Officer Tetsu Nara
Dec 25, 2016 20:51:25 GMT -7
Post by Ace Detective Nara on Dec 25, 2016 20:51:25 GMT -7
Basic Information
Name: Tetsu Nara
Bloodlimit: None
Blood Type: O Negative
Eastern Zodiac: (Yang) Dog, Earth [Compatible with Tiger, Rabbit, Horse]
Western Zodiac: Gemini
Height: 5'11"
Weight: 168.6 lb.
Age:
Gender: Male
Alignment: Neutral Good
Birth Country: Hi no Kuni
Village: Konohagakure no Sato
Fighting Style: Daitō-ryū Aiki-jūjutsu [Hard/Soft], Kali/Eskrima [Knife Fighting]
Special:
Medical Specialist
- Medical [M]
- Kyusho Jitsu
- Ritualist [Restoration]
- Alchemist (Demolitions)
- Soul Caster
- Sensor Specialist
Taijutsu Specialist
- Aikido
- Goutetsu
- Art of Throwing
- Gates
- Boxing [GM]
- Wrestling [GM]
Clan Non-Specialist
- Nara [M]
- Shape Force Transformation [M]
- Reserved
- Reserved
Genjutsu Non-Specialist
- Pattern
- Phantasm
- Enchantment
- Charm
Misc. slots
- ANBU (Frog)(future)
- Summoning (Shinrin Sasori)
- Beast Master Sukekiro (Wild Dog)
- Jack of all Trades (Universal Taijutsu)
- Artisan [Tailor/Seamstress]
- Grand Mastery [Taijutsu]
- Grand Mastry [Taijutsu]
- Alchemist (Brewmiester)
Enhanced Metabolism
Rank: "B"
Type: Augmentation
Effect: Accelerated electrical impulses along your central nervous system have given you enhanced reaction times.
Special: To perform: 12 hours; Duration: Permanent
Drawback: User cannot take this Augmentation if they have the Lethargy drawback.
Description: Takes up 2 Augmentation Points. User gains a +1 Ritual bonus to movements.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Shock Absorber
Rank: "C"
Type: Augmentation
Effect: The Target is capable of surviving amazing falls by reducing the impact of the ground on their body.
Special: To perform: 12 Hours; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. An augmentation performed on a target's body, creating a shock absorber which allows the Target to withstand from falling damage. When falling, the Target ignores falling damage from falls less than 30 meters. For attack damage the damage caused is reduced by 25%.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Rank: "B"
Type: Augmentation
Effect: Accelerated electrical impulses along your central nervous system have given you enhanced reaction times.
Special: To perform: 12 hours; Duration: Permanent
Drawback: User cannot take this Augmentation if they have the Lethargy drawback.
Description: Takes up 2 Augmentation Points. User gains a +1 Ritual bonus to movements.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Shock Absorber
Rank: "C"
Type: Augmentation
Effect: The Target is capable of surviving amazing falls by reducing the impact of the ground on their body.
Special: To perform: 12 Hours; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. An augmentation performed on a target's body, creating a shock absorber which allows the Target to withstand from falling damage. When falling, the Target ignores falling damage from falls less than 30 meters. For attack damage the damage caused is reduced by 25%.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Property owned
Training Area, Combat
Rank: "S"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A room to train in the art of Combat.
Special: ---
Drawback: ---
Description: This open area allows guards and soldiers to train in the art of war. It has a rack of wooden weapons and padded armor, archery targets, and practice dummies. Training in these areas grant the user a Circumstance Bonus +1 additional TP per post. Up to eight people can train in such a place at once. If you need a greater capacity, you can purchase this component multiple times.
Limit: Must be created by a Construction Crafter.
Cost: 100,000 Ryo
Rank: "S"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A room to train in the art of Combat.
Special: ---
Drawback: ---
Description: This open area allows guards and soldiers to train in the art of war. It has a rack of wooden weapons and padded armor, archery targets, and practice dummies. Training in these areas grant the user a Circumstance Bonus +1 additional TP per post. Up to eight people can train in such a place at once. If you need a greater capacity, you can purchase this component multiple times.
Limit: Must be created by a Construction Crafter.
Cost: 100,000 Ryo
Tetsu's Library
Maps
Scroll: Map: Known World X2
Rank: "B"
Type: Main, Book, Scroll, Map
Effect: A map of any of the world's main continuous expanses of land.
Special: ---
Drawback: ---
Description: Known World; entire Known World. Known World Map's dimensions are 40 inches by 24 inches. Known World Maps list the Continents, Nations, and City Capitals, of those Nations that reside within the Known World. The Known World Map also states the Oceans, Bays, and Near By Islands associated to the Known World. The Maps may be folded and can fit inside Map Holders found in Vests.
Limit: These items may be bought inside any Book Shop.
Cost: 3,000 Ryo Each
Scrolls
X2 Scroll: Small (Overview)
Rank: "C"
Type: Secondary, 1 per Slot, Book, Scroll
Effect: A roll of parchment or paper for writing or painting on. This scroll has a 20 Capacity.
Special: ---
Drawback: ---
Description: Picture A scroll is a heavy sheet of fine vellum or high-quality paper. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. Scrolls are usually fitted with reinforcing rods at each end rather than simple strips of leather. To protect it from wrinkling or tearing, a scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood. Most scroll cases are inscribed with Seals which often identify the owner or the Jutsus stored on the scrolls inside. The Seals sometimes hide traps. The Center Rod of a Small Scroll 8 inches in length while it is 1 inch in diameter; the paper is 0.436 millimeters thick making the roll 20 feet of paper an outer diameter of 2.5 inches.
Limit: These items may be bought inside any Book Shop.
Cost: 1,500 Ryo Each
Medical Unit (Plans)
Rank: "S"
Type: Main, Gadget, Survival, Medical Pod
Effect: A diagnostic and healing bed unit that can even perform surgeries.
Special: ---
Drawback: ---
Description: Picture This is a computerized medical cot and First Aid Unit. It is 2.5 meters long, one meter wise, and one meter high. Several articulated limbs are attached along the edge of the cot. A small display and input panel is at the head of the unit. This self-contained device provides medical care when other devices is insufficient and a Medical Surgeon is unavailable. It can diagnose and treat common diseases and poisons (If proper potions are installed), in addition to stabilizing a seriously injured patient. The Medical Unit (the slang term is "Medbed") may attempt to make a diagnosis of the patient's condition (this takes one minute). If the diagnosis is successful, the Medical Unit will administer appropriate treatments (Medicines, Anti-Biotics, Anti-Viral, or Anti-Toxin Treatments (If applied beforehand)). If the unit is not sure of the cause of the problem, the unit will register a "Diagnosis Indeterminable" message, followed by a listing of likely problems with their statistically probability.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 125,000 Ryo Each
Piston Enhancement (Plans)
Rank: "A"
Type: Main, Gadget, Bludgeoning/Mechanical, Gauntlet
Effect: A weapon enhancement that applies a large retractable piston into it allowing stronger attacks.
Special: ---
Drawback: May only be used in close-range. May Only Apply 1 Enhancement on Weapon.
Description: Picture: Picture: Picture A piston enhancement can come in various sizes. Some are larger than the size of a forearm, while some can be contained in a small area, like the width of a bath. Pistons are attached to the plates of a weapon. These pistons are pressurized so when they are drawn back and released, they add extra force behind the user's attack. The pressurized pistons retract inside the arms and release. A user may use this easily accessible feature to destroy or significantly damage an opponent. Holes are attached to the item in order to release the pressurized air. The Pistons may only be used once every round. The Piston releases 60 armour points worth of bludgeoning damage on top of an attack. It is capable of traveling up to 5 meters forward while blowing a hole in what is in its path that is unprotected.
Limit: These items may be bought inside any Gadget Shop. With a 30% chance of finding.
Cost: 30,000 Ryo each.
Books
Ritual Book 400 pages
Rank: "C"
Type: Main, Book, Reference Book
Effect: A book intended to be consulted for information on specific matters rather than read from beginning to end.
Special: ---
Drawback: ---
Description: A reference work is a book or serial publication to which one can refer for confirmed facts. The information is intended to be found quickly when needed. Reference works are usually referred to for particular pieces of information, rather than read beginning to end. The writing style used in these works is informative; the authors avoid use of the first person, and emphasize facts. Many reference works are compiled by a team of contributors whose work is coordinated by one or more editors rather than by an individual author. Indexes are commonly provided in many types of reference work.
Limit: These items may be bought inside any Book Shop.
Cost: 6,000 Ryo
Content:
Unnatural Eyes
Rank: "C"
Type: Augmentation
Effect: The color of the Target's eyes change drastically.
Special: To perform: 2 hours; Duration: Permanent
Drawback: Cannot alter Bloodlimit Eyes, cannot alter Normal Eyes to have Bloodlimit Eyes.
Description: Takes up 0 Augmentation Points. An Augmentation Ritual which alters the Target's eyes to a color of the target's choice prior to the ritual performance. The color, whatever it may be, is unnatural and atypical of the Target's species. Perhaps the Target's eyes turn dead black, maybe they change color to suit the Target's mood, or perhaps they glow faintly in the dark.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 4,000 Ryo
Achilles Heel
Rank: "C"
Type: Augmentation
Effect: User has a major weakness that can be exploited.
Special: To perform: 1 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 2 Augmentation Points. Any attack on this small spot gains an additional +20 Armour Ponts.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Glowing
Rank: "C"
Type: Augmentation
Effect: Target give off a colored glow at all times.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 1 Augmentation Point. The Target radiates in a torch light glow and will illuminate in darkness. The Target will be able to see in the dark as if they had a torch with a bright distance of 10 meters and a shadowy distance of 20 meters. Creatures are able to spot the Target at a distance of normal sight distance.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Shock Absorber
Rank: "C"
Type: Augmentation
Effect: The Target is capable of surviving amazing falls by reducing the impact of the ground on their body.
Special: To perform: 12 Hours; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. An augmentation performed on a target's body, creating a shock absorber which allows the Target to withstand from falling damage. When falling, the Target ignores falling damage from falls less than 30 meters. For attack damage the damage caused is reduced by 25%.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Sleepless
Rank: "C"
Type: Augmentation
Effect: The Target has lost the need for sleep.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. This ritual augments the Target's brain allowing the Target no need of sleep. The Target no longer requires sleep. In fact the Target cannot sleep. However, the Target still needs rest, and are still subject to all of the other causes of fatigue.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Cleanse
Rank: "B"
Type: Augmentation
Effect: User is able to eject harmful objects or presences from their body forcefully, even after they have gained a foothold.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Takes up 3 Augmentation Points. At will the user who fails a save against an invasive attack, the user may make 1 additional immediate save in the current round.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Wings
Rank: "S"
Type: Augmentation
Effect: User sprouts a pair of birdlike or batlike wings.
Special: To perform: 6 hour; Duration: Permanent
Drawback: ---
Description: Takes up 6 Augmentation Points. User's wings grant a fly of Average Maneuverability. The eyes will become sharp and can withstand high-speeds which would damage the average human eye. They gain the ability to breathe at high velocities or altitudes and can cope with the reduced temperatures at high altitudes for prolonged periods of time. The wings strength is capable of being so strong it is said to break human limbs. The wings may stay hidden inside their back. It takes 2 movements to remove the wings.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Rank: "C"
Type: Augmentation
Effect: The color of the Target's eyes change drastically.
Special: To perform: 2 hours; Duration: Permanent
Drawback: Cannot alter Bloodlimit Eyes, cannot alter Normal Eyes to have Bloodlimit Eyes.
Description: Takes up 0 Augmentation Points. An Augmentation Ritual which alters the Target's eyes to a color of the target's choice prior to the ritual performance. The color, whatever it may be, is unnatural and atypical of the Target's species. Perhaps the Target's eyes turn dead black, maybe they change color to suit the Target's mood, or perhaps they glow faintly in the dark.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 4,000 Ryo
Achilles Heel
Rank: "C"
Type: Augmentation
Effect: User has a major weakness that can be exploited.
Special: To perform: 1 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 2 Augmentation Points. Any attack on this small spot gains an additional +20 Armour Ponts.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Glowing
Rank: "C"
Type: Augmentation
Effect: Target give off a colored glow at all times.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 1 Augmentation Point. The Target radiates in a torch light glow and will illuminate in darkness. The Target will be able to see in the dark as if they had a torch with a bright distance of 10 meters and a shadowy distance of 20 meters. Creatures are able to spot the Target at a distance of normal sight distance.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Shock Absorber
Rank: "C"
Type: Augmentation
Effect: The Target is capable of surviving amazing falls by reducing the impact of the ground on their body.
Special: To perform: 12 Hours; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. An augmentation performed on a target's body, creating a shock absorber which allows the Target to withstand from falling damage. When falling, the Target ignores falling damage from falls less than 30 meters. For attack damage the damage caused is reduced by 25%.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Sleepless
Rank: "C"
Type: Augmentation
Effect: The Target has lost the need for sleep.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. This ritual augments the Target's brain allowing the Target no need of sleep. The Target no longer requires sleep. In fact the Target cannot sleep. However, the Target still needs rest, and are still subject to all of the other causes of fatigue.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Cleanse
Rank: "B"
Type: Augmentation
Effect: User is able to eject harmful objects or presences from their body forcefully, even after they have gained a foothold.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Takes up 3 Augmentation Points. At will the user who fails a save against an invasive attack, the user may make 1 additional immediate save in the current round.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Wings
Rank: "S"
Type: Augmentation
Effect: User sprouts a pair of birdlike or batlike wings.
Special: To perform: 6 hour; Duration: Permanent
Drawback: ---
Description: Takes up 6 Augmentation Points. User's wings grant a fly of Average Maneuverability. The eyes will become sharp and can withstand high-speeds which would damage the average human eye. They gain the ability to breathe at high velocities or altitudes and can cope with the reduced temperatures at high altitudes for prolonged periods of time. The wings strength is capable of being so strong it is said to break human limbs. The wings may stay hidden inside their back. It takes 2 movements to remove the wings.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Ritual Book 400 pages (War Beast)
Rank: "C"
Type: Main, Book, Reference Book
Effect: A book intended to be consulted for information on specific matters rather than read from beginning to end.
Special: ---
Drawback: ---
Description: A reference work is a book or serial publication to which one can refer for confirmed facts. The information is intended to be found quickly when needed. Reference works are usually referred to for particular pieces of information, rather than read beginning to end. The writing style used in these works is informative; the authors avoid use of the first person, and emphasize facts. Many reference works are compiled by a team of contributors whose work is coordinated by one or more editors rather than by an individual author. Indexes are commonly provided in many types of reference work.
Limit: These items may be bought inside any Book Shop.
Cost: 6,000 Ryo
Content:
Blood Hunger
Rank: "C"
Type: Augmentation
Effect: Target craves the taste of blood. Moreover, the Target needs to drink blood to survive.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 1 Augmentation Point. The Target must drain a pint of blood from a living creature once every 24 hours. Doing so is a movement, and the Target can only drain blood from a willing, helpless, or dying (but not dead) creature. The bitten creature takes normal damage from a bite attack plus an extra 10 points of Armour Points of damage from the blood loss. If the Target goes 24 hours without consuming blood, the Target loses 1d4 Movements. Drinking a pint of blood cures the ability damage caused by blood deprivation in 1d6 rounds. Ability damage caused by blood deprivation cannot be restored through natural healing. Target must have a Natural Bite attack to take this Augmentation.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Pheromone Repulsion
Rank: "C"
Type: Augmentation
Effect: The Target releases pheromones that other creatures find repulsive.
Special: To perform: 12 hours; Duration: Permanent
Drawback: The Target cannot take this drawback if they have the Pheromone Attraction Augmentation.
Description: Drawback - Takes up 1 Augmentation Point. The Target takes a +20 Ritual penalty on all Acting and Handle Training checks made against creatures within 10 meters of the Target.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Reduced Speed
Rank: "C"
Type: Augmentation
Effect: User is unable to move as quickly as normal due to various augmentations and deformities.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 2 Augmentation Points. Reduce the user's movements by 2. User may gain this drawback multiple times. Its effects stack.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Claws
Rank: "C"
Type: Augmentation
Effect: Target's hands are a Transmutation and can transform into sharp claws.
Special: To perform: 2 hours; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. Target gains the ability to transform their hands into sharp claws gaining additional slashing damage per unarmed attack depending on the Target's size. a single claw attack that deals slashing damage dependent on your size: Small 5 Armour Points, Medium-size 10 Armour Points, Large 15 Armour Points. Target's hands are treated as natural weapons. Having claws does not adversely affect the Target's manual dexterity. This Augmentation Ritual may be performed on 1 hand only at half the price, and half the amount of time to perform.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Great Horns
Rank: "C"
Type: Augmentation
Effect: The Target sprouts horns capable of damaging or goring a target.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. The Target sprouts horns capable of damaging or goring a target. The horns may be curled like a ram’s or pointed like a bull’s. Conversely, the Target may grow a single horn in the middle of the forehead, like that of a rhinoceros, or a large rack of antlers, like that of an moose. The Target gains a gore attack that deals bludgeoning damage (curled ram horns or moose antlers) or piercing damage (pointed bull horns or one great rhino horn). The amount of damage depends on the Target's size: Small 5 Armour Points, Medium-size 10 Armour Points, Large 15 Armour Points. The Target's horns are treated as a Natural Weapon.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Exoskeleton
Rank: "A"
Type: Augmentation
Effect: A thick exoskeleton forms over the user's skin.
Special: To perform: 12 hour; Duration: Permanent
Drawback: A creature with fur, scales, or the Scaly Armour Augmentation cannot gain this Augmentation.
Description: Takes up 5 Augmentation Points. A thick exoskeleton forms over the user's skin. The exoskeleton usually consists of interlocking plates of bone or chitin covering 90% or more of the user's body. User gains a +3 Natural Armour bonus, or their existing Natural Armour Bonus improves by 3.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Extra Arms
Rank: "S"
Type: Augmentation
Effect: User grows an additional pair of arms. The extra arms behave exactly like their other arms.
Special: To perform: 12 hour; Duration: Permanent
Drawback: ---
Description: Takes up 6 Augmentation Points. For the purpose of combat, both extra arms take away the total amount of Movements the user may have. The user may gain multiple Claw Augmentations for these special arms and the Arms will gain Natural Claw attacks. Some feel this Ritual is worthless, however it is better to sacrifice Augmentation Ritual Points instead of sacrificing a whole Clan Slot for the Kumomusha.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Rank: "C"
Type: Augmentation
Effect: Target craves the taste of blood. Moreover, the Target needs to drink blood to survive.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 1 Augmentation Point. The Target must drain a pint of blood from a living creature once every 24 hours. Doing so is a movement, and the Target can only drain blood from a willing, helpless, or dying (but not dead) creature. The bitten creature takes normal damage from a bite attack plus an extra 10 points of Armour Points of damage from the blood loss. If the Target goes 24 hours without consuming blood, the Target loses 1d4 Movements. Drinking a pint of blood cures the ability damage caused by blood deprivation in 1d6 rounds. Ability damage caused by blood deprivation cannot be restored through natural healing. Target must have a Natural Bite attack to take this Augmentation.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Pheromone Repulsion
Rank: "C"
Type: Augmentation
Effect: The Target releases pheromones that other creatures find repulsive.
Special: To perform: 12 hours; Duration: Permanent
Drawback: The Target cannot take this drawback if they have the Pheromone Attraction Augmentation.
Description: Drawback - Takes up 1 Augmentation Point. The Target takes a +20 Ritual penalty on all Acting and Handle Training checks made against creatures within 10 meters of the Target.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Reduced Speed
Rank: "C"
Type: Augmentation
Effect: User is unable to move as quickly as normal due to various augmentations and deformities.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 2 Augmentation Points. Reduce the user's movements by 2. User may gain this drawback multiple times. Its effects stack.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Claws
Rank: "C"
Type: Augmentation
Effect: Target's hands are a Transmutation and can transform into sharp claws.
Special: To perform: 2 hours; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. Target gains the ability to transform their hands into sharp claws gaining additional slashing damage per unarmed attack depending on the Target's size. a single claw attack that deals slashing damage dependent on your size: Small 5 Armour Points, Medium-size 10 Armour Points, Large 15 Armour Points. Target's hands are treated as natural weapons. Having claws does not adversely affect the Target's manual dexterity. This Augmentation Ritual may be performed on 1 hand only at half the price, and half the amount of time to perform.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Great Horns
Rank: "C"
Type: Augmentation
Effect: The Target sprouts horns capable of damaging or goring a target.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. The Target sprouts horns capable of damaging or goring a target. The horns may be curled like a ram’s or pointed like a bull’s. Conversely, the Target may grow a single horn in the middle of the forehead, like that of a rhinoceros, or a large rack of antlers, like that of an moose. The Target gains a gore attack that deals bludgeoning damage (curled ram horns or moose antlers) or piercing damage (pointed bull horns or one great rhino horn). The amount of damage depends on the Target's size: Small 5 Armour Points, Medium-size 10 Armour Points, Large 15 Armour Points. The Target's horns are treated as a Natural Weapon.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Exoskeleton
Rank: "A"
Type: Augmentation
Effect: A thick exoskeleton forms over the user's skin.
Special: To perform: 12 hour; Duration: Permanent
Drawback: A creature with fur, scales, or the Scaly Armour Augmentation cannot gain this Augmentation.
Description: Takes up 5 Augmentation Points. A thick exoskeleton forms over the user's skin. The exoskeleton usually consists of interlocking plates of bone or chitin covering 90% or more of the user's body. User gains a +3 Natural Armour bonus, or their existing Natural Armour Bonus improves by 3.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Extra Arms
Rank: "S"
Type: Augmentation
Effect: User grows an additional pair of arms. The extra arms behave exactly like their other arms.
Special: To perform: 12 hour; Duration: Permanent
Drawback: ---
Description: Takes up 6 Augmentation Points. For the purpose of combat, both extra arms take away the total amount of Movements the user may have. The user may gain multiple Claw Augmentations for these special arms and the Arms will gain Natural Claw attacks. Some feel this Ritual is worthless, however it is better to sacrifice Augmentation Ritual Points instead of sacrificing a whole Clan Slot for the Kumomusha.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Book: Textbook: Volume VII: Craftworks: Gems and Stones
Rank: "B"
Type: Main, Book, Reference
Effect: Volume VII of The Encyclopedia of Loremaster Linus Winterguest pertaining to crafting with gems and stones.
Special: ---
Drawback: ---
Description: Page Count: 300 pages. These books each focus on a specific group of crafts based on the materials used. Each book grants a -30 Competence Bonus to craft checks that work in the specified materials. Moreover, the books are full of timesaving hints, reducing the time required to make items by ¼.
Limit: These items may be bought inside any Special Book Shop. 5% chance finding.
Cost: 13,000 Ryo
Ritual Book 400 pages (Vampire)
Rank: "C"
Type: Main, Book, Reference Book
Effect: A book intended to be consulted for information on specific matters rather than read from beginning to end.
Special: ---
Drawback: ---
Description: A reference work is a book or serial publication to which one can refer for confirmed facts. The information is intended to be found quickly when needed. Reference works are usually referred to for particular pieces of information, rather than read beginning to end. The writing style used in these works is informative; the authors avoid use of the first person, and emphasize facts. Many reference works are compiled by a team of contributors whose work is coordinated by one or more editors rather than by an individual author. Indexes are commonly provided in many types of reference work.
Limit: These items may be bought inside any Book Shop.
Cost: 6,000 Ryo
Content:
Blood Hunger
Rank: "C"
Type: Augmentation
Effect: Target craves the taste of blood. Moreover, the Target needs to drink blood to survive.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 1 Augmentation Point. The Target must drain a pint of blood from a living creature once every 24 hours. Doing so is a movement, and the Target can only drain blood from a willing, helpless, or dying (but not dead) creature. The bitten creature takes normal damage from a bite attack plus an extra 10 points of Armour Points of damage from the blood loss. If the Target goes 24 hours without consuming blood, the Target loses 1d4 Movements. Drinking a pint of blood cures the ability damage caused by blood deprivation in 1d6 rounds. Ability damage caused by blood deprivation cannot be restored through natural healing. Target must have a Natural Bite attack to take this Augmentation.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Ultraviolet Allergy
Rank: "C"
Type: Augmentation
Effect: Ultraviolet light burns the user's flesh and causes it to ignite.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 3 Augmentation Points. Ultraviolet light (including direct sunlight) burns the user for 12 Armour Points of Fire damage per round and causes any light, flammable clothing they are wearing to ignite.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Achilles Heel
Rank: "C"
Type: Augmentation
Effect: User has a major weakness that can be exploited.
Special: To perform: 1 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 2 Augmentation Points. Any attack on this small spot gains an additional +20 Armour Ponts.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Fangs
Rank: "C"
Type: Augmentation
Effect: Target's teeth are a Transmutation and can transform into vicious fangs.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. Target gains a vicious bite attack that deals piercing damage dependent on the Target's size: Small 5 Armour Points, Medium-size 10 Armour Points, Large 15 Armour Points. The Target's bite is treated as a Natural Weapon. This Augmentation Ritual can be used in conjunction with the Acidic Saliva or Venomous Bite Augmentation Ritual.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Sleepless
Rank: "C"
Type: Augmentation
Effect: The Target has lost the need for sleep.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. This ritual augments the Target's brain allowing the Target no need of sleep. The Target no longer requires sleep. In fact the Target cannot sleep. However, the Target still needs rest, and are still subject to all of the other causes of fatigue.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Shock Absorber
Rank: "C"
Type: Augmentation
Effect: The Target is capable of surviving amazing falls by reducing the impact of the ground on their body.
Special: To perform: 12 Hours; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. An augmentation performed on a target's body, creating a shock absorber which allows the Target to withstand from falling damage. When falling, the Target ignores falling damage from falls less than 30 meters. For attack damage the damage caused is reduced by 25%.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Confusion
Rank: "A"
Type: Augmentation
Effect: User is able to instill confusion in others and cause them to act randomly while they are under the user's thrall.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Takes up 4 Augmentation Points. User may affect 1 target within 3-meter-radius of the user. Targets of the user's Augmentation must succeed at a Will Save, of 10 + 2 per Class Level, or become confused for 1d4 rounds. Victims receive another Save each round to break free against the same Save. The target remains confused until they make a save or the time limit is met. While confused, the target acts randomly. Roll on the list below each round the target is confused to determine what the target does.
1-3 Attack closest target with most powerful attack
4-8 Move to a random direction
9-12 Do nothing and become flat-footed
13-15 Use random Augmentation on closest Target
16-18 Try to increase in elevation using whatever means at hand.
19-20Fall unconscious
User may use this Augmentation a number of times a day equal to 2 per Class Level.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Lifedrinker
Rank: "S"
Type: Augmentation
Effect: User gains the ability to drain the life forces of their opponents, sucking their energy to replenish their own health.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Takes up 6 Augmentation Points. Whenever the user makes an unarmed attack, they may elect to forego their normal unarmed damage and instead drain the target's energy. If the user elects to do so, the target undergoes Moderate Damage. IF the user successfully damages the target in this way, they gain temporary 9 Armour Points.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Rank: "C"
Type: Augmentation
Effect: Target craves the taste of blood. Moreover, the Target needs to drink blood to survive.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 1 Augmentation Point. The Target must drain a pint of blood from a living creature once every 24 hours. Doing so is a movement, and the Target can only drain blood from a willing, helpless, or dying (but not dead) creature. The bitten creature takes normal damage from a bite attack plus an extra 10 points of Armour Points of damage from the blood loss. If the Target goes 24 hours without consuming blood, the Target loses 1d4 Movements. Drinking a pint of blood cures the ability damage caused by blood deprivation in 1d6 rounds. Ability damage caused by blood deprivation cannot be restored through natural healing. Target must have a Natural Bite attack to take this Augmentation.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Ultraviolet Allergy
Rank: "C"
Type: Augmentation
Effect: Ultraviolet light burns the user's flesh and causes it to ignite.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 3 Augmentation Points. Ultraviolet light (including direct sunlight) burns the user for 12 Armour Points of Fire damage per round and causes any light, flammable clothing they are wearing to ignite.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Achilles Heel
Rank: "C"
Type: Augmentation
Effect: User has a major weakness that can be exploited.
Special: To perform: 1 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 2 Augmentation Points. Any attack on this small spot gains an additional +20 Armour Ponts.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Fangs
Rank: "C"
Type: Augmentation
Effect: Target's teeth are a Transmutation and can transform into vicious fangs.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. Target gains a vicious bite attack that deals piercing damage dependent on the Target's size: Small 5 Armour Points, Medium-size 10 Armour Points, Large 15 Armour Points. The Target's bite is treated as a Natural Weapon. This Augmentation Ritual can be used in conjunction with the Acidic Saliva or Venomous Bite Augmentation Ritual.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Sleepless
Rank: "C"
Type: Augmentation
Effect: The Target has lost the need for sleep.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. This ritual augments the Target's brain allowing the Target no need of sleep. The Target no longer requires sleep. In fact the Target cannot sleep. However, the Target still needs rest, and are still subject to all of the other causes of fatigue.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Shock Absorber
Rank: "C"
Type: Augmentation
Effect: The Target is capable of surviving amazing falls by reducing the impact of the ground on their body.
Special: To perform: 12 Hours; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. An augmentation performed on a target's body, creating a shock absorber which allows the Target to withstand from falling damage. When falling, the Target ignores falling damage from falls less than 30 meters. For attack damage the damage caused is reduced by 25%.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Confusion
Rank: "A"
Type: Augmentation
Effect: User is able to instill confusion in others and cause them to act randomly while they are under the user's thrall.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Takes up 4 Augmentation Points. User may affect 1 target within 3-meter-radius of the user. Targets of the user's Augmentation must succeed at a Will Save, of 10 + 2 per Class Level, or become confused for 1d4 rounds. Victims receive another Save each round to break free against the same Save. The target remains confused until they make a save or the time limit is met. While confused, the target acts randomly. Roll on the list below each round the target is confused to determine what the target does.
1-3 Attack closest target with most powerful attack
4-8 Move to a random direction
9-12 Do nothing and become flat-footed
13-15 Use random Augmentation on closest Target
16-18 Try to increase in elevation using whatever means at hand.
19-20Fall unconscious
User may use this Augmentation a number of times a day equal to 2 per Class Level.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Lifedrinker
Rank: "S"
Type: Augmentation
Effect: User gains the ability to drain the life forces of their opponents, sucking their energy to replenish their own health.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Takes up 6 Augmentation Points. Whenever the user makes an unarmed attack, they may elect to forego their normal unarmed damage and instead drain the target's energy. If the user elects to do so, the target undergoes Moderate Damage. IF the user successfully damages the target in this way, they gain temporary 9 Armour Points.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Ritual Book 400 pages
Rank: "C"
Type: Main, Book, Reference Book
Effect: A book intended to be consulted for information on specific matters rather than read from beginning to end.
Special: ---
Drawback: ---
Description: A reference work is a book or serial publication to which one can refer for confirmed facts. The information is intended to be found quickly when needed. Reference works are usually referred to for particular pieces of information, rather than read beginning to end. The writing style used in these works is informative; the authors avoid use of the first person, and emphasize facts. Many reference works are compiled by a team of contributors whose work is coordinated by one or more editors rather than by an individual author. Indexes are commonly provided in many types of reference work.
Limit: These items may be bought inside any Book Shop.
Cost: 6,000 Ryo
Content:
Psychic Vulnerability
Rank: "C"
Type: Augmentation
Effect: User's mind has augmented in such a way that it is particularly vulnerable to mind-affecting tampering.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 2 Augmentation Points. User suffer a -2 penalty to all saves made to resist mind-affecting Jutsus.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Water Dependent
Rank: "C"
Type: Augmentation
Effect: User cannot live long outside of Water.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 5 Augmentation Points. User can survive out of water for 3 hours per Class Level. After that time,t he user is subject to the equivalent of suffocation. The user can only take this Augmentation if they also have the Gills Augmentation Ritual.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Webbed Digits
Rank: "C"
Type: Augmentation
Effect: The Target gains webbing between your fingers or toes and can move more easily through liquids.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. An Augmentation Ritual that alters the Target's hands, allowing the Target to have webbed digits. The Target no longer loses movements when underwater while using their hands. Having webbed digits does not interfere with the Target's ability to grasp or manipulate objects.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Gills
Rank: "B"
Type: Augmentation
Effect: User grows a set of gills that can draw the oxygen out of water.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Takes up 2 Augmentation Points. The gills appear on the user's neck, chest, or back (near their windpipe or lungs). User can breathe both air and water. User can operate underwater indefinitely, with no fear of drowning.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Scaly Armour
Rank: "B"
Type: Augmentation
Effect: Thick, overlapping scales cover their body.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Takes up 3 Augmentation Points. User gains a +2 Natural Armour bonus to Defense, or their existing Natural Armour bonus improves by +2. Natural Armour is Hardness.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Slimy
Rank: "B"
Type: Augmentation
Effect: User's pores ooze a slippery slime.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Takes up 2 Augmentation Points. User gains a +20 Ritual bonus on Escape Artist checks to escape and avoid of being tied.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Adaptive Body
Rank: "S"
Type: Augmentation
Effect: User's body can adapt to better absorb different types of weapon damage.
Special: To perform: 12 hour; Duration: Permanent
Drawback: ---
Description: Takes up 6 Augmentation Points. Select Recipient gain's 1 of the following types of Damage Reduction (Recipient's Choice): 5 Armour Points Piercing, 5 Armour Points Bludgeoning, 5 Armour Points Slashing. At the start of the Recipient's turn, taking up a movement the recipient can alter the type of damage reduction, choosing a different type from the list above. The change persists until the start of their next turn.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Rank: "C"
Type: Augmentation
Effect: User's mind has augmented in such a way that it is particularly vulnerable to mind-affecting tampering.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 2 Augmentation Points. User suffer a -2 penalty to all saves made to resist mind-affecting Jutsus.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Water Dependent
Rank: "C"
Type: Augmentation
Effect: User cannot live long outside of Water.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 5 Augmentation Points. User can survive out of water for 3 hours per Class Level. After that time,t he user is subject to the equivalent of suffocation. The user can only take this Augmentation if they also have the Gills Augmentation Ritual.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Webbed Digits
Rank: "C"
Type: Augmentation
Effect: The Target gains webbing between your fingers or toes and can move more easily through liquids.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. An Augmentation Ritual that alters the Target's hands, allowing the Target to have webbed digits. The Target no longer loses movements when underwater while using their hands. Having webbed digits does not interfere with the Target's ability to grasp or manipulate objects.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Gills
Rank: "B"
Type: Augmentation
Effect: User grows a set of gills that can draw the oxygen out of water.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Takes up 2 Augmentation Points. The gills appear on the user's neck, chest, or back (near their windpipe or lungs). User can breathe both air and water. User can operate underwater indefinitely, with no fear of drowning.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Scaly Armour
Rank: "B"
Type: Augmentation
Effect: Thick, overlapping scales cover their body.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Takes up 3 Augmentation Points. User gains a +2 Natural Armour bonus to Defense, or their existing Natural Armour bonus improves by +2. Natural Armour is Hardness.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Slimy
Rank: "B"
Type: Augmentation
Effect: User's pores ooze a slippery slime.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Takes up 2 Augmentation Points. User gains a +20 Ritual bonus on Escape Artist checks to escape and avoid of being tied.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Adaptive Body
Rank: "S"
Type: Augmentation
Effect: User's body can adapt to better absorb different types of weapon damage.
Special: To perform: 12 hour; Duration: Permanent
Drawback: ---
Description: Takes up 6 Augmentation Points. Select Recipient gain's 1 of the following types of Damage Reduction (Recipient's Choice): 5 Armour Points Piercing, 5 Armour Points Bludgeoning, 5 Armour Points Slashing. At the start of the Recipient's turn, taking up a movement the recipient can alter the type of damage reduction, choosing a different type from the list above. The change persists until the start of their next turn.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Ritual Book 200 pages
Rank: "C"
Type: Main, Book, Reference Book
Effect: A book intended to be consulted for information on specific matters rather than read from beginning to end.
Special: ---
Drawback: ---
Description: A reference work is a book or serial publication to which one can refer for confirmed facts. The information is intended to be found quickly when needed. Reference works are usually referred to for particular pieces of information, rather than read beginning to end. The writing style used in these works is informative; the authors avoid use of the first person, and emphasize facts. Many reference works are compiled by a team of contributors whose work is coordinated by one or more editors rather than by an individual author. Indexes are commonly provided in many types of reference work.
Limit: These items may be bought inside any Book Shop.
Cost: 3,000 Ryo
Content:
Modify Memory
Rank: "B"
Type: Deception Ritual
Effect: Reaching into the mind of the target, user plucks the strands of memory like the strings of a lute.
Special: To perform: 10 minutes; Duration: Permanent
Drawback: ---
Description: User reaches into the mind of a helpless or willing target and modify its memories in one of the following ways.
Eliminate all memory of an event the subject actually experienced.
Allow the subject to recall with perfect clarity an event it actually experienced.
Change the details of an event the subject actually experienced. User must have fairly detailed knowledge of the even to do this.
Implant a memory of an event the subject never experienced.
A modified memory does not necessarily affect the subject’s actions, particularly if it contradicts the creature’s natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine. The amount of time the modified memory can span depends on user's Deception Ritual Mastery as follows.
Novice: 1 hour
Average: 6 hours
Advanced: 24 hours
Expert: 1 week
Master: 10 months
The whole sequence must be within the allotted time span; if the user wants to modify the memory of 2 events 3 years apart, user needs to be able to modify 3 years worth of memories or use the ritual 3 times. If the target ever has a strong prompting to recall these memories, such as if they are being interrogated about them or meets someone or comes to a place where they have forgotten about, the target can make a Will Save (10 + 2 per Class Level + Impeccable Will) to pierce the illusory memory.
Limit: Must be a Ritualist for Deception Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Rank: "B"
Type: Deception Ritual
Effect: Reaching into the mind of the target, user plucks the strands of memory like the strings of a lute.
Special: To perform: 10 minutes; Duration: Permanent
Drawback: ---
Description: User reaches into the mind of a helpless or willing target and modify its memories in one of the following ways.
Eliminate all memory of an event the subject actually experienced.
Allow the subject to recall with perfect clarity an event it actually experienced.
Change the details of an event the subject actually experienced. User must have fairly detailed knowledge of the even to do this.
Implant a memory of an event the subject never experienced.
A modified memory does not necessarily affect the subject’s actions, particularly if it contradicts the creature’s natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine. The amount of time the modified memory can span depends on user's Deception Ritual Mastery as follows.
Novice: 1 hour
Average: 6 hours
Advanced: 24 hours
Expert: 1 week
Master: 10 months
The whole sequence must be within the allotted time span; if the user wants to modify the memory of 2 events 3 years apart, user needs to be able to modify 3 years worth of memories or use the ritual 3 times. If the target ever has a strong prompting to recall these memories, such as if they are being interrogated about them or meets someone or comes to a place where they have forgotten about, the target can make a Will Save (10 + 2 per Class Level + Impeccable Will) to pierce the illusory memory.
Limit: Must be a Ritualist for Deception Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Miracles and Mysteries
Rank: "B"
Type: Main, Book, Reference
Effect: A popular text in seminaries and monasteries, this text details some of the most famous shows of divine power, and how they benefited the people.
Special: ---
Drawback: ---
Description: A popular text in seminaries and monasteries, this text details some of the most famous shows of divine power, and how they benefited the people. It is often used as a teaching tool during religious services to show the wonders of faith and the glory of the gods. While the book provided comfort to the laypeople, it is most useful to the clergy. Clerics, paladins, and other divine Chakra Users of non-evil alignment who meditate upon the lessons in the book for four consecutive hours receive a +1 Luck Bonus to anything that needs a Save for 24 hours.
Limit: These items may be bought inside any Special Book Shop. 15% chance finding.
Cost: 15,000 Ryo
Legions of the Dead, The
Rank: "B"
Type: Main, Book, Reference
Effect: A book on the Dead and how to fight the undead.
Special: ---
Drawback: ---
Description: Page Count: 360 pgs. Anonymous Writer. At one time, a relatively common tome among clerics (who used the information to fight undead) and necromancers (who used the information for their own purposes). The book details the different types of undead, the rituals used to create them, and the methods of hunting and destroying them. For the adventurer, the most useful section of the book includes information on identifying victims of undead attacks (particularly victims of vampires, who run the risk of become vampires themselves). The book grants a +2 Competence Bonus to versus anything that needs a roll against attacks by undead creatures. It takes about a week of careful study to understand the contents of the book. There is a 5% chance some piece of information is incorrect or flawed.
Limit: These items may be bought inside any Special Book Shop. 15% chance finding.
Cost: 15,000 Ryo
Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region (Jungle)
Rank: "C"
Type: Main, Book, Textbook
Effect: A Textbook that discusses the different ways of Preserving and Preparing Herbs or Creatures in a Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. A large encyclopedic volume containing 32 books. 16 books discusses the ways of cooking of Herbs for Specific Regions while the other 16 discusses the ways of cooking of Creatures for Specific Regions. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill. Example: User has a volume on the Forest Region dealing with Herbivore Cooking. They will gain a +5 Competence bonus towards their Cooking/Baking if they are working with Forest Region ingredients. No matter how many books the user has they will always gain a single +1 Competence bonus to every die roll when learning the skill Cooking/Baking, even if the user has multiple books.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 5,500 Ryo
Book: Textbook: Botany Studies (Forest)
Rank: "C"
Type: Main, Book, Textbook
Effect: A Texbook that discusses the different types of Herbs found in a single Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. The Botany Studies is a multi-volume of books pertaining to the study of Plants and what these Plants can do. Each Volume discusses the plants found in a specific Region. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill according to the specific region. Example: User has a volume on the Forest Region. They will gain a +5 Competence bonus towards their Botany Forest skill, and gain a +1 Competence bonus to every die roll when learning the skill for Botany Forest.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 4,500 Ryo
Book: Textbook: Cultivation Studies (Forest)
Rank: "C"
Type: Main, Book, Textbook
Effect: A Textbook that discusses the different ways of gathering Herbs found in a single Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. The Cultivation Studies is a multi-volume of books pertaining to the gathering of Plants without harming the user, nor destroying what is needed from the plant. Each Volume discusses the plants found in a specific Region. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill according to the specific region. Example: User has a volume on the Forest Region. They will gain a +5 Competence bonus towards their Cultivation Forest skill, and gain a +1 Competence bonus to every die roll when learning the skill for Cultivation Forest.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 5,500 Ryo
Book: Textbook: Agriculture Studies (Forest)
Rank: "C"
Type: Main, Book, Textbook
Effect: A Textbook that discusses the different ways of growing different types of Herbs found in a single Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. The Agriculture Studies is a multi-volume of books pertaining to the planting and re-growing of plants within a specific Region. Each Volume discusses the plants found in a specific Region. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill according to the specific region. Example: User has a volume on the Forest Region. They will gain a +5 Competence bonus towards their Agriculture Forest skill, and gain a +1 Competence bonus to every die roll when learning the skill for Agriculture Forest.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 6,500 Ryo
Herbs/Potions:
Vial 100 ml (Overview) X16 Individual (or 2 Slots)
Rank: "C"
Type: Secondary, 8 per Slot, Container
Effect: A container that holds 2 Shots. Container can hold 100 ml of a substance.
Special: ---
Drawback: ---
Description: Picture A glass bottle that may hold up to 100 ml of contents. It has the dimensions of 52 millimeters in diameter by 95 millimeters (2.05 inches x 3.74 inches). This bottle may hold a variety of objects from liquids, to powders, to small capsules, to even gasses. A 100 ml vial may carry 2 doses of a mixture.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,200 Ryo per Slot, or 150 Ryo Each
Smell of Fear
Rank: "S"
Type: Secondary, 23 per Slot, Toxins & Poisons, Poison
Effect: Inhaling this poison makes the target lose their will and become susceptible to fear.
Special: ---
Drawback: ---
Description: Mix the quicksilver and realgar using a fermentation method. This takes 1 day to create. This will make 1 flat-canister of "Smell of Fear". An inhaled type poison. Fortitude Save 17. Has a frequency of 1/minute for 6 minutes. Those who are affected take 1 point of Will Damage along with 5 points in Skill Category 5. If the target would become shaken during the duration of the Smell of Fear, they will become frightened instead. Cure is equal to 2 saves.
Ingredients 1 standard-vial of quicksilver. 1 thumb-vial of realgar.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 8,211 Ryo
100ml vial
Stiltrassa
Rank: Rare, Tiny
Type: Herb, All Regions, Autumn, Poison
Effect: A powerful laxative.
Special: Preparation: 1 hour ; Duration: ---
Drawback: Overdoses may result in ulcers, internal bleeding and death.
Description: Picture 12 to 20 inches high. Easily recognizable by its sweet odour. Found in marshland and damp soil. Extract sap from root by crushing. Yields sweet white viscous fluid for each dosage of root. Dosage: mix 1 dosage with milk and take orally. A powerful and fast acting emetic and laxative. Will effectively empty digestive and excretory tracts within 1/2 an hour for 1 hour. After effects of exhaustion and hunger. Herb consists 2 doses.
Limit: Must know Herbal Knowledge for a Region. 11% chance of finding.
Cost: 33,000 Ryo per herb. 11,000 Ryo per Dosage.
Gadgets
Tools
Goggles X1
Rank: "C"
Type: Secondary, 2 per Slot, Gadget, Apparel/Surveillance, Spectacles
Effect: Protective eyewear that usually encloses or protects the area surrounding the eye in order to prevent particulates, water or chemicals from striking the eyes.
Special: ---
Drawback: ---
Description: There are different types of Goggles. There are different types of Goggles such as Cold Weather Goggles, Swimming, Power Tool Goggles, Blowtorch Goggles, Welding Goggles, Laboratory Goggles, and Aviation Goggles. Goggles are often worn as a fashion statement in certain subcultures, most often as part of the cybergoth subculture. They are usually worn over the eyes or up on the forehead to secure 'falls'. May apply modular visual lenses to goggles. Does not fit in Scroll size Slots. May be Glasses. Singular vision goggles are half price and double per slot.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo per Slot, or 1,000 Ryo Each
Anti-Flash Lenses
Rank: "S"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: A unique set of Lenses that allows the user to survive Flash Bang attacks and other Blinding Lights used to Blind a person.
Special: ---
Drawback: If the Lenses break from the inside the Liquid Crystal Film will blind the wearer indefinitely until they seek medical treatment.
Description: The Anti-Flash Lenses are made out of a specialized Liquid Crystal Film. The Crystal Film is liquefied and is sandwiched between 2 thin sheets of glass. These lenses offer the user +4 to all saves vs. blinding lights.
Limit: These items may be bought inside any Gadget Shop.
Cost: 13,000 Ryo Each
Condition Viewing Vision
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
Rank: "S"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: A unique set of Lenses that allows the user to survive Flash Bang attacks and other Blinding Lights used to Blind a person.
Special: ---
Drawback: If the Lenses break from the inside the Liquid Crystal Film will blind the wearer indefinitely until they seek medical treatment.
Description: The Anti-Flash Lenses are made out of a specialized Liquid Crystal Film. The Crystal Film is liquefied and is sandwiched between 2 thin sheets of glass. These lenses offer the user +4 to all saves vs. blinding lights.
Limit: These items may be bought inside any Gadget Shop.
Cost: 13,000 Ryo Each
Condition Viewing Vision
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
Compass Electronic (Overview) X1
Rank: "S"
Type: Secondary, 10 per Slot, Gadget, Survival, Compass
Effect: An electronic compass uses a magnetic sensor to digitally pinpoint the location and accuracy of the individual.
Special: ---
Drawback: ---
Description: Electronic compasses provide bearings on a numerical readout. They give quite accurate readings and include a number of special features, including the option to store bearings in the memory and the ability to notify the user if he wanders off course. However, Electronic Compasses are not ideal for map work. The dimensions of the Electronic Compass is 2.28 inches by 3 inches with a depth of 0.5 inches. Without a Compass there is a percentile chance the user will not be able to determine True North depending on their Geographical location.
Limit: These items may be bought inside any Gadget Shop.
Cost: 15,000 Ryo per Slot, or 1,500 Ryo Each
Walkie-Talkie x1
Rank: "C"
Type: Secondary, 1per Slot, Gadget, Surveillance, Transmitter
Effect: A radio transmitting device that sends signals through electromagnetic waves.
Special: ---
Drawback: Limited Range in transmitting information.
Description: Picture A small combined radio transmitter and receiver, usually operating on shortwave that can be carried around by one person. Dimensions are 5 inches by 1.7 inches by 2.1 inches. The radio has a built in speaker / Microphone, Volume control and Squelch facility. The radio can be used with a short or long antenna and operates from a 15 Volt battery. Range between two radios is 20 miles (Distance between close approximate threads in a single board.)
Limit: These items may be bought inside any Gadget Shop.
Cost: 1,500 Ryo Each
Clairaudient Fly Fingers
Rank: "S"
Type: Main, Gadget, Surveillance, Transmitter
Effect: A device etched with gloves to allow the user to listen through walls.
Special: ---
Drawback: ---
Description: Etched with copper wires, this leather glove has vibration sensitive disks in the fingertips that are each connected to a tiny bugle. When the activated fly fingers are pressed against a surface, the glove senses sound vibrations from the other side of the surface, amplifies them, and transmits them to the bugle. Most of these bugles are attached to headsets, piping the sound directly into the user’s ear, but the bugle can be detached from the headset if desired. Using clairaudient fly fingers allows the user to ignore some of the penalties associated with listening through solid objects. User can reduce the penalties by up to 25 per Technician's Craft Class Level. User must be touching the intervening wall or door to gain this bonus. For comparison, listening through a door or window usually increases Observation Skill check with Listening by 25 and listening through a 1-foot thick stone wall increases the check by 75. Clairaudient fly fingers only ignore check increases for listening through objects, not penalties for distance or distractions.
Limit: These type of items may be bought inside any Gadget Shop with a 15% chance.
Cost: 50,000 Ryo Each
Packs Cigarette Packs X4
Rank: "A"
Type: Secondary, 4 per Slot, Apothecary, Smoking
Effect: A container filled with cigarettes that contains herbs used for smoking.
Special: ---
Drawback: Useless when wet. Must be dry.
Description: A pack or packet of cigarettes is a rectangular container, mostly of paperboard, which contains cigarettes. The pack is designed with a flavor-protective foil, paper or biodegradable plastic, and sealed through a transparent airtight plastic film. By pulling the "pull-tabs", the pack is opened. These pull tabs were invented in Lithuania. Hard packs can be closed again after opening, whereas soft packs cannot. Cigarette packs often contain warning messages depending on which country they are sold in. A single packet holds 20 cigarettes. A single pack is 3.5 inches by 2.125 inches by 0.875 in size.
Limit: These types of items may be capable of being bought inside any Apothecary Shop.
Cost: 1 dose + 1,000 Ryo per Pack. 4 Packs per Slot.
Lighter X5
Rank: "C"
Type: Secondary, Accessory, 10 per Slot, Lighter
Effect: Item that creates a small open flame used to light up objects.
Special: ---
Drawback: Useless when wet. Must wait to dry.
Description: A lighter is a portable device used to create a flame. It consists of a metal or plastic container filled with a flammable fluid or pressurized liquid gas, a means of ignition, and some provision for extinguishing the flame. May be lit for 200 times before needing a new lighter.
Limit: May be found at any Shop.
Cost: 1000 Ryo Per Slot
Medical Equipment
Rebar Splint (Overview) x3
Rank: "C"
Type: Secondary, 1 per Slot (Scroll Length), Gadget, Survival, Splint
Effect: A rebar splint is a device used to splint broken bones on limbs.
Special: ---
Drawback: ---
Description: Picture A Rebar Splint creates a miniature suspension field to immobilize and relieve pressure on any damaged bone. Once activated, limited movement is possible. This device is 8 inches long and 2 inches wide with straps at the ends. The device when installed will initialize the gears at the ends while the straps tighten around the user's limb, forcing a splint. An Easy First Aid: Healing check is required for normal placement. This is increased to Average for multiple or compound fractures.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo Each
Anti-Shock Blanket (Overview)
Rank: "A"
Type: Main, Gadget, Survival, Auto-Injector
Effect: A blanket used to help heal a person while reducing chances of shock.
Special: ---
Drawback: ---
Description: Picture Preventing shock is a major consideration as part of any emergency medical treatment. Standard med-patches dispense antibiotics and coagulants to selected coagulants to selected surface areas. This item fully protects an individual while administering fast-acting medicines to any portion of a patient's body. Medicine dispersal is controlled by a medical computer or datapad linked to the blanket's computer relay. (May house 5 doses to dispense.)
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 24,000 Ryo Each
Instruments
Viola, Small (Overview)
Rank: "C"
Type: Main, Instrument
Effect: The viola is a bowed string instrument. It is the middle voice of the violin family, between the violin and the cello.
Special: ---
Drawback: ---
Description: It has four strings tuned to the notes c, g, d, and a. Music for the viola is written in the alto clef. Violas vary in size, although they are always larger and tuned lower than violins. The casual observer may mistake the viola for the violin because of their similarity in size, closeness in pitch range (the viola is a perfect fifth below the violin), and nearly identical playing position. However, the viola's timbre sets it apart: its rich, dark-toned sonority is more full-bodied than the violin's. It's width reaches up to 6.75 inches while the length is up to 20.5 inches.
Limit: These types of items may be capable of being bought inside any Musical Shop.
Cost: 10,000 Ryo
Single-Reed, Clarinet Family, Medium (Overview)
Rank: "C"
Type: Main, Instrument, Wind Instrument
Effect: The clarinet is a musical instrument that is a part of the woodwind family.
Special: ---
Drawback: ---
Description: The instrument has an approximately cylindrical bore, and uses a single reed. Some of these types are Piccolo clarinet, Soprano clarinet, Saxonette, Basset clarinet, Clarinette d'amour, Basset horn, Alto clarinet, Bass clarinet, Contra-alto clarinet, Contrabass clarinet, Octocontra-alto clarinet, and Octocontrabass clarinet. These Instruments range between 2 to 3 feet in size.
Limit: These types of items may be capable of being bought inside any Musical Shop.
Cost: 5,000 Ryo
Imbued:
Evoke Emotional Response (Audience: Horror)
Rank: "C"
Skill: Supplementary
Effect: The Artisan’s ability to create has reached the point that they can start to create items that give and emotional response to people that see or use them.
Special: ---
Drawback: ---
Description: This is an enhancement of the Tame the Savage Breast ability. The Artisan can choose a particular emotion to evoke with any of their work; whether it be confidence, fear, horror, love, doubt or any other kind of reaction. The target of the emotional response must also be chosen by the Artisan from the possible options of: “the owner”, “the wearer”, “the reader”, “the user” or “the audience”. Building an emotional effect into a craftwork has a cost of 1/10 of total cost (Materials are not purchased), and once the extra component and the original item are both complete, the item is then ready for use. The Save is the same as Tame the Savage Beast.
Limit: Must be an Artisan. Must know Tame the Savage Beast.
Evoke Emotional Response (Audience: Horror)
Rank: "C"
Skill: Supplementary
Effect: The Artisan’s ability to create has reached the point that they can start to create items that give and emotional response to people that see or use them.
Special: ---
Drawback: ---
Description: This is an enhancement of the Tame the Savage Breast ability. The Artisan can choose a particular emotion to evoke with any of their work; whether it be confidence, fear, horror, love, doubt or any other kind of reaction. The target of the emotional response must also be chosen by the Artisan from the possible options of: “the owner”, “the wearer”, “the reader”, “the user” or “the audience”. Building an emotional effect into a craftwork has a cost of 1/10 of total cost (Materials are not purchased), and once the extra component and the original item are both complete, the item is then ready for use. The Save is the same as Tame the Savage Beast.
Limit: Must be an Artisan. Must know Tame the Savage Beast.
Auxiliary Percussion, Large (Overview)
Rank: "C"
Type: Main, Instrument, Percussion Instrument
Effect: Sometimes referred to as ancillary percussion, toys, or sound effects; includes many of the smaller percussion instruments and those particularly that are not standard to the orchestra. Auxiliary Percussions create sound effects when hit.
Special: ---
Drawback: ---
Description: Auxiliary Percussions with a size of up to 1 and a half meters in the largest size of length, height or width. Different types of Auxiliary Percussion are as Anvil, Doyra, Frame Drum, Finger Cymbals, Flexatone, Glass Harp, Jam Blocks, Lagerphone, Sand Blocks, Sleigh Bells, Slide Whistle, Tambourine, Temple Blocks, Thunder Machine, Vibraslap, Whistle, Wind Machine, Wood Block.
Limit: These types of items may be capable of being bought inside any Musical Shop.
Cost: 8,000 Ryo
Auxiliary Percussion, Small (Overview)
Rank: "C"
Type: Main, Instrument, Percussion Instrument
Effect: Sometimes referred to as ancillary percussion, toys, or sound effects; includes many of the smaller percussion instruments and those particularly that are not standard to the orchestra. Auxiliary Percussions create sound effects when hit.
Special: ---
Drawback: ---
Description: Auxiliary Percussions with a size of up to 1/2 a meter in the largest size of length, height or width. Different types of Auxiliary Percussion are as Anvil, Doyra, Frame Drum, Finger Cymbals, Flexatone, Glass Harp, Jam Blocks, Lagerphone, Sand Blocks, Sleigh Bells, Slide Whistle, Tambourine, Temple Blocks, Thunder Machine, Vibraslap, Whistle, Wind Machine, Wood Block.
Limit: These types of items may be capable of being bought inside any Musical Shop.
Cost: 2,000 Ryo
Imbued:
Fool’s Prerogative (Laugh with the artist)
Rank: "C"
Skill: Supplementary.
Effect: A fool can get away with saying anything, so long as they make a joke out of it.
Special: ---
Drawback: ---
Description: When learning this technique, the Artisan gains the ability to use the resort to irony and humor through their craft in order to state their opinion about things without the same fear of consequence as another person might suffer. This is an enhancement to the Tame the Savage Breast ability. It allows the item to have an open message (similar to a Hidden Meaning) but visible to all that interact with the item in its normal format and comprehensible if they make Chakra Lore check against the crafter's relevant Skill. This Open Message has the same word length limitations as the Hidden Meaning ability. This message can be anything, and will be obvious to anyone that interacts with the item. Furthermore, any target of the message will turn a blind eye to the implications of this message as though the message were not in fact obvious at all, unless they make a GenJutsu Save 15 plus 5 per Class Level (Max 20). They may make this save every time they re-encounter the item, and if ever they make the roll they will usually act post haste to destroy or remove the offending item, but even then will usually not retaliate against the artisan, out of shame. The message may not even actually be humorous, but all that see it will take it as such at first then understand the meaning. Building an emotional effect into a craftwork has a cost of 1/10 of total cost (Materials are not purchased).
Limit: Must be an Artisan. Must know Impart a Hidden Meaning.
Fool’s Prerogative (Laugh with the artist)
Rank: "C"
Skill: Supplementary.
Effect: A fool can get away with saying anything, so long as they make a joke out of it.
Special: ---
Drawback: ---
Description: When learning this technique, the Artisan gains the ability to use the resort to irony and humor through their craft in order to state their opinion about things without the same fear of consequence as another person might suffer. This is an enhancement to the Tame the Savage Breast ability. It allows the item to have an open message (similar to a Hidden Meaning) but visible to all that interact with the item in its normal format and comprehensible if they make Chakra Lore check against the crafter's relevant Skill. This Open Message has the same word length limitations as the Hidden Meaning ability. This message can be anything, and will be obvious to anyone that interacts with the item. Furthermore, any target of the message will turn a blind eye to the implications of this message as though the message were not in fact obvious at all, unless they make a GenJutsu Save 15 plus 5 per Class Level (Max 20). They may make this save every time they re-encounter the item, and if ever they make the roll they will usually act post haste to destroy or remove the offending item, but even then will usually not retaliate against the artisan, out of shame. The message may not even actually be humorous, but all that see it will take it as such at first then understand the meaning. Building an emotional effect into a craftwork has a cost of 1/10 of total cost (Materials are not purchased).
Limit: Must be an Artisan. Must know Impart a Hidden Meaning.
Apparel:
Headgear
Headgear [Shemagh Scarf Beige]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Hats, helmets, and other items worn on the head.
Special: ---
Drawback: ---
Description: Headgear, headwear or headdress is the name given to any element of clothing which is worn on one's head. Headgear consists of caps, circlets, hats, helms, and etc. Headgears serve a variety of purposes. Protection (against impact, cold, heat, rain and other precipitation, glare, sunburn, sunstroke, dust, contaminants, etc.). Decoration or Fashion. Religious purposes. Medical purposes. Headgear have no room to hold objects and normally come with no slots but they can be outfitted with a single Half Pouch. Half Pouches however are distributed throughout the hat evenly so it does not look like an actual pouch is placed.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 Ryo Each.
Hot Weather Clothing [Headgear]
Rank: "C"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Hot Weather clothing is meant to keep a user cool in hot weather.
Special: ---
Drawback: Cannot be used with Cold Weather Clothing.
Description: Covering the user's body from head to toe in light, airy cloth keeps the user cooler than baring their skin to the sun. A complete set of clothing consists of a loose robe, and either a turban or loose head covering and veil. When complete the outfit provides a +2 Circumstance bonus on Saves to resist warm or hot weather.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +80% to Base Ryo per Article of Clothing.
Rank: "C"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Hot Weather clothing is meant to keep a user cool in hot weather.
Special: ---
Drawback: Cannot be used with Cold Weather Clothing.
Description: Covering the user's body from head to toe in light, airy cloth keeps the user cooler than baring their skin to the sun. A complete set of clothing consists of a loose robe, and either a turban or loose head covering and veil. When complete the outfit provides a +2 Circumstance bonus on Saves to resist warm or hot weather.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +80% to Base Ryo per Article of Clothing.
Torso
Vest, Tactical
Rank: "C"
Type: Main, Slot Holder, 16 Pouches, Vest
Effect: An overview vest normally worn by military style people. The vest is used to carry a plethora of items with ease of removal.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 16 individual pouches. A Tactical Vest is a Modular Lightweight Load-Carrying Equipment attached around the user's upper and lower torso. The Equipment may be attached along both sides of the vest. The Tactical Vest is designed to effective in distributing its weight throughout the user's torso. It has a quick-release system to remove the vest in emergencies, meant to help an alley get to an injured body. Greater coverage of the lower back, side torso, and shoulders. Modular webbing system for pouches. The vest is donned and removed using a hook-and-pile "cummerbund," which fastens around the waist, and a buckle atop each shoulder.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 4,500 Ryo Each.
Vest [Flak Vest]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Vests, like jackets are worn over shirts on the torso.
Special: ---
Drawback: ---
Description: A vest is a sleeveless garment covering the upper body. Vest may refer to other outer garments, such as a padded sleeveless jacket popular for hunting, commonly known as a hunting vest. Another common variant is the fishing vest which carries a profusion of external pockets for carrying fishing tackle. Vests have no slots, however 4 pouches may be stitched into the vest. 2 Pouches may be stitched along the top of the vest (1 along each side), 2 pouches may be stitched along the bottom of the vest (1 along each side).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Fire-Resistant Clothing [Vest new Price 1,500 Ryo]
Rank: "B"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Specially made clothing used against Fire.
Special: ---
Drawback: ---
Description: Heavy clothing containing a layer of brick dust that protects the user from heat. The user gains a Fire Resistance 2 against fire attacks directed at or around the user's body, including walking across hot coals or even walking through a building on fire. Repeat or prolonged exposure to fire damage eventually burns the outer layer of the clothing, ruining them (typically after about 1d10+20 rounds of exposure).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +200% to Base Ryo per Article of Clothing.
Torso Armour Piece (Overview)
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the torso of the wearer.
Special: ---
Drawback: ---
Description: A piece of armour that protects multiple parts of the body. The breastplate, as the name implies, this plate protects the upper chest area. The plackart is an armoured reinforcement covering the lower half of the breastplate. Depending on the design the plackart might cover nearly the entire breastplate. The fauld, armour usually composed of lames, which is attached to the breastplate which serves protection for the abdomen. Then finally the Tasset, solid armour plates or a skirt of lames hung from the fauld to cover the gap between the fauld and the thigh armour. Due to the size of Armour it will always have +50% more Armour Points of Special Material (Steel has 30 Armour Points; Steel Torso Armour Piece has 45 Armour Points). Armour Class: 6.
Limit: These items may be bought inside any Armour Shop.
Cost: 40,000 Ryo each.
Mithral
Rank: "A"
Type: Main, Mineral, Special Material
Effect: Special material used to create light full body armour while applying silver mechanics to weapons against Damage Reduction.
Special: ---
Drawback: ---
Description: Identification: Easy; Hardness: 15; Armour Points/Inch: 30; Armour Class: -4. An item made from Mithral weighs significantly less than the same item made from other metals. It is strong enough however, to not alter the weapon’s size category, or the ease with which it can be wielded.Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Mithral armour reduces Armour Class by -4 per Armour Piece for the purposes of movement and other limitations. A character wearing full mithral armour will not suffer the same Armour Penalty Checks, Movement Loss, and Handseal loss as they normally would with steel arour. Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.
Limit: These items may be bought inside any Weapon Shop.
Cost: +10,000 Ryo per Weapon; +60,000 Ryo per Armour Piece/ +9,000 Ryo per Helmet.
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Vests, like jackets are worn over shirts on the torso.
Special: ---
Drawback: ---
Description: A vest is a sleeveless garment covering the upper body. Vest may refer to other outer garments, such as a padded sleeveless jacket popular for hunting, commonly known as a hunting vest. Another common variant is the fishing vest which carries a profusion of external pockets for carrying fishing tackle. Vests have no slots, however 4 pouches may be stitched into the vest. 2 Pouches may be stitched along the top of the vest (1 along each side), 2 pouches may be stitched along the bottom of the vest (1 along each side).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Fire-Resistant Clothing [Vest new Price 1,500 Ryo]
Rank: "B"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Specially made clothing used against Fire.
Special: ---
Drawback: ---
Description: Heavy clothing containing a layer of brick dust that protects the user from heat. The user gains a Fire Resistance 2 against fire attacks directed at or around the user's body, including walking across hot coals or even walking through a building on fire. Repeat or prolonged exposure to fire damage eventually burns the outer layer of the clothing, ruining them (typically after about 1d10+20 rounds of exposure).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +200% to Base Ryo per Article of Clothing.
Torso Armour Piece (Overview)
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the torso of the wearer.
Special: ---
Drawback: ---
Description: A piece of armour that protects multiple parts of the body. The breastplate, as the name implies, this plate protects the upper chest area. The plackart is an armoured reinforcement covering the lower half of the breastplate. Depending on the design the plackart might cover nearly the entire breastplate. The fauld, armour usually composed of lames, which is attached to the breastplate which serves protection for the abdomen. Then finally the Tasset, solid armour plates or a skirt of lames hung from the fauld to cover the gap between the fauld and the thigh armour. Due to the size of Armour it will always have +50% more Armour Points of Special Material (Steel has 30 Armour Points; Steel Torso Armour Piece has 45 Armour Points). Armour Class: 6.
Limit: These items may be bought inside any Armour Shop.
Cost: 40,000 Ryo each.
Mithral
Rank: "A"
Type: Main, Mineral, Special Material
Effect: Special material used to create light full body armour while applying silver mechanics to weapons against Damage Reduction.
Special: ---
Drawback: ---
Description: Identification: Easy; Hardness: 15; Armour Points/Inch: 30; Armour Class: -4. An item made from Mithral weighs significantly less than the same item made from other metals. It is strong enough however, to not alter the weapon’s size category, or the ease with which it can be wielded.Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Mithral armour reduces Armour Class by -4 per Armour Piece for the purposes of movement and other limitations. A character wearing full mithral armour will not suffer the same Armour Penalty Checks, Movement Loss, and Handseal loss as they normally would with steel arour. Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.
Limit: These items may be bought inside any Weapon Shop.
Cost: +10,000 Ryo per Weapon; +60,000 Ryo per Armour Piece/ +9,000 Ryo per Helmet.
Jacket [BDU Jacket Olive Green]
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.
Shirt [Tee Shirt Grey]
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.
KMP Uniform
Rank: C
Type: Main, Tailor, Slot Holder, Holds 10 Slots, Vest
Effect: The KMP Uniform is designed to protect the bearer by absorbing the impact from projectiles and shrapnel from explosions whilst providing great wearing comfort. As an added bonus there are also pouches to hold secondary weaponry that are easily accessible. Outfitted with KMP symbols.
Special: Must be part of the Konoha Military Police to get.
Drawback: Bearing police arms could make you a target of gangs.
Description: Picture The KMP uniform consists out of a flak jacket that can somewhat absorb the impacts of projectiles and explosion shrapnel, which is littered with pockets, each of them allowing for storage of easily accessible secondary weaponry. The flak jacket itself is green, whilst the rest of the clothing provided with the vest is dark blue. There are KMP symols on the shoulder and a piece of cloth is attached the back, to signify the users status and making the user easily identifiable from a long distance.
Limit: Cannot be sold as shop owners won’t buy police equipment.
Cost: 4,000 Ryo
Robe [Akidogi]
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.
Handwear
Handwear [Black Tactical Fingerless Gloves]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Handwear includes gloves worn over the hands.
Special: ---
Drawback: ---
Description: Handwear is a garment covering the whole hand. handwear has separate sheathes or openings for each finger and the thumb. Handwear protect and comfort hands against cold or heat, damage by friction, abrasion or chemicals, and disease; or in turn to provide a guard for what a bare hand should not touch. Latex, rubber or vinyl disposable gloves are often worn by health care professionals as hygiene and contamination protection measures. Handwear have no slots, but a Half Pouch can be applied along the inside of handwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Fire-Resistant Clothing [New Handwear Price 1,800 Ryo]
Rank: "B"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Specially made clothing used against Fire.
Special: ---
Drawback: ---
Description: Heavy clothing containing a layer of brick dust that protects the user from heat. The user gains a Fire Resistance 2 against fire attacks directed at or around the user's body, including walking across hot coals or even walking through a building on fire. Repeat or prolonged exposure to fire damage eventually burns the outer layer of the clothing, ruining them (typically after about 1d10+20 rounds of exposure).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +200% to Base Ryo per Article of Clothing.
Rank: "B"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Specially made clothing used against Fire.
Special: ---
Drawback: ---
Description: Heavy clothing containing a layer of brick dust that protects the user from heat. The user gains a Fire Resistance 2 against fire attacks directed at or around the user's body, including walking across hot coals or even walking through a building on fire. Repeat or prolonged exposure to fire damage eventually burns the outer layer of the clothing, ruining them (typically after about 1d10+20 rounds of exposure).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +200% to Base Ryo per Article of Clothing.
Legs/Belts
Pants [BDU Trousers Olive Green]
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.
Leg, Individual Equipment
Rank: "C"
Type: Main, Slot Holder, 3 Pouches, Rig
Effect: The leg panel attaches to the user's belt and thigh in 2 places for comfort and function. It is a carrying system designed to allow the user quick access to objects near the leg.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 3 individual pouches. Thigh rigs attach to the belt and secure around the thigh with high quality nylon or leather with clips. A highly useful rig used by all military style members. it is lightweight, reliable, and completely customizable storage expansion for different purposes. It has a small Modular Lightweight Load-Carrying Equipment system. Most medical personnel use this to hold medical kits, while crossbowmen will use this for clip holders.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,500 Ryo Each.
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.
Pouch, Quick Loader X1
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A short sized pouch capable of holding 1 slot of items of short length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, or other material pouch that can easily hold 1 slot worth of items not of Scroll Size. The dimensions are 5.24 inches in height, 4.25 inches wide and 2.25 inches in depth. The primary purpose for these pouches are to hold all kinds of secondary items that do not exceed the height or width in dimensions. Primarily they hold smaller objects such as hira or bo-shurikens, alchemical pouches, and other items in similar size. For longer items see the Scroll Pouch. Quick Loader Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Characters attempting to conceal an item in a quick loader pouch gain a +10 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Pouch, Scroll X1
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A long sized pouch capable of holding 1 slot of items of 8 inches in length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, wooden material case that can easily hold 1 Scroll. 2 Scroll Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. The Dimensions are 8 inches in height, 2.5 inches wide and length. This pouch is specifically designed for items with lengths longer than 4 inches. These pouches are primarily meant for scrolls, kunai, knives, senbon and other items with similar lengths. Scroll Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 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.
Pouch, Quick Loader X1
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A short sized pouch capable of holding 1 slot of items of short length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, or other material pouch that can easily hold 1 slot worth of items not of Scroll Size. The dimensions are 5.24 inches in height, 4.25 inches wide and 2.25 inches in depth. The primary purpose for these pouches are to hold all kinds of secondary items that do not exceed the height or width in dimensions. Primarily they hold smaller objects such as hira or bo-shurikens, alchemical pouches, and other items in similar size. For longer items see the Scroll Pouch. Quick Loader Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Characters attempting to conceal an item in a quick loader pouch gain a +10 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Pouch, Scroll X1
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A long sized pouch capable of holding 1 slot of items of 8 inches in length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, wooden material case that can easily hold 1 Scroll. 2 Scroll Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. The Dimensions are 8 inches in height, 2.5 inches wide and length. This pouch is specifically designed for items with lengths longer than 4 inches. These pouches are primarily meant for scrolls, kunai, knives, senbon and other items with similar lengths. Scroll Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Footwear
Footwear [Black Combat Tactical Boots]
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: 600 Ryo per Pair.
Packs
Pack, Medical
Rank: "C"
Type: Main, Slot Holder, 10 Slots, Wearable Container
Effect: A Pack primarily used for transferring small amounts of medical supplies during missions.
Special: ---
Drawback: ---
Description: Picture The Medical pack has a volume for 70 slots. The Pack may be attached to a Modular Lightweight Load-Carrying Equipment System by taking up 3 pouch slots. Normally worn as a sling, backpack, or even on a Leg Rig. The medical pack includes 2 removable flap assemblies (medical bag panel), an inner pocket (Bandoleer) and shoulder straps, as separate components. The medical pack has a chain slide fastener used as main compartment closure. The inside of the cover flap is lined with a fabric, separate pockets knit cloth creating 6 compartments sewn into each of the four sides of the main compartment. Each of the two flap assemblies can contain 1 pouch on each side of similar construction as those in the bag. The pouches are removed from the bag by disconnecting 1-inch side release buckles on 1-inch webbing loops , located at the edge of each assembly, and inside the bag. The webbing on the flap assembly is extended to form a handle between the loops. The removable inner pocket is constructed by sewing a 27-inch x 10-inch piece onto a 12-inch x 13-inch piece, forming three pleats into separate pockets. . A 2-inch length of 1 inch-wide hook fastener tape is sewn onto the upper part of each pleat. A sling made of 1-inch webbing is sewn to one side and threaded through a 1-inch brass loop conforming to on the other side that is secured by a 1-inch webbing (9) loop. The strap has a double bar buckle for adjustment.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Pack, Assault
Rank: "C"
Type: Main, Slot Holder, 47 Slot, Wearable Container
Effect: A very large pack primarily used for large missions that needs a plethora of objects to be carried.
Special: ---
Drawback: ---
Description: Picture The assault pack has the volume for 47 Slots. It has an approximate 30.5 Slots in the main compartment and 16.5 Slots in the large front pocket to allow a quick and easy access to it. A radio can be carried in a radio pouch attached to the rear panel of the pack utilizing the 1 inch oval loops. The pack attaches to the pack frame on top of the main pack, in lieu of a patrol pack, or is donned and doffed over the Tactical Vest. The exterior sides and outermost surface of the pack contains a Modular Lightweight Load-Carrying Equipment system to secure attachment/detachment of the modular pouches and pockets and other individual equipments. Each side is capable of carrying 3 pouches. The Pack is accessible through the top with a slide fastener closer and have a flap covering the opening and providing water resistance. The pack has drain holes.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 9,400 Ryo Each.
Pack, Butt
Rank: "C"
Type: Main, Slot Holder, 10 Slot, Wearable Container
Effect: Butt packs are small to medium sized packs worn around the belt, above a person's behind, similar to a fanny pack.
Special: ---
Drawback: ---
Description: Picture The butt pack has the volume for 10 Slots, so it can hold a plethora of items inside. 1 Butt Pack takes up 3 Pouch Slots when applying to Individual Integrated Fighting System apparel and other basic apparel. It can be attached to a Modular Lightweight Load-Carrying Equipment system, attached to Basic Apparel, or carried like a Wearable Container as it has a handle along the midsection of the pack along the top. Butt packs are commonly worn by military during missions to carry combat essentials while keeping their hands free. Butt packs are stylish packs that can be worn by anyone to carry everyday essentials.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Pack, Duffle
Rank: "S"
Type: Main, Slot Holder, 400 Slot, Wearable Container
Effect: A cylindrical canvas bag closed by a drawstring and carried over the shoulder, or on the back.
Special: ---
Drawback: ---
Description: Picture The duffle pack has the volume for 400 slots. It is primarily used for transportation. A duffel pack (duffle bag, kit bag or gym bag) is a large cylindrical bag made of cloth (or other fabric) with a drawstring closure at the top. It is often used as luggage or to carry sports equipment by people who travel in the outdoors. Duffel bags are also often used by military personnel; when used by sailors or marines they are sometimes called seabags. A duffle pack can have a Modular Lightweight Load-Carrying Equipment system. each side may carry 6 pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 80,000 Ryo Each.
Back Quiver (Huge) (Overview)
Rank: "B"
Type: Main, Slot Holder, Holds 20 Slot worth of Arrows or Bolts, Quiver
Effect: A quiver worn at the back of the user.
Special: ---
Drawback: ---
Description: Back quivers are secured to the archer's back via straps, with the nock ends protruding above the dominant hand's shoulder. Arrows can drawn over the shoulder rapidly by the nock. This Quiver may hold 20 slot worth of Arrows or Bolts.
Limit: These types of items may be bought inside any Hunting Shop.
Cost: 2,100 Ryo
Misc Pouches
Pouch, Half X3
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.
Other
Witch Watch
Rank: "S"
Type: Main, Apparel, 8 slots(Each holds 1 harness gem only)
Effect: An Alchemic Watch that hold a Sending Gem capable of receiving and sending messages to another other such Devices. Can hold up to 8 additional Harness gems.
Special: ---
Drawback: ---
Description: This device was created by the current Earth Corner, Gosei Kazeraikou. Using unfinished Notes left by the Original Earth Corner Nicholas Flamel. These Watches come in 2 designs. [Design 1] is made of Gold and is to be worn as a pendant, or a brooch resembling a stop watch. The clock hands are held together underneath a Sending Gem. There are 8 slots for additional harness gems to be held. 7 positioned around the clock hands making a crescent moon shape, and 1 on the head of the brooch pin. [Design 2] is made of silver and resembles a Compact Mirror Pocket Watch. The clock hands on the inside, like the first, are held together underneath a Sending Gem. There are 8 slots on the 2nd design. 5 located around the clock hands in the shape of a Cresent Moon, and 2 located on the face of the outside covering. These Watch allow the witch to communicate with each other over vast distances, and produce a specific sound when coven members are calling. Coven Call
Limit: This item is only available to the coven members, usually given out as a symbol of initiation into the coven itself.
Cost: 40,000 Ryo Each.
Gem Slots Filled [1/8]
Gem of Telekinesis
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem giving the person who has it the ability of Telekinesis.
Special: ---
Drawback: ---
Description: The origin and history of the Gem of Telekinesis has been lost to time. Scholars recount tales of the gems use, and some have made claims about the first person to have harnessed the gems natural Alchemical Properties, but none of these claims can be proven. However, only the scholars seem to care about the origin of the Gem of Telekinesis. Everybody else only cares that the gem functions as it does; the who and when of the first to harness it is unimportant. When a large yellow sapphire gemstone is cut so that the gem has four sides and that two of the ends are exactly 1.42 times the length of the shorter ends, which are exactly .25 inches away from the gems center the gems natural Alchemical Properties is harnessed. The bearer of the gem is able to use it to perform various feats of telekinetic power. The duration can last up to Concentration for up to 10 rounds. Sustained Force: A sustained force moves an object weighing no more than 325 pounds up to 16 meters per round. An object can be telekinetically manipulated as if with 1 hand. Even able untie a knot. Combat Maneuver: Once per round, the user can use Telekinesis perform a bull-rush, disarm, grapple, or trip. Violent Rush: User may attack with objects to do damage equal to the item or 6 Armour Points of Damage per 25 pounds. The gem has an effective use 3 times per day.
Limit: These types of items may be bought inside any Alchemy Shop. With a 5% chance of finding.
Cost: 61,400 Ryo Each.
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem giving the person who has it the ability of Telekinesis.
Special: ---
Drawback: ---
Description: The origin and history of the Gem of Telekinesis has been lost to time. Scholars recount tales of the gems use, and some have made claims about the first person to have harnessed the gems natural Alchemical Properties, but none of these claims can be proven. However, only the scholars seem to care about the origin of the Gem of Telekinesis. Everybody else only cares that the gem functions as it does; the who and when of the first to harness it is unimportant. When a large yellow sapphire gemstone is cut so that the gem has four sides and that two of the ends are exactly 1.42 times the length of the shorter ends, which are exactly .25 inches away from the gems center the gems natural Alchemical Properties is harnessed. The bearer of the gem is able to use it to perform various feats of telekinetic power. The duration can last up to Concentration for up to 10 rounds. Sustained Force: A sustained force moves an object weighing no more than 325 pounds up to 16 meters per round. An object can be telekinetically manipulated as if with 1 hand. Even able untie a knot. Combat Maneuver: Once per round, the user can use Telekinesis perform a bull-rush, disarm, grapple, or trip. Violent Rush: User may attack with objects to do damage equal to the item or 6 Armour Points of Damage per 25 pounds. The gem has an effective use 3 times per day.
Limit: These types of items may be bought inside any Alchemy Shop. With a 5% chance of finding.
Cost: 61,400 Ryo Each.
Weapons
Primary Weapon:
X1 Bundle of Wire (Overview)
Rank: "C"
Type: Main, Slashing, Soft Weapon
Effect: Metal drawn out into the form of a thin flexible thread or rod.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +4 Amour Points of Damage. Wire is a single, usually cylindrical, flexible strand or rod of metal. Wires are used to bear mechanical loads and to carry electricity and telecommunications signals. Wire is commonly formed by drawing the metal through a hole in a die or draw plate. Standard sizes are determined by various wire gauges. When using Wire over 1.2 m (1 to 4 feet) they are treated as a 2-handed weapon. Wire under 1.2 m (1 to 4 feet) are treated as 1-handed weapons. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 3,000 Ryo per Bundle, 200 Ryo per Meter
X1 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
X2 Gauntlet (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive armour used as a weapon or protection for the user's arms.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. Examples of Gauntlets: Brass Knuckles, Cestus, and Gauntlets.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Sword, Fullblade (Masterwork) {Increase Weapon's Size Damage}
Rank: "B"
Type: Main, Slashing, Sword
Effect: A very large sword, made for hurting things, badly.
Special: ---
Drawback: Due to the weapon's size each technique performed while wielding this weapon takes up 3 movements.
Description: A Two-Handed Weapon. These weapons do +16 Amour Points of Damage. A fullblade is 18 inches longer than a greatsword and is too large for a Medium-size creature to use with 2-hands correctly. A large creature could use a fullblade with two hands and will not suffer any drawbacks while wielding the weapon. A creature may learn Weapon Specialization: Speed Training to remove the drawbacks of Movement restrictions. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 16,000 Ryo
Fan, War (Overview)
Rank: "C"
Type: Main, Slashing, Fan
Effect: A large fan designed for use in warfare and martial arts. Fans are used for offensive and defensive purposes.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +8 Amour Points of Damage. This weapon appears to the untrained eye as nothing more than a beautifully crafted fan. Large fans tend to be used for recreational purposes and not for combat. These fans are crafted from steel, and the tips are needle sharp. These weapons are too large to create a feint and make an opponent think it is a normal fan. These items are normally larger and longer than 1.2 m (4 feet). If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 8,000 Ryo
Umbrella, Medium (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing, Umbrella
Effect: An umbrella created specifically for the use of combat.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +4 Amour Points of Damage. There are two types of combat umbrellas: oil umbrellas, and metal umbrellas. Oil umbrellas are made from paper soaked in oil to make it waterproof while metal umbrellas have a type of canvas with a metal frame. Oil umbrellas are used for bludgeoning while metal umbrellas are used for piercing. A combat umbrella that has been used for a bludgeoning/piercing attack can do extra damage by opening up, causing +4 Armour Points Extra damage of Bludgeoning/Piercing at once. Metal Umbrellas are treated as have the same length as a Heavy Shield. A Medium Oil Umbrella can hold up to 20 slots of senbon.
Limit: These items may be bought inside any Weapon Shop.
Cost: 6,000 Ryo
Greaves (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Greaves
Effect: A defensive and offensive armour used as a weapon or protection for the user's legs.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured leg protectors that allow the user to deal lethal damage with their legs as unarmed strikes. A strike with a greave is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with greaves on unless they remove the greaves completely.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
KMP Baton
Rank: B
Type: Main, Weapon, Club
Effect: A simple short stick shaped rubber club that is commonly used by police forces to subdue the enemy without killing the target.
Special: Must be part of the Konoha Military Police to get.
Drawback: Bearing police arms could make you a target of gangs.
Description: A simple club of about ¾ of a meter long, made out of a metal core surrounded by soft rubber, the police baton is made and used to whack opponents without killing them. Made to instill as much pain as possible, a well placed strike with a baton can paralyze a big muscle. Although due to them also being Shinobi, the KMP has expanded a bit on the idea of the baton and replaced the iron in the core with iron of a special kind that is better at conducting chakra, allowing more possibilities.
Limit: Cannot be sold as shop owners won’t buy police equipment.
Cost: 5,000 Ryo
Secondary Items:
Caltrops (Overview) X16
Rank: "C" Rank
Type: Secondary, 16 per Slot, Piercing, Caltrops
Effect: A spiked device thrown on the ground to impede characters.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +1 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A caltrop is a 4-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. The user scatters caltrops on the ground in the hope that the opponent steps on them or at least forced to slow down to avoid them. 1 slot of caltrops cover an area 2 meter squared. Each time a creature moves into an area covered by caltrops or spends a round fighting while standing in an area, they may step on one. If the opponent steps on a caltrop the Caltrop deals 1 Armour Points of Damage, and the opponent's movements is reduced by 1/2 because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is treated with a First Aid: Healing Hard Check, or they are healed from minor wounds. A charging or running creature must immediately stop if it steps on a caltrop.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,600 Ryo per Slot, or 100 Ryo Each
Kunai (Overview) X6
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Knife (Overview) x12
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.
Tag: Exploding X79
Rank: "A"
Type: Secondary, 80 per Slot, Explosive, Tag
Effect: Exploding tags are scraps of paper inscribed with a special writing, centering on the kanji for "explode" (爆, baku). Infused with chakra, they will explode after a set amount of time, remotely, or after being ignited by flame. The tags can be attached to a surface or wrapped around a weapon to be thrown at an enemy.
Special: ---
Drawback: May harm the user if not put right.
Description: Paper that is 2 inches by 6 inches in size and 0.039" (1 mil) thick. These papers are exploding tags that are able to harm and kill opponents or just simply explode within a certain radius. They can be placed on targets, wrap around a weapon, or even thrown at opponents. Tags have a killing diameter of 1 meter, and a wounding diameter of 2 meters. Tags can be activated to explode within 6 seconds, or by a simple technique. May be attached to 3 items without taking up room in a single slot.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 12,000 Ryo per Slot, or 150 Ryo Each.
Tag: Locking X120
Rank: "S"
Type: Secondary, 80 per Slot, Explosive, Tag
Effect: Using a tag similar to the exploding tag and placing it on a door, the user prevents anyone else from entering or leaving the room, similar to a padlock.
Special: ---
Drawback: ---
Description: Paper that is 2 inches by 6 inches in size and 0.039" (1 mil) thick. A Locking tag that can attach to any surface that has the ability to keep something locked as long as the tag is placed over two opening surfaces. This works just like a padlock. May be attached to 3 items without taking up room in a single slot.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 8,000 Ryo per Slot, or 100 Ryo Each.
Shuriken, Bo (Overview) X45
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. Bo-shuriken are throwing weapons consisting of a straight iron or steel spike, usually four-sided but sometimes round or octagonal in shape.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Arrowhead: Tear Gas (Overview) x3
Rank: "A"
Type: Secondary, 15 per Slot, Marksman, Ammunition, Arrowhead
Effect: A device used to cause blindness, and nauseous actions.
Special: ---
Drawback: ---
Description: Tear gas works by irritating mucous membranes in the eyes, nose, mouth and lungs, and causes crying, sneezing, coughing, hard breathing, pain in the eyes, temporary blindness, etc. This device seeps out the concoction within a diameter of 15 meters. The device releases the chemical agent within 2 meters per second. Anyone within it will become nauseated, and blinded for 1d6 rounds. The Arrowhead has 3 settings; Releases on contact, Releases 1 to 6 seconds after contact, Releases 1 to 6 seconds regardless of contact. The Range Increment Adjustment with this Arrowhead is -3 meters.
Limit: These types of items may be bought inside any Hunting Shop.
Cost: 7,500 Ryo per Slot, or 500 Ryo Each
Arrowhead: Flare (Overview) x3
Rank: "A"
Type: Secondary, 15 per Slot, Marksman, Ammunition, Arrowhead
Effect: A signaling arrowhead used to signal, illuminate, or dazzle a single opponent.
Special: ---
Drawback: ---
Description: Picture This Arrowhead creates a burst of light. Flares are used for signaling, illumination, or defensive countermeasures in civilian and military applications. After 10 meters of being shot the flare lights up quickly and releases the illumining light. The flare stays light for 2 rounds. If the user causes the light to burst directly in front of a single creature, that creature is dazzled. Sightless creatures, as well as creatures already dazzled are not affected by the Flare Arrowhead. The Range Increment Adjustment with this Arrowhead is -3 meters.
Limit: These types of items may be bought inside any Hunting Shop.
Cost: 7,500 Ryo per Slot, or 500 Ryo Each
Spring Razor x3
Rank: "B"
Type: Secondary, 1 per Slot, Mechanical, Trap
Effect: A device that consist a pile of coiled wire that when triggered its sharp wires snap outwards wildly eviscerating anything within its range.
Special: ---
Drawback: ---
Description: Picture Picture A 3 inch by 3 inch by 3 inch size device. This device consist of an innocuous-looking pile of coiled wire, which when triggered by nearby vibrations (vibrations felt within 3 meters of object), the device unfolds with an audible click and its sharp wires snap outwards wildly, eviscerating anything in the killing radius. The device is outfitted with 15 meters of wire giving it a 7.5 meter killing radius. When triggered 2 wires is shot out violently creating the killing radius. The click may be audible however it is not loud enough to alert people far away. They can be used to great effect in many different ways, including being placed on living objects or triggered remotely using a form of ranged weaponry. A great weapon to kill in silent.
Limit: These items may be bought inside any Gadget Shop.
Cost: 3,500 Ryo Each
Character Depth
Personality:
Tetsu is an extremely lazy person as a total. He hates doing task that require more than the most minute amount of effort. This is why he held one of the lowest scores in his class. In all actuality, Tetsu is fairly intelligent however. he actually spends a good deal of time reading. The sluggish Nara is always looking for a way to get out of work. Tetsu also knows when he will have to preform a task even though he desires otherwise. Normally choosing to get over his own selfish laziness, he finds motivation to complete the missions given to him. When he actually cares, the Nara actually preforms tasks well. He is a fair writer, and secretly desires to write a novel one day. to atone to his lifestyle however, that seems fairly unlikely. Tetsu has little desire to do more than sit and read rather than doing something productive. He may one day however find a reason for going beyond his naturally inclined apathy. His laziness is one of his more defining qualities.
Tetsu is extremely loyal to those who hold authority over him. He respects them as his superiors, and will follow orders and laws set by them. The Nara will complain however. Tetsu will show how much he detests a task, even though he is completing it. His motto is "as long as I'm doing it, I have every right to complain". He is only a Genin currently, but he may one day find the motivation to further his rank among his peers. Feeling less worry about status, Tetsu really couldn't care less about how people saw him period. He actually prefers to do his own thing. Being individualistic is something that he holds near and dear to his heart. That's one the reasons that smoking never really bothered him. Always hoping to stay true to himself, the Nara finds that making the good decision is not always the right one. Deciding that he doesn't really enjoy leadership, He still contributes to his group. Secretly housing the ability to take charge when need be, the Nara has the potential to become a skilled ninja that supported his village.
Tetsu is awkward around women. He doesn't know how to talk to them about any matter beyond official business. They honestly make him uncomfortable, and make him conflicted on if he really could ever have a normal life. He desires to have a normal life that is inhabited by a wife and kids. He longs for that in his future. Tetsu pretty much masks his average desires with a cover of nonchalance and laziness. He loves board games just as much as he loves books, and how much he hates his nagging mother. Tetsu's awkward girl sense is put aside when dealing with his mother. Always giving her smart ass remarks and sarcasm, the Nara is constantly pissing off his single mother. Having no clue of who his father had been, Tetsu lives with his clan associated mom. He longs to have her understand that he doesn't really feel any interest in taking the trash out every single day. He was a damn shinobi after all, and was fit to do way more than just taking the trash out.
After joining Team Blitz Tetsu's life would change for what some might say for the better, as he began to become a productive member of the village to a minute degree. This normally boiled down to paperwork and the lame sort of stuff, but alas he was the lack of the famous team, which was fine by him up until it disbanded and he was left team less once again. He eventually met Kinzoku and Claire Sakurai (now Uchiha) whom would push him to form the new Blitz Squadron to revive the spirit of his old team body. He has slowly begun to grow into a more interested person, as his personal affection for his team mates drives him to strive to be a better person so that he can stand as their equal, not just as the lacky any longer. He wishes to be able to stand eye to eye with his fellow members of Blitz Squadron, even if one of those members is Loki Dye, the unstoppable witch of Konoha.
Appearance:
Tetsu appears very tired at a first glance. His dark brown eyes appear very slumber like as if he had just woken up moments ago. His overall facial structure is more triangular than rounded. His chin is pointed a thin angle that makes his face appear smaller than it actually was. This also made his face much bonier than that of others. His small pointed nose carries his glasses that he required for seeing. He can often be seen adjusting them due to a pure sense of habit. His dark black hair is tied back so that it is out of the way and easy to manage. his hair is commonly rugged and untamed. This gives him the appearance of someone who honestly did not care about what they looked like. His lazy gaze normally showed a facial expression of nonchalance unless placed under some stressful situation. When stressed, Tetsu grinds his teeth and makes a pained face. This attributes to his dulled teeth that reside within his mouth. The young Nara had a hard time avoiding situations that purely frustrate him.
Tetsu normally appears to be a fairly slender guy compared to the more bulky men of the village. He finds that his small physical frame makes him more agile in combat anyway. He is about 5'10" and is about average height for a male his age. Finding little interest in physical activity, Tetsu is not very strong. However, He is still fit enough to keep pace when traveling. His posture is poor and he is commonly seen leaning back more than he has to. His arm has a long scar along his bicep from a accident long forgotten. His facial hair attempts to grow in if he neglects to take the time to shave. His thin eye brows help indicate his facial expressions and determine body language. Overall he physically is nothing of importance other than the fact that he is a perfectly healthy young man.
Tetsu normally wears long sleeve black hoodies under his green tinted tactical vest. His scroll pockets are filled to the brim with gear and other things that he shoves within his holding spaces. He always carries an extra pair of glasses in his right hand scroll pocket just in case of an emergency. His Headband is worn in many different ways as well. Sometimes he wears it atop his head, as is custom of many ninja. Other times he fastens the band around his arm or leg when attempting to attract less attention. He also at times has worn it down around his neck in an informal fashion when need be. He really doesn't care how he wears the thing that marks him as a leaf shinobi. He is just interested in not being nagged over something stupid like the headband. His pants are simple, and match the color of his hoodie. White wrappings cover the side of his right leg where a knife holster would normally sit. His is overall dressed in his own fashion.
Tetsu had now come to wear something more befitting a leader and an officer of the law as he wears button down shirts, ties, and BDUs on the occasion. His hair has grown out a bit and he is now tying it back out of his face to keep it from blinding him while he operates. His pants are always dark in color, and reflect his Nara upbringing. His outfits, though more formal, are always accented with green or black in some fashion. He favors Comfortable boots and shoes over dress shoes though. He's still a bit lazy at his core even if he has begun to attempt to make something of himself.
Background:
Tetsu was born in the Land of fire 18 years prior. His Mother Syble Nara had been the only parental figure that he remembered period as he grew up within the hidden leaf. His ancestry placed a large burden on the little Nara as he began to grow older. Having nothing to enjoy but books, Tetsu began to have doubts about the world as he turned 6 years old. He would always feel so pressured by the expectations of his mother and her family. Tetsu honestly didn't care about becoming one of the best ninja there had ever been. Instead, He would rather spend time with his friends on the play ground. In all actuality, Tetsu only had a few friends however. Feeling less and less worthy of his position among his clans, Tetsu continued to feel less an less enthused. Eventually when he turned 9, the little boy began to ignore his mother's constant nagging. It all sounded like "Blah..." to him anyway. Feeling a sense of reprieve, Tetsu found his bliss in laziness.
He honestly didn't do very much from that point on. Tetsu spent many nights locked in his room for not doing as he was told. Eventually realizing that totally ignoring his mother was foolish, He began to obey. Rather than ignoring the request, He complained about how much of a pain in the butt the task was. He would say things like "This is such a pain..." when he heard that he would have to do some tedious task that would require more effort than he was willing to give. He found this to be true when he entered the Academy when he reached the age of 10. Feeling his natural ability to learn, the Nara absorbed the information like a sponge. Tetsu learned the information so well that he eventually began to ignore homework assignments and slept during class. He only took the tests he was given and passed each one successfully. His manner of success baffled his sensei's as they determined that sleeping must be due to a lack of iron. He graduated second to last in his class when he exited the academy at the age of 12.
Tetsu from that point on really didn't go out as much as other shinobi. He did missions here and there from that point on, but never really felt any drive to complete anything other than what he had to. He spent a majority of his time reading and sitting at home playing out strategies on the shogi board. He spent his petty time doing things that he himself found worthy of spending time on. Eventually he was drawn back out from his state of reprieve and was brought back out into the field to meet his combat duties. He now is attempting to find his way. Tetsu spends most of his time practicing the Kagemane no jutsu, which is the center of the Nara clan's specialty. Tetsu desires to take the Kagemane to the fullest extent in the next few years to come as he continues to attempt to better himself. It was in this time period that he picked up smoking. As he finally reached the age of 17 he prepared himself to meet the shinobi world head on as he always had.
Eventually became a member of team blitz which was a coexisiting branch of the KMP. This membership only lasted for about 6-8 months before the disbanding of team blitz and the disappearance of his best friend Loki Dye. After Loki returned after those months, now a woman and a witch, which confused Tetsu a little bit, but his friend was still his friend, not matter the circumstances. After that, Tetsu met Claire Sakurai, an energetic soldier like girl who was really all for the rules. Tetsu later came to find out that she lived with Gosei, the Hokage at the time, and through meeting Gosei, Claire, Tetsu, and Kinzoku formed Blitz Squadron as a revival movement of the old Team Blitz. Claire, who was from that point on Tetsu's Partner within the KMP as well began to develop a friendly relationship of their own. It was these bonds that began to drive Tetsu out of his apathy and into the role of a shinobi of Konohagakure. He now drives forward with motivation to become a better person, maybe even quitting his smoking habit...eventually.
Traits
1. Physician
Rank: "C"
Skill: Heritage Trait
Effect: User is trained to the healing arts.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among all First Aid, Botany, and Herbalist. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User also gains a +10 to all First Aid Skills. Through advanced training in medicine and healing techniques, the user can set bones, suture lacerations, and apply a myriad of balms, unguents, and other remedies to speed the healing process. Such care requires 1 minute. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(+20 to First Aid: Healing)
(+5 First Aid: Autopsy) +1 to die roll
(+10 to ALL First Aid Skills)
2. Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
3. Will of Men, The
Rank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
4. Eidetic Memory
Rank: "C"
Skill: Heritage Trait
Effect: A few rare humans have perfect recall, allowing them to remember minor details from an event that others have long forgotten.
Special: ---
Drawback: ---
Description: They gain +5 heritage bonus to all Skill Category 3 Skill checks. User gains a +10 heritage bonus on Observation checks to detect a disguise. The user also gains a +1 Racial bonus to Die Rolls pertaining to Skill Category 3 Skills. If they have any questions about an event, such as a person’s name or exactly what happened, their Game Master must tell them the details (even if the character’s player has forgotten them). They cannot remember extremely fine details, such as the text of a book left open on a desk, but they can remember the general gist of the book or the topic the passage covered. They always remember faces, names, and the basic sequence of events. User is able to memorize 1 additional formula per 5 points Alchemy. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
5. Focused Burn
Rank: "C"
Skill: Chakra Trait
Effect: user knows the secret of making punishing fire bombs
Special: ---
Drawback: ---
Description: Any bombs the user has that deal fire damage deal an additional Fire Damage on a direct hit per 12 Armour Points of Fire Damage normally dealt. This additional damage does not apply to the bomb's splash damage. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
6. Caretaker
Rank: "C"
Skill: Faith Trait
Effect: As the child of an herbalist or an assistant in a temple infirmary, the user often had to assist in tending to the sick and wounded.
Special: ---
Drawback: ---
Description: The user gains a +5 trait bonus on all First Aid checks, and gain an additional First Aid die roll when learning one of the skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
7. Mathematical Prodigy
Rank: "C"
Skill: Chakra Trait
Effect: Mathematics has always come easily for the user, and they have always been able to "see the math" in the physical and Chakra world.
Special: ---
Drawback: ---
Description: User gains a +5 bonus on Chakra Lore and Engineering, and Techcraft checks, and 1 of these skills (Chakra Lore) gain 1 additional Die Roll each time learned. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(+1 Die roll to Chakra Lore)
8. Mirror Mind
Rank: "B"
Skill: Chakra Trait
Effect: The user's mind tries to force a mental effect to be shared.
Special: ---
Drawback: ---
Description: A user who spent their lives under the thumb of mental tyranny has learned how to oppose those shackles. Their mind becomes as dangerous as a trap. Once per day per Class Level, when the user is forced to roll a save against a mind-affecting effect with a rank equal or lower than their class level (D ranks as a D class, C ranks and below as a C class, etc), the user can make their foe suffer the same roll. When this ability is triggered, the original performer must make a save against their own mind-affecting effect equal in difficulty as the save the user endured. If the mind-affecting effect gives a person total control over their victim, and both sides fail their saves, the mind-affecting effect is cancelled both ways. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
9. Heart of the Streets
Rank: "C"
Skill: Regional Trait
Effect: A trait used for those who are adept in combating within crowds.
Special: ---
Drawback: Cannot gain any other Heart Traits.
Description: Must be raised in Urban Regions. Humans from bustling cities are skilled with crowds. They gain a +10 Dodge bonus against Attack Damage when adjacent to at least two other allies (reduces techniques by 1 rank). Crowds do not count as difficult terrain for them. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
10. Militia Veteran
Rank: "C"
Skill: Regional Trait
Effect: User has served in one of the militia bands and so have learned valuable skills.
Special: ---
Drawback: ---
Description: User gains a +5 trait bonus on Ride, Tracking, and Demolition, and a +1 points per die roll when learning the skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(+5 Demolitions & +1 to Die Rolls)