The Aikidoka [Amira Kaishin]
Dec 17, 2017 7:03:27 GMT -7
Post by Tetsu on Dec 17, 2017 7:03:27 GMT -7
Name: Amira Kaishin
Bloodlimit: Uchiha
Height: 5'9"
Weight: 128.36 lb. (Weight Class: Featherweight)
Age: [13][14][15][16][17][18][19][20][21][22][23] Years old
Gender: Female
Alignment: True Neutral
Birth Country: The Land of Wind
Village: Village Hidden in the Sand (Sunagekure)
Chakra Nature: Water (Suiton)
Relationships Thread: Link
Special
Genjutsu Specialist
- Shadow
- Pattern
- Enchantment
- Charm
- phantasm 0/400
- Reserved 0/400
Taijutsu Specialist
- Aikido [M]
- Wrestling
- Gates
- Tensora
- Marksman [GM]
- Goutetsu [GM]
Ninjutsu Non-Specialist
- Water Release
- Fire Release
- Ice Release [GM] [M]
- Wind [NM]
Clan Non Specialist
- Uchiha
- Venator
- Force Shape Transformation
- Reserved
Misc Slots
- Religion Slot
- Artisan [Catography]
- Beast Master
- Grand Master [Taijutsu Slot]
- Grand Master [Taijutsu Slot]
- Grand Master [Ninjutsu Slot]
-Reserved
-Reserved
Weapons
Primary Weapon:
Sword, Longsword (Overview) [Tactical Katana]
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +8 Amour Points of Damage. A longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in). The longsword is characterised not so much by a longer blade, but by a longer grip, which indicates a weapon designed for2-handed use or 1-handed use. Examples of Longswords: Katana, Jian, Tachi, Scimitr, Shinai, and Waster.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Darksteel
Rank: "A"
Type: Main, Mineral, Special Material
Effect: Special material giving resistance to acid with armour and giving acid damage to weapons.
Special: ---
Drawback: ---
Description: Identification: Difficult; Hardness: 10; Armour Points/Inch: 30; Armour Class: +0. Darksteel is golden in hue when polished or cut, but its exposed surfaces have a deep, gleaming purple luster. The process for making this type of steel was once lost, but have been recently rediscovered thanks to some ancient texts. The alloy is made from iron tempered with a variety of special oils. Armour made from darksteel grants acid resistance +5% per Armour Piece. Weapons forged of darksteel inflict +12 Armour Points of acid damage each time they hit (this is cumulative with other abilities). Darksteel can never be used in a Chakra item that uses electricity effects. Darksteel weighs the same as steel.
Limit: These items may be bought inside any Weapon Shop.
Cost: +30,000 Ryo per Weapon; +13,333 Ryo per Armour Piece/+2,000 Ryo per Helmet.[/]
Sword, Short (Overview)[Tactical Wakazashi]
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A short sword is about 2 feet in length. Examples of Short Swords: Tanto, Baselard, Cinquedea, Gladius, Kodachi, Xiphos or even the Mechete.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
[]Darksteel
Rank: "A"
Type: Main, Mineral, Special Material
Effect: Special material giving resistance to acid with armour and giving acid damage to weapons.
Special: ---
Drawback: ---
Description: Identification: Difficult; Hardness: 10; Armour Points/Inch: 30; Armour Class: +0. Darksteel is golden in hue when polished or cut, but its exposed surfaces have a deep, gleaming purple luster. The process for making this type of steel was once lost, but have been recently rediscovered thanks to some ancient texts. The alloy is made from iron tempered with a variety of special oils. Armour made from darksteel grants acid resistance +5% per Armour Piece. Weapons forged of darksteel inflict +12 Armour Points of acid damage each time they hit (this is cumulative with other abilities). Darksteel can never be used in a Chakra item that uses electricity effects. Darksteel weighs the same as steel.
Limit: These items may be bought inside any Weapon Shop.
Cost: +30,000 Ryo per Weapon; +13,333 Ryo per Armour Piece/+2,000 Ryo per Helmet.[/]
Sword, Short (Overview) [Tactical Tanto]
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A short sword is about 2 feet in length. Examples of Short Swords: Tanto, Baselard, Cinquedea, Gladius, Kodachi, Xiphos or even the Mechete.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
[]Umbrite
Rank: "B"
Type: Main, Mineral, Special Material
Effect: Special material capable of bending light, making the target easier to hide.
Special: ---
Drawback: ---
Description: Identification: Difficult; Hardness: 12; Armour Points/Inch: 30; Armour Class: -2. Umbrite is a dark, dense metal of surprising hardness. While umbrite is no match for the hardness of mithral or adamantine, it is stronger than steel and easily among the most durable metals known. Beyond its capable performance as a metal, umbrite is remarkable for its light-absorbing qualities. Umbrite seemingly absorbs light at a slow rate, causing shadows around it to deepen considerably. In fact, veins of umbrite are often located by noting areas incurring a sudden loss of light. Strangely, umbrite is a relatively new discovery, having first been written about within the last 200 years. When the first reports of this material were made, they were dismissed as hallucinations produced by the subterranean gases. This may be one reason umbrite has remained unknown for so long. Umbrite is only found during mining operations for other ores or rare gems, and even more curiously, only in the deepest and darkest locales where few civilized folk venture. One sage has theorized that umbrite may well be a new material. Its appearance and location may be linked with the little-known fact that it only appears near large concentrations of the strange radiations that are said to grow through the underworld. Other learned folk have speculated that umbrite might be seepage from the plane of shadow. Many agree with this theory, since umbrite is only found in places of deepest darkness. Miners have long maintained that umbrite is an unlucky material and bodes ill. Stories abound of miners disappearing frequently after a vein of umbrite has been uncovered. Miners have considered it a nuisance material for decades, since until recently it was impossible to forge umbrite into any useful product. The underdark civilizations have begun vying to learn this secret and, more importantly, to gain control of umbrite mines of their own. Umbrite-forged items are immensely expensive. A forged umbrite item weighing 1 pound or more retains much of its light-absorbing properties. While wielding any umbrite item of 1 pound or more, the user gains a +5 circumstance bonus to Stealth per Equipment Piece. Shadows around them seem to be deeper and darker. This affects a 2-meter area around the wielder and does not extend to others.
Limit: These items may be bought inside any Weapon Shop.
Cost: x4 Ryo per Item.[/]
Crossbow, Pistol (Overview)
Rank: "C"
Type: Main, Piercing, Crossbow
Effect: A short bow made of more than one material.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +4 Amour Points of Weapon Damage. The Range Increment of this weapon is 25 meters. May be used in Mounted Combat. Takes 1 Movement to reload. Pistol Crossbows zip bolts with dead-on accuracy at incredibly short range. Powerful hand-held bolt launchers. Normally used for vermin or killing at close range. Pistol Crossbows are compact and are small weapons for easy concealment.
Limit: These items may be bought inside any Hunting Shop.
Cost: 4,000 Ryo
[]Internal Configuration
Rank: "S"
Type: Secondary, 0 per Slot, Gadget, Mechanical, Weapon Enhancement
Effect: A modification decreasing the width of a Crossbow without removing power and Range Increment.
Special: ---
Drawback: ---
Description: A modification that takes the outside bow and String and creates a more compact, internal configuration allowing the Crossbow to become much smaller in width and easier to store. Cannot be used with Optima, nor Ultima.
Limit: These items may be bought inside any Gadget Shop.
Cost: 30,000 Ryo Each
Red Dot Sight X1
Rank: "C"
Type: Secondary, 5 per Slot, Gadget, Surveillance, Spectacles
Effect: A non-magnifying reflector sight for Crossbows allowing the user an aim-point.
Special: ---
Drawback: ---
Description: A red dot sight is a common classification for a type of non-magnifying reflector sight for Crossbows that gives the user an aim-point in the form of an illuminated red dot. A standard design uses a red light-emitting diode at the focus of collimating optics which generates a dot style illuminated reticle that stays in alignment with the weapon the sight is attached to regardless of eye position. They are considered to be fast acquisition and easy to use Crossbow Sights for target shooting, hunting, and in military applications.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,500 Ryo per Slot, or 500 Ryo Each[/]
1 Bundles of wire
Rank: "C"
Type: Main, Slashing, Soft Weapon
Effect: Metal drawn out into the form of a thin flexible thread or rod.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +4 Amour Points of Damage. Wire is a single, usually cylindrical, flexible strand or rod of metal. Wires are used to bear mechanical loads and to carry electricity and telecommunications signals. Wire is commonly formed by drawing the metal through a hole in a die or draw plate. Standard sizes are determined by various wire gauges. When using Wire over 1.2 m (1 to 4 feet) they are treated as a 2-handed weapon. Wire under 1.2 m (1 to 4 feet) are treated as 1-handed weapons. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 3,000 Ryo per Bundle, 200 Ryo per Meter
Secondary Items:
10 Kunai
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.
45 Shuriken, Bo
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. Bo-shuriken are throwing weapons consisting of a straight iron or steel spike, usually four-sided but sometimes round or octagonal in shape.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Rank: "C"
Type: Main, Book, Reference Book
Effect: A book intended to be consulted for information on specific matters rather than read from beginning to end.
Special: ---
Drawback: ---
Description: A reference work is a book or serial publication to which one can refer for confirmed facts. The information is intended to be found quickly when needed. Reference works are usually referred to for particular pieces of information, rather than read beginning to end. The writing style used in these works is informative; the authors avoid use of the first person, and emphasize facts. Many reference works are compiled by a team of contributors whose work is coordinated by one or more editors rather than by an individual author. Indexes are commonly provided in many types of reference work.
Limit: These items may be bought inside any Book Shop.
Cost: 6,000 Ryo
[]Blood Hunger
Rank: "C"
Type: Augmentation
Effect: Target craves the taste of blood. Moreover, the Target needs to drink blood to survive.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 1 Augmentation Point. The Target must drain a pint of blood from a living creature once every 24 hours. Doing so is a movement, and the Target can only drain blood from a willing, helpless, or dying (but not dead) creature. The bitten creature takes normal damage from a bite attack plus an extra 10 points of Armour Points of damage from the blood loss. If the Target goes 24 hours without consuming blood, the Target loses 1d4 Movements. Drinking a pint of blood cures the ability damage caused by blood deprivation in 1d6 rounds. Ability damage caused by blood deprivation cannot be restored through natural healing. Target must have a Natural Bite attack to take this Augmentation.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Ultraviolet Allergy
Rank: "C"
Type: Augmentation
Effect: Ultraviolet light burns the user's flesh and causes it to ignite.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 3 Augmentation Points. Ultraviolet light (including direct sunlight) burns the user for 12 Armour Points of Fire damage per round and causes any light, flammable clothing they are wearing to ignite.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Achilles Heel
Rank: "C"
Type: Augmentation
Effect: User has a major weakness that can be exploited.
Special: To perform: 1 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 2 Augmentation Points. Any attack on this small spot gains an additional +20 Armour Ponts.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Fangs
Rank: "C"
Type: Augmentation
Effect: Target's teeth are a Transmutation and can transform into vicious fangs.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. Target gains a vicious bite attack that deals piercing damage dependent on the Target's size: Small 5 Armour Points, Medium-size 10 Armour Points, Large 15 Armour Points. The Target's bite is treated as a Natural Weapon. This Augmentation Ritual can be used in conjunction with the Acidic Saliva or Venomous Bite Augmentation Ritual.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Sleepless
Rank: "C"
Type: Augmentation
Effect: The Target has lost the need for sleep.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. This ritual augments the Target's brain allowing the Target no need of sleep. The Target no longer requires sleep. In fact the Target cannot sleep. However, the Target still needs rest, and are still subject to all of the other causes of fatigue.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Shock Absorber
Rank: "C"
Type: Augmentation
Effect: The Target is capable of surviving amazing falls by reducing the impact of the ground on their body.
Special: To perform: 12 Hours; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. An augmentation performed on a target's body, creating a shock absorber which allows the Target to withstand from falling damage. When falling, the Target ignores falling damage from falls less than 30 meters. For attack damage the damage caused is reduced by 25%.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Confusion
Rank: "A"
Type: Augmentation
Effect: User is able to instill confusion in others and cause them to act randomly while they are under the user's thrall.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Takes up 4 Augmentation Points. User may affect 1 target within 3-meter-radius of the user. Targets of the user's Augmentation must succeed at a Will Save, of 10 + 2 per Class Level, or become confused for 1d4 rounds. Victims receive another Save each round to break free against the same Save. The target remains confused until they make a save or the time limit is met. While confused, the target acts randomly. Roll on the list below each round the target is confused to determine what the target does.
1-3 Attack closest target with most powerful attack
4-8 Move to a random direction
9-12 Do nothing and become flat-footed
13-15 Use random Augmentation on closest Target
16-18 Try to increase in elevation using whatever means at hand.
19-20Fall unconscious
User may use this Augmentation a number of times a day equal to 2 per Class Level.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Lifedrinker
Rank: "S"
Type: Augmentation
Effect: User gains the ability to drain the life forces of their opponents, sucking their energy to replenish their own health.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Takes up 6 Augmentation Points. Whenever the user makes an unarmed attack, they may elect to forego their normal unarmed damage and instead drain the target's energy. If the user elects to do so, the target undergoes Moderate Damage. IF the user successfully damages the target in this way, they gain temporary 9 Armour Points.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo[/]
Lock Pick Set - 20 Piece (Overview)
Rank: "B"
Type: Secondary, 4 per Slot, Apparel, Holsters and Bags, Kit
Effect: A 14 piece Lock Pick Set made out of leather.
Special: ---
Drawback: ---
Description: Picture This simple pick set contains 13 picks, 6 tension wrenches and a broken key extractor. It comes with a leather case that has a flap over lid with a snap. The picks are made of steel with handles to allow comfort. When purchasing please decide which picks will be placed inside by looking through the Lock Picks section found in the Gadget Index.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 520 Ryo for Holster by itself or 2,020 Ryo with the Locks
Apparel:
Jacket [BDU Black/Light Blue Accents W/ Hood]
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: Picture A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo each.
Pants [BDU Black/Light Blue Accents]
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
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Robe X4 [Gi Dark Blue, Olive Green, White, Black]
Rank: "C"
Type: Main, Slot Holder, 0 Slots,
Effect: A robe is a loose-fitting outer garment. Unlike garments described as capes or cloaks, robes usually have sleeves.
Special: ---
Drawback: ---
Description: A gown worn as part of the academic regalia of faculty or students, especially for ceremonial occasions, such as a convocations, congregations or graduations. A gown worn as part of the attire of a judge or barrister. A wide variety of long, flowing religious dress including pulpit robes and the robes worn by various types of monks. A gown worn as part of the official dress of a peer or royalty. Robes give a +10 to Sleight of Hand when worn. Robes can have special straps stitched in place, allowing the Robe to stay fluid and not be bogged down. 1 Robe may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo Each.
Shirt X4 [Grey Tee Shirt, White Blouse, Grey Blouse, Beige Sweater]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Skirt X3 [Dark Blue Hakama, Dark Grey Hakama, Casual Grey Mini Skirt]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: A skirt is the lower part of a woman's dress or gown, covering the person from the waist downwards, or a separate outer garment serving this purpose.
Special: ---
Drawback: ---
Description: A skirt is the lower part of a woman's dress or gown, covering the person from the waist downwards, or a separate outer garment serving this purpose. The hemline of skirts can vary from micro to floor-length and can vary according to cultural conceptions of modesty and aesthetics as well as the wearer's personal taste, which can be influenced by such factors as fashion and social context. Most skirts are self-standing garments, but some skirt-looking panels may be part of another garment such as leggings, shorts, and swimsuits. At its simplest, a skirt can be a draped garment made out of a single piece of material (such as pareos), but most skirts are fitted to the body at the waist or hips and fuller below, with the fullness introduced by means of darts, gores, pleats, or panels. Skirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Pants X3 [Form Fit Blue Jeans, Grey Cargo Pants, Form Fitting Brown Jeans]
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Footwear X3 [Black Combat Boots, Traditional Sandals, Khaki Canvas Dress shoe]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Pouch, Scroll X2
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A long sized pouch capable of holding 1 slot of items of 8 inches in length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, wooden material case that can easily hold 1 Scroll. 2 Scroll Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. The Dimensions are 8 inches in height, 2.5 inches wide and length. This pouch is specifically designed for items with lengths longer than 4 inches. These pouches are primarily meant for scrolls, kunai, knives, senbon and other items with similar lengths. Scroll Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Vest, Tactical Chest Rig
Rank: "C"
Type: Main, Slot Holder, 8 Pouches, Vest
Effect: A vest used to carry equipment. Most contents are located at the stomach region.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 8 individual Pouches. it is a bib-like chest rig that can be used alone or mounted on a Tactical Vest. The Tactical Chest Rig provides a sturdy and reliable foundation for any character. Lightweight, durable construction ensures the chest rig provides full range of movement in any environment. The vest uses a Modular Lightweight Load-Carrying Equipment system allowing up to 8 individual pouches to be attached to it. The webbing system in the front, side gives the user plenty of real estate to attach their pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 3,500 Ryo Each.
Character Depth
Personality
Casual/Friendly: Amira isn't all about ceremony and order. In fact, she hates the idea of sitting at her desk all day while the other Shinobi of the village are out and about doing something productive. She prefers to casually address the simple things in life. Things like titles, and social obligations are the furthest things form her mind as she chooses to instead to work on interpersonal relationships, making people before money and her own political power. To her the people of Sunagakure are priceless, each with a dream that she hopes to help make possible. It is her dream to stand by their sides proudly, putting the people first and foremost. She in the same manner finds friendship and teamwork to be vitally important. In a world where there is so little hope, Amira believes that the solution to these problems lie within trusting others, and supporting each other with open arms. She also longs to find people who put faith in her just as she does them; which is a rarity in the shinobi world. People are so self-absorbed in their own lives and conflicts that they sometimes lack to see the beauty in others. Amira values others over herself.
Tactically-minded: Amira looks at things in a different way than some others that might face her in the field of battle. Everything is like a big game board, with pieces moving to and fro to take strategic points, or to accomplish a goal. She enjoys this though, and further more prefers to think of everything as if it were a high stakes card game. She stops and thinks often, biding her time to formulate strategies that may or may not work. She never goes into battle half-cocked, and more importantly without a plan. It is this mentality for planning that helps her success out in the field. Everyone else is in such a hurry they sometimes forget to think. She on the other hand, thinks constantly as to the outcome of each action. She clearly understands that going into battle without a plan is suicide. This is why when she leads the mission, there is always planning involved.
Easily Bothered/Innocent: Amira, though normally calm and collected is easily bothered when it comes to annoyances and sexual confrontations. She is definitely more reserved than other Kunoichi of her village. She chooses to have higher standards; which is due to her having a good understanding of her self worth. She get's easily aggravated at fellows who throw jeers or other bothersome comments at herself or others that don't deserve this treatment. Things like this easily piss her off. She is also easily embarrassed by things of these natures as well. She will avoid conversations with inappropriate content at all costs. The true curse of having morals. It's also for this reason that she dresses so modestly opposed to like the Konoha's Military police chief and others whom seem to take a liking to roaming about naked.
Kind Heart/Gentle: She is not someone who would choose to fight when given the option. She values the people around her and treats them with respect and genuine care. This might come off as odd in a world run by manipulation; however Amira believes that taking a more personal and caring approach gets the job done just as well. By building bonds with others, she feels that she will be able to form trusts between the villagers and herself. She believes in doing the right thing down to the core. That does not mean that she won't kill people who threaten the people that she vows to protect. She will do anything to protect her village and those who she holds close to her heart. She honestly finds strength in others, and with that is determined to prove that being nice to someone and being genuinely concerned trumps manipulation and power.
Patient: Amira is extremely patient. She is never rushed to do anything, which roots from her old sense of laziness that she use to carry as a younger child. She realizes that there in no rush to get wherever it is that she ends up going. It's only a matter of time. By taking things slow, she comes to a better understanding of what's going on around her, and how to react. Her patience is one of the reasons why she is never truly in a rush to complete any one task. "Just take your time and do it right," Is a phrase that she really takes to heart, understanding that rushed work in worth nothing if done improperly. Slow and steady is her mentality, that she inherited from her Nara predecessors. Because, patience is a skill that must be acquire it one has any hopes of making decisions under pressure.
Combat Mind Set (Serious): When entering combat, her normally cheerful gleam exchanges itself for an aura of seriousness. She takes battle as serious as one should, having learned from her previous losses in the field that if one let their guard down...the enemy would not hesitate to end it. She too shares this mentality, only when in combat. She calculates the advantages and disadvantages of each situation, and chooses what she should do based on the results of her first battle impression. Unlike most others, she doesn't fight off of instinct, but though strategy and planning. Knowing what she was going to do is her approach to battle. When really in a bind, she takes a moment to think, closing her eyes and placing her right hand's middle and index fingers over her lips to gesture that she is putting in the thought. Once she has formulated her moves, the game can truly begin.
Appearance
Physical Appearance: Amira, a young woman of the sand, has the appearance of someone much older than she actually is. In a world populated by people who appear much younger than they actually are, she seems to be a paradox. Her hail is pale white and grey color, matching the ice that flows through her veins. With the combined stress of PTSD and being a veteran of combat has aged her appearance leaving some slight bags under her eyes. The scar that runs across her nose and down the left side of her face all the way to her lip is a reminiscing memory of the shrapnel that slashed her face during her escape from the ANBU headquarters during the civil war years ago under Doimed. Her dark eyes are warm and mother-like, but at the same time they harbor a sad expression. She had lost many important people along the way, and the sadness is reflected in her eyes.
Her skin contrasts to her hair color, being dark in color, like many people native to kaze no kuni. Her dark sunbaked skin, is blemished by scars all along her body. There are burn marks on her right leg from when she fought the Konoha Military Police Chief, and some shrapnel scars in her arm from the war long past. She has the appearance of a real surviving warrior. Her almond shaped eyes and pointed face structure frame her face nicely. Her hair, now short, can sometimes be worn up in a neat short braid or worn down. She is a rugged looking individual indeed. Always ready for conflict she has the true appearance of a survivor and warrior. Her body is muscular form also reflects this from years of martial training. She has the appearance of a clear fighter indeed
Kazekage Garb: Her Kazekage Garb is very different from the traditional robe garb that her predecessors wore. She wears a formal Dark Blue BDU like uniform with a Beret in a formal fashion with all the medals of her station. She also wears a pistol holster on her belt and a few magazine pouches as well. Her formal appearance is stately and also is accompanied by boots and other things that come with the uniform. She wants to let other states to know that she and her nation do mean business. She carries herself with a proper posture. She also carries some of her other gear on occasion, like her butt bag and other things. It is her most simplistic outfit, and favors a very simplistic theme. Icy in appearance and expression.
Battle/Uniform Garb:
Her battle garb as much more variety than her kage garb. Her battle gear all depends on the type of operation taking place. In a standard operation, Amira wears her black BDU outfit with a khaki cloak. Under her cloak she wears her Combat Tactical Harness. This is so that she can hold her gear. On her belt around her waist she also wears her butt bag. This is for standard operations and or stealth related operations. This outfit also comes with a pair of black combat boots. She also wears tactical fingerless gloves for shooting in combat quickly. Her pistol in this outfit is holstered in her leg holster, along with some other magazines being stored in the harness pouches. She also hides her combat tonto above her butt bag along with a belt quiver that holds her extra ammunition. She does her best to move with her environment, which is what this outfit is for. This outfit would be best described as her operator outfit. Her other combat outfit is similar but instead of a harness it would be replaced with a flak vest which is an armor piece designed to protect her in real straight combat. This is her hard combat outfit, designed to take on straight fighting. She trains in her Aikidogi and Hakama, as well as in her BDU pants and a tank top. This is strictly an outfit for training, and is not designed for mission combat.
Formal/Event Garb: Her formal garb can range from her Kazekage uniform to something like a dress or formal outfit that is more appealing for social events. She does her best to dress up when it’s needed. Her scars and deformities are present when wearing short dresses, such as her leg and arm scars, but they help display her even more justly. She does her best to dress well when it’s needed. Even wearing high heels sometimes; which she really hates. She isn’t really one to like such dress, but it was something that one expected sometimes of a formal occasion. She has other outfits of course, but she often choose dresses of a deep blue color, with matching hair ties, earrings, and other accessories. This is one of the few times where she gets to choose other things to add to her appearance other than equipment. This makes things much more fun and appealing as she often dresses like a soldier rather than a woman.
Every day, Casual Garb: Her casual garb often ranges from blouses to things such as sweaters and tank tops. Depending on the occasion, determines what she wears from day to day. Honestly there are plenty of options, though she favors wearing pants over skirts in the winter. She will often wear skirts in the summer.
Background
Amira Nara is the daughter of Etsu Nara and Yukir Tamatsu. She grew up knowing here Grandfather Setsuya Nara better than ether of her parents. She loved the dear old fellow with all her heart and visited him as often as she physically could. She still loved her parents, but not like her grandfather. He always gave Amira the attention and tenderness she needed in here times of peril. She even went to him before the hospital when she busted her nose up pretty good. All in all she really loved when here grandfather would tell stories of his days and a shinobi. This is what inspired Amira to take the same path.
On her first day of school her father Etsu helped her shuffle into the academy court yard. She remembered seeing his proud smiling face, the first time he had ever shown more than indifference toward Amira that day. She sat uneasily in here chair as one of the instructors introduced himself as Sensei Tokei. She didn't think much of the Chunin instructor at first, but later grew to love his zeal and joy towards shaping young minds. Amira did well up to the point where they actually began to throw kunai at targets. She just could not hit the target no matter how hard she focused. Eventually she got so frustrated she threw her kunai wildly almost hitting Sensei in the face. She sighed and apologized for the almost accidental killing of her instructor. Later that day when she visited her grandfather who had recently been hospitalized he laughed. "now now dear" he would say chuckling. "maybe you just need some glasses is all" and with that he put is near-sighted lenses on her face, which resulted in a clear image. The next day armed with her grandfather's glasses she landed hits on the target that she could not before. Then a few weeks later her grandfather died.
After here grandfathers death, Amira became a bit harder than before. She pushed people away and would spend many hours crying alone in her room. She was heart broken for the first time in her life. She would always wear the old green tactical vest worn with age from that point forward. Many months later she returned to herself as best as she could. She studied in school and worked hard, because her grandfather would have wanted it that way. She pushed on, but is still in need of a friend. Maybe one day she will meet someone to fill the gap in her heart. Hopefully she would some day.
Shortly after that she was recruited by the infamous "Doimed Rakashi" to help him rise to power, having fought tooth and nail to free the main from the ANBU headquarters in Sunagakure. After having freed the fellow, and losing their commander, Zelda, to an ANBU member who ended up being killed in the escape. Amira from that point on respected Diomed even though he seemed to have fallen apart. Having been left leaderless, and with a group of people looking for answers, Amira took it upon herself to step in as the Kazekage, to replace what had been lost so soon. Amira was instated as the Kazekage at the age of 14, the Youngest appointment in recorded history. She had proven herself a master of the Nara clan, and a decent enough leader when it came to holding things together after the revolt. After freeing the nation, she quickly went to work towards her title as the Kazekage. This was proven in her alliance and friendship with the Amekage, and more so with her decision to face other nations head with the goal of peace and prosperity for the village.
Soon after the Mud League alliance between Amegakure and Sunagakure formed, Amira personally was struck with a good deal of personal grief. Her long ill mother finally sub came to an illness that had been eating away at her body for more than 2 years, causing her a good deal of grief. In her last days with her mother, She learned of her mother's origins, and where she originally came from. Yuki no Kuni was the home of her mother's birth, which to Amira made it strange that she would choose to live somewhere so hot. Soon afterwards, she began to feel a stirring within her very soul, that matched the chill of her emotional sadness. Something that she had never expected in a land of sand and heat. She discovered that she could create ice. It was something that frustrated her more and more as she realized that every Kazekage up to that point had been a user of the sand that was native to the land. "Why do I have to be so different from those great hero's?" She would often say when she was by herself wondering why she was cursed with such a cold mastery opposed that of the sand of her predecessors.
With that in mind, she decided that she would venture out into the world in search of the adventures her grandfather promised, the answers to the questions her mother left, and the honor of her father who had long disgraced himself from his duties. Being the only Nara clan master left in the village of the sand, Amira set her goals high, to bring the village into an era of peace. This goal however, was blemished by the discovery of demons and other evils that she herself and Claire had been pitted up against just before she had decided that she would strive to rid the world of these evil beings that threaten her village in her journey to acquire peace for the people of Sunagakure.
After becoming the Kazekage, Amegakure's Amekage visted, Ryosuke and Yoshi, sighing a peace agreement that would lead to a long prosperous friendship between both the Kage and their villages. It was shortly after this that the sand village was called to action, moving in to help their ally achieve peace. After doing so, Amira would meet Loki, a young lad who would eventually become the witch that is known today as Madame Loki. Discovering that she was a witch herself, Amira now seeks to fill her role as the justice seeker of the council. She desires truth and justice, while being a bit controlling at times. It's hard to say where the village sits now as the tide of control shifts towards the land of hot springs and fire. Taking up the sword, Amira trained vigorously in the art of the Samurai, mastering her ice magic and martial skills so that she could hold up to her station while protecting her village.
TP total: 4,620
Freebies:
World Traveler
Rank: "C"
Skill: Heritage Trait
Effect: Your family has taken the love of travel to an extreme, roaming the world extensively.
Special: ---
Drawback: ---
Description: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. User gains a +1 trait bonus for every die roll when learning Culture, History, Local and Sense Motive skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Skeptic
Rank: "C"
Skill: Chakra Trait
Effect: Growing up, the user was always around chakra effects to the extent that they realized much of it was mere smoke and mirrors.
Special: ---
Drawback: ---
Description: The user gains a +2 trait bonus on all Will Saves. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Officer
Rank: "C"
Skill: Heritage Trait
Effect: User once held command rank in the military.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Geology, Intimidate, Sense Motive, and Ride. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User must choose in having either a +2 Bonus to Will Saves, or +10 to any background skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(Choosing +2 bonus to Will Saves)
(+40 points to Sense Motive)
Personal Sacrifice
Rank: "C"
Skill: Heritage Trait
Effect: Some humans possess a love so great that they will do whatever it takes to keep the loved one alive.
Special: ---
Drawback: ---
Description: They gain a Heritage bonus equal to 5 per Class level on their First Aid: Healing checks to those whom they have a deep love towards. Additionally if the user is adjacent to those whom they have such a deep connection with will be able to have a save against any Techniques that need a save to see if the person they have deep connection with is saved or not along with that person's own personal save. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 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.
Clan Artisan [Bowyer]
Rank: "C"
Skill: Regional Trait
Effect: User was raised in one of the numerous clans and learned a valuable trade in their early years.
Special: ---
Drawback: ---
Description: User gains a +10 trait bonus on checks with the chosen crafting skill, and they gain a +1 points per die roll pertaining to that skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
7. Tomb Robber
Rank: "C"
Skill: Heritage Trait
Effect: User made a living plundering crypts and exploring old burial vaults.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Appraisal, Disable Device, Lock Pick, and Rope Use. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User gain a +5 to all following skills: Artistic Ability, Bowyer/Fletcher, Cobbling, Construction, Disable Device, Fondling (Covert Appraisal Technique), Escape Artist, Forgery, Gem Cutting, Leatherworking, Locksmithing, Lock Picking, Metal Working, Musical Instrument, Pick-Pocket, Pottery, Ride, Rope Use, Sleight of Hand, and Weaponsmith. User can get into well-protected areas with ease. Use can open a lock in half the time. In addition, use gain a +5 competence bonus on checks with all background skills.
Limit: Must start with Character; replaces 1 Freebies.
(+40 Sp to Appraisal, +5 to all listed skills)
8. Bureacrat
Rank: "C"
Skill: Heritage Trait
Effect: User was an official in their city or nation’s government.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among History, Local, Current Affairs, and Language Skills. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User chooses between having +10 bonus on Sense Motive, or +10 to any 1 of their Heritage Skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(+20 to Current Affairs)
(+40 to Sense Motive)
9. Mirror Mind
Rank: "B"
Skill: Chakra Trait
Effect: The user's mind tries to force a mental effect to be shared.
Special: ---
Drawback: ---
Description: A user who spent their lives under the thumb of mental tyranny has learned how to oppose those shackles. Their mind becomes as dangerous as a trap. Once per day per Class Level, when the user is forced to roll a save against a mind-affecting effect with a rank equal or lower than their class level (D ranks as a D class, C ranks and below as a C class, etc), the user can make their foe suffer the same roll. When this ability is triggered, the original performer must make a save against their own mind-affecting effect equal in difficulty as the save the user endured. If the mind-affecting effect gives a person total control over their victim, and both sides fail their saves, the mind-affecting effect is cancelled both ways. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Academy Techniques included
Languages: Common 125/125, Sign Language 123/125
Bloodlimit: Uchiha
Height: 5'9"
Weight: 128.36 lb. (Weight Class: Featherweight)
Age: [
Gender: Female
Alignment: True Neutral
Birth Country: The Land of Wind
Village: Village Hidden in the Sand (Sunagekure)
Chakra Nature: Water (Suiton)
Relationships Thread: Link
Genjutsu Specialist
- Shadow
- Pattern
- Enchantment
- Charm
- phantasm 0/400
- Reserved 0/400
Taijutsu Specialist
- Aikido [M]
- Wrestling
- Gates
- Tensora
- Marksman [GM]
- Goutetsu [GM]
Ninjutsu Non-Specialist
- Water Release
- Fire Release
- Ice Release [GM] [M]
- Wind [NM]
Clan Non Specialist
- Uchiha
- Venator
- Force Shape Transformation
- Reserved
Misc Slots
- Religion Slot
- Artisan [Catography]
- Beast Master
- Grand Master [Taijutsu Slot]
- Grand Master [Taijutsu Slot]
- Grand Master [Ninjutsu Slot]
-Reserved
-Reserved
Weapons
Primary Weapon:
Sword, Longsword (Overview) [Tactical Katana]
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +8 Amour Points of Damage. A longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in). The longsword is characterised not so much by a longer blade, but by a longer grip, which indicates a weapon designed for2-handed use or 1-handed use. Examples of Longswords: Katana, Jian, Tachi, Scimitr, Shinai, and Waster.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Darksteel
Rank: "A"
Type: Main, Mineral, Special Material
Effect: Special material giving resistance to acid with armour and giving acid damage to weapons.
Special: ---
Drawback: ---
Description: Identification: Difficult; Hardness: 10; Armour Points/Inch: 30; Armour Class: +0. Darksteel is golden in hue when polished or cut, but its exposed surfaces have a deep, gleaming purple luster. The process for making this type of steel was once lost, but have been recently rediscovered thanks to some ancient texts. The alloy is made from iron tempered with a variety of special oils. Armour made from darksteel grants acid resistance +5% per Armour Piece. Weapons forged of darksteel inflict +12 Armour Points of acid damage each time they hit (this is cumulative with other abilities). Darksteel can never be used in a Chakra item that uses electricity effects. Darksteel weighs the same as steel.
Limit: These items may be bought inside any Weapon Shop.
Cost: +30,000 Ryo per Weapon; +13,333 Ryo per Armour Piece/+2,000 Ryo per Helmet.[/]
Sword, Short (Overview)[Tactical Wakazashi]
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A short sword is about 2 feet in length. Examples of Short Swords: Tanto, Baselard, Cinquedea, Gladius, Kodachi, Xiphos or even the Mechete.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
[]Darksteel
Rank: "A"
Type: Main, Mineral, Special Material
Effect: Special material giving resistance to acid with armour and giving acid damage to weapons.
Special: ---
Drawback: ---
Description: Identification: Difficult; Hardness: 10; Armour Points/Inch: 30; Armour Class: +0. Darksteel is golden in hue when polished or cut, but its exposed surfaces have a deep, gleaming purple luster. The process for making this type of steel was once lost, but have been recently rediscovered thanks to some ancient texts. The alloy is made from iron tempered with a variety of special oils. Armour made from darksteel grants acid resistance +5% per Armour Piece. Weapons forged of darksteel inflict +12 Armour Points of acid damage each time they hit (this is cumulative with other abilities). Darksteel can never be used in a Chakra item that uses electricity effects. Darksteel weighs the same as steel.
Limit: These items may be bought inside any Weapon Shop.
Cost: +30,000 Ryo per Weapon; +13,333 Ryo per Armour Piece/+2,000 Ryo per Helmet.[/]
Sword, Short (Overview) [Tactical Tanto]
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A short sword is about 2 feet in length. Examples of Short Swords: Tanto, Baselard, Cinquedea, Gladius, Kodachi, Xiphos or even the Mechete.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
[]Umbrite
Rank: "B"
Type: Main, Mineral, Special Material
Effect: Special material capable of bending light, making the target easier to hide.
Special: ---
Drawback: ---
Description: Identification: Difficult; Hardness: 12; Armour Points/Inch: 30; Armour Class: -2. Umbrite is a dark, dense metal of surprising hardness. While umbrite is no match for the hardness of mithral or adamantine, it is stronger than steel and easily among the most durable metals known. Beyond its capable performance as a metal, umbrite is remarkable for its light-absorbing qualities. Umbrite seemingly absorbs light at a slow rate, causing shadows around it to deepen considerably. In fact, veins of umbrite are often located by noting areas incurring a sudden loss of light. Strangely, umbrite is a relatively new discovery, having first been written about within the last 200 years. When the first reports of this material were made, they were dismissed as hallucinations produced by the subterranean gases. This may be one reason umbrite has remained unknown for so long. Umbrite is only found during mining operations for other ores or rare gems, and even more curiously, only in the deepest and darkest locales where few civilized folk venture. One sage has theorized that umbrite may well be a new material. Its appearance and location may be linked with the little-known fact that it only appears near large concentrations of the strange radiations that are said to grow through the underworld. Other learned folk have speculated that umbrite might be seepage from the plane of shadow. Many agree with this theory, since umbrite is only found in places of deepest darkness. Miners have long maintained that umbrite is an unlucky material and bodes ill. Stories abound of miners disappearing frequently after a vein of umbrite has been uncovered. Miners have considered it a nuisance material for decades, since until recently it was impossible to forge umbrite into any useful product. The underdark civilizations have begun vying to learn this secret and, more importantly, to gain control of umbrite mines of their own. Umbrite-forged items are immensely expensive. A forged umbrite item weighing 1 pound or more retains much of its light-absorbing properties. While wielding any umbrite item of 1 pound or more, the user gains a +5 circumstance bonus to Stealth per Equipment Piece. Shadows around them seem to be deeper and darker. This affects a 2-meter area around the wielder and does not extend to others.
Limit: These items may be bought inside any Weapon Shop.
Cost: x4 Ryo per Item.[/]
Crossbow, Pistol (Overview)
Rank: "C"
Type: Main, Piercing, Crossbow
Effect: A short bow made of more than one material.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +4 Amour Points of Weapon Damage. The Range Increment of this weapon is 25 meters. May be used in Mounted Combat. Takes 1 Movement to reload. Pistol Crossbows zip bolts with dead-on accuracy at incredibly short range. Powerful hand-held bolt launchers. Normally used for vermin or killing at close range. Pistol Crossbows are compact and are small weapons for easy concealment.
Limit: These items may be bought inside any Hunting Shop.
Cost: 4,000 Ryo
[]Internal Configuration
Rank: "S"
Type: Secondary, 0 per Slot, Gadget, Mechanical, Weapon Enhancement
Effect: A modification decreasing the width of a Crossbow without removing power and Range Increment.
Special: ---
Drawback: ---
Description: A modification that takes the outside bow and String and creates a more compact, internal configuration allowing the Crossbow to become much smaller in width and easier to store. Cannot be used with Optima, nor Ultima.
Limit: These items may be bought inside any Gadget Shop.
Cost: 30,000 Ryo Each
Red Dot Sight X1
Rank: "C"
Type: Secondary, 5 per Slot, Gadget, Surveillance, Spectacles
Effect: A non-magnifying reflector sight for Crossbows allowing the user an aim-point.
Special: ---
Drawback: ---
Description: A red dot sight is a common classification for a type of non-magnifying reflector sight for Crossbows that gives the user an aim-point in the form of an illuminated red dot. A standard design uses a red light-emitting diode at the focus of collimating optics which generates a dot style illuminated reticle that stays in alignment with the weapon the sight is attached to regardless of eye position. They are considered to be fast acquisition and easy to use Crossbow Sights for target shooting, hunting, and in military applications.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,500 Ryo per Slot, or 500 Ryo Each[/]
1 Bundles of wire
Rank: "C"
Type: Main, Slashing, Soft Weapon
Effect: Metal drawn out into the form of a thin flexible thread or rod.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +4 Amour Points of Damage. Wire is a single, usually cylindrical, flexible strand or rod of metal. Wires are used to bear mechanical loads and to carry electricity and telecommunications signals. Wire is commonly formed by drawing the metal through a hole in a die or draw plate. Standard sizes are determined by various wire gauges. When using Wire over 1.2 m (1 to 4 feet) they are treated as a 2-handed weapon. Wire under 1.2 m (1 to 4 feet) are treated as 1-handed weapons. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 3,000 Ryo per Bundle, 200 Ryo per Meter
Secondary Items:
10 Kunai
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.
45 Shuriken, Bo
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. Bo-shuriken are throwing weapons consisting of a straight iron or steel spike, usually four-sided but sometimes round or octagonal in shape.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
80 tag: Exploding
Rank: "A"
Type: Secondary, 80 per Slot, Explosive, Tag
Effect: Exploding tags are scraps of paper inscribed with a special writing, centering on the kanji for "explode" (爆, baku). Infused with chakra, they will explode after a set amount of time, remotely, or after being ignited by flame. The tags can be attached to a surface or wrapped around a weapon to be thrown at an enemy.
Special: ---
Drawback: May harm the user if not put right.
Description: Paper that is 2 inches by 6 inches in size and 0.039" (1 mil) thick. These papers are exploding tags that are able to harm and kill opponents or just simply explode within a certain radius. They can be placed on targets, wrap around a weapon, or even thrown at opponents. Tags have a killing diameter of 1 meter, and a wounding diameter of 2 meters. Tags can be activated to explode within 6 seconds, or by a simple technique. May be attached to 3 items without taking up room in a single slot.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 12,000 Ryo per Slot, or 150 Ryo Each.
Bolt (Overview) X40
Rank: "C"
Type: Secondary, Weapon, 10 per Quiver Slot, Arrow
Effect: A quarrel or bolt is the term for the ammunition used in a crossbow.
Special: ---
Drawback: ---
Description: Picture A bolt is a shafted projectile that is shot with a crossbow. A bolt tends to be smaller than an arrow and tend to be heavier than an arrow. Bolts length tend to range between 40 cm (16 in) to 55 cm (22 in). The Range Increment of a bolt depends on the 3 parts that make up an Bolt. Every Bolt must have 3 part: an Arrowhead, a Shaft, and a Fletching. The Range Increment Adjustment with this item is dependent on the 3 parts.
Limit: These types of items may be bought inside any Hunting Shop.
Cost: 1,000 Ryo per Quiver Slot, or 100 Ryo Each
50 Arrowhead: Broad Head Point (Overview)
Rank: "C"
Type: Secondary, 50 per Slot, Marksman, Ammunition, Arrowhead
Effect: Arrowhead to cause the most amount of damage and highest amount of piercing ability.
Special: ---
Drawback: Difficult to remove, can rip flesh when coming out.
Description: Picture Broadheads were used for war and are still used for hunting. Medieval broadheads could be made from steel, sometimes with hardened edges. They usually have two to four sharp blades that cause massive bleeding in the victim. Their function is to deliver a wide cutting edge so as to kill as quickly as possible by cleanly cutting major blood vessels, and cause further trauma on removal. They are expensive, damage most targets, and are usually not used for practice. The Range Increment Adjustment with this Arrowhead is equal to the weapon.
Limit: Can be bought at any Hunting Shop.
Cost: 1,650 Ryo per Slot, or 33 Ryo Each
10 Shaft: Balanced (Overview)
Rank: "C"
Type: Secondary, 10 per Quiver Slot, Marksman, Ammunition, Shaft
Effect: A shaft used in order to counter balances heavier arrowheads.
Special: ---
Drawback: ---
Description: A shaft that has added weight at the rear of it in order to counter balance heavier arrowheads (Arrowheads with 1/2 of Range Increment Adjustment). These shafts allow those arrowheads to move further than they normally would at significant distances. The Range Increment Adjustment with this Shaft increases the weapon's Range Increment by 1/2.
Limit: These types of items may be bought inside any Hunting Shop.
Cost: 500 Ryo per Slot, or 50 Ryo Each
10 Fletching: True (Overview)
Rank: "B"
Type: Secondary, 10 per Slot, Marksman, Ammunition, Arrowhead
Effect: A style of fletching used to increase the distance of an arrow while reducing the speed.
Special: ---
Drawback: ---
Description: This style of fletching is used to decrease the speed of a projectile by 10 miles per second, however the Range Increment is increased due to the speed. The Range Increment Adjustment with this fletching is -10 meters.
Limit: These types of items may be bought inside any Hunting Shop.
Cost: 3,000 Ryo per Slot, or 300 Ryo Each
Rank: "A"
Type: Secondary, 80 per Slot, Explosive, Tag
Effect: Exploding tags are scraps of paper inscribed with a special writing, centering on the kanji for "explode" (爆, baku). Infused with chakra, they will explode after a set amount of time, remotely, or after being ignited by flame. The tags can be attached to a surface or wrapped around a weapon to be thrown at an enemy.
Special: ---
Drawback: May harm the user if not put right.
Description: Paper that is 2 inches by 6 inches in size and 0.039" (1 mil) thick. These papers are exploding tags that are able to harm and kill opponents or just simply explode within a certain radius. They can be placed on targets, wrap around a weapon, or even thrown at opponents. Tags have a killing diameter of 1 meter, and a wounding diameter of 2 meters. Tags can be activated to explode within 6 seconds, or by a simple technique. May be attached to 3 items without taking up room in a single slot.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 12,000 Ryo per Slot, or 150 Ryo Each.
Bolt (Overview) X40
Rank: "C"
Type: Secondary, Weapon, 10 per Quiver Slot, Arrow
Effect: A quarrel or bolt is the term for the ammunition used in a crossbow.
Special: ---
Drawback: ---
Description: Picture A bolt is a shafted projectile that is shot with a crossbow. A bolt tends to be smaller than an arrow and tend to be heavier than an arrow. Bolts length tend to range between 40 cm (16 in) to 55 cm (22 in). The Range Increment of a bolt depends on the 3 parts that make up an Bolt. Every Bolt must have 3 part: an Arrowhead, a Shaft, and a Fletching. The Range Increment Adjustment with this item is dependent on the 3 parts.
Limit: These types of items may be bought inside any Hunting Shop.
Cost: 1,000 Ryo per Quiver Slot, or 100 Ryo Each
50 Arrowhead: Broad Head Point (Overview)
Rank: "C"
Type: Secondary, 50 per Slot, Marksman, Ammunition, Arrowhead
Effect: Arrowhead to cause the most amount of damage and highest amount of piercing ability.
Special: ---
Drawback: Difficult to remove, can rip flesh when coming out.
Description: Picture Broadheads were used for war and are still used for hunting. Medieval broadheads could be made from steel, sometimes with hardened edges. They usually have two to four sharp blades that cause massive bleeding in the victim. Their function is to deliver a wide cutting edge so as to kill as quickly as possible by cleanly cutting major blood vessels, and cause further trauma on removal. They are expensive, damage most targets, and are usually not used for practice. The Range Increment Adjustment with this Arrowhead is equal to the weapon.
Limit: Can be bought at any Hunting Shop.
Cost: 1,650 Ryo per Slot, or 33 Ryo Each
10 Shaft: Balanced (Overview)
Rank: "C"
Type: Secondary, 10 per Quiver Slot, Marksman, Ammunition, Shaft
Effect: A shaft used in order to counter balances heavier arrowheads.
Special: ---
Drawback: ---
Description: A shaft that has added weight at the rear of it in order to counter balance heavier arrowheads (Arrowheads with 1/2 of Range Increment Adjustment). These shafts allow those arrowheads to move further than they normally would at significant distances. The Range Increment Adjustment with this Shaft increases the weapon's Range Increment by 1/2.
Limit: These types of items may be bought inside any Hunting Shop.
Cost: 500 Ryo per Slot, or 50 Ryo Each
10 Fletching: True (Overview)
Rank: "B"
Type: Secondary, 10 per Slot, Marksman, Ammunition, Arrowhead
Effect: A style of fletching used to increase the distance of an arrow while reducing the speed.
Special: ---
Drawback: ---
Description: This style of fletching is used to decrease the speed of a projectile by 10 miles per second, however the Range Increment is increased due to the speed. The Range Increment Adjustment with this fletching is -10 meters.
Limit: These types of items may be bought inside any Hunting Shop.
Cost: 3,000 Ryo per Slot, or 300 Ryo Each
Tag: Locking X20
Rank: "S"
Type: Secondary, 80 per Slot, Explosive, Tag
Effect: Using a tag similar to the exploding tag and placing it on a door, the user prevents anyone else from entering or leaving the room, similar to a padlock.
Special: ---
Drawback: ---
Description: Paper that is 2 inches by 6 inches in size and 0.039" (1 mil) thick. A Locking tag that can attach to any surface that has the ability to keep something locked as long as the tag is placed over two opening surfaces. This works just like a padlock. May be attached to 3 items without taking up room in a single slot.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 8,000 Ryo per Slot, or 100 Ryo Each.
Tag: Incendiary X10
Rank: "S"
Type: Secondary, 80 per Slot, Explosive, Tag
Effect: Exploding tags are scraps of paper inscribed with a special writing, centering on the kanji for "explode" (爆, baku). Infused with chakra, they will explode after a set amount of time that bursts an area into flames.
Special: ---
Drawback: May harm the user if not put right.
Description: Paper that is 2 inches by 6 inches in size and 0.039" (1 mil) thick. Tags can be activated to explode within 6 seconds, or by a simple technique. A tag that can be attached to any surface that has the ability to burn an opponent. The pouch has a death distance with fire within 1 meter diameter while having a severe burning/wounding distance of 2 meters diameter within the point of origin. May be attached to 3 items without taking up room in a single slot.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 12,000 Ryo per Slot, or 150 Ryo Each.
Tag: Elemental: Lightning X10
Rank: "S"
Type: Secondary, 80 per Slot, Explosive, Tag
Effect: Exploding tags are scraps of paper inscribed with a special writing, centering on the kanji for "explode" (爆, baku). Infused with chakra, they will explode after a set amount of time that bursts an area into electrical currents.
Special: ---
Drawback: May harm the user if not put right.
Description: Paper that is 2 inches by 6 inches in size and 0.039" (1 mil) thick. Tags can be activated to explode within 6 seconds, or by a simple technique. This tag may be attached to any surface. This is a tag that explodes releasing a mass amount of lightning and electrical shock in a large area. The moment the pouch explodes it releases a massive ball of electrical current outwards from the point of origin. The pouch shocks and paralyzes an opponent for 3 rounds within 1 meter diameter and shocks and paralyzes an opponent for 1 round within 2 meters diameter from the point of origin. May be attached to 3 items without taking up room in a single slot.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 16,000 Ryo per Slot, or 200 Ryo Each.
Tag: Elemental: Ice X10
Rank: "S"
Type: Secondary, 80 per Slot, Explosive, Tag
Effect: Exploding tags are scraps of paper inscribed with a special writing, centering on the kanji for "explode" (爆, baku). Infused with chakra, they will explode after a set amount of time that bursts an area into ice shards freezing anyone around.
Special: ---
Drawback: May harm the user if not put right.
Description: Paper that is 2 inches by 6 inches in size and 0.039" (1 mil) thick. Tags can be activated to explode within 6 seconds, or by a simple technique. This is a tag that explodes releasing a small amount of normal ice in a large area the moment it makes contact with an object. The moment the pouch explodes it releases a small ball of ice spikes outwards from the point of origin. The grenade has a complete entrapment distance of 1 meter diameter, with a wounding/limb entrapment of 2 meter diameter. It takes 6 seconds before it explodes. May be attached to 3 items without taking up room in a single slot.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 16,000 Ryo per Slot, or 200 Ryo Each.
Tag: Fake Exploding (Overview) X80
Rank: "C"
Type: Secondary, 80 per Slot, Non-Explosive, Tag
Effect: Fake Exploding Tags, paper with the same thickness, and dimensions as a regular exploding tag however they cannot explode.
Special: ---
Drawback: ---
Description: Paper that is 2 inches by 6 inches in size and 0.039" (1 mil) thick. Pieces of paper made to look like exploding tags but have no effect. They are just simple pieces of paper. May be attached to 3 items without taking up room in a single slot.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,200 Ryo a Slot
Grenade: Fragmentation X1
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A grenade with a heavy metal casing that shatters, on exploding, into fragments that travel at high speed and with great force.
Special: ---
Drawback: May harm the user if not thrown right.
Description: The fragmentation grenade (commonly known as a frag) is an anti-personnel weapon that is designed to disperse shrapnel upon exploding. The body is made of hard plastic or steel. Flechettes, notched wire, ball bearings or the case itself provide the fragments. When the word grenade is used without specification, and context does not suggest otherwise, it is generally assumed to refer to a fragmentation grenade. These grenades were sometimes classed as defensive grenades because the effective casualty radius of some matched or exceeded the distance they could be thrown, thus necessitating them being thrown from behind cover. Fragmentation grenades have a killing radius of 5 meters with a wounding radius of 15 meters. 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
Grenade: Smoke X2
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
Grenade: Sting X4
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A non lethal grenade that is used to sting and subdue an opponent without causing major harm.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Sting grenades are based on the design of the fragmentation grenade. Instead of using a metal casing to produce shrapnel, they are made using two spheres of hard rubber. The space between the two spheres is then filled with many small, hard rubber balls. Upon detonation, the subject is incapacitated by the blunt force of the projectiles. This makes sting grenades ideal for containing small groups of rowdy prisoners, providing a shooting opportunity when a suspect is hiding behind cover, or in allowing SWAT teams to clear small rooms. The sting grenade has a radius damage of 15 meters. 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
Marbles (Small) (Overview) x25
Rank: "B" Rank
Type: Secondary, 50 per Slot, Bludgeoning, Ball
Effect: A small ball of colored glass or similar material used as a toy.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 10 meters. Sphere weapons. Normally made from glass however they could be made out of harder materials such as steel. Commonly used as a toy, but also useful for checking slopes, or as a nondamaging alternative to caltrops. One Slot covers a 2 meter square area. Creatures moving through or fighting in the area could fall and remain prone for the rest of the round. Normally 1 inch (2.54 cm) in diameter.
Limit: These items may be bought inside any Weapon Shop.
Cost: 5,000 Ryo per Slot, or 100 Ryo Each.
Non Weapon Items:
Pistol Crossbow Magazine (Small) (Overview) X4
Rank: "C"
Type: Main, Slot Holder, Holds 1 Slot worth of Bolts, Magazine
Effect: A specialized Magazine used for Pistol Crossbows to hold multiple bolts in order to cut down in reloading time.
Special: ---
Drawback: ---
Description: A metallic magazine used for Pistol Crossbows. Depending on the type of Pistol Crossbow these magazines may be attached to the top, or the bottom of the Pistol Crossbow. This magazine cuts down on the amount of reloading, and allows the user to perform various techniques that may need 2 or more consecutive shots. This Magazine may hold 1 slot worth of Bolts.
Limit: These types of items may be bought inside any Hunting Shop.
Cost: 580 Ryo
Full Body Corset (Plans)
Rank: "S"
Type: Main, Gadget, Mechanical, Body Shifter
Effect: A full-body suit allowing the user to manipulate their body to disguise themselves.
Special: ---
Drawback: ---
Description: When not active, this device looks like a mundane full-body suit made of supple black leather and banded with numerous metal cords and springs. To activate the device, user slip the hood over their head, place a clockwork mask over their face, adjust a bevy of settings and let the full-body corset readjust their body and face to nearly any vaguely similar form. While wearing a full-body corset, user suffer no penalty to Disguise checks from disguising themselves as a different race, gender, or age category. The device also changes visual complexity of the user's outer garments making them seem to wear something different. Additionally, the mask of the full-body corset and the overall ease of applying makeup to it grant the wearer a +25 enhancement bonus to Disguise checks.
Limit: These type of items may be bought inside any Gadget Shop with a 5% chance.
Cost: 200,000 Ryo Each
Ritual Book 200 pages
Rank: "C"
Type: Main, Book, Reference Book
Effect: A book intended to be consulted for information on specific matters rather than read from beginning to end.
Special: ---
Drawback: ---
Description: A reference work is a book or serial publication to which one can refer for confirmed facts. The information is intended to be found quickly when needed. Reference works are usually referred to for particular pieces of information, rather than read beginning to end. The writing style used in these works is informative; the authors avoid use of the first person, and emphasize facts. Many reference works are compiled by a team of contributors whose work is coordinated by one or more editors rather than by an individual author. Indexes are commonly provided in many types of reference work.
Limit: These items may be bought inside any Book Shop.
Cost: 3,000 Ryo
[]Extended Vitality
Rank: "C"
Type: Restoration Ritual
Effect: User may convert Temporary Armour Points into actual healing capabilities.
Special: To perform: 10 minutes; Duration: 1 hour
Drawback: ---
Description: Turning rage, courage, and perseverance into healing energies, user is able to close wounds using nothing more than high morale. This ritual focuses their excitement and morale into physical form, closing their wounds as their courage grows. While this ritual is active, user converts all Temporary Armour Points into Healing Points, but only at half the original value. User cannot benefit from Temporary Armour Points while this ritual is active. If the healing is not needed (User is in full health) then the Temporary Armour Points are wasted.
Limit: Must be a Ritualist for Restoration Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Heal
Rank: "A"
Type: Restoration Ritual
Effect: The green healing energies flow through the body in front of the user, and the user watches as every wound closes up in a few moments.
Special: To perform: 1 hour; Duration: Instantaneous
Drawback: ---
Description: The Heal ritual allows the target to spend a single Healing Hands (Moderate) worth of Chakra to heal by 4 Healing Hands (Moderate). If the target has no Chakra to spend, user may spend their own Chakra in its stead.
Limit: Must be a Ritualist for Restoration Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Cure Blight
Rank: "S"
Type: Restoration Ritual
Effect: Where there was pestilence, famine, and despair; the user brings health, abundance, and hope.
Special: To perform: 8 hours; Duration: Special
Drawback: ---
Description: Crops bloom, livestock thrives, and the peasants are happy in the wake of the user's work. Drawing forth disease, drought, hunger, and misery, this ritual improves the quality of life for those in the affected area. In a 2 mile radius, fields are fertile, rains plentiful, and the people happy. Creatures in this area gain a +10 bonus to First Aid: Healing, and Agriculture checks and a +2 bonus to Death Saves for the duration of the ritual as long as they remain in the affected area. Any crops or livestock will be especially productive and profitable for the time the ritual is active. This Ritual will negate a Storm of Insects ritual if performed in the same area. The duration of the Ritual depends on the user's Mastery of Restoration Rituals Lore.
Average: 1 day
Advanced: 1 week
Expert: 1 month
Master: 1 year
Limit: Must be a Ritualist for Restoration Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo[/]
Ritual Book 400 pages [book of the vampire]Rank: "S"
Type: Secondary, 80 per Slot, Explosive, Tag
Effect: Using a tag similar to the exploding tag and placing it on a door, the user prevents anyone else from entering or leaving the room, similar to a padlock.
Special: ---
Drawback: ---
Description: Paper that is 2 inches by 6 inches in size and 0.039" (1 mil) thick. A Locking tag that can attach to any surface that has the ability to keep something locked as long as the tag is placed over two opening surfaces. This works just like a padlock. May be attached to 3 items without taking up room in a single slot.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 8,000 Ryo per Slot, or 100 Ryo Each.
Tag: Incendiary X10
Rank: "S"
Type: Secondary, 80 per Slot, Explosive, Tag
Effect: Exploding tags are scraps of paper inscribed with a special writing, centering on the kanji for "explode" (爆, baku). Infused with chakra, they will explode after a set amount of time that bursts an area into flames.
Special: ---
Drawback: May harm the user if not put right.
Description: Paper that is 2 inches by 6 inches in size and 0.039" (1 mil) thick. Tags can be activated to explode within 6 seconds, or by a simple technique. A tag that can be attached to any surface that has the ability to burn an opponent. The pouch has a death distance with fire within 1 meter diameter while having a severe burning/wounding distance of 2 meters diameter within the point of origin. May be attached to 3 items without taking up room in a single slot.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 12,000 Ryo per Slot, or 150 Ryo Each.
Tag: Elemental: Lightning X10
Rank: "S"
Type: Secondary, 80 per Slot, Explosive, Tag
Effect: Exploding tags are scraps of paper inscribed with a special writing, centering on the kanji for "explode" (爆, baku). Infused with chakra, they will explode after a set amount of time that bursts an area into electrical currents.
Special: ---
Drawback: May harm the user if not put right.
Description: Paper that is 2 inches by 6 inches in size and 0.039" (1 mil) thick. Tags can be activated to explode within 6 seconds, or by a simple technique. This tag may be attached to any surface. This is a tag that explodes releasing a mass amount of lightning and electrical shock in a large area. The moment the pouch explodes it releases a massive ball of electrical current outwards from the point of origin. The pouch shocks and paralyzes an opponent for 3 rounds within 1 meter diameter and shocks and paralyzes an opponent for 1 round within 2 meters diameter from the point of origin. May be attached to 3 items without taking up room in a single slot.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 16,000 Ryo per Slot, or 200 Ryo Each.
Tag: Elemental: Ice X10
Rank: "S"
Type: Secondary, 80 per Slot, Explosive, Tag
Effect: Exploding tags are scraps of paper inscribed with a special writing, centering on the kanji for "explode" (爆, baku). Infused with chakra, they will explode after a set amount of time that bursts an area into ice shards freezing anyone around.
Special: ---
Drawback: May harm the user if not put right.
Description: Paper that is 2 inches by 6 inches in size and 0.039" (1 mil) thick. Tags can be activated to explode within 6 seconds, or by a simple technique. This is a tag that explodes releasing a small amount of normal ice in a large area the moment it makes contact with an object. The moment the pouch explodes it releases a small ball of ice spikes outwards from the point of origin. The grenade has a complete entrapment distance of 1 meter diameter, with a wounding/limb entrapment of 2 meter diameter. It takes 6 seconds before it explodes. May be attached to 3 items without taking up room in a single slot.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 16,000 Ryo per Slot, or 200 Ryo Each.
Tag: Fake Exploding (Overview) X80
Rank: "C"
Type: Secondary, 80 per Slot, Non-Explosive, Tag
Effect: Fake Exploding Tags, paper with the same thickness, and dimensions as a regular exploding tag however they cannot explode.
Special: ---
Drawback: ---
Description: Paper that is 2 inches by 6 inches in size and 0.039" (1 mil) thick. Pieces of paper made to look like exploding tags but have no effect. They are just simple pieces of paper. May be attached to 3 items without taking up room in a single slot.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,200 Ryo a Slot
Grenade: Fragmentation X1
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A grenade with a heavy metal casing that shatters, on exploding, into fragments that travel at high speed and with great force.
Special: ---
Drawback: May harm the user if not thrown right.
Description: The fragmentation grenade (commonly known as a frag) is an anti-personnel weapon that is designed to disperse shrapnel upon exploding. The body is made of hard plastic or steel. Flechettes, notched wire, ball bearings or the case itself provide the fragments. When the word grenade is used without specification, and context does not suggest otherwise, it is generally assumed to refer to a fragmentation grenade. These grenades were sometimes classed as defensive grenades because the effective casualty radius of some matched or exceeded the distance they could be thrown, thus necessitating them being thrown from behind cover. Fragmentation grenades have a killing radius of 5 meters with a wounding radius of 15 meters. 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
Grenade: Smoke X2
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
Grenade: Sting X4
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A non lethal grenade that is used to sting and subdue an opponent without causing major harm.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Sting grenades are based on the design of the fragmentation grenade. Instead of using a metal casing to produce shrapnel, they are made using two spheres of hard rubber. The space between the two spheres is then filled with many small, hard rubber balls. Upon detonation, the subject is incapacitated by the blunt force of the projectiles. This makes sting grenades ideal for containing small groups of rowdy prisoners, providing a shooting opportunity when a suspect is hiding behind cover, or in allowing SWAT teams to clear small rooms. The sting grenade has a radius damage of 15 meters. 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
Marbles (Small) (Overview) x25
Rank: "B" Rank
Type: Secondary, 50 per Slot, Bludgeoning, Ball
Effect: A small ball of colored glass or similar material used as a toy.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 10 meters. Sphere weapons. Normally made from glass however they could be made out of harder materials such as steel. Commonly used as a toy, but also useful for checking slopes, or as a nondamaging alternative to caltrops. One Slot covers a 2 meter square area. Creatures moving through or fighting in the area could fall and remain prone for the rest of the round. Normally 1 inch (2.54 cm) in diameter.
Limit: These items may be bought inside any Weapon Shop.
Cost: 5,000 Ryo per Slot, or 100 Ryo Each.
Non Weapon Items:
Pistol Crossbow Magazine (Small) (Overview) X4
Rank: "C"
Type: Main, Slot Holder, Holds 1 Slot worth of Bolts, Magazine
Effect: A specialized Magazine used for Pistol Crossbows to hold multiple bolts in order to cut down in reloading time.
Special: ---
Drawback: ---
Description: A metallic magazine used for Pistol Crossbows. Depending on the type of Pistol Crossbow these magazines may be attached to the top, or the bottom of the Pistol Crossbow. This magazine cuts down on the amount of reloading, and allows the user to perform various techniques that may need 2 or more consecutive shots. This Magazine may hold 1 slot worth of Bolts.
Limit: These types of items may be bought inside any Hunting Shop.
Cost: 580 Ryo
Full Body Corset (Plans)
Rank: "S"
Type: Main, Gadget, Mechanical, Body Shifter
Effect: A full-body suit allowing the user to manipulate their body to disguise themselves.
Special: ---
Drawback: ---
Description: When not active, this device looks like a mundane full-body suit made of supple black leather and banded with numerous metal cords and springs. To activate the device, user slip the hood over their head, place a clockwork mask over their face, adjust a bevy of settings and let the full-body corset readjust their body and face to nearly any vaguely similar form. While wearing a full-body corset, user suffer no penalty to Disguise checks from disguising themselves as a different race, gender, or age category. The device also changes visual complexity of the user's outer garments making them seem to wear something different. Additionally, the mask of the full-body corset and the overall ease of applying makeup to it grant the wearer a +25 enhancement bonus to Disguise checks.
Limit: These type of items may be bought inside any Gadget Shop with a 5% chance.
Cost: 200,000 Ryo Each
Ritual Book 200 pages
Rank: "C"
Type: Main, Book, Reference Book
Effect: A book intended to be consulted for information on specific matters rather than read from beginning to end.
Special: ---
Drawback: ---
Description: A reference work is a book or serial publication to which one can refer for confirmed facts. The information is intended to be found quickly when needed. Reference works are usually referred to for particular pieces of information, rather than read beginning to end. The writing style used in these works is informative; the authors avoid use of the first person, and emphasize facts. Many reference works are compiled by a team of contributors whose work is coordinated by one or more editors rather than by an individual author. Indexes are commonly provided in many types of reference work.
Limit: These items may be bought inside any Book Shop.
Cost: 3,000 Ryo
[]Extended Vitality
Rank: "C"
Type: Restoration Ritual
Effect: User may convert Temporary Armour Points into actual healing capabilities.
Special: To perform: 10 minutes; Duration: 1 hour
Drawback: ---
Description: Turning rage, courage, and perseverance into healing energies, user is able to close wounds using nothing more than high morale. This ritual focuses their excitement and morale into physical form, closing their wounds as their courage grows. While this ritual is active, user converts all Temporary Armour Points into Healing Points, but only at half the original value. User cannot benefit from Temporary Armour Points while this ritual is active. If the healing is not needed (User is in full health) then the Temporary Armour Points are wasted.
Limit: Must be a Ritualist for Restoration Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Heal
Rank: "A"
Type: Restoration Ritual
Effect: The green healing energies flow through the body in front of the user, and the user watches as every wound closes up in a few moments.
Special: To perform: 1 hour; Duration: Instantaneous
Drawback: ---
Description: The Heal ritual allows the target to spend a single Healing Hands (Moderate) worth of Chakra to heal by 4 Healing Hands (Moderate). If the target has no Chakra to spend, user may spend their own Chakra in its stead.
Limit: Must be a Ritualist for Restoration Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Cure Blight
Rank: "S"
Type: Restoration Ritual
Effect: Where there was pestilence, famine, and despair; the user brings health, abundance, and hope.
Special: To perform: 8 hours; Duration: Special
Drawback: ---
Description: Crops bloom, livestock thrives, and the peasants are happy in the wake of the user's work. Drawing forth disease, drought, hunger, and misery, this ritual improves the quality of life for those in the affected area. In a 2 mile radius, fields are fertile, rains plentiful, and the people happy. Creatures in this area gain a +10 bonus to First Aid: Healing, and Agriculture checks and a +2 bonus to Death Saves for the duration of the ritual as long as they remain in the affected area. Any crops or livestock will be especially productive and profitable for the time the ritual is active. This Ritual will negate a Storm of Insects ritual if performed in the same area. The duration of the Ritual depends on the user's Mastery of Restoration Rituals Lore.
Average: 1 day
Advanced: 1 week
Expert: 1 month
Master: 1 year
Limit: Must be a Ritualist for Restoration Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo[/]
Rank: "C"
Type: Main, Book, Reference Book
Effect: A book intended to be consulted for information on specific matters rather than read from beginning to end.
Special: ---
Drawback: ---
Description: A reference work is a book or serial publication to which one can refer for confirmed facts. The information is intended to be found quickly when needed. Reference works are usually referred to for particular pieces of information, rather than read beginning to end. The writing style used in these works is informative; the authors avoid use of the first person, and emphasize facts. Many reference works are compiled by a team of contributors whose work is coordinated by one or more editors rather than by an individual author. Indexes are commonly provided in many types of reference work.
Limit: These items may be bought inside any Book Shop.
Cost: 6,000 Ryo
[]Blood Hunger
Rank: "C"
Type: Augmentation
Effect: Target craves the taste of blood. Moreover, the Target needs to drink blood to survive.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 1 Augmentation Point. The Target must drain a pint of blood from a living creature once every 24 hours. Doing so is a movement, and the Target can only drain blood from a willing, helpless, or dying (but not dead) creature. The bitten creature takes normal damage from a bite attack plus an extra 10 points of Armour Points of damage from the blood loss. If the Target goes 24 hours without consuming blood, the Target loses 1d4 Movements. Drinking a pint of blood cures the ability damage caused by blood deprivation in 1d6 rounds. Ability damage caused by blood deprivation cannot be restored through natural healing. Target must have a Natural Bite attack to take this Augmentation.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Ultraviolet Allergy
Rank: "C"
Type: Augmentation
Effect: Ultraviolet light burns the user's flesh and causes it to ignite.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 3 Augmentation Points. Ultraviolet light (including direct sunlight) burns the user for 12 Armour Points of Fire damage per round and causes any light, flammable clothing they are wearing to ignite.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Achilles Heel
Rank: "C"
Type: Augmentation
Effect: User has a major weakness that can be exploited.
Special: To perform: 1 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 2 Augmentation Points. Any attack on this small spot gains an additional +20 Armour Ponts.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Fangs
Rank: "C"
Type: Augmentation
Effect: Target's teeth are a Transmutation and can transform into vicious fangs.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. Target gains a vicious bite attack that deals piercing damage dependent on the Target's size: Small 5 Armour Points, Medium-size 10 Armour Points, Large 15 Armour Points. The Target's bite is treated as a Natural Weapon. This Augmentation Ritual can be used in conjunction with the Acidic Saliva or Venomous Bite Augmentation Ritual.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Sleepless
Rank: "C"
Type: Augmentation
Effect: The Target has lost the need for sleep.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. This ritual augments the Target's brain allowing the Target no need of sleep. The Target no longer requires sleep. In fact the Target cannot sleep. However, the Target still needs rest, and are still subject to all of the other causes of fatigue.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Shock Absorber
Rank: "C"
Type: Augmentation
Effect: The Target is capable of surviving amazing falls by reducing the impact of the ground on their body.
Special: To perform: 12 Hours; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. An augmentation performed on a target's body, creating a shock absorber which allows the Target to withstand from falling damage. When falling, the Target ignores falling damage from falls less than 30 meters. For attack damage the damage caused is reduced by 25%.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Confusion
Rank: "A"
Type: Augmentation
Effect: User is able to instill confusion in others and cause them to act randomly while they are under the user's thrall.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Takes up 4 Augmentation Points. User may affect 1 target within 3-meter-radius of the user. Targets of the user's Augmentation must succeed at a Will Save, of 10 + 2 per Class Level, or become confused for 1d4 rounds. Victims receive another Save each round to break free against the same Save. The target remains confused until they make a save or the time limit is met. While confused, the target acts randomly. Roll on the list below each round the target is confused to determine what the target does.
1-3 Attack closest target with most powerful attack
4-8 Move to a random direction
9-12 Do nothing and become flat-footed
13-15 Use random Augmentation on closest Target
16-18 Try to increase in elevation using whatever means at hand.
19-20Fall unconscious
User may use this Augmentation a number of times a day equal to 2 per Class Level.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Lifedrinker
Rank: "S"
Type: Augmentation
Effect: User gains the ability to drain the life forces of their opponents, sucking their energy to replenish their own health.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Takes up 6 Augmentation Points. Whenever the user makes an unarmed attack, they may elect to forego their normal unarmed damage and instead drain the target's energy. If the user elects to do so, the target undergoes Moderate Damage. IF the user successfully damages the target in this way, they gain temporary 9 Armour Points.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo[/]
Lock Pick Set - 20 Piece (Overview)
Rank: "B"
Type: Secondary, 4 per Slot, Apparel, Holsters and Bags, Kit
Effect: A 14 piece Lock Pick Set made out of leather.
Special: ---
Drawback: ---
Description: Picture This simple pick set contains 13 picks, 6 tension wrenches and a broken key extractor. It comes with a leather case that has a flap over lid with a snap. The picks are made of steel with handles to allow comfort. When purchasing please decide which picks will be placed inside by looking through the Lock Picks section found in the Gadget Index.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 520 Ryo for Holster by itself or 2,020 Ryo with the Locks
Apparel:
Equipment Set: Amira’s Tactical Gear
Jacket [BDU Black/Light Blue Accents W/ Hood]
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: Picture A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo each.
Pants [BDU Black/Light Blue Accents]
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Vest, Tactical
Rank: "C"
Type: Main, Slot Holder, 16 Pouches, Vest
Effect: An overview vest normally worn by military style people. The vest is used to carry a plethora of items with ease of removal.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 16 individual pouches. A Tactical Vest is a Modular Lightweight Load-Carrying Equipment attached around the user's upper and lower torso. The Equipment may be attached along both sides of the vest. The Tactical Vest is designed to effective in distributing its weight throughout the user's torso. It has a quick-release system to remove the vest in emergencies, meant to help an alley get to an injured body. Greater coverage of the lower back, side torso, and shoulders. Modular webbing system for pouches. The vest is donned and removed using a hook-and-pile "cummerbund," which fastens around the waist, and a buckle atop each shoulder.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 4,500 Ryo Each.
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.
Leg, Individual Equipment
Rank: "C"
Type: Main, Slot Holder, 3 Pouches, Rig
Effect: The leg panel attaches to the user's belt and thigh in 2 places for comfort and function. It is a carrying system designed to allow the user quick access to objects near the leg.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 3 individual pouches. Thigh rigs attach to the belt and secure around the thigh with high quality nylon or leather with clips. A highly useful rig used by all military style members. it is lightweight, reliable, and completely customizable storage expansion for different purposes. It has a small Modular Lightweight Load-Carrying Equipment system. Most medical personnel use this to hold medical kits, while crossbowmen will use this for clip holders.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,500 Ryo Each.
Shirt [Grey Tee Shirt]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Footwear X3 [Black Combat Boots]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: Picture A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo each.
Pants [BDU Black/Light Blue Accents]
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Vest, Tactical
Rank: "C"
Type: Main, Slot Holder, 16 Pouches, Vest
Effect: An overview vest normally worn by military style people. The vest is used to carry a plethora of items with ease of removal.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 16 individual pouches. A Tactical Vest is a Modular Lightweight Load-Carrying Equipment attached around the user's upper and lower torso. The Equipment may be attached along both sides of the vest. The Tactical Vest is designed to effective in distributing its weight throughout the user's torso. It has a quick-release system to remove the vest in emergencies, meant to help an alley get to an injured body. Greater coverage of the lower back, side torso, and shoulders. Modular webbing system for pouches. The vest is donned and removed using a hook-and-pile "cummerbund," which fastens around the waist, and a buckle atop each shoulder.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 4,500 Ryo Each.
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.
Leg, Individual Equipment
Rank: "C"
Type: Main, Slot Holder, 3 Pouches, Rig
Effect: The leg panel attaches to the user's belt and thigh in 2 places for comfort and function. It is a carrying system designed to allow the user quick access to objects near the leg.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 3 individual pouches. Thigh rigs attach to the belt and secure around the thigh with high quality nylon or leather with clips. A highly useful rig used by all military style members. it is lightweight, reliable, and completely customizable storage expansion for different purposes. It has a small Modular Lightweight Load-Carrying Equipment system. Most medical personnel use this to hold medical kits, while crossbowmen will use this for clip holders.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,500 Ryo Each.
Shirt [Grey Tee Shirt]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Footwear X3 [Black Combat Boots]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Jacket [BDU Black/Light Blue Accents W/ Hood]
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: Picture A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo each.
Pants [BDU Black/Light Blue Accents]
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
[/font]
Vest, Tactical
Rank: "C"
Type: Main, Slot Holder, 16 Pouches, Vest
Effect: An overview vest normally worn by military style people. The vest is used to carry a plethora of items with ease of removal.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 16 individual pouches. A Tactical Vest is a Modular Lightweight Load-Carrying Equipment attached around the user's upper and lower torso. The Equipment may be attached along both sides of the vest. The Tactical Vest is designed to effective in distributing its weight throughout the user's torso. It has a quick-release system to remove the vest in emergencies, meant to help an alley get to an injured body. Greater coverage of the lower back, side torso, and shoulders. Modular webbing system for pouches. The vest is donned and removed using a hook-and-pile "cummerbund," which fastens around the waist, and a buckle atop each shoulder.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 4,500 Ryo Each.
Belt Quiver (Small) (Overview)
Rank: "C"
Type: Main, Slot Holder, Holds 5 Slot worth of Arrows or Bolts, Quiver
Effect: A quiver worn at the hip, or the belt of the user.
Special: ---
Drawback: ---
Description: The most common style of quiver is a flat or cylindrical container suspended from the belt. Many variations of this type exist, such as being canted forwards or backwards, and being carried on the dominant hand, off-hand, or the small of the back. Some variations enclose almost the entire arrow, while minimalist "pocket quivers" consist of little more than a small stiff pouch that only covers the first few inches. This Quiver may hold 5 slot worth of Arrows or Bolts.
Limit: These types of items may be bought inside any Hunting Shop.
Cost: 900 Ryo
Cloak [Khaki]
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: 1,000 Ryo Each.
Headgear [Dark Blue Beret]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Hats, helmets, and other items worn on the head.
Special: ---
Drawback: ---
Description: Headgear, headwear or headdress is the name given to any element of clothing which is worn on one's head. Headgear consists of caps, circlets, hats, helms, and etc. Headgears serve a variety of purposes. Protection (against impact, cold, heat, rain and other precipitation, glare, sunburn, sunstroke, dust, contaminants, etc.). Decoration or Fashion. Religious purposes. Medical purposes. Headgear have no room to hold objects and normally come with no slots but they can be outfitted with a single Half Pouch. Half Pouches however are distributed throughout the hat evenly so it does not look like an actual pouch is placed.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 Ryo Each.
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.
Leg, Individual Equipment
Rank: "C"
Type: Main, Slot Holder, 3 Pouches, Rig
Effect: The leg panel attaches to the user's belt and thigh in 2 places for comfort and function. It is a carrying system designed to allow the user quick access to objects near the leg.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 3 individual pouches. Thigh rigs attach to the belt and secure around the thigh with high quality nylon or leather with clips. A highly useful rig used by all military style members. it is lightweight, reliable, and completely customizable storage expansion for different purposes. It has a small Modular Lightweight Load-Carrying Equipment system. Most medical personnel use this to hold medical kits, while crossbowmen will use this for clip holders.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,500 Ryo Each.
[Load]
Pouch, Half X6
Rank: "C"
Type: Main, Slot Holder, 1/2 Slot, Pouch
Effect: A long sized sheath/pouch capable of holding 1/2 of items of 8 inches in length. Normally used for a single knife/kunai.
Special: ---
Drawback: ---
Description: Picture Mostly made out of leather, or a hard material. The Half pouch is primarily made for knives, and kunai, however due to their length they can hold other extremely thin items with the same length as that of a Scroll Pouch. 2 Half Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. A perfect example would be senbon. Half Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Half Pouches may be strapped to body parts as well such as a boot or the wrist. Characters attempting to conceal an item in a half pouch gain a +20 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 100 Ryo Each.
Rank: "C"
Type: Main, Slot Holder, 16 Pouches, Vest
Effect: An overview vest normally worn by military style people. The vest is used to carry a plethora of items with ease of removal.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 16 individual pouches. A Tactical Vest is a Modular Lightweight Load-Carrying Equipment attached around the user's upper and lower torso. The Equipment may be attached along both sides of the vest. The Tactical Vest is designed to effective in distributing its weight throughout the user's torso. It has a quick-release system to remove the vest in emergencies, meant to help an alley get to an injured body. Greater coverage of the lower back, side torso, and shoulders. Modular webbing system for pouches. The vest is donned and removed using a hook-and-pile "cummerbund," which fastens around the waist, and a buckle atop each shoulder.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 4,500 Ryo Each.
Belt Quiver (Small) (Overview)
Rank: "C"
Type: Main, Slot Holder, Holds 5 Slot worth of Arrows or Bolts, Quiver
Effect: A quiver worn at the hip, or the belt of the user.
Special: ---
Drawback: ---
Description: The most common style of quiver is a flat or cylindrical container suspended from the belt. Many variations of this type exist, such as being canted forwards or backwards, and being carried on the dominant hand, off-hand, or the small of the back. Some variations enclose almost the entire arrow, while minimalist "pocket quivers" consist of little more than a small stiff pouch that only covers the first few inches. This Quiver may hold 5 slot worth of Arrows or Bolts.
Limit: These types of items may be bought inside any Hunting Shop.
Cost: 900 Ryo
Cloak [Khaki]
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: 1,000 Ryo Each.
Headgear [Dark Blue Beret]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Hats, helmets, and other items worn on the head.
Special: ---
Drawback: ---
Description: Headgear, headwear or headdress is the name given to any element of clothing which is worn on one's head. Headgear consists of caps, circlets, hats, helms, and etc. Headgears serve a variety of purposes. Protection (against impact, cold, heat, rain and other precipitation, glare, sunburn, sunstroke, dust, contaminants, etc.). Decoration or Fashion. Religious purposes. Medical purposes. Headgear have no room to hold objects and normally come with no slots but they can be outfitted with a single Half Pouch. Half Pouches however are distributed throughout the hat evenly so it does not look like an actual pouch is placed.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 Ryo Each.
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.
Leg, Individual Equipment
Rank: "C"
Type: Main, Slot Holder, 3 Pouches, Rig
Effect: The leg panel attaches to the user's belt and thigh in 2 places for comfort and function. It is a carrying system designed to allow the user quick access to objects near the leg.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 3 individual pouches. Thigh rigs attach to the belt and secure around the thigh with high quality nylon or leather with clips. A highly useful rig used by all military style members. it is lightweight, reliable, and completely customizable storage expansion for different purposes. It has a small Modular Lightweight Load-Carrying Equipment system. Most medical personnel use this to hold medical kits, while crossbowmen will use this for clip holders.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,500 Ryo Each.
[Load]
Pouch, Half X6
Rank: "C"
Type: Main, Slot Holder, 1/2 Slot, Pouch
Effect: A long sized sheath/pouch capable of holding 1/2 of items of 8 inches in length. Normally used for a single knife/kunai.
Special: ---
Drawback: ---
Description: Picture Mostly made out of leather, or a hard material. The Half pouch is primarily made for knives, and kunai, however due to their length they can hold other extremely thin items with the same length as that of a Scroll Pouch. 2 Half Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. A perfect example would be senbon. Half Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Half Pouches may be strapped to body parts as well such as a boot or the wrist. Characters attempting to conceal an item in a half pouch gain a +20 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 100 Ryo Each.
Robe X4 [Gi Dark Blue, Olive Green, White, Black]
Rank: "C"
Type: Main, Slot Holder, 0 Slots,
Effect: A robe is a loose-fitting outer garment. Unlike garments described as capes or cloaks, robes usually have sleeves.
Special: ---
Drawback: ---
Description: A gown worn as part of the academic regalia of faculty or students, especially for ceremonial occasions, such as a convocations, congregations or graduations. A gown worn as part of the attire of a judge or barrister. A wide variety of long, flowing religious dress including pulpit robes and the robes worn by various types of monks. A gown worn as part of the official dress of a peer or royalty. Robes give a +10 to Sleight of Hand when worn. Robes can have special straps stitched in place, allowing the Robe to stay fluid and not be bogged down. 1 Robe may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo Each.
Shirt X4 [Grey Tee Shirt, White Blouse, Grey Blouse, Beige Sweater]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Skirt X3 [Dark Blue Hakama, Dark Grey Hakama, Casual Grey Mini Skirt]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: A skirt is the lower part of a woman's dress or gown, covering the person from the waist downwards, or a separate outer garment serving this purpose.
Special: ---
Drawback: ---
Description: A skirt is the lower part of a woman's dress or gown, covering the person from the waist downwards, or a separate outer garment serving this purpose. The hemline of skirts can vary from micro to floor-length and can vary according to cultural conceptions of modesty and aesthetics as well as the wearer's personal taste, which can be influenced by such factors as fashion and social context. Most skirts are self-standing garments, but some skirt-looking panels may be part of another garment such as leggings, shorts, and swimsuits. At its simplest, a skirt can be a draped garment made out of a single piece of material (such as pareos), but most skirts are fitted to the body at the waist or hips and fuller below, with the fullness introduced by means of darts, gores, pleats, or panels. Skirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Pants X3 [Form Fit Blue Jeans, Grey Cargo Pants, Form Fitting Brown Jeans]
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Footwear X3 [Black Combat Boots, Traditional Sandals, Khaki Canvas Dress shoe]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Pouch, Scroll X2
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A long sized pouch capable of holding 1 slot of items of 8 inches in length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, wooden material case that can easily hold 1 Scroll. 2 Scroll Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. The Dimensions are 8 inches in height, 2.5 inches wide and length. This pouch is specifically designed for items with lengths longer than 4 inches. These pouches are primarily meant for scrolls, kunai, knives, senbon and other items with similar lengths. Scroll Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Vest, Tactical Chest Rig
Rank: "C"
Type: Main, Slot Holder, 8 Pouches, Vest
Effect: A vest used to carry equipment. Most contents are located at the stomach region.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 8 individual Pouches. it is a bib-like chest rig that can be used alone or mounted on a Tactical Vest. The Tactical Chest Rig provides a sturdy and reliable foundation for any character. Lightweight, durable construction ensures the chest rig provides full range of movement in any environment. The vest uses a Modular Lightweight Load-Carrying Equipment system allowing up to 8 individual pouches to be attached to it. The webbing system in the front, side gives the user plenty of real estate to attach their pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 3,500 Ryo Each.
Character Depth
Personality
Casual/Friendly: Amira isn't all about ceremony and order. In fact, she hates the idea of sitting at her desk all day while the other Shinobi of the village are out and about doing something productive. She prefers to casually address the simple things in life. Things like titles, and social obligations are the furthest things form her mind as she chooses to instead to work on interpersonal relationships, making people before money and her own political power. To her the people of Sunagakure are priceless, each with a dream that she hopes to help make possible. It is her dream to stand by their sides proudly, putting the people first and foremost. She in the same manner finds friendship and teamwork to be vitally important. In a world where there is so little hope, Amira believes that the solution to these problems lie within trusting others, and supporting each other with open arms. She also longs to find people who put faith in her just as she does them; which is a rarity in the shinobi world. People are so self-absorbed in their own lives and conflicts that they sometimes lack to see the beauty in others. Amira values others over herself.
Tactically-minded: Amira looks at things in a different way than some others that might face her in the field of battle. Everything is like a big game board, with pieces moving to and fro to take strategic points, or to accomplish a goal. She enjoys this though, and further more prefers to think of everything as if it were a high stakes card game. She stops and thinks often, biding her time to formulate strategies that may or may not work. She never goes into battle half-cocked, and more importantly without a plan. It is this mentality for planning that helps her success out in the field. Everyone else is in such a hurry they sometimes forget to think. She on the other hand, thinks constantly as to the outcome of each action. She clearly understands that going into battle without a plan is suicide. This is why when she leads the mission, there is always planning involved.
Easily Bothered/Innocent: Amira, though normally calm and collected is easily bothered when it comes to annoyances and sexual confrontations. She is definitely more reserved than other Kunoichi of her village. She chooses to have higher standards; which is due to her having a good understanding of her self worth. She get's easily aggravated at fellows who throw jeers or other bothersome comments at herself or others that don't deserve this treatment. Things like this easily piss her off. She is also easily embarrassed by things of these natures as well. She will avoid conversations with inappropriate content at all costs. The true curse of having morals. It's also for this reason that she dresses so modestly opposed to like the Konoha's Military police chief and others whom seem to take a liking to roaming about naked.
Kind Heart/Gentle: She is not someone who would choose to fight when given the option. She values the people around her and treats them with respect and genuine care. This might come off as odd in a world run by manipulation; however Amira believes that taking a more personal and caring approach gets the job done just as well. By building bonds with others, she feels that she will be able to form trusts between the villagers and herself. She believes in doing the right thing down to the core. That does not mean that she won't kill people who threaten the people that she vows to protect. She will do anything to protect her village and those who she holds close to her heart. She honestly finds strength in others, and with that is determined to prove that being nice to someone and being genuinely concerned trumps manipulation and power.
Patient: Amira is extremely patient. She is never rushed to do anything, which roots from her old sense of laziness that she use to carry as a younger child. She realizes that there in no rush to get wherever it is that she ends up going. It's only a matter of time. By taking things slow, she comes to a better understanding of what's going on around her, and how to react. Her patience is one of the reasons why she is never truly in a rush to complete any one task. "Just take your time and do it right," Is a phrase that she really takes to heart, understanding that rushed work in worth nothing if done improperly. Slow and steady is her mentality, that she inherited from her Nara predecessors. Because, patience is a skill that must be acquire it one has any hopes of making decisions under pressure.
Combat Mind Set (Serious): When entering combat, her normally cheerful gleam exchanges itself for an aura of seriousness. She takes battle as serious as one should, having learned from her previous losses in the field that if one let their guard down...the enemy would not hesitate to end it. She too shares this mentality, only when in combat. She calculates the advantages and disadvantages of each situation, and chooses what she should do based on the results of her first battle impression. Unlike most others, she doesn't fight off of instinct, but though strategy and planning. Knowing what she was going to do is her approach to battle. When really in a bind, she takes a moment to think, closing her eyes and placing her right hand's middle and index fingers over her lips to gesture that she is putting in the thought. Once she has formulated her moves, the game can truly begin.
Appearance
General/Physical Appearance
Physical Appearance: Amira, a young woman of the sand, has the appearance of someone much older than she actually is. In a world populated by people who appear much younger than they actually are, she seems to be a paradox. Her hail is pale white and grey color, matching the ice that flows through her veins. With the combined stress of PTSD and being a veteran of combat has aged her appearance leaving some slight bags under her eyes. The scar that runs across her nose and down the left side of her face all the way to her lip is a reminiscing memory of the shrapnel that slashed her face during her escape from the ANBU headquarters during the civil war years ago under Doimed. Her dark eyes are warm and mother-like, but at the same time they harbor a sad expression. She had lost many important people along the way, and the sadness is reflected in her eyes.
Her skin contrasts to her hair color, being dark in color, like many people native to kaze no kuni. Her dark sunbaked skin, is blemished by scars all along her body. There are burn marks on her right leg from when she fought the Konoha Military Police Chief, and some shrapnel scars in her arm from the war long past. She has the appearance of a real surviving warrior. Her almond shaped eyes and pointed face structure frame her face nicely. Her hair, now short, can sometimes be worn up in a neat short braid or worn down. She is a rugged looking individual indeed. Always ready for conflict she has the true appearance of a survivor and warrior. Her body is muscular form also reflects this from years of martial training. She has the appearance of a clear fighter indeed
Kazekage Garb: Her Kazekage Garb is very different from the traditional robe garb that her predecessors wore. She wears a formal Dark Blue BDU like uniform with a Beret in a formal fashion with all the medals of her station. She also wears a pistol holster on her belt and a few magazine pouches as well. Her formal appearance is stately and also is accompanied by boots and other things that come with the uniform. She wants to let other states to know that she and her nation do mean business. She carries herself with a proper posture. She also carries some of her other gear on occasion, like her butt bag and other things. It is her most simplistic outfit, and favors a very simplistic theme. Icy in appearance and expression.
Battle/Uniform Garb:
Her battle garb as much more variety than her kage garb. Her battle gear all depends on the type of operation taking place. In a standard operation, Amira wears her black BDU outfit with a khaki cloak. Under her cloak she wears her Combat Tactical Harness. This is so that she can hold her gear. On her belt around her waist she also wears her butt bag. This is for standard operations and or stealth related operations. This outfit also comes with a pair of black combat boots. She also wears tactical fingerless gloves for shooting in combat quickly. Her pistol in this outfit is holstered in her leg holster, along with some other magazines being stored in the harness pouches. She also hides her combat tonto above her butt bag along with a belt quiver that holds her extra ammunition. She does her best to move with her environment, which is what this outfit is for. This outfit would be best described as her operator outfit. Her other combat outfit is similar but instead of a harness it would be replaced with a flak vest which is an armor piece designed to protect her in real straight combat. This is her hard combat outfit, designed to take on straight fighting. She trains in her Aikidogi and Hakama, as well as in her BDU pants and a tank top. This is strictly an outfit for training, and is not designed for mission combat.
Formal/Event Garb: Her formal garb can range from her Kazekage uniform to something like a dress or formal outfit that is more appealing for social events. She does her best to dress up when it’s needed. Her scars and deformities are present when wearing short dresses, such as her leg and arm scars, but they help display her even more justly. She does her best to dress well when it’s needed. Even wearing high heels sometimes; which she really hates. She isn’t really one to like such dress, but it was something that one expected sometimes of a formal occasion. She has other outfits of course, but she often choose dresses of a deep blue color, with matching hair ties, earrings, and other accessories. This is one of the few times where she gets to choose other things to add to her appearance other than equipment. This makes things much more fun and appealing as she often dresses like a soldier rather than a woman.
Every day, Casual Garb: Her casual garb often ranges from blouses to things such as sweaters and tank tops. Depending on the occasion, determines what she wears from day to day. Honestly there are plenty of options, though she favors wearing pants over skirts in the winter. She will often wear skirts in the summer.
Background
Amira Nara is the daughter of Etsu Nara and Yukir Tamatsu. She grew up knowing here Grandfather Setsuya Nara better than ether of her parents. She loved the dear old fellow with all her heart and visited him as often as she physically could. She still loved her parents, but not like her grandfather. He always gave Amira the attention and tenderness she needed in here times of peril. She even went to him before the hospital when she busted her nose up pretty good. All in all she really loved when here grandfather would tell stories of his days and a shinobi. This is what inspired Amira to take the same path.
On her first day of school her father Etsu helped her shuffle into the academy court yard. She remembered seeing his proud smiling face, the first time he had ever shown more than indifference toward Amira that day. She sat uneasily in here chair as one of the instructors introduced himself as Sensei Tokei. She didn't think much of the Chunin instructor at first, but later grew to love his zeal and joy towards shaping young minds. Amira did well up to the point where they actually began to throw kunai at targets. She just could not hit the target no matter how hard she focused. Eventually she got so frustrated she threw her kunai wildly almost hitting Sensei in the face. She sighed and apologized for the almost accidental killing of her instructor. Later that day when she visited her grandfather who had recently been hospitalized he laughed. "now now dear" he would say chuckling. "maybe you just need some glasses is all" and with that he put is near-sighted lenses on her face, which resulted in a clear image. The next day armed with her grandfather's glasses she landed hits on the target that she could not before. Then a few weeks later her grandfather died.
After here grandfathers death, Amira became a bit harder than before. She pushed people away and would spend many hours crying alone in her room. She was heart broken for the first time in her life. She would always wear the old green tactical vest worn with age from that point forward. Many months later she returned to herself as best as she could. She studied in school and worked hard, because her grandfather would have wanted it that way. She pushed on, but is still in need of a friend. Maybe one day she will meet someone to fill the gap in her heart. Hopefully she would some day.
Shortly after that she was recruited by the infamous "Doimed Rakashi" to help him rise to power, having fought tooth and nail to free the main from the ANBU headquarters in Sunagakure. After having freed the fellow, and losing their commander, Zelda, to an ANBU member who ended up being killed in the escape. Amira from that point on respected Diomed even though he seemed to have fallen apart. Having been left leaderless, and with a group of people looking for answers, Amira took it upon herself to step in as the Kazekage, to replace what had been lost so soon. Amira was instated as the Kazekage at the age of 14, the Youngest appointment in recorded history. She had proven herself a master of the Nara clan, and a decent enough leader when it came to holding things together after the revolt. After freeing the nation, she quickly went to work towards her title as the Kazekage. This was proven in her alliance and friendship with the Amekage, and more so with her decision to face other nations head with the goal of peace and prosperity for the village.
Soon after the Mud League alliance between Amegakure and Sunagakure formed, Amira personally was struck with a good deal of personal grief. Her long ill mother finally sub came to an illness that had been eating away at her body for more than 2 years, causing her a good deal of grief. In her last days with her mother, She learned of her mother's origins, and where she originally came from. Yuki no Kuni was the home of her mother's birth, which to Amira made it strange that she would choose to live somewhere so hot. Soon afterwards, she began to feel a stirring within her very soul, that matched the chill of her emotional sadness. Something that she had never expected in a land of sand and heat. She discovered that she could create ice. It was something that frustrated her more and more as she realized that every Kazekage up to that point had been a user of the sand that was native to the land. "Why do I have to be so different from those great hero's?" She would often say when she was by herself wondering why she was cursed with such a cold mastery opposed that of the sand of her predecessors.
With that in mind, she decided that she would venture out into the world in search of the adventures her grandfather promised, the answers to the questions her mother left, and the honor of her father who had long disgraced himself from his duties. Being the only Nara clan master left in the village of the sand, Amira set her goals high, to bring the village into an era of peace. This goal however, was blemished by the discovery of demons and other evils that she herself and Claire had been pitted up against just before she had decided that she would strive to rid the world of these evil beings that threaten her village in her journey to acquire peace for the people of Sunagakure.
After becoming the Kazekage, Amegakure's Amekage visted, Ryosuke and Yoshi, sighing a peace agreement that would lead to a long prosperous friendship between both the Kage and their villages. It was shortly after this that the sand village was called to action, moving in to help their ally achieve peace. After doing so, Amira would meet Loki, a young lad who would eventually become the witch that is known today as Madame Loki. Discovering that she was a witch herself, Amira now seeks to fill her role as the justice seeker of the council. She desires truth and justice, while being a bit controlling at times. It's hard to say where the village sits now as the tide of control shifts towards the land of hot springs and fire. Taking up the sword, Amira trained vigorously in the art of the Samurai, mastering her ice magic and martial skills so that she could hold up to her station while protecting her village.
TP total: 4,620
Freebies:
World Traveler
Rank: "C"
Skill: Heritage Trait
Effect: Your family has taken the love of travel to an extreme, roaming the world extensively.
Special: ---
Drawback: ---
Description: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. User gains a +1 trait bonus for every die roll when learning Culture, History, Local and Sense Motive skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Skeptic
Rank: "C"
Skill: Chakra Trait
Effect: Growing up, the user was always around chakra effects to the extent that they realized much of it was mere smoke and mirrors.
Special: ---
Drawback: ---
Description: The user gains a +2 trait bonus on all Will Saves. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Officer
Rank: "C"
Skill: Heritage Trait
Effect: User once held command rank in the military.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Geology, Intimidate, Sense Motive, and Ride. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User must choose in having either a +2 Bonus to Will Saves, or +10 to any background skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(Choosing +2 bonus to Will Saves)
(+40 points to Sense Motive)
Personal Sacrifice
Rank: "C"
Skill: Heritage Trait
Effect: Some humans possess a love so great that they will do whatever it takes to keep the loved one alive.
Special: ---
Drawback: ---
Description: They gain a Heritage bonus equal to 5 per Class level on their First Aid: Healing checks to those whom they have a deep love towards. Additionally if the user is adjacent to those whom they have such a deep connection with will be able to have a save against any Techniques that need a save to see if the person they have deep connection with is saved or not along with that person's own personal save. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 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.
Clan Artisan [Bowyer]
Rank: "C"
Skill: Regional Trait
Effect: User was raised in one of the numerous clans and learned a valuable trade in their early years.
Special: ---
Drawback: ---
Description: User gains a +10 trait bonus on checks with the chosen crafting skill, and they gain a +1 points per die roll pertaining to that skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
7. Tomb Robber
Rank: "C"
Skill: Heritage Trait
Effect: User made a living plundering crypts and exploring old burial vaults.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Appraisal, Disable Device, Lock Pick, and Rope Use. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User gain a +5 to all following skills: Artistic Ability, Bowyer/Fletcher, Cobbling, Construction, Disable Device, Fondling (Covert Appraisal Technique), Escape Artist, Forgery, Gem Cutting, Leatherworking, Locksmithing, Lock Picking, Metal Working, Musical Instrument, Pick-Pocket, Pottery, Ride, Rope Use, Sleight of Hand, and Weaponsmith. User can get into well-protected areas with ease. Use can open a lock in half the time. In addition, use gain a +5 competence bonus on checks with all background skills.
Limit: Must start with Character; replaces 1 Freebies.
(+40 Sp to Appraisal, +5 to all listed skills)
8. Bureacrat
Rank: "C"
Skill: Heritage Trait
Effect: User was an official in their city or nation’s government.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among History, Local, Current Affairs, and Language Skills. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User chooses between having +10 bonus on Sense Motive, or +10 to any 1 of their Heritage Skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(+20 to Current Affairs)
(+40 to Sense Motive)
9. Mirror Mind
Rank: "B"
Skill: Chakra Trait
Effect: The user's mind tries to force a mental effect to be shared.
Special: ---
Drawback: ---
Description: A user who spent their lives under the thumb of mental tyranny has learned how to oppose those shackles. Their mind becomes as dangerous as a trap. Once per day per Class Level, when the user is forced to roll a save against a mind-affecting effect with a rank equal or lower than their class level (D ranks as a D class, C ranks and below as a C class, etc), the user can make their foe suffer the same roll. When this ability is triggered, the original performer must make a save against their own mind-affecting effect equal in difficulty as the save the user endured. If the mind-affecting effect gives a person total control over their victim, and both sides fail their saves, the mind-affecting effect is cancelled both ways. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Academy Techniques included
Languages: Common 125/125, Sign Language 123/125