Alchemist of Flocke
Apr 27, 2018 4:32:52 GMT -7
Post by Amelie on Apr 27, 2018 4:32:52 GMT -7
Armour Enhancing Techniques
- Aquatic Adaptation
Rank: "S"
Skill: Supplementary
Effect: User applies an ability of Swim Good to the armour, allowing the user to breathe underwater, and speak to creatures underwater.
Special: ---
Drawback: ---
Description: Equipment Type: Armour, Body, Chest, Eyes, Head, Headband. The wearer of Aquatic Armour is treated as an unarmored for purpose of Swim Good. The wearer can breathe underwater and can converse with any creature with a language that breathes water. Shields may not have the aquatic ability. +220,000 Ryo to Crafting Time.
Limit: Must be an Artisan. - Enlivening
Rank: "C"
Skill: Supplementary
Effect: User can apply an ability to the armour allowing the user to gain temporary armour points for a limited time.
Special: ---
Drawback: ---
Description: Equipment Type: Armour, Belt, Body, Chest, Eyes, Feet, Hands, Head, Headband, Neck, Ring, Shoulders, Shield, or Wrists. 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. +24,000 Ryo to Crafting Time.
Limit: Must be an Artisan. - Blueshine
Rank: "C"
Skill: Supplementary
Effect: User applies a blueshine ability to the Armour allowing the user to use stealth better.
Special: ---
Drawback: ---
Description: Equipment Type: Armour, Body, Chest. This Armour glistens with a blue-black sheen, as if it were covered in oily liquid sapphire. An Armour piece imbued with this property never tarnishes and is immune to acid damage and rusting effects. While wearing blueshine Armour, the user gains a +5 Competence bonus on Stealth checks per Armour Piece (This bonus stacks with all Armour Pieces). +7,500 Ryo to Crafting Time.
Limit: Must be an Artisan. - Iron Heart
Rank: "C"
Skill: Supplementary
Effect: User can apply an ability to Armour that allows the armour to convert lethal damage to non lethal damage.
Special: ---
Drawback: ---
Description: Equipment Type: Armour, Body, Chest. This Armour converts up to 100 Armour Points of Damage dealt to its wearer each day into nonlethal damage. If the wearer is immune to nonlethal damage or the staggered condition, or cannot be rendered unconscious, the user gains no benefits from this item. +20,000 Ryo to Crafting Time.
Limit: Must be an Artisan. - Bane Blind
Rank: "A"
Skill: Supplementary
Effect: User applies ability to a Chest Armour Piece that allows the user to be invisible from non-Chakra Sensory methods.
Special: ---
Drawback: ---
Description: Equipment Type: Armour, Body, Chest. This Armour is patterned with muted colors, textures, and shading. Originally designed for Bounty Hunters, Bane blind Armour affects a specific type or subtype of creature. 3 Times per day while wearing this Chest Piece, the user can render themselves imperceptible to creatures of the designated type or subtype. Such creatures cannot detect the user's presence using any non-Chakra sensory method (including scent, hearing, tremorsense, blindsense, and the like). This effect lasts for 10 rounds or until the user attacks. +75,000 Ryo to Crafting Time.
Limit: Must be an Artisan. - Chakra-Eating
Rank: "S"
Skill: Supplementary
Effect: User can apply ability into armour where when the user beats a save, the armour heals them.
Special: ---
Drawback: ---
Description: Equipment Type: Armour, Body, Chest. While wearing Chakra-Eating Armour, whenever the user succeeds on a Save against a Jutsu that targets the user, the Armour heals the user by 5 Armour Point per Rank of the Jutsu. This healing occurs after the Jutsu takes effect. +100,000 Ryo to Crafting Time.
Limit: Must be an Artisan. - Commanding Poise
Rank: "A"
Skill: Supplementary
Effect: User can apply a commanding ability to armour or a shield that increases the wearer's Charisma based skills while giving a bonus to fear effects.
Special: ---
Drawback: ---
Description: Equipment Type: Armour, Body, Chest, Shield. When used, the Armour or Shield bestows a dignified and commanding aura upon its owner. The user gains a +10 Competence Bonus on all Charisma-based Skill checks. Friendly troops within 120 meters of the user become braver than normal, gaining a +4 morale bonus against all fear and Jutsu effects. Since the effect arises in great part from the distinctiveness of the Armour or Shield, the wearer cannot hide or conceal themselves in any way and still have the effect function. +190,500 Ryo to Crafting Time.
Limit: Must be an Artisan. - Deep
Rank: "A"
Skill: Supplementary
Effect: User can apply the ability that allows the user to go further in the depths of water.
Special: ---
Drawback: ---
Description: Equipment Type: Armour, Body, Chest. This special ability can be placed only on a suit of armour. A suit of Deep Armour is a dull black color. The wearer gains a bonus to Swim Good +300, allowing the user to go further into the water than normal. Armour that has this property does not apply an Armour Check Penalty on their Swim Good, additionally if applied to the helmet and the user wears a helmet, the user can see twice as far underwater as normal. This enhancement may be applied multiple times to a single piece of equipment. +225,000 Ryo to Crafting Time.
Limit: Must be an Artisan. - Dread
Rank: "A"
Skill: Supplementary
Effect: User can instill the ability of fear into Armour.
Special: ---
Drawback: ---
Description: Equipment Type: Armour, Body, Chest. The wearer of this Armour gains the following 3 Abilities: Fear Aura: The wearer of this armour is shrouded in a dreadful aura of fear. Creatures in a 10-meter radius with fewer Class Points than the wearer must succeed on a Will Save 10 +2 per Class Level + Impeccable Will or be affected as though by a Fear Jutsu. A creature that successfully saves cannot be affected again by the same wearer's aura for 24 hours. Frightful Presence: The wearer becomes unsettling to their foes, gaining the frightful Presence ability. The wearer can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 10 meters of the wearer must make a Will save or become shaken for 3d6 rounds. If the wearer has at least 4 more Class Points than the opponent, that opponent becomes frightened instead. Foes with more Class Points are immune to this effect. Terrifying Gaze: Viewing the wearer's face inspires terror. Creatures within 10 meters that meet the wearer's gaze must succeed at a Will Save or suffer the effects of a Fear Jutsu. These are mind-affecting fear effects. The wearer can suppress and reactivate these abilities as Free Movements. +450,000 Ryo to Crafting Time.
Limit: Must be an Artisan. - Great Resolve
Rank: "A"
Skill: Supplementary
Effect: User can apply the ability of great resolve, allowing the wearer of armour to reroll against a failed Charm or Fear effect.
Special: ---
Drawback: ---
Description: Equipment Type: Armour, Belt, Body, Chest, Eyes, Feet, Hands, Head, Headband, Neck, Ring, Shoulders, Shield, or Wrists. 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. +100,000 Ryo to Crafting Time.
Limit: Must be an Artisan. - Stealth
Rank: "C"
Skill: Supplementary
Effect: User applies an ability that allows the equipment to give the user a bonus to stealth.
Special: ---
Drawback: ---
Description: Equipment Type: Armour, Body, Chest, or Feet. This piece is jet black and blurs the wearer whenever they try to hide. This armour is also constructed so that it not only makes little sound, but it dampens sound around it. This equipment ability grants a +25 Competence bonus on Stealth Checks. (Armour check penalties still applies normally). +37,500 Ryo to Crafting Time.
Limit: Must be an Artisan.- Stealth, Improved
Rank: "B"
Skill: Supplementary
Effect: User applies an ability that allows the equipment to give the user a bonus to stealth.
Special: ---
Drawback: ---
Description: Equipment Type: Armour, Body, Chest, or Feet. As Stealth, except it grants a +50 Competence Bonus on Stealth checks. +150,000 Ryo to Crafting Time.
Limit: Must be an Artisan. Must know Stealth.- Stealth, Greater
Rank: "A"
Skill: Supplementary
Effect: User applies an ability that allows the equipment to give the user a bonus to stealth.
Special: ---
Drawback: ---
Description: Equipment Type: Armour, Body, Chest, or Feet. As Stealth, except it grants a +75 Competence Bonus on Stealth Checks. +337,500 Ryo to Crafting Time.
Limit: Must be an Artisan. Must know Stealth, Improved.
- Stealth, Greater
- Stealth, Improved
- Underwater Action
Rank: "S"
Skill: Supplementary
Effect: By infusing the essence of a Large Elemental into Armour, the user gains the ability to breathe underwater while not suffering checks of Swim Good.
Special: ---
Drawback: ---
Description: Equipment Type: Armour, Body, Chest, Eyes, Head, Headband. A Large Water Elemental is bound (2 thumb vials of True Water), and giving it a milky blue-white appearance. The wearer of this Armour can breathe water as if under the effect of Water Breathing Jutsu, and the Armour imposes no Armour check Penalty on Swim Good. Twice per Day, the wearer can command the Armour to produce a quench effect. True Water is not counted into Crafting Time. +400,000 Ryo to Crafting Time.
Limit: Must be an Artisan. - Unsinking Steps
Rank: "A"
Skill: Supplementary
Effect: An ability the user can apply onto boots that allows the user to walk on any surface.
Special: ---
Drawback: ---
Description: Equipment Type: Feet. When activated, the wearer of these boots can tread on any liquid as if it were firm ground. The wearer can activate this ability once per day as a non-movement and the effect lasts for 50 minutes. This functions in all respects as Water Walking Jutsu; mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subject's feet hover an inch or two above the surface. (Other effects, such as the heat from Lava, are not protected against by this Armour.). +60,000 Ryo to Crafting Time.
Limit: Must be an Artisan. - Whirlwind
Rank: "S"
Skill: Supplementary
Effect: By infusing the essence of a Large Elemental into Armour, the user gains the ability to fly, and transform into a whirlwind.
Special: ---
Drawback: ---
Description: Equipment Type: Armour, Body, Chest. A Large Air Elemental is bound (2 thumb vials of Air Elemental Essence), which takes on almost translucent appearance. When the wearer of this Armour speaks a command word, the armour allows the user to fly at Good Maneuverability. Once per day the wearer can transform themselves (and all of their gear) into a whirlwind exactly as though they were a Large Air Elemental, remaining in that form for up to 4 rounds. Air Elemental Essence is not counted into Crafting Time. +400,000 Ryo to Crafting Time.
Limit: Must be an Artisan.