Kaizoku Hoshigaki Finished
Apr 9, 2020 12:47:50 GMT -7
Post by Kaizoku Hoshigaki on Apr 9, 2020 12:47:50 GMT -7
Basic Information
Name: Kaizoku “Ancient One” Hoshigaki
Bloodlimit: Hyuuga Main Branch
Height: 6’5
Weight: 250
Age: 20
Gender: Male
Alignment: Lawful Evil
Birth Country: Land of Fire
Village: Non-Ninja resident of Deksport
Special: Taijutsu/Ninjutsu Specialist
Taijutsu Specialist
•Divine Reflexes (20/500)
•Empty
•Empty
•Empty
•Empty
•Empty
•Universal Taijutsu
Ninjutsu Specialist
•Water (30 TP)
•Wind (10 TP)
•Empty
•Empty
•Empty
•Empty
•Universal Ninjutsu (110/600)
Clan Non-Specialist
•Hoshigaki (120/500)
•Hyuuga (30/500)
•Empty
•Empty
Genjutsu Non-Specialist
No Slots Available
•Universal Genjutsu
Miscellaneous Slots
•Empty
•Empty
•Empty
•Empty
•Empty
•Empty
•Empty
•Empty
•Empty
•Empty
•Empty
•Empty
•Universal Misc.
•Skills (180 TP)
Equipment
Primary Equipment
(13,000/13,000 Starting Allowance)
Secondary Equipment
(39,287/40,000 Starting Allowance)
Apparel
(7,300/10,000 Starting Allowance)
Character Depth
Personality:
Kaizoku was raised in a vicious and cruel world. There was no room for weakness in Deksport and even less in the Temple of the Shark Priests. Kaizoku learned quickly to live by the separate codes that governed life in the Temple and Deksport. The consequences of breaking those codes in both places were swift and brutal. Kaizoku lives by the rules of his world. His company's articles are his laws. The edicts and culture of the Shark Priests are his moral compass.
Ambitious:[/u]
Ambition is the force the that drives Kaizoku on. His pale eyes are fixed firmly on the upper echelons of Deksport. Kaizoku has climbed in the ranks of his crew quickly fueled only by his desire to carve out a place for himself in Deksport alongside the three captains of the council. Those who cross him or break the code are obstacles to be crushed and left behind.
Greedy:
Greed is the ethos of Deksport. Every pirate from the deck swab up to the captain dreams of the big score that changes their life. The gold laden ship that lets them retire in comfort. This is the dream that keeps the flow of young and old men alike into Deksport, even when so many never return to the port. The reality is great hauls are taken by large crews and split into shares. Only those at the very top of the food chain have any real chance of getting rich before they die.
Kaizoku too is motivated by greed, but his eyes are set higher than retirement. He imagines himself in a fourth seat at Council Table, representing the growing Hoshigaki presence in the crews. Kai dreams not just of being a rich wealthy captain, but of owning shares in many captains serving in his fleet. It is a bold dream to have in a place as dangerous as Deksport. Those in power are willing to do anything to keep it, just as Kai is willing to do anything to gain it.
Loyal:
Spiritual:
Kai was raised in the Temple of the Shark Priests. There are not many tenants of the the Hoshigaki religion. The Shark Priests serve more as spiritual guides and counselors to the Hoshigaki of Deksport. Kaizoku is a subscriber to their beliefs. He believes all sailors must appease the spirits of the ocean. He believes in using all of an animal and will often eat fish whole, to the amusement and disgust of his crewmates. Kaizoku does not force his belief on others but they do color his perception of others. Sailors who adopt arrogant or combative relationships with the ocean often find themselves on his bad side. Similarly those who are wasteful draw his ire; especially when supplies are low and the crew is underway.
Honorable
Kaizoku places great stock in living by the piratical articles he has signed his name to. He would never steal from the company or fight among his crew. Kaizoku also believes in the tradition of offering quarter to their prey and wouldn't lift a a finger against a ship that had struck its colors and thrown down its arms. This particular piece of honor is self serving. By avoiding a fight the crew remains whole and takes a lesser prize. Should it ever fly against his direct interest to take a prize peacefully he would defer to his own self interest. No article of the company forbids taking a prize by sword.
Bloodthirsty:
If there is one trait Kaizoku shares with the shark that gave him his strength, it is the taste for blood and violence. It is not so much that Kai can't control himself. It is more that once fighting begins he revels in it. Kai is swift, brutal, and remorseless in a fight. He does not leave survivors to limp home and tell the story. When a fight starts breaks out Kai is often the one to finish it. Brutally. An enemy who has surrendered will only find mercy if it serves Kai's or the crew's interests.[/ul]
Appearance:
On deck Kaizoku is barefoot. His skin is toughened beyond that of most humans and as a result he is relatively well protected from harm. He will also wear trousers rolled to the knee and a white linen shirt. His clothes are almost always stained with salt. On cooler voyages Kaizoku has boots and a long jacket that he will wear. In battle Kai weilds a cutlass and boarding axe. He also keeps a serrated long knife strapped to his right thigh at all times to free rigging or settle disputes.
On shore in Deksport Kaizoku usually dresses as if he is on the deck of the Advantage. If it is a more formal port of call he will wash his clothes and wear his boots. All who enter the Temple of the Shark Priests are required to wear simple blue robes embroidered with the clan symbols and Kaizoku does so when he stays there on port calls. It is not uncommon for the crew of the advantage to apply war paint in order to intimidate the defenders of a prize.
[/ul]
Background:
Name: Kaizoku “Ancient One” Hoshigaki
Bloodlimit: Hyuuga Main Branch
Height: 6’5
Weight: 250
Age: 20
Gender: Male
Alignment: Lawful Evil
Birth Country: Land of Fire
Village: Non-Ninja resident of Deksport
Special: Taijutsu/Ninjutsu Specialist
Taijutsu Specialist
•Divine Reflexes (20/500)
•Empty
•Empty
•Empty
•Empty
•Empty
•Universal Taijutsu
Ninjutsu Specialist
•Water (30 TP)
•Wind (10 TP)
•Empty
•Empty
•Empty
•Empty
•Universal Ninjutsu (110/600)
Clan Non-Specialist
•Hoshigaki (120/500)
•Hyuuga (30/500)
•Empty
•Empty
Genjutsu Non-Specialist
No Slots Available
•Universal Genjutsu
Miscellaneous Slots
•Empty
•Empty
•Empty
•Empty
•Empty
•Empty
•Empty
•Empty
•Empty
•Empty
•Empty
•Empty
•Universal Misc.
•Skills (180 TP)
Equipment
Primary Equipment
(13,000/13,000 Starting Allowance)
Axe, Hand (Overview)
Rank: "C"
Type: Main, Slashing, Axe
Effect: A lumberjack tool used for cutting, chopping, or even shedding if necessary.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. The Range Increment of this weapon is 10 meters. A small axe for the hand. Sometimes called a Lumberjack's tool. Easy to handle. Used to chop through hatches or rigging, to drag burning debris off a ship or to be used as a weapon. A hand axe is a light weapon that can perform slashing or piercing damage depending on the type of hand axe (example a Boarding Axe). Examples of Hand Axe: Boarding Axe, Tomohawk.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Rank: "C"
Type: Main, Slashing, Axe
Effect: A lumberjack tool used for cutting, chopping, or even shedding if necessary.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. The Range Increment of this weapon is 10 meters. A small axe for the hand. Sometimes called a Lumberjack's tool. Easy to handle. Used to chop through hatches or rigging, to drag burning debris off a ship or to be used as a weapon. A hand axe is a light weapon that can perform slashing or piercing damage depending on the type of hand axe (example a Boarding Axe). Examples of Hand Axe: Boarding Axe, Tomohawk.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Sword, Short (Overview)
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A short sword is about 2 feet in length. Examples of Short Swords: Tanto, Baselard, Cinquedea, Gladius, Kodachi, Xiphos or even the Mechete.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A short sword is about 2 feet in length. Examples of Short Swords: Tanto, Baselard, Cinquedea, Gladius, Kodachi, Xiphos or even the Mechete.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Knife (Overview) x2
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: An instrument composed of a blade fixed into a handle, used for cutting or as a weapon.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A knife 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.
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: An instrument composed of a blade fixed into a handle, used for cutting or as a weapon.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A knife 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.
Achilles Heel x2 (Left eye, Right eye)
Rank: "C"
Type: Augmentation
Effect: User has a major weakness that can be exploited.
Special: To perform: 1 hours; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 2 Augmentation Points. Any attack on this small spot gains an additional +20 Armour Ponts and bypasses all Natural Damage Reduction/Hardness. Target also suffers from Mild Achilles' Heel damage.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Rank: "C"
Type: Augmentation
Effect: User has a major weakness that can be exploited.
Special: To perform: 1 hours; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 2 Augmentation Points. Any attack on this small spot gains an additional +20 Armour Ponts and bypasses all Natural Damage Reduction/Hardness. Target also suffers from Mild Achilles' Heel damage.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Nightmares
Rank: "C"
Type: Augmentation
Effect: User's mind is wracked by horrible nightmares, making it impossible for them to sleep without confronting the demons of their own Augmentation.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 4 Augmentation Points. Each day user must make a Will save (15) or suffer the effects of horrible nightmares caused by the Augmentation. On any day that the user fails this Will Save, they suffer a -1 moral to Saves and -5 to Checks due to their inability to get a good night's sleep. User cannot choose Sleepless if they have Nightmares.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Rank: "C"
Type: Augmentation
Effect: User's mind is wracked by horrible nightmares, making it impossible for them to sleep without confronting the demons of their own Augmentation.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 4 Augmentation Points. Each day user must make a Will save (15) or suffer the effects of horrible nightmares caused by the Augmentation. On any day that the user fails this Will Save, they suffer a -1 moral to Saves and -5 to Checks due to their inability to get a good night's sleep. User cannot choose Sleepless if they have Nightmares.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Material Allergy (Nightcall)
Rank: "C"
Type: Augmentation
Effect: An allergy that affects the user by negating Damage Reduction and reducing the target's movement by 1.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 5 Augmentation Points. The user suffers a reaction to an ordinary substance, such as a material. So long as they are in contact with the substance (breathing, touching, eating, etc.) they will suffer adverse effects. If a successful attack is made against the user with the allergy they will lose a Movement for the round. The user also loses any Damage Reduction that would normally shield against an attack. Before picking grabbing the Allergy Augmentation the user may choose from the list: Clay, Plastic, Iron, Specific Plant, Silver or Gold, Leather, Specific Material, Specific Animal, Bone and Ivory, and Specific Drug. May be chosen once. User may grab more Allergies for Roleplay purposes however it does not give any extra benefits.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Rank: "C"
Type: Augmentation
Effect: An allergy that affects the user by negating Damage Reduction and reducing the target's movement by 1.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 5 Augmentation Points. The user suffers a reaction to an ordinary substance, such as a material. So long as they are in contact with the substance (breathing, touching, eating, etc.) they will suffer adverse effects. If a successful attack is made against the user with the allergy they will lose a Movement for the round. The user also loses any Damage Reduction that would normally shield against an attack. Before picking grabbing the Allergy Augmentation the user may choose from the list: Clay, Plastic, Iron, Specific Plant, Silver or Gold, Leather, Specific Material, Specific Animal, Bone and Ivory, and Specific Drug. May be chosen once. User may grab more Allergies for Roleplay purposes however it does not give any extra benefits.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
(39,287/40,000 Starting Allowance)
Grenade: Grapeshot x2
Rank: "S"
Type: Secondary, 3 per Slot, Explosive
Effect: A template item that combines 3 pouches to create a larger and more deadlier effect.
Special: ---
Drawback: ---
Description: This grenade releases a stinging hail of shrapnel making it perfect for clearing a deck before a boarding party goes over the rail. The grenade deals 40 force damage, 40 piercing damage, and 2 fire damage inside a fifteen meter radius. A grenade is a unique alchemical weapon that combines multiple splash weapons/explosives to increase its damage slightly while increasing its range significantly. Every grenade has a range of 15-meters-radius burst no matter the splash weapon/explosive combination. A grenade takes up 3 splash weapon/explosive to create. This can be used in any kind of combination of 3. For example, a user may combine 3 Explosion (Fire) to create an Explosion (Fire) Grenade, or an 1 Shriek Bomb and 2 Stormstone to create a Shriek Stormstone Grenade. Each splash weapon/explosive does 3/4 Damage of the total. Damage is sacrificed due to the combination of splash weapon/explosives while distance is significantly increased. Any splash weapon/explosive that does status damage (blindness, deafness, etc) does not increase, however the Save is increased by 1 per splash weapon/explosive used. For example: 1 Stormstone has an 18 Fortitude. If 3 are used to create a Grenade it will have a 21 Fortitude.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,446
Rank: "S"
Type: Secondary, 3 per Slot, Explosive
Effect: A template item that combines 3 pouches to create a larger and more deadlier effect.
Special: ---
Drawback: ---
Description: This grenade releases a stinging hail of shrapnel making it perfect for clearing a deck before a boarding party goes over the rail. The grenade deals 40 force damage, 40 piercing damage, and 2 fire damage inside a fifteen meter radius. A grenade is a unique alchemical weapon that combines multiple splash weapons/explosives to increase its damage slightly while increasing its range significantly. Every grenade has a range of 15-meters-radius burst no matter the splash weapon/explosive combination. A grenade takes up 3 splash weapon/explosive to create. This can be used in any kind of combination of 3. For example, a user may combine 3 Explosion (Fire) to create an Explosion (Fire) Grenade, or an 1 Shriek Bomb and 2 Stormstone to create a Shriek Stormstone Grenade. Each splash weapon/explosive does 3/4 Damage of the total. Damage is sacrificed due to the combination of splash weapon/explosives while distance is significantly increased. Any splash weapon/explosive that does status damage (blindness, deafness, etc) does not increase, however the Save is increased by 1 per splash weapon/explosive used. For example: 1 Stormstone has an 18 Fortitude. If 3 are used to create a Grenade it will have a 21 Fortitude.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,446
Compass (Overview) x1
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
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
Tracking Device x1
Rank: "S"
Type: Secondary, 4 per Slot, Gadget, Surveillance, Monitor
Effect: A devise that allows a user to track movement using other devices called "Tracers".
Special: ---
Drawback: ---
Description: A device that shows where a tracer is located within the range of 500 miles (Normally capable to read out information within a Board. See Map for more sizes). This device is 4 inches by 1 inch by 2 inches. It has a small LCD screen along with a set of buttons to display locations of tracers. The tracer's location only emits the general area it may be in and does not give any specifics, such as blueprints of housing. The Tracking Device comes in all shapes and colors depending on the user's choice when purchasing. Tracers must first be configured with the Tracking Device. The Tracking Device also has a zooming capability to make tracking easier for the user.
Limit: These items may be bought inside any Gadget Shop.
Cost: 12,000 Ryo per Slot, or 3,000 Ryo Each
Rank: "S"
Type: Secondary, 4 per Slot, Gadget, Surveillance, Monitor
Effect: A devise that allows a user to track movement using other devices called "Tracers".
Special: ---
Drawback: ---
Description: A device that shows where a tracer is located within the range of 500 miles (Normally capable to read out information within a Board. See Map for more sizes). This device is 4 inches by 1 inch by 2 inches. It has a small LCD screen along with a set of buttons to display locations of tracers. The tracer's location only emits the general area it may be in and does not give any specifics, such as blueprints of housing. The Tracking Device comes in all shapes and colors depending on the user's choice when purchasing. Tracers must first be configured with the Tracking Device. The Tracking Device also has a zooming capability to make tracking easier for the user.
Limit: These items may be bought inside any Gadget Shop.
Cost: 12,000 Ryo per Slot, or 3,000 Ryo Each
Tracer x4
Rank: "S"
Type: Secondary, 64 per Slot, Gadget, Surveillance, Transmitter
Effect: A device that emits a tracking beacon
Special: ---
Drawback: ---
Description: The covert device are tiny black clips that can catch on cloth, fasten to objects, and be hidden virtually anywhere. This device also contains a cohesive side to easily stick on other surfaces. The use of tracers is to track anyone that the tracer is placed upon. Each is the 1 inch in diameter and 1/2 an inch wide. The range between a Tracer and a Tracking Device is 500 miles (Normally capable to send out a reading within a Board. See Map for more sizes.)
Limit: These items may be bought inside any Gadget Shop.
Cost: 32,000 Ryo per Slot, 500 Ryo Each
Rank: "S"
Type: Secondary, 64 per Slot, Gadget, Surveillance, Transmitter
Effect: A device that emits a tracking beacon
Special: ---
Drawback: ---
Description: The covert device are tiny black clips that can catch on cloth, fasten to objects, and be hidden virtually anywhere. This device also contains a cohesive side to easily stick on other surfaces. The use of tracers is to track anyone that the tracer is placed upon. Each is the 1 inch in diameter and 1/2 an inch wide. The range between a Tracer and a Tracking Device is 500 miles (Normally capable to send out a reading within a Board. See Map for more sizes.)
Limit: These items may be bought inside any Gadget Shop.
Cost: 32,000 Ryo per Slot, 500 Ryo Each
Handheld Inspection Tool
Rank: "B"
Type: Secondary, 1 per Slot, Gadget, Surveillance, Optics
Effect: An optics system used to peer through cracks of doors and in windows without being compromised of their location.
Special: ---
Drawback: ---
Description: Picture The Handheld Inspection Tool is a lightweight, highly portable inspection tool that puts an extremely low light black and white camera into a system that is perfect for inspecting containers and rooms or looking around barriers. The Handheld Inspection Tool allows the operator to view the picture in the attached eye-piece or transmit to 1 or more monitors. The Handheld Inspection Tool comes in two pieces, an extendable tube that is 1/2 inch wide 8 inches long that extends to 16 inches, and the main system that is 2 by 2 by 8 inches. The tube may be attached to the main system by screwing it in. User is able to look through an opening found in the main system and see through the tube as well.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo Each
Rank: "B"
Type: Secondary, 1 per Slot, Gadget, Surveillance, Optics
Effect: An optics system used to peer through cracks of doors and in windows without being compromised of their location.
Special: ---
Drawback: ---
Description: Picture The Handheld Inspection Tool is a lightweight, highly portable inspection tool that puts an extremely low light black and white camera into a system that is perfect for inspecting containers and rooms or looking around barriers. The Handheld Inspection Tool allows the operator to view the picture in the attached eye-piece or transmit to 1 or more monitors. The Handheld Inspection Tool comes in two pieces, an extendable tube that is 1/2 inch wide 8 inches long that extends to 16 inches, and the main system that is 2 by 2 by 8 inches. The tube may be attached to the main system by screwing it in. User is able to look through an opening found in the main system and see through the tube as well.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo Each
Spyglass
Rank: "B"
Type: Secondary, 2 per Slot, Gadget, surveillance, Survival
Effect: A small handheld telescope.
Special: ---
Drawback: ---
Description: Objects viewed through a spyglass are magnified to 4 times their size. Characters using a spyglass take a -5 penalty on Observation checks per 18meters of distance to the target.
Limit: These items may be bought inside any Gadget Shop.
Cost: 4,000 Ryo Each
Rank: "B"
Type: Secondary, 2 per Slot, Gadget, surveillance, Survival
Effect: A small handheld telescope.
Special: ---
Drawback: ---
Description: Objects viewed through a spyglass are magnified to 4 times their size. Characters using a spyglass take a -5 penalty on Observation checks per 18meters of distance to the target.
Limit: These items may be bought inside any Gadget Shop.
Cost: 4,000 Ryo Each
Blood Increasing Pill x2
Rank: "S"
Type: Secondary, 100 per Slot, Ingestibles, Bolus
Effect: A pill that increases the blood flow of the body to stabilize and close bleeding wounds. Can restore a dead person to life within 1 minute of death.
Special: ---
Drawback: ---
Description: Mix the anserke, balisse, culen, and the peony using a filtration method. Then pour the mixture into a spherical hatch filled with the mulungu resin. Allow the mulungu resin to harden. This takes 20 minutes to create. This creates 1 thumb-vial of "Blood Increasing Pill". When eaten, on the user's next turn the blood increasing pill speeds up the formation and increases the blood in the body. All bleeding wounds are immediately sealed and the user is no longer bleeding. The user also gains armour points of healing equal to 6 and automatically stabilizes if in dying condition. After having lost a significant amount of blood, a user can use this pill to replenish their blood so they can continue to live. If a user is forced to eat this pill after being dead less than 1 minute, the body's heart will begin to pump again and the body will automatically be stabilized.
Ingredients 1 balisse fruit. 1 standard-shot of culen. 1 standard-vial of mulungu resin. 1 standard-shot of peony.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,065 Ryo Each.
Rank: "S"
Type: Secondary, 100 per Slot, Ingestibles, Bolus
Effect: A pill that increases the blood flow of the body to stabilize and close bleeding wounds. Can restore a dead person to life within 1 minute of death.
Special: ---
Drawback: ---
Description: Mix the anserke, balisse, culen, and the peony using a filtration method. Then pour the mixture into a spherical hatch filled with the mulungu resin. Allow the mulungu resin to harden. This takes 20 minutes to create. This creates 1 thumb-vial of "Blood Increasing Pill". When eaten, on the user's next turn the blood increasing pill speeds up the formation and increases the blood in the body. All bleeding wounds are immediately sealed and the user is no longer bleeding. The user also gains armour points of healing equal to 6 and automatically stabilizes if in dying condition. After having lost a significant amount of blood, a user can use this pill to replenish their blood so they can continue to live. If a user is forced to eat this pill after being dead less than 1 minute, the body's heart will begin to pump again and the body will automatically be stabilized.
Ingredients 1 balisse fruit. 1 standard-shot of culen. 1 standard-vial of mulungu resin. 1 standard-shot of peony.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,065 Ryo Each.
Fire Starter
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A gem with the power of burning hands a limited time per day.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. At first look this is an unassuming fire opal gem, smoothly polished and small enough to fit in the palm of the hand. Polishing the stone into an oval shape two inches long, one inch wide, and an eighth of an inch thick and carving a small flame onto the face of the gem harnesses its alchemy. When a fire starter is held in the hand, the bearer is able to perform the Jutsu Burning Hands dealing 20 Armour Points of Fire Damage. Burning Hands is a 5 meter cone-shaped burst attack from the stone. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round movement. A fire starter can be used three times per day.
Ingredients: 1 large Opal (7,000 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop.
Cost: 10,500 Ryo
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A gem with the power of burning hands a limited time per day.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. At first look this is an unassuming fire opal gem, smoothly polished and small enough to fit in the palm of the hand. Polishing the stone into an oval shape two inches long, one inch wide, and an eighth of an inch thick and carving a small flame onto the face of the gem harnesses its alchemy. When a fire starter is held in the hand, the bearer is able to perform the Jutsu Burning Hands dealing 20 Armour Points of Fire Damage. Burning Hands is a 5 meter cone-shaped burst attack from the stone. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round movement. A fire starter can be used three times per day.
Ingredients: 1 large Opal (7,000 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop.
Cost: 10,500 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
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
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
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 n,o 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
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 n,o 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
Cinnamon Stone
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A gem cut in a way to allow the cinnamon stone to purify water while making it taste like cinnamon.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. This is a reddish-brown variety of garnet called hessonite that often occurs as small multi-faceted crystals. Mineral alchemists have learned to cut the cinnamon stone in such a manner so that when the stone is placed into a liquid, such as water, it infuses the liquid with a cinnamon flavor. This infusion by the stone acts to purify naturally contaminated water as if the Jutsu purify food and drink had been performed. Travelers find the cinnamon stone invaluable in its ability to protect them from sickness and disease that could come from drinking tainted water in the wilds. One cinnamon stone is able to purify water equivalent to 1 waterskin.
Ingredients: 1 medium semi-precious Garnet (700 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop.
Cost: 1,050 Ryo
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A gem cut in a way to allow the cinnamon stone to purify water while making it taste like cinnamon.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. This is a reddish-brown variety of garnet called hessonite that often occurs as small multi-faceted crystals. Mineral alchemists have learned to cut the cinnamon stone in such a manner so that when the stone is placed into a liquid, such as water, it infuses the liquid with a cinnamon flavor. This infusion by the stone acts to purify naturally contaminated water as if the Jutsu purify food and drink had been performed. Travelers find the cinnamon stone invaluable in its ability to protect them from sickness and disease that could come from drinking tainted water in the wilds. One cinnamon stone is able to purify water equivalent to 1 waterskin.
Ingredients: 1 medium semi-precious Garnet (700 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop.
Cost: 1,050 Ryo
Apparel
(7,300/10,000 Starting Allowance)
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.
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.
Robe
Rank: "C"
Type: Main, Slot Holder, 0 Slots,
Effect: A robe is a loose-fitting outer garment. Unlike garments described as capes or cloaks, robes usually have sleeves.
Special: ---
Drawback: ---
Description: A gown worn as part of the academic regalia of faculty or students, especially for ceremonial occasions, such as a convocations, congregations or graduations. A gown worn as part of the attire of a judge or barrister. A wide variety of long, flowing religious dress including pulpit robes and the robes worn by various types of monks. A gown worn as part of the official dress of a peer or royalty. Robes give a +10 to Sleight of Hand when worn. Robes can have special straps stitched in place, allowing the Robe to stay fluid and not be bogged down. 1 Robe 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.
Rank: "C"
Type: Main, Slot Holder, 0 Slots,
Effect: A robe is a loose-fitting outer garment. Unlike garments described as capes or cloaks, robes usually have sleeves.
Special: ---
Drawback: ---
Description: A gown worn as part of the academic regalia of faculty or students, especially for ceremonial occasions, such as a convocations, congregations or graduations. A gown worn as part of the attire of a judge or barrister. A wide variety of long, flowing religious dress including pulpit robes and the robes worn by various types of monks. A gown worn as part of the official dress of a peer or royalty. Robes give a +10 to Sleight of Hand when worn. Robes can have special straps stitched in place, allowing the Robe to stay fluid and not be bogged down. 1 Robe 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.
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.
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.
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.
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.
Headband
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: bands, headbands, laurels, phylacteries
Special: ---
Drawback: ---
Description: This article of clothing consists of bands, headbands, laurels, phylacteries, and other non-head slot items that can be worn around the forehead. A headband is a clothing accessory worn in the hair or around the forehead, usually to hold hair away from the face or eyes.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 Ryo Each.
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: bands, headbands, laurels, phylacteries
Special: ---
Drawback: ---
Description: This article of clothing consists of bands, headbands, laurels, phylacteries, and other non-head slot items that can be worn around the forehead. A headband is a clothing accessory worn in the hair or around the forehead, usually to hold hair away from the face or eyes.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 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.
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.
Pouch, Half x2
Rank: "C"
Type: Main, Slot Holder, 1/2 Slot, Pouch
Effect: A long sized sheath/pouch capable of holding 1/2 of items of 8 inches in length. Normally used for a single knife/kunai.
Special: ---
Drawback: ---
Description: Picture Mostly made out of leather, or a hard material. The Half pouch is primarily made for knives, and kunai, however due to their length they can hold other extremely thin items with the same length as that of a Scroll Pouch. 2 Half Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. A perfect example would be senbon. Half Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Half Pouches may be strapped to body parts as well such as a boot or the wrist. Characters attempting to conceal an item in a half pouch gain a +20 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 100 Ryo Each.
Rank: "C"
Type: Main, Slot Holder, 1/2 Slot, Pouch
Effect: A long sized sheath/pouch capable of holding 1/2 of items of 8 inches in length. Normally used for a single knife/kunai.
Special: ---
Drawback: ---
Description: Picture Mostly made out of leather, or a hard material. The Half pouch is primarily made for knives, and kunai, however due to their length they can hold other extremely thin items with the same length as that of a Scroll Pouch. 2 Half Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. A perfect example would be senbon. Half Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Half Pouches may be strapped to body parts as well such as a boot or the wrist. Characters attempting to conceal an item in a half pouch gain a +20 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 100 Ryo Each.
Bandolier, Individual Equipment
Rank: "C"
Type: Main, Slot Holder, 12 Pouches, Belt
Effect: A shoulder-belt with loops or pouches for equipment items.
Special: ---
Drawback: ---
Description: Picture ; Picture A shoulder rig that can hold up to 12 individual Pouches. A padded platform that is slung over one of the user's shoulder and across the chest and back. They can be designed ambidextrous or for a specific shoulder. 5 Pouches may be attached to the front end of the Bandolier, 5 pouches may be attached to the back, and 2 pouches may be attached to the shoulder end. The Bandolier contains a Modular Lightweight Load-Carrying Equipment system. It is fully adjustable with straps that secure with hook and loop.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Rank: "C"
Type: Main, Slot Holder, 12 Pouches, Belt
Effect: A shoulder-belt with loops or pouches for equipment items.
Special: ---
Drawback: ---
Description: Picture ; Picture A shoulder rig that can hold up to 12 individual Pouches. A padded platform that is slung over one of the user's shoulder and across the chest and back. They can be designed ambidextrous or for a specific shoulder. 5 Pouches may be attached to the front end of the Bandolier, 5 pouches may be attached to the back, and 2 pouches may be attached to the shoulder end. The Bandolier contains a Modular Lightweight Load-Carrying Equipment system. It is fully adjustable with straps that secure with hook and loop.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Character Depth
Personality:
Kaizoku was raised in a vicious and cruel world. There was no room for weakness in Deksport and even less in the Temple of the Shark Priests. Kaizoku learned quickly to live by the separate codes that governed life in the Temple and Deksport. The consequences of breaking those codes in both places were swift and brutal. Kaizoku lives by the rules of his world. His company's articles are his laws. The edicts and culture of the Shark Priests are his moral compass.
Ambitious:[/u]
Ambition is the force the that drives Kaizoku on. His pale eyes are fixed firmly on the upper echelons of Deksport. Kaizoku has climbed in the ranks of his crew quickly fueled only by his desire to carve out a place for himself in Deksport alongside the three captains of the council. Those who cross him or break the code are obstacles to be crushed and left behind.
Greedy:
Greed is the ethos of Deksport. Every pirate from the deck swab up to the captain dreams of the big score that changes their life. The gold laden ship that lets them retire in comfort. This is the dream that keeps the flow of young and old men alike into Deksport, even when so many never return to the port. The reality is great hauls are taken by large crews and split into shares. Only those at the very top of the food chain have any real chance of getting rich before they die.
Kaizoku too is motivated by greed, but his eyes are set higher than retirement. He imagines himself in a fourth seat at Council Table, representing the growing Hoshigaki presence in the crews. Kai dreams not just of being a rich wealthy captain, but of owning shares in many captains serving in his fleet. It is a bold dream to have in a place as dangerous as Deksport. Those in power are willing to do anything to keep it, just as Kai is willing to do anything to gain it.
Loyal:
Spiritual:
Kai was raised in the Temple of the Shark Priests. There are not many tenants of the the Hoshigaki religion. The Shark Priests serve more as spiritual guides and counselors to the Hoshigaki of Deksport. Kaizoku is a subscriber to their beliefs. He believes all sailors must appease the spirits of the ocean. He believes in using all of an animal and will often eat fish whole, to the amusement and disgust of his crewmates. Kaizoku does not force his belief on others but they do color his perception of others. Sailors who adopt arrogant or combative relationships with the ocean often find themselves on his bad side. Similarly those who are wasteful draw his ire; especially when supplies are low and the crew is underway.
Honorable
Kaizoku places great stock in living by the piratical articles he has signed his name to. He would never steal from the company or fight among his crew. Kaizoku also believes in the tradition of offering quarter to their prey and wouldn't lift a a finger against a ship that had struck its colors and thrown down its arms. This particular piece of honor is self serving. By avoiding a fight the crew remains whole and takes a lesser prize. Should it ever fly against his direct interest to take a prize peacefully he would defer to his own self interest. No article of the company forbids taking a prize by sword.
Bloodthirsty:
If there is one trait Kaizoku shares with the shark that gave him his strength, it is the taste for blood and violence. It is not so much that Kai can't control himself. It is more that once fighting begins he revels in it. Kai is swift, brutal, and remorseless in a fight. He does not leave survivors to limp home and tell the story. When a fight starts breaks out Kai is often the one to finish it. Brutally. An enemy who has surrendered will only find mercy if it serves Kai's or the crew's interests.[/ul]
Appearance:
On deck Kaizoku is barefoot. His skin is toughened beyond that of most humans and as a result he is relatively well protected from harm. He will also wear trousers rolled to the knee and a white linen shirt. His clothes are almost always stained with salt. On cooler voyages Kaizoku has boots and a long jacket that he will wear. In battle Kai weilds a cutlass and boarding axe. He also keeps a serrated long knife strapped to his right thigh at all times to free rigging or settle disputes.
On shore in Deksport Kaizoku usually dresses as if he is on the deck of the Advantage. If it is a more formal port of call he will wash his clothes and wear his boots. All who enter the Temple of the Shark Priests are required to wear simple blue robes embroidered with the clan symbols and Kaizoku does so when he stays there on port calls. It is not uncommon for the crew of the advantage to apply war paint in order to intimidate the defenders of a prize.
[/ul]
Background: