but not nearly as flexible, it is subject to fracturing. Creatures with breath weapons damaged by a sortosis weapon must make a Fortitude Save (10 + 1/5 the damage dealt) or have the use of their breath weapon suppressed for 4 rounds. Due to its tendency to fracture, Armour cannot be made from sortosis steel, though shields can be. Such shields’ ability to disrupt breath weapons grants their users a +4 circumstance bonus to saves against breath weapon attacks. And a hidden Blade made from Steel, Chthonic with a Hardness: 15; Armour Points/Inch: 25. A scarce metal, the secret of its creation is guarded with a fatal zealousness. This material is primarily mixed with iron and is found as a natural red-orange ore amidst veins of mosaic glass. Naturally brittle, it is hardened by dousing it in a true dragon’s blood during its forging. The finished metal has a gold-red hue with an orange, reflective shine. Chthonic steel has several valuable qualities, including ease of Enhancement Seal, its natural sharpness, and the power to absorb Chakra Missiles. Chthonic steel always retains its edge, even when abused. Chthonic armor and shields negate Chakra Missile Jutsus that target the wearer in a manner similar to the Shield Jutsu.
Torii is a Heavy Shield made from Steel, Chthonic with a Hardness: 15; Armour Points/Inch: 25. A scarce metal, the secret of its creation is guarded with a fatal zealousness. This material is primarily mixed with iron and is found as a natural red-orange ore amidst veins of mosaic glass. Naturally brittle, it is hardened by dousing it in a true dragon’s blood during its forging. The finished metal has a gold-red hue with an orange, reflective shine. Chthonic steel has several valuable qualities, including ease of Enhancement Seal, its natural sharpness, and the power to absorb Chakra Missiles. Chthonic steel always retains its edge, even when abused. Chthonic armor and shields negate Chakra Missile Jutsus that target the wearer in a manner similar to the Shield Jutsu. With a Hidden Blade made from Steel, Sortosis with a Hardness: 10; Armour Points/Inch: 15. This blue-black metal is highly reflective and blemish free. It often exudes the smell of air after a lightning strike. It is made from the extremely rare sortosis ore, which is difficult to mine and refine due to the toxic dust those processes create. Some scholars state the death of a great wyrm dragon atop a vein of iron ore creates sortosis ore. The strange properties of this material cause it to disrupt breath weapons. As it is as hard as steel but not nearly as flexible, it is subject to fracturing. Creatures with breath weapons damaged by a sortosis weapon must make a Fortitude Save (10 + 1/5 the damage dealt) or have the use of their breath weapon suppressed for 4 rounds. Due to its tendency to fracture, Armour cannot be made from sortosis steel, though shields can be. Such shields’ ability to disrupt breath weapons grants their users a +4 circumstance bonus to saves against breath weapon attacks.
Setsuzoku is a six foot chain made from Primal Iron which has a Hardness: 10; Armour Points/Inch: 30. This dark grey, almost black, iron is non-reflective and lets off a constant smell of freshly spilt blood; its touch gives off a feeling of security. It has a violent effect against creatures vulnerable to cold iron. The tales of the elder druids tell of its creation by the “creator-beings” when their blood mingled with portals into the plane of dreams and filtered down to iron ore deposits in the deep places of the earth. Primal iron weapons count as cold iron for the purpose of overcoming damage reduction, affecting regeneration, and concerning vulnerability to cold iron. Creatures whose damage reduction is overcome by cold iron, or whose regeneration stops functioning due to a cold iron attack, or who are vulnerable to cold iron take half again as much damage (+50%) from a primal iron weapon (additional damage is not increased such as that from a technique, increased weapon Damage however works) as normal. Items not primarily of metal are not meaningfully affected by being partially made of this special material. Weapons made of primal iron cost 3 times as much to make as their normal counterparts. In addition, adding any Enhancement Seal to a primal iron weapon increases its price by 60,000 Ryo. This increase is applied the first time the item is enhanced, not once per ability added. The chain can fully disengage from the shields or break apart into two three foot sections.
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +6 Amour Points of Damage. This massive shield is nearly as tall as the user. In most situations it provides cover for the user. The user can use a tower shield to gain total cover, though the user does give up the ability to attack. The user can bash with a tower shield however it takes two hands to wield the shield. The user cannot use their shield hand for anything else. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed. Adds +100 Armour Points to Guard Meter. Guard Position reduces Ranged proficiency by 3/4. Guard Position reduces Movements by 3/4. It separates into two One-Handed Weapons. These weapons do +4 Amour Points of Damage. An item where the user straps to their forearm and grip it with their hand. A heavy shield is so heavy that the user cannot use their shield hand for anything else. These items are used as protection against blows or missiles or can be used as a weapon. The Heavy Shields are 1.2 m (4 feet) in size. Adds +50 Armour Points to Guard Meter. Guard Position reduces Ranged proficiency by 1/2. Guard Position reduces Movements by 1/2. The Hidden blades are weapons do +6 Amour Points of Damage and is about 2 feet in length. The chain weapon part do +4 Amour Points of Damage. 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.
Limit: Crafted by Ryutatsu Kyoudo for the Dojo Twins
Cost: 138,400 Ryo
Ku Ji Koreigongo[Six Whirlwind Lances]
Rank-JouninRank
Type-Main
Effect-These are high ranking Lances that are one of the strongest among the world , it has control over the wind and by utilizing the wind element these weapons can soround the user as if it was a sheild, for example how Gaara sand always protects him just by simply attack you, by utilizing the wind element along with the power of the sharingan the Billy is able to focus his chakra controling all six of the Lances as they soround himself as a sheild blocking anything that come towards them. the reason why these Lances can block anything that comes towards them is because by the user identifying the sharingan with the wind element he is able to focus on the lances making them float around him by using his wind release skills control all six of the lances to his full extence and while simply focusing on the user with his shringan the user is able to identify the opponents movements. although it cant block anything, if the users attack is a A rank attack or higher the user will have to use more chakra into all the Lances to try and stop the attack although it may only last three seconds for each A rank attack that is block it is still able to give the Uchiha user enough time to escape, the user much have stage three of Sharingan to be able to control this weapon, he uses wind to manipulate his six lances and shield himself. His lances can transform into a dragon to attack opponents with whirlwinds.
Special----
Drawback-This weapon requires the user to be a Ninjutsu speacialist with lots of chakra control in the wind element, and has to be trained in balance in order to handle this weapon.
Description-, the Lances is 6'0 long each lance which requires atleast a strength of a jounin to hold sence each lance is about fifty pounds, along with its two silver two pointed blades at the each with the lances being quite then and purple.
Limit-Must have Wind release, and the only way top find out about this weapon is actually getting to Talk to Billy. every jutsu listed below cannot be used by anyone unless you have the Six Lances.
Kuujin- 1150 Ryo
Kuushin-1150 Ryo
Kuunishi-1150 Ryo
Kuunkashi-1150 Ryo
Kuushinado-1150 Ryo
Kuushidoke-1150 Ryo
Total-6900 Ryo
Their is currently only one person who can make this weapon, but before you do anything else the only way you could know about this weapon is by getting Billy to mension it to you about it, and the only way you could get him to tell you were the smith is located is by defeating him in a battle and showing that you are worthy of having the Six Lances.
Willy Uchiha-Willy also known as Free Willy is the Father of Billy who lives deep in a large Maze forest within the Grass village country, their are two things that you have to do in order to obtain this weapon, meaning you have to go through the maze within a matter of hours and you have to prove that your Sharingan is strong enough to Weild the Six lances that Billy has Created himself.
Type-Main
Effect-These are high ranking Lances that are one of the strongest among the world , it has control over the wind and by utilizing the wind element these weapons can soround the user as if it was a sheild, for example how Gaara sand always protects him just by simply attack you, by utilizing the wind element along with the power of the sharingan the Billy is able to focus his chakra controling all six of the Lances as they soround himself as a sheild blocking anything that come towards them. the reason why these Lances can block anything that comes towards them is because by the user identifying the sharingan with the wind element he is able to focus on the lances making them float around him by using his wind release skills control all six of the lances to his full extence and while simply focusing on the user with his shringan the user is able to identify the opponents movements. although it cant block anything, if the users attack is a A rank attack or higher the user will have to use more chakra into all the Lances to try and stop the attack although it may only last three seconds for each A rank attack that is block it is still able to give the Uchiha user enough time to escape, the user much have stage three of Sharingan to be able to control this weapon, he uses wind to manipulate his six lances and shield himself. His lances can transform into a dragon to attack opponents with whirlwinds.
Special----
Drawback-This weapon requires the user to be a Ninjutsu speacialist with lots of chakra control in the wind element, and has to be trained in balance in order to handle this weapon.
Description-, the Lances is 6'0 long each lance which requires atleast a strength of a jounin to hold sence each lance is about fifty pounds, along with its two silver two pointed blades at the each with the lances being quite then and purple.
Limit-Must have Wind release, and the only way top find out about this weapon is actually getting to Talk to Billy. every jutsu listed below cannot be used by anyone unless you have the Six Lances.
Kuujin- 1150 Ryo
Kuushin-1150 Ryo
Kuunishi-1150 Ryo
Kuunkashi-1150 Ryo
Kuushinado-1150 Ryo
Kuushidoke-1150 Ryo
Total-6900 Ryo
Their is currently only one person who can make this weapon, but before you do anything else the only way you could know about this weapon is by getting Billy to mension it to you about it, and the only way you could get him to tell you were the smith is located is by defeating him in a battle and showing that you are worthy of having the Six Lances.
Willy Uchiha-Willy also known as Free Willy is the Father of Billy who lives deep in a large Maze forest within the Grass village country, their are two things that you have to do in order to obtain this weapon, meaning you have to go through the maze within a matter of hours and you have to prove that your Sharingan is strong enough to Weild the Six lances that Billy has Created himself.
[Name] Tokihaga (Raging Blue) With Recalibration
[Rank] A
[Type] Main Weaponry
[Effect] Through a direct link to the user’s chakra system and the human body’s natural electrical impulses, the sword grants its wielder several Raiton enhanced attacks.
[Special] Requires the Raiton release for wielding, as well as an active Sharingan. If Mastery in the element is achieved, the weapon’s powers are naturally increased, almost twofold. The higher the user’s difficulty class, the longer the sword’s effects remain in use.
[Drawback] Due to its direct link to the wielder’s chakra system, being weakened, severely injured or reaching fatigue due to chakra exertion results in the sword’s powers being inaccessible, rendering it nothing more than a simple blade.
[Description] Tokihaga is a legendary weapon revered in Kumo’s history books decades before a mysterious, great catastrophe had ravaged the lands. Appearing as a rare blade with innate Raiton power, it had been wielded by many experienced ninja until glory could befall them no more. While its originators were unmentioned, the blade at once point or another became widely popular amongst the shinobi world’s Uchiha Warlords. It’s unsure whether the blade was commonly produced or merely a rare amount existed. However, after time’s passing, and rumor’s of the one surviving blacksmith said to still be mysteriously alive and forging, it was confirmed that the weapon was intended by those possessing the Sharingan, as its various lightning based attacks could best be made destructive under the Copy Wheel Eye’s predictive powers. It is also rumored the great smith can be found dwelling somewhere in the Thunder Country, and that he will commission the blade only to those that can display the Sharingan.
To say the blade is enchanted is not entirely true. It appears to the eye as a short kodachi, the straight blade and lacking hilt kept strapped at the user’s back, and appearing to simply be a ‘last resort’ type of weapon. When 'inactive', its hilt is a snow white; however, when in the hands of the user, it'll shimmer a deep blue, a sign that the power of Raiton was now alive. It is crafted of the hardest metals known to man, able to withstand a thousand blows through a thousand years and never loose its sharpness. Additionally, some sort of shiki scribbled in small font across the blade of the hiltless Chokuto speaks of crying thunder. To the sages of times long past, it’d be an incantation unique to the blade’s user, tying the sword to their chakra system and effectively creating an open link. Although hard to understand, any adept Raiton user will quickly realize their release’s power is easily channeled through this weapon. After extensive training, the user also learns how to constantly keep a steady flow of Raiton chakra to the blade, allowing it to both cut through almost anything it touches, extend its size through pure chakra alone, and shock anything it strikes, as long as the object is conducive to lightning.
The blade itself is meant for a Sharingan user because of the chakra’s nature and its speed. Without the eye, one cannot pierce the foreign energies and properly understand it, making the weapon unwieldy and most of its powers inaccessible to members outside the Uchiha clan. Because the lightning that comes forth is so fast and hard to manipulate, the Sharingan’s natural talents effectively add reigns to the power, allowing it to be wielded properly. A higher Sharingan means a higher understanding of the techniques the sword grants. Additionally, the shiki itself is engraved into the weapon as it’s being forged by its only master, and it directly ties the user’s chakra system, meaning it is useless in the hands of another. If by any chance someone else were to fall upon the blade (and discover its true meaning), they can bring it back to the weapon smith to be “recalibrated”; it is rumored that while he commissions only for the Uchiha, someone displaying the sword as a prize of battle will be granted the weapon as their own.
[Limit] Must specialize in ninjutsu. Must know ‘Raiton’ release. Knowledge of the sword is extremely limited due to the fact its its ancient and as secret as MS to the Uchiha. However, tales of past Sharingan warriors sporting a glowing, blue sword and dispersing large amounts of chakra has been recorded in history; a careful RP discovering the secret will allow the user to be able to find the source, where they can attempt to gain favor from the creator; the weapon is available through a mysterious weapon smith wandering the Thunder Country. Once accepted, either I or a GM/staffer will set-up your initiation, which consists of completing one ‘S’ ranked Death-Enabled task for them, either in the form of a mission, event or test. He accepts commissions only from Uchiha members, and will require a sample of the Sharingan before the sword’s creation. The master makes exceptions however for those that bring the sword of a previous owner to him, and can in fact be wielded by Raiton masters, or members of clans/BL's prone to Raiton. In order to search for the Master in an effort to try and obtain the sword, you must obtain permission from Fina.
[Cost] 50,000 for creation | 100,000 for recalibration
[Type] Main Weaponry
[Effect] Through a direct link to the user’s chakra system and the human body’s natural electrical impulses, the sword grants its wielder several Raiton enhanced attacks.
[Special] Requires the Raiton release for wielding, as well as an active Sharingan. If Mastery in the element is achieved, the weapon’s powers are naturally increased, almost twofold. The higher the user’s difficulty class, the longer the sword’s effects remain in use.
[Drawback] Due to its direct link to the wielder’s chakra system, being weakened, severely injured or reaching fatigue due to chakra exertion results in the sword’s powers being inaccessible, rendering it nothing more than a simple blade.
[Description] Tokihaga is a legendary weapon revered in Kumo’s history books decades before a mysterious, great catastrophe had ravaged the lands. Appearing as a rare blade with innate Raiton power, it had been wielded by many experienced ninja until glory could befall them no more. While its originators were unmentioned, the blade at once point or another became widely popular amongst the shinobi world’s Uchiha Warlords. It’s unsure whether the blade was commonly produced or merely a rare amount existed. However, after time’s passing, and rumor’s of the one surviving blacksmith said to still be mysteriously alive and forging, it was confirmed that the weapon was intended by those possessing the Sharingan, as its various lightning based attacks could best be made destructive under the Copy Wheel Eye’s predictive powers. It is also rumored the great smith can be found dwelling somewhere in the Thunder Country, and that he will commission the blade only to those that can display the Sharingan.
To say the blade is enchanted is not entirely true. It appears to the eye as a short kodachi, the straight blade and lacking hilt kept strapped at the user’s back, and appearing to simply be a ‘last resort’ type of weapon. When 'inactive', its hilt is a snow white; however, when in the hands of the user, it'll shimmer a deep blue, a sign that the power of Raiton was now alive. It is crafted of the hardest metals known to man, able to withstand a thousand blows through a thousand years and never loose its sharpness. Additionally, some sort of shiki scribbled in small font across the blade of the hiltless Chokuto speaks of crying thunder. To the sages of times long past, it’d be an incantation unique to the blade’s user, tying the sword to their chakra system and effectively creating an open link. Although hard to understand, any adept Raiton user will quickly realize their release’s power is easily channeled through this weapon. After extensive training, the user also learns how to constantly keep a steady flow of Raiton chakra to the blade, allowing it to both cut through almost anything it touches, extend its size through pure chakra alone, and shock anything it strikes, as long as the object is conducive to lightning.
The blade itself is meant for a Sharingan user because of the chakra’s nature and its speed. Without the eye, one cannot pierce the foreign energies and properly understand it, making the weapon unwieldy and most of its powers inaccessible to members outside the Uchiha clan. Because the lightning that comes forth is so fast and hard to manipulate, the Sharingan’s natural talents effectively add reigns to the power, allowing it to be wielded properly. A higher Sharingan means a higher understanding of the techniques the sword grants. Additionally, the shiki itself is engraved into the weapon as it’s being forged by its only master, and it directly ties the user’s chakra system, meaning it is useless in the hands of another. If by any chance someone else were to fall upon the blade (and discover its true meaning), they can bring it back to the weapon smith to be “recalibrated”; it is rumored that while he commissions only for the Uchiha, someone displaying the sword as a prize of battle will be granted the weapon as their own.
[Limit] Must specialize in ninjutsu. Must know ‘Raiton’ release. Knowledge of the sword is extremely limited due to the fact its its ancient and as secret as MS to the Uchiha. However, tales of past Sharingan warriors sporting a glowing, blue sword and dispersing large amounts of chakra has been recorded in history; a careful RP discovering the secret will allow the user to be able to find the source, where they can attempt to gain favor from the creator; the weapon is available through a mysterious weapon smith wandering the Thunder Country. Once accepted, either I or a GM/staffer will set-up your initiation, which consists of completing one ‘S’ ranked Death-Enabled task for them, either in the form of a mission, event or test. He accepts commissions only from Uchiha members, and will require a sample of the Sharingan before the sword’s creation. The master makes exceptions however for those that bring the sword of a previous owner to him, and can in fact be wielded by Raiton masters, or members of clans/BL's prone to Raiton. In order to search for the Master in an effort to try and obtain the sword, you must obtain permission from Fina.
[Cost] 50,000 for creation | 100,000 for recalibration
Benihime (Crimson Princess)
Rank: "A"
Type: Main, Longsword, Slashing/Piercing
Effect: In comparison to the other great swords, a small, oddly-shapen sword that is used carefully and with great skill and precision to effectively slice, dice, and parry attacks.
Special: The user must undergo a sort of training dedicated to the Sword itself. Reasons for this is because of how special the sword is. Beyond that, a required Ritual will be in place in order to use the full powers of the sword. A "B" Class Character has the best chance into mastering the weapon to its full potential.
Drawback: Do to the weapon's massive size and weight it is quite difficult to wield the weapon properly. That is why it is best to go off and train into the weapon in order to be capable of using it properly. The weapon is somewhat of an eyesore as well, and quite dangerous looking so it may bring on lookers to watch and see.
Description: Picture. Benihime is an oddly-shaped sword. Combined with an elaborate guard, a bent hilt, and a straight, one-sided blade, many often wonder how the blade is effective in combat. However, the answer comes from the way the guard is shaped and the way that the hilt is shaped. The sword is usually held with the hilt's bent edge point towards the user, so that when they are bracing against an incoming attack, they have a great body support than that of the average sword. The guard itself has many serrated edges towards the top, making it capable of locking in a blade after a successful parry, allowing the user a much easier way of disarming the opponent. The entire weapon is 42 inches long.
Limit:
The user must be at least B Ranked.
Must be a Taijutsu Specialist or higher.
Must be capable of molding chakra.
Cannot be purchased in any ninja village.
There is only a 40% chance a store will carry this weapon.
Kyuushi
Rank: "S" Rank
Type: Main, Piercing/Slashing, Sword
Effect: The Kyuushi is mainly used to slash or pierce a target of the users choosing.
Special: It utilizes and amplifies the lightning release element. Paralysis-based weapon.
Drawback: Must train different sessions to master the use for this weapon. Must have Mastered Lightning Style to use in battle else the user will be shocked with an A rank amount of electricity.
Description: Picture. The katana is about a two inches longer than a regular katana as well as its thickness. Its main colours are gold and somewhat beige and as for the use of the blade, the sword was crafted for the use of lightning release for it being possible for paralyzing a target with a slash. The Kyuushi is heavier than it looks due to its high craftsmanship, which makes the sword about 50lbs heavy. The blade is made out of pure steel which is rare in some cases and extremely hard to find. Due to its rareness, it is extremely hard and difficult to break, bend or destroy. Long ago there was a sword smith fabled for his crafting prowess as he made swords many believed to be worthy of the gods though this was not enough for him and he looked to make even better swords, swords that made other swords look like toys in comparison. To this end he collected up a variety of other swords that themselves were considered legend and studied them to see what made them so great however he found nothing special as the swords were old, over one-hundred years old, and so to discover what truly made them so special he restored them as best he could and the result was amazing. After existing for over one-hundred years the blades had gained souls, consciousness’s, in short, the swords have an inner spirit where (only) the user can contact and speak with during any time and upon their restoration their true power was then released as the blades took on the power of lightning. With their consciousness, the user finds it more understandable to understand techniques for the sword, how to use it, and the sword itself. The sword Smith was marveled by this and tried to wield one of the blades however he was stricken down upon swinging the blade as lightning coursed through his body burning him alive from the inside out. The blades only allow select individuals wield them.
Limit: The blades are very rare and as such a Die roll is a must. There is only a ten percent (10%) chance of finding the blade (can only roll once per Item shop).
Cost: 50,000 Ryo
Type: Main, Longsword, Slashing/Piercing
Effect: In comparison to the other great swords, a small, oddly-shapen sword that is used carefully and with great skill and precision to effectively slice, dice, and parry attacks.
Special: The user must undergo a sort of training dedicated to the Sword itself. Reasons for this is because of how special the sword is. Beyond that, a required Ritual will be in place in order to use the full powers of the sword. A "B" Class Character has the best chance into mastering the weapon to its full potential.
Drawback: Do to the weapon's massive size and weight it is quite difficult to wield the weapon properly. That is why it is best to go off and train into the weapon in order to be capable of using it properly. The weapon is somewhat of an eyesore as well, and quite dangerous looking so it may bring on lookers to watch and see.
Description: Picture. Benihime is an oddly-shaped sword. Combined with an elaborate guard, a bent hilt, and a straight, one-sided blade, many often wonder how the blade is effective in combat. However, the answer comes from the way the guard is shaped and the way that the hilt is shaped. The sword is usually held with the hilt's bent edge point towards the user, so that when they are bracing against an incoming attack, they have a great body support than that of the average sword. The guard itself has many serrated edges towards the top, making it capable of locking in a blade after a successful parry, allowing the user a much easier way of disarming the opponent. The entire weapon is 42 inches long.
Limit:
The user must be at least B Ranked.
Must be a Taijutsu Specialist or higher.
Must be capable of molding chakra.
Cannot be purchased in any ninja village.
There is only a 40% chance a store will carry this weapon.
Kyuushi
Rank: "S" Rank
Type: Main, Piercing/Slashing, Sword
Effect: The Kyuushi is mainly used to slash or pierce a target of the users choosing.
Special: It utilizes and amplifies the lightning release element. Paralysis-based weapon.
Drawback: Must train different sessions to master the use for this weapon. Must have Mastered Lightning Style to use in battle else the user will be shocked with an A rank amount of electricity.
Description: Picture. The katana is about a two inches longer than a regular katana as well as its thickness. Its main colours are gold and somewhat beige and as for the use of the blade, the sword was crafted for the use of lightning release for it being possible for paralyzing a target with a slash. The Kyuushi is heavier than it looks due to its high craftsmanship, which makes the sword about 50lbs heavy. The blade is made out of pure steel which is rare in some cases and extremely hard to find. Due to its rareness, it is extremely hard and difficult to break, bend or destroy. Long ago there was a sword smith fabled for his crafting prowess as he made swords many believed to be worthy of the gods though this was not enough for him and he looked to make even better swords, swords that made other swords look like toys in comparison. To this end he collected up a variety of other swords that themselves were considered legend and studied them to see what made them so great however he found nothing special as the swords were old, over one-hundred years old, and so to discover what truly made them so special he restored them as best he could and the result was amazing. After existing for over one-hundred years the blades had gained souls, consciousness’s, in short, the swords have an inner spirit where (only) the user can contact and speak with during any time and upon their restoration their true power was then released as the blades took on the power of lightning. With their consciousness, the user finds it more understandable to understand techniques for the sword, how to use it, and the sword itself. The sword Smith was marveled by this and tried to wield one of the blades however he was stricken down upon swinging the blade as lightning coursed through his body burning him alive from the inside out. The blades only allow select individuals wield them.
Limit: The blades are very rare and as such a Die roll is a must. There is only a ten percent (10%) chance of finding the blade (can only roll once per Item shop).
Cost: 50,000 Ryo
Secondary Items:
Caltrops (Overview)
2 Slot 3,200 Ryo
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
Kunai (Overview)
4 Slots and 1 kunai 4,500 Ryo
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.
Shuriken, Bo (Overview)
3 Slots 4,500 Ryo
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.
Scroll: Tag, Explosive (Overview) (3 slots)(2explosive)(1acid)
9 Slots 7,740 Ryo
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.
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
Glacier Gem 1 slot
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of producing a Wall of Ice to block damage.
Special: ---
Drawback: ---
Description: This rose red gem has the power of ice locked within it. When the gem is cut into the shape of a hexagon the Alchemy is harnessed. When the gem is placed upon the ground and the command "freeze" is given in Aquan a wall of ice forms on the spot, forming a barrier at the command of the person who activated the escarpment gem. Wall of Ice is an anchored plane of ice or a hemisphere of ice, depending on the version selected. A Wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes. Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per Alchemy Mastery. It covers up to 20-meter-square area per Alchemy Mastery at time created. Each 2 meter square of wall has a 3 Armour Point per Inch Thickness. A section of wall whose Armour Points drop to 0 is breached. Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through take 6 ARmour Points of Cold Damage +5 per Alchemy Mastery at time of creation. Hemisphere: The wall takes the form of a hemisphere with a maximum radius of 1 meter +1 meter per Class Level. The Hemisphere is hard to break through as the ice plane form, but does not deal damage to those who go through the breach. The wall lasts for 30 minutes or until the command "melt" is given in Aquan. The glacier gem can be activated once per day.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 10,580 Ryo Each.
Shield Stone 1 slot
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of releasing a Wall of Force to those that invoke the Chakra in the Stone.
Special: ---
Drawback: ---
Description: This green gem invokes the power of force Chakra. When the gem is cut to the shape of a cross the alchemical properties is harnessed. When the gem is placed upon the ground and the command "raise" is given in Sylvan a Wall of Force forms on the spot, forming a barrier at the command of the person who activated the shield stone. This wall is identical to a Wall of Force Jutsu, with the exception of Class Level to Alchemy mastery when crafted. The Wall lasts for 10 minutes or until the command "lower" is given in Sylvan. The shield stone can be activated once per day.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 16,950 Ryo Each.
Crystal Ice 1 slot
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem that dramatically decreases the temperature, freezing water, and many other things in a large area for a period of 12 hours.
Special: ---
Drawback: ---
Description: Crystal Ice is harnessed from a diamond with a deep blue color and is the size of a human thumbnail. The natural alchemical properties of the diamond can be harnessed by a skilled Alchemist crafting the diamond into the shape of a one-inch square cube. Once crafted, crystal ice allows the bearer to dramatically lower the temperature in an area extending out in a 100-meter radius from the gem once per day. Once activated, the temperature within the area of effect gradually lowers to well below freezing (-150° F) over a period of 3 rounds. This dramatic drop in temperature lasts for 12 hours. The extreme temperature conditions created by crystal ice cause unprotected characters to suffer 6 Armour Points of damage for each minute of exposure. Any existing weather conditions that were in place when the gem is activated are stacked on top of the extreme cold created by the gem. For example, rain becomes freezing rain or snow; fog becomes freezing fog, etc. If crystal ice is placed in water and activated, the water will become frozen out to the area of effect of the gem. If placed in a large enough body of water (large lake, ocean) the gem will create a hemisphere of ice to a depth of 100 meters and a diameter of 200 meters. Crystal ice that is activated in the presence of a water elemental that is unable to flee before the full effects take place, will become frozen into a solid block of ice. The elemental is unharmed by this transformation and returns to its normal state once the duration of the activation expires. The gem may trap aquatic animals if activated in water. These animals become frozen within the ice created and are unharmed by the process, returning to normal once the duration of the activation expires. Crystal ice has no effect on creatures (other than elementals) with the water sub-type. Fire-based creatures suffer 12 Armour Points of damage for each minute of exposure to the gems effects.
Limit: These types of items may be bought inside any Alchemy Shop. With a 10% chance of finding.
Cost: 60,000 Ryo Each.
Boots of Speed
Rank: "S"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Boots giving the user faster movements to attack and dodge for a limited time.
Special: ---
Drawback: ---
Description: These boots can look like any boot the creator wishes. Boots of Speed are made out of the sinews of an axe beak, or the hide of a cheetah. These soft leather boots are incredibly light and comfortable. As a free-movement, the wearer of Boots of Speed can click their heals together, letting them act as though they are affected by Haste for up to 10 rounds each day. The duration need not be consecutive rounds. Creatures under haste move and act more quickly than normal. This extra speed has several effects. When making attacks, the hasted user may make an additional attack with 1 movement. A hasted creature gains +1 Dodge bonus. 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 with a 10% chance.
Cost: 45,000 Ryo per Pair.
Thief's Gloves
Rank: "S"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: These supple corpse skink gloves greatly enhance a thief's talents.
Special: ---
Drawback: ---
Description: These gloves can look like any glove the creator wishes. Thief's Gloves are made out of the skin of Corpse Skinks. When worn, these gloves grant a +25 competence bonus to Disable Device, Lock Pick, and Sleight of Hand. In addition, the gloves grant the user a +1 luck bonus on all Saves made against traps. Thief's Gloves have no slots, but a Half Pouch can be applied along the inside of Thief's Gloves. A pair of Thief's Gloves must be worn in order for the effects to work.
Limit: These items may be bought inside any Tailor Shop with a 10% chance.
Cost: 45,000 Ryo per Pair.
Cloak of Hyūga x 3
Rank: "S"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Cloak of Hyūga is a specially designed Cloak developed by the Hyūga which gives better stealth depending on the type of environment.
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 Hyūga are made out of the hide of Common Crocodiles. This cloak of neutral gray leather is indistinguishable from an ordinary cloak of the same color. However, when it is worn, with the hood drawn up around the head (or the head is covered), it enables the wearer to be nearly invisible. Outdoors, in natural surroundings, the wearer of the Cloak is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen f violently or hastily moving, regardless of the surroundings. The invisibility bestowed in different surroundings is shown on the list below.
Outdoors, natural surroundings: Heavily Growth - +100 to Stealth
Outdoors, natural surroundings: Light Growth - +99 to Stealth
Outdoors, natural surroundings: Open Fields - +95 to Stealth
Outdoors, natural surroundings: Rocky Terrain - +98 to Stealth
Urban surroundings: Buildings - +90 to Stealth
Urban surroundings: Brightly lit room - +50 to Stealth
Underground: Torch/Lantern Light - +95 to Stealth
Underground: Darkvision - +90 to Stealth
Underground: Light/Continual Light Jutsu - +50 to Stealth
Cloak of Hyūga give a +10 to Sleight of Hand when worn. Cloak of Hyūga can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak of Hyūga 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: 150,000 Ryo Each.
Skull of Strength
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem that gives TaiJutsu Damage strength to those who has the skull.
Special: ---
Drawback: ---
Description: A skull of strength is carved from a flawless crystal of amethyst of a light violet color. The skull that is carved is about 2 inches in height. Once carved, the skull’s natural alchemical properties are released. When a person carries or holds a skull of strength, their strength increases by increasing all TaiJutsu Damage by +4. Scratching or otherwise damaging the skull negates its alchemical property.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 8,500 Ryo Each.
Auto-Otolarynx
Rank: "S"
Type: Secondary, 1 per Slot, Gadget, Mechanical, Geiger Counter
Effect: A Geiger counter that can identify Common substances and substances it previously been programmed with.
Special: ---
Drawback: ---
Description: A handheld device that consists of electrical motors, a display of barometric pins and clock wound numerals, and an array of chemically-treated copper rods submerged in fluid. When activated and run through a fluid, gas, or simply the air in a 30-meter radius it measures the substance's chemical composition and reacts in predictable ways. An auto-otolarynx can automatically identify Common scents and can discern and identify previously encountered scents as well if programmed. User can also measure new substances with the auto-otolarynx and keep their knowledge of its workings as current as possible in that way. User must be able to see the device and read its display to gain this benefit.
Limit: These type of items may be bought inside any Gadget Shop with a 15% chance.
Cost: 75,000 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.
Rogue Stone x1
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of making those with it invisible 3 times per day.
Special: ---
Drawback: ---
Description: The rogue stone has found a large following among many of the rogue’s guilds across the land. First harnessed by Loran Greyfoot, an Alchemist that also plied his skills as a "liberator of wealth" from the rich, the Rogue Stone is a simple, red-colored jasper stone. It is specially cut so that the edges are amorphous in shape while, from the front, it has a wavy pattern to it with 3 incised grooves. 3 times per day, the bearer of the Rogue Stone is able to turn themselves invisible for up to 30 minutes. While invisible, the bearer of the Rogue Stone cannot take any action that would be considered a direct attack against another individual; doing so breaks the natural alchemical properties and the bearer becomes visible again.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 13,000 Ryo Each
Immortality Stone
Rank: "S"
Type: Secondary, Main, Harnessed Gem
Effect: A harnessed Gem capable of giving immortality to those who uses it.
Special: ---
Drawback: ---
Description: The search for immortality has long been the subject of man’s fantasy and desire. A few souls have succeeded in learning the secrets to immortality, though the process is long and hard and filled with failure and disappointment. An unknown Alchemist was able to harness the Alchemy within the spinel by carving a holy symbol, the four-pointed star, from the mineral. The Immortality Stone appears as just another holy symbol until the command phrase, "By God’s blessing, may all life be preserved forever." is spoken. Once the phrase is said aloud the immortality stone glows with a blue light and then crumbles to dust. From that moment on the person who spoke the command phrase no longer ages. They no longer suffer the effects from aging. This does not mean that the person cannot die, they can still be killed by physical or Chakra means, but they will no longer die from old age. Many religious groups ban the use of the immortality stone. At the other end of the religious spectrum, followers of Hades, Lord of the Underworld, also consider the possession of the immortality stone a sin as it prevents death (not quite true, but useful for religious purposes). Many other religious groups ban or restrict possession of the immortality stone on similar grounds. For this reason, it is usually not possible to openly purchase an immortality stone. They can be bought from discrete vendors as well as on the black market for marked up prices (generally 50% more than the listed market price), or they can be found as treasure.
Limit: These types of items may be bought inside any Alchemy Shop. With a 1% chance of finding.
Cost: 201,000 Ryo Each.
Heating Stone
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: One of the most common varieties of garnet is the deep red colored garnet called pyrope. Pyrope is a naturally occurring multi-faceted gemstone and makes a fine substitute for rubies. Mineral alchemists have discovered that by cutting the gem in a special manner that it will make cold water hot. The water becomes hot enough to make teas or other infusions that require hot water. The heating stone has found a great following among adventurers who travel in windswept, swampy, or cold lands where it’s often difficult or dangerous to light fires. One heating stone is capable of heating a small pot of water to boiling in 2 minutes. The heating stone has no effect on water-based creatures. May be used once per Day.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 4,800 Ryo Each.
Gloves of Digging
Rank: "B"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: These large leather gloves allow a user to move through soft dirt without issue.
Special: ---
Drawback: ---
Description: Gloves of Digging are made out of the skin of Aardvarks. These long, sturdy leather gloves with metal claws on the fingers greatly enhance the wearer's digging ability. The wearer is able to dig through dirt at a rate equal to their normal movement, and through rock at a rate of half that total. Furthermore, they automatically gain a +25 bonus to all skill checks relating in some way to digging. Legend has it that a band of Goblin assassins used these gloves to tunnel into the banquet hall of a great king, where they killed nearly all the nobles present. To prevent them from escaping punishment, one of the handful of survivors, a mighty chakra-user, lifted the entire castle into the sky. When the Goblins tried to evade the king's guard by digging through another section of the floor, they fell several hundred feet to their deaths. A pair of Gloves of Digging must be worn in order for the effects to work. Gloves of Digging have no slots, but a Half Pouch can be applied along the inside of handwear.
Limit: These items may be bought inside any Tailor Shop with a 25% chance.
Cost: 20,000 Ryo per Pair.
Crown of the Negotiator
Rank: "B"
Type: Secondary, Main, Harnessed Gem
Effect: A harnessed Gem that gives the wearer eloquence of language.
Special: ---
Drawback: ---
Description: Coral is one of a few minerals that is not formed through geological processes but through the actions of living organisms. Some varieties are used as a minor gemstone, but a lot of coral is unremarkable. The alchemical property of coral may not have come to light had not a fortuitous occurrence happened. George Reed, the third son of an aged king, never expected to rise to the throne. Most people considered this a good thing as the young prince was not swift of thought or tongue. People walked all over him and even his position as prince of the realm did not immunize him to pranks and jokes at his expense. Tragically, the prince’s father and his older brothers died when their ship sank at sea during a violent storm. Suddenly, the bumbling fool who was the butt of every joke was now ruler. The new king, hoping to honor his father and brothers and to appease Demar, Lord of the Sea, asked the Royal Jeweler to make a new crown for the new king to be made out of coral. The jeweler complied, and presented the King with his new crown. From the day that the crown was put upon King George’s head he became an eloquent speaker, deft at diplomacy and negotiation, and full of verbal wit and wisdom. The people welcomed this new change, but palace insiders new that this change only happened when the king wore his coral crown. The king’s secret was kept until his death when the Royal College of Ritualists finally learned the secret of the crown. When a Super Giant piece of gem-quality coral is carved into the shape of a crown the natural alchemy is harnessed. When a person dons the crown they gain an eloquence of language that allows them to sway others to their side and to learn what other people know. While wearing the Crown of the Negotiator a person has a +25 sacred bonus to Acting, Sense Motive, and Evidence Analysis when trying to gather information through conversation checks.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 20,600 Ryo Each.
Cloak of Lightning
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.
Boots of Striding and Springing
Rank: "S"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Boots that give a bonus to movements and jump good.
Special: ---
Drawback: ---
Description: These boots can look like any boot the creator wishes. Boots of Striding and Springing are made out of the leathery skin of cave morays or the hide of a leucrotta. The wearer of these boots gain an additional movement of +1 competence bonus, regardless of size or weight. This bonus can be maintained for 12 hours—they need that long to "recharge." In addition to the striding ability, these boots allow the wearer to make great leaps. The user can jump with a +25 competence bonus on Jump Good. 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 with a 15% chance.
Cost: 50,000 Ryo per Pair.
19%
Cloak of Confusion
Rank: "A"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: This unique item allows the target to strike opponents, confusing them until a Cleanse Curse is applied.
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 Confusion are made out of the hide of Confusion Beasts. The hide of the Confusion beast can be sewn into a cursed Cloak of Confusion. A Victim who is struck by the wearer succumbs by the Jutsu confusion until they receive a Cleanse Curse Jutsu. May perform 1 time per Round. Save against this effect is 10 +2 per Wearer's Class Level + Wearer's Impeccable Will. If target saves against the effect they are immune by the Cloak of Confusion for 24 hours. Cloak of Confusion give a +10 to Sleight of Hand when worn. Cloak of Confusion can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak of Confusion 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 15% chance.
Cost: 30,000 Ryo Each.
Gem of the Fire Curtain
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of producing a Wall of Fire to block and produce damage.
Special: ---
Drawback: ---
Description: This deep red gem holds the power of fire within it. When the gem is cut to the shape of a pyramid the alchemy is harnessed. When the gem is placed upon the ground and the command "ignite" is given in Ignan a Wall of Fire forms on the spot, forming a barrier at the command of the person who activated the gem of the fire curtain. This wall is identical to a Wall of Fire Jutsu. The wall lasts for 10 minutes or until the command "dowse" is given in Ignan. The gem of the fire curtain can be activated once per day.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 10,830 Ryo Each.
14%
Stone of Heaven
8
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem that increases the Class Level of Religious Jutsus.
Special: ---
Drawback: ---
Description: Alchemists that harness minerals have known that some gems are more attuned to alchemy. Azurite is one of the rare minerals that, once its alchemical property is harnessed, it can only be used by one particular group of people: Religious Chakra Users. When a piece of azurite is carved into the shape of a deity’s holy symbol the natural Alchemy is released. A person who is capable of performing Religious Jutsus and holds the Stone of Heaven performs all Jutsus at +1 Class Level.
Limit: These types of items may be bought inside any Alchemy Shop. With a 10% chance of finding.
Cost: 40,500 Ryo Each.
24%
Luckbringer
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem giving the person the ability of luck against saves vs fear, bonus with skills, and temporary Armour Points.
Special: ---
Drawback: ---
Description: Across history many items and objects have been said to have the power of luck. Some have proved true, others false, and the true ability of still other objects remains unknown. Followers of Wrix, the Luckbringer, have researched, collected, and cataloged many of these items. A Gnome wizard named Jamin Forestdigger, a follower of Wrix, sought to add to the Luckbringer’s powers and began experimenting with different minerals. As befitting his faith, Forestdigger's success was a chance of luck. He'd been frustrated to this point, having tested several hundred minerals with no success. In a fit of rage he picked up a pair of sardonyx that had been sitting on a table and threw them against a wall. Later, picking the pieces up, he noticed that the two minerals had shattered into two cubes and resembled the dice that are the symbol of Wrix. When a pair of sardonyx are cut into cubes and set with the symbols associated with Wrix the Alchemy within the mineral is harnessed. The Alchemical Properties is only harnessed when 2 pieces of sardonyx are harnessed together, and once harnessed, the Alchemy only works when both "dice" are held together. A person that holds the dice benefits from a +5 luck bonus to Skills, a +1 luck bonus on saves versus fear effects, and receives 13 temporary Armour Points. Damage dealt to the bearer of the luck stone is removed from these temporary Armour Points first. If a person stops holding one or both of the luck stones they immediately lose all benefits, including the temporary Armour Points.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 20,500 Ryo Each.
Gems of Energy Greater Electricity
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem giving resistance towards energy attacks.
Special: ---
Drawback: ---
Description: Jewelers have long prized topaz for its wide array of colors. A shaman first learned of the natural Alchemical properties that can be harnessed from the topaz gem. This knowledge was passed only among other shamans for many generations but, like all things, the secret of the natural Alchemical properties was soon learned by other Alchemists. Today, Gems of Energy can be found across the globe. To harness the Alchemy from the topaz, a gem of the correct color must be carved into the correct shape. Depending on the beginning value of the topaz, the gem of energy will provide slight, moderate, or greater protection from one of the five different energy sources; Fire, Electricity, Cold, Acid, or Sonic (whether from a natural or Chakra source). The list below details the colors of the topaz, their carved shape, value, and what protection they provide. The gems grant energy resistance to the bearer so that each time the creature takes damage from the appropriate source, that damage is then reduced by the appropriate amount.
Red - Fire - Flame Carving - Slight 10 - Moderate 20 - Greater 30
Clear - Electricity - Lightning Bolt Carving - Slight 10 - Moderate 20 - Greater 30
Blue/White - Cold - Snowflake Carving - Slight 10 - Moderate 20 - Greater 30
Green - Acid - Teardrop Carving - Slight 10 - Moderate 20 - Greater 30
Orange - Sonic - Flute Carving - Slight 10 - Moderate 20 - Greater 30
The protective power from gems of energy does not stack, so wearing multiple gems of one color does not increase the amount of damage that is reduced. The gems do stack with other sources of energy resistance, including Jutsus like resist energy or other Chakra or non- Chakra items. In these cases the Protection Jutsu absorbs damage first until its power has been exhausted. Different types of gems of energy can be worn to provide protection from multiple energy sources.
Limit: These types of items may be bought inside any Alchemy Shop. With a 10% chance of finding for Slight. With a 5% chance of finding for Moderate. With a 1% chance of finding for Greater.
Cost: Slight - 50,000 Ryo Each. Moderate - 100,000 Ryo Each. Greater - 200,000 Ryo Each.
ThanksGiving stuff (to be sorted out)
2 Slot 3,200 Ryo
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
Kunai (Overview)
4 Slots and 1 kunai 4,500 Ryo
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.
Shuriken, Bo (Overview)
3 Slots 4,500 Ryo
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.
Scroll: Tag, Explosive (Overview) (3 slots)(2explosive)(1acid)
9 Slots 7,740 Ryo
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.
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
Glacier Gem 1 slot
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of producing a Wall of Ice to block damage.
Special: ---
Drawback: ---
Description: This rose red gem has the power of ice locked within it. When the gem is cut into the shape of a hexagon the Alchemy is harnessed. When the gem is placed upon the ground and the command "freeze" is given in Aquan a wall of ice forms on the spot, forming a barrier at the command of the person who activated the escarpment gem. Wall of Ice is an anchored plane of ice or a hemisphere of ice, depending on the version selected. A Wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes. Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per Alchemy Mastery. It covers up to 20-meter-square area per Alchemy Mastery at time created. Each 2 meter square of wall has a 3 Armour Point per Inch Thickness. A section of wall whose Armour Points drop to 0 is breached. Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through take 6 ARmour Points of Cold Damage +5 per Alchemy Mastery at time of creation. Hemisphere: The wall takes the form of a hemisphere with a maximum radius of 1 meter +1 meter per Class Level. The Hemisphere is hard to break through as the ice plane form, but does not deal damage to those who go through the breach. The wall lasts for 30 minutes or until the command "melt" is given in Aquan. The glacier gem can be activated once per day.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 10,580 Ryo Each.
Shield Stone 1 slot
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of releasing a Wall of Force to those that invoke the Chakra in the Stone.
Special: ---
Drawback: ---
Description: This green gem invokes the power of force Chakra. When the gem is cut to the shape of a cross the alchemical properties is harnessed. When the gem is placed upon the ground and the command "raise" is given in Sylvan a Wall of Force forms on the spot, forming a barrier at the command of the person who activated the shield stone. This wall is identical to a Wall of Force Jutsu, with the exception of Class Level to Alchemy mastery when crafted. The Wall lasts for 10 minutes or until the command "lower" is given in Sylvan. The shield stone can be activated once per day.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 16,950 Ryo Each.
Crystal Ice 1 slot
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem that dramatically decreases the temperature, freezing water, and many other things in a large area for a period of 12 hours.
Special: ---
Drawback: ---
Description: Crystal Ice is harnessed from a diamond with a deep blue color and is the size of a human thumbnail. The natural alchemical properties of the diamond can be harnessed by a skilled Alchemist crafting the diamond into the shape of a one-inch square cube. Once crafted, crystal ice allows the bearer to dramatically lower the temperature in an area extending out in a 100-meter radius from the gem once per day. Once activated, the temperature within the area of effect gradually lowers to well below freezing (-150° F) over a period of 3 rounds. This dramatic drop in temperature lasts for 12 hours. The extreme temperature conditions created by crystal ice cause unprotected characters to suffer 6 Armour Points of damage for each minute of exposure. Any existing weather conditions that were in place when the gem is activated are stacked on top of the extreme cold created by the gem. For example, rain becomes freezing rain or snow; fog becomes freezing fog, etc. If crystal ice is placed in water and activated, the water will become frozen out to the area of effect of the gem. If placed in a large enough body of water (large lake, ocean) the gem will create a hemisphere of ice to a depth of 100 meters and a diameter of 200 meters. Crystal ice that is activated in the presence of a water elemental that is unable to flee before the full effects take place, will become frozen into a solid block of ice. The elemental is unharmed by this transformation and returns to its normal state once the duration of the activation expires. The gem may trap aquatic animals if activated in water. These animals become frozen within the ice created and are unharmed by the process, returning to normal once the duration of the activation expires. Crystal ice has no effect on creatures (other than elementals) with the water sub-type. Fire-based creatures suffer 12 Armour Points of damage for each minute of exposure to the gems effects.
Limit: These types of items may be bought inside any Alchemy Shop. With a 10% chance of finding.
Cost: 60,000 Ryo Each.
Boots of Speed
Rank: "S"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Boots giving the user faster movements to attack and dodge for a limited time.
Special: ---
Drawback: ---
Description: These boots can look like any boot the creator wishes. Boots of Speed are made out of the sinews of an axe beak, or the hide of a cheetah. These soft leather boots are incredibly light and comfortable. As a free-movement, the wearer of Boots of Speed can click their heals together, letting them act as though they are affected by Haste for up to 10 rounds each day. The duration need not be consecutive rounds. Creatures under haste move and act more quickly than normal. This extra speed has several effects. When making attacks, the hasted user may make an additional attack with 1 movement. A hasted creature gains +1 Dodge bonus. 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 with a 10% chance.
Cost: 45,000 Ryo per Pair.
Thief's Gloves
Rank: "S"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: These supple corpse skink gloves greatly enhance a thief's talents.
Special: ---
Drawback: ---
Description: These gloves can look like any glove the creator wishes. Thief's Gloves are made out of the skin of Corpse Skinks. When worn, these gloves grant a +25 competence bonus to Disable Device, Lock Pick, and Sleight of Hand. In addition, the gloves grant the user a +1 luck bonus on all Saves made against traps. Thief's Gloves have no slots, but a Half Pouch can be applied along the inside of Thief's Gloves. A pair of Thief's Gloves must be worn in order for the effects to work.
Limit: These items may be bought inside any Tailor Shop with a 10% chance.
Cost: 45,000 Ryo per Pair.
Cloak of Hyūga x 3
Rank: "S"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Cloak of Hyūga is a specially designed Cloak developed by the Hyūga which gives better stealth depending on the type of environment.
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 Hyūga are made out of the hide of Common Crocodiles. This cloak of neutral gray leather is indistinguishable from an ordinary cloak of the same color. However, when it is worn, with the hood drawn up around the head (or the head is covered), it enables the wearer to be nearly invisible. Outdoors, in natural surroundings, the wearer of the Cloak is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen f violently or hastily moving, regardless of the surroundings. The invisibility bestowed in different surroundings is shown on the list below.
Outdoors, natural surroundings: Heavily Growth - +100 to Stealth
Outdoors, natural surroundings: Light Growth - +99 to Stealth
Outdoors, natural surroundings: Open Fields - +95 to Stealth
Outdoors, natural surroundings: Rocky Terrain - +98 to Stealth
Urban surroundings: Buildings - +90 to Stealth
Urban surroundings: Brightly lit room - +50 to Stealth
Underground: Torch/Lantern Light - +95 to Stealth
Underground: Darkvision - +90 to Stealth
Underground: Light/Continual Light Jutsu - +50 to Stealth
Cloak of Hyūga give a +10 to Sleight of Hand when worn. Cloak of Hyūga can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak of Hyūga 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: 150,000 Ryo Each.
Skull of Strength
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem that gives TaiJutsu Damage strength to those who has the skull.
Special: ---
Drawback: ---
Description: A skull of strength is carved from a flawless crystal of amethyst of a light violet color. The skull that is carved is about 2 inches in height. Once carved, the skull’s natural alchemical properties are released. When a person carries or holds a skull of strength, their strength increases by increasing all TaiJutsu Damage by +4. Scratching or otherwise damaging the skull negates its alchemical property.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 8,500 Ryo Each.
Auto-Otolarynx
Rank: "S"
Type: Secondary, 1 per Slot, Gadget, Mechanical, Geiger Counter
Effect: A Geiger counter that can identify Common substances and substances it previously been programmed with.
Special: ---
Drawback: ---
Description: A handheld device that consists of electrical motors, a display of barometric pins and clock wound numerals, and an array of chemically-treated copper rods submerged in fluid. When activated and run through a fluid, gas, or simply the air in a 30-meter radius it measures the substance's chemical composition and reacts in predictable ways. An auto-otolarynx can automatically identify Common scents and can discern and identify previously encountered scents as well if programmed. User can also measure new substances with the auto-otolarynx and keep their knowledge of its workings as current as possible in that way. User must be able to see the device and read its display to gain this benefit.
Limit: These type of items may be bought inside any Gadget Shop with a 15% chance.
Cost: 75,000 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.
Rogue Stone x1
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of making those with it invisible 3 times per day.
Special: ---
Drawback: ---
Description: The rogue stone has found a large following among many of the rogue’s guilds across the land. First harnessed by Loran Greyfoot, an Alchemist that also plied his skills as a "liberator of wealth" from the rich, the Rogue Stone is a simple, red-colored jasper stone. It is specially cut so that the edges are amorphous in shape while, from the front, it has a wavy pattern to it with 3 incised grooves. 3 times per day, the bearer of the Rogue Stone is able to turn themselves invisible for up to 30 minutes. While invisible, the bearer of the Rogue Stone cannot take any action that would be considered a direct attack against another individual; doing so breaks the natural alchemical properties and the bearer becomes visible again.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 13,000 Ryo Each
Immortality Stone
Rank: "S"
Type: Secondary, Main, Harnessed Gem
Effect: A harnessed Gem capable of giving immortality to those who uses it.
Special: ---
Drawback: ---
Description: The search for immortality has long been the subject of man’s fantasy and desire. A few souls have succeeded in learning the secrets to immortality, though the process is long and hard and filled with failure and disappointment. An unknown Alchemist was able to harness the Alchemy within the spinel by carving a holy symbol, the four-pointed star, from the mineral. The Immortality Stone appears as just another holy symbol until the command phrase, "By God’s blessing, may all life be preserved forever." is spoken. Once the phrase is said aloud the immortality stone glows with a blue light and then crumbles to dust. From that moment on the person who spoke the command phrase no longer ages. They no longer suffer the effects from aging. This does not mean that the person cannot die, they can still be killed by physical or Chakra means, but they will no longer die from old age. Many religious groups ban the use of the immortality stone. At the other end of the religious spectrum, followers of Hades, Lord of the Underworld, also consider the possession of the immortality stone a sin as it prevents death (not quite true, but useful for religious purposes). Many other religious groups ban or restrict possession of the immortality stone on similar grounds. For this reason, it is usually not possible to openly purchase an immortality stone. They can be bought from discrete vendors as well as on the black market for marked up prices (generally 50% more than the listed market price), or they can be found as treasure.
Limit: These types of items may be bought inside any Alchemy Shop. With a 1% chance of finding.
Cost: 201,000 Ryo Each.
Heating Stone
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: One of the most common varieties of garnet is the deep red colored garnet called pyrope. Pyrope is a naturally occurring multi-faceted gemstone and makes a fine substitute for rubies. Mineral alchemists have discovered that by cutting the gem in a special manner that it will make cold water hot. The water becomes hot enough to make teas or other infusions that require hot water. The heating stone has found a great following among adventurers who travel in windswept, swampy, or cold lands where it’s often difficult or dangerous to light fires. One heating stone is capable of heating a small pot of water to boiling in 2 minutes. The heating stone has no effect on water-based creatures. May be used once per Day.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 4,800 Ryo Each.
Gloves of Digging
Rank: "B"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: These large leather gloves allow a user to move through soft dirt without issue.
Special: ---
Drawback: ---
Description: Gloves of Digging are made out of the skin of Aardvarks. These long, sturdy leather gloves with metal claws on the fingers greatly enhance the wearer's digging ability. The wearer is able to dig through dirt at a rate equal to their normal movement, and through rock at a rate of half that total. Furthermore, they automatically gain a +25 bonus to all skill checks relating in some way to digging. Legend has it that a band of Goblin assassins used these gloves to tunnel into the banquet hall of a great king, where they killed nearly all the nobles present. To prevent them from escaping punishment, one of the handful of survivors, a mighty chakra-user, lifted the entire castle into the sky. When the Goblins tried to evade the king's guard by digging through another section of the floor, they fell several hundred feet to their deaths. A pair of Gloves of Digging must be worn in order for the effects to work. Gloves of Digging have no slots, but a Half Pouch can be applied along the inside of handwear.
Limit: These items may be bought inside any Tailor Shop with a 25% chance.
Cost: 20,000 Ryo per Pair.
Crown of the Negotiator
Rank: "B"
Type: Secondary, Main, Harnessed Gem
Effect: A harnessed Gem that gives the wearer eloquence of language.
Special: ---
Drawback: ---
Description: Coral is one of a few minerals that is not formed through geological processes but through the actions of living organisms. Some varieties are used as a minor gemstone, but a lot of coral is unremarkable. The alchemical property of coral may not have come to light had not a fortuitous occurrence happened. George Reed, the third son of an aged king, never expected to rise to the throne. Most people considered this a good thing as the young prince was not swift of thought or tongue. People walked all over him and even his position as prince of the realm did not immunize him to pranks and jokes at his expense. Tragically, the prince’s father and his older brothers died when their ship sank at sea during a violent storm. Suddenly, the bumbling fool who was the butt of every joke was now ruler. The new king, hoping to honor his father and brothers and to appease Demar, Lord of the Sea, asked the Royal Jeweler to make a new crown for the new king to be made out of coral. The jeweler complied, and presented the King with his new crown. From the day that the crown was put upon King George’s head he became an eloquent speaker, deft at diplomacy and negotiation, and full of verbal wit and wisdom. The people welcomed this new change, but palace insiders new that this change only happened when the king wore his coral crown. The king’s secret was kept until his death when the Royal College of Ritualists finally learned the secret of the crown. When a Super Giant piece of gem-quality coral is carved into the shape of a crown the natural alchemy is harnessed. When a person dons the crown they gain an eloquence of language that allows them to sway others to their side and to learn what other people know. While wearing the Crown of the Negotiator a person has a +25 sacred bonus to Acting, Sense Motive, and Evidence Analysis when trying to gather information through conversation checks.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 20,600 Ryo Each.
Cloak of Lightning
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.
Boots of Striding and Springing
Rank: "S"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Boots that give a bonus to movements and jump good.
Special: ---
Drawback: ---
Description: These boots can look like any boot the creator wishes. Boots of Striding and Springing are made out of the leathery skin of cave morays or the hide of a leucrotta. The wearer of these boots gain an additional movement of +1 competence bonus, regardless of size or weight. This bonus can be maintained for 12 hours—they need that long to "recharge." In addition to the striding ability, these boots allow the wearer to make great leaps. The user can jump with a +25 competence bonus on Jump Good. 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 with a 15% chance.
Cost: 50,000 Ryo per Pair.
19%
Cloak of Confusion
Rank: "A"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: This unique item allows the target to strike opponents, confusing them until a Cleanse Curse is applied.
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 Confusion are made out of the hide of Confusion Beasts. The hide of the Confusion beast can be sewn into a cursed Cloak of Confusion. A Victim who is struck by the wearer succumbs by the Jutsu confusion until they receive a Cleanse Curse Jutsu. May perform 1 time per Round. Save against this effect is 10 +2 per Wearer's Class Level + Wearer's Impeccable Will. If target saves against the effect they are immune by the Cloak of Confusion for 24 hours. Cloak of Confusion give a +10 to Sleight of Hand when worn. Cloak of Confusion can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak of Confusion 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 15% chance.
Cost: 30,000 Ryo Each.
Gem of the Fire Curtain
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of producing a Wall of Fire to block and produce damage.
Special: ---
Drawback: ---
Description: This deep red gem holds the power of fire within it. When the gem is cut to the shape of a pyramid the alchemy is harnessed. When the gem is placed upon the ground and the command "ignite" is given in Ignan a Wall of Fire forms on the spot, forming a barrier at the command of the person who activated the gem of the fire curtain. This wall is identical to a Wall of Fire Jutsu. The wall lasts for 10 minutes or until the command "dowse" is given in Ignan. The gem of the fire curtain can be activated once per day.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 10,830 Ryo Each.
14%
Stone of Heaven
8
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem that increases the Class Level of Religious Jutsus.
Special: ---
Drawback: ---
Description: Alchemists that harness minerals have known that some gems are more attuned to alchemy. Azurite is one of the rare minerals that, once its alchemical property is harnessed, it can only be used by one particular group of people: Religious Chakra Users. When a piece of azurite is carved into the shape of a deity’s holy symbol the natural Alchemy is released. A person who is capable of performing Religious Jutsus and holds the Stone of Heaven performs all Jutsus at +1 Class Level.
Limit: These types of items may be bought inside any Alchemy Shop. With a 10% chance of finding.
Cost: 40,500 Ryo Each.
24%
Luckbringer
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem giving the person the ability of luck against saves vs fear, bonus with skills, and temporary Armour Points.
Special: ---
Drawback: ---
Description: Across history many items and objects have been said to have the power of luck. Some have proved true, others false, and the true ability of still other objects remains unknown. Followers of Wrix, the Luckbringer, have researched, collected, and cataloged many of these items. A Gnome wizard named Jamin Forestdigger, a follower of Wrix, sought to add to the Luckbringer’s powers and began experimenting with different minerals. As befitting his faith, Forestdigger's success was a chance of luck. He'd been frustrated to this point, having tested several hundred minerals with no success. In a fit of rage he picked up a pair of sardonyx that had been sitting on a table and threw them against a wall. Later, picking the pieces up, he noticed that the two minerals had shattered into two cubes and resembled the dice that are the symbol of Wrix. When a pair of sardonyx are cut into cubes and set with the symbols associated with Wrix the Alchemy within the mineral is harnessed. The Alchemical Properties is only harnessed when 2 pieces of sardonyx are harnessed together, and once harnessed, the Alchemy only works when both "dice" are held together. A person that holds the dice benefits from a +5 luck bonus to Skills, a +1 luck bonus on saves versus fear effects, and receives 13 temporary Armour Points. Damage dealt to the bearer of the luck stone is removed from these temporary Armour Points first. If a person stops holding one or both of the luck stones they immediately lose all benefits, including the temporary Armour Points.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 20,500 Ryo Each.
Gems of Energy Greater Electricity
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem giving resistance towards energy attacks.
Special: ---
Drawback: ---
Description: Jewelers have long prized topaz for its wide array of colors. A shaman first learned of the natural Alchemical properties that can be harnessed from the topaz gem. This knowledge was passed only among other shamans for many generations but, like all things, the secret of the natural Alchemical properties was soon learned by other Alchemists. Today, Gems of Energy can be found across the globe. To harness the Alchemy from the topaz, a gem of the correct color must be carved into the correct shape. Depending on the beginning value of the topaz, the gem of energy will provide slight, moderate, or greater protection from one of the five different energy sources; Fire, Electricity, Cold, Acid, or Sonic (whether from a natural or Chakra source). The list below details the colors of the topaz, their carved shape, value, and what protection they provide. The gems grant energy resistance to the bearer so that each time the creature takes damage from the appropriate source, that damage is then reduced by the appropriate amount.
Red - Fire - Flame Carving - Slight 10 - Moderate 20 - Greater 30
Clear - Electricity - Lightning Bolt Carving - Slight 10 - Moderate 20 - Greater 30
Blue/White - Cold - Snowflake Carving - Slight 10 - Moderate 20 - Greater 30
Green - Acid - Teardrop Carving - Slight 10 - Moderate 20 - Greater 30
Orange - Sonic - Flute Carving - Slight 10 - Moderate 20 - Greater 30
The protective power from gems of energy does not stack, so wearing multiple gems of one color does not increase the amount of damage that is reduced. The gems do stack with other sources of energy resistance, including Jutsus like resist energy or other Chakra or non- Chakra items. In these cases the Protection Jutsu absorbs damage first until its power has been exhausted. Different types of gems of energy can be worn to provide protection from multiple energy sources.
Limit: These types of items may be bought inside any Alchemy Shop. With a 10% chance of finding for Slight. With a 5% chance of finding for Moderate. With a 1% chance of finding for Greater.
Cost: Slight - 50,000 Ryo Each. Moderate - 100,000 Ryo Each. Greater - 200,000 Ryo Each.
ThanksGiving stuff (to be sorted out)
x1 Garden Component — You find a lottery ticket for a free Garden component.
1x Book: Textbook: Volume XIV: Mental Acumen — Now who would throw away a perfectly good comic book?
x1 Arandur One-Handed weapon — The sounds of beats echoed through the lands. Out walks a man who looks at you and drops a Arandur one handed weapon before disappearing in the distance playing his beats (User's choice).
1x - Taming master — The next time you try to find a creature, you will always succeed in the first try . ONE TIME ONLY.
x6 Propulsion Disk — A midet miner walks up to you and hands 6 Propulsion Disks. "Just in case if the mountains fall on ye'" he said before disappearing in the distance.
x14 Hydra Tooth — A old hydra walks past and drops his dentures... You sure you want to pick them up?
1x Corundum and Quick Loader — ouch You hear a rustle beneath your feet. When you look you see a Quick Loader pouch. When you look inside it has 4 Corundums inside each worth 10,000 Ryo
1xAgilty Potion (Eternal) — The only thing eternal about this potion is its name. As you didn't make it, it lasts no longer than a regular potion. Sorry.
1x Mortal Woe Dagger x1 — A man in a top hat and cloak walks up you and asks, "Do you know the quickestt way to a woman's heart?... A Dagger!!!" The man chuckles as he runs away droping a dagger on the ground behind him.
1x Star - Hades’s Pain — Not a sharp stabbing pain, but more of a 'my kidneys are on fire' pain.
100,000 Ryo — Discarded lottery ticket. Is this good luck or bad luck?
Legions of the Dead, The — Now who would throw away a perfectly good comic book?
1x Tokens — Add 10 to your token count
x1 Standard Bottle Formula Alembic — You see a woman with thick glasses hunching over a device. She catches your gaze and freaks out "They're onto me!" she yells before disappearing into the wilderness leaving behind a Standard Bottle Formula Alembic
1x Book: Textbook: Volume XIV: Mental Acumen — Now who would throw away a perfectly good comic book?
x1 Arandur One-Handed weapon — The sounds of beats echoed through the lands. Out walks a man who looks at you and drops a Arandur one handed weapon before disappearing in the distance playing his beats (User's choice).
1x - Taming master — The next time you try to find a creature, you will always succeed in the first try . ONE TIME ONLY.
x6 Propulsion Disk — A midet miner walks up to you and hands 6 Propulsion Disks. "Just in case if the mountains fall on ye'" he said before disappearing in the distance.
x14 Hydra Tooth — A old hydra walks past and drops his dentures... You sure you want to pick them up?
1x Corundum and Quick Loader — ouch You hear a rustle beneath your feet. When you look you see a Quick Loader pouch. When you look inside it has 4 Corundums inside each worth 10,000 Ryo
1xAgilty Potion (Eternal) — The only thing eternal about this potion is its name. As you didn't make it, it lasts no longer than a regular potion. Sorry.
1x Mortal Woe Dagger x1 — A man in a top hat and cloak walks up you and asks, "Do you know the quickestt way to a woman's heart?... A Dagger!!!" The man chuckles as he runs away droping a dagger on the ground behind him.
1x Star - Hades’s Pain — Not a sharp stabbing pain, but more of a 'my kidneys are on fire' pain.
100,000 Ryo — Discarded lottery ticket. Is this good luck or bad luck?
Legions of the Dead, The — Now who would throw away a perfectly good comic book?
1x Tokens — Add 10 to your token count
x1 Standard Bottle Formula Alembic — You see a woman with thick glasses hunching over a device. She catches your gaze and freaks out "They're onto me!" she yells before disappearing into the wilderness leaving behind a Standard Bottle Formula Alembic
Rings
The Bright Life
Rank: "S"
Type: Ring
Rank: "S"
Type: Ring
Gem: Skull of Strength
Effect: A gem carved into a skull giving an Alchemy bonus to Might.
Special: Created by the Valeferic family.
Description: Equipment Type: Ring. Made out of aeroglass, this ring is a piece of art - combining its clean design together with the aeroglass's colors as well as a skull of strenght on top of it, this ring provides the user with +6 enchantment bonus to luck +4 alchemy bonus to might + 50% healing effect and if the user chooses so, he can benefit from the Hope buff. The enchanted creatures gain a +2 morale bonus to Saves, +5 to Attack Damage, and +10 Skill Checks. Emotion (Hope) dispels Emotion Despair).
Special: Created by the Valeferic family.
Description: Equipment Type: Ring. Made out of aeroglass, this ring is a piece of art - combining its clean design together with the aeroglass's colors as well as a skull of strenght on top of it, this ring provides the user with +6 enchantment bonus to luck +4 alchemy bonus to might + 50% healing effect and if the user chooses so, he can benefit from the Hope buff. The enchanted creatures gain a +2 morale bonus to Saves, +5 to Attack Damage, and +10 Skill Checks. Emotion (Hope) dispels Emotion Despair).
The Silent Sun
Rank: "S"
Type: Ring
Rank: "S"
Type: Ring
Gem: Fortress Gem
Special: Created by the Valeferic family.
Description: Equipment Type: Ring. Made out of aeroglass, this ring is a piece of art - combining its clean design together with the aeroglass's colors as well as a fortress gemon top of it, this ring provides the user with +6 enchantment bonus to charisma + the wearer of this object gains 2 Temporary Armour Points per Class Point they possess. The wearer can activate this property once per day as a Non-Movement and the Temporary Armour Points last for 3 minutes. The user also has a Power 3/day, non-movement. Use when performing a Chakra technique. The Chakra cost is reduced as though affected by the Efficient Jutsu Jutsu Enhancement Technique. The wearer can enchant himself with Rage: The Enchanted creatures gain a +2 morale bonus to Might and Toughness scores, a +1 morale bonus to Will Saves, and a -1 to all Minor Defenses. They are compelled to fight heedless of danger. Emotion (Rage) does not stack with Brawler Rage or with itself. Emotion (Rage) dispels Emotion (Fear).
Description: Equipment Type: Ring. Made out of aeroglass, this ring is a piece of art - combining its clean design together with the aeroglass's colors as well as a fortress gemon top of it, this ring provides the user with +6 enchantment bonus to charisma + the wearer of this object gains 2 Temporary Armour Points per Class Point they possess. The wearer can activate this property once per day as a Non-Movement and the Temporary Armour Points last for 3 minutes. The user also has a Power 3/day, non-movement. Use when performing a Chakra technique. The Chakra cost is reduced as though affected by the Efficient Jutsu Jutsu Enhancement Technique. The wearer can enchant himself with Rage: The Enchanted creatures gain a +2 morale bonus to Might and Toughness scores, a +1 morale bonus to Will Saves, and a -1 to all Minor Defenses. They are compelled to fight heedless of danger. Emotion (Rage) does not stack with Brawler Rage or with itself. Emotion (Rage) dispels Emotion (Fear).
Eternal Endurance
Rank: "S"
Type: Ring
Gem: Gem of Prescience + Healer Gem
Special: Created by the Valeferic family.
Description: Equipment Type: Ring. Made out of aeroglass, this ring is a piece of art - combining its clean design together with the aeroglass's colors as well as a fortress gemon top of it, this ring provides the user with +6 enchantment bonus to toughness. 3 times per day, the holder of a gem of prescience is able to add a +75 alchemical bonus to their next single skill check, or +15 to a Save. In addition activating a gem of prescience can add a +15 alchemical bonus to the user's Deflection Bonus even if they are caught flat-footed. A healer's gem removes all temporary Ability Damage (including the effects of Feeblemind) and immediately ends all of the following adverse conditions: blinded, confused (including the effects of insanity), dazed, dazzled, deafened, diseased, exhausted, fatigued, nauseated, sickened, stunned, and poisoned. In addition, a healer's gem will heal up to 100 Armour Points of damage. A healer's gem cannot remove negative Class Levels, restore permanently drained levels, or restore permanently drained ability Categories. Power 1/Day, as a Move Movement. User gains 15 Resistance to Acid, Cold, Electricity, Fire, and Sonic.
Belts
Belt
Rank: "S"
Type: Main, Slot Holder, 11 Pouches, Belt
Effect: The belt is designed for carrying various items of individual equipment.
Special: Created by the Valeferic family.
Description: Picture A belt that can hold up to 11 individual Pouches.It provised the wearer with + 6 Might. While wearing this the user can can stand up from prone as a free movement that does not provoke an opportunity attack. When activated, the wearer of this object gains 2 Temporary Armour Points per Class Point they possess. The wearer can activate this property once per day as a Non-Movement and the Temporary Armour Points last for 3 minutes. Once per day as an free movement, the wearer can reroll any failed Save against a Charm or Fear effect with a +4 Sacred bonus
Limit: Can only be crafted by the twins.
Rank: "S"
Type: Main, Slot Holder, 11 Pouches, Belt
Effect: The belt is designed for carrying various items of individual equipment.
Special: Created by the Valeferic family.
Description: Picture A belt that can hold up to 11 individual Pouches.It provised the wearer with + 6 Might. While wearing this the user can can stand up from prone as a free movement that does not provoke an opportunity attack. When activated, the wearer of this object gains 2 Temporary Armour Points per Class Point they possess. The wearer can activate this property once per day as a Non-Movement and the Temporary Armour Points last for 3 minutes. Once per day as an free movement, the wearer can reroll any failed Save against a Charm or Fear effect with a +4 Sacred bonus
Limit: Can only be crafted by the twins.
BOOKS
Hippocratic Corpus
Rank: "B"
Type: Main, Book, Textbook
Effect: A collection of medical works associated with the physician Hippocrates and his teachings.
Special: ---
Drawback: ---
Description: Page count 400 Pages: There is 1 Book per Region: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. The Hippocratic Corpus contains lectures, research, notes, and philosophical essays on various subjects in medicine, in no particular order. These works were written for different audiences, both specialists and laymen, and were sometimes written from opposing viewpoints; significant contradictions can be found between works in the Corpus. This in-depth textbook brings up the theories of illness, and grapples with the methodological difficulties that lie in the way of effective and consistent diagnosis and treatment. This book gives a +5 circumstance bonus to First Aid: Healing and a +1 Circumstance bonus per Mastery die when learning First Aid: Healing.
Limit: These items may be bought inside any Book Shop. 25% chance finding.
Cost: 15,200 Ryo
2
Encyclopedia of Plant Lore - Found
Rank: "B"
Type: Main, Book, Textbook
Effect: A set of textbooks dedicated to the identification and cultivation process of all plant life.
Special: ---
Drawback: ---
Description: Page count 400 Pages: There is 1 Book per Region: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. There are a total of 16 Volumes. Each Volume discusses the identification and cultivation processes of each plant within the region. Each Volume gives a bonus to the Region it is dedicated to. This bonus is a +5 circumstance bonus to Plant Lore and Cultivation for Plants, and gives a +1 Circumstance bonus per Mastery Die when learning Plant Lore and Cultivation.
Limit: These items may be bought inside any Book Shop. 25% chance finding.
Cost: 15,200 Ryo
4
A Gardener's Education - Found
Rank: "B"
Type: Main, Book, Textbook
Effect: An extensive, well put together book on the art of agriculture.
Special: ---
Drawback: ---
Description: Page count 400 Pages: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. A single, extensive textbook dedicated the art of growing, and re-growing. This single book discusses the processes of growing plants. This Volume gives a +25 circumstance bonus to Agriculture and a +1 Circumstance bonus per Mastery die when learning Agriculture.
Limit: These items may be bought inside any Book Shop. 25% chance finding.
Cost: 15,200 Ryo
Apparel:
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.
Pack, Butt
Rank: "C"
Type: Main, Slot Holder, 10 Slot, Wearable Container
Effect: Butt packs are small to medium sized packs worn around the belt, above a person's behind, similar to a fanny pack.
Special: ---
Drawback: ---
Description: Picture The butt pack has the volume for 10 Slots, so it can hold a plethora of items inside. 1 Butt Pack takes up 3 Pouch Slots when applying to Individual Integrated Fighting System apparel and other basic apparel. It can be attached to a Modular Lightweight Load-Carrying Equipment system, attached to Basic Apparel, or carried like a Wearable Container as it has a handle along the midsection of the pack along the top. Butt packs are commonly worn by military during missions to carry combat essentials while keeping their hands free. Butt packs are stylish packs that can be worn by anyone to carry everyday essentials.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 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
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, Half
Rank: "C"
Type: Main, Slot Holder, 1/2 Slot, Pouch
Effect: A long sized sheath/pouch capable of holding 1/2 of items of 8 inches in length. Normally used for a single knife/kunai.
Special: ---
Drawback: ---
Description: Picture Mostly made out of leather, or a hard material. The Half pouch is primarily made for knives, and kunai, however due to their length they can hold other extremely thin items with the same length as that of a Scroll Pouch. 2 Half Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. A perfect example would be senbon. Half Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Half Pouches may be strapped to body parts as well such as a boot or the wrist. Characters attempting to conceal an item in a half pouch gain a +20 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: 100 Ryo Each.
Pouch, Scroll
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A long sized pouch capable of holding 1 slot of items of 8 inches in length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, wooden material case that can easily hold 1 Scroll. 2 Scroll Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. The Dimensions are 8 inches in height, 2.5 inches wide and length. 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. Scroll 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: 200 Ryo Each.
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.
Pack, Butt
Rank: "C"
Type: Main, Slot Holder, 10 Slot, Wearable Container
Effect: Butt packs are small to medium sized packs worn around the belt, above a person's behind, similar to a fanny pack.
Special: ---
Drawback: ---
Description: Picture The butt pack has the volume for 10 Slots, so it can hold a plethora of items inside. 1 Butt Pack takes up 3 Pouch Slots when applying to Individual Integrated Fighting System apparel and other basic apparel. It can be attached to a Modular Lightweight Load-Carrying Equipment system, attached to Basic Apparel, or carried like a Wearable Container as it has a handle along the midsection of the pack along the top. Butt packs are commonly worn by military during missions to carry combat essentials while keeping their hands free. Butt packs are stylish packs that can be worn by anyone to carry everyday essentials.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 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
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, Half
Rank: "C"
Type: Main, Slot Holder, 1/2 Slot, Pouch
Effect: A long sized sheath/pouch capable of holding 1/2 of items of 8 inches in length. Normally used for a single knife/kunai.
Special: ---
Drawback: ---
Description: Picture Mostly made out of leather, or a hard material. The Half pouch is primarily made for knives, and kunai, however due to their length they can hold other extremely thin items with the same length as that of a Scroll Pouch. 2 Half Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. A perfect example would be senbon. Half Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Half Pouches may be strapped to body parts as well such as a boot or the wrist. Characters attempting to conceal an item in a half pouch gain a +20 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: 100 Ryo Each.
Pouch, Scroll
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A long sized pouch capable of holding 1 slot of items of 8 inches in length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, wooden material case that can easily hold 1 Scroll. 2 Scroll Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. The Dimensions are 8 inches in height, 2.5 inches wide and length. 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. Scroll 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: 200 Ryo Each.
Character Depth
Personality:
Common Features:
They are madly in love with eachother and they never back down from showing their affection even in public. They would die for eachother but they do anything in their power to prevent that from happening. While many people think its wrong for family to be in love with echother they do not care about other's opinion.
They are the reflection of their father - strong willed, stubborn, fierce yet composed just like he taught them. They hate losing more than anything else but they never refuse a challenge.
Both have a hunger for knowledge - they always want to learn new skills and always want to improve.
They liked to play mind games with their opponents - toying with them little by little making them wonder where they would get attacked from and by who.
And whenever things get serious they would fuse together unleashing all their power and rage onto their enemies.
In that stage there is no need for mind games - overwhelming the enemy with pure power is all they need.
Due to their past , they developed an obsession for money and that sometimes leads them torwards the wrong path for they would do almost anything for money.
While they do share many traits between eachother - the twins are not the same.
Gwyndolin being the coldest of the two, she is a very logical person ... rarely gets emotional , and when she does its mostly has to do with her brother.
She sees the world in black and white and belives she is on the right side.
If there is one thing Gwyndolin likes second only to fighting, that would be animals. She loves them very much and would do anything to protect them.
She prefers being at range showing off her strenght without mudding her hands.
Due to her fightstyle Gwyndolin always had a deep interest in puppets and puppetry in general..often telling her sister how beautiful and elegant they looked.
There are very few things Aldritch likes - fighting being one of them.
Aldritch loves fighting just as much as he loves her sister - while doing so, he always seems to be smiling even in the face of danger. This trait of his does tend to put him in situations of danger that could easily be avoided - he knows he is strong and he likes to show off almost as if he wants to prove something to her sister.
While still very logical and somewhat cold to ward strangers - he is more easygoing than her sister.
He likes pain perhaps abit too much for his own good - often dragging his sister into unnecessary situations just for the fun of it.
Because of this he developed more of a close quarter combat style.
What does it mean to be a dioskouri? that was a question they were often asked and that they had a hard time answering since to them it was completly normal.
People , when first meeting them , would immediatly notice something was off about them .
this was due to the fact that they often talked at the same time saying exactly the same thing or finishing eachother sentences.
They were twins, with different personalities and abilities - yet they were one. Always being connected with eachother knowing everything about eachother down to the basic instincs made them never feel alone as they always had eachother.
This was , however, something that could also lead to isolation due to only counting and trusting eachother as they often noticed and they believe ,like their father used to say, " if you want something done right - do it yourself "
Never being alone paired with the way they were raised made them very sure of themselves - this would mean where one would never dare to go - they wouldnt show the slightest hint of fear.
Appearance:
Similarities.
Even though they are twins through and through they share only a few features between them. If enough attention was paid, one would notice similarities between the two however the thing that made them stand out from one another was the sex difference. Their skin was smooth, pale, and slightly pink just like their mother's as his father used to say. They both share the same eye color and hair color as well as similar facial features.
They took after their mother’s in terms of beauty - for they are indeed stunning to look at but dont let their looks fool you, the strenght and ruthlessness came from their father.
They both share the marks of the fight they had with their wolf Geld - with Aldritch having a huge scar on his back while Gwyndolin has bite marks on her right arm.
As if they were raised in a military camp - they emanate an aura of discipline , always standing straight never letting themselves go as if they had to carry everyone's burden on them.
Aldritch has long blonde hair with a touch of black in the roots giving more depth, weight and detail to the haircut. He likes to threat his hair with gel and conditioner giving it a very stylish look and preventing them from falling down and covering his face. From time to time he, however , does collect his hair creating a man bun of sorts.
The back of his head presents is almost completely shaved and because of that it shows a Black Sun seal tattoo with in the middle of it the hundred seal ritual.
His eyes are of a light auburn colors, almost tending toward yellow.
He is a very tall man reaching 190 cm - presenting a very muscular physique due to the rigorous training he keeps doing daily.
His eyebrows are very unique for they give him a very strong and menacing look. Even though they are big and dark black - they are always nicely stylishly kept.
His face features give him the nice looking yet dangerous kind of look making all the ladies fall in love with him - he however is not a womanizer nor is he a playboy for there is only one woman in his life and that is his sister Atiess.
Usual clothes and accessories.
He usually wears four golden earrings, two for each ear - a gift from his sister when they were younger - he treasured them since then.
The clothes he likes to wear the most are tuxedos and suits generally black or dark blue/light blue. He owns so many of them and they are all neatly kept in their house. A tie is almost always present on him varying in color depending on the suit or tuxedo he wore that day - usually red tie matching a black tuxedo/suit or a yellow tie when wearing the light blue/dark blue suit.
He has a tattoo on his chest presenting the number 1.
The back of his head presents is almost completely shaved and because of that it shows a Black Sun seal tattoo with in the middle of it the hundred seal ritual.
His eyes are of a light auburn colors, almost tending toward yellow.
He is a very tall man reaching 190 cm - presenting a very muscular physique due to the rigorous training he keeps doing daily.
His eyebrows are very unique for they give him a very strong and menacing look. Even though they are big and dark black - they are always nicely stylishly kept.
His face features give him the nice looking yet dangerous kind of look making all the ladies fall in love with him - he however is not a womanizer nor is he a playboy for there is only one woman in his life and that is his sister Atiess.
Usual clothes and accessories.
He usually wears four golden earrings, two for each ear - a gift from his sister when they were younger - he treasured them since then.
The clothes he likes to wear the most are tuxedos and suits generally black or dark blue/light blue. He owns so many of them and they are all neatly kept in their house. A tie is almost always present on him varying in color depending on the suit or tuxedo he wore that day - usually red tie matching a black tuxedo/suit or a yellow tie when wearing the light blue/dark blue suit.
He has a tattoo on his chest presenting the number 1.
Gwyndolin Appearance
Gwyndolin ,has long blonde hair down to the shoulder level , and sports a fringe style haircut- always well-kept just like his brother’s whom she learned a lot from when it came to style and appearance.
Her eyes , much like his brother’s are identical both in shape and color - light auburn colors tending toward yellow.
Gwyndolin unlike her brother, likes to wear dark makeup around her eyes - doing so makes her eyes show off a lot more making them almost magnetic to look at.
Small , defined light pink lips are one of the beautiful marks of
Gwyndolin - she never liked wearing lipstick so she is always natural. Beside her eyes, she rarely wears makeup for she doesn’t really need it.
While her body is very athletic it doesn’t match up when compared to her brothers. While she does keep up her physical training daily her body is less muscular than his.
Reaching 175 cm , Kalynn is not the tallest by any means but she is definetly above average when it comes to height among women.
Usual clothes and accessories.
She tends to weak different clothes from her brother - she prefers mobility and utility over appearance when it comes to missions - however it appearance is her objective she never backs down from showing off her beautiful body with a multitude of clothes. Just like her brother she owns tuxedos and suits that she does sometime wear to match her brother’s.
Two pair of golden earrings much like her brother’s for she bought them to be matching with one another.
Just like her brother she has a tattoo of the number 1 on her chest.
While she too owns the black sun seal tattoo and the hundred seal tattoo she keeps them hidden unlike Aldritch.
While fused - they would look as if all their unique traits they showed when separated combined together.
Their hair would be twice as long reaching down to the lower back - The color would be , for the most part blonde as before - while the tips would share both auburn and light orange colors. The eyes had a similar effect - as if both of their color joined together they are much brighter than normal.
While Their appearance retained most of Aldritch’s features their body would increase in weight reaching 140 Kg so to maintain their muscularity, their chest increased in size and they were slightly taller capping at 200 Cm
Their voice would be as if both of them were talking at the same time , just slightly less echoed.
Even though they could control their voice , making it sound like any normal person, they always thought this would give the fused being a voice to the both of them as to not isolate each other.
Background:
More than a century ago, a wise king ruled over his kingdom through law and justice. Gwyn was a powerful king, He ruled all over Lordran and lived with his clan in the kingdom’s capital, Anor Londo. Gwyn was noble man, He was known for his unwavering sense of honor and justice . although some considered his reserved personality a sign of coldness and disdain, that was not how his family percieved him – for, to them, he was kind, unwavering and just, an example to be followed and a figure you could lean on for support. Among his enemies,however,Gwyn had the reputation of having cold, judgmental eyes thought to reflect his frozen heart. Gwyn was married to Gwynevere – a calculating, intelligent, politically astute, ruthless, and controlling woman. she dedicated her life and efforts towards maintaining her bloodline’ prestige, and ensuringthat their rule is respected, or at least feared. She is a proven battle commander and politician, she had a very powerful presence combined with an intimidating gaze.
Their rule was uncontested, and together nobody dared to challenge them. Gwynevere gave birth to two childen, Aldritch and Gwyndolin – however, due to their dioskouri bloodline and various complications during birth – she suddently perished. This tragic event was going to shake the very roots of the Gwyn’s kingdom. The pain of his loss was too much for him to handle, for the love of his life was now gone. Because of this, Gwyn’s rule started to weaken and his enemies decided to sieze the opportunity. Internal wars sprouted throughout the country, damaging the very foundations of the kingdom. Despite the kingdom’ internal wars, the twins had a wonderful childhood – in order to avoid falling to madness, Gwyn directed the love his lost w ife c ould no longer receive, toward his children. Because of that, he nourished them – passing both his and gwynevere’s best quality over to them.
The kingdom’ struggle lasted for sixteen years until sadly, despite his efforts, Gwyn’s rule came to an end. His children had managed to escape but they were unable to stop their father from dying., they witnessed his death in front of their eyes. From that day forward, the Twins swore to avenge their father’s death , honor his memory and to restore their kingdom to its former glory.
Their journey brought them in the Kaminari no Kuni lands (Land of Thunder) where they spent most of their remaining teen years in. They managed to join the village's military and partecipate in ita academy , making both friends and enemies.
Among their acquaintances The leader of a dojo, named Shiki Senri - became both their mentor and their friend. Under his wind the twins managed to evolve and sprout. It wasnt all fun and games however, for internal power struggles, much like in their birthcountry, began to ravage the land of thunder. This had led the village to split into two factions, Once led by Shiki himself while the other led by the current kage of the village, Marii Kino Kazeraikou. Due to the relationship between them and Shiki as well as a strong difference in opinion between them and the kage's rule - Shiki and his followers left the village in order to find a better home in the land of sand. Shiki became the land's Kage while the twins enforced his reign.
Language:
Common
Sign