Gang Wars Part 3
Mar 14, 2018 6:34:35 GMT -7
Post by Therakill on Mar 14, 2018 6:34:35 GMT -7
Name: Gang wars.
Rank: “C” Rank.
IIC Length: 48 hours.
Difficulty: Moderate.
Description: Small turf wars from gangs within the village have been breaking out lately, and causing havoc within Kumogakure. These gangs consist of Academy flunkies, bandits and the run of the mill thug. The village would have had these trouble makers obliterated with the use of ANBU, but due to a shortage of ANBU, this could not happen. As a result, the gangs have run rampant though out the village and have yet to been put in check.
These gangs are commonly found around the financial districts, market places and crafting shops where they attempt to shake down store owners. With this information, devise a plan to stop the gang and its members: setting traps, attacking head on, etc.
Objective: May be repeated 5 times.
Head to any of these locations and use any means necessary to stop these thugs and the gang they may be from.
Personnel Requirements: 1-3 Genin and 1 Chuunin.
Reward: 30,000 ryo (20,000 ryo for a non-nin).
Kimimaru was standing on a roof over looking the financial district. It was early morning just before sunrise. The only people out where either heading to work or up to no good. It was Kimi's job to figure out which and arrest the criminals. He had done this twice before, it was not easy but not overly hard either. This made him feel better about not helping the village for his last few months. Kimi then activated his eyes waiting for the appointed time to start.
As Kimi waited he adjust his equipment making sure it was all in place and secured. He felt for both of his sickles held on his back, making sure the latch was secure for both quick drawing and holding. He drew his cloak around his shoulders pulling up his hood, he wanted to hide his face no need for the enemy to know who he is. He checked each of the quick loaders making sure they were topped up on Shurikens, the four on his front and the one on his side. His Kunai were secured in his pouch on his upper right chest, each Kunai he had was wrapped with an explosive tag. He then without losing site of the area adjust and tightened his greaves and gauntlets, making sure they were in place correctly and ready to be used.
Rank: “C” Rank.
IIC Length: 48 hours.
Difficulty: Moderate.
Description: Small turf wars from gangs within the village have been breaking out lately, and causing havoc within Kumogakure. These gangs consist of Academy flunkies, bandits and the run of the mill thug. The village would have had these trouble makers obliterated with the use of ANBU, but due to a shortage of ANBU, this could not happen. As a result, the gangs have run rampant though out the village and have yet to been put in check.
These gangs are commonly found around the financial districts, market places and crafting shops where they attempt to shake down store owners. With this information, devise a plan to stop the gang and its members: setting traps, attacking head on, etc.
Objective: May be repeated 5 times.
Head to any of these locations and use any means necessary to stop these thugs and the gang they may be from.
Personnel Requirements: 1-3 Genin and 1 Chuunin.
Reward: 30,000 ryo (20,000 ryo for a non-nin).
Kimimaru was standing on a roof over looking the financial district. It was early morning just before sunrise. The only people out where either heading to work or up to no good. It was Kimi's job to figure out which and arrest the criminals. He had done this twice before, it was not easy but not overly hard either. This made him feel better about not helping the village for his last few months. Kimi then activated his eyes waiting for the appointed time to start.
As Kimi waited he adjust his equipment making sure it was all in place and secured. He felt for both of his sickles held on his back, making sure the latch was secure for both quick drawing and holding. He drew his cloak around his shoulders pulling up his hood, he wanted to hide his face no need for the enemy to know who he is. He checked each of the quick loaders making sure they were topped up on Shurikens, the four on his front and the one on his side. His Kunai were secured in his pouch on his upper right chest, each Kunai he had was wrapped with an explosive tag. He then without losing site of the area adjust and tightened his greaves and gauntlets, making sure they were in place correctly and ready to be used.
Chibi Ryuugan (Little Dragon Eye)
Rank: "C"
Skill: Ninjutsu
Effect: The power of the Ryuugan Doujutsu is unleashed, allowing the user to see the elements of Lightning, Air, and Water up to a certain distance and increase general seeing distance of one's eyes.
Special: ---
Drawback: Cannot see out of natural line of sight, takes a negligible amount of Chakra to maintain. Cannot pierce Genjutsu.
Description: The first stage of the Kazeraikou Doujutsu forces a temporary change of the user's eyes. The iris and pupil of the eye become one and change to a color decided at the first awakening depending on their mood. The color is like a cloud and swirls around the user's eye when looking around. Small lines of white will flash across the eyes like lightning bolts and continually do so as long as the eye is active. With the First stage of the Ryuugan Doujutsu unleashed, it allows the user to see the elements of Lightning, Air, and Water within normal viewing parameters. One's natural sight is also enhanced giving the capability of 2x zoom capabilities. The user sees the elements as three new, vibrant, and opaque colors that mesh perfectly with their normal vision, giving the user the ability to see the three elements without hindering their normal vision in the slightest. Of course normal vision can hinder this special sight, as the user cannot see through walls or other things as normal.
Limit: Must be a Kazeraikou, must have Raiton, Fuuton, Suiton releases.
Rank: "C"
Skill: Ninjutsu
Effect: The power of the Ryuugan Doujutsu is unleashed, allowing the user to see the elements of Lightning, Air, and Water up to a certain distance and increase general seeing distance of one's eyes.
Special: ---
Drawback: Cannot see out of natural line of sight, takes a negligible amount of Chakra to maintain. Cannot pierce Genjutsu.
Description: The first stage of the Kazeraikou Doujutsu forces a temporary change of the user's eyes. The iris and pupil of the eye become one and change to a color decided at the first awakening depending on their mood. The color is like a cloud and swirls around the user's eye when looking around. Small lines of white will flash across the eyes like lightning bolts and continually do so as long as the eye is active. With the First stage of the Ryuugan Doujutsu unleashed, it allows the user to see the elements of Lightning, Air, and Water within normal viewing parameters. One's natural sight is also enhanced giving the capability of 2x zoom capabilities. The user sees the elements as three new, vibrant, and opaque colors that mesh perfectly with their normal vision, giving the user the ability to see the three elements without hindering their normal vision in the slightest. Of course normal vision can hinder this special sight, as the user cannot see through walls or other things as normal.
Limit: Must be a Kazeraikou, must have Raiton, Fuuton, Suiton releases.
Fire and Ice
Rank: "B"
Type: Main, Slashing, Sickle
Effect: A sickle is a hand held agricultural tool with a variously curved blade typically used for harvesting crops.
Special: A combination weapon consisting of Two sickles connected by a detachable chain of fifteen meters all crafted out of special materials.
Drawback: ---
Description: A Light Weapon. This weapon consist of two sickles that do +10 Amour Points of Damage. A Sickle consists of a handle and a long blade for a head. The handle may be of different lengths, the longest being roughly the size no more than 2 feet, and the shortest being no more than a foot. Sickles are meant for use as quick striking weapons, or used as tools for farming or forms of harvesting. One sickle is Fire Forged Steel and the other sickle is Frost Forged Steel, connected by a Aeroglass Chain of 15 meters in length.
Description: Fire Forged Steel Identification: Difficult; Hardness: 10; Armour Points/Inch: 30; Armour Class: +0. Armour or weapons made from fire-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices. Artisans stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It did not take them long to adapt its unique properties to arms and Armour. Fire-forged steel channels heat in one direction to protect its wearer or wielder. When it is crafted into Armour, heat is channeled away from the wearer, offering some limited protection. Armour crafted from fire-forged steel grants the wearer fire resistance +10. Weapons crafted from fire-forged steel similarly channel heat away from the wearer; this does not grant the wielder energy resistance. Instead, the blade absorbs and channels heat to the parts of the weapon that contact enemies. If the weapon is exposed to 10 Armour Points or more of fire damage (such as from an opponent's fireball or by holding it in a campfire for 1 full round), the weapon adds +12 Armour Points of fire damage to its attacks for the next 2 rounds. If the wielder is wearing fire-forged Armour and using a fire-forged weapon, this bonus damage increases to 18 Armour Points of fire damage and lasts for 4 rounds.
Description: Frost Forged Steel Identification: Difficult; Hardness: 10; Armour Points/Inch: 30; Armour Class: +0. Armour or weapons made from frost-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices. This material is the same substance as fire-forged steel with a subtle difference in the alignment of the metal during crafting. Instead of channeling heat away from the wearer, it channels heat toward the wearer. Frost-forged steel works similarly to fire-forged steel, except its effects apply to cold damage rather than fire damage. This means frost-forged steel weapons are less useful than their fire-forged counterparts, as there are few non-Chakra sources of cold that can quickly imbue it with enough cold energy to deal bonus damage.
Description: Chain A Two-Handed Weapon. These weapons do +10 Amour Points of Damage. A chain is a series of connected links which are typically made of metal. A chain may consist of two or more links. Chains are normally sold in Bundles. A bundle of Chain is 15 Meters. When using chains over 1.2 m (1 to 4 feet) they are treated as a 2-handed weapon. Chains under 1.2 m (1 to 4 feet) are treated as 1-handed weapons. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Description: Aeroglass Identification: Average; Hardness: 7; Armour Points/Inch: 12; Armour Class: -4. Non Magnetic Material. Aeroglass is a light, strong glass containing small amounts of adamantine and numerous minute air bubbles. It is sometimes found as slag floating on top of lava in active volcanoes. Not as strong as steel per unit volume, it has hardness 7 and 12 Armour Points per inch of thickness; an equivalent volume of aeroglass weighs only 1/5 as much as steel. Weapons made of aeroglass are always masterwork. Due to their light weight, they gain an additional +1 additional attack in 1 movement per round while using a weapon made of Aeroglass, though this bonus does not stack with any enchantment bonus. Aeroglass armour needs to be thicker in order to provide the same protection as normal Armour, so gives no special benefits. However, since it floats, adventurers sometimes wear armour of this substance.
Limit: These items may be bought inside any Weapon Shop.
Cost: 114,468 Ryo
Greaves (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Greaves
Effect: A defensive and offensive armour used as a weapon or protection for the user's legs.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured leg protectors that allow the user to deal lethal damage with their legs as unarmed strikes. A strike with a greave is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with greaves on unless they remove the greaves completely.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Gauntlet (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive armour used as a weapon or protection for the user's arms.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. Examples of Gauntlets: Brass Knuckles, Cestus, and Gauntlets.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Gauntlet (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive armour used as a weapon or protection for the user's arms.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. Examples of Gauntlets: Brass Knuckles, Cestus, and Gauntlets.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Rank: "B"
Type: Main, Slashing, Sickle
Effect: A sickle is a hand held agricultural tool with a variously curved blade typically used for harvesting crops.
Special: A combination weapon consisting of Two sickles connected by a detachable chain of fifteen meters all crafted out of special materials.
Drawback: ---
Description: A Light Weapon. This weapon consist of two sickles that do +10 Amour Points of Damage. A Sickle consists of a handle and a long blade for a head. The handle may be of different lengths, the longest being roughly the size no more than 2 feet, and the shortest being no more than a foot. Sickles are meant for use as quick striking weapons, or used as tools for farming or forms of harvesting. One sickle is Fire Forged Steel and the other sickle is Frost Forged Steel, connected by a Aeroglass Chain of 15 meters in length.
Description: Fire Forged Steel Identification: Difficult; Hardness: 10; Armour Points/Inch: 30; Armour Class: +0. Armour or weapons made from fire-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices. Artisans stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It did not take them long to adapt its unique properties to arms and Armour. Fire-forged steel channels heat in one direction to protect its wearer or wielder. When it is crafted into Armour, heat is channeled away from the wearer, offering some limited protection. Armour crafted from fire-forged steel grants the wearer fire resistance +10. Weapons crafted from fire-forged steel similarly channel heat away from the wearer; this does not grant the wielder energy resistance. Instead, the blade absorbs and channels heat to the parts of the weapon that contact enemies. If the weapon is exposed to 10 Armour Points or more of fire damage (such as from an opponent's fireball or by holding it in a campfire for 1 full round), the weapon adds +12 Armour Points of fire damage to its attacks for the next 2 rounds. If the wielder is wearing fire-forged Armour and using a fire-forged weapon, this bonus damage increases to 18 Armour Points of fire damage and lasts for 4 rounds.
Description: Frost Forged Steel Identification: Difficult; Hardness: 10; Armour Points/Inch: 30; Armour Class: +0. Armour or weapons made from frost-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices. This material is the same substance as fire-forged steel with a subtle difference in the alignment of the metal during crafting. Instead of channeling heat away from the wearer, it channels heat toward the wearer. Frost-forged steel works similarly to fire-forged steel, except its effects apply to cold damage rather than fire damage. This means frost-forged steel weapons are less useful than their fire-forged counterparts, as there are few non-Chakra sources of cold that can quickly imbue it with enough cold energy to deal bonus damage.
Description: Chain A Two-Handed Weapon. These weapons do +10 Amour Points of Damage. A chain is a series of connected links which are typically made of metal. A chain may consist of two or more links. Chains are normally sold in Bundles. A bundle of Chain is 15 Meters. When using chains over 1.2 m (1 to 4 feet) they are treated as a 2-handed weapon. Chains under 1.2 m (1 to 4 feet) are treated as 1-handed weapons. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Description: Aeroglass Identification: Average; Hardness: 7; Armour Points/Inch: 12; Armour Class: -4. Non Magnetic Material. Aeroglass is a light, strong glass containing small amounts of adamantine and numerous minute air bubbles. It is sometimes found as slag floating on top of lava in active volcanoes. Not as strong as steel per unit volume, it has hardness 7 and 12 Armour Points per inch of thickness; an equivalent volume of aeroglass weighs only 1/5 as much as steel. Weapons made of aeroglass are always masterwork. Due to their light weight, they gain an additional +1 additional attack in 1 movement per round while using a weapon made of Aeroglass, though this bonus does not stack with any enchantment bonus. Aeroglass armour needs to be thicker in order to provide the same protection as normal Armour, so gives no special benefits. However, since it floats, adventurers sometimes wear armour of this substance.
Limit: These items may be bought inside any Weapon Shop.
Cost: 114,468 Ryo
Greaves (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Greaves
Effect: A defensive and offensive armour used as a weapon or protection for the user's legs.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured leg protectors that allow the user to deal lethal damage with their legs as unarmed strikes. A strike with a greave is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with greaves on unless they remove the greaves completely.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Gauntlet (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive armour used as a weapon or protection for the user's arms.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. Examples of Gauntlets: Brass Knuckles, Cestus, and Gauntlets.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Gauntlet (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive armour used as a weapon or protection for the user's arms.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. Examples of Gauntlets: Brass Knuckles, Cestus, and Gauntlets.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Shuriken, Hira (Overview) x75
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. Hira-shuriken are constructed from thin, flat plates of metal and generally resemble popular conceptions of shuriken.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Kunai(Overview) x10
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Scroll: Tag, Explosive Negative (Overview) x10
Rank: "S"
Type: Secondary, 80 per Slot, Book, Tag
Effect: Explosives Tags are scraps of paper inscribed with a Glyph of Warding.
Special: ---
Drawback: ---
Description: Explosives Tags are scraps of paper inscribed with a Glyph of Warding. Normally when they are infused with Chakra, they will explode after a set amount of time, remotely, or after being ignited by flame. The tags can be attached to a surface or wrapped around a weapon to be thrown at an opponent. They are very versatile and one of the basic tools. When an explosive tag is detonated remotely, a user tends to use the "Snake" handseal (Uses "E" Rank Chakra and Jutsu Handeals to perform). Similarly, when used remotely, explosive tags can be detonated in sequence, allowing them to be used to trap opponents. When Purchasing: Must designate the type of Explosive (Force, Fire, Cold, Sonic, Lightning, Acid, Negative, or Radiant). All Explosive Tags have a Glyph of Warding equal to Advanced Mastery in Warding Ritual Skill (Base Damage equals to 24 Armour Points of Damage). Must designate a password (if applicable), or exception (if applicable). Please look at Glyph of Warding for more information. Stronger Explosive Tags are created by Playable Characters who know the Glyph of Warding Ritual.
Limit: These items may be bought inside any Book Shop.
Cost: 860 Ryo Each.
Scroll: Tag, Explosive Radiant (Overview) x10
Rank: "S"
Type: Secondary, 80 per Slot, Book, Tag
Effect: Explosives Tags are scraps of paper inscribed with a Glyph of Warding.
Special: ---
Drawback: ---
Description: Explosives Tags are scraps of paper inscribed with a Glyph of Warding. Normally when they are infused with Chakra, they will explode after a set amount of time, remotely, or after being ignited by flame. The tags can be attached to a surface or wrapped around a weapon to be thrown at an opponent. They are very versatile and one of the basic tools. When an explosive tag is detonated remotely, a user tends to use the "Snake" handseal (Uses "E" Rank Chakra and Jutsu Handeals to perform). Similarly, when used remotely, explosive tags can be detonated in sequence, allowing them to be used to trap opponents. When Purchasing: Must designate the type of Explosive (Force, Fire, Cold, Sonic, Lightning, Acid, Negative, or Radiant). All Explosive Tags have a Glyph of Warding equal to Advanced Mastery in Warding Ritual Skill (Base Damage equals to 24 Armour Points of Damage). Must designate a password (if applicable), or exception (if applicable). Please look at Glyph of Warding for more information. Stronger Explosive Tags are created by Playable Characters who know the Glyph of Warding Ritual.
Limit: These items may be bought inside any Book Shop.
Cost: 860 Ryo Each.
Scroll: Tag, Lock (Overview)
Rank: "S"
Type: Secondary, 80 per Slot, Book, Tag
Effect: Lock Tags are scraps of paper inscribed with a Chakra Lock.
Special: ---
Drawback: ---
Description: By placing a Lock Tag on a door, a window, a gate, a portcullis, or some other means of ingress prevents the article in question from being opened, as long as the originating tag remains intact. The seal generated will then spread across the target and intersect on the opposite side where the tag is placed, where it will knot itself in place, effectively locking the object. The gas can be removed if the sealing process is incomplete, but once complete, removing the tag seems to be extremely difficult. They are very versatile and one of the basic tools. All Chakra Locks equal to Advanced Mastery in Warding Ritual Skill (Advanced Mastery + Roll 1d100 +25 to determine Check needed to beat if opponent wishes to use Disable Device and is able to disable Chakra Traps). When purchasing user may designate how the object the Tag is locking may be accessed (Please look in the Warding Rituals Index for more Information)
Limit: These items may be bought inside any Book Shop.
Cost: 600 Ryo Each
Zipties(Overview)
Rank: "B"
Type: Secondary, 57 per Slot, Gadget, Mechanical, Cutter
Effect: A thin piece of steel that is used to fasten things together.
Special: ---
Drawback: ---
Description: These are single use disposable handcuffs, much like heavy-duty cable ties. They have a hardness 0, 4 armour points. They can only be removed by cutting them off (Disable Device and Escape Artist checks automatically fail).
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,700 Ryo per Slot, or 100 Ryo Each
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. Hira-shuriken are constructed from thin, flat plates of metal and generally resemble popular conceptions of shuriken.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Kunai(Overview) x10
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Scroll: Tag, Explosive Negative (Overview) x10
Rank: "S"
Type: Secondary, 80 per Slot, Book, Tag
Effect: Explosives Tags are scraps of paper inscribed with a Glyph of Warding.
Special: ---
Drawback: ---
Description: Explosives Tags are scraps of paper inscribed with a Glyph of Warding. Normally when they are infused with Chakra, they will explode after a set amount of time, remotely, or after being ignited by flame. The tags can be attached to a surface or wrapped around a weapon to be thrown at an opponent. They are very versatile and one of the basic tools. When an explosive tag is detonated remotely, a user tends to use the "Snake" handseal (Uses "E" Rank Chakra and Jutsu Handeals to perform). Similarly, when used remotely, explosive tags can be detonated in sequence, allowing them to be used to trap opponents. When Purchasing: Must designate the type of Explosive (Force, Fire, Cold, Sonic, Lightning, Acid, Negative, or Radiant). All Explosive Tags have a Glyph of Warding equal to Advanced Mastery in Warding Ritual Skill (Base Damage equals to 24 Armour Points of Damage). Must designate a password (if applicable), or exception (if applicable). Please look at Glyph of Warding for more information. Stronger Explosive Tags are created by Playable Characters who know the Glyph of Warding Ritual.
Limit: These items may be bought inside any Book Shop.
Cost: 860 Ryo Each.
Scroll: Tag, Explosive Radiant (Overview) x10
Rank: "S"
Type: Secondary, 80 per Slot, Book, Tag
Effect: Explosives Tags are scraps of paper inscribed with a Glyph of Warding.
Special: ---
Drawback: ---
Description: Explosives Tags are scraps of paper inscribed with a Glyph of Warding. Normally when they are infused with Chakra, they will explode after a set amount of time, remotely, or after being ignited by flame. The tags can be attached to a surface or wrapped around a weapon to be thrown at an opponent. They are very versatile and one of the basic tools. When an explosive tag is detonated remotely, a user tends to use the "Snake" handseal (Uses "E" Rank Chakra and Jutsu Handeals to perform). Similarly, when used remotely, explosive tags can be detonated in sequence, allowing them to be used to trap opponents. When Purchasing: Must designate the type of Explosive (Force, Fire, Cold, Sonic, Lightning, Acid, Negative, or Radiant). All Explosive Tags have a Glyph of Warding equal to Advanced Mastery in Warding Ritual Skill (Base Damage equals to 24 Armour Points of Damage). Must designate a password (if applicable), or exception (if applicable). Please look at Glyph of Warding for more information. Stronger Explosive Tags are created by Playable Characters who know the Glyph of Warding Ritual.
Limit: These items may be bought inside any Book Shop.
Cost: 860 Ryo Each.
Scroll: Tag, Lock (Overview)
Rank: "S"
Type: Secondary, 80 per Slot, Book, Tag
Effect: Lock Tags are scraps of paper inscribed with a Chakra Lock.
Special: ---
Drawback: ---
Description: By placing a Lock Tag on a door, a window, a gate, a portcullis, or some other means of ingress prevents the article in question from being opened, as long as the originating tag remains intact. The seal generated will then spread across the target and intersect on the opposite side where the tag is placed, where it will knot itself in place, effectively locking the object. The gas can be removed if the sealing process is incomplete, but once complete, removing the tag seems to be extremely difficult. They are very versatile and one of the basic tools. All Chakra Locks equal to Advanced Mastery in Warding Ritual Skill (Advanced Mastery + Roll 1d100 +25 to determine Check needed to beat if opponent wishes to use Disable Device and is able to disable Chakra Traps). When purchasing user may designate how the object the Tag is locking may be accessed (Please look in the Warding Rituals Index for more Information)
Limit: These items may be bought inside any Book Shop.
Cost: 600 Ryo Each
Zipties(Overview)
Rank: "B"
Type: Secondary, 57 per Slot, Gadget, Mechanical, Cutter
Effect: A thin piece of steel that is used to fasten things together.
Special: ---
Drawback: ---
Description: These are single use disposable handcuffs, much like heavy-duty cable ties. They have a hardness 0, 4 armour points. They can only be removed by cutting them off (Disable Device and Escape Artist checks automatically fail).
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,700 Ryo per Slot, or 100 Ryo Each
Fire Resistance Cloak
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Cloaks are hooded outerwear that tend to cover most other clothing and are open at the front.
Special: ---
Drawback: ---
Description: A cloak is a type of loose garment that is worn over indoor clothing. It protects the wearer from the cold, rain or wind for example, or it may form part of a fashionable outfit or uniform. Cloaks have been used by myriad historic societies; many climates favor wearing a full-body garment which is easily removed and does not constrain the wearer with sleeves. Over time cloak designs have been changed to match fashion and available textiles. Cloaks generally fasten at the neck or over the shoulder, vary in length, from hip all the way down to the ankle, mid-calf being the normal length. They may have an attached hood, and may cover and fasten down the front, in which case they have holes or slits for the hands to pass through. However, cloaks are almost always sleeveless. Cloaks give a +10 to Sleight of Hand when worn. Cloaks can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo Each.
Vest, Tactical Load Carrying
Rank: "C"
Type: Main, Slot Holder, 19 Pouches, Rig
Effect: A Modular pocketing and harness system that allows tailoring of load and system configurations.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 19 individual Pouches. The back can carry a 3 pouches, while the front end carries 16 pouches. The vest consists of the suspenders, a left, right and back panel that are connected with adjustable drawcords in a corset lacing system secured by cord locks. The vest weighs 1.8 pounds empty. The Tactical Load Carrying Vest is outfitted with Modular Lightweight Load-Carrying Equipment, which is delivery system that holds the pouches in tightly. The concept of a Load Carrying Tactical Vest is to more evenly distribute the weight of the equipment over the body.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 4,500 Ryo Each.
Pouch, Quick Loader x5
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A short sized pouch capable of holding 1 slot of items of short length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, or other material pouch that can easily hold 1 slot worth of items not of Scroll Size. The dimensions are 5.24 inches in height, 4.25 inches wide and 2.25 inches in depth. The primary purpose for these pouches are to hold all kinds of secondary items that do not exceed the height or width in dimensions. Primarily they hold smaller objects such as hira or bo-shurikens, alchemical pouches, and other items in similar size. For longer items see the Scroll Pouch. Quick Loader Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Characters attempting to conceal an item in a quick loader pouch gain a +10 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Pouch, Utility
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Pouch
Effect: A long sized pouch capable of holding 2 slots of items of 8 inches in length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, wooden material case that can easily hold 2 Scrolls. The Dimensions are 8 inches in height, 5 inches width and 2.5 inches in depth. This pouch is specifically designed for items with lengths longer than 4 inches. These pouches are primarily meant for scrolls, kunai, knives, senbon and other items with similar lengths. Utility Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 Ryo Each.
Compass (Overview)
Rank: "B"
Type: Secondary, 10 per Slot, Gadget, Survival, Compass
Effect: A compass is a navigational instrument for determining direction relative to the Earth's magnetic poles.
Special: ---
Drawback: ---
Description: A compass relies on the Earth's magnetic field to determine the direction of magnetic north. A compass grants its user a +10 circumstance bonus to Direction Sense checks.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo per Slot, or 500 Ryo Each
Scroll: Map: Local
Rank: "B"
Type: Main, Book, Scroll, Map
Effect: A city map is a large-scale thematic map of a city (or part of a city) created to enable the fastest possible orientation in an urban space.
Special: ---
Drawback: ---
Description: Local; nearby landmarks. Local Map's dimensions are 40 inches by 24 inches. City Maps list Major, and Minor Roads of that city. City Maps list Point of Interests in City. City Maps list the Buildings of the City. City Maps list Major and Minor Trade Routes, and Regions that reside in the City. City Maps lists the Oceans, Bays, Major and Minor Lakes, and Major and Minor Rivers that reside in the City. The Maps may be folded and can fit inside Map Holders found in Vests.
Limit: These items may be bought inside any Book Shop within that City.
Cost: 3,000 Ryo Each
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.
Vest, Tactical Load Carrying
Rank: "C"
Type: Main, Slot Holder, 19 Pouches, Rig
Effect: A Modular pocketing and harness system that allows tailoring of load and system configurations.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 19 individual Pouches. The back can carry a 3 pouches, while the front end carries 16 pouches. The vest consists of the suspenders, a left, right and back panel that are connected with adjustable drawcords in a corset lacing system secured by cord locks. The vest weighs 1.8 pounds empty. The Tactical Load Carrying Vest is outfitted with Modular Lightweight Load-Carrying Equipment, which is delivery system that holds the pouches in tightly. The concept of a Load Carrying Tactical Vest is to more evenly distribute the weight of the equipment over the body.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 4,500 Ryo Each.
Pouch, Quick Loader x5
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A short sized pouch capable of holding 1 slot of items of short length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, or other material pouch that can easily hold 1 slot worth of items not of Scroll Size. The dimensions are 5.24 inches in height, 4.25 inches wide and 2.25 inches in depth. The primary purpose for these pouches are to hold all kinds of secondary items that do not exceed the height or width in dimensions. Primarily they hold smaller objects such as hira or bo-shurikens, alchemical pouches, and other items in similar size. For longer items see the Scroll Pouch. Quick Loader Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Characters attempting to conceal an item in a quick loader pouch gain a +10 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Pouch, Utility
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Pouch
Effect: A long sized pouch capable of holding 2 slots of items of 8 inches in length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, wooden material case that can easily hold 2 Scrolls. The Dimensions are 8 inches in height, 5 inches width and 2.5 inches in depth. This pouch is specifically designed for items with lengths longer than 4 inches. These pouches are primarily meant for scrolls, kunai, knives, senbon and other items with similar lengths. Utility Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 Ryo Each.
Compass (Overview)
Rank: "B"
Type: Secondary, 10 per Slot, Gadget, Survival, Compass
Effect: A compass is a navigational instrument for determining direction relative to the Earth's magnetic poles.
Special: ---
Drawback: ---
Description: A compass relies on the Earth's magnetic field to determine the direction of magnetic north. A compass grants its user a +10 circumstance bonus to Direction Sense checks.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo per Slot, or 500 Ryo Each
Scroll: Map: Local
Rank: "B"
Type: Main, Book, Scroll, Map
Effect: A city map is a large-scale thematic map of a city (or part of a city) created to enable the fastest possible orientation in an urban space.
Special: ---
Drawback: ---
Description: Local; nearby landmarks. Local Map's dimensions are 40 inches by 24 inches. City Maps list Major, and Minor Roads of that city. City Maps list Point of Interests in City. City Maps list the Buildings of the City. City Maps list Major and Minor Trade Routes, and Regions that reside in the City. City Maps lists the Oceans, Bays, Major and Minor Lakes, and Major and Minor Rivers that reside in the City. The Maps may be folded and can fit inside Map Holders found in Vests.
Limit: These items may be bought inside any Book Shop within that City.
Cost: 3,000 Ryo Each