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Starting Language Human Languages (Sign Languages) SP 125/125 Rank: "D" Skill: Language Skill Effect: The most common form of language on the surface world. Special: --- Drawback: --- Description: Relevant Abilities: Intelligence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Never. There are countless human languages spoken on the surface of the world of Naruto Forum Roleplay. Basic Languages spoken throughout the known world spoken by the people of the world. Some are more rare than others however each Language is spoken by Humans that thrive in the world. The character with this skill has learned to speak a particular language. A successful skill check indicates that the character is able to speak and understand the language, while a failed skill check means that the user has forgotten the correct words –or cannot understand the words. For convenience's sake, the user can use the chart below to judge the level of communication possible by the character. Below are human languages spoken around the world: Description: Several groups use sign and gesture languages to communicate. As a deafness and muteness are unusually common among the world, many know a highly developed sign language; this method is also by undesirables as a silent Thieves' Cant (Must know both Sign Language and Thieves' Cant). Limit: Must learn from Skills.
Helmet (Overview) Rank: "C" 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. Armour Class: 3. Limit: These items may be bought inside any Armour Shop. Cost: 2,000 Ryo each.
Stone Rank: "C" Type: Main, Mineral, Special Material Effect: Special material fashioned into unique weapons and armour. Special: --- Drawback: --- Description: Identification: Easy; Hardness: 8; Armour Points/Inch: 15; Armour Class: +0. Non Magnetic Material. Stone Age weapons almost always utilize stone in some way. From rocks lashed to wooden hafts to create early maces and axes, to flint knives and stone arrowheads, these primitive weapons are still deadly. Stone armour tend to compose of heavy stone plates held together by metal rivets and hinged joints. The stone used is very dense and resistant to chips and fractures. Limit: These items may be bought inside any Weapon Shop. Cost: 1/4 Ryo per Weapon and Armour
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Shoulder Armour Piece (Overview) x2 Rank: "C" Type: Main, Protection, Armour Effect: Armour created to protect the shoulder of the wearer. Special: --- Drawback: --- Description: Also known as the Pauldron. Pauldrons cover the shoulder area. They can also cover the armpit, and sometimes parts of the back and chest. These are connected to the Arm Armour Pieces to give larger protection. They typically consist of a single large dome-shaped piece to cover the shoulder, with multiple parts attached to it to defend the arm and upper shoulder. Armour Class: 5. Limit: These items may be bought inside any Armour Shop. Cost: 10,000 Ryo each.
Stone Rank: "C" Type: Main, Mineral, Special Material Effect: Special material fashioned into unique weapons and armour. Special: --- Drawback: --- Description: Identification: Easy; Hardness: 8; Armour Points/Inch: 15; Armour Class: +0. Non Magnetic Material. Stone Age weapons almost always utilize stone in some way. From rocks lashed to wooden hafts to create early maces and axes, to flint knives and stone arrowheads, these primitive weapons are still deadly. Stone armour tend to compose of heavy stone plates held together by metal rivets and hinged joints. The stone used is very dense and resistant to chips and fractures. Limit: These items may be bought inside any Weapon Shop. Cost: 1/4 Ryo per Weapon and Armour
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Arm Armour Piece (Overview) x2 Rank: "A" Type: Main, Protection, Armour Effect: Armour created to protect the arm of the wearer. Special: --- Drawback: --- Description: The Arm Armor can consist of 3 pieces. The Upper Cannon which is intended to protect the upper arms, the Lower Cannon which is intended to protect the lower arms, and the couter which is used to connect the two pieces together while protecting the elbow. Sometimes straps can be used to connect the upper and lower pieces together. Gauntlets are intended to protect the lower arm depending on the size; however that does not mean that the Arm Armour Piece cannot do so. Armour Class: 4. Limit: These items may be bought inside any Armour Shop. Cost: 12,000 Ryo each.
Stone Rank: "C" Type: Main, Mineral, Special Material Effect: Special material fashioned into unique weapons and armour. Special: --- Drawback: --- Description: Identification: Easy; Hardness: 8; Armour Points/Inch: 15; Armour Class: +0. Non Magnetic Material. Stone Age weapons almost always utilize stone in some way. From rocks lashed to wooden hafts to create early maces and axes, to flint knives and stone arrowheads, these primitive weapons are still deadly. Stone armour tend to compose of heavy stone plates held together by metal rivets and hinged joints. The stone used is very dense and resistant to chips and fractures. Limit: These items may be bought inside any Weapon Shop. Cost: 1/4 Ryo per Weapon and Armour
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Torso Armour Piece (Overview) Rank: "S" Type: Main, Protection, Armour Effect: Armour created to protect the torso of the wearer. Special: --- Drawback: --- Description: A piece of armour that protects multiple parts of the body. The breastplate, as the name implies, this plate protects the upper chest area. The plackart is an armoured reinforcement covering the lower half of the breastplate. Depending on the design the plackart might cover nearly the entire breastplate. The fauld, armour usually composed of lames, which is attached to the breastplate which serves protection for the abdomen. Then finally the Tasset, solid armour plates or a skirt of lames hung from the fauld to cover the gap between the fauld and the thigh armour. Due to the size of Armour it will always have +50% more Armour Points of Special Material (Steel has 30 Armour Points; Steel Torso Armour Piece has 45 Armour Points). Armour Class: 6. Limit: These items may be bought inside any Armour Shop. Cost: 40,000 Ryo each.
Stone Rank: "C" Type: Main, Mineral, Special Material Effect: Special material fashioned into unique weapons and armour. Special: --- Drawback: --- Description: Identification: Easy; Hardness: 8; Armour Points/Inch: 15; Armour Class: +0. Non Magnetic Material. Stone Age weapons almost always utilize stone in some way. From rocks lashed to wooden hafts to create early maces and axes, to flint knives and stone arrowheads, these primitive weapons are still deadly. Stone armour tend to compose of heavy stone plates held together by metal rivets and hinged joints. The stone used is very dense and resistant to chips and fractures. Limit: These items may be bought inside any Weapon Shop. Cost: 1/4 Ryo per Weapon and Armour
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Leg Armour Piece (Overview) Rank: "C" Type: Main, Protection, Armour Effect: Armour created to protect the leg of the wearer. Special: --- Drawback: --- Description: Sometimes worn as a skirt connected to the Torso Armour, the leg armour is meant to protect the upper legs. Another piece meant to protect the leg are the Schynbalds which were strapped to the lower legs however they did not enclose the lower leg; hence they are not greaves. The purpose of Leg Armour is to protect the upper leg, while wearing Greaves is used to protect the lower leg; however that does not mean that Leg Armour cannot protect both. Armour Class: 5. Limit: These items may be bought inside any Armour Shop. Cost: 12,000 Ryo each.
Stone Rank: "C" Type: Main, Mineral, Special Material Effect: Special material fashioned into unique weapons and armour. Special: --- Drawback: --- Description: Identification: Easy; Hardness: 8; Armour Points/Inch: 15; Armour Class: +0. Non Magnetic Material. Stone Age weapons almost always utilize stone in some way. From rocks lashed to wooden hafts to create early maces and axes, to flint knives and stone arrowheads, these primitive weapons are still deadly. Stone armour tend to compose of heavy stone plates held together by metal rivets and hinged joints. The stone used is very dense and resistant to chips and fractures. Limit: These items may be bought inside any Weapon Shop. Cost: 1/4 Ryo per Weapon and Armour
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Shield, Tower (Overview) Rank: "B" Type: Main, Weapon, Bludgeoning, Shield Effect: A broad piece of metal or another suitable material, held by straps or a handle attached on one side. Special: --- 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 towershield 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. Limit: These items may be bought inside any Weapon Shop. Cost: 16,000 Ryo
Stone Rank: "C" Type: Main, Mineral, Special Material Effect: Special material fashioned into unique weapons and armour. Special: --- Drawback: --- Description: Identification: Easy; Hardness: 8; Armour Points/Inch: 15; Armour Class: +0. Non Magnetic Material. Stone Age weapons almost always utilize stone in some way. From rocks lashed to wooden hafts to create early maces and axes, to flint knives and stone arrowheads, these primitive weapons are still deadly. Stone armour tend to compose of heavy stone plates held together by metal rivets and hinged joints. The stone used is very dense and resistant to chips and fractures. Limit: These items may be bought inside any Weapon Shop. Cost: 1/4 Ryo per Weapon and Armour
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Sword, Fullblade (Overview) Rank: "B" Type: Main, Slashing, Sword Effect: A very large sword, made for hurting things, badly. Special: --- Drawback: Due to the weapon's size each technique performed while wielding this weapon takes up 3 movements. Description: A Two-Handed Weapon. These weapons do +16 Amour Points of Damage. A fullblade is 18 inches longer than a greatsword and is too large for a Medium-size creature to use with 2-hands correctly. A large creature could use a fullblade with two hands and will not suffer any drawbacks while wielding the weapon. A creature may learn Weapon Specialization: Speed Training to remove the drawbacks of Movement restrictions. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed. Limit: These items may be bought inside any Weapon Shop. Cost: 16,000 Ryo
Stone Rank: "C" Type: Main, Mineral, Special Material Effect: Special material fashioned into unique weapons and armour. Special: --- Drawback: --- Description: Identification: Easy; Hardness: 8; Armour Points/Inch: 15; Armour Class: +0. Non Magnetic Material. Stone Age weapons almost always utilize stone in some way. From rocks lashed to wooden hafts to create early maces and axes, to flint knives and stone arrowheads, these primitive weapons are still deadly. Stone armour tend to compose of heavy stone plates held together by metal rivets and hinged joints. The stone used is very dense and resistant to chips and fractures. Limit: These items may be bought inside any Weapon Shop. Cost: 1/4 Ryo per Weapon and Armour
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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.
Shirt Rank: "C" Type: Main, Slot Holder, 0 Slots, Clothing Effect: Shirts are clothing worn over the chest of a user's character. Special: --- Drawback: --- Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches. Limit: These type of items may be bought inside any Tailor Shop. Cost: 500 Ryo Each.
Fire-Resistant Clothing Rank: "B" Type: Main, Slot Holder, 0 per Slot, Clothing Effect: Specially made clothing used against Fire. Special: --- Drawback: --- Description: Heavy clothing containing a layer of brick dust that protects the user from heat. The user gains a Fire Resistance 2 against fire attacks directed at or around the user's body, including walking across hot coals or even walking through a building on fire. Repeat or prolonged exposure to fire damage eventually burns the outer layer of the clothing, ruining them (typically after about 1d10+20 rounds of exposure). Limit: These type of items may be bought inside any Tailor Shop. Cost: +200% to Base Ryo per Article of Clothing.
Pants Rank: "C" Type: Main, Slot Holder, 2 Slots, Clothing Effect: Also known as trousers. Special: --- Drawback: --- Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches. Limit: These type of items may be bought inside any Tailor Shop. Cost: 500 Ryo Each.
Fire-Resistant Clothing Rank: "B" Type: Main, Slot Holder, 0 per Slot, Clothing Effect: Specially made clothing used against Fire. Special: --- Drawback: --- Description: Heavy clothing containing a layer of brick dust that protects the user from heat. The user gains a Fire Resistance 2 against fire attacks directed at or around the user's body, including walking across hot coals or even walking through a building on fire. Repeat or prolonged exposure to fire damage eventually burns the outer layer of the clothing, ruining them (typically after about 1d10+20 rounds of exposure). Limit: These type of items may be bought inside any Tailor Shop. Cost: +200% to Base Ryo per Article of Clothing.
Footwear Rank: "C" Type: Main, Slot Holder, 0 Slots, Clothing Effect: Footwear can be worn on the feet of a person. Special: --- Drawback: --- Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear. Limit: These type of items may be bought inside any Tailor Shop. Cost: 1,200 Ryo per Pair.
Post by Skulking Shinzu on Mar 15, 2018 15:51:01 GMT -7
Turok has completed 5 events and earned 750 TP on a alt account and so has the requirements for Protean. Will look through the bio now, but may have to vanish for bed soon.