Round 2: FIGHT
Jan 16, 2017 15:02:44 GMT -7
Post by Deleted on Jan 16, 2017 15:02:44 GMT -7
The buildings stand in defiance of the people who fell. They are no vulnerable flesh but concrete and steel, not as timeless as the mountains that ring the city but able to outlast the civilization that created them by centuries. Given enough time, even the smooth grey will give way to a jungle of green and this “ancient” civilization will lay ruined for future generations to discover and perhaps piece together how we lived. The abandon cities goes miles long, far as the eyes can see. Various tall buildings showing it old rich history.
Surprisingly, the man made river is still running through the city but it no longer beautiful. The once crystal clear blue water is now tainted in brown coloring and trash that floats. There is a sewer system that runs underground, it could be used to hide or make a hasty retreat, but there is a 20 percent of finding giant vicious rats living there.
Blight is within the city, in a small park filled with sand that is used for the ground. The park, once resplendent in the town's heyday was a scrub of moss and weeds. The down and outs jostled each other for a spot on a rusting metal bench, anything to get off the sodden spring ground. Used needles lay amidst the shabby greenery, invisible and able to pierce the common lightweight shoes the children wear. There is a small pathway to be found to be able to enter safely and walk through the park, a thin cement walk way that adults and children used to play on. It exists all the way until you reach the sandbox area anyway. The park has several slides, and swings for children to play on but soulless outside of the man in black.
He looks up in the sky, with his black sun glasses and sees an endless canvas that colors are tossed upon. Some days a pure, uninterrupted blue stretches seamlessly across my field of vision. When the sun rises, it is a child's painting, bright pinks and oranges piled on top of each other, reflecting off low hanging clouds and filling the world with a haze of wonder. When it storms, the harsh glow of lightning illuminates the gathering piles of dull grey clouds that are angrily pushing against each other. At night, the moon glows, giving the speckle of stars a guide light. The sky is alive, growing at each passing moment, a constant changing canvas for the world to see.
Rules: Post your items and passives in your spoiler. No attacking on entering post, rik. This time there be a penalty if you do haha.
Rituals
Ritual of Malediction
Rank: "B"
Type: Binding
Effect: The Pulverem's misfortune may be applied to Curses and donate them to those of less fortunate.
Special: To perform: ---; Duration: ---
Drawback: ---
Description: A Pulverem's most potent power lies within the ability to place their misfortune on others however this is not achieved by the user, but by the Y'la. The user does not learn this technique. The Y'la does, however the Training Points is applied to the user as if they learned the technique. The Y'la will perform this Ritual in a deep meditation as being part of the User. For these peaceful 2 hours, the Aura of Misfortune will not work with the user. The Y'la uses the user's and its own chakra and other materials when performing this Ritual as the Maledictions are created off of the stored Chakra. Before learning the Y'la will mischievously remove 23,000 Ryo from the user whenever the user has that amount of money as a Market Price. The Y'la will then perform this Ritual on its own as part of the User while 1,000 Ryo will disappear from the user as a weird force of nature or forgetfulness. Every 1,000 Rup the Y'la will always perform this Ritual in order to allow the user access to the power of Maledictions. The user has no say in this. Whenever the user has enough Ryo even if that Ryo is stashed away, the Ryo will disappear. For every 1,000 Ryo disappeared the Y'la is able to perform a Malediction. This means if the Y'la disappears 18,000 Ryo the Y'la may perform 18 Maledictions.
Limit: Must be a Pulverem. Must be a Ritualist for Binding Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 1,000
Famine
Rank: "A"
Type: Augmentation
Effect: User is able to instill an intense feeling of hunger and thirst in nearby beings, causing them to suffer from starvation and dehydration.
Special: To perform: 12 hour; Duration: Permanent
Drawback:
Description: Internal - Takes up 5 Augmentation Points. Everyone in a 10-meter-radius of the user must make a Fortitude save, 10 + 2 per Class Level + Indomitable Fortitude or become fatigued. Once characters are fatigued, they must make an additional Fortitude save each round, or suffer 1 ability point damage to Toughness.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Wormhole Jumper
Rank: "S"
Type: Augmentation
Effect: User has developed the ability to use gravity to warp time and space, creating a portal between their location and another location nearby.
Special: To perform: 12 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Takes up 6 Augmentation Points. Once per day the user may instantly transfer themselves from their current location to any other spot within 150 meters of their current location. The user always arrive at exactly the spot desired—whether by simple visualizing the area or by stating a direction. After using this Augmentation, the user cannot take any other forms of action until their next round. User can bring along objects as long as their weight does not exceed triple the user's weight. User may also bring 2 additional willing or smaller creature per Class Level. A large creature counts as 2 Medium creatures, a Huge creature counts as 2 large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with the user. If the user arrives in a place that is already occupied by a solid body, the user and each creature traveling will take Minor damage and is shunted to a random open space on a suitable surface within 30 meters of the intended location.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Psionic Shield
Rank: "S"
Type: Augmentation
Effect: User's mind evolves to reject intrusion, giving a distinct advantage over mind-affecting abilities.
Special: To perform: 12 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Takes up 6 Augmentation Points. User gains a +4 Ritual bonus to all saves made resist any mind-affecting Jutsus. Furthermore, the user can extend their Psionic Shield to all characters or creatures immediately adjacent to the user by spending a full round of concentration on maintaining the Psionic Shield. If in any round the user does not take the full round to maintain the shield, the bonus applies only to the user and not to thee adjacent allies.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Sonic Blasters
Rank: "A"
Type: Augmentation
Effect: A ritual that employs special tubes into the user's body and arms allowing them to shoot sonic blasts from the palm of their hands.
Special: To perform: 12 hour; Duration: Permanent
Drawback: If the air tubes are clogged, it will result in a terrible backfire bursting out of the side of the arms.
Description: Picture Picture Internal - Takes up 4 Augmentation Points. User is fitted with hollow air tubes that extended through their arms and opened through their hands allowing the user to propel a combination of air pressure and sound in various ratios, controlled by the user. User can control the ratio of air pressure and sound via Augmentation Ritual. By propelling this combination, user can release Sonic blasts of air. These blasts are powerful enough to destroy stone, and can be used to soften the ground. By increasing air pressure to 100% and reducing sound waves to 0%, the blasts can be used to deflect thrown kunai. Performing the technique and altering pressure takes "C" rank of handseals of time while the range is 7 meters plus 6 meters per Class Level coned. This technique may do 60 Armour Points worth of Sonic Damage. User may also create a massive gust of cutting wind with 80 Armour Points of Sonic Damage capable of leveling the surrounding area. This takes up "B" Rank worth of handseals of time. The range of this technique is 7 meters plus 6 meters per Class Level radius in a half circle. User may use 1 of these abilities once per round.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Dual Brains
Rank: "A"
Type: Augmentation
Effect: User has 2 brains.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 5 Augmentation Points. User has 2 brains, 1 in their head and 1 located in another location. Whenever the user makes a Will Save, the user rolls twice and takes the higher roll.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Material Allergy x3 (give back 15) (sheep) (rabbit) (Strider)
Rank: "C"
Type: Augmentation
Effect: An allergy that affects the user by negating Damage Reduction and reducing the target's movement by 1.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 5 Augmentation Points. The user suffers a reaction to an ordinary substance, such as a material. So long as they are in contact with the substance (breathing, touching, eating, etc.) they will suffer adverse effects. If a successful attack is made against the user with the allergy they will lose a Movement for the round. The user also loses any Damage Reduction that would normally shield against an attack. Before picking grabbing the Allergy Augmentation the user may choose from the list: Clay, Plastic, Iron, Specific Plant, Silver or Gold, Leather, Specific Material, Specific Animal, Bone and Ivory, and Specific Drug. May be chosen once. User may grab more Allergies for Roleplay purposes however it does not give any extra benefits.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Hidden Soul (with gem +20,000) [gem at mo lab]
Rank: "S"
Type: Restoration Ritual
Effect: The user places a piece of their soul into a small gemstone, which creates a shelter for the soul to hide in, should the body be destroyed.
Special: To perform: 8 hours; Duration: Special
Drawback: ---
Description: The user removes a fragment of a willing or helpless target's soul with this ritual, allowing the target to avoid many of the Raise Dead ritual's limitations. This ritual places a shard of the target's soul in a specially prepared gemstone worth at least 20,000 Ryo (Not included with Performance Price). The loss of the soul shard forces the target to lose a piece of their soul that cannot be regained until the soul shard is returned to the target. The gem containing the soul shard may be used as if it were a body part for the Raise Dead Ritual and ignores the 30 day limit normally associated with Raise Dead. If the gem is put in contact with the corpse of the target, it will restore the target to life as per the Raise Dead Ritual, though no component cost is paid. Either method of using the gem to return the target to life restores the soul shard to the target and shatters the gem. The target of this ritual cannot pass onto any sort of afterlife as long as the gem containing its soul survives, even if it dies of old age or by other means Raise Dead cannot remedy. If the gem is destroyed, the soul shard returns to the target immediately without harm to the target.
Limit: Must be a Ritualist for Restoration Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Deep Pockets x16 [Tactical vest]
Rank: "C"
Type: Creation Ritual
Effect: The user causes the slots of a garment to hold far more than they normally can.
Special: To perform: 10 minutes; Duration: Permanent
Drawback: ---
Description: When the ritual is performed, user chooses 1 pocket (apparel slot holder) can hold up 1.5 cubic feet in Volume (50 Slots). Items in the affected pockets do not change the form nor weight of the pocket (apparel slot holder). The garment's wearer can draw an item from an affected pocket as a Movement.
Limit: Must be a Ritualist for Creation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Traits
Passives
Hane Jukutatsu: Hae Kokuou Seiryoku (Wing Mastery: The Fly King's Might)
Rank: "B", "A", "S"
Skill: Ninjutsu
Effect: After having nearly perfected the clan techniques, the Hitobitomae gains knowledge of how to further increase the intensity of their sound- and vibration-based techniques to an extent where the radius of these techniques increases.
Special: Automatically activates when the Hitobitomae uses a sound- or vibration-bases Hitobitomae technique.
Drawback: May only be used for Hitobitomae jutsus that apply.
Description: After hours upon days of training in the arts of the Hitobitomae, mastering the Doujutsu, learning each and every single Wing Art, and taking the time to understand the knowledge of the Hitobitomae, the bloodline member learns how to intensify the range of their vibration- and sound-based techniques, increasing their radius by 15, 25, and 35 meters, based on their knowledge of the Hitobitomae bloodline. Once the user has 500 TP in the Hitobitomae bloodline, the “B“ rank of the mastery is achieved, and the radius of all vibration- and sound-based Hitobitomae techniques increases by 15 meters. When the user achieves 750 TP in the Hitobitomae bloodline, they achieve the “A” rank of the mastery, increasing the base radius of all vibration- and sound-based Hitobitomae techniques by 25 meters. And finally, when the user achieves 1000 TP in the Hitobitomae bloodline, they achieve the “S” Rank of the mastery, increasing the base radius of all vibration- and sound-based Hitobitomae techniques by 35 meters.
Limit: "B" Rank is achieved once the user has 500 TP in the Hitobitomae bloodlimit, "A" Rank when the user achieves 750 TP, and "S" Rank when the user achieves 1000 Tp
Chi-Renzu (Eye of A Thousand Lenses) [Using air pressures]
Rank: "C", "B", "A", "S"
Skill: Ninjutsu, Doujutsu.
Effect: It is said that the common house fly has One Thousand lenses within their eyes. This allows the user to fully utilize their one thousand lenses in their eyes. Allows different sights based on what exactly the user whats to see through as.
Special: ---
Drawback: The user ONLY sees through the specific type of eye sight they choose to have activated. (I.E. Cannot see Infared and Air Density Pressure simultaneously.)
Description: ::Picture:: ::Picture:: Allows the user a range of different types of eye sights, including Infrared, Ultraviolet, Thermal Imaging, Low-Light Amplification, and Air Density Pressure (Movement within the air). The user eyes appear Pitch black in color, so black and shiny like, that light reflects off in a thousand different ways in one's sockets. They have no pupils, they only have lenses and cornea. The users eyes, always look like this, even when the technique is not activated. These eyes still are limited to only be able to see as far as that of a human being, the same dimensions. Depending on the rank of the Technique known, depends on what exactly the users eyes can do. At "C" Rank User has Infared, and Thermal Imaging. At "B" Rank, they obtain Ultraviolet Vision. At "A" Low Light Amplification. "S" Rank they obtain Air Denisty Pressure vision.
Limit: Must be within Hitobitomae.
Hane Waza: Seichuu Hane (Wing Art: Wing Control)
Rank: "C"
Skill: Taijutsu, Supplementary.
Effect: Simple technique that allows the user to fully control their insect like wings.
Special: ---
Drawback: Wings are always present, and can be cut off with enough force, or destroyed, destroying the ability to fly forever, as the wings can only grow back with certain jutsu. Weak against Fire as well, most Katon technique take them right off.
Description: ::Picture:: ::Picture:: The wings of the user are Transparent, however blurry. It as though looking through fogged up glass window. They only have two wings, the only flying insects within the animal kingdom to have less then four wings. Fly's wings differ in what other wings allow other animal's to do. They can move seamlessly Forwards, backwards, and side to side, without rotating their body's. In order to do this however, takes alot of flapping. Watching a fly's wings flap, you would see only a blur, similar to that of watching a cars tires as it drives at 100 MPH. The wings are attached to the user's shoulder blades, as extensions of the arms. Their wings beat up to 200 times per second and they stop immediately when their feet land.
Limit: Must be Hitobitomae.
Koushou Hane Kokoroe: Za Kokuou Soujuu. (Advanced Wing Knowledge: The King’s Control)
Rank: "B"
Skill: Ninjutsu, Supplementary.
Effect: By manipulating the beating of his or her wings, the Hitobitomae can control the range of any Hitobitomae vibration- or sound-based technique, decreasing the range if need be.
Special: Automatically activates when the Hitobitomae uses a sound- or vibration-based Hitobitomae technique.
Drawback: The user may decrease the range of the technique to however he or she sees fit, but may not increase the range past their maximum capability
Description: The Hitobitomae should not only train in increasing his or her repertoire of Hitobitomae techniques, but should always try and hone his control of already known techniques. By manipulating his wings in a certain way, the Hitobitomae may send out a single wave of vibrations, slightly different than all the others, which upon reaching a certain distance, drops down to the ground, and creating a sort of wall that will not allow the other vibrations that it came with to go past it. Basically, it allows the Hitobitomae to lessen the maximum range that a sound- or vibration-based Hitobitomae technique can travel. Upon learning this supplementary technique, the Hitobitomae can control the range that the technique can travel, lessening it to any range he or she sees fit.
Limit: Must be Hitobitomae, Must have the Sound Release. Must have at least 500 TP in the Hitobitomae bloodlimit.
Koushou Hane Kokoroe: Jishin no za Kokuou. (Advanced Wing Knowledge: Mercy of the King)
Rank: "B"
Skill: Ninjutsu, Supplementary.
Effect: By manipulating the beating of his or her wings, the Hitobitomae can control who is and who is not affected by a Hitobitomae technique.
Special: Automatically activates when the Hitobitomae uses a sound- or vibration-based Hitobitomae technique.
Drawback: The user must be able to see or sense the person or place who he or she wishes not to be affected.
Description: Every Hitobitomae Wing Art involves the manipulation of vibrations through their wings. With further practice in utilizing the wings, the Hitobitomae is capable of controlling the vibrations by sending a different pattern of waves at an already moving wave, changing its course so that it may create a "gap" where no one is affected. These gaps may be no larger than a full-grown human, which is why this technique is perfectly suited for choosing a person or persons to not be affected by said Hitobitomae technique. These gaps may move as fast as the Hitobitomae pleases (speed of sound) but may only be placed in areas that the user can see, or around individuals the user can sense or see.
Limit: Must be Hitobitomae, Must have the Sound Release. Must have at least 500 TP in the Hitobitomae bloodlimit.
Koushou Hane Kokoroe : Botsu no Kokuou (Advanced Wing Knowledge: The King’s Rise)
Rank: "C", "B", "A"
Skill: Ninjutsu, Supplementary.
Effect: By increasing the understanding of the vibrations created by the Hitobitomae wings, the user is capable of furthering the range of all Hitobitomae sound- and vibration-based techniques.
Special: Automatically activates when the Hitobitomae uses a sound- or vibration-bases Hitobitomae technique.
Drawback: May only be used for Hitobitomae jutsus that apply.
Description: The wings possessed by the Hitobitomae are their most valuable weapons, allowing for control and manipulation of vibrations and their effects on people. This technique allows for an even powerful control over the vibrations created by the wings, increasing the range of any sound- or vibration-based Hitobitomae technique that may be used. These may be stacked with any other range-increasing ability that the Hitobitomae may possess. "C" Rank increases all Hitobitomae sound- and vibration-based techniques by 5 meters, "B" Rank increases all sound- and vibration-based techniques by 15, and "A" Rank increases all sound- and vibration-based techniques by 25 meters.
Limit: Must be Hitobitomae, Must have the Sound Release. Must have at least 500 TP in the Hitobitomae bloodlimit.
Adopted Soul
Rank: "A"
Skill: Supplementary
Effect: A Soulcaster adopts the characteristics of a Planar Soul.
Special: ---
Drawback: ---
Description: The planar soul gets stronger as the Soulcaster gains Class Level. A good aligned Soulcaster gains the Celestial Creature Defenses as their Class Level dictates (See Below). An evil aligned soulcaster gains the Fiendish Creature Defenses as their Class Level dictates (See Below).
o Celestial Creature Defenses: Celestial Gains Defenses to Resist against Acid, Cold, and Electricity. "C" Class user gains 5 Armour Points against said defenses. "B" Class 10 Armour Points against said Defenses and a natural Damage Reduction 5/Evil. "A" Class 15 Armour Points against said Defenses and a natural Damage Reduction 10/Evil.
o Fiendish Creature Defenses: Fiendish Gains Defenses to Resist against Cold, and Fire. "C" Class user gains 5 Armour Points against said defenses. "B" Class 10 Armour Points against said Defenses and a natural Damage Reduction 5/Good. "A" Class 15 Armour Points against said Defenses and a natural Damage Reduction 10/Good.
User also gains Darkvision 20 meters.
Limit: Automatically gained once the user has knowledge of 500 TP of Soulcaster techniques.
Ruinous Ascension
Rank: "A"
Skill: Supplementary
Effect: A Pulverem gains resistance to Curses and all natural "1" rolls are treated as natural "2".
Special: ---
Drawback: ---
Description: A Pulverem undergoes a perfect apotheosis of misfortune. They are permanently immune to any Jutsu or Seal that is considered a "curse" that allows Resistance. In addition, their Aura of Misfortune is especially oppressive. Any creature within the Aura treats a roll of natural "2" as if it was a natural "1", with regards to both saves and abilities like Strife Surge.
Limit: Must be a Pulverem. Automatically gained once Mastered Pulverem.
Clear Thoughts
Rank: "S"
Skill: NinJutsu
Effect: User gains immunity to Enchantments.
Special: ---
Drawback: ---
Description: Target is Personal. Range is Personal. Duration is 5 hours per Class Level. User's mind is true and rejects the effects of outside influences. User becomes immune to Enchantment, Charm, and Compulsion GenJutsus and Effects. This will end any existing Enchantment effect on the Soulcaster.
Limit: Must be a Soulcaster.
Greater Soul Save
Rank: "S"
Skill: Supplementary
Effect: A Soulcaster's own soul is strong enough to brush off attacks directed at it.
Special: ---
Drawback: ---
Description: The soulcaster is immune to all death jutsus, chakra death effects, energy drain, and any negative energy effects. This Jutsu does not remove Energy Drain that the subject has already gained, nor does it affect Saves necessary 24 hours after gaining an Energy Drain. Greater Soul Save does not protect against other sorts of attacks even if those attacks might be lethal.
Limit: Must be a Soulcaster. Must know Soul Save.
Soulful Body
Rank: "A"
Skill: NinJutsu
Effect: User becomes less corporeal.
Special: ---
Drawback: ---
Description: Target is Personal. Range is Personal. Duration is 5 minutes per Class Level. By taking on some of the features of their soul the user becomes less affected by the world around them. User's body becomes less corporeal. All attacks that required an attack roll, have a 20% miss chance.
Limit: Must be a Soulcaster.
Dread Escalations
Rank: "A"
Skill: Supplementary
Effect: The Pulverem may enhance their Malediction by enabling a Dread Escalation through Strife.
Special: ---
Drawback: ---
Description: The Pulverem gains the ability to enhance the power of their Maledictions by spending Strife at the moment of inaction. These are called Dread Escalations, and are described in greater detail in each individual Malediction Entry.
Limit: Must be a Pulverem. Must know Strife Pool. Must know Malediction.
Strife Pool
Rank: "D"
Skill: NinJutsu
Effect: An Y'la spirit provides the Pulverem with a supply of supernatural chaotic energy called Strife.
Special: ---
Drawback: ---
Description: An Y'la spirit provides the Pulverem with a supply of supernatural chaotic energy called Strife, which the Pulverem can use to twist luck in a variety of ways. The maximum number of points in the Pulverem's Strife pool is equal to 2 per Class Level + the User's Impeccable Will. A Pulverem's supply of Strife is replenished to Maximum every 24 hours, at the same time each day. As long as the Pulverem has at least 1 point of Strife, they are immune to the effects of their own Aura of Misfortune.
Limit: Must be a Pulverem.
Extra Strife
Rank: "C"
Skill: Supplementary
Effect: User gains additional Strife
Special: ---
Drawback: ---
Description: User gains 2 additional points of Strife. User can learn this technique multiple times.
Limit: Must be a Pulverem. Must know Strife Pool.
Cursebound
Rank: "S"
Skill: NinJutsu
Effect: User gains immunity to cursed items and can use them without suffering any ill effects.
Special: ---
Drawback: ---
Description: The Pulverem may choose to become immune to cursed items and can use the items without suffering any ill effects. The Pulverem can use any beneficial properties the item possesses, but is not hindered by the items detrimental properties. Once the item is no longer in the possession of the Pulverem, it reverts back to its normal, cursed state. The Pulverem is never hindered in any way by a cursed item, and can always remove them from their possession if they desire to do so. Example: A Pulverem with Cursebound picks up an object of opposite alignment. It functions as a standard object for the Pulverem, with no hindrance to their alignment. If that item is then given to another person, it takes full effect. Additionally, as long as the Pulverem has at least 1 point of Strife, the user gains bonuses the item applies to them.
Limit: Must be a Pulverem. Must know Strife Pool.
Malediction
Rank: "B"
Skill: Juinjutsu
Effect: By taking their own misfortunes a Pulverem may apply them to others in forms of Curses.
Special: ---
Drawback: ---
Description: A Pulverem's most potent power lies within the ability to place their misfortune upon others. These powers are called Maledictions. When the Y'la perform the Ritual of Maledictions, the user can perform Maledictions. The user may gain "types of Maledictions" by learning the Supplementary Techniques listed in Maledictions. Any Malediction that mimics a Jutsu uses the Pulverem's Class Level as the effective Class Level. Unless otherwise noted, using a Malediction is equal to the Rank of the Jutsu in Handseals. The Save to resist a Malediction is equal to 10 + 2 per Class Level + Impeccable Will. At "D" Class the Maledictions have a range of 6 meters. This range increases to 12 meters at "C" Class and 18 meters at "B" Class. The duration for these abilities is equal to the user's Impeccable Will, unless specified otherwise.
Limit: Must be a Pulverem. Must have performed Ritual of Maledictions.
Focused Malediction (Apt Curse)
Rank: "C" (Always 20 Training Points)
Skill: Supplementary
Effect: Pulverem are particularly talented at affecting foes with a particular curse.
Special: ---
Drawback: ---
Description: Choose 1 malediction; the save to resist increases by +2.
Limit: Must be a Pulverem. Must know Malediction.
Shield of Sand (Shield of Sand)
Rank: "B", "A", "S"
Skill: NinJutsu
Effect: Whenever the user is about to come to harm, a shield of sand will automatically surround and protect him.
Special: ---
Drawback: Depending on the user's rank depends on the strength and speed of the technique.
Description: The shield is capable of withstanding considerably strong attacks and projectiles, and can be hardened to a point where it's stronger than many creations. The shield is so strong that it has earned the name "Absolute Defense" (絶対防御, Zettai Bōgyo). The sand will react regardless of the user's will, even protecting them from self-inflicted injuries. User may also completely surround them in the shield to further increase the defensive capabilities. Strength and Speed of Technique depends on the rank of the Technique.
o "B" Rank - Capable of stopping 8 movements. Capable of stopping "C" Rank techniques.
o "A" Rank - Capable of stopping 10 movements. Capable of stopping "B" Rank techniques.
o "S" Rank - Capable of stopping 12 movements. Capable of stopping "A" Rank techniques.
Each Class the user is higher than "C" the shield's strength increases by 1 Rank giving a full capability of stopping "S"+"C" Rank techniques. The amount of movements is an accumulation over the amount of enemies attacking. This is a mastery and doesn't take up much Chakra when activated. User may activate or deactivate this anytime they wish. Activating takes up 0 movements.
Limit: Must have gained 500 Training Points in Sand for "B" Rank Automatically. Must have gained 1,000 Training Points in Sand for "A" Rank Automatically. Must have gained 1,500 Training Points in Sand for "S" Rank Automatically.
Impeccable Will [x6]
Rank: "C" (Special, See Description)
Skill: Supplementary
Effect: User has gained mastery over their own will power.
Special: ---
Drawback: May Learn at a maximum of 6 times.
Description: Each time learned the user gains 1 extra point to their Will. When the user learns this technique the 1st 2 times they train it as a regular "C" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "C" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "C" Rank Jutsu +20 Training Points. This technique stacks with other Will bonuses.
Limit: Universal GenJutsu Technique.
Indomitable Fortitude [x6]
Rank: "C" (Special, See Description)
Skill: Supplementary
Effect: User has gained mastery over their own fortitude power.
Special: ---
Drawback: May learn at a maximum of 6 times.
Description: Each time learned the user gains 1 extra point to their Fortitude. When the user learns this technique the 1st 2 times they train as a regular "C" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "C" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "C" Rank Jutsu +20 Training Points. This technique stacks with other Fortitude bonuses.
Limit: Universal TaiJutsu Technique.
Free Spirit
Rank: "C"
Skill: Supplementary
Effect: User's strong belief in the value of freedom protects the user from mental and physical shackles.
Special: ---
Drawback: ---
Description: User gains a +2 morale bonus on Saves made against mind-affecting effects and a bonus of -10 on all Escape Artist checks made to escape from bonds.
Limit: Must learn from Universal Miscellaneous. Must be Chaotic Alignment.
Iron Will
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is more resistant to mental effects.
Special: ---
Drawback: ---
Description: User gets a +2 bonus on all Will Saves.
Limit: Must learn from Universal Miscellaneous.
Singleminded
Rank: "C"
Skill: Supplementary
Effect: User does as they please, regardless of what others think.
Special: ---
Drawback: ---
Description: User gains a +2 morale bonus against Intimidation Techniques, and a +1 bonus to Will Saves.
Limit: Must learn from Universal Miscellaneous.
Point Blank Shot
Rank: "D"
Skill: TaiJutsu/Supplementary
Effect: A technique that gives the user greater proficiency within the range of 10 meters.
Special: ---
Drawback: ---
Description: With this technique the user has learned how to combat against opponents within 10 meters without fear or fumbling with their weapon. They gain the courage and ability to perform combat without much effort. This is a prerequisite technique for more popular techniques. What good is a Throwing Specialist if they are not ready to battle while in close range.
Limit: Must be a Throwing Specialist.
Kamihari (Hair Follicles)
Rank: "D", "C", "B", "A", "S"
Skill: Taijutsu
Effect: It is said that Fly's can sense even the most delicate of wind shifts. Any movement that is based throughout the air, the follicles on ones body can sense this, as they are very sensitive. This allows the Fly to both predict and avoid Human swatting. (I.E. Taijutsu, Sound Ninjutsu)
Special: ---
Drawback: Does not work for Genjutsu or anything other then Sound Ninjutsu and Taijutsu.
Description: ::Picture:: Even when the user cannot see their opponent, or a projectile or something coming at them, the user can feel it, literally. Based on the rank of this technique known, depends on what type of Taijutsu or Ninjutsu the user can predict. However, just because one can predict movements, does not mean that they can always dodge them. The rank of this technique known, is the rank at which the user can predict movements that are taijutsu based or wind altering. This technique does not work with any type of Ninjutsu other then Sound, or any Genjutsu at all. These hair follicles are very very tiny, and many as well, and all over the Fly's body. They are alone, hard to see, but in numbers on the Clan members body, they are easily seen. Depending on the rank of the user, depends on how far they may train into this technique. User must be "D" Rank to train the "D" Rank version, "C" Rank to train the "C" Rank and etc. User can user predict the rank of the technique known, no higher. (I.E. User cannot predict "C" rank techniques with the "D" Rank only known.)
Limit: Must be Hitobitomae.
Hane Waza: Muki Kujo. (Wing Art: Direction Destruction)
Rank: "C"
Skill: Ninjutsu
Effect: Causing vibrations within the air all around the user, causing all who are near to feel as if their vibrating. This causes sickness within.
Special: "Handseals", Rabbit - Held.
Drawback: User cannot use this technique while flying, must remain stationary to do this. Does not discriminate between friend and foe. User must remain flapping their wings to do this continuously. Drawback does not apply when using in combination with "Hae Hane Subeta: Wakari (Fly's Wing Sword: Understanding.)"
Description: User focuses chakra to their wings, and flaps them in a certain motion after performing handseals, to do certain things based on the art and motion of the users wings. The vibration is low toned and cannot be heard by normal human ears. This particular type of vibration effects the Ear Drum, rather the the cochlea. This disturbs the signals sent to the opponents brain and makes them move weird and differently. For example, trying to turn to the right, would cause the user to go forward, trying to go backwards, would cause them to go left, etc. The signals, while this technique remains active, are always different to the opponent or those effected, changing every 6 seconds (once a turn). Meaning that it will not always send you forward when you try to turn to the right. A Die roll will be done to show this. When you move you will go 1-25 Forward, 26-50 Backwards, 51-75 Right, 76-100 Left. Effects all of those within 15 meters of the user.
Limit: Must be Hitobitomae, Must have the Sound Release.
Items
Surprisingly, the man made river is still running through the city but it no longer beautiful. The once crystal clear blue water is now tainted in brown coloring and trash that floats. There is a sewer system that runs underground, it could be used to hide or make a hasty retreat, but there is a 20 percent of finding giant vicious rats living there.
Blight is within the city, in a small park filled with sand that is used for the ground. The park, once resplendent in the town's heyday was a scrub of moss and weeds. The down and outs jostled each other for a spot on a rusting metal bench, anything to get off the sodden spring ground. Used needles lay amidst the shabby greenery, invisible and able to pierce the common lightweight shoes the children wear. There is a small pathway to be found to be able to enter safely and walk through the park, a thin cement walk way that adults and children used to play on. It exists all the way until you reach the sandbox area anyway. The park has several slides, and swings for children to play on but soulless outside of the man in black.
He looks up in the sky, with his black sun glasses and sees an endless canvas that colors are tossed upon. Some days a pure, uninterrupted blue stretches seamlessly across my field of vision. When the sun rises, it is a child's painting, bright pinks and oranges piled on top of each other, reflecting off low hanging clouds and filling the world with a haze of wonder. When it storms, the harsh glow of lightning illuminates the gathering piles of dull grey clouds that are angrily pushing against each other. At night, the moon glows, giving the speckle of stars a guide light. The sky is alive, growing at each passing moment, a constant changing canvas for the world to see.
Rules: Post your items and passives in your spoiler. No attacking on entering post, rik. This time there be a penalty if you do haha.
Rituals
Ritual of Malediction
Rank: "B"
Type: Binding
Effect: The Pulverem's misfortune may be applied to Curses and donate them to those of less fortunate.
Special: To perform: ---; Duration: ---
Drawback: ---
Description: A Pulverem's most potent power lies within the ability to place their misfortune on others however this is not achieved by the user, but by the Y'la. The user does not learn this technique. The Y'la does, however the Training Points is applied to the user as if they learned the technique. The Y'la will perform this Ritual in a deep meditation as being part of the User. For these peaceful 2 hours, the Aura of Misfortune will not work with the user. The Y'la uses the user's and its own chakra and other materials when performing this Ritual as the Maledictions are created off of the stored Chakra. Before learning the Y'la will mischievously remove 23,000 Ryo from the user whenever the user has that amount of money as a Market Price. The Y'la will then perform this Ritual on its own as part of the User while 1,000 Ryo will disappear from the user as a weird force of nature or forgetfulness. Every 1,000 Rup the Y'la will always perform this Ritual in order to allow the user access to the power of Maledictions. The user has no say in this. Whenever the user has enough Ryo even if that Ryo is stashed away, the Ryo will disappear. For every 1,000 Ryo disappeared the Y'la is able to perform a Malediction. This means if the Y'la disappears 18,000 Ryo the Y'la may perform 18 Maledictions.
Limit: Must be a Pulverem. Must be a Ritualist for Binding Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 1,000
Famine
Rank: "A"
Type: Augmentation
Effect: User is able to instill an intense feeling of hunger and thirst in nearby beings, causing them to suffer from starvation and dehydration.
Special: To perform: 12 hour; Duration: Permanent
Drawback:
Description: Internal - Takes up 5 Augmentation Points. Everyone in a 10-meter-radius of the user must make a Fortitude save, 10 + 2 per Class Level + Indomitable Fortitude or become fatigued. Once characters are fatigued, they must make an additional Fortitude save each round, or suffer 1 ability point damage to Toughness.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Wormhole Jumper
Rank: "S"
Type: Augmentation
Effect: User has developed the ability to use gravity to warp time and space, creating a portal between their location and another location nearby.
Special: To perform: 12 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Takes up 6 Augmentation Points. Once per day the user may instantly transfer themselves from their current location to any other spot within 150 meters of their current location. The user always arrive at exactly the spot desired—whether by simple visualizing the area or by stating a direction. After using this Augmentation, the user cannot take any other forms of action until their next round. User can bring along objects as long as their weight does not exceed triple the user's weight. User may also bring 2 additional willing or smaller creature per Class Level. A large creature counts as 2 Medium creatures, a Huge creature counts as 2 large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with the user. If the user arrives in a place that is already occupied by a solid body, the user and each creature traveling will take Minor damage and is shunted to a random open space on a suitable surface within 30 meters of the intended location.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Psionic Shield
Rank: "S"
Type: Augmentation
Effect: User's mind evolves to reject intrusion, giving a distinct advantage over mind-affecting abilities.
Special: To perform: 12 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Takes up 6 Augmentation Points. User gains a +4 Ritual bonus to all saves made resist any mind-affecting Jutsus. Furthermore, the user can extend their Psionic Shield to all characters or creatures immediately adjacent to the user by spending a full round of concentration on maintaining the Psionic Shield. If in any round the user does not take the full round to maintain the shield, the bonus applies only to the user and not to thee adjacent allies.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Sonic Blasters
Rank: "A"
Type: Augmentation
Effect: A ritual that employs special tubes into the user's body and arms allowing them to shoot sonic blasts from the palm of their hands.
Special: To perform: 12 hour; Duration: Permanent
Drawback: If the air tubes are clogged, it will result in a terrible backfire bursting out of the side of the arms.
Description: Picture Picture Internal - Takes up 4 Augmentation Points. User is fitted with hollow air tubes that extended through their arms and opened through their hands allowing the user to propel a combination of air pressure and sound in various ratios, controlled by the user. User can control the ratio of air pressure and sound via Augmentation Ritual. By propelling this combination, user can release Sonic blasts of air. These blasts are powerful enough to destroy stone, and can be used to soften the ground. By increasing air pressure to 100% and reducing sound waves to 0%, the blasts can be used to deflect thrown kunai. Performing the technique and altering pressure takes "C" rank of handseals of time while the range is 7 meters plus 6 meters per Class Level coned. This technique may do 60 Armour Points worth of Sonic Damage. User may also create a massive gust of cutting wind with 80 Armour Points of Sonic Damage capable of leveling the surrounding area. This takes up "B" Rank worth of handseals of time. The range of this technique is 7 meters plus 6 meters per Class Level radius in a half circle. User may use 1 of these abilities once per round.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Dual Brains
Rank: "A"
Type: Augmentation
Effect: User has 2 brains.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 5 Augmentation Points. User has 2 brains, 1 in their head and 1 located in another location. Whenever the user makes a Will Save, the user rolls twice and takes the higher roll.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Material Allergy x3 (give back 15) (sheep) (rabbit) (Strider)
Rank: "C"
Type: Augmentation
Effect: An allergy that affects the user by negating Damage Reduction and reducing the target's movement by 1.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 5 Augmentation Points. The user suffers a reaction to an ordinary substance, such as a material. So long as they are in contact with the substance (breathing, touching, eating, etc.) they will suffer adverse effects. If a successful attack is made against the user with the allergy they will lose a Movement for the round. The user also loses any Damage Reduction that would normally shield against an attack. Before picking grabbing the Allergy Augmentation the user may choose from the list: Clay, Plastic, Iron, Specific Plant, Silver or Gold, Leather, Specific Material, Specific Animal, Bone and Ivory, and Specific Drug. May be chosen once. User may grab more Allergies for Roleplay purposes however it does not give any extra benefits.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Hidden Soul (with gem +20,000) [gem at mo lab]
Rank: "S"
Type: Restoration Ritual
Effect: The user places a piece of their soul into a small gemstone, which creates a shelter for the soul to hide in, should the body be destroyed.
Special: To perform: 8 hours; Duration: Special
Drawback: ---
Description: The user removes a fragment of a willing or helpless target's soul with this ritual, allowing the target to avoid many of the Raise Dead ritual's limitations. This ritual places a shard of the target's soul in a specially prepared gemstone worth at least 20,000 Ryo (Not included with Performance Price). The loss of the soul shard forces the target to lose a piece of their soul that cannot be regained until the soul shard is returned to the target. The gem containing the soul shard may be used as if it were a body part for the Raise Dead Ritual and ignores the 30 day limit normally associated with Raise Dead. If the gem is put in contact with the corpse of the target, it will restore the target to life as per the Raise Dead Ritual, though no component cost is paid. Either method of using the gem to return the target to life restores the soul shard to the target and shatters the gem. The target of this ritual cannot pass onto any sort of afterlife as long as the gem containing its soul survives, even if it dies of old age or by other means Raise Dead cannot remedy. If the gem is destroyed, the soul shard returns to the target immediately without harm to the target.
Limit: Must be a Ritualist for Restoration Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Deep Pockets x16 [Tactical vest]
Rank: "C"
Type: Creation Ritual
Effect: The user causes the slots of a garment to hold far more than they normally can.
Special: To perform: 10 minutes; Duration: Permanent
Drawback: ---
Description: When the ritual is performed, user chooses 1 pocket (apparel slot holder) can hold up 1.5 cubic feet in Volume (50 Slots). Items in the affected pockets do not change the form nor weight of the pocket (apparel slot holder). The garment's wearer can draw an item from an affected pocket as a Movement.
Limit: Must be a Ritualist for Creation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Traits
Aura of Misfortune
Rank: "C"
Skill: Supplementary
Effect: The user gives an uncontrolled aura that weakens anyone around them including the user.
Special: ---
Drawback: ---
Description: All creatures (including the user) within 3 meters of the user are subject to a -2 profane penalty to their Saves. This penalty increases to -3 at "C" Class, and increases by an additional -1 every Class Level thereafter (Maximum -5). This Ability functions only while the user is conscious, not if they are unconscious or dead.
Limit: Must start with Character; replaces 1 Freebies.
Savage
Rank: "C"
Skill: Social Trait
Effect: User was born and raised in untamed lands far from civilization.
Special: ---
Drawback: ---
Description: User learned to survive in the elements among brutal humanoids and beasts. User gains a +5 trait bonus on Botany checks, Lore, Animal and Lore, Monster checks. The user gains a +1 to each of their die rolls each time they learn these skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Commoner
Rank: "C"
Skill: Heritage Trait
Effect: User was a farmer, artisan, or laborer.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Craft, Animal Training, Artisan and Performing Arts, Musical Instrument, and Ride Skills. 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 gains +10 to any 1 of their Heritage Skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
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.
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.
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.
Skeptic
Rank: "C"
Skill: Chakra Trait
Effect: Growing up, the user was always around chakra effects to the extent that they realized much of it was mere smoke and mirrors.
Special: ---
Drawback: ---
Description: The user gains a +2 trait bonus on all Will Saves. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Rank: "C"
Skill: Supplementary
Effect: The user gives an uncontrolled aura that weakens anyone around them including the user.
Special: ---
Drawback: ---
Description: All creatures (including the user) within 3 meters of the user are subject to a -2 profane penalty to their Saves. This penalty increases to -3 at "C" Class, and increases by an additional -1 every Class Level thereafter (Maximum -5). This Ability functions only while the user is conscious, not if they are unconscious or dead.
Limit: Must start with Character; replaces 1 Freebies.
Savage
Rank: "C"
Skill: Social Trait
Effect: User was born and raised in untamed lands far from civilization.
Special: ---
Drawback: ---
Description: User learned to survive in the elements among brutal humanoids and beasts. User gains a +5 trait bonus on Botany checks, Lore, Animal and Lore, Monster checks. The user gains a +1 to each of their die rolls each time they learn these skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Commoner
Rank: "C"
Skill: Heritage Trait
Effect: User was a farmer, artisan, or laborer.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Craft, Animal Training, Artisan and Performing Arts, Musical Instrument, and Ride Skills. 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 gains +10 to any 1 of their Heritage Skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
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.
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.
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.
Skeptic
Rank: "C"
Skill: Chakra Trait
Effect: Growing up, the user was always around chakra effects to the extent that they realized much of it was mere smoke and mirrors.
Special: ---
Drawback: ---
Description: The user gains a +2 trait bonus on all Will Saves. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Passives
Hane Jukutatsu: Hae Kokuou Seiryoku (Wing Mastery: The Fly King's Might)
Rank: "B", "A", "S"
Skill: Ninjutsu
Effect: After having nearly perfected the clan techniques, the Hitobitomae gains knowledge of how to further increase the intensity of their sound- and vibration-based techniques to an extent where the radius of these techniques increases.
Special: Automatically activates when the Hitobitomae uses a sound- or vibration-bases Hitobitomae technique.
Drawback: May only be used for Hitobitomae jutsus that apply.
Description: After hours upon days of training in the arts of the Hitobitomae, mastering the Doujutsu, learning each and every single Wing Art, and taking the time to understand the knowledge of the Hitobitomae, the bloodline member learns how to intensify the range of their vibration- and sound-based techniques, increasing their radius by 15, 25, and 35 meters, based on their knowledge of the Hitobitomae bloodline. Once the user has 500 TP in the Hitobitomae bloodline, the “B“ rank of the mastery is achieved, and the radius of all vibration- and sound-based Hitobitomae techniques increases by 15 meters. When the user achieves 750 TP in the Hitobitomae bloodline, they achieve the “A” rank of the mastery, increasing the base radius of all vibration- and sound-based Hitobitomae techniques by 25 meters. And finally, when the user achieves 1000 TP in the Hitobitomae bloodline, they achieve the “S” Rank of the mastery, increasing the base radius of all vibration- and sound-based Hitobitomae techniques by 35 meters.
Limit: "B" Rank is achieved once the user has 500 TP in the Hitobitomae bloodlimit, "A" Rank when the user achieves 750 TP, and "S" Rank when the user achieves 1000 Tp
Chi-Renzu (Eye of A Thousand Lenses) [Using air pressures]
Rank: "C", "B", "A", "S"
Skill: Ninjutsu, Doujutsu.
Effect: It is said that the common house fly has One Thousand lenses within their eyes. This allows the user to fully utilize their one thousand lenses in their eyes. Allows different sights based on what exactly the user whats to see through as.
Special: ---
Drawback: The user ONLY sees through the specific type of eye sight they choose to have activated. (I.E. Cannot see Infared and Air Density Pressure simultaneously.)
Description: ::Picture:: ::Picture:: Allows the user a range of different types of eye sights, including Infrared, Ultraviolet, Thermal Imaging, Low-Light Amplification, and Air Density Pressure (Movement within the air). The user eyes appear Pitch black in color, so black and shiny like, that light reflects off in a thousand different ways in one's sockets. They have no pupils, they only have lenses and cornea. The users eyes, always look like this, even when the technique is not activated. These eyes still are limited to only be able to see as far as that of a human being, the same dimensions. Depending on the rank of the Technique known, depends on what exactly the users eyes can do. At "C" Rank User has Infared, and Thermal Imaging. At "B" Rank, they obtain Ultraviolet Vision. At "A" Low Light Amplification. "S" Rank they obtain Air Denisty Pressure vision.
Limit: Must be within Hitobitomae.
Hane Waza: Seichuu Hane (Wing Art: Wing Control)
Rank: "C"
Skill: Taijutsu, Supplementary.
Effect: Simple technique that allows the user to fully control their insect like wings.
Special: ---
Drawback: Wings are always present, and can be cut off with enough force, or destroyed, destroying the ability to fly forever, as the wings can only grow back with certain jutsu. Weak against Fire as well, most Katon technique take them right off.
Description: ::Picture:: ::Picture:: The wings of the user are Transparent, however blurry. It as though looking through fogged up glass window. They only have two wings, the only flying insects within the animal kingdom to have less then four wings. Fly's wings differ in what other wings allow other animal's to do. They can move seamlessly Forwards, backwards, and side to side, without rotating their body's. In order to do this however, takes alot of flapping. Watching a fly's wings flap, you would see only a blur, similar to that of watching a cars tires as it drives at 100 MPH. The wings are attached to the user's shoulder blades, as extensions of the arms. Their wings beat up to 200 times per second and they stop immediately when their feet land.
Limit: Must be Hitobitomae.
Koushou Hane Kokoroe: Za Kokuou Soujuu. (Advanced Wing Knowledge: The King’s Control)
Rank: "B"
Skill: Ninjutsu, Supplementary.
Effect: By manipulating the beating of his or her wings, the Hitobitomae can control the range of any Hitobitomae vibration- or sound-based technique, decreasing the range if need be.
Special: Automatically activates when the Hitobitomae uses a sound- or vibration-based Hitobitomae technique.
Drawback: The user may decrease the range of the technique to however he or she sees fit, but may not increase the range past their maximum capability
Description: The Hitobitomae should not only train in increasing his or her repertoire of Hitobitomae techniques, but should always try and hone his control of already known techniques. By manipulating his wings in a certain way, the Hitobitomae may send out a single wave of vibrations, slightly different than all the others, which upon reaching a certain distance, drops down to the ground, and creating a sort of wall that will not allow the other vibrations that it came with to go past it. Basically, it allows the Hitobitomae to lessen the maximum range that a sound- or vibration-based Hitobitomae technique can travel. Upon learning this supplementary technique, the Hitobitomae can control the range that the technique can travel, lessening it to any range he or she sees fit.
Limit: Must be Hitobitomae, Must have the Sound Release. Must have at least 500 TP in the Hitobitomae bloodlimit.
Koushou Hane Kokoroe: Jishin no za Kokuou. (Advanced Wing Knowledge: Mercy of the King)
Rank: "B"
Skill: Ninjutsu, Supplementary.
Effect: By manipulating the beating of his or her wings, the Hitobitomae can control who is and who is not affected by a Hitobitomae technique.
Special: Automatically activates when the Hitobitomae uses a sound- or vibration-based Hitobitomae technique.
Drawback: The user must be able to see or sense the person or place who he or she wishes not to be affected.
Description: Every Hitobitomae Wing Art involves the manipulation of vibrations through their wings. With further practice in utilizing the wings, the Hitobitomae is capable of controlling the vibrations by sending a different pattern of waves at an already moving wave, changing its course so that it may create a "gap" where no one is affected. These gaps may be no larger than a full-grown human, which is why this technique is perfectly suited for choosing a person or persons to not be affected by said Hitobitomae technique. These gaps may move as fast as the Hitobitomae pleases (speed of sound) but may only be placed in areas that the user can see, or around individuals the user can sense or see.
Limit: Must be Hitobitomae, Must have the Sound Release. Must have at least 500 TP in the Hitobitomae bloodlimit.
Koushou Hane Kokoroe : Botsu no Kokuou (Advanced Wing Knowledge: The King’s Rise)
Rank: "C", "B", "A"
Skill: Ninjutsu, Supplementary.
Effect: By increasing the understanding of the vibrations created by the Hitobitomae wings, the user is capable of furthering the range of all Hitobitomae sound- and vibration-based techniques.
Special: Automatically activates when the Hitobitomae uses a sound- or vibration-bases Hitobitomae technique.
Drawback: May only be used for Hitobitomae jutsus that apply.
Description: The wings possessed by the Hitobitomae are their most valuable weapons, allowing for control and manipulation of vibrations and their effects on people. This technique allows for an even powerful control over the vibrations created by the wings, increasing the range of any sound- or vibration-based Hitobitomae technique that may be used. These may be stacked with any other range-increasing ability that the Hitobitomae may possess. "C" Rank increases all Hitobitomae sound- and vibration-based techniques by 5 meters, "B" Rank increases all sound- and vibration-based techniques by 15, and "A" Rank increases all sound- and vibration-based techniques by 25 meters.
Limit: Must be Hitobitomae, Must have the Sound Release. Must have at least 500 TP in the Hitobitomae bloodlimit.
Adopted Soul
Rank: "A"
Skill: Supplementary
Effect: A Soulcaster adopts the characteristics of a Planar Soul.
Special: ---
Drawback: ---
Description: The planar soul gets stronger as the Soulcaster gains Class Level. A good aligned Soulcaster gains the Celestial Creature Defenses as their Class Level dictates (See Below). An evil aligned soulcaster gains the Fiendish Creature Defenses as their Class Level dictates (See Below).
o Celestial Creature Defenses: Celestial Gains Defenses to Resist against Acid, Cold, and Electricity. "C" Class user gains 5 Armour Points against said defenses. "B" Class 10 Armour Points against said Defenses and a natural Damage Reduction 5/Evil. "A" Class 15 Armour Points against said Defenses and a natural Damage Reduction 10/Evil.
o Fiendish Creature Defenses: Fiendish Gains Defenses to Resist against Cold, and Fire. "C" Class user gains 5 Armour Points against said defenses. "B" Class 10 Armour Points against said Defenses and a natural Damage Reduction 5/Good. "A" Class 15 Armour Points against said Defenses and a natural Damage Reduction 10/Good.
User also gains Darkvision 20 meters.
Limit: Automatically gained once the user has knowledge of 500 TP of Soulcaster techniques.
Ruinous Ascension
Rank: "A"
Skill: Supplementary
Effect: A Pulverem gains resistance to Curses and all natural "1" rolls are treated as natural "2".
Special: ---
Drawback: ---
Description: A Pulverem undergoes a perfect apotheosis of misfortune. They are permanently immune to any Jutsu or Seal that is considered a "curse" that allows Resistance. In addition, their Aura of Misfortune is especially oppressive. Any creature within the Aura treats a roll of natural "2" as if it was a natural "1", with regards to both saves and abilities like Strife Surge.
Limit: Must be a Pulverem. Automatically gained once Mastered Pulverem.
Clear Thoughts
Rank: "S"
Skill: NinJutsu
Effect: User gains immunity to Enchantments.
Special: ---
Drawback: ---
Description: Target is Personal. Range is Personal. Duration is 5 hours per Class Level. User's mind is true and rejects the effects of outside influences. User becomes immune to Enchantment, Charm, and Compulsion GenJutsus and Effects. This will end any existing Enchantment effect on the Soulcaster.
Limit: Must be a Soulcaster.
Greater Soul Save
Rank: "S"
Skill: Supplementary
Effect: A Soulcaster's own soul is strong enough to brush off attacks directed at it.
Special: ---
Drawback: ---
Description: The soulcaster is immune to all death jutsus, chakra death effects, energy drain, and any negative energy effects. This Jutsu does not remove Energy Drain that the subject has already gained, nor does it affect Saves necessary 24 hours after gaining an Energy Drain. Greater Soul Save does not protect against other sorts of attacks even if those attacks might be lethal.
Limit: Must be a Soulcaster. Must know Soul Save.
Soulful Body
Rank: "A"
Skill: NinJutsu
Effect: User becomes less corporeal.
Special: ---
Drawback: ---
Description: Target is Personal. Range is Personal. Duration is 5 minutes per Class Level. By taking on some of the features of their soul the user becomes less affected by the world around them. User's body becomes less corporeal. All attacks that required an attack roll, have a 20% miss chance.
Limit: Must be a Soulcaster.
Dread Escalations
Rank: "A"
Skill: Supplementary
Effect: The Pulverem may enhance their Malediction by enabling a Dread Escalation through Strife.
Special: ---
Drawback: ---
Description: The Pulverem gains the ability to enhance the power of their Maledictions by spending Strife at the moment of inaction. These are called Dread Escalations, and are described in greater detail in each individual Malediction Entry.
Limit: Must be a Pulverem. Must know Strife Pool. Must know Malediction.
Strife Pool
Rank: "D"
Skill: NinJutsu
Effect: An Y'la spirit provides the Pulverem with a supply of supernatural chaotic energy called Strife.
Special: ---
Drawback: ---
Description: An Y'la spirit provides the Pulverem with a supply of supernatural chaotic energy called Strife, which the Pulverem can use to twist luck in a variety of ways. The maximum number of points in the Pulverem's Strife pool is equal to 2 per Class Level + the User's Impeccable Will. A Pulverem's supply of Strife is replenished to Maximum every 24 hours, at the same time each day. As long as the Pulverem has at least 1 point of Strife, they are immune to the effects of their own Aura of Misfortune.
Limit: Must be a Pulverem.
Extra Strife
Rank: "C"
Skill: Supplementary
Effect: User gains additional Strife
Special: ---
Drawback: ---
Description: User gains 2 additional points of Strife. User can learn this technique multiple times.
Limit: Must be a Pulverem. Must know Strife Pool.
Cursebound
Rank: "S"
Skill: NinJutsu
Effect: User gains immunity to cursed items and can use them without suffering any ill effects.
Special: ---
Drawback: ---
Description: The Pulverem may choose to become immune to cursed items and can use the items without suffering any ill effects. The Pulverem can use any beneficial properties the item possesses, but is not hindered by the items detrimental properties. Once the item is no longer in the possession of the Pulverem, it reverts back to its normal, cursed state. The Pulverem is never hindered in any way by a cursed item, and can always remove them from their possession if they desire to do so. Example: A Pulverem with Cursebound picks up an object of opposite alignment. It functions as a standard object for the Pulverem, with no hindrance to their alignment. If that item is then given to another person, it takes full effect. Additionally, as long as the Pulverem has at least 1 point of Strife, the user gains bonuses the item applies to them.
Limit: Must be a Pulverem. Must know Strife Pool.
Malediction
Rank: "B"
Skill: Juinjutsu
Effect: By taking their own misfortunes a Pulverem may apply them to others in forms of Curses.
Special: ---
Drawback: ---
Description: A Pulverem's most potent power lies within the ability to place their misfortune upon others. These powers are called Maledictions. When the Y'la perform the Ritual of Maledictions, the user can perform Maledictions. The user may gain "types of Maledictions" by learning the Supplementary Techniques listed in Maledictions. Any Malediction that mimics a Jutsu uses the Pulverem's Class Level as the effective Class Level. Unless otherwise noted, using a Malediction is equal to the Rank of the Jutsu in Handseals. The Save to resist a Malediction is equal to 10 + 2 per Class Level + Impeccable Will. At "D" Class the Maledictions have a range of 6 meters. This range increases to 12 meters at "C" Class and 18 meters at "B" Class. The duration for these abilities is equal to the user's Impeccable Will, unless specified otherwise.
Limit: Must be a Pulverem. Must have performed Ritual of Maledictions.
Focused Malediction (Apt Curse)
Rank: "C" (Always 20 Training Points)
Skill: Supplementary
Effect: Pulverem are particularly talented at affecting foes with a particular curse.
Special: ---
Drawback: ---
Description: Choose 1 malediction; the save to resist increases by +2.
Limit: Must be a Pulverem. Must know Malediction.
Shield of Sand (Shield of Sand)
Rank: "B", "A", "S"
Skill: NinJutsu
Effect: Whenever the user is about to come to harm, a shield of sand will automatically surround and protect him.
Special: ---
Drawback: Depending on the user's rank depends on the strength and speed of the technique.
Description: The shield is capable of withstanding considerably strong attacks and projectiles, and can be hardened to a point where it's stronger than many creations. The shield is so strong that it has earned the name "Absolute Defense" (絶対防御, Zettai Bōgyo). The sand will react regardless of the user's will, even protecting them from self-inflicted injuries. User may also completely surround them in the shield to further increase the defensive capabilities. Strength and Speed of Technique depends on the rank of the Technique.
o "B" Rank - Capable of stopping 8 movements. Capable of stopping "C" Rank techniques.
o "A" Rank - Capable of stopping 10 movements. Capable of stopping "B" Rank techniques.
o "S" Rank - Capable of stopping 12 movements. Capable of stopping "A" Rank techniques.
Each Class the user is higher than "C" the shield's strength increases by 1 Rank giving a full capability of stopping "S"+"C" Rank techniques. The amount of movements is an accumulation over the amount of enemies attacking. This is a mastery and doesn't take up much Chakra when activated. User may activate or deactivate this anytime they wish. Activating takes up 0 movements.
Limit: Must have gained 500 Training Points in Sand for "B" Rank Automatically. Must have gained 1,000 Training Points in Sand for "A" Rank Automatically. Must have gained 1,500 Training Points in Sand for "S" Rank Automatically.
Impeccable Will [x6]
Rank: "C" (Special, See Description)
Skill: Supplementary
Effect: User has gained mastery over their own will power.
Special: ---
Drawback: May Learn at a maximum of 6 times.
Description: Each time learned the user gains 1 extra point to their Will. When the user learns this technique the 1st 2 times they train it as a regular "C" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "C" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "C" Rank Jutsu +20 Training Points. This technique stacks with other Will bonuses.
Limit: Universal GenJutsu Technique.
Indomitable Fortitude [x6]
Rank: "C" (Special, See Description)
Skill: Supplementary
Effect: User has gained mastery over their own fortitude power.
Special: ---
Drawback: May learn at a maximum of 6 times.
Description: Each time learned the user gains 1 extra point to their Fortitude. When the user learns this technique the 1st 2 times they train as a regular "C" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "C" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "C" Rank Jutsu +20 Training Points. This technique stacks with other Fortitude bonuses.
Limit: Universal TaiJutsu Technique.
Free Spirit
Rank: "C"
Skill: Supplementary
Effect: User's strong belief in the value of freedom protects the user from mental and physical shackles.
Special: ---
Drawback: ---
Description: User gains a +2 morale bonus on Saves made against mind-affecting effects and a bonus of -10 on all Escape Artist checks made to escape from bonds.
Limit: Must learn from Universal Miscellaneous. Must be Chaotic Alignment.
Iron Will
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is more resistant to mental effects.
Special: ---
Drawback: ---
Description: User gets a +2 bonus on all Will Saves.
Limit: Must learn from Universal Miscellaneous.
Singleminded
Rank: "C"
Skill: Supplementary
Effect: User does as they please, regardless of what others think.
Special: ---
Drawback: ---
Description: User gains a +2 morale bonus against Intimidation Techniques, and a +1 bonus to Will Saves.
Limit: Must learn from Universal Miscellaneous.
Point Blank Shot
Rank: "D"
Skill: TaiJutsu/Supplementary
Effect: A technique that gives the user greater proficiency within the range of 10 meters.
Special: ---
Drawback: ---
Description: With this technique the user has learned how to combat against opponents within 10 meters without fear or fumbling with their weapon. They gain the courage and ability to perform combat without much effort. This is a prerequisite technique for more popular techniques. What good is a Throwing Specialist if they are not ready to battle while in close range.
Limit: Must be a Throwing Specialist.
Kamihari (Hair Follicles)
Rank: "D", "C", "B", "A", "S"
Skill: Taijutsu
Effect: It is said that Fly's can sense even the most delicate of wind shifts. Any movement that is based throughout the air, the follicles on ones body can sense this, as they are very sensitive. This allows the Fly to both predict and avoid Human swatting. (I.E. Taijutsu, Sound Ninjutsu)
Special: ---
Drawback: Does not work for Genjutsu or anything other then Sound Ninjutsu and Taijutsu.
Description: ::Picture:: Even when the user cannot see their opponent, or a projectile or something coming at them, the user can feel it, literally. Based on the rank of this technique known, depends on what type of Taijutsu or Ninjutsu the user can predict. However, just because one can predict movements, does not mean that they can always dodge them. The rank of this technique known, is the rank at which the user can predict movements that are taijutsu based or wind altering. This technique does not work with any type of Ninjutsu other then Sound, or any Genjutsu at all. These hair follicles are very very tiny, and many as well, and all over the Fly's body. They are alone, hard to see, but in numbers on the Clan members body, they are easily seen. Depending on the rank of the user, depends on how far they may train into this technique. User must be "D" Rank to train the "D" Rank version, "C" Rank to train the "C" Rank and etc. User can user predict the rank of the technique known, no higher. (I.E. User cannot predict "C" rank techniques with the "D" Rank only known.)
Limit: Must be Hitobitomae.
Hane Waza: Muki Kujo. (Wing Art: Direction Destruction)
Rank: "C"
Skill: Ninjutsu
Effect: Causing vibrations within the air all around the user, causing all who are near to feel as if their vibrating. This causes sickness within.
Special: "Handseals", Rabbit - Held.
Drawback: User cannot use this technique while flying, must remain stationary to do this. Does not discriminate between friend and foe. User must remain flapping their wings to do this continuously. Drawback does not apply when using in combination with "Hae Hane Subeta: Wakari (Fly's Wing Sword: Understanding.)"
Description: User focuses chakra to their wings, and flaps them in a certain motion after performing handseals, to do certain things based on the art and motion of the users wings. The vibration is low toned and cannot be heard by normal human ears. This particular type of vibration effects the Ear Drum, rather the the cochlea. This disturbs the signals sent to the opponents brain and makes them move weird and differently. For example, trying to turn to the right, would cause the user to go forward, trying to go backwards, would cause them to go left, etc. The signals, while this technique remains active, are always different to the opponent or those effected, changing every 6 seconds (once a turn). Meaning that it will not always send you forward when you try to turn to the right. A Die roll will be done to show this. When you move you will go 1-25 Forward, 26-50 Backwards, 51-75 Right, 76-100 Left. Effects all of those within 15 meters of the user.
Limit: Must be Hitobitomae, Must have the Sound Release.
Items
Hae Hane Subeta (The Fly's Wing Sword)
Rank: "B"
Type: Main Weapon; Swallow
Effect: A double sided sword known as a "Swallow". This specific sword is used only within the Hitobitomae Clan, as it has a Sound Amplifier Within it for certain techniques. Any techniques that require a Sound Amplifier can be used with this Weapon.
Special: ---
Drawback: If the limits are not met, this is a simple weapon. If a person is too small, the weapon may be too tall to be properly used.
Description: ::Similar Picture::The Swallow is 6 foot in length. There is a hilt in the middle of the two blades. The Two blades, resemble Fly Wings. They are pure chrome in Color, and are literally covered with small little holes. These holes, have another purpose, they double as a Sound Amplifier. This allows them to use this with their Clan jutsu, as well as a fierce weapon in combat. The materials used to make this weapon are a strange array of both metals and alloys and a special ingredient of Fly Wings. This doesn't give it the Fly Wing shape, as that is molded that way, but is does strengthen the blade somehow. Both Fly Wing blades weigh the exact same, and are exactly identical to each other. The Hilt, resides in the center of the two blades so that the user may twirl the blade. Also, within the middle hilt of the blade, is a disconnecting piece. This, allows the user, to momentarily pull the weapon apart so that it may become two one handed swords, each with a Sound Amplifier within. Additionally, the Hilt is wrapped (outside of the very middle part where the weapon can split in two) in leather hand wrap, to protect chaffing on the wielders skin.
Limit: Must be part of the Hitobitomae Bloodlimit, can be bought in any Hidden Village
Cost: 8,000 Ryo.
Flute, Side-Blown, Small (Overview)
Rank: "C"
Type: Main, Instrument, Wind Instrument
Effect: Side-blown flute uses a hole on the side of the tube to produce a tone.
Special: ---
Drawback: ---
Description: Some of these types are Bansuri, Dizi, Irish Flute, Koudi, Nohkan, Ryuteki, Shinobue, and Venu. These Instruments range up to 2 feet in size.
Limit: These types of items may be capable of being bought inside any Musical Shop.
Cost: 2,500 Ryo
Belt, Individual Equipment
Rank: "C"
Type: Main, Slot Holder, 11 Pouches, Belt
Effect: The belt is designed for carrying various items of individual equipment.
Special: ---
Drawback: ---
Description: Picture A belt that can hold up to 11 individual Pouches. The belt is designed for carrying various items of individual equipment, such as the water canteen cover and ammunition case. The individual equipment belt meant for holding a plethora of pouches. It is normally secured by means of a brass hook and loop buckle and has 2 rows of eyelets along the top and bottom for attaching individual equipment utilizing a wire hanger. The belts are adjusted from each end by means of clamp-type buckles which slide on the belt when open. Essentially this is what is called a Utility Belt.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000
Ryo Each. Vest, Tactical[deep pocket ritual at 16 pouches][8 pockets filled with sand]
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.
Secondary
Knife (Overview) 20x ($20,000)
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.
Caltrops (Overview)3x ($4,800)
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
[x5] Grenade: Slime
Rank: "S"
Type: Secondary, 3 per Slot, Explosive
Effect: A template item that combines 3 pouches to create a larger and more deadlier effect.
Special: ---
Drawback: ---
Description: A grenade is a unique alchemical weapon that combines multiple splash weapons/explosives to increase its damage slightly while increasing its range significantly. Every grenade has a range of 15-meters-radius burst no matter the splash weapon/explosive combination. A grenade takes up 3 splash weapon/explosive to create. This can be used in any kind of combination of 3. For example, a user may combine 3 Explosion (Fire) to create an Explosion (Fire) Grenade, or an 1 Shriek Bomb and 2 Stormstone to create a Shriek Stormstone Grenade. Each splash weapon/explosive does 3/4 Damage of the total. Damage is sacrificed due to the combination of splash weapon/explosives while distance is significantly increased. Any splash weapon/explosive that does status damage (blindness, deafness, etc) does not increase, however the Save is increased by 1 per splash weapon/explosive used. For example: 1 Stormstone has an 18 Fortitude. If 3 are used to create a Grenade it will have a 21 Fortitude.
Limit: These items may be bought inside any Weapon Shop.
Cost: Price of each individual Splash Weapon/Explosive.
o
[x3] Slime Bomb
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Splash Weapon
Effect: A splash weapon made from Ooze and other alchemical mixtures to create a powerful acid bomb.
Special: ---
Drawback: ---
Description: Mix the phosphorous, quicksilver, urea, and the crystal ooze acid using a congelation method. this takes 10 minutes to create. This will make 1 standard-shot of "Slime Bomb". Make sure not to boil the two. Place the mixture into another container and allow it to cool until it solidifies. This will make 1 standard-shot of "Smoke Pellet". The Country of Wind have fond several uses for the toxic residue left over from their massive ooze cultivating experiments, including a variety of items known collectively as slime bombs. These ceramic ovoids are filled with caustic sludge and capped with a stone plug. A successful direct hit covers the target with green slime within dealing 34 Armour Points of Acid damage to the creature for 1d5 rounds. If the target is wearing wooden or metal armour or wielding a wooden or metal shield, a slime bomb eats through the material on a hit, dealing 40 Armour Points of Acid Damage to the equipment and ignoring the items' Hardness for 1d5 rounds. Creatures in an 8-meter-radius distance of a Slime Pouch take no damage, but any wooden or metal armour or shields they are wearing take 12 Armour Points of Acid damage (ignoring hardness) for 1d5 rounds.
Ingredients 1/2 coin-canister of phosphorous. 1/2 thumb-vial of quicksilver. 1/2 thumb-vial of urea. 1 thumb-vial of crystal ooze acid.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 2,895 Ryo Each.
[x10] Grenade: Dancing Star
Rank: "S"
Type: Secondary, 3 per Slot, Explosive
Effect: A template item that combines 3 pouches to create a larger and more deadlier effect.
Special: ---
Drawback: ---
Description: A grenade is a unique alchemical weapon that combines multiple splash weapons/explosives to increase its damage slightly while increasing its range significantly. Every grenade has a range of 15-meters-radius burst no matter the splash weapon/explosive combination. A grenade takes up 3 splash weapon/explosive to create. This can be used in any kind of combination of 3. For example, a user may combine 3 Explosion (Fire) to create an Explosion (Fire) Grenade, or an 1 Shriek Bomb and 2 Stormstone to create a Shriek Stormstone Grenade. Each splash weapon/explosive does 3/4 Damage of the total. Damage is sacrificed due to the combination of splash weapon/explosives while distance is significantly increased. Any splash weapon/explosive that does status damage (blindness, deafness, etc) does not increase, however the Save is increased by 1 per splash weapon/explosive used. For example: 1 Stormstone has an 18 Fortitude. If 3 are used to create a Grenade it will have a 21 Fortitude.
Limit: These items may be bought inside any Weapon Shop.
Cost: Price of each individual Splash Weapon/Explosive.
o
[x3] Dancing Star
Rank: "A"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: Produces a fiery explosion that can cause nearby opponents to start burning.
Special: ---
Drawback: ---
Description: Mix the saltpeter and the sulfur in a congelation method. This will take 1 hour to create. This will make 1 standard-shot of "Dancing Star". The explosive may be programmed with a timer to explode up to 6 seconds. This explosive is especially effective against creatures that attack in swarms and are vulnerable to fire. It can also be used to ignite gas, and gas from other explosives. It will explode dealing 36 Armour Points of fire damage initially, plus an additional 18 Armour Points for 1 additional round to anyone within 8 meters radius burst of the blast.
Ingredients 2 thumb-vial of saltpeter. 4 thumb-vials of sulfur.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 591 Ryo Each.
[x5] Grenade: Dancing Dragon's Dream
Rank: "S"
Type: Secondary, 3 per Slot, Explosive
Effect: A template item that combines 3 pouches to create a larger and more deadlier effect.
Special: ---
Drawback: ---
Description: A grenade is a unique alchemical weapon that combines multiple splash weapons/explosives to increase its damage slightly while increasing its range significantly. Every grenade has a range of 15-meters-radius burst no matter the splash weapon/explosive combination. A grenade takes up 3 splash weapon/explosive to create. This can be used in any kind of combination of 3. For example, a user may combine 3 Explosion (Fire) to create an Explosion (Fire) Grenade, or an 1 Shriek Bomb and 2 Stormstone to create a Shriek Stormstone Grenade. Each splash weapon/explosive does 3/4 Damage of the total. Damage is sacrificed due to the combination of splash weapon/explosives while distance is significantly increased. Any splash weapon/explosive that does status damage (blindness, deafness, etc) does not increase, however the Save is increased by 1 per splash weapon/explosive used. For example: 1 Stormstone has an 18 Fortitude. If 3 are used to create a Grenade it will have a 21 Fortitude.
Limit: These items may be bought inside any Weapon Shop.
Cost: Price of each individual Splash Weapon/Explosive.
o
[x2] Dragon's Dream
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: Releases a cloud of gas that explodes when ignited.
Special: ---
Drawback: ---
Description: Mix the saltpeter and the sulfur in a congelation method. This will take 1 hour to create. This will make 1 standard-shot of "Dragon's Dream". The explosive may be programmed with a timer to explode up to 6 seconds. Originally created by dragon worshipers, thus named after the fearsome beasts. This explosive releases a cloud of flammable gas in an 8-meter radius spread which causes a destructive explosion when ignited. Clouds from multiple Dragon's Dreams can ignite one another in a chain reaction that incinerates creatures spread out over a large area. When ignited it will deal 96 Armour Points of Fire Damage to anyone within the range of the gas. A moderate wind (11+ mph) disperses the gas in 2 rounds; a strong wind (21+ mph) disperses the gas in 1 round. The gas dissipates naturally after 3 rounds.
Ingredients 1/2 thumb vial of salt peter. 1 thumb vial of phosphorus.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,704 Ryo Each.
o
[x1] Dancing Star
Rank: "A"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: Produces a fiery explosion that can cause nearby opponents to start burning.
Special: ---
Drawback: ---
Description: Mix the saltpeter and the sulfur in a congelation method. This will take 1 hour to create. This will make 1 standard-shot of "Dancing Star". The explosive may be programmed with a timer to explode up to 6 seconds. This explosive is especially effective against creatures that attack in swarms and are vulnerable to fire. It can also be used to ignite gas, and gas from other explosives. It will explode dealing 36 Armour Points of fire damage initially, plus an additional 18 Armour Points for 1 additional round to anyone within 8 meters radius burst of the blast.
Ingredients 2 thumb-vial of saltpeter. 4 thumb-vials of sulfur.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 591 Ryo Each.
[x5] Grenade: Explosion (Vapor)
Rank: "S"
Type: Secondary, 3 per Slot, Explosive
Effect: A template item that combines 3 pouches to create a larger and more deadlier effect.
Special: ---
Drawback: ---
Description: A grenade is a unique alchemical weapon that combines multiple splash weapons/explosives to increase its damage slightly while increasing its range significantly. Every grenade has a range of 15-meters-radius burst no matter the splash weapon/explosive combination. A grenade takes up 3 splash weapon/explosive to create. This can be used in any kind of combination of 3. For example, a user may combine 3 Explosion (Fire) to create an Explosion (Fire) Grenade, or an 1 Shriek Bomb and 2 Stormstone to create a Shriek Stormstone Grenade. Each splash weapon/explosive does 3/4 Damage of the total. Damage is sacrificed due to the combination of splash weapon/explosives while distance is significantly increased. Any splash weapon/explosive that does status damage (blindness, deafness, etc) does not increase, however the Save is increased by 1 per splash weapon/explosive used. For example: 1 Stormstone has an 18 Fortitude. If 3 are used to create a Grenade it will have a 21 Fortitude.
Limit: These items may be bought inside any Weapon Shop.
Cost: Price of each individual Splash Weapon/Explosive.
o
[x3] Explosion (Vapor)
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: A thin, purplish-brown liquid with an acrid scent. It emits a faint glow whenever shaken or agitated. When shaken violently it will.
Special: ---
Drawback: ---
Description: Place the vapor moss into the water and heat, but not to the point of boiling. Stir the powdered fire rock into the heated mixture, being careful not to allow it to become hot enough to boil (this will make the finished product unstable). Slowly stir this mixture for 30 minutes then mix in the powdered blue-spike leaves. Remove the mixture from the heat while continuing to stir. This will make 1 standard-shot of "Explosion (Vapor)". This product will last indefinitely if not allowed to dry out. If it is not kept in a sealed container, it will dry out and become useless in approximately 2 months. Vigorously shaking this product within a closed container will cause it to begin bubbling and to glow brightly. Within 3 to 6 seconds after it begins to glow, it will explode forcefully, inflicting 36 Armour Points of force damage to anything within 8 meters of the blast. The explosion also releases toxic fumes that cover an area of approximately 16 meters in diameter. Any being that breathes these fumes will instantly become drowsy and must immediately make an Fortitude Save of 16 or pass out for 1d4 Rounds. Each round that a conscious being breathes these fumes they must make a Fortitude Save to resist passing out. The fumes will dissipate within 5d4 rounds.
Ingredients 1 coin-canisters of vapor moss. 2 coin-canisters of fire rock (crushed into a fine powder). 2 blue-spike leaves (dried out and crushed into a powder). 1 standard-shot of water.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 2,277 Ryo Each.
[x5] Grenade: Lightning Bottle
Rank: "S"
Type: Secondary, 3 per Slot, Explosive
Effect: A template item that combines 3 pouches to create a larger and more deadlier effect.
Special: ---
Drawback: ---
Description: A grenade is a unique alchemical weapon that combines multiple splash weapons/explosives to increase its damage slightly while increasing its range significantly. Every grenade has a range of 15-meters-radius burst no matter the splash weapon/explosive combination. A grenade takes up 3 splash weapon/explosive to create. This can be used in any kind of combination of 3. For example, a user may combine 3 Explosion (Fire) to create an Explosion (Fire) Grenade, or an 1 Shriek Bomb and 2 Stormstone to create a Shriek Stormstone Grenade. Each splash weapon/explosive does 3/4 Damage of the total. Damage is sacrificed due to the combination of splash weapon/explosives while distance is significantly increased. Any splash weapon/explosive that does status damage (blindness, deafness, etc) does not increase, however the Save is increased by 1 per splash weapon/explosive used. For example: 1 Stormstone has an 18 Fortitude. If 3 are used to create a Grenade it will have a 21 Fortitude.
Limit: These items may be bought inside any Weapon Shop.
Cost: Price of each individual Splash Weapon/Explosive.
[x3] Lightning Bottle
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: Electrocutes opponents. Stuns them for a brief period of time.
Special: ---
Drawback: ---
Descrption: Mix the saltpeter, the distilled water, the powdered agate, and anyseed using a congelation method. It takes approximately 1 hour to create one. This will make 1 standard-shot of "Lightning Bottle". The explosive may be programmed with a timer to explode up to 6 seconds. The saltpeter creates the intensity in which the chakra properties in the anyseed reacts to the powdered agate and distilled water allowing for a burst of electrical energy capable of stunning its area of 8-meter-radius burst. Those hit by the explosive will take 36 Armour Points of Electrical Damage and will be stunned in place for 1d6+2 rounds.
Ingredients 1 coin-canister of saltpeter. 1 coin-canisters of distilled water. 1 coin-canister of powdered agate (3 pearls). 2 coin-canisters of anyseed.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,812 Ryo Each.
[x5] Grenade: Smoke Pellet
Rank: "S"
Type: Secondary, 3 per Slot, Explosive
Effect: A template item that combines 3 pouches to create a larger and more deadlier effect.
Special: ---
Drawback: ---
Description: A grenade is a unique alchemical weapon that combines multiple splash weapons/explosives to increase its damage slightly while increasing its range significantly. Every grenade has a range of 15-meters-radius burst no matter the splash weapon/explosive combination. A grenade takes up 3 splash weapon/explosive to create. This can be used in any kind of combination of 3. For example, a user may combine 3 Explosion (Fire) to create an Explosion (Fire) Grenade, or an 1 Shriek Bomb and 2 Stormstone to create a Shriek Stormstone Grenade. Each splash weapon/explosive does 3/4 Damage of the total. Damage is sacrificed due to the combination of splash weapon/explosives while distance is significantly increased. Any splash weapon/explosive that does status damage (blindness, deafness, etc) does not increase, however the Save is increased by 1 per splash weapon/explosive used. For example: 1 Stormstone has an 18 Fortitude. If 3 are used to create a Grenade it will have a 21 Fortitude.
Limit: These items may be bought inside any Weapon Shop.
Cost: Price of each individual Splash Weapon/Explosive.
[x3] Smoke Pellet
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: A container used to release smoke in a fairly lengthy distance for a short amount of time.
Special: ---
Drawback: ---
Description: Mix the sweetspire and saltpeter in a pot on low heat. Make sure not to boil the two. Place the mixture into another container and allow it to cool until it solidifies. This will make 1 standard-shot of "Smoke Pellet". This is a small clay mixture. When you break the sphere through a timer of 1/2 round or by a hard strike, the substances will react with the strike and fill an 8-meter radius cubed area with a cloud of harmless smoke. A bank of smoke billows from the point it was destroyed. The smoke obscures all sight, including darkvision, beyond 2 meters. A creature within 2 meters has concealment. Creatures farther away have total concealment. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The smoke dissipates naturally after 1 minute.
Ingredients 1/2 standard-vial of sweetspire. 1 standard-vial of saltpeter.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,992 Ryo Each.
Gem of Reflection x2
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem that creates a Jutsu Turning Gem.
Special: ---
Drawback: ---
Description: This variety of chrysoberyl is known for its natural play of colors and is a highly prized gemstone. This fondness for using the mineral as a gemstone kept the secret of alexandrite’s natural Alchemy hidden until recently, as jewelers were unwilling to damage the stone in the search for something that might not have been there. Eventually the Alchemical properties was harnessed, and the power of the stone caused many to wonder why it had taken so long. When a large, gem-quality piece of alexandrite is cut and polished into a circular disk about 2 inches in diameter and half an inch thick, the natural Alchemy is harnessed. When worn, the gem of reflection causes Jutsus and Jutsu-like effects targeted upon the wearer to be reflected back to the performer. "D" Rank Jutsus take up 1 Jutsu Point, "C" take 3 Jutsu Points, "B" for 5, "A" for 7, and "S" for 9. The gem of reflection turns up to 10 total Jutsu Points and is then destroyed. When turned, a random effect occurs.
01 - 70 - Jutsu Drains away without effects.
71 - 80 - Jutsu Affects both the user and the target at full effect.
81 - 00 - Both turning effects are rendered nonfunctional for 1d4 minutes.
Limit: These types of items may be bought inside any Alchemy Shop. With a 5% chance of finding.
Cost: 92,000 Ryo Each.
Gem of Prescience x2
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of giving insight bonus to an opposed skill check, to a save, or TaiJutsu damage.
Special: ---
Drawback: ---
Description: This is a powerful gem that is harnessed from the purest quality jade. Carving the jade into the shape of an eye set over a triangle harnesses the alchemical properties of the gem. 3 times per day, the bearer of a gem of prescience is able to add a +15 insight bonus to their next single TaiJutsu attack, +75 opposed skill check, or +15 to a Save. In addition activating a Gem of Prescience can add a +15 insight bonus to the user's Natural Armour even if they are caught flat-footed. A Gem of Prescience is activated at will and the user must declare that they have activated the Gem of Prescience prior to making any rolls.
Limit: These types of items may be bought inside any Alchemy Shop. With a 5% chance of finding.
Cost: 76,000 Ryo Each.
Troll Stonex2
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem that gives the holder the ability to heal damage while turning all damage against them into nonlethal damage.
Special: ---
Drawback: ---
Description: The Troll Stone is a highly prized item. First harnessed by Hanna Whynn, a master healer of Sound, the Goddess of Healing, the troll stone has since become a staple in many adventurers’ kits. A Troll Stone is harnessed from a large crystal of citrine when the gem is carved into a rough image of a troll. To benefit from the gems' alchemical properties, the Troll Stone must be held in the hand. When held, all damage dealt to the bearer is considered to be nonlethal damage. In addition, the bearer heals nonlethal damage at the rate of Minor Wounds per round. Fire and acid attacks deal normal damage to the bearer while holding the Troll Stone (any resistances, Chakra or otherwise, the bearer may possess against these attack forms still apply). The bearer can also reattach severed limbs while holding the Troll Stone. To reattach a body part, the severed part must touch the body while the person has the Troll Stone. (Putting the troll stone in a severed hand has no effect.) If the bearer of the Troll Stone stops touching it, any nonlethal damage that was previously dealt and not yet healed immediately converts to lethal damage.
Limit: These types of items may be bought inside any Alchemy Shop. With a 5% chance of finding.
Cost: 184,000 Ryo Each.
Rank: "B"
Type: Main Weapon; Swallow
Effect: A double sided sword known as a "Swallow". This specific sword is used only within the Hitobitomae Clan, as it has a Sound Amplifier Within it for certain techniques. Any techniques that require a Sound Amplifier can be used with this Weapon.
Special: ---
Drawback: If the limits are not met, this is a simple weapon. If a person is too small, the weapon may be too tall to be properly used.
Description: ::Similar Picture::The Swallow is 6 foot in length. There is a hilt in the middle of the two blades. The Two blades, resemble Fly Wings. They are pure chrome in Color, and are literally covered with small little holes. These holes, have another purpose, they double as a Sound Amplifier. This allows them to use this with their Clan jutsu, as well as a fierce weapon in combat. The materials used to make this weapon are a strange array of both metals and alloys and a special ingredient of Fly Wings. This doesn't give it the Fly Wing shape, as that is molded that way, but is does strengthen the blade somehow. Both Fly Wing blades weigh the exact same, and are exactly identical to each other. The Hilt, resides in the center of the two blades so that the user may twirl the blade. Also, within the middle hilt of the blade, is a disconnecting piece. This, allows the user, to momentarily pull the weapon apart so that it may become two one handed swords, each with a Sound Amplifier within. Additionally, the Hilt is wrapped (outside of the very middle part where the weapon can split in two) in leather hand wrap, to protect chaffing on the wielders skin.
Limit: Must be part of the Hitobitomae Bloodlimit, can be bought in any Hidden Village
Cost: 8,000 Ryo.
Flute, Side-Blown, Small (Overview)
Rank: "C"
Type: Main, Instrument, Wind Instrument
Effect: Side-blown flute uses a hole on the side of the tube to produce a tone.
Special: ---
Drawback: ---
Description: Some of these types are Bansuri, Dizi, Irish Flute, Koudi, Nohkan, Ryuteki, Shinobue, and Venu. These Instruments range up to 2 feet in size.
Limit: These types of items may be capable of being bought inside any Musical Shop.
Cost: 2,500 Ryo
Belt, Individual Equipment
Rank: "C"
Type: Main, Slot Holder, 11 Pouches, Belt
Effect: The belt is designed for carrying various items of individual equipment.
Special: ---
Drawback: ---
Description: Picture A belt that can hold up to 11 individual Pouches. The belt is designed for carrying various items of individual equipment, such as the water canteen cover and ammunition case. The individual equipment belt meant for holding a plethora of pouches. It is normally secured by means of a brass hook and loop buckle and has 2 rows of eyelets along the top and bottom for attaching individual equipment utilizing a wire hanger. The belts are adjusted from each end by means of clamp-type buckles which slide on the belt when open. Essentially this is what is called a Utility Belt.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000
Ryo Each. Vest, Tactical[deep pocket ritual at 16 pouches][8 pockets filled with sand]
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.
Secondary
Knife (Overview) 20x ($20,000)
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.
Caltrops (Overview)3x ($4,800)
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
[x5] Grenade: Slime
Rank: "S"
Type: Secondary, 3 per Slot, Explosive
Effect: A template item that combines 3 pouches to create a larger and more deadlier effect.
Special: ---
Drawback: ---
Description: A grenade is a unique alchemical weapon that combines multiple splash weapons/explosives to increase its damage slightly while increasing its range significantly. Every grenade has a range of 15-meters-radius burst no matter the splash weapon/explosive combination. A grenade takes up 3 splash weapon/explosive to create. This can be used in any kind of combination of 3. For example, a user may combine 3 Explosion (Fire) to create an Explosion (Fire) Grenade, or an 1 Shriek Bomb and 2 Stormstone to create a Shriek Stormstone Grenade. Each splash weapon/explosive does 3/4 Damage of the total. Damage is sacrificed due to the combination of splash weapon/explosives while distance is significantly increased. Any splash weapon/explosive that does status damage (blindness, deafness, etc) does not increase, however the Save is increased by 1 per splash weapon/explosive used. For example: 1 Stormstone has an 18 Fortitude. If 3 are used to create a Grenade it will have a 21 Fortitude.
Limit: These items may be bought inside any Weapon Shop.
Cost: Price of each individual Splash Weapon/Explosive.
o
[x3] Slime Bomb
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Splash Weapon
Effect: A splash weapon made from Ooze and other alchemical mixtures to create a powerful acid bomb.
Special: ---
Drawback: ---
Description: Mix the phosphorous, quicksilver, urea, and the crystal ooze acid using a congelation method. this takes 10 minutes to create. This will make 1 standard-shot of "Slime Bomb". Make sure not to boil the two. Place the mixture into another container and allow it to cool until it solidifies. This will make 1 standard-shot of "Smoke Pellet". The Country of Wind have fond several uses for the toxic residue left over from their massive ooze cultivating experiments, including a variety of items known collectively as slime bombs. These ceramic ovoids are filled with caustic sludge and capped with a stone plug. A successful direct hit covers the target with green slime within dealing 34 Armour Points of Acid damage to the creature for 1d5 rounds. If the target is wearing wooden or metal armour or wielding a wooden or metal shield, a slime bomb eats through the material on a hit, dealing 40 Armour Points of Acid Damage to the equipment and ignoring the items' Hardness for 1d5 rounds. Creatures in an 8-meter-radius distance of a Slime Pouch take no damage, but any wooden or metal armour or shields they are wearing take 12 Armour Points of Acid damage (ignoring hardness) for 1d5 rounds.
Ingredients 1/2 coin-canister of phosphorous. 1/2 thumb-vial of quicksilver. 1/2 thumb-vial of urea. 1 thumb-vial of crystal ooze acid.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 2,895 Ryo Each.
[x10] Grenade: Dancing Star
Rank: "S"
Type: Secondary, 3 per Slot, Explosive
Effect: A template item that combines 3 pouches to create a larger and more deadlier effect.
Special: ---
Drawback: ---
Description: A grenade is a unique alchemical weapon that combines multiple splash weapons/explosives to increase its damage slightly while increasing its range significantly. Every grenade has a range of 15-meters-radius burst no matter the splash weapon/explosive combination. A grenade takes up 3 splash weapon/explosive to create. This can be used in any kind of combination of 3. For example, a user may combine 3 Explosion (Fire) to create an Explosion (Fire) Grenade, or an 1 Shriek Bomb and 2 Stormstone to create a Shriek Stormstone Grenade. Each splash weapon/explosive does 3/4 Damage of the total. Damage is sacrificed due to the combination of splash weapon/explosives while distance is significantly increased. Any splash weapon/explosive that does status damage (blindness, deafness, etc) does not increase, however the Save is increased by 1 per splash weapon/explosive used. For example: 1 Stormstone has an 18 Fortitude. If 3 are used to create a Grenade it will have a 21 Fortitude.
Limit: These items may be bought inside any Weapon Shop.
Cost: Price of each individual Splash Weapon/Explosive.
o
[x3] Dancing Star
Rank: "A"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: Produces a fiery explosion that can cause nearby opponents to start burning.
Special: ---
Drawback: ---
Description: Mix the saltpeter and the sulfur in a congelation method. This will take 1 hour to create. This will make 1 standard-shot of "Dancing Star". The explosive may be programmed with a timer to explode up to 6 seconds. This explosive is especially effective against creatures that attack in swarms and are vulnerable to fire. It can also be used to ignite gas, and gas from other explosives. It will explode dealing 36 Armour Points of fire damage initially, plus an additional 18 Armour Points for 1 additional round to anyone within 8 meters radius burst of the blast.
Ingredients 2 thumb-vial of saltpeter. 4 thumb-vials of sulfur.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 591 Ryo Each.
[x5] Grenade: Dancing Dragon's Dream
Rank: "S"
Type: Secondary, 3 per Slot, Explosive
Effect: A template item that combines 3 pouches to create a larger and more deadlier effect.
Special: ---
Drawback: ---
Description: A grenade is a unique alchemical weapon that combines multiple splash weapons/explosives to increase its damage slightly while increasing its range significantly. Every grenade has a range of 15-meters-radius burst no matter the splash weapon/explosive combination. A grenade takes up 3 splash weapon/explosive to create. This can be used in any kind of combination of 3. For example, a user may combine 3 Explosion (Fire) to create an Explosion (Fire) Grenade, or an 1 Shriek Bomb and 2 Stormstone to create a Shriek Stormstone Grenade. Each splash weapon/explosive does 3/4 Damage of the total. Damage is sacrificed due to the combination of splash weapon/explosives while distance is significantly increased. Any splash weapon/explosive that does status damage (blindness, deafness, etc) does not increase, however the Save is increased by 1 per splash weapon/explosive used. For example: 1 Stormstone has an 18 Fortitude. If 3 are used to create a Grenade it will have a 21 Fortitude.
Limit: These items may be bought inside any Weapon Shop.
Cost: Price of each individual Splash Weapon/Explosive.
o
[x2] Dragon's Dream
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: Releases a cloud of gas that explodes when ignited.
Special: ---
Drawback: ---
Description: Mix the saltpeter and the sulfur in a congelation method. This will take 1 hour to create. This will make 1 standard-shot of "Dragon's Dream". The explosive may be programmed with a timer to explode up to 6 seconds. Originally created by dragon worshipers, thus named after the fearsome beasts. This explosive releases a cloud of flammable gas in an 8-meter radius spread which causes a destructive explosion when ignited. Clouds from multiple Dragon's Dreams can ignite one another in a chain reaction that incinerates creatures spread out over a large area. When ignited it will deal 96 Armour Points of Fire Damage to anyone within the range of the gas. A moderate wind (11+ mph) disperses the gas in 2 rounds; a strong wind (21+ mph) disperses the gas in 1 round. The gas dissipates naturally after 3 rounds.
Ingredients 1/2 thumb vial of salt peter. 1 thumb vial of phosphorus.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,704 Ryo Each.
o
[x1] Dancing Star
Rank: "A"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: Produces a fiery explosion that can cause nearby opponents to start burning.
Special: ---
Drawback: ---
Description: Mix the saltpeter and the sulfur in a congelation method. This will take 1 hour to create. This will make 1 standard-shot of "Dancing Star". The explosive may be programmed with a timer to explode up to 6 seconds. This explosive is especially effective against creatures that attack in swarms and are vulnerable to fire. It can also be used to ignite gas, and gas from other explosives. It will explode dealing 36 Armour Points of fire damage initially, plus an additional 18 Armour Points for 1 additional round to anyone within 8 meters radius burst of the blast.
Ingredients 2 thumb-vial of saltpeter. 4 thumb-vials of sulfur.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 591 Ryo Each.
[x5] Grenade: Explosion (Vapor)
Rank: "S"
Type: Secondary, 3 per Slot, Explosive
Effect: A template item that combines 3 pouches to create a larger and more deadlier effect.
Special: ---
Drawback: ---
Description: A grenade is a unique alchemical weapon that combines multiple splash weapons/explosives to increase its damage slightly while increasing its range significantly. Every grenade has a range of 15-meters-radius burst no matter the splash weapon/explosive combination. A grenade takes up 3 splash weapon/explosive to create. This can be used in any kind of combination of 3. For example, a user may combine 3 Explosion (Fire) to create an Explosion (Fire) Grenade, or an 1 Shriek Bomb and 2 Stormstone to create a Shriek Stormstone Grenade. Each splash weapon/explosive does 3/4 Damage of the total. Damage is sacrificed due to the combination of splash weapon/explosives while distance is significantly increased. Any splash weapon/explosive that does status damage (blindness, deafness, etc) does not increase, however the Save is increased by 1 per splash weapon/explosive used. For example: 1 Stormstone has an 18 Fortitude. If 3 are used to create a Grenade it will have a 21 Fortitude.
Limit: These items may be bought inside any Weapon Shop.
Cost: Price of each individual Splash Weapon/Explosive.
o
[x3] Explosion (Vapor)
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: A thin, purplish-brown liquid with an acrid scent. It emits a faint glow whenever shaken or agitated. When shaken violently it will.
Special: ---
Drawback: ---
Description: Place the vapor moss into the water and heat, but not to the point of boiling. Stir the powdered fire rock into the heated mixture, being careful not to allow it to become hot enough to boil (this will make the finished product unstable). Slowly stir this mixture for 30 minutes then mix in the powdered blue-spike leaves. Remove the mixture from the heat while continuing to stir. This will make 1 standard-shot of "Explosion (Vapor)". This product will last indefinitely if not allowed to dry out. If it is not kept in a sealed container, it will dry out and become useless in approximately 2 months. Vigorously shaking this product within a closed container will cause it to begin bubbling and to glow brightly. Within 3 to 6 seconds after it begins to glow, it will explode forcefully, inflicting 36 Armour Points of force damage to anything within 8 meters of the blast. The explosion also releases toxic fumes that cover an area of approximately 16 meters in diameter. Any being that breathes these fumes will instantly become drowsy and must immediately make an Fortitude Save of 16 or pass out for 1d4 Rounds. Each round that a conscious being breathes these fumes they must make a Fortitude Save to resist passing out. The fumes will dissipate within 5d4 rounds.
Ingredients 1 coin-canisters of vapor moss. 2 coin-canisters of fire rock (crushed into a fine powder). 2 blue-spike leaves (dried out and crushed into a powder). 1 standard-shot of water.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 2,277 Ryo Each.
[x5] Grenade: Lightning Bottle
Rank: "S"
Type: Secondary, 3 per Slot, Explosive
Effect: A template item that combines 3 pouches to create a larger and more deadlier effect.
Special: ---
Drawback: ---
Description: A grenade is a unique alchemical weapon that combines multiple splash weapons/explosives to increase its damage slightly while increasing its range significantly. Every grenade has a range of 15-meters-radius burst no matter the splash weapon/explosive combination. A grenade takes up 3 splash weapon/explosive to create. This can be used in any kind of combination of 3. For example, a user may combine 3 Explosion (Fire) to create an Explosion (Fire) Grenade, or an 1 Shriek Bomb and 2 Stormstone to create a Shriek Stormstone Grenade. Each splash weapon/explosive does 3/4 Damage of the total. Damage is sacrificed due to the combination of splash weapon/explosives while distance is significantly increased. Any splash weapon/explosive that does status damage (blindness, deafness, etc) does not increase, however the Save is increased by 1 per splash weapon/explosive used. For example: 1 Stormstone has an 18 Fortitude. If 3 are used to create a Grenade it will have a 21 Fortitude.
Limit: These items may be bought inside any Weapon Shop.
Cost: Price of each individual Splash Weapon/Explosive.
[x3] Lightning Bottle
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: Electrocutes opponents. Stuns them for a brief period of time.
Special: ---
Drawback: ---
Descrption: Mix the saltpeter, the distilled water, the powdered agate, and anyseed using a congelation method. It takes approximately 1 hour to create one. This will make 1 standard-shot of "Lightning Bottle". The explosive may be programmed with a timer to explode up to 6 seconds. The saltpeter creates the intensity in which the chakra properties in the anyseed reacts to the powdered agate and distilled water allowing for a burst of electrical energy capable of stunning its area of 8-meter-radius burst. Those hit by the explosive will take 36 Armour Points of Electrical Damage and will be stunned in place for 1d6+2 rounds.
Ingredients 1 coin-canister of saltpeter. 1 coin-canisters of distilled water. 1 coin-canister of powdered agate (3 pearls). 2 coin-canisters of anyseed.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,812 Ryo Each.
[x5] Grenade: Smoke Pellet
Rank: "S"
Type: Secondary, 3 per Slot, Explosive
Effect: A template item that combines 3 pouches to create a larger and more deadlier effect.
Special: ---
Drawback: ---
Description: A grenade is a unique alchemical weapon that combines multiple splash weapons/explosives to increase its damage slightly while increasing its range significantly. Every grenade has a range of 15-meters-radius burst no matter the splash weapon/explosive combination. A grenade takes up 3 splash weapon/explosive to create. This can be used in any kind of combination of 3. For example, a user may combine 3 Explosion (Fire) to create an Explosion (Fire) Grenade, or an 1 Shriek Bomb and 2 Stormstone to create a Shriek Stormstone Grenade. Each splash weapon/explosive does 3/4 Damage of the total. Damage is sacrificed due to the combination of splash weapon/explosives while distance is significantly increased. Any splash weapon/explosive that does status damage (blindness, deafness, etc) does not increase, however the Save is increased by 1 per splash weapon/explosive used. For example: 1 Stormstone has an 18 Fortitude. If 3 are used to create a Grenade it will have a 21 Fortitude.
Limit: These items may be bought inside any Weapon Shop.
Cost: Price of each individual Splash Weapon/Explosive.
[x3] Smoke Pellet
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: A container used to release smoke in a fairly lengthy distance for a short amount of time.
Special: ---
Drawback: ---
Description: Mix the sweetspire and saltpeter in a pot on low heat. Make sure not to boil the two. Place the mixture into another container and allow it to cool until it solidifies. This will make 1 standard-shot of "Smoke Pellet". This is a small clay mixture. When you break the sphere through a timer of 1/2 round or by a hard strike, the substances will react with the strike and fill an 8-meter radius cubed area with a cloud of harmless smoke. A bank of smoke billows from the point it was destroyed. The smoke obscures all sight, including darkvision, beyond 2 meters. A creature within 2 meters has concealment. Creatures farther away have total concealment. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The smoke dissipates naturally after 1 minute.
Ingredients 1/2 standard-vial of sweetspire. 1 standard-vial of saltpeter.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,992 Ryo Each.
Gem of Reflection x2
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem that creates a Jutsu Turning Gem.
Special: ---
Drawback: ---
Description: This variety of chrysoberyl is known for its natural play of colors and is a highly prized gemstone. This fondness for using the mineral as a gemstone kept the secret of alexandrite’s natural Alchemy hidden until recently, as jewelers were unwilling to damage the stone in the search for something that might not have been there. Eventually the Alchemical properties was harnessed, and the power of the stone caused many to wonder why it had taken so long. When a large, gem-quality piece of alexandrite is cut and polished into a circular disk about 2 inches in diameter and half an inch thick, the natural Alchemy is harnessed. When worn, the gem of reflection causes Jutsus and Jutsu-like effects targeted upon the wearer to be reflected back to the performer. "D" Rank Jutsus take up 1 Jutsu Point, "C" take 3 Jutsu Points, "B" for 5, "A" for 7, and "S" for 9. The gem of reflection turns up to 10 total Jutsu Points and is then destroyed. When turned, a random effect occurs.
01 - 70 - Jutsu Drains away without effects.
71 - 80 - Jutsu Affects both the user and the target at full effect.
81 - 00 - Both turning effects are rendered nonfunctional for 1d4 minutes.
Limit: These types of items may be bought inside any Alchemy Shop. With a 5% chance of finding.
Cost: 92,000 Ryo Each.
Gem of Prescience x2
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of giving insight bonus to an opposed skill check, to a save, or TaiJutsu damage.
Special: ---
Drawback: ---
Description: This is a powerful gem that is harnessed from the purest quality jade. Carving the jade into the shape of an eye set over a triangle harnesses the alchemical properties of the gem. 3 times per day, the bearer of a gem of prescience is able to add a +15 insight bonus to their next single TaiJutsu attack, +75 opposed skill check, or +15 to a Save. In addition activating a Gem of Prescience can add a +15 insight bonus to the user's Natural Armour even if they are caught flat-footed. A Gem of Prescience is activated at will and the user must declare that they have activated the Gem of Prescience prior to making any rolls.
Limit: These types of items may be bought inside any Alchemy Shop. With a 5% chance of finding.
Cost: 76,000 Ryo Each.
Troll Stonex2
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem that gives the holder the ability to heal damage while turning all damage against them into nonlethal damage.
Special: ---
Drawback: ---
Description: The Troll Stone is a highly prized item. First harnessed by Hanna Whynn, a master healer of Sound, the Goddess of Healing, the troll stone has since become a staple in many adventurers’ kits. A Troll Stone is harnessed from a large crystal of citrine when the gem is carved into a rough image of a troll. To benefit from the gems' alchemical properties, the Troll Stone must be held in the hand. When held, all damage dealt to the bearer is considered to be nonlethal damage. In addition, the bearer heals nonlethal damage at the rate of Minor Wounds per round. Fire and acid attacks deal normal damage to the bearer while holding the Troll Stone (any resistances, Chakra or otherwise, the bearer may possess against these attack forms still apply). The bearer can also reattach severed limbs while holding the Troll Stone. To reattach a body part, the severed part must touch the body while the person has the Troll Stone. (Putting the troll stone in a severed hand has no effect.) If the bearer of the Troll Stone stops touching it, any nonlethal damage that was previously dealt and not yet healed immediately converts to lethal damage.
Limit: These types of items may be bought inside any Alchemy Shop. With a 5% chance of finding.
Cost: 184,000 Ryo Each.