Post by Marii K. Kazeraikou on Oct 4, 2015 2:04:41 GMT -7
Kumogakure no Sato village gates.
Area description:
Accessing the gates of Kumogakure no Sato is not an easy task. First, one must transverse a huge and ancient forest. This forest is known as "Kirinonai" (the endless forest). It is seemingly endless to those who can't navigate through it. All members of Kumogakure no Sato shinobi academy are taught how to survive and navigate the forest. Furthermore, they are taught about the dangers and depths behind the forest. Kumogakure citizens are taught the easiest and quickest routes through it. Lastly, Kumogakure citizens are trained to prevent themselves from being tracked within the forest.
Kirinonai is a very dense and lively forest. The common type of tree which grows within this forest bears high amounts of foliage. This prevents little light from reaching the floor. The tree branches are thick enough to stand on. Said branches are very dense due to their old age. The roots of the tree extend well beyond a few hundred feet as well. This allows them to be planted very firmly into the ground. Furthermore, it makes the trees very difficult to knock over.
In addition to the large tree branches, a special and wild moss often grows on these branches. This moss is very common. It allows for an added feature to each tree within the forest. If one were to step upon this moss, one does not leave foot prints or visible marks.
Entrance description:
After making ones way through the forest, one reaches the base of a grand mountain chain. This is a part of a larger chain named the Amaterasu mountains. However, this specific mountain is hard to locate. Many of the mountains have similar shape.
The composition of the rock that the mountain is composed of is known as "pyroclastic glass-stone". This is very dense volcanic rock with fragments of glass embedded within in it. If someone merely touches or rubs against this stone, they will be injured. The glass fragments embedded within the stone can serrate and slash skin easily. This adds onto Kumogakure’s natural defences. The entire mountain is composed of this certain type of rock. Climbing this mountain would be a very stupid thing to do. Digging into the rock as well proves to be very dangerous as well.
Furthermore, the pyroclastic rock can be broken off into finer and small fragments of dust and glass. These fragments are very deadly to inhale. These fragments are very hard to notice once air born, making them even deadlier. If inhaled, alveolar within the bronchioles of a person is severely injured. The small fragments rips through the delicate respiratory system. The fragments can also harm retinas and sclera’s of human eyes if they make contact with them.
Furthermore, the mountain has a plethora of natural and unnatural traps. The mountain has a large assortment of "loose boulders". They are scattered along the sides of the mountain. At the east end of the second tallest mountain is a hidden tunnel. Said tunnel leads to the village gates.
The mountain has a long and intricate network of tunnels. All these tunnels are nearly identical. All of the surfaces and textures of the tunnel walls are exactly same no matter the location. The tunnels are roughly 3,5 meters in height while the width is 2,5 meters. This allows a person to be lost quite easily within the tunnel.There is no way of telling which way is what while within the tunnel.
Surveillance cameras are distributed throughout the tunnel. The wiring used within the tunnel are never exposed either. They are laid about in a manner as to be untraceable within the tunnel. All of the generators that supply the wiring are hidden in the mountain as well.
Public gate description:
Status: Closed. Must contact the Raikage to open them.
The public gates are located a mile east of the private gates. This is an area that is often covered in snow and ice. The exception is in the late spring and summer months. Similar to the private gates, these gates are reinforced with metal. At least two ANBU guards protects the Kumogakure gates 24-7. These ANBU agents are on rotation. The gates have a number of gadgets that are connected to the guard house as well as the Raikage Tower.
Firstly, a surveillance camera is located above the gates. It is inside a cell built onto the mountain wall. Metal plus precise carving makes the camera well protected. Camouflage ninjutsus are used to hide the camera as well.
Similar to the private gates, one can't use ninjutsu or genjutsu to enter. This gate area hosts animals that can smell or sense humans. Secondly, the gates have motion sensors plus search lights. Their alarms will go directly to the Raikage Tower plus the guards. All of the electric equipment receives its energy from a separate aggregate. Said aggregate is regularly topped up with raiton chakra. Only the Raikage plus ANBU captains knows the aggregates location.
Non-shinobis must show their ID and mission papers when they reach the gates. ANBU agents will check this upon arrival. Failing to show these will send you straight into a prison cell. Next, the Raikage will send a message to your kage/lord/mayor. Your kage must produce the necessary papers to let you go.
Armoury, basic.
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A basic armoury used to house equipment for 25 soldiers.
Special: ---
Drawback: ---
Description: Racks of armour and weapons fill this simple room, which has enough space to hold equipment for 25 soldiers (price does not include such equipment. 2 Main Weapons and 15 Slots of Secondary per Soldier). If you need a greater capacity, you can purchase this component multiple times.
Limit: Must be created by a Construction Crafter.
Cost: 5,000 Ryo
Barbican.
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: This room sites atop a gate or gatehouse, usually in an exterior wall.
Special: ---
Drawback: ---
Description: This room sites atop a gate or gatehouse, usually in an exterior wall. It features murder holes/arrow slits (included in the price) in the floor, through which the guards can attack those in the area below (little more than a hallway that usually includes a portcullis or sturdy door at each end).
Limit: Must be created by a Construction Crafter.
Cost: 10,000 Ryo
Gatehouse.
Rank: "C"
Type: Main, Room, 0.5 Stronghold Space, Craftsman Room
Effect: A house or enclosure near a gateway.
Special: ---
Drawback: ---
Description: This space usually serves as a primary entrance into the stronghold (or one of many entrances). As its name suggests, the gatehouse includes a gate (and a drawbridge, if stationed adjacent to a moat). Defense can be enhanced with a portcullis. Most gatehouses are fortified with a barbican, guard post, or both.
Limit: Must be created by a Construction Crafter.
Cost: 5,000 Ryo
Guard Post.
Rank: "C"
Type: Main, Room, 0.5 Stronghold Space, Craftsman Room
Effect: A small building for the soldiers who are protecting a place.
Special: ---
Drawback: ---
Description: This component allows guards to keep watch upon the surrounding environs. If part of the exterior wall, it includes free arrow slits instead of a window.
Limit: Must be created by a Construction Crafter.
Cost: 5,000 Ryo
Prison Cell x 2.
Rank: "C"
Type: Main, Room, 0.5 Stronghold Space, Craftsman Room
Effect: A cell in a prison, in which a prisoner is locked.
Special: ---
Drawback: ---
Description: This cell includes iron shackles on the walls and hay mattresses strewn about. You can shackle up to six Medium-size prisoners in a communal cell. Alternatively, you can replace the communal cell with independent jail cells. In this arrangement, each prison cell component includes two to four small cells each capable of holding one or two Medium-size creatures. If you need a greater capacity, purchase this component multiple times. The standard prison cell comes with six sets of manacles with wretched locks capable of binding a Medium-size creature (May Purchase better Locks). A Small creature takes up half the space in a prison cell as a Medium-size creature. Manacles for Small creatures cost the same as for Medium-size creatures. Tiny and smaller creatures take up one-fourth the space, and their manacles cost 10 times normal. A Large creature takes up twice the space of a Medium-size creature, and a Huge creature four times the space. (Must Purchase Larger Manacles if needed). Generally, you can’t keep Gargantuan or larger creatures in a simple prison cell, though by buying enough components you could get a large enough space.
Limit: Must be created by a Construction Crafter.
Cost: 5,000 Ryo
Storage, Fancy.
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A room in which things are stored.
Special: ---
Drawback: ---
Description: This room includes shelves of every variety and a finished floor. The superior organization allows more efficient use of space than a basic storage component, so this space has about 3,000 cubic feet of usable storage space. If you need a greater capacity, you can purchase this component multiple times. You can turn a storage space into a vault.
Limit: Must be created by a Construction Crafter.
Cost: 10,000 Ryo
Binocular x 3.
Rank: "B"
Type: Secondary, 1 per Slot, Gadget, Surveillance, Spectacles
Effect: A hand-held device consisting of a series of lenses and prisms, used to magnify objects so that they can be better seen from a distance, and looked at through both eyes.
Special: ---
Drawback: May hold up to 8 kinds of Surveillance Vision.
Description: Binocular telescopes, or binoculars, (also known as field glasses) are two identical or mirror-symmetrical telescopes mounted side-by-side and aligned to point accurately in the same direction, allowing the viewer to use both eyes (binocular vision) when viewing distant objects. If a Binocular has a zoom of 5 it brings objects 5 times closer through vision. The basic vision before adding a Zooming Vision capability is 5. When adding the basic Zooming Vision, it will bring it up to 10. Binoculars have enough carrying capacity for 8 types of Surveillance Vision. Does not fit in Scroll size Slots.
Limit: These items may be bought inside any Gadget Shop.
Cost: 3,000 Ryo Each
Condition Viewing Vision x 3.
Rank: "A"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: A vision relay that picks up conditions of humans and animals while relaying them in a visual form.
Special: ---
Drawback: ---
Description: This vision allows the user to see and measure the condition of humans and animals. It gives a reading of the heart rate, and the status of their condition which are, "Calm, Cautious, Terrified, Unconscious, and Deceased." These notations are readable for the user. This vision may co exist with the X-Ray Vision allowing the user to take note of a person's condition through a wall.
Limit: These items may be bought inside any Gadget Shop.
Cost: 9,000 Ryo Each
Night-vision Vision x 3.
Rank: "B"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: An electro-optical image intensifying vision that detects visible and near-infrared energy, intensifies the energy, and provides a visible image for night viewing.
Special: ---
Drawback: Blinds a user when a bright light appears.
Description: Night-vision works by magnifying existing light (enemy flashlight, moonlight, starlight) so that the user can see like they would during the day. Their advantages are the small weight, size and the detailed images they bring, while consuming little power. A downfall with this vision is that larger objects seem to be closer than smaller ones. Capable of seeing through light fog, rain, and smoke.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo Each
Thermal Vision x 3.
Rank: "B"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: An electro-optical image intensifying vision relay that detects visible and near-heat signatures, intensifies the signatures, and provides a visible image of the signatures.
Special: ---
Drawback: Difficult to distinguish two objects of same size and shape.
Description: A vision that perceives thermal radiation and do not need a source of illumination. They produce an image in the darkest of nights and can see through light fog, rain and smoke. It detects heat signatures that are located around within field of vision. The hotter the image the more light is produced. Only capable of seeing through a single wall as it is completely solid unlike fog, smoke, and rain.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo Each
X-Ray Vision x 3.
Rank: "A"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: A vision relay that releases high-speed electrons to strike a solid target creating short electromagnetic radiation allowing the user to see behind walls.
Special: ---
Drawback: Only able to see through so much.
Description: A vision that allows the user to see skeletal figures, and metallic objects through other solid objects. They are only able to see through 2 meter worth of solid objects. If no obstruction is in the way the user is able to see another person's skeletal figure and/or metallically objects the person may hold within the distance of normal eye sight.
Limit: These items may be bought inside any Gadget Shop.
Cost: 9,000 Ryo Each
Zooming Vision x 3 (x 100 zoom/100k).
Rank: "C", "B", "A", "S"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: A vision consisting of a series of lenses and prisms, used to magnify objects so that they can be better seen from a distance.
Special: ---
Drawback: ---
Description: A vision that is mechanical assembly of lens elements for which the focal length can be varied, as opposed to a fixed focal length. Zoom lenses are often described by the ratio of their longest to shortest focal lengths. Each Zooming lenses it brings it that much closer. If a Zooming Vision is a 5 it brings objects 5 times closer through vision. The basic vision before adding extra zooming capability is 5. Adding extra zooming costs 1,000 Ryo. When total of Zooming is 3,000 Ryo it becomes a "B" Rank item. When item costs 7,000 Ryo then it becomes an "A" Rank item. When item costs 12,000 Ryo or more than it becomes an "S" Rank item. User may have a max of x100.
Limit: These items may be bought inside any Gadget Shop.
Cost: 1,000 Ryo Each + 1,000 Ryo per extra Zoom
Motion Sensor x 4.
Rank: "A"
Type: Secondary, 1 per Slot, Gadget, Surveillance, Sensor
Effect: Placed mobile radar to see movement within its radius.
Special: ---
Drawback: Must be deployed before it may work. Does not distinguish between friend and foe. Vulnerable to EMPs and Jammers.
Description: Picture, Picture, Picture The motion sensor is hand held and is the size equal to a scroll pouch. The basic Motion Sensor is beige in color but may be spray painted in a different color. On the side of the Motion Sensor is a keypad. Each Keypad may hold up to a 5 number password that is programmed by the user. The password stops an opponent from using the Motion Sensor for themselves. The Motion Sensor cylinder opens into a tripod when deployed. A single green light emits on top of the cylinder. The Motion Sensor releases a 30 meter pulse every second. Anything that is moving within the 30 meter radius will be seen on a radar screen. The pulse also notifies how long a wall may be, how thick it may be, and if something is moving behind that wall as well. If anyone is 2 meters away from the object they will hear the pulse. User will need a Surveillance Monitor to see the radar screen.
Limit: These items may be bought inside any Gadget Shop.
Cost: 10,000 Ryo Each
Search Light (Overview) x 3.
Rank: "A"
Type: Main, Gadget, Survival, Light
Effect: A portable light source.
Special: ---
Drawback: ---
Description: Picture A searchlight (or spotlight) is an apparatus that combines a bright light source with some form of curved reflector or other optics to project a powerful beam of light of approximately parallel rays in a particular direction, usually constructed so that it can be swiveled about. Quad power switches that allow users to adjust the lamp's intensity for optimal reach. It also offers automatic pan and manually adjustable tilt. It has a Weight equal to 174 lbs. with the dimensions of 27inches by 27inches x 43.5 inches.
Limit: These items may be bought inside any Gadget Shop.
Cost: 24,000 Ryo Each.
Video Camera x 4.
Rank: "A"
Type: Secondary, 1 per Slot, Security Gadget, Sensor
Effect: A camera for recording images on holodisk or for transmitting them to a monitor screen.
Special: ---
Drawback: ---
Description: Target Area Bonus: PR x 8-meter-cone; Observation Skill: ; Opposed: Stealth; Detect Difficulty: Difficult Difficulty +(PR x 10); Disable Difficulty: Difficult Difficulty +(PR x 15); A camera for recording images as video or for transmitting them to a monitor screen. Normally saved on holodisks. This sensor's skill bonus is only used when the eye is automated. When a person observes the feed from a remote location, that person's skill bonus is used instead. All statistics other than Observation bonus still apply when the eye is human-controlled. If any device is intentionally hidden, the Detect Difficulty is equal to the hiding character's Hide/Find Bugs (Investigation) check result. Can be created as a Surveillance Spike. The Surveillance Spike is hand held. Once deployed, user can keep tabs on a room without being there themselves. The Surveillance Spike opens up with tripod legs.
Limit: These items may be bought inside any Gadget Shop.
Cost: 10,000 Ryo Each; +4,000 Ryo per Power Rating.
X-Ray Checkpoint x 2.
Rank: "S"
Type: Main, Security Gadget, Sensor
Effect: Security x-ray machines spot dangerous items by looking at the mass density and atomic number of the substances of the materials that pass through it.
Special: ---
Drawback: ---
Description: Target Area Bonus: 1 entry point; Observation Skill: None; Opposed: None; Detect Difficulty: None (Automatic); Disable Difficulty: Difficult Difficulty +(PR x 15); It sends out X-rays and interprets the information gathered as an image. This grants sense through (vision), though it is blocked by materials one-fifth as dense as those that block normal sense through (2 feet of wood or plastic, 1 foot of stone, 2 inches of common metal, or 1 inch of lead or any starmetal) and limits the user to black-and-white vision while in use. User does not gain the benefit of any other special visual senses while active, and the user cannot attempt sight-based Observation checks beyond 20 meters. Incurs an automatic Observation check against Disguise. This sensor is automatically tripped unless disabled (e.g. a circuit wire is triggered if the protected window or door is broken or destroyed, a contact plate is automatically tripped when a locked door is opened, a heat sensor is automatically tripped when a person without special gear moves into its target area, a pressure plate is automatically tripped by 20 or more lbs. of weight, etc.). If any device is intentionally hidden, the Detect Difficulty is equal to the hiding character's Hide/Find Bugs (Investigation) check result.
Limit: These items may be bought inside any Gadget Shop.
Cost: 50,000 Ryo Each; +12,000 Ryo per Power Rating.
Contact Plate x 16.
Rank: "C"
Type: Secondary, 8 per Slot, Security Gadget, Sensor
Effect: A device attached to a lock, used to set off alarms when a lock has been tampered without the contact plate being disabled.
Special: ---
Drawback: ---
Description: Target Area Bonus: 1 lock; Observation Skill: None; Opposed: None; Detect Difficulty: Difficult Difficulty +(PR x 10); Disable Difficulty: Difficult Difficulty + (PR x 10); A contact plate is normally placed onto a lock. Disabling a lock without disabling a contact plate beforehand will set off an alert, or set off a trap. This sensor is automatically tripped unless disabled (e.g. a circuit wire is triggered if the protected window or door is broken or destroyed, a contact plate is automatically tripped when a locked door is opened, a heat sensor is automatically tripped when a person without special gear moves into its target area, a pressure plate is automatically tripped by 20 or more lbs. of weight, etc.). If any device is intentionally hidden, the Detect Difficulty is equal to the hiding character's Hide/Find Bugs (Investigation) check result.
Limit: These items may be bought inside any Gadget Shop.
Cost: 1,000 Ryo Each; +4,000 Ryo per Power Rating.
Metal Detector x 4.
Rank: "A"
Type: Main, Security Gadget, Sensor
Effect: An electronic device that gives an audible or other signal when it is close to metal, used for example to search for buried objects or to detect hidden weapons.
Special: ---
Drawback: ---
Description: Target Area Bonus: 1 entry point; Observation Skill: None; Opposed: None; Detect Difficulty: None (Automatic); Disable Difficulty: Difficult Difficulty +(PR x 15); Stationary "walk through" metal detectors used for security screening at access points in prisons, courthouses, and airports to detect concealed metal weapons on a person's body. This sensor is automatically tripped unless disabled (e.g. a circuit wire is triggered if the protected window or door is broken or destroyed, a contact plate is automatically tripped when a locked door is opened, a heat sensor is automatically tripped when a person without special gear moves into its target area, a pressure plate is automatically tripped by 20 or more lbs. of weight, etc.). If any device is intentionally hidden, the Detect Difficulty is equal to the hiding character's Hide/Find Bugs (Investigation) check result.
Limit: These items may be bought inside any Gadget Shop.
Cost: 7,000 Ryo Each; +8,000 Ryo per Power Rating.
Shinobi gate description:
Art credit: Marc Simonetti.
The shinobi gates are located in a large atrium with stone gates. The gates have been reinforced with metal in order to stop them from crumbling. At least four ANBU guards protects the Kumogakure gates 24-7. These ANBU agents are on rotation. The gates have a number of gadgets that are connected to the guard house as well as the Raikage Tower.
The surveillance camera is located above the gates. It is inside a cell built onto the mountain wall. Very precise carving combined with metal will ensure that the camera is protected. In addition to this, the cell is hidden due to camouflage ninjutsus. The large water puddle in the middle serves as a warning. A disguised ANBU lurks in the water. They use the "hiding in the water" ninjutsu to hide. Furthermore, the splash will make the guards react.
Using camouflage, genjutsu or ninjutsu to enter won't get you far. The Raikage has guard animals that can sense presence better than humans. These animals are hidden with camouflage jutsus. Search lights as well as motion sensors are set up around the gates. This will alert the Raikage Tower or the gates. All of the electric equipment receives its energy from a separate aggregate. Said aggregate is regularly topped up with raiton chakra. Only the Raikage plus ANBU captains knows the aggregates location. It would be funny if a village with the symbol of lightening had no electric equipment to aid them...
The ANBU will always check the ID papers, mission papers plus permission slips. This rule applies to Kumogakure and non-Kumogakure citizens. People that do not comply or fail to show valid ID are kept in custody. Next, the Raikage will send a message to your kage. Your kage must produce the necessary papers to let you go.
The prison cells are located at the west end of the gates where the barbican is. In this barbican are three to five ANBU guards. These guards knows archery, weapon jutsus, ninjutsus and/or genjutsus with a long range. This aids the visible ANBU guards at the entrance in case they are under attack. The barbican itself is built within the mountain with an entrance at the east side plus one at the west side.
Located at the north side of the atrium is a stable. ANBU junior members clean the stable every day. In addition, they supply animals with food. At the south side is an armoury that provides the ANBU guards with weapons. Only the ANBU captains have access to this room since the guards must have their weapons with them.
The gates are never completely open. Both of the doors are moved a few feet to allow personnel in and out of the village with ease. The exception are horses and buggies. Past the gate is a small hike into the villages farm lands and Kumogakure itself.
Components/strongholds for shinobi gates:
* Armoury, basic (1 space).
* Barbican (1 space).
* Gatehouse (0,5 space).
* Guard post (0,5 space).
* Prison cell x 4 (2 spaces).
* Storage, fancy (1 space).
Components/strongholds for public gates:
* Armoury, basic (1 space).
* Barbican (1 space).
* Gatehouse (0,5 space).
* Guard post (0,5 space).
* Prison cell x 2 (1 space).
* Storage, fancy (1 space).
Surveillance equipment [both gate areas]:
* Binocular x 3.
* Condition viewing vision x 3.
* Night-vision x 3.
* Thermal vision x 3.
* X-ray vision x 3.
* Zooming vision x 3 (x 100 zoom).
* Motion Sensor x 3.
* Search light x 4.
* Video camera x 4.
* X-ray checkpoint x 2.
* Contact plates x 16.
* Metal detector x 4.
Armoury, basic.
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A basic armoury used to house equipment for 25 soldiers.
Special: ---
Drawback: ---
Description: Racks of armour and weapons fill this simple room, which has enough space to hold equipment for 25 soldiers (price does not include such equipment. 2 Main Weapons and 15 Slots of Secondary per Soldier). If you need a greater capacity, you can purchase this component multiple times.
Limit: Must be created by a Construction Crafter.
Cost: 5,000 Ryo
Barbican.
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: This room sites atop a gate or gatehouse, usually in an exterior wall.
Special: ---
Drawback: ---
Description: This room sites atop a gate or gatehouse, usually in an exterior wall. It features murder holes/arrow slits (included in the price) in the floor, through which the guards can attack those in the area below (little more than a hallway that usually includes a portcullis or sturdy door at each end).
Limit: Must be created by a Construction Crafter.
Cost: 10,000 Ryo
Gatehouse.
Rank: "C"
Type: Main, Room, 0.5 Stronghold Space, Craftsman Room
Effect: A house or enclosure near a gateway.
Special: ---
Drawback: ---
Description: This space usually serves as a primary entrance into the stronghold (or one of many entrances). As its name suggests, the gatehouse includes a gate (and a drawbridge, if stationed adjacent to a moat). Defense can be enhanced with a portcullis. Most gatehouses are fortified with a barbican, guard post, or both.
Limit: Must be created by a Construction Crafter.
Cost: 5,000 Ryo
Guard Post.
Rank: "C"
Type: Main, Room, 0.5 Stronghold Space, Craftsman Room
Effect: A small building for the soldiers who are protecting a place.
Special: ---
Drawback: ---
Description: This component allows guards to keep watch upon the surrounding environs. If part of the exterior wall, it includes free arrow slits instead of a window.
Limit: Must be created by a Construction Crafter.
Cost: 5,000 Ryo
Prison Cell x 4.
Rank: "C"
Type: Main, Room, 0.5 Stronghold Space, Craftsman Room
Effect: A cell in a prison, in which a prisoner is locked.
Special: ---
Drawback: ---
Description: This cell includes iron shackles on the walls and hay mattresses strewn about. You can shackle up to six Medium-size prisoners in a communal cell. Alternatively, you can replace the communal cell with independent jail cells. In this arrangement, each prison cell component includes two to four small cells each capable of holding one or two Medium-size creatures. If you need a greater capacity, purchase this component multiple times. The standard prison cell comes with six sets of manacles with wretched locks capable of binding a Medium-size creature (May Purchase better Locks). A Small creature takes up half the space in a prison cell as a Medium-size creature. Manacles for Small creatures cost the same as for Medium-size creatures. Tiny and smaller creatures take up one-fourth the space, and their manacles cost 10 times normal. A Large creature takes up twice the space of a Medium-size creature, and a Huge creature four times the space. (Must Purchase Larger Manacles if needed). Generally, you can’t keep Gargantuan or larger creatures in a simple prison cell, though by buying enough components you could get a large enough space.
Limit: Must be created by a Construction Crafter.
Cost: 5,000 Ryo
Storage, Fancy.
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A room in which things are stored.
Special: ---
Drawback: ---
Description: This room includes shelves of every variety and a finished floor. The superior organization allows more efficient use of space than a basic storage component, so this space has about 3,000 cubic feet of usable storage space. If you need a greater capacity, you can purchase this component multiple times. You can turn a storage space into a vault.
Limit: Must be created by a Construction Crafter.
Cost: 10,000 Ryo
Rank: "B"
Type: Secondary, 1 per Slot, Gadget, Surveillance, Spectacles
Effect: A hand-held device consisting of a series of lenses and prisms, used to magnify objects so that they can be better seen from a distance, and looked at through both eyes.
Special: ---
Drawback: May hold up to 8 kinds of Surveillance Vision.
Description: Binocular telescopes, or binoculars, (also known as field glasses) are two identical or mirror-symmetrical telescopes mounted side-by-side and aligned to point accurately in the same direction, allowing the viewer to use both eyes (binocular vision) when viewing distant objects. If a Binocular has a zoom of 5 it brings objects 5 times closer through vision. The basic vision before adding a Zooming Vision capability is 5. When adding the basic Zooming Vision, it will bring it up to 10. Binoculars have enough carrying capacity for 8 types of Surveillance Vision. Does not fit in Scroll size Slots.
Limit: These items may be bought inside any Gadget Shop.
Cost: 3,000 Ryo Each
Condition Viewing Vision x 3.
Rank: "A"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: A vision relay that picks up conditions of humans and animals while relaying them in a visual form.
Special: ---
Drawback: ---
Description: This vision allows the user to see and measure the condition of humans and animals. It gives a reading of the heart rate, and the status of their condition which are, "Calm, Cautious, Terrified, Unconscious, and Deceased." These notations are readable for the user. This vision may co exist with the X-Ray Vision allowing the user to take note of a person's condition through a wall.
Limit: These items may be bought inside any Gadget Shop.
Cost: 9,000 Ryo Each
Night-vision Vision x 3.
Rank: "B"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: An electro-optical image intensifying vision that detects visible and near-infrared energy, intensifies the energy, and provides a visible image for night viewing.
Special: ---
Drawback: Blinds a user when a bright light appears.
Description: Night-vision works by magnifying existing light (enemy flashlight, moonlight, starlight) so that the user can see like they would during the day. Their advantages are the small weight, size and the detailed images they bring, while consuming little power. A downfall with this vision is that larger objects seem to be closer than smaller ones. Capable of seeing through light fog, rain, and smoke.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo Each
Thermal Vision x 3.
Rank: "B"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: An electro-optical image intensifying vision relay that detects visible and near-heat signatures, intensifies the signatures, and provides a visible image of the signatures.
Special: ---
Drawback: Difficult to distinguish two objects of same size and shape.
Description: A vision that perceives thermal radiation and do not need a source of illumination. They produce an image in the darkest of nights and can see through light fog, rain and smoke. It detects heat signatures that are located around within field of vision. The hotter the image the more light is produced. Only capable of seeing through a single wall as it is completely solid unlike fog, smoke, and rain.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo Each
X-Ray Vision x 3.
Rank: "A"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: A vision relay that releases high-speed electrons to strike a solid target creating short electromagnetic radiation allowing the user to see behind walls.
Special: ---
Drawback: Only able to see through so much.
Description: A vision that allows the user to see skeletal figures, and metallic objects through other solid objects. They are only able to see through 2 meter worth of solid objects. If no obstruction is in the way the user is able to see another person's skeletal figure and/or metallically objects the person may hold within the distance of normal eye sight.
Limit: These items may be bought inside any Gadget Shop.
Cost: 9,000 Ryo Each
Zooming Vision x 3 (x 100 zoom/100k).
Rank: "C", "B", "A", "S"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: A vision consisting of a series of lenses and prisms, used to magnify objects so that they can be better seen from a distance.
Special: ---
Drawback: ---
Description: A vision that is mechanical assembly of lens elements for which the focal length can be varied, as opposed to a fixed focal length. Zoom lenses are often described by the ratio of their longest to shortest focal lengths. Each Zooming lenses it brings it that much closer. If a Zooming Vision is a 5 it brings objects 5 times closer through vision. The basic vision before adding extra zooming capability is 5. Adding extra zooming costs 1,000 Ryo. When total of Zooming is 3,000 Ryo it becomes a "B" Rank item. When item costs 7,000 Ryo then it becomes an "A" Rank item. When item costs 12,000 Ryo or more than it becomes an "S" Rank item. User may have a max of x100.
Limit: These items may be bought inside any Gadget Shop.
Cost: 1,000 Ryo Each + 1,000 Ryo per extra Zoom
Motion Sensor x 4.
Rank: "A"
Type: Secondary, 1 per Slot, Gadget, Surveillance, Sensor
Effect: Placed mobile radar to see movement within its radius.
Special: ---
Drawback: Must be deployed before it may work. Does not distinguish between friend and foe. Vulnerable to EMPs and Jammers.
Description: Picture, Picture, Picture The motion sensor is hand held and is the size equal to a scroll pouch. The basic Motion Sensor is beige in color but may be spray painted in a different color. On the side of the Motion Sensor is a keypad. Each Keypad may hold up to a 5 number password that is programmed by the user. The password stops an opponent from using the Motion Sensor for themselves. The Motion Sensor cylinder opens into a tripod when deployed. A single green light emits on top of the cylinder. The Motion Sensor releases a 30 meter pulse every second. Anything that is moving within the 30 meter radius will be seen on a radar screen. The pulse also notifies how long a wall may be, how thick it may be, and if something is moving behind that wall as well. If anyone is 2 meters away from the object they will hear the pulse. User will need a Surveillance Monitor to see the radar screen.
Limit: These items may be bought inside any Gadget Shop.
Cost: 10,000 Ryo Each
Search Light (Overview) x 3.
Rank: "A"
Type: Main, Gadget, Survival, Light
Effect: A portable light source.
Special: ---
Drawback: ---
Description: Picture A searchlight (or spotlight) is an apparatus that combines a bright light source with some form of curved reflector or other optics to project a powerful beam of light of approximately parallel rays in a particular direction, usually constructed so that it can be swiveled about. Quad power switches that allow users to adjust the lamp's intensity for optimal reach. It also offers automatic pan and manually adjustable tilt. It has a Weight equal to 174 lbs. with the dimensions of 27inches by 27inches x 43.5 inches.
Limit: These items may be bought inside any Gadget Shop.
Cost: 24,000 Ryo Each.
Contact Plate x 16.
Rank: "C"
Type: Secondary, 8 per Slot, Security Gadget, Sensor
Effect: A device attached to a lock, used to set off alarms when a lock has been tampered without the contact plate being disabled.
Special: ---
Drawback: ---
Description: Target Area Bonus: 1 lock; Observation Skill: None; Opposed: None; Detect Difficulty: Difficult Difficulty +(PR x 10); Disable Difficulty: Difficult Difficulty + (PR x 10); A contact plate is normally placed onto a lock. Disabling a lock without disabling a contact plate beforehand will set off an alert, or set off a trap. This sensor is automatically tripped unless disabled (e.g. a circuit wire is triggered if the protected window or door is broken or destroyed, a contact plate is automatically tripped when a locked door is opened, a heat sensor is automatically tripped when a person without special gear moves into its target area, a pressure plate is automatically tripped by 20 or more lbs. of weight, etc.). If any device is intentionally hidden, the Detect Difficulty is equal to the hiding character's Hide/Find Bugs (Investigation) check result.
Limit: These items may be bought inside any Gadget Shop.
Cost: 1,000 Ryo Each; +4,000 Ryo per Power Rating.
Metal Detector x 4.
Rank: "A"
Type: Main, Security Gadget, Sensor
Effect: An electronic device that gives an audible or other signal when it is close to metal, used for example to search for buried objects or to detect hidden weapons.
Special: ---
Drawback: ---
Description: Target Area Bonus: 1 entry point; Observation Skill: None; Opposed: None; Detect Difficulty: None (Automatic); Disable Difficulty: Difficult Difficulty +(PR x 15); Stationary "walk through" metal detectors used for security screening at access points in prisons, courthouses, and airports to detect concealed metal weapons on a person's body. This sensor is automatically tripped unless disabled (e.g. a circuit wire is triggered if the protected window or door is broken or destroyed, a contact plate is automatically tripped when a locked door is opened, a heat sensor is automatically tripped when a person without special gear moves into its target area, a pressure plate is automatically tripped by 20 or more lbs. of weight, etc.). If any device is intentionally hidden, the Detect Difficulty is equal to the hiding character's Hide/Find Bugs (Investigation) check result.
Limit: These items may be bought inside any Gadget Shop.
Cost: 7,000 Ryo Each; +8,000 Ryo per Power Rating.
Gate rules and regulations:
* Everyone must show their ID to the ANBU agents when entering or exiting the gates. Next, these guards shall direct you through the gates.
* All personnel post here to exit or enter the village.
* Non Kumogakure citizens cannot control the actions or locations of ANBU. One cannot dictate of use their actions for their benefit or general use. Only certain Kumogakure shinobis may do so...
* The ANBU also ensure that upon reaching the outside entrance of the gate. No outsider may be able to discover the location of the gate there after (to be explained more in detail below).
* NO member of Kumogakure no Sato may EVER reveal the location or information regarding to or secrets of Kumogakure. Penalties and consequences WILL BE DIRE for these actions.
NB! The concept of friendship is sometimes an illusion, used by many to get what they want from others. Many may and will attempt to use "friendship" as a means of gaining access to Kumogakure and its secrets. Be careful to whom you befriend beyond Kumogakure. These people may double cross, kill you or bring harm Kumogakure or its inhabitants.
Gaining access to Kumogakure no sato:
* Those who wish to gain access to the Kumogakure must first send a private message to the current Raikage. This must be done in the embassy located in Enrai. An ANBU or embassy member will escort you to the public gates.
* Non-members cannot post and enter the gate, without properly notifying the Raikage first. These members will enter the village through the public gates.
* Upon proper review, and fulfillment of requirements, one may gain said accesses to Kumogakure no Sato.
* Those who wish to be a part of Kumogakure may do so through further contact and role playing with the Raikage.
* Private gates can only be accessed by Kumogakure shinobis.
* Shinobis and non-shinobis must explain where they are going and what they are doing.
* Kumogakure shinobis may enter and exit in same post. They must explain what they are doing. If a lie is given, then the exit will be voided and the shinobi will be stopped on the way out.