Can Lightning cut through Fire? [Open]
Dec 7, 2017 15:16:43 GMT -7
Post by Skulking Shinzu on Dec 7, 2017 15:16:43 GMT -7
A calm breeze swept across the area and with it, the tall knee-length grass littering the ground followed its motions. “How annoying.” Zuruel grumbled and as he slammed his foot into the ground. The grass went on for miles in all directions. The entire area appeared to be a giant empty landscape - save for several oak trees scattered around at various locations. Roughly, there appeared to be a 5m radius of a gap around each tree. Frankly, the area was as pristine and clear as the cloudless afternoon sky. This made the area safe. There was little cover and anyone approaching could be spotted from miles away.
“I like the grass.” As always, Lady spoke directly into Zuruel’s mind with the aid of her telepathy. Her usual form was that of a large black wolf with bulky muscles and glowing orange iris. The only equipment on her position appeared to be a pouch on her side near her hind legs which held several grenades and three Hiraishin-marked Kunai. Zuruel, on the other hand, was dressed from head to neck in black fire-resistant clothing, gloves and shoes. The only exception to this black motif was a fire resistant dark grey cloak that stretched all the way from his shoulders to his knees.
Thanks to the two deep pockets rituals, this cloak held an assortment of weaponry ranging from multiple Hiraishin-marked Kunai and explosive tags to a range of different grenades. Far more than what it should naturally be able to carry. As for the pouch by his hip, this held several herbs, poisons and supplements such as Life Water. As for weaponry, there were four katana strapped onto the Kedoin’s waist – two on either side. On the left, Tessaiga and Spirited Away, on the right, two standard katana. Each weapon bore a Hiraishin seal hidden under the wrapping around the hilt. As per standard, all of Zuruel’s normal disposable katana also hid ten explosive tags under the cloth of each hilt completely out of sight.
As for Zuruel himself, he was quite the strange being. As always, his keen sense of smell and 50m radius of enhanced hearing was alerting him to everything going on in the area. His organs – unlike most, was arranged in a strange order. His heart, for example, was near his left hip. He also possessed a second brain that functioned in his right thigh. Inside his chest and arms, his body also hid an assortment of gems that he kept fused to his body through his mastery of flesh manipulation abilities. It would be difficult to spot under all the layers of clothing, but Zuruel’s skin was marked with several seals. Most notably of which, several weapon seals along his wrist which suggested he was more heavily armed that what appearance would first dictate. As for the more obvious – everyone in the area would immediately spot his pale white flesh, red eyes and wild swept back hair that transitioned from a strange blue colour near the front to a tint of red at the back.
Zuruel
Traits / Rituals / Augments
Equipment
Gems (inside Zuruel's body)
Active Jutsu
Lady
Equipment
“I like the grass.” As always, Lady spoke directly into Zuruel’s mind with the aid of her telepathy. Her usual form was that of a large black wolf with bulky muscles and glowing orange iris. The only equipment on her position appeared to be a pouch on her side near her hind legs which held several grenades and three Hiraishin-marked Kunai. Zuruel, on the other hand, was dressed from head to neck in black fire-resistant clothing, gloves and shoes. The only exception to this black motif was a fire resistant dark grey cloak that stretched all the way from his shoulders to his knees.
Thanks to the two deep pockets rituals, this cloak held an assortment of weaponry ranging from multiple Hiraishin-marked Kunai and explosive tags to a range of different grenades. Far more than what it should naturally be able to carry. As for the pouch by his hip, this held several herbs, poisons and supplements such as Life Water. As for weaponry, there were four katana strapped onto the Kedoin’s waist – two on either side. On the left, Tessaiga and Spirited Away, on the right, two standard katana. Each weapon bore a Hiraishin seal hidden under the wrapping around the hilt. As per standard, all of Zuruel’s normal disposable katana also hid ten explosive tags under the cloth of each hilt completely out of sight.
As for Zuruel himself, he was quite the strange being. As always, his keen sense of smell and 50m radius of enhanced hearing was alerting him to everything going on in the area. His organs – unlike most, was arranged in a strange order. His heart, for example, was near his left hip. He also possessed a second brain that functioned in his right thigh. Inside his chest and arms, his body also hid an assortment of gems that he kept fused to his body through his mastery of flesh manipulation abilities. It would be difficult to spot under all the layers of clothing, but Zuruel’s skin was marked with several seals. Most notably of which, several weapon seals along his wrist which suggested he was more heavily armed that what appearance would first dictate. As for the more obvious – everyone in the area would immediately spot his pale white flesh, red eyes and wild swept back hair that transitioned from a strange blue colour near the front to a tint of red at the back.
Zuruel
Traits / Rituals / Augments
Traits
Finite Life
Rank: "C"
Skill: Trait
Effect: A trait that enables the user to survive after death.
Special: ---
Drawback: ---
Description: To be human is to be flawed, limited, and finite; but some humans nonetheless struggle through and work against or despite these limitations. That they live short lives and die gives their time in this life meaning and fuel for art, science, and creativity. Once per day, they do not die until their Temporary Armour Points drop to 0 after taking a death attack, this effect lasts for 5 minutes per Class Level, activation of this technique takes up no movements and happens after a death strike takes place. The amount of Armour Points they gain is 20 points per Class Level. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Stalker Resilience
Rank: "C"
Skill: Combat Trait
Effect: Through their upbringing the user has learned how to observe a target and strike with the most amount of damage.
Special: ---
Drawback: ---
Description: Through careful observation the user can strike harder in critical strikes. For every round the user observes a target without attacking, the user learns how the target moves and searches for weaknesses (maximum 10 round observing). After the 3rd round the user learns how to attack within the kinks of armour, bypassing Hardness. Every round of Observing the user gains +6 to Attack Damage when they hit with a Critical strike. Observation only applies to the first attack. Afterwards the user will have to observe for at least a full round again. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Chakra Resistance
Rank: "B"
Skill: Trait
Effect: Some Humans are even less affected by Chakra.
Special: ---
Drawback: ---
Description: Increases the characters natural bonus on saves vs. Chakra Jutsus & Chakra-like effects to +4 Trait Bonus. Users gain a Damage Resistance against Chakra Techniques equal to 20 points Racial Bonus. This trait replaces 2 of the 5 Freebies.
Limit: Must start with Character; replaces 2 of 5 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.
Unscathed
Rank: "C"
Skill: Chakra Trait
Effect: The user is amazingly resistant to energy attacks because of their upbringing or Chakra experimentation.
Special: ---
Drawback: ---
Description: Each type of energy resistance the user has (if any) increases by 20 Armour Points. 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.
Last Ditch Burst
Rank: "B"
Skill: Combat Trait
Effect: While in a state that normally leaves the user weakened, they summon a final surge of great strength.
Special: ---
Drawback: ---
Description: The user is used to being cornered and reduced to a weakened state. They know how to rise out of desperation. Once per battle, when the user is either fatigued or exhausted, they may summon a hidden well of strength to boost their physical power for one attack. If the user uses this ability while fatigued, they get +20 armour points in striking damage for one 1d6 rounds. If the user uses this ability while exhausted, they get +40 armour points in striking damage for 1d4 rounds. If using this ability to boost a multi-hit attack, the user may divide and choose how much of the damage bonus applies to separate parts of the attack. Alternatively, while the user is exhausted, they may instead get +80 armour points in striking damage for 1 round—in exchange, the user immediately falls unconscious (or paralyzed if unable to fall unconscious) once they finish the attack and can only recover from the condition after a forced extended rest. Attacks being enhanced by this trait are not affected by the Prowess penalties normally applied by fatigue and exhaustion. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Rituals
Soul Guard
Rank: "A"
Type: Restoration Ritual
Effect: User cradles a glow of energy inside them and stash it away, keeping it safe, just in case the worst should happen.
Special: To perform: 1 hour; Duration: 1 year
Drawback: ---
Description: User sequesters a portion of a creature’s life force for emergencies. The recipient of this ritual (which can be the user) spends "B" Rank worth of Soul Power. The next time the recipient would normally be reduced to dying condition, they instead regain health, and wounds heal equal to Healing Hands (Serious).
Limit: Must be a Ritualist for Restoration Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Hidden Soul
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
[x4] Item Instant Summons
Rank: "C"
Type: Travel Ritual
Effect: User snaps their fingers, and a sword appears in their hand.
Special: To perform: 1 hour; Duration: Until Discharged
Drawback: ---
Description: Use this ritual to attune one weapon, item, armour, or shield to the user. This ritual allows the user to perform a variation of the Teleportation Circle constructed specifically for this Ritual. At any time in the future, the user can summon that object to their hands as a movement equal in handseals of the Jutsu, at which time the ritual is discharged. The user's Travel Ritual Mastery determines how far away the target can be and still be affected by the ritual.
Average: 1 mile
Advanced: 100 miles
Expert: 1,000 miles
Master: Anywhere in the World
Through this ritual, the user can have only 1 weapon, item, armour, or shield attuned to the user per Ritual. 1 Main Item may be attuned to 1 Ritual (Puppets Included). 1 Slot of Secondary Items may be attuned to 1 Ritual. 1 Armour Set may be attuned to 1 Ritual.
Limit: Must be a Ritualist for Travel Rituals. Must know Create Teleportation Circle.
Cost: Market Price: 12,000 Ryo Performing Price: 2,000 Ryo
Augments
Acidic Saliva
Rank: "C"
Type: Augmentation
Effect: Target's saliva can burn other creatures like acid.
Special: To perform: 1 hour; Duration: Permanent
Drawback: Target cannot gain this Augmentation if they have Venomous Bite.
Description: Takes up 1 Augmentation Point. Target's bite attack deals an extra 10 Armour Points of acid damage with each successful hit. Target must have a Natural Bite attack to take this Augmentation.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Sleepless
Rank: "C"
Type: Augmentation
Effect: The Target has lost the need for sleep.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. This ritual augments the Target's brain allowing the Target no need of sleep. The Target no longer requires sleep. In fact the Target cannot sleep. However, the Target still needs rest, and are still subject to all of the other causes of fatigue.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Scent
Rank: "B"
Type: Augmentation
Effect: User can detect approaching opponents, sniff out hidden opponents, and track by sense of smell.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Takes up 2 Augmentation Points. User can also identify familiar odors the way humans do familiar sights. User gain the Scent technique "D" Rank. Please look in the Scent Technique Tree for more information. User may learn all techniques within the Technique Tree.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Dual Brains
Rank: "A"
Type: Augmentation
Effect: User has 2 brains.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: 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
Achilles Heel [Pinky toe]
Rank: "C"
Type: Augmentation
Effect: User has a major weakness that can be exploited.
Special: To perform: 1 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 2 Augmentation Points. Any attack on this small spot gains an additional +20 Armour Ponts and bypasses all Natural Damage Reduction/Hardness.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Material Allergy [Elash Nut]
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: 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
Density Manipulation
Rank: "S"
Type: Augmentation
Effect: User is able to increase or decrease their density, granting them the following abilities.
Special: To perform: 12 hour; Duration: Permanent
Drawback: User may only use one of these at a time.
Description: Takes up 6 Augmentation Points. Reduce Density: Gain the abilty to become incorporeal. Increase Density: User can gain Damage Reduction equal to 2 per Class Level. Furthermore this Damage Reduction stacks with any other form of Damage Reduction the user might already posses, including Techniques, Armour, Rituals, and Traits. User may use this ability a number of times equal to 2 per Class Level per day.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Finite Life
Rank: "C"
Skill: Trait
Effect: A trait that enables the user to survive after death.
Special: ---
Drawback: ---
Description: To be human is to be flawed, limited, and finite; but some humans nonetheless struggle through and work against or despite these limitations. That they live short lives and die gives their time in this life meaning and fuel for art, science, and creativity. Once per day, they do not die until their Temporary Armour Points drop to 0 after taking a death attack, this effect lasts for 5 minutes per Class Level, activation of this technique takes up no movements and happens after a death strike takes place. The amount of Armour Points they gain is 20 points per Class Level. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Stalker Resilience
Rank: "C"
Skill: Combat Trait
Effect: Through their upbringing the user has learned how to observe a target and strike with the most amount of damage.
Special: ---
Drawback: ---
Description: Through careful observation the user can strike harder in critical strikes. For every round the user observes a target without attacking, the user learns how the target moves and searches for weaknesses (maximum 10 round observing). After the 3rd round the user learns how to attack within the kinks of armour, bypassing Hardness. Every round of Observing the user gains +6 to Attack Damage when they hit with a Critical strike. Observation only applies to the first attack. Afterwards the user will have to observe for at least a full round again. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Chakra Resistance
Rank: "B"
Skill: Trait
Effect: Some Humans are even less affected by Chakra.
Special: ---
Drawback: ---
Description: Increases the characters natural bonus on saves vs. Chakra Jutsus & Chakra-like effects to +4 Trait Bonus. Users gain a Damage Resistance against Chakra Techniques equal to 20 points Racial Bonus. This trait replaces 2 of the 5 Freebies.
Limit: Must start with Character; replaces 2 of 5 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.
Unscathed
Rank: "C"
Skill: Chakra Trait
Effect: The user is amazingly resistant to energy attacks because of their upbringing or Chakra experimentation.
Special: ---
Drawback: ---
Description: Each type of energy resistance the user has (if any) increases by 20 Armour Points. 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.
Last Ditch Burst
Rank: "B"
Skill: Combat Trait
Effect: While in a state that normally leaves the user weakened, they summon a final surge of great strength.
Special: ---
Drawback: ---
Description: The user is used to being cornered and reduced to a weakened state. They know how to rise out of desperation. Once per battle, when the user is either fatigued or exhausted, they may summon a hidden well of strength to boost their physical power for one attack. If the user uses this ability while fatigued, they get +20 armour points in striking damage for one 1d6 rounds. If the user uses this ability while exhausted, they get +40 armour points in striking damage for 1d4 rounds. If using this ability to boost a multi-hit attack, the user may divide and choose how much of the damage bonus applies to separate parts of the attack. Alternatively, while the user is exhausted, they may instead get +80 armour points in striking damage for 1 round—in exchange, the user immediately falls unconscious (or paralyzed if unable to fall unconscious) once they finish the attack and can only recover from the condition after a forced extended rest. Attacks being enhanced by this trait are not affected by the Prowess penalties normally applied by fatigue and exhaustion. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Rituals
Soul Guard
Rank: "A"
Type: Restoration Ritual
Effect: User cradles a glow of energy inside them and stash it away, keeping it safe, just in case the worst should happen.
Special: To perform: 1 hour; Duration: 1 year
Drawback: ---
Description: User sequesters a portion of a creature’s life force for emergencies. The recipient of this ritual (which can be the user) spends "B" Rank worth of Soul Power. The next time the recipient would normally be reduced to dying condition, they instead regain health, and wounds heal equal to Healing Hands (Serious).
Limit: Must be a Ritualist for Restoration Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Hidden Soul
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
[x4] Item Instant Summons
Rank: "C"
Type: Travel Ritual
Effect: User snaps their fingers, and a sword appears in their hand.
Special: To perform: 1 hour; Duration: Until Discharged
Drawback: ---
Description: Use this ritual to attune one weapon, item, armour, or shield to the user. This ritual allows the user to perform a variation of the Teleportation Circle constructed specifically for this Ritual. At any time in the future, the user can summon that object to their hands as a movement equal in handseals of the Jutsu, at which time the ritual is discharged. The user's Travel Ritual Mastery determines how far away the target can be and still be affected by the ritual.
Average: 1 mile
Advanced: 100 miles
Expert: 1,000 miles
Master: Anywhere in the World
Through this ritual, the user can have only 1 weapon, item, armour, or shield attuned to the user per Ritual. 1 Main Item may be attuned to 1 Ritual (Puppets Included). 1 Slot of Secondary Items may be attuned to 1 Ritual. 1 Armour Set may be attuned to 1 Ritual.
Limit: Must be a Ritualist for Travel Rituals. Must know Create Teleportation Circle.
Cost: Market Price: 12,000 Ryo Performing Price: 2,000 Ryo
Augments
Acidic Saliva
Rank: "C"
Type: Augmentation
Effect: Target's saliva can burn other creatures like acid.
Special: To perform: 1 hour; Duration: Permanent
Drawback: Target cannot gain this Augmentation if they have Venomous Bite.
Description: Takes up 1 Augmentation Point. Target's bite attack deals an extra 10 Armour Points of acid damage with each successful hit. Target must have a Natural Bite attack to take this Augmentation.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Sleepless
Rank: "C"
Type: Augmentation
Effect: The Target has lost the need for sleep.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. This ritual augments the Target's brain allowing the Target no need of sleep. The Target no longer requires sleep. In fact the Target cannot sleep. However, the Target still needs rest, and are still subject to all of the other causes of fatigue.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Scent
Rank: "B"
Type: Augmentation
Effect: User can detect approaching opponents, sniff out hidden opponents, and track by sense of smell.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Takes up 2 Augmentation Points. User can also identify familiar odors the way humans do familiar sights. User gain the Scent technique "D" Rank. Please look in the Scent Technique Tree for more information. User may learn all techniques within the Technique Tree.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Dual Brains
Rank: "A"
Type: Augmentation
Effect: User has 2 brains.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: 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
Achilles Heel [Pinky toe]
Rank: "C"
Type: Augmentation
Effect: User has a major weakness that can be exploited.
Special: To perform: 1 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 2 Augmentation Points. Any attack on this small spot gains an additional +20 Armour Ponts and bypasses all Natural Damage Reduction/Hardness.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Material Allergy [Elash Nut]
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: 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
Density Manipulation
Rank: "S"
Type: Augmentation
Effect: User is able to increase or decrease their density, granting them the following abilities.
Special: To perform: 12 hour; Duration: Permanent
Drawback: User may only use one of these at a time.
Description: Takes up 6 Augmentation Points. Reduce Density: Gain the abilty to become incorporeal. Increase Density: User can gain Damage Reduction equal to 2 per Class Level. Furthermore this Damage Reduction stacks with any other form of Damage Reduction the user might already posses, including Techniques, Armour, Rituals, and Traits. User may use this ability a number of times equal to 2 per Class Level per day.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Equipment
Cloak [Fire-Resistant]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Cloaks are hooded outerwear that tend to cover most other clothing and are open at the front.
Special: ---
Drawback: ---
Description: A cloak is a type of loose garment that is worn over indoor clothing. It protects the wearer from the cold, rain or wind for example, or it may form part of a fashionable outfit or uniform. Cloaks have been used by myriad historic societies; many climates favor wearing a full-body garment which is easily removed and does not constrain the wearer with sleeves. Over time cloak designs have been changed to match fashion and available textiles. Cloaks generally fasten at the neck or over the shoulder, vary in length, from hip all the way down to the ankle, mid-calf being the normal length. They may have an attached hood, and may cover and fasten down the front, in which case they have holes or slits for the hands to pass through. However, cloaks are almost always sleeveless. Cloaks give a +10 to Sleight of Hand when worn. Cloaks can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
[x2] Deep Pockets
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
Footwear [Fire-Resistant]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,200 Ryo per Pair.
Handwear [Fire-Resistant]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Handwear includes gloves worn over the hands.
Special: ---
Drawback: ---
Description: Handwear is a garment covering the whole hand. handwear has separate sheathes or openings for each finger and the thumb. Handwear protect and comfort hands against cold or heat, damage by friction, abrasion or chemicals, and disease; or in turn to provide a guard for what a bare hand should not touch. Latex, rubber or vinyl disposable gloves are often worn by health care professionals as hygiene and contamination protection measures. Handwear have no slots, but a Half Pouch can be applied along the inside of handwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,200 Ryo per Pair.
Jacket [Fire-Resistant]
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: Picture A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo each.
Shirt [Fire-Resistant]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1000 Ryo Each.
Pants [Fire-Resistant]
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1000 Ryo Each.
Pack, Butt
Rank: "C"
Type: Main, Slot Holder, 10 Slot, Wearable Container
Effect: Butt packs are small to medium sized packs worn around the belt, above a person's behind, similar to a fanny pack.
Special: ---
Drawback: ---
Description: Picture The butt pack has the volume for 10 Slots, so it can hold a plethora of items inside. 1 Butt Pack takes up 3 Pouch Slots when applying to Individual Integrated Fighting System apparel and other basic apparel. It can be attached to a Modular Lightweight Load-Carrying Equipment system, attached to Basic Apparel, or carried like a Wearable Container as it has a handle along the midsection of the pack along the top. Butt packs are commonly worn by military during missions to carry combat essentials while keeping their hands free. Butt packs are stylish packs that can be worn by anyone to carry everyday essentials.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Deep Pockets
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
[x2 Filter Slots] Gas Mask (Overview)
Rank: "C"
Type: Main, Gadget, Survival, Mask
Effect: A protective mask used to cover a person's face as a defense against poisonous gas.
Special: ---
Drawback: Does not protect against skin absorption concoctions.
Description: A mask put on over the face to protect the wearer from inhaling "airborne pollutants" and toxic gases. Gas masks have a limited useful lifespan that is related to the absorbent capacity of the filter. The traditional gas mask style with two small circular eye windows originated when the only suitable material for these eye windows was Perspex; as glass is notoriously brittle, glass eye windows had to be kept small and thick. Some have one or two filters attached to the face piece. Some have a large filter connected to the face piece by a hose.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo to house 1 Filter; 7,000 Ryo to house 2 Filters
[x4] Gas Mask Filter: A
Rank: "C"
Type: Secondary, 1 per Slot, Gadget, Survival, Filter
Effect: Gas mask filters are used to remove poisonous chemicals and deadly bacteria in the air when breathing in.
Special: ---
Drawback: Once the filter has been saturated with hazardous chemicals, it ceases to provide protection and the user may be injured.
Description: Picture This gas mask filter stops gas particles of Common Value. Mask Filters have a diameter of 2.5 inches and a height of 4.3 inches while weighing 0.7 lbs. Listed below states how strong the filter is and how well it goes against airborne Pathogens .
Conventional Usages - Lifespan of filter for conventional breathing is 8 hours.
Common Airborne Pathogens - Every minute breathing in Common Airborne Pathogens takes away 15 minutes of the Conventional Usages (Lasts 32 Minutes)
Limit: These items may be bought inside any Gadget Shop.
Cost: 1,000 Ryo Each
[x2] 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
Water Purifier (Overview)
Rank: "A"
Type: Main, Gadget, Survival, Purifier
Effect: A filtration unit that cleans dirty water supply and makes it usable.
Special: ---
Drawback: ---
Description: Picture Wherever you are, you will soon have safe drinking water. If you have brought along your Water Purifier. Simply fill the external holding canister with water and let the Water Purifier's cleansing action do the rest. Filtering agents, heating elements eliminate over 99% of known harmful bacteria, viruses or contaminants. The result is water suitable for cooking or drinking. Use it over and over; it is solar chargeable, so there's never any worry about energy running out. The amount of time required to properly filter water samples is dependent on local sources. Average Filtration time is 5 minutes. The unit will notify the user when cleansing process is completed.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 24,000 Ryo Each
Goggles
Rank: "C"
Type: Secondary, 2 per Slot, Gadget, Apparel/Surveillance, Spectacles
Effect: Protective eyewear that usually encloses or protects the area surrounding the eye in order to prevent particulates, water or chemicals from striking the eyes.
Special: ---
Drawback: ---
Description: There are different types of Goggles. There are different types of Goggles such as Cold Weather Goggles, Swimming, Power Tool Goggles, Blowtorch Goggles, Welding Goggles, Laboratory Goggles, and Aviation Goggles. Goggles are often worn as a fashion statement in certain subcultures, most often as part of the cybergoth subculture. They are usually worn over the eyes or up on the forehead to secure 'falls'. May apply modular visual lenses to goggles. Does not fit in Scroll size Slots. May be Glasses. Singular vision goggles are half price and double per slot.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo per Slot, or 1,000 Ryo Each
Anti-Flash Lenses
Rank: "S"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: A unique set of Lenses that allows the user to survive Flash Bang attacks and other Blinding Lights used to Blind a person.
Special: ---
Drawback: If the Lenses break from the inside the Liquid Crystal Film will blind the wearer indefinitely until they seek medical treatment.
Description: The Anti-Flash Lenses are made out of a specialized Liquid Crystal Film. The Crystal Film is liquefied and is sandwiched between 2 thin sheets of glass. These lenses offer the user +4 to all saves vs. blinding lights.
Limit: These items may be bought inside any Gadget Shop.
Cost: 13,000 Ryo Each
Zooming Vision
Rank: "C"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect:A vision consisting of a series of lenses and prisms, used to magnify objects so that they can be better seen from a distance.
Special: ---
Drawback: ---
Description: Zooming Vision are useful for watching opponents, wild game, and sporting events from a long distance. Standard binoculars reduce the range penalty for Observation checks to -5 for every 15 meters (instead of -5 for every 3 meters). Using Zooming Vision for observation checks take 5 times as long as making the check unaided. Each time purchased, user adds an additional 15 meters per -5 to Observation, however checks take an additional 5 times as long.
Limit: These items may be bought inside any Gadget Shop.
Cost: 1,000 Ryo Each + 1,000 Ryo per extra Zoom
Night-vision Vision
Rank: "B"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: An electro-optical image intensifying vision that detects visible and near-infrared energy, intensifies the energy, and provides a visible image for night viewing.
Special: ---
Drawback: ---
Description: The lenses of this item are made of dark crystal. Night-vision lens use passive light gathering to improve vision in near-dark conditions. They grant the user the ability to see in darkness, also called dark-vision (range 40 meters)—but because of the restricted field of view and lack of depth perception these lens provide, they impose a -20 penalty on all Observation checks made by someone wearing them. Night-vision lens must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch black cave or a sealed room does not. For situations of total darkness, the lens come with an infrared illuminator that, when switched on, operates like a standard flashlight whose light is visible only to the wearer (or anyone else wearing night-vision lens). Against stealth they apply a circumstance bonus of +20.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo Each
Infravision Lens
Rank: "B"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: An electro-optical image intensifying vision relay that detects visible and near-heat signatures, intensifies the signatures, and provides a visible image of the signatures.
Special: ---
Drawback: ---
Description: Infravision allows a creature to see in complete darkness up to a range incremetn of 20 meters. Though not in or through darkness that is chakra in origin. Infravision is the vision of heat signatures. User gains a bonus or penalty dependent on the temperature of the heat signature. If the temperature is a positive, the user gains a circumstance bonus. If the temperature is a negative, the user gains a circumstance penalty. Under the effects of Infravision the user gains a -4 penalty to blinding effects caused by bright lights.
+/-5 degrees above the environment: +/-5
+/-11-15 degrees: +/-10
+/-16-50 degrees: +/-20
+/-51-100 degrees: +/-40
+/-101+ degrees: +/-80
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo Each
[x2] Nightstone
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem giving those who see through it the ability of Darkvision.
Special: ---
Drawback: ---
Description: Nightstone is a smoky quartz crystal that has been specially cut into a thin oval lens about 2 inches in diameter. A single lens is often set into a frame and worn as a monocle or two lenses can be used to make glasses. The stone allows the wearer to see in the dark as if the wearer possessed Darkvision. Rogues, spies, and others that work at night often purchase Nightstone lenses and wealthy human kingdoms will equip their elite troops with Nightstone goggles. A Nightstone can be used indefinitely, but any scratch or other damage to the lens causes it to cease functioning. The lens does not need to be set in a frame, but doing so usually protects the lens better, and makes it easier to use.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 2,000 Ryo Each.
[x2] Sword, Longsword (Overview)
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: Swords that slash hack, dice and anything else within this genre that reaches a certain length.
Special: ---
Drawback: ---
Description: A Sword with a blade between 3 feet to 4. These weapons range from any types of blades such as the long Sword, the Falchion, Katana, Tachi, Jian, Rapier, the Scimitr, the Shinai, and Waster. Any of these weapons or any weapon that fits within the length is considered as a long sword.
Limit: These types of weapons may be capable of being bought inside any Weapon Shop
Cost: 4,000 Ryo
[x90] Kunai (Overview)
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
[x4] Grenade: Smoke
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A Grenade that gives off thick smoke when it explodes; used to make a smoke screen or to mark a position.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Smoke grenades are used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, and screening devices for unit movement. The body is a sheet-steel cylinder with emission holes in the top and bottom. These allow the smoke to be released when the grenade is ignited. Two main types exist, colored smoke (for signaling) and screening smoke. It fills an area radius of 15 meters with thick smoke. The smoke may come in different colors if the user wishes. Different color smoke could be used for information value if need. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
[x4] Grenade: Tear Gas
Rank: "B"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A grenade that produces a gas that makes the eyes smart and water, thus producing a temporary blindness. Used to quell riots.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Tear gas works by irritating mucous membranes in the eyes, nose, mouth and lungs, and causes crying, sneezing, coughing, hard breathing, pain in the eyes, temporary blindness, etc. The grenade irritates the eyes, nose, mouth, and lungs which would cause crying, sneezing, coughing, hard breathing, pain in the eyes, and temporary blindness against an opponent for 3 rounds within 5 meters radius and irritates the eyes, nose, mouth, and lungs which would cause crying, sneezing, coughing, hard breathing, pain in the eyes, and temporary blindness against an opponent for 2 rounds within 15 meters radius from the point of origin. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 4,000 Ryo Each
[x160] Scroll: Tag, Explosive (Force)
Rank: "S"
Type: Secondary, 80 per Slot, Book, Tag
Effect: Explosives Tags are scraps of paper inscribed with a Glyph of Warding
Special: ---
Drawback: ---
Description: Explosives Tags are scraps of paper inscribed with a Glyph of Warding. Normally when they are infused with Chakra, they will explode after a set amount of time, remotely, or after being ignited by flame. The tags can be attached to a surface or wrapped around a weapon to be thrown at an opponent. They are very versatile and one of the basic tools. When an explosive tag is detonated remotely, a user tends to use the "Snake" handseal (Uses "E" Rank Chakra and Jutsu Handeals to perform). Similarly, when used remotely, explosive tags can be detonated in sequence, allowing them to be used to trap opponents. When Purchasing: Must designate the type of Explosive (Force, Fire, Cold, Sonic, Lightning, Acid, Negative, or Radiant). All Explosive Tags have a Glyph of Warding equal to Advanced Mastery in Warding Ritual Skill (Base Damage equals to 24 Armour Points of Damage). Must designate a password (if applicable), or exception (if applicable). Please look at Glyph of Warding for more information. Stronger Explosive Tags are created by Playable Characters who know the Glyph of Warding Ritual.
Limit: These items may be bought inside any Book Shop.
Cost: 860 Ryo Each.
Tessaiga
Rank: "S"
Type: Main, Piercing/Slashing, Sword
Effect: Tessaiga; also known as "the sword of destruction". Legend has it that the Tessaiga has a mind of its own. Tessaiga is forged from the fang of a Great Dog Demon.
Special: ---
Drawback: Due to the weapon's size each technique performed while wielding this weapon takes up 3 movements. Unable to perform Techniques with 2 or more attacks per Movement.
Description: Picture ; Picture When not in use, the Tessaiga appears to be nothing more than a battered katana with a heavily chipped and rusted blade with the hilt's fabric tearing away. When transformed, the blade turns into an over-sized dog's fang fitting for its name. The cross guard turns into a large patch of fur similar to a dog's also. The appearance of the sword changes depending on the user's knowledge into the blade. The true form of the sword is 67 inches in length with the handle being 13.4 inches while the width of the blade is approximately 16 inches.
Limit: This weapon may be capable of being bought by 1 of the 2 BFS Sword Masters.
Cost: 50,000 Ryo
Spirited Away - Perfected
Rank: "S"
Type: Main, Piercing/Slashing, Sword
Effect: A finely crafted Thinaun Kodachi that boasts a cutting edge far superior to that of other bladed weaponry. When the hilt is tapped, Spirited Away radiates an overpowering presence that can inspire feelings of love and positivity in the hearts of foes. If activated, the blade can also claim the soul of a recently slain victim.
Special: Five Gem Slots along the grip.
Drawback: -
Description: A one-handed Kodachi with a glittering blade and pitch-black grip. Due to the fine craftsmanship and addition of items such as Spirit Amber and Predatory Rabbit’s blood, this weapon does +48 Armour Points of Damage. The moment the Kodachi’s hilt it tapped by a single finger, a vibrant aura will envelope the blade. All that lay eyes on the wielder and fail a Will Save of 35 will have their hearts flooded with feelings of love and positivity for 25 minutes. In the presence of this torrent of emotion and exhilaration, most will become inclined to aid the wielder and far more suggestible as they become receptive to the wielder's words. A successful save renders the targets permanently immune to this effect from this item. Due to the Thinaun blade, Spirited Away also boasts the ability to steal the souls of opponents that it slays. To permanently capture a soul, the blade must be touching the victim during its moment of death. As the blade can only hold one soul at a time, using this ability will forcibly eject any currently captured souls in order to make room for the latest captive.
Limit:
Cost: Perfected quality. Evoke Emotional Response.
Creatures of Chaos and Mayhem
Rank: "A"
Type: Main, Book, Reference
Effect: A book on Monsters and adventures pertaining to monsters.
Special: ---
Drawback: ---
Description: Page Count: 520 pgs. By Magister Bartholomew Heidenclark. Magister Bartholomew Heidenclark served as Magister of a small community often bedeviled by strange creatures due to its unfortunate proximity to the ruins of an ancient tower. The Magister often employed adventurers to eliminate various threats to the town, and (if they successfully returned) would interview them regarding the beasts they fought. He recorded all this information into his book. He also often visited the taverns to speak with travelers and collect information regarding other monsters. The book is meant as a reference book, not a study book. It is indexed by name (when known), type (Mythical Beast, Undead, etc), and specific characteristics (winged creatures, poisonous, etc) for ease of use. The listings included the general powers of the monster as well as its weaknesses. Some have dubbed it the Monster Hunter’s Holy Book. While Magister Heidenclark did his best to cross-reference and verify the information, the book is not entirely accurate. However, there is a 25% chance the information regarding any specific creature is inaccurate or flawed. Also, there are various versions of the book in circulation, as others have added to the original work long after the Magister’s death, and it is possible for two different versions of the book to have conflicting information.
Limit: These items may be bought inside any Special Book Shop. 10% chance finding.
Cost: 24,000 Ryo
Scroll: Map: Known World
Rank: "B"
Type: Main, Book, Scroll, Map
Effect: A map of any of the world's main continuous expanses of land.
Special: ---
Drawback: ---
Description: Known World; entire Known World. Known World Map's dimensions are 40 inches by 24 inches. Known World Maps list the Continents, Nations, and City Capitals, of those Nations that reside within the Known World. The Known World Map also states the Oceans, Bays, and Near By Islands associated to the Known World. The Maps may be folded and can fit inside Map Holders found in Vests.
Limit: These items may be bought inside any Book Shop.
Cost: 3,000 Ryo Each
[x10] Deadly Nightshade
Rank: ""
Type: Common, Medium, Herb
Effect: May be used to put someoen to sleep.
Special: Preparation: 1 week; Duration: 32 Hours
Drawback: ---
Description: This plant can grow up to 5 feet tall. It has soft green spreading leaves, and purple flowers and berries. The berries must be left to stand in water for a week and the distillation drunk. Deadly nightshade will put someone to sleep for 4d8 hours. They cannot be woken. A roll of 1 will kill them, a roll of 20 will render them insane.
Availability: Summer; Region: Forest; Identification: Average; Cultivation: Average
Limit: Must know Botany for Forest Regions. 75% chance in finding.
Cost:
[x10] Fish Float
Rank: "C"
Type: Main, Toxins & Poisons, Toxin
Effect: A dull-red, odorless liquid. Will cause all small to medium-sized fish to float to the surface.
Special: ---
Drawback: ---
Description: Creation Process Simply mix the ingredients together, stir. This will make approximately 1/2 of a half-bottle of "Fish Float". Ingesting this liquid, or even allowing it to come in contact with the skin for more than a few seconds, causes extreme dizziness (Confusion) and intense headaches (Nausea). These symptoms generally last for 1d2+1 hours. Pouring at least 1/2 of a half-bottle of this liquid into water will cause all small to medium-sized fish within 15 meters of where it is poured in to float to the surface. These fish are paralyzed and unable to swim for 24 rounds, after which time they fully recover. This can affect Hoshigaki with a Fortitude of 13 while only applying for 12 rounds.
Ingredients 1 coin-canister of vapor moss. 3 blostberries. 1/2 half-bottle of water.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,127 Ryo Each.
[x10] Poison (Debilitating)
Rank: "S"
Type: Secondary, 15 per Slot, Toxins & Poisons, Poison
Effect: This type of poison is a dark-green liquid that gives off a foul odor while wet, but is completely odorless once dried. Drinking, or even inhaling the fumes from this poison, causes severe nausea and dizziness.
Special: ---
Drawback: ---
Description: Place the rot moss into the water and bring it to a boil. Boil for 5 minutes then remove and discard the rot moss from the water. With the water still boiling, add the river mold to the mixture. Boil for approximately 5 more minutes, then allow the mixture to cool completely. Using a mortar and pestle, crush and extract all the liquid from the glosh mushrooms and stir this liquid into the mixture. This will make approximately 1 standard-vial of "Poison (Debilitating)". Avoid breathing the vapors from this poison, even while it is being created. Doing so could poison you as surely as drinking the finished poison. Drinking, or even inhaling the fumes from this poison, causes severe nausea and dizziness. It has no taste, but does have a foul odor until it dries. This poison can be placed onto weapons and allowed to dry. Being cut by a poisoned-laced weapon will poison the victim, but with less severe effects than if the poison is inhaled or ingested. On average, it takes only a few drops of this liquid to effectively poison small to average-sized beings. A single standard-vial of this poison is enough to lace 4 swords or 40 arrows. Beings who ingest this poison receive nausea, and dazed for 1 hour, after which time the effects cease. The poison takes effect on the round after being introduced into the being's body. Beings that can make a successful Fortitude Save 13, will only be affected by the poison for half an hour instead of a full hour. Targets may be poisoned through damage and suffer the same effects.
Ingredients 1/2 flat-canister of rot moss. 1 coin-canister of river mold. 2 glosh mushrooms. 1 half-bottle of water.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 7,650 Ryo Each.
[x5] Cow-Wheat
Rank: ""
Type: Uncommon, Medium, Herb
Effect: Powder placed into food or drink causing a person to act as if drunk.
Special: Preparation: 1 week; Duration: 8 hours
Drawback: ---
Description: Cow wheat is a small straight stemmed yellow-green plant. Its pale yellow flowers produce a white powder when crushed, between two hands. If this powder is placed into food or drink it will cause a person to act as if drunk. Each dose of this herb successfully administered will increase the level of drunkenness by 1 step.
Availability: Summer; Region: Grassland; Identification: Average; Cultivation: Average
Limit: Must know Botany for Grassland Regions. 50% chance in finding.
Cost:
[x10] Fanosel
Rank: ""
Type: Common, Fine, Narcotic
Effect: Outlawed in many places, this herb creates a powerful narcotic.
Special: Preparation: 4 days; Duration: 2d4 hours.
Drawback: ---
Description: Fanosel is found in large patches in deep forest, especially in higher altitude needle leaf forest. Only 3 inches in height, this small groundcover plant produces two or three pale green hard berries in late summer. The berries have a thin layer of flesh around a large pit. The drug is extracted from this flesh. Fanosel berries are narcotic and highly addictive. Collect only the berries, cutting them from the plant carefully (do not pluck) to avoid bruising the delicate flesh. Most guilded apothecaries will not buy the berries, but there are always some willing to risk a sheriff ’s noose for the high profit. Some addicted nobles and wealthy guildsmen pay highly through intermediaries. Dealing in Fanosel is a very risky business. Scrape skin from berries and dry. Soak 3 days in salty water. Boil down to yield clear crystals. Mix with water or other liquid and take orally. Within 5d4 minutes it grants euphoria, powerful delusions of grandeur lasting for 2d4 hours. Reduces inhibitions. After effects include depression and irritability. Highly addictive. Prolonged use results in personality disorders.
Availability: Summer; Region: Forest; Identification: Difficult; Cultivation: Difficult
Limit: Must know Botany for Forest Regions. 76% chance in finding.
Cost:
[x2] Ruby Azalea
Rank: ""
Type: Uncommon, Medium, Herb
Effect: It's dust can be used as a substitute for chakra when preforming jutsu.
Special: Preparation: —; Duration: —
Drawback: ---
Description: Ruby azaleas are members of the azalea family. They grow in bushes that stand around 5 to 6 feet in height. The bushes have deep green, oval-shaped leaves and, during late Low Summer and early High Summer, the plants bloom with spectacular red flowers. The flowers are a deep, translucent red color with a red stamen. The plants only grow in areas that are cool, but typically not cold, and are very wet, such as a temperate rain forest, and with a high amount of corundum in the soil. When the plants bloom there is a short 3 to 5 day window when the blooms are not fully open. During this time the blooms are harvested, dried, and crushed into a fine ruby-like dust. This dust can then be substituted in Jutsus that require Chakra, consume before performing. The Jutsu can be performed normally, though they have a shortened duration, usually lasting 1/10th of the normal duration, or 1 round, whichever is longer. With a Jutsu Lore Skill Extremely Difficult to identify a Jutsu using Ruby Azalea.
Availability: Summer; Region: Mountain; Identification: Difficult; Cultivation: Average
Limit: Must know Botany for Mountain Regions. 25% chance in finding.
Cost:
[x10] Life Water
Rank: "C"
Type: Main, Ingestibles, Elixer
Effect: A thick, sweet-smelling liquid that is purple in color. It is generally bitter tasting, but has a sweet aftertaste. An extremely nutritious, and serves as both a meal and water replacement.
Special: ---
Drawback: ---
Description: Crush the harb fruit into pulp and place it into the water. Crumble the okora leaves into a powder and add them to the water. Smash the norbane mushroom into a paste and add it to the water as well. Bring this mixture to a boil and stir frequently until all ingredients are thoroughly mixed. Once the mixture changes to a deep, purple color allow it to cool. This makes 1 and 1/4th head-flask of "Life Water". This elixir is extremely nutritious, and serves as both a meal and water replacement. 1 and 1/4th of Head-flask of life water provides 4 days' worth of food and water requirements for a creatures.
Ingredients 1 head-flask of water. 2 ripe harb fruit. 12 okora leaves (dried out). 1 fresh norbane mushroom.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 3,666 Ryo Each.
[x10] Saffron
Rank: "S"
Type: Uncommon, Tiny, Narcotic
Effect: Easily addictive, this narcotic gives many bonuses to the individual at a hefty cost of one’s sanity and mind.
Special: Preparation: 1 week; Duration: 1d40 + 20 hours
Drawback: ---
Description: After aestivating in spring, the plant sends up 5 to 11 narrow and nearly vertical green leaves, each up to 40 centimeters in length. Upon flowering, plants average less than 30 centimeters in height. The plant has a tuberous root, and large purplish flowers with yellow-red centers. The pistils of the flower must be pounded into a paste which is left to dry for 1 week. The resulting powder is taken as snuff. This herb raises all Skills by 5, movements by 1, Saves by 1 and gives a Temporary Armour Points of 5. Chance of Overdose: This herb is incredibly powerful. If the herb is used more than once in a 3 day period, the Character must make a save against the poison with a -5 penalty or die immediately from a severe brain hemorrhage. A 3rd usage in that period will automatically kill the character. Addiction and Withdrawal: Addiction automatically occurs if this herb is used more than once in a week. An addicted Character randomly loses 1 of 3 things, Loses 5 Skill Points, 1 movement, or 1 in a Save Type. Every day they will lose 1 of 2 things. Recovery From Addiction: The only cure for this addiction is powerful healing Chakra, although lesser Chakra will restore the Character's points back to their normal levels. If the character is cured of their addiction their scores will remain at their current levels, until some form of restoration Chakra is used. If a once addicted character ever has Saffron again, they become addicted with no chance of being cured. However this is unlikely to occur, because such a character develops an almost pathological hatred of the herb, and is likely to attack anyone in possession of it, and destroy it whenever they see it. This narcotic has enough 50ml doses equal to 2.
Availability: Autumn/Winter; Region: Forest; Identification: ; Cultivation:
Limit: Must know Botany for Forest Regions. 60 73% chance in finding.
Cost: 118,680 Ryo per Plant. 29,670 Ryo per Dose.
[x3] Dragon’s Blood
Rank: ""
Type: Rare, Large, Tree
Effect: May be used for various alchemical purposes.
Special: Preparation: 6 Hours; Duration: Special
Drawback: ---
Description: Dragon’s blood is an evergreen palm tree of small to average height, with tough stringy bark that can be peeled off in strips and a thick amber to crimson resin that can be tapped in early autumn. The bark can be twisted into a rough cord similar to twine, though it also gets dried in small chunks for use as incense. Alchemists love dragon’s blood resin as a reagent for many other substances and it enhances many effects and powers without making the concoctions unstable. Dragon’s blood bark can be peeled off nearly year-round, though a tree should never be stripped beyond one side of its trunk. The resin, if kept out of sunlight, can keep for up to eight months without losing its potency. It can also be spread on wooden trays and kept in the sun, so that it dries into hard translucent umber colored lumps. Both the dried and liquid forms of resin are used in many Chakra and alchemical or herbal items to enhance minor properties of other ingredients. (50% chance) Increases the effectiveness of other creations by +1 per Cultivator's Mastery. This means if a potion gives a bonus in Movements and Saves then it is an additional +1 (If cultivator is Novice). Movements, Saves, Damage Reduction, Hardness, and Energy Resistance is improved by +1. Handseals, Skills, Damage Output, Armour Points is improved by (1)x5 per Cultivator's Mastery.
Availability: Spring/Summer/Autumn; Region: Grassland/Swamp; Identification: Average; Cultivation: Easy
Limit: Must know Botany for Grassland/Swamp Regions. 19% 30% chance in finding.
Cost:
[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.
[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.
[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.
[x10] 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.
[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.
[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.
[x10] 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.
[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.
[x10] 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.
[x10] 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.
[x20] Witch Tears
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: A magical explosive that deals massive force damage.
Special: Explosions are completely silent.
Drawback: ---
Description: A mix of black powder, the magnesium, and the saltpeter, with a hint of magic. The saltpeter releases a plethora of gas to create expansion, and magic dulls the sound of the explosion, making it completely silent. Magic also enhances the explosion making for an even more powerful explosion, than what was previously possible. Upon detonation a pouch separates into 5 explosive fragments doing the same damage with the same radius as the original pouch. The explosive may be programmed with a timer to explode up to 6 seconds. It will explode forcefully, inflicting 120 Armour Points of Force Damage, ignoring 1/2 of Hardness and natural Armor to anyone within 2 meters radius burst of the blast. Against immobile or helpless targets take double damage.
Ingredients 1 coin-canister of black powder. 1 coin-canister of magnesium. 1 standard-vial of saltpeter.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 2,500 Ryo Each.
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Cloaks are hooded outerwear that tend to cover most other clothing and are open at the front.
Special: ---
Drawback: ---
Description: A cloak is a type of loose garment that is worn over indoor clothing. It protects the wearer from the cold, rain or wind for example, or it may form part of a fashionable outfit or uniform. Cloaks have been used by myriad historic societies; many climates favor wearing a full-body garment which is easily removed and does not constrain the wearer with sleeves. Over time cloak designs have been changed to match fashion and available textiles. Cloaks generally fasten at the neck or over the shoulder, vary in length, from hip all the way down to the ankle, mid-calf being the normal length. They may have an attached hood, and may cover and fasten down the front, in which case they have holes or slits for the hands to pass through. However, cloaks are almost always sleeveless. Cloaks give a +10 to Sleight of Hand when worn. Cloaks can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
[x2] Deep Pockets
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
Footwear [Fire-Resistant]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,200 Ryo per Pair.
Handwear [Fire-Resistant]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Handwear includes gloves worn over the hands.
Special: ---
Drawback: ---
Description: Handwear is a garment covering the whole hand. handwear has separate sheathes or openings for each finger and the thumb. Handwear protect and comfort hands against cold or heat, damage by friction, abrasion or chemicals, and disease; or in turn to provide a guard for what a bare hand should not touch. Latex, rubber or vinyl disposable gloves are often worn by health care professionals as hygiene and contamination protection measures. Handwear have no slots, but a Half Pouch can be applied along the inside of handwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,200 Ryo per Pair.
Jacket [Fire-Resistant]
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: Picture A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo each.
Shirt [Fire-Resistant]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1000 Ryo Each.
Pants [Fire-Resistant]
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1000 Ryo Each.
Pack, Butt
Rank: "C"
Type: Main, Slot Holder, 10 Slot, Wearable Container
Effect: Butt packs are small to medium sized packs worn around the belt, above a person's behind, similar to a fanny pack.
Special: ---
Drawback: ---
Description: Picture The butt pack has the volume for 10 Slots, so it can hold a plethora of items inside. 1 Butt Pack takes up 3 Pouch Slots when applying to Individual Integrated Fighting System apparel and other basic apparel. It can be attached to a Modular Lightweight Load-Carrying Equipment system, attached to Basic Apparel, or carried like a Wearable Container as it has a handle along the midsection of the pack along the top. Butt packs are commonly worn by military during missions to carry combat essentials while keeping their hands free. Butt packs are stylish packs that can be worn by anyone to carry everyday essentials.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Deep Pockets
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
[x2 Filter Slots] Gas Mask (Overview)
Rank: "C"
Type: Main, Gadget, Survival, Mask
Effect: A protective mask used to cover a person's face as a defense against poisonous gas.
Special: ---
Drawback: Does not protect against skin absorption concoctions.
Description: A mask put on over the face to protect the wearer from inhaling "airborne pollutants" and toxic gases. Gas masks have a limited useful lifespan that is related to the absorbent capacity of the filter. The traditional gas mask style with two small circular eye windows originated when the only suitable material for these eye windows was Perspex; as glass is notoriously brittle, glass eye windows had to be kept small and thick. Some have one or two filters attached to the face piece. Some have a large filter connected to the face piece by a hose.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo to house 1 Filter; 7,000 Ryo to house 2 Filters
[x4] Gas Mask Filter: A
Rank: "C"
Type: Secondary, 1 per Slot, Gadget, Survival, Filter
Effect: Gas mask filters are used to remove poisonous chemicals and deadly bacteria in the air when breathing in.
Special: ---
Drawback: Once the filter has been saturated with hazardous chemicals, it ceases to provide protection and the user may be injured.
Description: Picture This gas mask filter stops gas particles of Common Value. Mask Filters have a diameter of 2.5 inches and a height of 4.3 inches while weighing 0.7 lbs. Listed below states how strong the filter is and how well it goes against airborne Pathogens .
Conventional Usages - Lifespan of filter for conventional breathing is 8 hours.
Common Airborne Pathogens - Every minute breathing in Common Airborne Pathogens takes away 15 minutes of the Conventional Usages (Lasts 32 Minutes)
Limit: These items may be bought inside any Gadget Shop.
Cost: 1,000 Ryo Each
[x2] 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
Water Purifier (Overview)
Rank: "A"
Type: Main, Gadget, Survival, Purifier
Effect: A filtration unit that cleans dirty water supply and makes it usable.
Special: ---
Drawback: ---
Description: Picture Wherever you are, you will soon have safe drinking water. If you have brought along your Water Purifier. Simply fill the external holding canister with water and let the Water Purifier's cleansing action do the rest. Filtering agents, heating elements eliminate over 99% of known harmful bacteria, viruses or contaminants. The result is water suitable for cooking or drinking. Use it over and over; it is solar chargeable, so there's never any worry about energy running out. The amount of time required to properly filter water samples is dependent on local sources. Average Filtration time is 5 minutes. The unit will notify the user when cleansing process is completed.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 24,000 Ryo Each
Goggles
Rank: "C"
Type: Secondary, 2 per Slot, Gadget, Apparel/Surveillance, Spectacles
Effect: Protective eyewear that usually encloses or protects the area surrounding the eye in order to prevent particulates, water or chemicals from striking the eyes.
Special: ---
Drawback: ---
Description: There are different types of Goggles. There are different types of Goggles such as Cold Weather Goggles, Swimming, Power Tool Goggles, Blowtorch Goggles, Welding Goggles, Laboratory Goggles, and Aviation Goggles. Goggles are often worn as a fashion statement in certain subcultures, most often as part of the cybergoth subculture. They are usually worn over the eyes or up on the forehead to secure 'falls'. May apply modular visual lenses to goggles. Does not fit in Scroll size Slots. May be Glasses. Singular vision goggles are half price and double per slot.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo per Slot, or 1,000 Ryo Each
Anti-Flash Lenses
Rank: "S"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: A unique set of Lenses that allows the user to survive Flash Bang attacks and other Blinding Lights used to Blind a person.
Special: ---
Drawback: If the Lenses break from the inside the Liquid Crystal Film will blind the wearer indefinitely until they seek medical treatment.
Description: The Anti-Flash Lenses are made out of a specialized Liquid Crystal Film. The Crystal Film is liquefied and is sandwiched between 2 thin sheets of glass. These lenses offer the user +4 to all saves vs. blinding lights.
Limit: These items may be bought inside any Gadget Shop.
Cost: 13,000 Ryo Each
Zooming Vision
Rank: "C"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect:A vision consisting of a series of lenses and prisms, used to magnify objects so that they can be better seen from a distance.
Special: ---
Drawback: ---
Description: Zooming Vision are useful for watching opponents, wild game, and sporting events from a long distance. Standard binoculars reduce the range penalty for Observation checks to -5 for every 15 meters (instead of -5 for every 3 meters). Using Zooming Vision for observation checks take 5 times as long as making the check unaided. Each time purchased, user adds an additional 15 meters per -5 to Observation, however checks take an additional 5 times as long.
Limit: These items may be bought inside any Gadget Shop.
Cost: 1,000 Ryo Each + 1,000 Ryo per extra Zoom
Night-vision Vision
Rank: "B"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: An electro-optical image intensifying vision that detects visible and near-infrared energy, intensifies the energy, and provides a visible image for night viewing.
Special: ---
Drawback: ---
Description: The lenses of this item are made of dark crystal. Night-vision lens use passive light gathering to improve vision in near-dark conditions. They grant the user the ability to see in darkness, also called dark-vision (range 40 meters)—but because of the restricted field of view and lack of depth perception these lens provide, they impose a -20 penalty on all Observation checks made by someone wearing them. Night-vision lens must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch black cave or a sealed room does not. For situations of total darkness, the lens come with an infrared illuminator that, when switched on, operates like a standard flashlight whose light is visible only to the wearer (or anyone else wearing night-vision lens). Against stealth they apply a circumstance bonus of +20.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo Each
Infravision Lens
Rank: "B"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: An electro-optical image intensifying vision relay that detects visible and near-heat signatures, intensifies the signatures, and provides a visible image of the signatures.
Special: ---
Drawback: ---
Description: Infravision allows a creature to see in complete darkness up to a range incremetn of 20 meters. Though not in or through darkness that is chakra in origin. Infravision is the vision of heat signatures. User gains a bonus or penalty dependent on the temperature of the heat signature. If the temperature is a positive, the user gains a circumstance bonus. If the temperature is a negative, the user gains a circumstance penalty. Under the effects of Infravision the user gains a -4 penalty to blinding effects caused by bright lights.
+/-5 degrees above the environment: +/-5
+/-11-15 degrees: +/-10
+/-16-50 degrees: +/-20
+/-51-100 degrees: +/-40
+/-101+ degrees: +/-80
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo Each
[x2] Nightstone
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem giving those who see through it the ability of Darkvision.
Special: ---
Drawback: ---
Description: Nightstone is a smoky quartz crystal that has been specially cut into a thin oval lens about 2 inches in diameter. A single lens is often set into a frame and worn as a monocle or two lenses can be used to make glasses. The stone allows the wearer to see in the dark as if the wearer possessed Darkvision. Rogues, spies, and others that work at night often purchase Nightstone lenses and wealthy human kingdoms will equip their elite troops with Nightstone goggles. A Nightstone can be used indefinitely, but any scratch or other damage to the lens causes it to cease functioning. The lens does not need to be set in a frame, but doing so usually protects the lens better, and makes it easier to use.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 2,000 Ryo Each.
[x2] Sword, Longsword (Overview)
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: Swords that slash hack, dice and anything else within this genre that reaches a certain length.
Special: ---
Drawback: ---
Description: A Sword with a blade between 3 feet to 4. These weapons range from any types of blades such as the long Sword, the Falchion, Katana, Tachi, Jian, Rapier, the Scimitr, the Shinai, and Waster. Any of these weapons or any weapon that fits within the length is considered as a long sword.
Limit: These types of weapons may be capable of being bought inside any Weapon Shop
Cost: 4,000 Ryo
[x90] Kunai (Overview)
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
[x4] Grenade: Smoke
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A Grenade that gives off thick smoke when it explodes; used to make a smoke screen or to mark a position.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Smoke grenades are used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, and screening devices for unit movement. The body is a sheet-steel cylinder with emission holes in the top and bottom. These allow the smoke to be released when the grenade is ignited. Two main types exist, colored smoke (for signaling) and screening smoke. It fills an area radius of 15 meters with thick smoke. The smoke may come in different colors if the user wishes. Different color smoke could be used for information value if need. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
[x4] Grenade: Tear Gas
Rank: "B"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A grenade that produces a gas that makes the eyes smart and water, thus producing a temporary blindness. Used to quell riots.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Tear gas works by irritating mucous membranes in the eyes, nose, mouth and lungs, and causes crying, sneezing, coughing, hard breathing, pain in the eyes, temporary blindness, etc. The grenade irritates the eyes, nose, mouth, and lungs which would cause crying, sneezing, coughing, hard breathing, pain in the eyes, and temporary blindness against an opponent for 3 rounds within 5 meters radius and irritates the eyes, nose, mouth, and lungs which would cause crying, sneezing, coughing, hard breathing, pain in the eyes, and temporary blindness against an opponent for 2 rounds within 15 meters radius from the point of origin. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 4,000 Ryo Each
[x160] Scroll: Tag, Explosive (Force)
Rank: "S"
Type: Secondary, 80 per Slot, Book, Tag
Effect: Explosives Tags are scraps of paper inscribed with a Glyph of Warding
Special: ---
Drawback: ---
Description: Explosives Tags are scraps of paper inscribed with a Glyph of Warding. Normally when they are infused with Chakra, they will explode after a set amount of time, remotely, or after being ignited by flame. The tags can be attached to a surface or wrapped around a weapon to be thrown at an opponent. They are very versatile and one of the basic tools. When an explosive tag is detonated remotely, a user tends to use the "Snake" handseal (Uses "E" Rank Chakra and Jutsu Handeals to perform). Similarly, when used remotely, explosive tags can be detonated in sequence, allowing them to be used to trap opponents. When Purchasing: Must designate the type of Explosive (Force, Fire, Cold, Sonic, Lightning, Acid, Negative, or Radiant). All Explosive Tags have a Glyph of Warding equal to Advanced Mastery in Warding Ritual Skill (Base Damage equals to 24 Armour Points of Damage). Must designate a password (if applicable), or exception (if applicable). Please look at Glyph of Warding for more information. Stronger Explosive Tags are created by Playable Characters who know the Glyph of Warding Ritual.
Limit: These items may be bought inside any Book Shop.
Cost: 860 Ryo Each.
Tessaiga
Rank: "S"
Type: Main, Piercing/Slashing, Sword
Effect: Tessaiga; also known as "the sword of destruction". Legend has it that the Tessaiga has a mind of its own. Tessaiga is forged from the fang of a Great Dog Demon.
Special: ---
Drawback: Due to the weapon's size each technique performed while wielding this weapon takes up 3 movements. Unable to perform Techniques with 2 or more attacks per Movement.
Description: Picture ; Picture When not in use, the Tessaiga appears to be nothing more than a battered katana with a heavily chipped and rusted blade with the hilt's fabric tearing away. When transformed, the blade turns into an over-sized dog's fang fitting for its name. The cross guard turns into a large patch of fur similar to a dog's also. The appearance of the sword changes depending on the user's knowledge into the blade. The true form of the sword is 67 inches in length with the handle being 13.4 inches while the width of the blade is approximately 16 inches.
Limit: This weapon may be capable of being bought by 1 of the 2 BFS Sword Masters.
Cost: 50,000 Ryo
Spirited Away - Perfected
Rank: "S"
Type: Main, Piercing/Slashing, Sword
Effect: A finely crafted Thinaun Kodachi that boasts a cutting edge far superior to that of other bladed weaponry. When the hilt is tapped, Spirited Away radiates an overpowering presence that can inspire feelings of love and positivity in the hearts of foes. If activated, the blade can also claim the soul of a recently slain victim.
Special: Five Gem Slots along the grip.
Drawback: -
Description: A one-handed Kodachi with a glittering blade and pitch-black grip. Due to the fine craftsmanship and addition of items such as Spirit Amber and Predatory Rabbit’s blood, this weapon does +48 Armour Points of Damage. The moment the Kodachi’s hilt it tapped by a single finger, a vibrant aura will envelope the blade. All that lay eyes on the wielder and fail a Will Save of 35 will have their hearts flooded with feelings of love and positivity for 25 minutes. In the presence of this torrent of emotion and exhilaration, most will become inclined to aid the wielder and far more suggestible as they become receptive to the wielder's words. A successful save renders the targets permanently immune to this effect from this item. Due to the Thinaun blade, Spirited Away also boasts the ability to steal the souls of opponents that it slays. To permanently capture a soul, the blade must be touching the victim during its moment of death. As the blade can only hold one soul at a time, using this ability will forcibly eject any currently captured souls in order to make room for the latest captive.
Limit:
Cost: Perfected quality. Evoke Emotional Response.
Creatures of Chaos and Mayhem
Rank: "A"
Type: Main, Book, Reference
Effect: A book on Monsters and adventures pertaining to monsters.
Special: ---
Drawback: ---
Description: Page Count: 520 pgs. By Magister Bartholomew Heidenclark. Magister Bartholomew Heidenclark served as Magister of a small community often bedeviled by strange creatures due to its unfortunate proximity to the ruins of an ancient tower. The Magister often employed adventurers to eliminate various threats to the town, and (if they successfully returned) would interview them regarding the beasts they fought. He recorded all this information into his book. He also often visited the taverns to speak with travelers and collect information regarding other monsters. The book is meant as a reference book, not a study book. It is indexed by name (when known), type (Mythical Beast, Undead, etc), and specific characteristics (winged creatures, poisonous, etc) for ease of use. The listings included the general powers of the monster as well as its weaknesses. Some have dubbed it the Monster Hunter’s Holy Book. While Magister Heidenclark did his best to cross-reference and verify the information, the book is not entirely accurate. However, there is a 25% chance the information regarding any specific creature is inaccurate or flawed. Also, there are various versions of the book in circulation, as others have added to the original work long after the Magister’s death, and it is possible for two different versions of the book to have conflicting information.
Limit: These items may be bought inside any Special Book Shop. 10% chance finding.
Cost: 24,000 Ryo
Scroll: Map: Known World
Rank: "B"
Type: Main, Book, Scroll, Map
Effect: A map of any of the world's main continuous expanses of land.
Special: ---
Drawback: ---
Description: Known World; entire Known World. Known World Map's dimensions are 40 inches by 24 inches. Known World Maps list the Continents, Nations, and City Capitals, of those Nations that reside within the Known World. The Known World Map also states the Oceans, Bays, and Near By Islands associated to the Known World. The Maps may be folded and can fit inside Map Holders found in Vests.
Limit: These items may be bought inside any Book Shop.
Cost: 3,000 Ryo Each
[x10] Deadly Nightshade
Rank: ""
Type: Common, Medium, Herb
Effect: May be used to put someoen to sleep.
Special: Preparation: 1 week; Duration: 32 Hours
Drawback: ---
Description: This plant can grow up to 5 feet tall. It has soft green spreading leaves, and purple flowers and berries. The berries must be left to stand in water for a week and the distillation drunk. Deadly nightshade will put someone to sleep for 4d8 hours. They cannot be woken. A roll of 1 will kill them, a roll of 20 will render them insane.
Availability: Summer; Region: Forest; Identification: Average; Cultivation: Average
Limit: Must know Botany for Forest Regions. 75% chance in finding.
Cost:
[x10] Fish Float
Rank: "C"
Type: Main, Toxins & Poisons, Toxin
Effect: A dull-red, odorless liquid. Will cause all small to medium-sized fish to float to the surface.
Special: ---
Drawback: ---
Description: Creation Process Simply mix the ingredients together, stir. This will make approximately 1/2 of a half-bottle of "Fish Float". Ingesting this liquid, or even allowing it to come in contact with the skin for more than a few seconds, causes extreme dizziness (Confusion) and intense headaches (Nausea). These symptoms generally last for 1d2+1 hours. Pouring at least 1/2 of a half-bottle of this liquid into water will cause all small to medium-sized fish within 15 meters of where it is poured in to float to the surface. These fish are paralyzed and unable to swim for 24 rounds, after which time they fully recover. This can affect Hoshigaki with a Fortitude of 13 while only applying for 12 rounds.
Ingredients 1 coin-canister of vapor moss. 3 blostberries. 1/2 half-bottle of water.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,127 Ryo Each.
[x10] Poison (Debilitating)
Rank: "S"
Type: Secondary, 15 per Slot, Toxins & Poisons, Poison
Effect: This type of poison is a dark-green liquid that gives off a foul odor while wet, but is completely odorless once dried. Drinking, or even inhaling the fumes from this poison, causes severe nausea and dizziness.
Special: ---
Drawback: ---
Description: Place the rot moss into the water and bring it to a boil. Boil for 5 minutes then remove and discard the rot moss from the water. With the water still boiling, add the river mold to the mixture. Boil for approximately 5 more minutes, then allow the mixture to cool completely. Using a mortar and pestle, crush and extract all the liquid from the glosh mushrooms and stir this liquid into the mixture. This will make approximately 1 standard-vial of "Poison (Debilitating)". Avoid breathing the vapors from this poison, even while it is being created. Doing so could poison you as surely as drinking the finished poison. Drinking, or even inhaling the fumes from this poison, causes severe nausea and dizziness. It has no taste, but does have a foul odor until it dries. This poison can be placed onto weapons and allowed to dry. Being cut by a poisoned-laced weapon will poison the victim, but with less severe effects than if the poison is inhaled or ingested. On average, it takes only a few drops of this liquid to effectively poison small to average-sized beings. A single standard-vial of this poison is enough to lace 4 swords or 40 arrows. Beings who ingest this poison receive nausea, and dazed for 1 hour, after which time the effects cease. The poison takes effect on the round after being introduced into the being's body. Beings that can make a successful Fortitude Save 13, will only be affected by the poison for half an hour instead of a full hour. Targets may be poisoned through damage and suffer the same effects.
Ingredients 1/2 flat-canister of rot moss. 1 coin-canister of river mold. 2 glosh mushrooms. 1 half-bottle of water.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 7,650 Ryo Each.
[x5] Cow-Wheat
Rank: ""
Type: Uncommon, Medium, Herb
Effect: Powder placed into food or drink causing a person to act as if drunk.
Special: Preparation: 1 week; Duration: 8 hours
Drawback: ---
Description: Cow wheat is a small straight stemmed yellow-green plant. Its pale yellow flowers produce a white powder when crushed, between two hands. If this powder is placed into food or drink it will cause a person to act as if drunk. Each dose of this herb successfully administered will increase the level of drunkenness by 1 step.
Availability: Summer; Region: Grassland; Identification: Average; Cultivation: Average
Limit: Must know Botany for Grassland Regions. 50% chance in finding.
Cost:
[x10] Fanosel
Rank: ""
Type: Common, Fine, Narcotic
Effect: Outlawed in many places, this herb creates a powerful narcotic.
Special: Preparation: 4 days; Duration: 2d4 hours.
Drawback: ---
Description: Fanosel is found in large patches in deep forest, especially in higher altitude needle leaf forest. Only 3 inches in height, this small groundcover plant produces two or three pale green hard berries in late summer. The berries have a thin layer of flesh around a large pit. The drug is extracted from this flesh. Fanosel berries are narcotic and highly addictive. Collect only the berries, cutting them from the plant carefully (do not pluck) to avoid bruising the delicate flesh. Most guilded apothecaries will not buy the berries, but there are always some willing to risk a sheriff ’s noose for the high profit. Some addicted nobles and wealthy guildsmen pay highly through intermediaries. Dealing in Fanosel is a very risky business. Scrape skin from berries and dry. Soak 3 days in salty water. Boil down to yield clear crystals. Mix with water or other liquid and take orally. Within 5d4 minutes it grants euphoria, powerful delusions of grandeur lasting for 2d4 hours. Reduces inhibitions. After effects include depression and irritability. Highly addictive. Prolonged use results in personality disorders.
Availability: Summer; Region: Forest; Identification: Difficult; Cultivation: Difficult
Limit: Must know Botany for Forest Regions. 76% chance in finding.
Cost:
[x2] Ruby Azalea
Rank: ""
Type: Uncommon, Medium, Herb
Effect: It's dust can be used as a substitute for chakra when preforming jutsu.
Special: Preparation: —; Duration: —
Drawback: ---
Description: Ruby azaleas are members of the azalea family. They grow in bushes that stand around 5 to 6 feet in height. The bushes have deep green, oval-shaped leaves and, during late Low Summer and early High Summer, the plants bloom with spectacular red flowers. The flowers are a deep, translucent red color with a red stamen. The plants only grow in areas that are cool, but typically not cold, and are very wet, such as a temperate rain forest, and with a high amount of corundum in the soil. When the plants bloom there is a short 3 to 5 day window when the blooms are not fully open. During this time the blooms are harvested, dried, and crushed into a fine ruby-like dust. This dust can then be substituted in Jutsus that require Chakra, consume before performing. The Jutsu can be performed normally, though they have a shortened duration, usually lasting 1/10th of the normal duration, or 1 round, whichever is longer. With a Jutsu Lore Skill Extremely Difficult to identify a Jutsu using Ruby Azalea.
Availability: Summer; Region: Mountain; Identification: Difficult; Cultivation: Average
Limit: Must know Botany for Mountain Regions. 25% chance in finding.
Cost:
[x10] Life Water
Rank: "C"
Type: Main, Ingestibles, Elixer
Effect: A thick, sweet-smelling liquid that is purple in color. It is generally bitter tasting, but has a sweet aftertaste. An extremely nutritious, and serves as both a meal and water replacement.
Special: ---
Drawback: ---
Description: Crush the harb fruit into pulp and place it into the water. Crumble the okora leaves into a powder and add them to the water. Smash the norbane mushroom into a paste and add it to the water as well. Bring this mixture to a boil and stir frequently until all ingredients are thoroughly mixed. Once the mixture changes to a deep, purple color allow it to cool. This makes 1 and 1/4th head-flask of "Life Water". This elixir is extremely nutritious, and serves as both a meal and water replacement. 1 and 1/4th of Head-flask of life water provides 4 days' worth of food and water requirements for a creatures.
Ingredients 1 head-flask of water. 2 ripe harb fruit. 12 okora leaves (dried out). 1 fresh norbane mushroom.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 3,666 Ryo Each.
[x10] Saffron
Rank: "S"
Type: Uncommon, Tiny, Narcotic
Effect: Easily addictive, this narcotic gives many bonuses to the individual at a hefty cost of one’s sanity and mind.
Special: Preparation: 1 week; Duration: 1d40 + 20 hours
Drawback: ---
Description: After aestivating in spring, the plant sends up 5 to 11 narrow and nearly vertical green leaves, each up to 40 centimeters in length. Upon flowering, plants average less than 30 centimeters in height. The plant has a tuberous root, and large purplish flowers with yellow-red centers. The pistils of the flower must be pounded into a paste which is left to dry for 1 week. The resulting powder is taken as snuff. This herb raises all Skills by 5, movements by 1, Saves by 1 and gives a Temporary Armour Points of 5. Chance of Overdose: This herb is incredibly powerful. If the herb is used more than once in a 3 day period, the Character must make a save against the poison with a -5 penalty or die immediately from a severe brain hemorrhage. A 3rd usage in that period will automatically kill the character. Addiction and Withdrawal: Addiction automatically occurs if this herb is used more than once in a week. An addicted Character randomly loses 1 of 3 things, Loses 5 Skill Points, 1 movement, or 1 in a Save Type. Every day they will lose 1 of 2 things. Recovery From Addiction: The only cure for this addiction is powerful healing Chakra, although lesser Chakra will restore the Character's points back to their normal levels. If the character is cured of their addiction their scores will remain at their current levels, until some form of restoration Chakra is used. If a once addicted character ever has Saffron again, they become addicted with no chance of being cured. However this is unlikely to occur, because such a character develops an almost pathological hatred of the herb, and is likely to attack anyone in possession of it, and destroy it whenever they see it. This narcotic has enough 50ml doses equal to 2.
Availability: Autumn/Winter; Region: Forest; Identification: ; Cultivation:
Limit: Must know Botany for Forest Regions. 60 73% chance in finding.
Cost: 118,680 Ryo per Plant. 29,670 Ryo per Dose.
[x3] Dragon’s Blood
Rank: ""
Type: Rare, Large, Tree
Effect: May be used for various alchemical purposes.
Special: Preparation: 6 Hours; Duration: Special
Drawback: ---
Description: Dragon’s blood is an evergreen palm tree of small to average height, with tough stringy bark that can be peeled off in strips and a thick amber to crimson resin that can be tapped in early autumn. The bark can be twisted into a rough cord similar to twine, though it also gets dried in small chunks for use as incense. Alchemists love dragon’s blood resin as a reagent for many other substances and it enhances many effects and powers without making the concoctions unstable. Dragon’s blood bark can be peeled off nearly year-round, though a tree should never be stripped beyond one side of its trunk. The resin, if kept out of sunlight, can keep for up to eight months without losing its potency. It can also be spread on wooden trays and kept in the sun, so that it dries into hard translucent umber colored lumps. Both the dried and liquid forms of resin are used in many Chakra and alchemical or herbal items to enhance minor properties of other ingredients. (50% chance) Increases the effectiveness of other creations by +1 per Cultivator's Mastery. This means if a potion gives a bonus in Movements and Saves then it is an additional +1 (If cultivator is Novice). Movements, Saves, Damage Reduction, Hardness, and Energy Resistance is improved by +1. Handseals, Skills, Damage Output, Armour Points is improved by (1)x5 per Cultivator's Mastery.
Availability: Spring/Summer/Autumn; Region: Grassland/Swamp; Identification: Average; Cultivation: Easy
Limit: Must know Botany for Grassland/Swamp Regions. 19% 30% chance in finding.
Cost:
[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.
[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.
[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.
[x10] 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.
[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.
[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.
[x10] 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.
[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.
[x10] 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.
[x10] 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.
[x20] Witch Tears
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: A magical explosive that deals massive force damage.
Special: Explosions are completely silent.
Drawback: ---
Description: A mix of black powder, the magnesium, and the saltpeter, with a hint of magic. The saltpeter releases a plethora of gas to create expansion, and magic dulls the sound of the explosion, making it completely silent. Magic also enhances the explosion making for an even more powerful explosion, than what was previously possible. Upon detonation a pouch separates into 5 explosive fragments doing the same damage with the same radius as the original pouch. The explosive may be programmed with a timer to explode up to 6 seconds. It will explode forcefully, inflicting 120 Armour Points of Force Damage, ignoring 1/2 of Hardness and natural Armor to anyone within 2 meters radius burst of the blast. Against immobile or helpless targets take double damage.
Ingredients 1 coin-canister of black powder. 1 coin-canister of magnesium. 1 standard-vial of saltpeter.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 2,500 Ryo Each.
Gems (inside Zuruel's body)
Gem of the Wise
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem that improves the wearer's institution and strengthens their willpower.
Special: ---
Drawback: ---
Description: Jewelers are always after the perfect pearl, a flawless sphere that is the perfection of the oysters toil. While a perfect pearl may fetch a kingly sum, Alchemists and others who harness the natural Alchemical properties from gems and minerals will scoff at such a perfect specimen. For these people, the pearls true luster and Alchemy is only revealed in a seemingly flawed specimen. A pearl that has grown with 2 ovoid hemispheres that resembles a brain in shape allows the natural Alchemical properties to be harnessed. It is rare for a pearl to form naturally into this shape, and a highly specialized profession of culturing pearls to grow into this shape has cropped up. Even with growing cultured pearls, the chance of successfully growing a gem of the wise is slim. It requires a well-crafted seed to be prepared and then placed inside the oyster. After several years the oyster is opened and only then will the culture know if they were successful. The pearls natural Alchemical properties is released in a properly grown pearl. Holding or wearing the pearl improves the wearer’s intuition and strengthens their willpower. The bearer receives a +25 competence bonus to Sense Motive skill checks and a +4 competence bonus to Will saves.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 35,000 Ryo Each.
Lightning Stone
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem that gains a Haste like ability by carving power into an Agate.
Special: ---
Drawback: ---
Description: The Alchemical properties of agate have been known to a limited number of civilizations for a long time, though nearly all of these civilizations have been destroyed or consumed by other civilizations. Because of this, the true power of agates remained obscured by legend and myth. Several researchers across the planet re-discovered agate Alchemy around the same time. When a piece of agate is carved into the shape of a lightning bolt with 3 "jags" in it the Alchemy within the mineral is harnessed. When the wearer speaks the command word without sacrificing a movement, the wearer acts as though effected by a Haste Jutsu. They gain +1 alchemical bonus to movements (Stacks with other highest Alchemical Movement). This effect can be activated up to 3 times per day by the command word "Mazahs" and lasts for 6 rounds per activation.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 19,950 Ryo Each.
Skull of Strength
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem that gives TaiJutsu Damage strength to those who has the skull.
Special: ---
Drawback: ---
Description: A skull of strength is carved from a flawless crystal of amethyst of a light violet color. The skull that is carved is about 2 inches in height. Once carved, the skull’s natural alchemical properties are released. When a person carries or holds a skull of strength, their strength increases by increasing all TaiJutsu Damage by +4. Scratching or otherwise damaging the skull negates its alchemical property.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 8,500 Ryo Each.
Troll Stone
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.
Barbarian Blood Stone
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of allowing the target to become in raged.
Special: ---
Drawback: ---
Description: Though long sought after for its rarity and beauty, the ruby has been coveted by Alchemists and Ritualists for its other, Alchemical properties. To harness the ruby’s natural Alchemy, the Alchemist must carve the gem into a perfectly symmetrical teardrop shape about 2 centimeters in size. When carved, the Barbarian Blood Stone is often set into a headband or necklace. Once harnessed, the gem allows a non-Brawler to enter a state of mind identical to the Rage ability of the barbarian. The bearer can enter this state 3 times per day. Each time, the bearer gains the same benefits of Rage. This state lasts for 5 rounds. In addition, once the barbarian leaves their rage they are not fatigued. Barbarians covet the barbarian blood stone because, for them, the stone has different properties.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 40,000 Ryo Each.
[x5] Bloodstone
Rank: "B"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem used to stop bleeding.
Special: ---
Drawback: ---
Description: Hematite is usually found as a mineral with a dull red-brown color and sages and commoners alike have long called hematite bloodstone due to the bright red streak of color it makes. To make a bloodstone, the alchemist first carves the hematite into a triangular shape about 3 inches in size. The carved bloodstone is then boiled for several hours before being treated with a special liquid. After treatment, the stone is dried in a kiln and then powdered and stored in a vial. The red powder can then be spread over a bleeding wound, clotting the blood. The bloodstone powder provides a +10 alchemical bonus to the First Aid: Healing check. One vial of bloodstone powder can be used 10 times before it is consumed.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 200 Ryo Each.
Gem of Vitality
Rank: "S"
Type: Secondary, 2 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of expanding one's life.
Special: ---
Drawback: ---
Description: Obsidian has had many uses as a minor gemstone, tool, and a weapon over the centuries. Some varieties of obsidian have also been harnessed for their natural Alchemical properties, such as the Ghost Tip, and this led many Alchemists and researchers to look at other varieties of obsidian to see if they also had natural Alchemical properties. A lot of the research proved fruitless, until a Midget Alchemist named Gwengolyn Badgersrest made a chance discovery. She had been looking at basic geometric shapes and varieties of obsidian. She was crafting a double pyramidal shape on a piece of mahogany obsidian when her chisel slipped and the perfect double pyramid split into two five-sided pyramids. She was about to toss the mistake when she felt her vitality increase as she picked up the broken pieces. Some more research led to the creation of the Gem of Vitality. A person holding the Gem of Vitality gains a +20 enhancement bonus to Armour Points. In addition, the Gem of Vitality prolongs a person’s natural lifespan by 1 year for every month that the gem is possessed up to a maximum increase of 50% over the normal lifespan for the person’s race.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 20,250 Ryo Each.
Fear Charm
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem that makes the holder less fearless while more fearful against others.
Special: ---
Drawback: ---
Description: The fear charm is harnessed from a single crystal of aquamarine. The crystal is no larger than the a marble and, once properly crafted and the alchemical property is released, is either held or attached to clothing. When held or worn, the Fear Charm provides a +4 Alchemical Bonus to saves against Fear Jutsus and effects, including cause fear and a dragon’s frightful presence. It also applies a +4 Alchemical Difficulty Bonus to Fear Jutsus against opponents.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 15,500 Ryo Each.
Hades’s Pain
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of destroying undead.
Special: ---
Drawback: ---
Description: As long as people have known of the undead, they have attempted to find new and better ways of destroying them. A lot of time, money, and research has been spent in finding ways to destroy undead so that normal people can feel safe. This research has naturally led to finding gems that can be harnessed for their natural Alchemical Properties to fight undead. A cleric, Reverend Father Loren Doum, took it upon himself to find a gem that could be harnessed in the service of Hades. He had a vision of the gem he needed to harness and he quickly returned to his home to continue his research. Doum learned in his vision that by carving a piece of rubellite into the shape of a spirit or ghost the gems natural Alchemical Properties would be harnessed. Doum was aware that the carved gemstone resembled the holy symbol used by followers of Hades. When the gemstone is squeezed, the gems Alchemy is activated. The Alchemy destroys 12d4 Points worth of undead within a 16-meter radius of where the gem is activated. Each Undead has 4 points per Class Level. Undead with the fewest Points are affected first, and among undead of equal Points those closest to the point of origin are affected first. Undead with "B" Class or higher are not affected. The gem has 50 charges when created and each activation uses 1 charge.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 36,500 Ryo Each.
Awareness Stone
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem that increases one's Observation.
Special: ---
Drawback: ---
Description: This vibrant purple stone has long been used as a gemstone. An unknown Alchemist user discovered its natural Alchemical properties in the days of pre-history. Carving the gemstone into a flawless sphere about an inch in diameter releases the Chakra. Carrying the stone increases a person’s awareness, providing a +20 competence bonus to Observation skill checks.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 20,500 Ryo Each
Skull of Healing
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of healing people.
Special: ---
Drawback: ---
Description: A Skull of Healing is carved from a flawless rock crystal. The skull that is carved is about 2 inches in height. Once carved, the skull’s natural Alchemical properties are released. When a person carries or holds a Skull of Healing, they gain fast healing Minor wounds every 3 rounds. Scratching or otherwise damaging the skull negates its Alchemical property.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 5,500 Ryo Each.
Skull of the Ghost
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem making those who carry it immune to energy drain attacks.
Special: ---
Drawback: ---
Description: Probably the most sought after of the quartz skulls, the Skull of the Ghost is carved from a flawless gem of smoky quartz with a flowing silver-grey color. The skull that is carved is about 2 inches in height. Once carved, the skull’s natural Alchemical properties are released. When a person carries or holds a Skull of the Ghost, they gain immunity to energy draining attacks. Scratching or otherwise damaging the skull negates its alchemical property.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 28,500 Ryo Each.
[x2] Vision Stone
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem that restores eyesight to the blind, while giving competence bonus against dazzling and blinding.
Special: ---
Drawback: ---
Description: The vision stone has only recently been harnessed for its alchemical properties. Researchers for centuries have delved the secrets of the bloodstone and what alchemical properties the stone may hold, but nearly all of this research focused on possibilities that the stone had some connection to blood, either healing or injuring a person. It took a bold researcher named Karla Metvorg Hyuuga, a Hyuuga Alchemist who was ridiculed for her ideas about the nature of the bloodstone, to persevere in her research and finally unlock the bloodstones secret. The bloodstones alchemy is harnessed by carving the stone into a ring about an inch in diameter where the inner part of the ring is beveled slightly inward and the outer part of the ring is cut in a complex geometric pattern. When the vision stone is set over the eye of a person suffering from blindness, the stone sinks into the eye, merging with the afflicted person. This process takes only 2 minutes and, once complete, the vision in that eye is restored. To be able to restore vision to a person blind in both eyes, 2 vision stones are required. In addition to restoring vision, the vision stone also grants a +2 competence bonus against all future attacks (Chakra, natural, or otherwise) that might dazzle or blind the person.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 10,000 Ryo Each.
Death’s Tear
Rank: "S"
Type: Secondary, Main, Harnessed Gem
Effect: A harnessed Gem used to stop a target from dying.
Special: ---
Drawback: ---
Description: To prevent death is one of the most sought after protections. Casius Trellium Fennel, an Alchemist follower of Jute, and harnesser of the first immortality stone also researched ways to prevent death from occurring as part of his research into immortality. Years before he harnessed the first immortality stone Casius harnessed the Alchemy within zircon as a ward against death. The leaders of the Church hailed Casius and this gave him confidence to continue his search for immortality. When a nearly flawless zircon gem is cut into the shape of a tear about half an inch long and with a slight curl at the apex of the tear the natural Alchemical Properties within the zircon is harnessed. A person who holds Jute’s tear is warded against all forms of death including death Jutsus, Chakra death effects, energy drain, and ability damage effects. The person is also warded against these other death effects with the following restrictions: Dying Condition (the person still falls unconscious but stabilizes and begins to heal until they are no longer Dying), poison (the person still suffers damage, but cannot die from the damage taken), ability loss (the person still loses the points, he just cannot die), and petrification (though it does not prevent the actual turning to stone, a person warded still becomes a statue, but they still live within the stone). The only flaw in the Alchemy is that it does not prevent death from old age. For this reason, Casius continued his search for the immortality stone.
Limit: These types of items may be bought inside any Alchemy Shop. With a 1% chance of finding.
Cost: 201,500 Ryo Each.
Healer's Gem
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem used to heal people, and remove ailments.
Special: ---
Drawback: ---
Description: It is said that the first Healer's Gem was harnessed by a Medic of Temoca, the Goddess of Healing. Since that time, the skill to harness the powers of malachite has been passed on to many others. To harness the minerals natural Alchemy, a large malachite mineral is carved into a rough humanoid shape with arms and legs slightly spread. To activate the Alchemy, the harnessed gem is placed on the chest of a person that suffers from an ailment. The harnessed gem draws out the ailment and places it into the gem. Once the Healer's Gem has been used 50 times, it turns into dust and is destroyed. A healer’s gem removes all temporary ability damage (including the effects of Feeblemind) and immediately ends all of the following adverse conditions: blinded, confused (including the effects of insanity), dazed, dazzled, deafened, diseased, exhausted, fatigued, nauseated, sickened, stunned, and poisoned. In addition, a Healer's Gem will heal up to 100 Armour Points of damage.
Limit: These types of items may be bought inside any Alchemy Shop. With a 5% chance of finding.
Cost: 66,500 Ryo Each.
Gem of Aversion
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem that keeps targets away in a good distance away from the Gem.
Special: ---
Drawback: ---
Description: Sometimes a fight is not the solution to a problem. Fights can be ugly, the outcome can be unsure, and injury or death cannot be ruled out. At other times, a party might just want to provide an extra sense of security. The Gem of Aversion provides a way to keep certain groups of people from approaching the harnessed gem. This helps protect these groups from harm and provides security for people near the gem. The Gem of Aversion is harnessed by cutting a piece of golden beryl into a ring where the interior of the ring is smooth and the exterior of the ring is a jagged edge. During the process to harness the gem the person harnessing the gem must specifically name a creature type or specify an alignment. The command word "away", spoken in Common, is given to the harnessed gem to activate the item, and the gem can only be activated once in a 24-hour period. Once activated the specified creature type or creatures with the specified alignment must make a Will save 20 or shun an area 25 meters in diameter centered on the Gem of Aversion. An affected creature will not willingly enter the area, and any creatures that find themselves in the area make their best way out of the area covered by the Gem of Aversion. A creature that succeeds on its Save can remain in the area but feels disorientated and receives a -4 penalty to their movements, and -20 to all Skill Category 2 checks. Once activated, the gem functions for 48 hours or until the command word is spoken a second time.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 40,000 Ryo Each.
Chronull
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: Time-distorting stone hastes bearer and causes time hop when thrown.
Special: ---
Drawback: ---
Description: When a mimetite is carved into an egg like gem with a key carved in the middle surrounded by a time watch the stone begins to vibrate rapidly, emitting a hum inaudible to humans. Any creature carrying the charged mimetite is propelled into a slightly faster time-stream and is considered hasted, has +1 Alchemical Movements, for as long as the creature continues to carry the chronull stone. If the stone is discharged, all creatures and objects within 3 meters are shifted out of existence in a blur of motion. The subjects disappear as if teleported for 1 hour per Alchemy's Mastery. The targets disappear and then reappear when this duration expires in exactly the same orientation and conditions as before. From the subject’s point of view no time has passed at all. The creature may also make a 20 Will Save without the help of Impeccable Will every minute to return to the normal time frame, acting normally on its next turn if it does so. If the space from which the subject departed is occupied upon their return to the time stream, they appear to the closest unoccupied area, still in their original orientation. The charged chronull stone shatters, becoming useless once it has been discharged.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 5,000 Ryo Each.
Gem of Prescience
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.
Rogue Stone
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of making those with it invisible 3 times per day.
Special: ---
Drawback: ---
Description: The rogue stone has found a large following among many of the rogue’s guilds across the land. First harnessed by Loran Greyfoot, an Alchemist that also plied his skills as a "liberator of wealth" from the rich, the Rogue Stone is a simple, red-colored jasper stone. It is specially cut so that the edges are amorphous in shape while, from the front, it has a wavy pattern to it with 3 incised grooves. 3 times per day, the bearer of the Rogue Stone is able to turn themselves invisible for up to 30 minutes. While invisible, the bearer of the Rogue Stone cannot take any action that would be considered a direct attack against another individual; doing so breaks the natural alchemical properties and the bearer becomes visible again.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 13,000 Ryo Each.
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem that improves the wearer's institution and strengthens their willpower.
Special: ---
Drawback: ---
Description: Jewelers are always after the perfect pearl, a flawless sphere that is the perfection of the oysters toil. While a perfect pearl may fetch a kingly sum, Alchemists and others who harness the natural Alchemical properties from gems and minerals will scoff at such a perfect specimen. For these people, the pearls true luster and Alchemy is only revealed in a seemingly flawed specimen. A pearl that has grown with 2 ovoid hemispheres that resembles a brain in shape allows the natural Alchemical properties to be harnessed. It is rare for a pearl to form naturally into this shape, and a highly specialized profession of culturing pearls to grow into this shape has cropped up. Even with growing cultured pearls, the chance of successfully growing a gem of the wise is slim. It requires a well-crafted seed to be prepared and then placed inside the oyster. After several years the oyster is opened and only then will the culture know if they were successful. The pearls natural Alchemical properties is released in a properly grown pearl. Holding or wearing the pearl improves the wearer’s intuition and strengthens their willpower. The bearer receives a +25 competence bonus to Sense Motive skill checks and a +4 competence bonus to Will saves.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 35,000 Ryo Each.
Lightning Stone
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem that gains a Haste like ability by carving power into an Agate.
Special: ---
Drawback: ---
Description: The Alchemical properties of agate have been known to a limited number of civilizations for a long time, though nearly all of these civilizations have been destroyed or consumed by other civilizations. Because of this, the true power of agates remained obscured by legend and myth. Several researchers across the planet re-discovered agate Alchemy around the same time. When a piece of agate is carved into the shape of a lightning bolt with 3 "jags" in it the Alchemy within the mineral is harnessed. When the wearer speaks the command word without sacrificing a movement, the wearer acts as though effected by a Haste Jutsu. They gain +1 alchemical bonus to movements (Stacks with other highest Alchemical Movement). This effect can be activated up to 3 times per day by the command word "Mazahs" and lasts for 6 rounds per activation.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 19,950 Ryo Each.
Skull of Strength
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem that gives TaiJutsu Damage strength to those who has the skull.
Special: ---
Drawback: ---
Description: A skull of strength is carved from a flawless crystal of amethyst of a light violet color. The skull that is carved is about 2 inches in height. Once carved, the skull’s natural alchemical properties are released. When a person carries or holds a skull of strength, their strength increases by increasing all TaiJutsu Damage by +4. Scratching or otherwise damaging the skull negates its alchemical property.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 8,500 Ryo Each.
Troll Stone
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.
Barbarian Blood Stone
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of allowing the target to become in raged.
Special: ---
Drawback: ---
Description: Though long sought after for its rarity and beauty, the ruby has been coveted by Alchemists and Ritualists for its other, Alchemical properties. To harness the ruby’s natural Alchemy, the Alchemist must carve the gem into a perfectly symmetrical teardrop shape about 2 centimeters in size. When carved, the Barbarian Blood Stone is often set into a headband or necklace. Once harnessed, the gem allows a non-Brawler to enter a state of mind identical to the Rage ability of the barbarian. The bearer can enter this state 3 times per day. Each time, the bearer gains the same benefits of Rage. This state lasts for 5 rounds. In addition, once the barbarian leaves their rage they are not fatigued. Barbarians covet the barbarian blood stone because, for them, the stone has different properties.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 40,000 Ryo Each.
[x5] Bloodstone
Rank: "B"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem used to stop bleeding.
Special: ---
Drawback: ---
Description: Hematite is usually found as a mineral with a dull red-brown color and sages and commoners alike have long called hematite bloodstone due to the bright red streak of color it makes. To make a bloodstone, the alchemist first carves the hematite into a triangular shape about 3 inches in size. The carved bloodstone is then boiled for several hours before being treated with a special liquid. After treatment, the stone is dried in a kiln and then powdered and stored in a vial. The red powder can then be spread over a bleeding wound, clotting the blood. The bloodstone powder provides a +10 alchemical bonus to the First Aid: Healing check. One vial of bloodstone powder can be used 10 times before it is consumed.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 200 Ryo Each.
Gem of Vitality
Rank: "S"
Type: Secondary, 2 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of expanding one's life.
Special: ---
Drawback: ---
Description: Obsidian has had many uses as a minor gemstone, tool, and a weapon over the centuries. Some varieties of obsidian have also been harnessed for their natural Alchemical properties, such as the Ghost Tip, and this led many Alchemists and researchers to look at other varieties of obsidian to see if they also had natural Alchemical properties. A lot of the research proved fruitless, until a Midget Alchemist named Gwengolyn Badgersrest made a chance discovery. She had been looking at basic geometric shapes and varieties of obsidian. She was crafting a double pyramidal shape on a piece of mahogany obsidian when her chisel slipped and the perfect double pyramid split into two five-sided pyramids. She was about to toss the mistake when she felt her vitality increase as she picked up the broken pieces. Some more research led to the creation of the Gem of Vitality. A person holding the Gem of Vitality gains a +20 enhancement bonus to Armour Points. In addition, the Gem of Vitality prolongs a person’s natural lifespan by 1 year for every month that the gem is possessed up to a maximum increase of 50% over the normal lifespan for the person’s race.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 20,250 Ryo Each.
Fear Charm
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem that makes the holder less fearless while more fearful against others.
Special: ---
Drawback: ---
Description: The fear charm is harnessed from a single crystal of aquamarine. The crystal is no larger than the a marble and, once properly crafted and the alchemical property is released, is either held or attached to clothing. When held or worn, the Fear Charm provides a +4 Alchemical Bonus to saves against Fear Jutsus and effects, including cause fear and a dragon’s frightful presence. It also applies a +4 Alchemical Difficulty Bonus to Fear Jutsus against opponents.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 15,500 Ryo Each.
Hades’s Pain
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of destroying undead.
Special: ---
Drawback: ---
Description: As long as people have known of the undead, they have attempted to find new and better ways of destroying them. A lot of time, money, and research has been spent in finding ways to destroy undead so that normal people can feel safe. This research has naturally led to finding gems that can be harnessed for their natural Alchemical Properties to fight undead. A cleric, Reverend Father Loren Doum, took it upon himself to find a gem that could be harnessed in the service of Hades. He had a vision of the gem he needed to harness and he quickly returned to his home to continue his research. Doum learned in his vision that by carving a piece of rubellite into the shape of a spirit or ghost the gems natural Alchemical Properties would be harnessed. Doum was aware that the carved gemstone resembled the holy symbol used by followers of Hades. When the gemstone is squeezed, the gems Alchemy is activated. The Alchemy destroys 12d4 Points worth of undead within a 16-meter radius of where the gem is activated. Each Undead has 4 points per Class Level. Undead with the fewest Points are affected first, and among undead of equal Points those closest to the point of origin are affected first. Undead with "B" Class or higher are not affected. The gem has 50 charges when created and each activation uses 1 charge.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 36,500 Ryo Each.
Awareness Stone
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem that increases one's Observation.
Special: ---
Drawback: ---
Description: This vibrant purple stone has long been used as a gemstone. An unknown Alchemist user discovered its natural Alchemical properties in the days of pre-history. Carving the gemstone into a flawless sphere about an inch in diameter releases the Chakra. Carrying the stone increases a person’s awareness, providing a +20 competence bonus to Observation skill checks.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 20,500 Ryo Each
Skull of Healing
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of healing people.
Special: ---
Drawback: ---
Description: A Skull of Healing is carved from a flawless rock crystal. The skull that is carved is about 2 inches in height. Once carved, the skull’s natural Alchemical properties are released. When a person carries or holds a Skull of Healing, they gain fast healing Minor wounds every 3 rounds. Scratching or otherwise damaging the skull negates its Alchemical property.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 5,500 Ryo Each.
Skull of the Ghost
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem making those who carry it immune to energy drain attacks.
Special: ---
Drawback: ---
Description: Probably the most sought after of the quartz skulls, the Skull of the Ghost is carved from a flawless gem of smoky quartz with a flowing silver-grey color. The skull that is carved is about 2 inches in height. Once carved, the skull’s natural Alchemical properties are released. When a person carries or holds a Skull of the Ghost, they gain immunity to energy draining attacks. Scratching or otherwise damaging the skull negates its alchemical property.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 28,500 Ryo Each.
[x2] Vision Stone
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem that restores eyesight to the blind, while giving competence bonus against dazzling and blinding.
Special: ---
Drawback: ---
Description: The vision stone has only recently been harnessed for its alchemical properties. Researchers for centuries have delved the secrets of the bloodstone and what alchemical properties the stone may hold, but nearly all of this research focused on possibilities that the stone had some connection to blood, either healing or injuring a person. It took a bold researcher named Karla Metvorg Hyuuga, a Hyuuga Alchemist who was ridiculed for her ideas about the nature of the bloodstone, to persevere in her research and finally unlock the bloodstones secret. The bloodstones alchemy is harnessed by carving the stone into a ring about an inch in diameter where the inner part of the ring is beveled slightly inward and the outer part of the ring is cut in a complex geometric pattern. When the vision stone is set over the eye of a person suffering from blindness, the stone sinks into the eye, merging with the afflicted person. This process takes only 2 minutes and, once complete, the vision in that eye is restored. To be able to restore vision to a person blind in both eyes, 2 vision stones are required. In addition to restoring vision, the vision stone also grants a +2 competence bonus against all future attacks (Chakra, natural, or otherwise) that might dazzle or blind the person.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 10,000 Ryo Each.
Death’s Tear
Rank: "S"
Type: Secondary, Main, Harnessed Gem
Effect: A harnessed Gem used to stop a target from dying.
Special: ---
Drawback: ---
Description: To prevent death is one of the most sought after protections. Casius Trellium Fennel, an Alchemist follower of Jute, and harnesser of the first immortality stone also researched ways to prevent death from occurring as part of his research into immortality. Years before he harnessed the first immortality stone Casius harnessed the Alchemy within zircon as a ward against death. The leaders of the Church hailed Casius and this gave him confidence to continue his search for immortality. When a nearly flawless zircon gem is cut into the shape of a tear about half an inch long and with a slight curl at the apex of the tear the natural Alchemical Properties within the zircon is harnessed. A person who holds Jute’s tear is warded against all forms of death including death Jutsus, Chakra death effects, energy drain, and ability damage effects. The person is also warded against these other death effects with the following restrictions: Dying Condition (the person still falls unconscious but stabilizes and begins to heal until they are no longer Dying), poison (the person still suffers damage, but cannot die from the damage taken), ability loss (the person still loses the points, he just cannot die), and petrification (though it does not prevent the actual turning to stone, a person warded still becomes a statue, but they still live within the stone). The only flaw in the Alchemy is that it does not prevent death from old age. For this reason, Casius continued his search for the immortality stone.
Limit: These types of items may be bought inside any Alchemy Shop. With a 1% chance of finding.
Cost: 201,500 Ryo Each.
Healer's Gem
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem used to heal people, and remove ailments.
Special: ---
Drawback: ---
Description: It is said that the first Healer's Gem was harnessed by a Medic of Temoca, the Goddess of Healing. Since that time, the skill to harness the powers of malachite has been passed on to many others. To harness the minerals natural Alchemy, a large malachite mineral is carved into a rough humanoid shape with arms and legs slightly spread. To activate the Alchemy, the harnessed gem is placed on the chest of a person that suffers from an ailment. The harnessed gem draws out the ailment and places it into the gem. Once the Healer's Gem has been used 50 times, it turns into dust and is destroyed. A healer’s gem removes all temporary ability damage (including the effects of Feeblemind) and immediately ends all of the following adverse conditions: blinded, confused (including the effects of insanity), dazed, dazzled, deafened, diseased, exhausted, fatigued, nauseated, sickened, stunned, and poisoned. In addition, a Healer's Gem will heal up to 100 Armour Points of damage.
Limit: These types of items may be bought inside any Alchemy Shop. With a 5% chance of finding.
Cost: 66,500 Ryo Each.
Gem of Aversion
Rank: "S"
Type: Secondary, 50 per Slot, Harnessed Gem
Effect: A harnessed Gem that keeps targets away in a good distance away from the Gem.
Special: ---
Drawback: ---
Description: Sometimes a fight is not the solution to a problem. Fights can be ugly, the outcome can be unsure, and injury or death cannot be ruled out. At other times, a party might just want to provide an extra sense of security. The Gem of Aversion provides a way to keep certain groups of people from approaching the harnessed gem. This helps protect these groups from harm and provides security for people near the gem. The Gem of Aversion is harnessed by cutting a piece of golden beryl into a ring where the interior of the ring is smooth and the exterior of the ring is a jagged edge. During the process to harness the gem the person harnessing the gem must specifically name a creature type or specify an alignment. The command word "away", spoken in Common, is given to the harnessed gem to activate the item, and the gem can only be activated once in a 24-hour period. Once activated the specified creature type or creatures with the specified alignment must make a Will save 20 or shun an area 25 meters in diameter centered on the Gem of Aversion. An affected creature will not willingly enter the area, and any creatures that find themselves in the area make their best way out of the area covered by the Gem of Aversion. A creature that succeeds on its Save can remain in the area but feels disorientated and receives a -4 penalty to their movements, and -20 to all Skill Category 2 checks. Once activated, the gem functions for 48 hours or until the command word is spoken a second time.
Limit: These types of items may be bought inside any Alchemy Shop. With a 20% chance of finding.
Cost: 40,000 Ryo Each.
Chronull
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: Time-distorting stone hastes bearer and causes time hop when thrown.
Special: ---
Drawback: ---
Description: When a mimetite is carved into an egg like gem with a key carved in the middle surrounded by a time watch the stone begins to vibrate rapidly, emitting a hum inaudible to humans. Any creature carrying the charged mimetite is propelled into a slightly faster time-stream and is considered hasted, has +1 Alchemical Movements, for as long as the creature continues to carry the chronull stone. If the stone is discharged, all creatures and objects within 3 meters are shifted out of existence in a blur of motion. The subjects disappear as if teleported for 1 hour per Alchemy's Mastery. The targets disappear and then reappear when this duration expires in exactly the same orientation and conditions as before. From the subject’s point of view no time has passed at all. The creature may also make a 20 Will Save without the help of Impeccable Will every minute to return to the normal time frame, acting normally on its next turn if it does so. If the space from which the subject departed is occupied upon their return to the time stream, they appear to the closest unoccupied area, still in their original orientation. The charged chronull stone shatters, becoming useless once it has been discharged.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 5,000 Ryo Each.
Gem of Prescience
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.
Rogue Stone
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of making those with it invisible 3 times per day.
Special: ---
Drawback: ---
Description: The rogue stone has found a large following among many of the rogue’s guilds across the land. First harnessed by Loran Greyfoot, an Alchemist that also plied his skills as a "liberator of wealth" from the rich, the Rogue Stone is a simple, red-colored jasper stone. It is specially cut so that the edges are amorphous in shape while, from the front, it has a wavy pattern to it with 3 incised grooves. 3 times per day, the bearer of the Rogue Stone is able to turn themselves invisible for up to 30 minutes. While invisible, the bearer of the Rogue Stone cannot take any action that would be considered a direct attack against another individual; doing so breaks the natural alchemical properties and the bearer becomes visible again.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 13,000 Ryo Each.
Active Jutsu
Scent - 10m enhanced sense of smell
Rank:"D", "C", "B", "A", "S"
Skill: TaiJutsu
Effect: This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Special: ---
Drawback: ---
Description: The creature can detect opponents within 10-meters by sense of smell. If the opponent is upwind, the range increases to 20-meters; if downwind, it drops to 5-meters. Strong scents, such as smoke or rotting garbage, can be detected at x2 the ranges noted above. Overpowering scents, such as skunk musk, can be detected at x3 normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a movement to note the direction of the scent. Whenever the creature comes within 2-meters of the source, the creature pinpoints the source’s location. When finding Herbs and Animals (random), Scent may improve searching for them (must have Scent of object previously before searching). Learning "D" Rank allows the user to search for Common things, while "S" for Nearly Impossible. Each rank user learns increases chance of finding by 2% for the Rank of Herb, and increases per Rank thereafter. Example: At "S" Rank User gains 10% increase chance in finding Common Herbs and Animals but only 2% Increase for Nearly Impossible Herbs and Animals.
Limit: Must be an Animal, Fey, Monster, or Vermin. Innate Animal Jutsu.
[x5] Jigoku no Mimi (Hells ears) - 50m enhanced sense of hearing
Rank: "D"
Skill: Supplementary
Effect: With this technique the Bard is capable of pinpointing the location of a noise within a small area.
Special: ---
Drawback: Cannot be used to hear techniques that silent the user's movement. Must be trained multiple times.
Description: Bards are around sounds constantly and all their training in the musical arts hones their hearing. They are capable of further training their ability to hear to allow them to listen and precisely pinpoint the location a sound is coming from as long as it is within ten meters of themselves. They can continue to train their ability to pinpoint the location of a sound to increase the distance it can be pinpointed from by ten meters each time, capping off at fifty meters.
Limit: Art of the Bard
Rank:
Skill: TaiJutsu
Effect: This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Special: ---
Drawback: ---
Description: The creature can detect opponents within 10-meters by sense of smell. If the opponent is upwind, the range increases to 20-meters; if downwind, it drops to 5-meters. Strong scents, such as smoke or rotting garbage, can be detected at x2 the ranges noted above. Overpowering scents, such as skunk musk, can be detected at x3 normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a movement to note the direction of the scent. Whenever the creature comes within 2-meters of the source, the creature pinpoints the source’s location. When finding Herbs and Animals (random), Scent may improve searching for them (must have Scent of object previously before searching). Learning "D" Rank allows the user to search for Common things, while "S" for Nearly Impossible. Each rank user learns increases chance of finding by 2% for the Rank of Herb, and increases per Rank thereafter. Example: At "S" Rank User gains 10% increase chance in finding Common Herbs and Animals but only 2% Increase for Nearly Impossible Herbs and Animals.
Limit: Must be an Animal, Fey, Monster, or Vermin. Innate Animal Jutsu.
[x5] Jigoku no Mimi (Hells ears) - 50m enhanced sense of hearing
Rank: "D"
Skill: Supplementary
Effect: With this technique the Bard is capable of pinpointing the location of a noise within a small area.
Special: ---
Drawback: Cannot be used to hear techniques that silent the user's movement. Must be trained multiple times.
Description: Bards are around sounds constantly and all their training in the musical arts hones their hearing. They are capable of further training their ability to hear to allow them to listen and precisely pinpoint the location a sound is coming from as long as it is within ten meters of themselves. They can continue to train their ability to pinpoint the location of a sound to increase the distance it can be pinpointed from by ten meters each time, capping off at fifty meters.
Limit: Art of the Bard
Lady
Equipment
[x3] Kunai (Overview)
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
[x10] Witch Tears
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: A magical explosive that deals massive force damage.
Special: Explosions are completely silent.
Drawback: ---
Description: A mix of black powder, the magnesium, and the saltpeter, with a hint of magic. The saltpeter releases a plethora of gas to create expansion, and magic dulls the sound of the explosion, making it completely silent. Magic also enhances the explosion making for an even more powerful explosion, than what was previously possible. Upon detonation a pouch separates into 5 explosive fragments doing the same damage with the same radius as the original pouch. The explosive may be programmed with a timer to explode up to 6 seconds. It will explode forcefully, inflicting 120 Armour Points of Force Damage, ignoring 1/2 of Hardness and natural Armor to anyone within 2 meters radius burst of the blast. Against immobile or helpless targets take double damage.
Ingredients 1 coin-canister of black powder. 1 coin-canister of magnesium. 1 standard-vial of saltpeter.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 2,500 Ryo Each.
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
[x10] Witch Tears
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: A magical explosive that deals massive force damage.
Special: Explosions are completely silent.
Drawback: ---
Description: A mix of black powder, the magnesium, and the saltpeter, with a hint of magic. The saltpeter releases a plethora of gas to create expansion, and magic dulls the sound of the explosion, making it completely silent. Magic also enhances the explosion making for an even more powerful explosion, than what was previously possible. Upon detonation a pouch separates into 5 explosive fragments doing the same damage with the same radius as the original pouch. The explosive may be programmed with a timer to explode up to 6 seconds. It will explode forcefully, inflicting 120 Armour Points of Force Damage, ignoring 1/2 of Hardness and natural Armor to anyone within 2 meters radius burst of the blast. Against immobile or helpless targets take double damage.
Ingredients 1 coin-canister of black powder. 1 coin-canister of magnesium. 1 standard-vial of saltpeter.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 2,500 Ryo Each.