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Jacket Rank: "C" Type: Main, Slot Holder, 2 Slots, Clothing Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types. Special: --- Drawback: --- Description: Picture A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches). Limit: These type of items may be bought inside any Tailor Shop. Cost: 1,000 Ryo each.
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.
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.
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.
Handwear Rank: "C" Type: Main, Slot Holder, 0 Slots, Clothing Effect: Handwear includes gloves worn over the hands. Special: --- Drawback: --- Description: Handwear is a garment covering the whole hand. handwear has separate sheathes or openings for each finger and the thumb. Handwear protect and comfort hands against cold or heat, damage by friction, abrasion or chemicals, and disease; or in turn to provide a guard for what a bare hand should not touch. Latex, rubber or vinyl disposable gloves are often worn by health care professionals as hygiene and contamination protection measures. Handwear have no slots, but a Half Pouch can be applied along the inside of handwear. Limit: These type of items may be bought inside any Tailor Shop. Cost: 1,200 Ryo per Pair.
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.
(MAIN)
Demon Weapon Gene Rank: "C" Type: Creation Effect: A specialized ritual that harnesses the weaponized and absorption aspect of the Protean Blood Limit. Special: To perform: 6 hours; Duration: Permanent Drawback: Demon Weapon Gene impose a -1 penalty to Will Saves and -5 to Intelligence Skills because being a Demon Weapon brings them closer to Insanity. Description: This Ritual can be performed at any time of day or night. The Weapon Gene is what gives the Demon Weapon the ability to transform. There are two ways a member gains The Demon Weapon Gene. 1) By being a descendant of a family line that has the Demon Weapon Gene (Start Up Ryo is still Deducted). 2) By receiving the Demon Weapon Gene later in life. The Ritualist creates a concoction, using the flesh of Protean, and injects the blood of Protean into the target of the Ritual. The target of the ritual then makes a Pact with Death himself asking for further power as the blood and flesh overtakes the body of the target. The subject dies and is ritually buried in hallowed ground. After the interment, the Ritualist invokes a prayer to Death asking him to bestow a power of weapon and steel. At the conclusion of the ritual the subject is unburied as life is restored. There are no Type nor Subtype alterations to the target. After the Ritual has been performed the target is able to maintain all of its Bloodlimit Attributes if it has one. It can no longer take any additional Creation Rituals. The Target may learn all techniques in the Mabuki Clan. If the user learns a "Weapon Form" they may "Partially" transform a portion of their anatomy (usually the arm) into a single Non-Chakra Weapon within 1/2 a round. The Limb remains transformed for a number of rounds equal to 3 + Impeccable Will, and cannot change back until the duration ends. User may perform this technique a number of times equal to 5 per Class Level. The transformed limb has all the properties of the Weapon Form, but is considered a Natural Weapon for all purposes. This ritual is ruined if a Raise Dead Ritual is performed on the subject or if the Subject is beheaded before they are brought back as a Demon Weapon. Performing the Ritual leaves the Ritualist weakened for 1d10 days. Limit: Must be a Mabuki. Must be a Ritualist for Creation Rituals. Cost: Market Price: 12,000 Ryo Performing Price: 12,000 Ryo
(SEXONDARY)
Coleman's Traveling Stone Rank: "S" Type: Secondary, 15 per Slot, Harnessed Gem Effect: A gem carved to allow a user to create a shelter structure for a period of time. Special: --- Drawback: --- Description: Equipment Type: Slotless. Adventurers have always faced the problem of where to sleep when on the road. Sure, in the more civilized regions there is always the chance of an inn or tavern to stay in, but a lot of adventures do not take place in civilized regions. When traveling through the wildlands, or spending the night deep in the dungeon with no inn in sight, bedding down to rest can be fraught with danger. Gavin Coleman wanted to solve this problem and harnessed the Alchemy within the mineral feldspar. Since harnessing the mineral's Alchemy Coleman has gone on to specialize in products to make the adventurer's life in the wild a little easier, to his considerable financial gain. To harness feldspar's natural Alchemy the mineral must be cut into a four-sided pyramid. When Coleman's traveling stone is placed on the ground and the command word "pitch" is spoken in Common, the stone transforms into an unmoving, opaque sphere that blends perfectly into the surrounding terrain providing complete concealment for the sphere. Half the sphere is above the ground and half is below ground. Up to 10 medium size creatures can fit into the sphere. The temperature inside the sphere is 70° F no matter the exterior temperature. The sphere provides protection against the elements, such as rain, dust, and sandstorms. The sphere withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The interior of the sphere is a hemisphere and can be illuminated dimly upon command. The sphere is transparent from within. Missiles, weapons, and most Jutsu effects can pass through the sphere without affecting it. The sphere remains in place for 10 hours or until the command word "break" is spoken in Common. Coleman's traveling stone can only be activated 1 each day. Ingredients: 1 large Chrysoprase (240 Ryo). Limit: These types of items may be bought inside any Alchemy Shop. Cost: 2,800 Ryo
Ghost Gem Rank: "S" Type: Secondary, 15 per Slot, Harnessed Gem Effect: A gem, when destroyed turns the person into an ethereal being for a brief period of time. Special: --- Drawback: --- Description: Equipment Type: Slotless. Most Onyx has slight impurities but only the purest specimens can become a ghost gem. Carved into a flat egg-shape, the gem is pure white with an ethereal translucence when held up to the light. When a ghost gem is broken in half the natural Alchemy is released, and the bearer of the gem becomes ethereal. An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down. As an insubstantial creature, the user can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 20 meters. Force effects and abjurations affect an ethereal creature normally. An ethereal creature cannot attack material creatures, and Jutsus the user performs while ethereal affect only other ethereal things. This ethereal state lasts for 10 minutes. If the user becomes material while inside a material object (such as a solid wall), the user is shunted off to the nearest open space and take 6 Armour Points of damage per 2 meters that the user travels. Ingredients: 1 large Onyx (240 Ryo). Limit: These types of items may be bought inside any Alchemy Shop. Cost: 2,775 Ryo
Image Gem Rank: "S" Type: Secondary, 15 per Slot, Harnessed Gem Effect: A gem capable of recording an area and played back later. Special: --- Drawback: --- Description: Equipment Type: Slotless. The image gem is harnessed from a flawless crystal of Rhodochrosite and crafted into a rectangular shape 3 inches long, two inches high, and half an inch wide. Skilled Alchemists have created similar items but the Image Gem is unique. The Image Gem has the ability to record multiple still images or moving images. When harnessed, an Image Gem has 50 charges. For each charge that is expended, 1 still image can be captured. Capturing a moving image lasting 6 seconds long (1 round) uses 5 charges. The image is recorded into the gem by holding the crystal to the user’s eye and activating it by touching the top of the image gem. Touching the top captures one image; touching and holding the top captures a moving image for as long as the top is touched or until all the charges are used. Once an image is recorded into the gem, it can be displayed again by holding the image gem flat and activating it again. The recorded image then appears on the surface of the image gem. If the recorded image is a moving image it begins and will repeat continuously until the command word "Stop" is spoken. A moving image can be frozen in place with the command word "Freeze". For still images, saying the command word "Next" allows you to see the subsequent image and the command word "Back" displays the previous image. Once recorded, the images can be displayed even after the image gem's charges have been used up and it is unable to record new images. The images held within the image gem are destroyed if the image gem is destroyed. A user using a recorded image from the image gem of a person, place or thing, is considered to have the following benefits: specific knowledge of the item (for locate object), has studied it carefully (for teleport), or firsthand knowledge and a likeness/picture (for scrying or greater scrying). Ingredients: 1 large Rhodochrosite (4,800 Ryo). Limit: These types of items may be bought inside any Alchemy Shop. Cost: 7,200 Ryo
Mr. Miracle's Growing Stone Rank: "B" Type: Secondary, 15 per Slot, Harnessed Gem Effect: A gem capable of enriching the ground to produce more production to plants. Special: --- Drawback: --- Description: Equipment Type: Slotless. Moss agate is a fibrous variety of quartz called chalcedony found in colored bands with moss-like veins running through it. Moss agate has long been used as an ornamental stone by jewelers. A mineral alchemist, Shalar Miracle, spent a year studying hundreds of varieties of moss agate. Shalar learned that the stone could be cut into a thin plate with an octagonal shape and then placed in night soil mixed with powdered bone and other alchemical reagents for 24 hours to release the alchemical properties of the agate. When removed, the moss agate can be buried in a garden, enriching the soil as if the enrichment effect of plant growth had been performed. This effect targets plants within the range of 1/2 mile, raising their potential productivity over the course of the next year to 1/3rd above normal. This effect lasts for one growing season. Ingredients: 1 large Agate (48 Ryo). Limit: These types of items may be bought inside any Alchemy Shop. Cost: 200 Ryo
Plenty Stone Rank: "A" Type: Secondary, 15 per Slot, Harnessed Gem Effect: A gem capable of producing food for rations. Special: --- Drawback: --- Description: Equipment Type: Slotless. Chalcedony is a variety of quartz and comes in many varieties. It makes a good ornamental stone and is a minor gemstone. One variety is known as dendritic because of the veinlike structures that run through the mineral. The natural Alchemy of dendritic chalcedony has been known since the dawn of civilization. Since then the plenty stone has been saving people from starvation. The natural Alchemy in the stone is harnessed by carving the chalcedony into the form of a plate. When the plate is broken it produces food and water enough to feed 15 medium-size humanoids for 24 hours. The food is simple and nourishing, though it may lack some flavor. The water is as pure as rainwater. The food decays after 24 hours, while the water can last 48 hours. Casting purify food and water on the food preserves it for another 24 hours. Adventurers have found the plenty stone a useful item to carry since it is easier to carry than rations. Ingredients: 1 large Chalcedony (240 Ryo). Limit: These types of items may be bought inside any Alchemy Shop. Cost: 475 Ryo
Soapstone Rank: "B" Type: Secondary, 15 per Slot, Harnessed Gem Effect: A gem can be cut to give it the substance of soap like substance when submerged in water. Special: --- Drawback: --- Description: Equipment Type: Slotless. This is the name given to varieties of Iolite due to its greasy feel. Mineral alchemists have learned to carve the soapstone into a tetrahedron and apply a small amount of other alchemical agents. When the treated soapstone is immersed in water the soapstone immediately dissolves, producing a thick, slippery liquid. The liquid can be poured on the ground and functions as if grease had been cast on the area for 1 minute. Adventurers have learned to place soapstone in waterskins to create a handy tool to discourage pursuit or headless charges. Half a water skin will coat a 2 meter square and requires a weaving movement to pour out. (Just remember to not drink from the soapstone waterskin.) Ingredients: 1 large Iolite (240 Ryo). Limit: These types of items may be bought inside any Alchemy Shop. Cost: 375 Ryo
Stone Waterskin Rank: "S" Type: Secondary, Main, Harnessed Gem Effect: A material cut into a waterskin, allowing the user to hold 10 times normal liquids. Special: --- Drawback: --- Description: Equipment Type: Slotless. The mineral alchemist Landis Penn lived in a city at the edge of a vast desert. The city was known for two things: being the last stop for anyone journeying across the desert, and a source of fine pottery. The pottery was crafted from a large clay deposit located near the city. Landis started his career as a potter and worked with the clay for many years. One day he was given a clump of clay that acted strangely when he worked it. Intrigued, Landis examined this clay and discovered that it came from a different clay layer than the normal pottery clay. Landis took this new clay and worked with it for over a year, studying alchemical texts and experimenting with different ways of crafting it. Finally Landis perfected his technique and crafted the first stone waterskin. The stone waterskin is just that, a waterskin that has been carved and fired in clay. It is often adorned with colored glazes in intricate patterns. To create the stone waterskin the mineral alchemist must take a source of bentonite clay and mold it into the shape of a waterskin. The clay is baked in a special kilnusing alchemically treated wood. This is necessary to create the high heat necessary to give the stone waterskin its property. Once fired and finished, the stone waterskin can absorb 10 times its volume with water. A typical water skin holds 1 pint of water. The stone waterskin can hold 10 water skins of water for the same weight carried. Ingredients: 1 super giant Iolite (600 Ryo). Limit: These types of items may be bought inside any Alchemy Shop. Cost: 3,000 Ryo
Treant's Gall Rank: "S" Type: Secondary, 15 per Slot, Harnessed Gem Effect: A gem carved that can give a tree life and controlled by the user. Special: --- Drawback: --- Description: Equipment Type: Slotless. As druids worked to unlock the secrets of moss agate, they received assistance from other intelligent creatures who shared the druid's desire to preserve nature. The treant's deep knowledge into the natural world gave them the knowledge of what alchemy lay at the heart of the moss agate, but they were unable handle the mineral with the right amount of skill to harness the alchemy. The druids were only too willing to help the treants harness the alchemy. When a moss agate is carved into the shape of an acorn the minerals Alchemy is harnessed. Once harnessed, when the treant's gall is placed inside a live tree (usually by cutting a small hole or using an existing opening) the treant's gall is absorbed into the wood of the tree. This process takes 1 round. Once absorbed, the tree becomes an animated creature under the user's control. The tree remains under the user's control for up to 24 hours or until it is destroyed. Once the duration ends, the tree takes root wherever it is located at the time. A person using multiple treant's galls can only control a number of animated trees equal to their Impeccable Will. A treant's gall can only be used once as the mineral is absorbed into the wood of the tree and cannot be reclaimed. Ingredients: 1 large Agate (48 Ryo). Limit: These types of items may be bought inside any Alchemy Shop. Cost: 2,775 Ryo
Whistle Stone Rank: "S" Type: Secondary, 15 per Slot, Harnessed Gem Effect: A gem that deals sonic damage and can deafen creatures. Special: --- Drawback: --- Description: Equipment Type: Explosive. This small stone is made from volcanic rock that is cut through with dozens of tiny holes. A piece of scoria must be crafted into a sphere the size of a walnut for the Alchemy to be harnessed. Once harnessed, a whistle stone can be thrown as a weapon with a range increment of 6 meters. As the stone travels through the air, it creates a long, high pitched whistle and, upon reaching its target, erupts into a deafening blast of sound. This blast deals 36 Armour Points of sonic damage to all creatures in an 8-meter radius. In addition, all affected creatures must make a Fortitude save 15 or be deafened. Once used, the whistle stone is destroyed. Death Plume is considered a splash weapon for the purpose of crafting techniques and combat techniques. Ingredients: 1 large Obsidian (48 Ryo). Limit: These types of items may be bought inside any Alchemy Shop. Cost: 1,625 Ryo
Fluor Gas Rank: "S" Type: Secondary, 15 per Slot, Harnessed Gem Effect: A gem that can be altered into a horrifying gas to deal acid and fire damage. Special: --- Drawback: --- Description: Equipment Type: Explosive. Mineral alchemists experimented with fluorite and found that a complex process of preparation would produce a pale, yellowish-brown gas from the gem. This gas had many properties similar to acids, alchemist's fire, and other hazardous compounds. The gas is so corrosive that only specially crafted containers can hold it. Throwing a flask of fluor gas against a hard object causes the flask to break and release the gas. A creature in the area where the fluor gas is released takes 18 Armour Points of Acid damage and 18 Armour Points of Fire damage as the gas bursts into flame on contact with the air. In addition, all creatures within 8 meter radius of the impact must make a 17 Fortitude save or be sickened for 1d6 rounds due to the pungent odor of the fluor gas. Fluor Gas is considered a splash weapon for the purpose of crafting techniques and combat techniques. Ingredients: 1 large Fluorite (240 Ryo). Limit: These types of items may be bought inside any Alchemy Shop. Cost: 1,200 Ryo
Devil's Heart Rank: "S" Type: Secondary, 15 per Slot, Harnessed Gem Effect: A gem turned into a weapon dealing heavy fire damage for a couple of rounds. Special: --- Drawback: --- Description: Equipment Type: Explosive. An intrepid mineral alchemist, Hans Gabro, lived near an active volcano. The volcano constantly belched out viscous lava, and Hans would travel its slope searching for rare mineral specimens. Hans would take samples of fresh lava to experiment on and learned that, working quickly and with the right tools, he could carve the still-molten lava in to a weapon. Called the devil's heart, this alchemical weapon is crafted on the slopes of an active volcano from freshly collected lava composed of dunite. The lava is placed in a specially treated container filled with a special alchemical solution composed of several other minerals in a brine of salt water. This solution functions to immediately cool the outer portion of the molten dunite, leaving its core molten. The shell is about the size of a small pouch and fits in one's palm. When the devil's heart is thrown, it explodes upon impact with the ground or other hard surface, throwing molten lava in an 8-meter radius. The lava deals 36 Armour Points of fire damage to all in the radius of the impact for 2 rounds. Each round there is a 50% chance that flammable items like parchment and clothing will catch fire. A character can take a full-round movement to ignore the damage during the second round of exposure. Devil's Heart is considered a splash weapon for the purpose of crafting techniques and combat techniques. Ingredients: 1 large Peridot (240 Ryo). Limit: These types of items may be bought inside any Alchemy Shop. Cost: 1,800 Ryo
Death Plume Rank: "S" Type: Secondary, 15 per Slot, Harnessed Gem Effect: A gem of compressed Obsidian that releases an ash cloud when struck capable of dealing Toughness damage. Special: --- Drawback: --- Description: Equipment Type: Explosive. Obsidian is an easy rock to work with, being easily carved and shaped. It's many holes and vesicles make it very lightweight. Mineral alchemists pondered what would happen if the Obsidian was forced to be compressed so that the air spaces within the rock were forced to close. Using large chambers to place the Obsidian under massive pressure, the mineral alchemists succeeded in doing just that. They found they could compress a fist-sized piece of Obsidian to be the size of a grape. The new form was compact, and when crushed (easily done by squeezing the Obsidian between thumb and forefinger) the compressed Obsidian exploded in a cloud of ash that nearly killed the first mineral alchemists working with the stone. The mineral alchemists soon refined their technique and created a compressed ball of Obsidian coated in a thin layer of resin about 2.5 inches in diameter. The resin keeps casual handling of the death plume from causing it to prematurely erupt. When the death plume is thrown and hits any hard surface, the protective coating is cracked and the compressed pumice is released in an eruption of ash that fills an 8-meter radius from the point of impact. All creatures within the area must make a 15 Fortitude save or suffer 3d6 Toughness damage. Half damage on a successful save. In addition, all creatures in the area of effect have total concealment. A strong wind, greater than 21 mph, will move the cloud of ash at the rate of 3 meters per round. The ash cloud dissipates after 10 rounds. Death Plume is considered a splash weapon for the purpose of crafting techniques and combat techniques. Ingredients: 1 large Obsidian (48 Ryo). Limit: These types of items may be bought inside any Alchemy Shop. Cost: 2,000 Ryo