Two Kyoudos in a Fire village (x2)
Mar 5, 2018 9:05:48 GMT -7
Post by Ryutatsu "Sakurai Sword" on Mar 5, 2018 9:05:48 GMT -7
-Enter-
Ryutatsu waited by the docks for James and the Kage's Bushin. He was ready for a hard journey even though it probably won't be as hard as he expected. Ryutatsu had learned that being prepared is needful on all missions. So he was prepared in his usual combat attire. He wore his pearly white chain mail form fitted armor over his fire retardant clothes. The chain mail not a whisper.
His two swords and light hair identified who he was as easily as his gauntlet and his vest full of pouches and a leg harness with a crossbow with magazines. Ryutatsu's emerald eyes looked out with a serious look on his face awaiting the Disguised Kage and the Kyoudo who he found lazy.
Augmentations
Passive Jutsus and Traits active
Items
x4 Slots/Bags
Silene (Seeds)
Location: Special
Preperation: Drying the leaves takes three months, this work is done by the older and more experienced members of the clan. The leaves are ready and prepared when they’re sold.
Special: Grow only in the greenhouses of the Ikebana clan; The greenhouses are guarded carefully, it’s nearly impossible for anyone outside the clan to get their hands on the plants.
Description: Simple yet beautiful plant, the Silene looks much like a red shamrock with white stripes. On it’s three, about inch x inch sized leaves grow bright red seeds, they’re ready on the 26th day of every month. The Silene are what keeps the Ikebana clan alive; the seeds are needed to nearly all of the Clan techniques; When the seeds are fed with special chakra, produced with the Ikebana’s Puranto Ninpou: Haeru technique, they start to grow with an unnatural speed. Every clan member carries always many small bags of these wonderful seeds always with them.
The leaves of the Silene are a little more rare; Since the seeds are very important to the clan and the plants won’t grow without the leaves, there is only one greenhouse of Silene to be used to this second purpose. The leaves are ready and prepared when they’re sold. When put on a wound, the leaves will stick to the skin and stop bleeding immediately; They can be removed only when the wound has been healed. Technically the leaves can work even with large wounds, but considering the size of each leaf, it’d take many leaves.
Drawback: A bag of seeds/leaves takes one slot per bag.
Cost: Silene Seeds: Free to clan members, not sold for others.
Silene Leaves: 20 Ryo per bag (20 leaves in each bag)
Pack, Waist
Rank: "C"
Type: Main, Slot Holder, 7 Slots, Wearable Container
Effect: An enlarged pouch that fits tightly around your waist.
Special: ---
Drawback: ---
Description: Picture A wearable container can hold up to 7 slots. The waist pack can be worn in 1 of 4 ways: It can be attached to the bottom of a Patrol Pack by passing the stiffened webbing straps with the female side release buckles through the 4 webbing keepers on the bottom of the patrol pack. It can be attached directly to a tactical Vest taking up 3 Pouch Slots. by utilizing the stiffened webbing tabs on back woven in the corresponding slots on the back of the Tactical Vest. It can be carried in the "stand alone" configuration by utilizing the attached 2 inch wide waist belt. This method allows the user to rotate the waist pouch around in front to easily access the contents of the pack without removing a Patrol Pack or a Tactical Vest. When not used in this mode, the attached waist belt is stowed into the tunnel on back of the waist pack. It can be attached directly to the Main Pack by passing the side release buckle and straps through the webbing below the claymore pouch on the main pack.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,400 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
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.
Pants
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.
Footwear
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.
Cloak, Battle
Rank: ""
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: A special cloak that is treated as a shield.
Special: ---
Drawback: ---
Description: This exotic shield is not a shield in the typical sense, but rather a special cloak that can be used to foil an opponent's attacks. The user cannot use a battle cloak to make a shield bash attack, but a user can use it to make a disarm attempt. When used in combat, a battle cloak occupies a hand just as a light shield does, allowing the user to carry other items in that hand but not wield a weapon with it. Because the battle cloak is considered as a light shield it has the shield bonus of light shield, however this bonus deflects attacks instead of blocking them. Battle cloaks are retrieved and readied just like other shields. 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: 5,000 Ryo Each.
Nightin Gale (Katana)
Rank: "S"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: Scabbard is Copper Plated. Electricity damage deal 1 extra point of electricity damage per 6 Armour Points of Electrical Damage channeled. Scabbard - Hardness: 10; Armour Points/Inch: 30 Copper-plated objects take half damage from acid effects.
Gem Slot # 1: Spirit Amber; Gem Slot #2: Skull of Healing: Gem Slot #3: Empty
Drawback: ---
Description: Blade - Hardness: 10, Armour Points/Inch: 30. A One-Handed Weapon. This weapon does +48 Amour Points of Sword Damage, + 12 Armor Points of Sonic Damage. A Katana is a type of sword characterized as having a curved, slender, single-edged blade with a circular or squared guard (Tsuba) and long grip to accommodate two hands with a blade length greater than 60 cm ( 23 1⁄2 inches). The metal is silver-blue with a green reflective shine. Made of Arandur weighs the same as steel. The blade itself is engraved. Several words of power have been artistically etched into the blade. On one side it reads Florebo quocumque ferar, and on the other it's translation, "I will flower everywhere I am planted". Speaking these words while holding the blade will instill a sense of calm over the user. The user can also instill a sense of calm over those that perceive the sword and hear these words spoken, for 25 minutes. They will need to make a will save of 35 to avoid the effect. Any made save against this effect renders the target immune to this effect from this item ever again. The blade has a wide, twisted cross-guard, which makes sure the blade is both balanced and capable of protecting the owner's hands against any sliding sword and is held by a grip wrapped in elegant, black smooth leather. The scabbard has a beautiful intricate Leaf and flower designed based off of cherry blossom tree and roses.
Limit: Custom Made By Loki,for Ryutatsu Kyoudo ('Little Wolf')
Cost: 260,000 Ryo
Abyssal Shard
Sword, Longsword (Overview) Perfected, Mundane Crystal (Katana) - Jessie Quick's Blade
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: Made of a special material that is similar to steel but made out of mundane crystal.
Drawback: ---
Description: A One-Handed Weapon. These weapons do +48 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.
Description:Identification: Average; Hardness: 8; Armour Points/Inch: 25; Armour Class: +0. Mundane crystal can be used in place of metal in weapons or armor, using a special forging process. The fortified crystal possesses the properties of a similar masterwork steel weapon or armor, except for visual appearance. Weapons and armor made of mundane crystal cost the same amount to make as their masterwork counterparts. Any item could potentially be made with mundane crystal. Mundane crystal properly forged has 25 Armour Points per inch of thickness and a Hardness of 8.
Limit: Found on Jessie Quick's Body after defeating her in Of Things Lost (EPIC)
Cost: 75,837 Ryo
Mithril Perfected Shoulder Armour Piece (Overview) x2
Rank: "C"
Type: Main, Protection, Armour
Effect: Armour created to protect the shoulder of the wearer.
Special: Made from a special material used to create light full body armour while applying silver mechanics to weapons against Damage Reduction.
Armor Stats: Mithril Perfected = Hardness - 30
Drawback: ---
Description: Also known as the Pauldron. Pauldrons cover the shoulder area. They can also cover the armpit, and sometimes parts of the back and chest. These are connected to the Arm Armour Pieces to give larger protection. They typically consist of a single large dome-shaped piece to cover the shoulder, with multiple parts attached to it to defend the arm and upper shoulder. Armour Class: 5.
Description: Identification: Easy; Hardness: 15; Armour Points/Inch: 30; Armour Class: -4. An item made from Mithral weighs significantly less than the same item made from other metals. It is strong enough however, to not alter the weapon’s size category, or the ease with which it can be wielded. Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Mithral armour reduces Armour Class by -4 per Armour Piece for the purposes of movement and other limitations. A character wearing full mithral armour will not suffer the same Armour Penalty Checks, Movement Loss, and Handseal loss as they normally would with steel arour. Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.
Limit: Recovered from Duke Wells' dead body in the EPIC (Of Things Lost)
Cost: 531,562 Ryo each.
Mithril Perfected Arm Armour Piece (Overview) x2
Rank: "A"
Type: Main, Protection, Armour
Effect: Armour created to protect the arm of the wearer.
Special: Made from a special material used to create light full body armour while applying silver mechanics to weapons against Damage Reduction.
Armor Stats: Mithril Perfected = Hardness - 30
Drawback: ---
Description: The Arm Armor can consist of 3 pieces. The Upper Cannon which is intended to protect the upper arms, the Lower Cannon which is intended to protect the lower arms, and the couter which is used to connect the two pieces together while protecting the elbow. Sometimes straps can be used to connect the upper and lower pieces together. Gauntlets are intended to protect the lower arm depending on the size; however that does not mean that the Arm Armour Piece cannot do so. Armour Class: 4.
Description: Identification: Easy; Hardness: 15; Armour Points/Inch: 30; Armour Class: -4. An item made from Mithral weighs significantly less than the same item made from other metals. It is strong enough however, to not alter the weapon’s size category, or the ease with which it can be wielded. Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Mithral armour reduces Armour Class by -4 per Armour Piece for the purposes of movement and other limitations. A character wearing full mithral armour will not suffer the same Armour Penalty Checks, Movement Loss, and Handseal loss as they normally would with steel arour. Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.
Limit: Recovered from Duke Wells' dead body in the EPIC (Of Things Lost)
Cost: 546,750 Ryo each.
Mithril Perfected Torso Armour Piece (Overview)
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the torso of the wearer.
Special: Made from a special material used to create light full body armour while applying silver mechanics to weapons against Damage Reduction.
Armor Stats: Mithril Perfected = Hardness - 30
Drawback: ---
Description: A piece of armour that protects multiple parts of the body. The breastplate, as the name implies, this plate protects the upper chest area. The plackart is an armoured reinforcement covering the lower half of the breastplate. Depending on the design the plackart might cover nearly the entire breastplate. The fauld, armour usually composed of lames, which is attached to the breastplate which serves protection for the abdomen. Then finally the Tasset, solid armour plates or a skirt of lames hung from the fauld to cover the gap between the fauld and the thigh armour. Due to the size of Armour it will always have +50% more Armour Points of Special Material (Steel has 30 Armour Points; Steel Torso Armour Piece has 45 Armour Points). Armour Class: 6.
Description: Identification: Easy; Hardness: 15; Armour Points/Inch: 30; Armour Class: -4. An item made from Mithral weighs significantly less than the same item made from other metals. It is strong enough however, to not alter the weapon’s size category, or the ease with which it can be wielded. Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Mithral armour reduces Armour Class by -4 per Armour Piece for the purposes of movement and other limitations. A character wearing full mithral armour will not suffer the same Armour Penalty Checks, Movement Loss, and Handseal loss as they normally would with steel arour. Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.
Limit: Recovered from Duke Wells' dead body in the EPIC (Of Things Lost)
Cost: 759,375 Ryo each.
Mithril Perfected Leg Armour Piece (Overview)
Rank: "C"
Type: Main, Protection, Armour
Effect: Armour created to protect the leg of the wearer.
Special: Made from a special material used to create light full body armour while applying silver mechanics to weapons against Damage Reduction.
Armor Stats: Mithril Perfected = Hardness - 30
Drawback: ---
Description: Sometimes worn as a skirt connected to the Torso Armour, the leg armour is meant to protect the upper legs. Another piece meant to protect the leg are the Schynbalds which were strapped to the lower legs however they did not enclose the lower leg; hence they are not greaves. The purpose of Leg Armour is to protect the upper leg, while wearing Greaves is used to protect the lower leg; however that does not mean that Leg Armour cannot protect both. Armour Class: 5.
Description: Identification: Easy; Hardness: 15; Armour Points/Inch: 30; Armour Class: -4. An item made from Mithral weighs significantly less than the same item made from other metals. It is strong enough however, to not alter the weapon’s size category, or the ease with which it can be wielded. Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Mithral armour reduces Armour Class by -4 per Armour Piece for the purposes of movement and other limitations. A character wearing full mithral armour will not suffer the same Armour Penalty Checks, Movement Loss, and Handseal loss as they normally would with steel arour. Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.
Limit: Recovered from Duke Wells' dead body in the EPIC (Of Things Lost)
Cost: 546,750 Ryo each.
Wireless Radio
Rank: "S"
Type: Secondary, 16 per Slot, Gadget, Surveillance, Transmitter
Effect: A radio transmitting device that sends signals through electromagnetic waves.
Special: ---
Drawback: Limited Range in transmitting information.
Description: Picture A Device that has a Velcro strap along the neck with a voice activator along the throat. An ear piece is connected from the vocal piece to the ear in a small cord. It's a radio that transmits signals by sending electromagnetic waves with frequencies below those of visible light. They can then be received by other radios in the form of sound or a wide array of signals in order to make sure important information is protected. When rolled and compact, 16 Wireless Radios are able to fit inside 1 slot. The range between two Wireless Radios is 1,000 meters (Communications for a single thread.)
Limit: These items may be bought inside any Gadget Shop.
Cost: 16,000 Ryo per Slot, or 1,000 Ryo Each
Goggles
Rank: "C"
Type: Secondary, 2 per Slot, Gadget, Apparel/Surveillance, Spectacles
Effect: Protective eyewear that usually encloses or protects the area surrounding the eye in order to prevent particulates, water or chemicals from striking the eyes.
Special: ---
Drawback: ---
Description: There are different types of Goggles. There are different types of Goggles such as Cold Weather Goggles, Swimming, Power Tool Goggles, Blowtorch Goggles, Welding Goggles, Laboratory Goggles, and Aviation Goggles. Goggles are often worn as a fashion statement in certain subcultures, most often as part of the cybergoth subculture. They are usually worn over the eyes or up on the forehead to secure 'falls'. May apply modular visual lenses to goggles. Does not fit in Scroll size Slots. May be Glasses. Singular vision goggles are half price and double per slot.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo per Slot, or 1,000 Ryo Each
x4
Shavings
Rank: "B"
Type: Main, Mineral, Alchemical Material
Effect: Shavingsare grounded metallic material used for explosives and magnetic purposes.
Special: ---
Drawback: ---
Description: Shavings are grounded metallic material used for explosives and other alchemical purposes. Basic Shavings is created with Iron/Steel. For Alchemy purposes 1 Large Pitcher is considered to be 1 item. Other Special Materials can be created into Shavings. Treat 1 Large Pitcher as 1 single One-handed Weapon. For example: Alchemical Silver Shavings would cost 17,000 Ryo per Large Pitcher.
Region: Urban/Rural; Identification: Average; Cultivation: Difficult
Limit: These items may be bought inside any Alchemical Shop.
Cost: 15,200 Ryo Per Large Pitcher.
Ryutatsu waited by the docks for James and the Kage's Bushin. He was ready for a hard journey even though it probably won't be as hard as he expected. Ryutatsu had learned that being prepared is needful on all missions. So he was prepared in his usual combat attire. He wore his pearly white chain mail form fitted armor over his fire retardant clothes. The chain mail not a whisper.
His two swords and light hair identified who he was as easily as his gauntlet and his vest full of pouches and a leg harness with a crossbow with magazines. Ryutatsu's emerald eyes looked out with a serious look on his face awaiting the Disguised Kage and the Kyoudo who he found lazy.
Augmentations
Adrenaline Jolt
Rank: "B"
Type: Augmentation
Effect: User can flood their bloodstream with extreme amounts of adrenaline to temporarily boost their Strength or Movements.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 3 Augmentation Points. Once per day, without sacrificing a movement user can temporarily increase their Prowess or their Initiative by 1d4+1 points. The increase lasts for a number of rounds equal to 3 + Indomitable Fortitude.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Enhanced Metabolism
Rank: "B"
Type: Augmentation
Effect: Accelerated electrical impulses along your central nervous system have given you enhanced reaction times.
Special: To perform: 12 hours; Duration: Permanent
Drawback: User cannot take this Augmentation if they have the Lethargy drawback.
Description: Internal - Takes up 2 Augmentation Points. User gains a +1 Ritual bonus to movements.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Force Barrier
Rank: "B"
Type: Augmentation
Effect: User can generate an electromagnetic force field around themselves to deflect or absorb incoming attacks.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 3 Augmentation Points. Without taking a movement, the user can generate an invisible electromagnetic barrier around themselves that provides Damage Reduction 15/— against incoming TaiJutsu attacks and Force effects. The barrier lasts a number of rounds equal to Indomitable Fortitude (minimum 1 round). User can create the force field 3 times per day. Portable electronic devices such as sensors, and headsets temporarily cease to function if held or worn by the user while the electromagnetic force barrier is in effect.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Material Allergy (Billberry)
Rank: "C"
Type: Augmentation
Effect: An allergy that affects the user by negating Damage Reduction and reducing the target's movement by 1.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 5 Augmentation Points. The user suffers a reaction to an ordinary substance, such as a material. So long as they are in contact with the substance (breathing, touching, eating, etc.) they will suffer adverse effects. If a successful attack is made against the user with the allergy they will lose a Movement for the round. The user also loses any Damage Reduction that would normally shield against an attack. Before picking grabbing the Allergy Augmentation the user may choose from the list: Clay, Plastic, Iron, Specific Plant, Silver or Gold, Leather, Specific Material, Specific Animal, Bone and Ivory, and Specific Drug. May be chosen once. User may grab more Allergies for Roleplay purposes however it does not give any extra benefits.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Nightmares
Rank: "C"
Type: Augmentation
Effect: User's mind is wracked by horrible nightmares, making it impossible for them to sleep without confronting the demons of their own Augmentation.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 4 Augmentation Points. Each day user must make a Will save (15) or suffer the effects of horrible nightmares caused by the Augmentation. On any day that the user fails this Will Save, they suffer a -1 moral to Saves and -5 to Checks due to their inability to get a good night's sleep. User cannot choose Sleepless if they have Nightmares.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Achilles Heel (Between big and middle toe on right foot)
Rank: "C"
Type: Augmentation
Effect: User has a major weakness that can be exploited.
Special: To perform: 1 hours; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 2 Augmentation Points. Any attack on this small spot gains an additional +20 Armour Ponts and bypasses all Natural Damage Reduction/Hardness.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Skeletal Reinforcement
Rank: "A"
Type: Augmentation
Effect: User's bones become more resilient, allowing the user to withstand greater amounts of punishment.
Special: To perform: 12 hour; Duration: Permanent
Drawback: User cannot take this Augmentation Ritual if they have the Brittle Bones Drawback.
Description: Internal - Takes up 5 Augmentation Points. The user's Natural Armour is increased by +3. In addition, the damage the user takes from a fall is reduced by 25%. This Augmentation may stack with other Augmentation Rituals.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Density Manipulation
Rank: "S"
Type: Augmentation
Effect: User is able to increase or decrease their density, granting them the following abilities.
Special: To perform: 12 hour; Duration: Permanent
Drawback: User may only use one of these at a time.
Description: Internal - Takes up 6 Augmentation Points. Reduce Density: Gain the ability to become incorporeal. Increase Density: User can gain Damage Reduction equal to 2 per Class Level. Furthermore this Damage Reduction stacks with any other form of Damage Reduction the user might already posses, including Techniques, Armour, Rituals, and Traits. User may use this ability a number of times equal to 2 per Class Level per day.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Rank: "B"
Type: Augmentation
Effect: User can flood their bloodstream with extreme amounts of adrenaline to temporarily boost their Strength or Movements.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 3 Augmentation Points. Once per day, without sacrificing a movement user can temporarily increase their Prowess or their Initiative by 1d4+1 points. The increase lasts for a number of rounds equal to 3 + Indomitable Fortitude.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Enhanced Metabolism
Rank: "B"
Type: Augmentation
Effect: Accelerated electrical impulses along your central nervous system have given you enhanced reaction times.
Special: To perform: 12 hours; Duration: Permanent
Drawback: User cannot take this Augmentation if they have the Lethargy drawback.
Description: Internal - Takes up 2 Augmentation Points. User gains a +1 Ritual bonus to movements.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Force Barrier
Rank: "B"
Type: Augmentation
Effect: User can generate an electromagnetic force field around themselves to deflect or absorb incoming attacks.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Internal - Takes up 3 Augmentation Points. Without taking a movement, the user can generate an invisible electromagnetic barrier around themselves that provides Damage Reduction 15/— against incoming TaiJutsu attacks and Force effects. The barrier lasts a number of rounds equal to Indomitable Fortitude (minimum 1 round). User can create the force field 3 times per day. Portable electronic devices such as sensors, and headsets temporarily cease to function if held or worn by the user while the electromagnetic force barrier is in effect.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Material Allergy (Billberry)
Rank: "C"
Type: Augmentation
Effect: An allergy that affects the user by negating Damage Reduction and reducing the target's movement by 1.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 5 Augmentation Points. The user suffers a reaction to an ordinary substance, such as a material. So long as they are in contact with the substance (breathing, touching, eating, etc.) they will suffer adverse effects. If a successful attack is made against the user with the allergy they will lose a Movement for the round. The user also loses any Damage Reduction that would normally shield against an attack. Before picking grabbing the Allergy Augmentation the user may choose from the list: Clay, Plastic, Iron, Specific Plant, Silver or Gold, Leather, Specific Material, Specific Animal, Bone and Ivory, and Specific Drug. May be chosen once. User may grab more Allergies for Roleplay purposes however it does not give any extra benefits.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Nightmares
Rank: "C"
Type: Augmentation
Effect: User's mind is wracked by horrible nightmares, making it impossible for them to sleep without confronting the demons of their own Augmentation.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 4 Augmentation Points. Each day user must make a Will save (15) or suffer the effects of horrible nightmares caused by the Augmentation. On any day that the user fails this Will Save, they suffer a -1 moral to Saves and -5 to Checks due to their inability to get a good night's sleep. User cannot choose Sleepless if they have Nightmares.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Achilles Heel (Between big and middle toe on right foot)
Rank: "C"
Type: Augmentation
Effect: User has a major weakness that can be exploited.
Special: To perform: 1 hours; Duration: Permanent
Drawback: ---
Description: Neutral - Drawback - Gives Back 2 Augmentation Points. Any attack on this small spot gains an additional +20 Armour Ponts and bypasses all Natural Damage Reduction/Hardness.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Skeletal Reinforcement
Rank: "A"
Type: Augmentation
Effect: User's bones become more resilient, allowing the user to withstand greater amounts of punishment.
Special: To perform: 12 hour; Duration: Permanent
Drawback: User cannot take this Augmentation Ritual if they have the Brittle Bones Drawback.
Description: Internal - Takes up 5 Augmentation Points. The user's Natural Armour is increased by +3. In addition, the damage the user takes from a fall is reduced by 25%. This Augmentation may stack with other Augmentation Rituals.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Density Manipulation
Rank: "S"
Type: Augmentation
Effect: User is able to increase or decrease their density, granting them the following abilities.
Special: To perform: 12 hour; Duration: Permanent
Drawback: User may only use one of these at a time.
Description: Internal - Takes up 6 Augmentation Points. Reduce Density: Gain the ability to become incorporeal. Increase Density: User can gain Damage Reduction equal to 2 per Class Level. Furthermore this Damage Reduction stacks with any other form of Damage Reduction the user might already posses, including Techniques, Armour, Rituals, and Traits. User may use this ability a number of times equal to 2 per Class Level per day.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Passive Jutsus and Traits active
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.
Blood of Dragons
Rank: "C"
Skill: Heritage Trait
Effect: Long ago, your ancestors' blood mixed with that of dragons.
Special: ---
Drawback: Cannot gain any other Ancestry Traits.
Description: User gains a +5% trait bonus on Observation checks, gain Low-light vision, and gain a +2 Heritage bonus on saves against sleep and paralysis. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Iron Will
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is more resistant to mental effects.
Special: ---
Drawback: ---
Description: User gets a +2 bonus on all Will Saves.
Limit: Must learn from Universal Miscellaneous
Mind's Eye
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: Gain an additional resistance to GenJutsu.
Special: ---
Drawback: ---
Description: Gain an additional +2 to Will saves against the effects of GenJutsu. This additional modifier stacks with Iron Will.
Limit: Must learn from Universal Miscellaneous
Icy Calm
Rank: "C"
Skill: Supplementary
Effect: Having grown up on a diet of unnerving situations, user is particularly difficult to frighten.
Special: ---
Drawback: ---
Description: User might not enjoy their own fear, but they have certainly grown used to it. User receives a +4 cultural bonus on all Saves against effects that induce or cause fear. In addition, the user that is shaken suffer only half of the normal effects.
Limit: Must learn from Universal Miscellaneous.
Great Fortitude
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is tougher than normal.
Special: ---
Drawback: ---
Description: User gets a +2 bonus on all Fortitude Saves.
Limit: Must learn from Universal Miscellaneous.
Indomitable Fortitude
Rank: "C" (Special, See Description)
Skill: Supplementary
Effect: User has gained mastery over their own fortitude power.
Special: ---
Drawback: May learn at a maximum of 6 times.
Description: Each time learned the user gains 1 extra point to their Fortitude. When the user learns this technique the 1st 2 times they train as a regular "C" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "C" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "C" Rank Jutsu +20 Training Points. This technique stacks with other Fortitude bonuses.
Limit: Universal TaiJutsu Technique.
Tough Skin
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User's skin is as tough as a mountainside itself.
Special: ---
Drawback: ---
Description: User gains a +1 natural armour bonus to their Damage Reduction. This technique may be gained multiple times. Its effects stack. The total Natural Armour bonus gained by this technique may not exceed 2 per Class Level.
Limit: Must learn from Universal Miscellaneous
Fast Mover
Rank: "B"
Skill: Supplementary
Effect: User can move faster than normal.
Special: ---
Drawback: ---
Description: User gains a +1 extra movement. This Jutsu can stack with other movement increasement Jutsus. User may only learn this technique once.
Limit: Must learn from Universal Miscellaneous
Alertness
Rank: "C"
Skill: Supplementary
Effect: User often notices things that others might miss.
Special: ---
Drawback: ---
Description: User gets a +10 bonus to their Observation and Sense Motive Skills. If the user has 50 or more points in one of those skills, the bonus increases to +20 for that Skill.
Limit: Must learn from Universal Miscellaneous.
Keen-Eyes
Rank: "C"
Skill: Supplementary
Effect: User has a keen eye for details.
Special: ---
Drawback: ---
Description: User gains a +10 bonus to their Observation and Sense Motive Skills. If the user has 50 or more points in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Sutatikku Nagare (Static Current) (20 Meters) (25 Rounds)
Rank: "C"
Skill: Kekkai Genkai Ninjutsu
Effect: Allows the user to manipulate electrostatics and electric charges.
Special: Rat, Dragon, Ram, Tiger, Monkey, Dog, Horse, Rabbit once per 5 turns.
Drawback: Objects must be visible. While actively using this ability, the user must remain perfectly still, and no other jutsu may be used while the user is attempting to manipulate charges. Only metallic objects or semi-metallic objects can be manipulated.
Description: Allows the user to manipulate and control electrostatic, which is by definition electricity at rest. This gives the user the ability to move around both positive and negative charges on objects, which, in the end, can result in the ability to either repel or attract objects to and from each other. It must be noted that this jutsu strictly follows the concept of the Conservation of Charges. That means that without influence, all charges within nature are balanced at zero. Only when acted upon do these charges change. This ability is a requirement for all members of the Kyoudo Clan. When the user first gains this ability, they have only the ability to affect one object at a time within five meters of their person. At maximum, the user may move 10% of an object’s positive or negative charges to another object. While actively using this ability, the user must remain perfectly still, and no other jutsu may be used while the user is attempting to manipulate charges. Due to the relative electrical field produced by every person Kyoudo cannot affect people, and due to the low electronegativity of non-metallic objects, only metallic objects can be affected. It is only through mastery over the element of thunder that one can obtain this ability.
Limit: Kyoudo Clan only
Sutatikku Nou (Static Awareness)
Rank: B
Skill: Ninjutsu
Effect: Allows a member of the Kyoudo blood limit to manipulate and control electrostatic charges even out of their range of sight, in their personal static field.
Special: -
Drawback: One can only use this ability if it is in the range of their own electrostatic field. Only useful if one has trained Kyori Keiko a number of times. All manipulation of sensed objects is still, of course, limited by the other Kyoudo techniques.
Description: Normally one can only use their Sutatikku Nagare ability on objects they can see. However with much training and experience eventually a member of the Kyoudo become so attuned with their static field that they can 'feel' objects around them. All objects in nature carry an electrical charge even if it's at zero. An experienced Kyoudo can sense such things and manipulate them as long as it is within their own static field. This grants the user the ability of complete static awareness in their field. This is directly correlated to the amount of times one has learned Kyori Keiko (Distance Training).
Limit: Sutatikku Nagare (Static Current) ability, 500 tp in the Kyoudo clan. Once you have 500 TP of Kyoudo jutsus, this is automatically "learned".
Uncanny Dodge
Rank: “B”
Skill: Supplementary
Effect: The user is no longer be flat-footed.
Special: –-
Drawback: –-
Description: The user can react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose any Defensive benefits if the attacker is invisible. The user still loses their Defensive benefits if they are immobilized. A user with this ability can still lose their Defensive Abilities if an opponent successfully uses a feint attack. If the user already knows Uncanny Dodge from a different source, they may automatically learn Improved Uncanny Dodge.
Limit: Must learn from a Master of Busōsen (Arms Flash).
Heaven Shapeless: Dodge
Rank: "D", "C", "B", "A", "S"
Skill: TaiJutsu
Effect: A technique used to dodge and evade attacks.
Special: ---
Drawback: ---
Description: The user learns how to proficiently dodge and evade flying objects as well as oncoming weapons through predicting the attacks. A very useful technique since the Heaven Shapeless: Stance (Single) has no defensive capabilities. The user will stand in one position and learn the minimum amount of movements required to avoid an attack. The bending of the body at a rapid pace is essential to this technique as well as ducking, side-stepping, jumping, and bobbing/weaving. Each rank the user learns the user is capable of effectively knowing how to evade a technique equal in rank.
Limit: Must learn from a Master of Tensora (天空 Heavenly Sky), Must know Heaven Shapeless: Stance (Single).
Tsuyosa Ryuu: Kikoesankei (Renowned Mountain Range)
Rank: "C", "B", "A"
Skill: TaiJutsu
Effect: A technique that enables the user to withstand knock back and knockdown techniques.
Special: ---
Drawback: User still feels effects of the technique and still feels the same pain within the technique. Must have both feet planted on the ground and not become unbalanced.
Description: The user basically becomes that of a mountain, a sense of being who is unable to be pushed because of perfect balance. This technique enables the user the capability of withstanding techniques without falling down or being pushed back. The user stands in a perfect formation having both feet planted down on the ground. The user has their knees bent as they concentrate their energy around their body. The user does this and tightens all muscles within their body the moment an attack occurs. The user is capable of being pushed back but will not fall and would simply slide back against the ground. This technique works against all knockdown, and push back techniques. Each rank the user learns they are able to withstand that rank technique that deals with knockdown and/or knockback.
Limit: Must Learn from a Master of Burēdono Kenseijin
Nameru (To Taste)
Rank: E, D, C, B, A, S
Skill: Taijutsu
Effect: The user, through the sharpening of their five senses and an instinctual knowledge of flow, becomes aware of their surroundings and capable of defending against attacks.
Special: --
Drawback: Can only be learned up to your current Character Rank.
Description: The user strives to expand their senses, taking in data from all five senses and treating each of them as equally important. Through a combination of peripheral vision, hearing, and measurement of air pressure changes, the user becomes capable of perceiving threats around them and reacting accordingly. At E rank, the user can only perceive such threats as traps or projectiles. However, at the following levels, the user becomes capable of perceiving strikes from a foe of an equal level to the rank they have learned. Therefore, a B rank ninja could strike a C rank user of this technique and the user would not be able to perceive them via this technique and lose the majority of the benefits, though their dodging would benefit from the heightened awareness nonetheless. The user may only learn this technique up to their character’s rank. Thus, a C rank character could only learn up to the C rank version of Nameru. Nameru is limited to threats within twenty meters of the foe, as anything that doesn’t enter that radius is beyond the senses of a human to perceive. However, threats are perceivable once they enter that range.
Limit: Must learn from a Gintsuki no Seikou Mai Master. Must know Hyouuryuu Yuki (Drifting Snow).
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.
Blood of Dragons
Rank: "C"
Skill: Heritage Trait
Effect: Long ago, your ancestors' blood mixed with that of dragons.
Special: ---
Drawback: Cannot gain any other Ancestry Traits.
Description: User gains a +5% trait bonus on Observation checks, gain Low-light vision, and gain a +2 Heritage bonus on saves against sleep and paralysis. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Iron Will
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is more resistant to mental effects.
Special: ---
Drawback: ---
Description: User gets a +2 bonus on all Will Saves.
Limit: Must learn from Universal Miscellaneous
Mind's Eye
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: Gain an additional resistance to GenJutsu.
Special: ---
Drawback: ---
Description: Gain an additional +2 to Will saves against the effects of GenJutsu. This additional modifier stacks with Iron Will.
Limit: Must learn from Universal Miscellaneous
Icy Calm
Rank: "C"
Skill: Supplementary
Effect: Having grown up on a diet of unnerving situations, user is particularly difficult to frighten.
Special: ---
Drawback: ---
Description: User might not enjoy their own fear, but they have certainly grown used to it. User receives a +4 cultural bonus on all Saves against effects that induce or cause fear. In addition, the user that is shaken suffer only half of the normal effects.
Limit: Must learn from Universal Miscellaneous.
Great Fortitude
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is tougher than normal.
Special: ---
Drawback: ---
Description: User gets a +2 bonus on all Fortitude Saves.
Limit: Must learn from Universal Miscellaneous.
Indomitable Fortitude
Rank: "C" (Special, See Description)
Skill: Supplementary
Effect: User has gained mastery over their own fortitude power.
Special: ---
Drawback: May learn at a maximum of 6 times.
Description: Each time learned the user gains 1 extra point to their Fortitude. When the user learns this technique the 1st 2 times they train as a regular "C" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "C" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "C" Rank Jutsu +20 Training Points. This technique stacks with other Fortitude bonuses.
Limit: Universal TaiJutsu Technique.
Tough Skin
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User's skin is as tough as a mountainside itself.
Special: ---
Drawback: ---
Description: User gains a +1 natural armour bonus to their Damage Reduction. This technique may be gained multiple times. Its effects stack. The total Natural Armour bonus gained by this technique may not exceed 2 per Class Level.
Limit: Must learn from Universal Miscellaneous
Fast Mover
Rank: "B"
Skill: Supplementary
Effect: User can move faster than normal.
Special: ---
Drawback: ---
Description: User gains a +1 extra movement. This Jutsu can stack with other movement increasement Jutsus. User may only learn this technique once.
Limit: Must learn from Universal Miscellaneous
Alertness
Rank: "C"
Skill: Supplementary
Effect: User often notices things that others might miss.
Special: ---
Drawback: ---
Description: User gets a +10 bonus to their Observation and Sense Motive Skills. If the user has 50 or more points in one of those skills, the bonus increases to +20 for that Skill.
Limit: Must learn from Universal Miscellaneous.
Keen-Eyes
Rank: "C"
Skill: Supplementary
Effect: User has a keen eye for details.
Special: ---
Drawback: ---
Description: User gains a +10 bonus to their Observation and Sense Motive Skills. If the user has 50 or more points in one of these skills, the bonus increases to +20 for that skill.
Limit: Must learn from Universal Miscellaneous.
Sutatikku Nagare (Static Current) (20 Meters) (25 Rounds)
Rank: "C"
Skill: Kekkai Genkai Ninjutsu
Effect: Allows the user to manipulate electrostatics and electric charges.
Special: Rat, Dragon, Ram, Tiger, Monkey, Dog, Horse, Rabbit once per 5 turns.
Drawback: Objects must be visible. While actively using this ability, the user must remain perfectly still, and no other jutsu may be used while the user is attempting to manipulate charges. Only metallic objects or semi-metallic objects can be manipulated.
Description: Allows the user to manipulate and control electrostatic, which is by definition electricity at rest. This gives the user the ability to move around both positive and negative charges on objects, which, in the end, can result in the ability to either repel or attract objects to and from each other. It must be noted that this jutsu strictly follows the concept of the Conservation of Charges. That means that without influence, all charges within nature are balanced at zero. Only when acted upon do these charges change. This ability is a requirement for all members of the Kyoudo Clan. When the user first gains this ability, they have only the ability to affect one object at a time within five meters of their person. At maximum, the user may move 10% of an object’s positive or negative charges to another object. While actively using this ability, the user must remain perfectly still, and no other jutsu may be used while the user is attempting to manipulate charges. Due to the relative electrical field produced by every person Kyoudo cannot affect people, and due to the low electronegativity of non-metallic objects, only metallic objects can be affected. It is only through mastery over the element of thunder that one can obtain this ability.
Limit: Kyoudo Clan only
Sutatikku Nou (Static Awareness)
Rank: B
Skill: Ninjutsu
Effect: Allows a member of the Kyoudo blood limit to manipulate and control electrostatic charges even out of their range of sight, in their personal static field.
Special: -
Drawback: One can only use this ability if it is in the range of their own electrostatic field. Only useful if one has trained Kyori Keiko a number of times. All manipulation of sensed objects is still, of course, limited by the other Kyoudo techniques.
Description: Normally one can only use their Sutatikku Nagare ability on objects they can see. However with much training and experience eventually a member of the Kyoudo become so attuned with their static field that they can 'feel' objects around them. All objects in nature carry an electrical charge even if it's at zero. An experienced Kyoudo can sense such things and manipulate them as long as it is within their own static field. This grants the user the ability of complete static awareness in their field. This is directly correlated to the amount of times one has learned Kyori Keiko (Distance Training).
Limit: Sutatikku Nagare (Static Current) ability, 500 tp in the Kyoudo clan. Once you have 500 TP of Kyoudo jutsus, this is automatically "learned".
Uncanny Dodge
Rank: “B”
Skill: Supplementary
Effect: The user is no longer be flat-footed.
Special: –-
Drawback: –-
Description: The user can react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose any Defensive benefits if the attacker is invisible. The user still loses their Defensive benefits if they are immobilized. A user with this ability can still lose their Defensive Abilities if an opponent successfully uses a feint attack. If the user already knows Uncanny Dodge from a different source, they may automatically learn Improved Uncanny Dodge.
Limit: Must learn from a Master of Busōsen (Arms Flash).
Heaven Shapeless: Dodge
Rank: "D", "C", "B", "A", "S"
Skill: TaiJutsu
Effect: A technique used to dodge and evade attacks.
Special: ---
Drawback: ---
Description: The user learns how to proficiently dodge and evade flying objects as well as oncoming weapons through predicting the attacks. A very useful technique since the Heaven Shapeless: Stance (Single) has no defensive capabilities. The user will stand in one position and learn the minimum amount of movements required to avoid an attack. The bending of the body at a rapid pace is essential to this technique as well as ducking, side-stepping, jumping, and bobbing/weaving. Each rank the user learns the user is capable of effectively knowing how to evade a technique equal in rank.
Limit: Must learn from a Master of Tensora (天空 Heavenly Sky), Must know Heaven Shapeless: Stance (Single).
Tsuyosa Ryuu: Kikoesankei (Renowned Mountain Range)
Rank: "C", "B", "A"
Skill: TaiJutsu
Effect: A technique that enables the user to withstand knock back and knockdown techniques.
Special: ---
Drawback: User still feels effects of the technique and still feels the same pain within the technique. Must have both feet planted on the ground and not become unbalanced.
Description: The user basically becomes that of a mountain, a sense of being who is unable to be pushed because of perfect balance. This technique enables the user the capability of withstanding techniques without falling down or being pushed back. The user stands in a perfect formation having both feet planted down on the ground. The user has their knees bent as they concentrate their energy around their body. The user does this and tightens all muscles within their body the moment an attack occurs. The user is capable of being pushed back but will not fall and would simply slide back against the ground. This technique works against all knockdown, and push back techniques. Each rank the user learns they are able to withstand that rank technique that deals with knockdown and/or knockback.
Limit: Must Learn from a Master of Burēdono Kenseijin
Nameru (To Taste)
Rank: E, D, C, B, A, S
Skill: Taijutsu
Effect: The user, through the sharpening of their five senses and an instinctual knowledge of flow, becomes aware of their surroundings and capable of defending against attacks.
Special: --
Drawback: Can only be learned up to your current Character Rank.
Description: The user strives to expand their senses, taking in data from all five senses and treating each of them as equally important. Through a combination of peripheral vision, hearing, and measurement of air pressure changes, the user becomes capable of perceiving threats around them and reacting accordingly. At E rank, the user can only perceive such threats as traps or projectiles. However, at the following levels, the user becomes capable of perceiving strikes from a foe of an equal level to the rank they have learned. Therefore, a B rank ninja could strike a C rank user of this technique and the user would not be able to perceive them via this technique and lose the majority of the benefits, though their dodging would benefit from the heightened awareness nonetheless. The user may only learn this technique up to their character’s rank. Thus, a C rank character could only learn up to the C rank version of Nameru. Nameru is limited to threats within twenty meters of the foe, as anything that doesn’t enter that radius is beyond the senses of a human to perceive. However, threats are perceivable once they enter that range.
Limit: Must learn from a Gintsuki no Seikou Mai Master. Must know Hyouuryuu Yuki (Drifting Snow).
Items
x4 Slots/Bags
Silene (Seeds)
Location: Special
Preperation: Drying the leaves takes three months, this work is done by the older and more experienced members of the clan. The leaves are ready and prepared when they’re sold.
Special: Grow only in the greenhouses of the Ikebana clan; The greenhouses are guarded carefully, it’s nearly impossible for anyone outside the clan to get their hands on the plants.
Description: Simple yet beautiful plant, the Silene looks much like a red shamrock with white stripes. On it’s three, about inch x inch sized leaves grow bright red seeds, they’re ready on the 26th day of every month. The Silene are what keeps the Ikebana clan alive; the seeds are needed to nearly all of the Clan techniques; When the seeds are fed with special chakra, produced with the Ikebana’s Puranto Ninpou: Haeru technique, they start to grow with an unnatural speed. Every clan member carries always many small bags of these wonderful seeds always with them.
The leaves of the Silene are a little more rare; Since the seeds are very important to the clan and the plants won’t grow without the leaves, there is only one greenhouse of Silene to be used to this second purpose. The leaves are ready and prepared when they’re sold. When put on a wound, the leaves will stick to the skin and stop bleeding immediately; They can be removed only when the wound has been healed. Technically the leaves can work even with large wounds, but considering the size of each leaf, it’d take many leaves.
Drawback: A bag of seeds/leaves takes one slot per bag.
Cost: Silene Seeds: Free to clan members, not sold for others.
Silene Leaves: 20 Ryo per bag (20 leaves in each bag)
Pack, Waist
Rank: "C"
Type: Main, Slot Holder, 7 Slots, Wearable Container
Effect: An enlarged pouch that fits tightly around your waist.
Special: ---
Drawback: ---
Description: Picture A wearable container can hold up to 7 slots. The waist pack can be worn in 1 of 4 ways: It can be attached to the bottom of a Patrol Pack by passing the stiffened webbing straps with the female side release buckles through the 4 webbing keepers on the bottom of the patrol pack. It can be attached directly to a tactical Vest taking up 3 Pouch Slots. by utilizing the stiffened webbing tabs on back woven in the corresponding slots on the back of the Tactical Vest. It can be carried in the "stand alone" configuration by utilizing the attached 2 inch wide waist belt. This method allows the user to rotate the waist pouch around in front to easily access the contents of the pack without removing a Patrol Pack or a Tactical Vest. When not used in this mode, the attached waist belt is stowed into the tunnel on back of the waist pack. It can be attached directly to the Main Pack by passing the side release buckle and straps through the webbing below the claymore pouch on the main pack.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,400 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
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.
- Fire-Resistant Clothing
Rank: "B"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Specially made clothing used against Fire.
Special: ---
Drawback: ---
Description: Heavy clothing containing a layer of brick dust that protects the user from heat. The user gains a Fire Resistance 2 against fire attacks directed at or around the user's body, including walking across hot coals or even walking through a building on fire. Repeat or prolonged exposure to fire damage eventually burns the outer layer of the clothing, ruining them (typically after about 1d10+20 rounds of exposure).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +200% to Base Ryo per Article of Clothing.
Pants
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.
- Fire-Resistant Clothing
Rank: "B"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Specially made clothing used against Fire.
Special: ---
Drawback: ---
Description: Heavy clothing containing a layer of brick dust that protects the user from heat. The user gains a Fire Resistance 2 against fire attacks directed at or around the user's body, including walking across hot coals or even walking through a building on fire. Repeat or prolonged exposure to fire damage eventually burns the outer layer of the clothing, ruining them (typically after about 1d10+20 rounds of exposure).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +200% to Base Ryo per Article of Clothing.
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.
Footwear
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.
Cloak, Battle
Rank: ""
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: A special cloak that is treated as a shield.
Special: ---
Drawback: ---
Description: This exotic shield is not a shield in the typical sense, but rather a special cloak that can be used to foil an opponent's attacks. The user cannot use a battle cloak to make a shield bash attack, but a user can use it to make a disarm attempt. When used in combat, a battle cloak occupies a hand just as a light shield does, allowing the user to carry other items in that hand but not wield a weapon with it. Because the battle cloak is considered as a light shield it has the shield bonus of light shield, however this bonus deflects attacks instead of blocking them. Battle cloaks are retrieved and readied just like other shields. 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: 5,000 Ryo Each.
Nightin Gale (Katana)
Rank: "S"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: Scabbard is Copper Plated. Electricity damage deal 1 extra point of electricity damage per 6 Armour Points of Electrical Damage channeled. Scabbard - Hardness: 10; Armour Points/Inch: 30 Copper-plated objects take half damage from acid effects.
Gem Slot # 1: Spirit Amber; Gem Slot #2: Skull of Healing: Gem Slot #3: Empty
Drawback: ---
Description: Blade - Hardness: 10, Armour Points/Inch: 30. A One-Handed Weapon. This weapon does +48 Amour Points of Sword Damage, + 12 Armor Points of Sonic Damage. A Katana is a type of sword characterized as having a curved, slender, single-edged blade with a circular or squared guard (Tsuba) and long grip to accommodate two hands with a blade length greater than 60 cm ( 23 1⁄2 inches). The metal is silver-blue with a green reflective shine. Made of Arandur weighs the same as steel. The blade itself is engraved. Several words of power have been artistically etched into the blade. On one side it reads Florebo quocumque ferar, and on the other it's translation, "I will flower everywhere I am planted". Speaking these words while holding the blade will instill a sense of calm over the user. The user can also instill a sense of calm over those that perceive the sword and hear these words spoken, for 25 minutes. They will need to make a will save of 35 to avoid the effect. Any made save against this effect renders the target immune to this effect from this item ever again. The blade has a wide, twisted cross-guard, which makes sure the blade is both balanced and capable of protecting the owner's hands against any sliding sword and is held by a grip wrapped in elegant, black smooth leather. The scabbard has a beautiful intricate Leaf and flower designed based off of cherry blossom tree and roses.
Limit: Custom Made By Loki,for Ryutatsu Kyoudo ('Little Wolf')
Cost: 260,000 Ryo
Abyssal Shard
Sword, Longsword (Overview) Perfected, Mundane Crystal (Katana) - Jessie Quick's Blade
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: Made of a special material that is similar to steel but made out of mundane crystal.
Drawback: ---
Description: A One-Handed Weapon. These weapons do +48 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.
Description:Identification: Average; Hardness: 8; Armour Points/Inch: 25; Armour Class: +0. Mundane crystal can be used in place of metal in weapons or armor, using a special forging process. The fortified crystal possesses the properties of a similar masterwork steel weapon or armor, except for visual appearance. Weapons and armor made of mundane crystal cost the same amount to make as their masterwork counterparts. Any item could potentially be made with mundane crystal. Mundane crystal properly forged has 25 Armour Points per inch of thickness and a Hardness of 8.
Limit: Found on Jessie Quick's Body after defeating her in Of Things Lost (EPIC)
Cost: 75,837 Ryo
Mithril Perfected Shoulder Armour Piece (Overview) x2
Rank: "C"
Type: Main, Protection, Armour
Effect: Armour created to protect the shoulder of the wearer.
Special: Made from a special material used to create light full body armour while applying silver mechanics to weapons against Damage Reduction.
Armor Stats: Mithril Perfected = Hardness - 30
Drawback: ---
Description: Also known as the Pauldron. Pauldrons cover the shoulder area. They can also cover the armpit, and sometimes parts of the back and chest. These are connected to the Arm Armour Pieces to give larger protection. They typically consist of a single large dome-shaped piece to cover the shoulder, with multiple parts attached to it to defend the arm and upper shoulder. Armour Class: 5.
Description: Identification: Easy; Hardness: 15; Armour Points/Inch: 30; Armour Class: -4. An item made from Mithral weighs significantly less than the same item made from other metals. It is strong enough however, to not alter the weapon’s size category, or the ease with which it can be wielded. Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Mithral armour reduces Armour Class by -4 per Armour Piece for the purposes of movement and other limitations. A character wearing full mithral armour will not suffer the same Armour Penalty Checks, Movement Loss, and Handseal loss as they normally would with steel arour. Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.
Limit: Recovered from Duke Wells' dead body in the EPIC (Of Things Lost)
Cost: 531,562 Ryo each.
Mithril Perfected Arm Armour Piece (Overview) x2
Rank: "A"
Type: Main, Protection, Armour
Effect: Armour created to protect the arm of the wearer.
Special: Made from a special material used to create light full body armour while applying silver mechanics to weapons against Damage Reduction.
Armor Stats: Mithril Perfected = Hardness - 30
Drawback: ---
Description: The Arm Armor can consist of 3 pieces. The Upper Cannon which is intended to protect the upper arms, the Lower Cannon which is intended to protect the lower arms, and the couter which is used to connect the two pieces together while protecting the elbow. Sometimes straps can be used to connect the upper and lower pieces together. Gauntlets are intended to protect the lower arm depending on the size; however that does not mean that the Arm Armour Piece cannot do so. Armour Class: 4.
Description: Identification: Easy; Hardness: 15; Armour Points/Inch: 30; Armour Class: -4. An item made from Mithral weighs significantly less than the same item made from other metals. It is strong enough however, to not alter the weapon’s size category, or the ease with which it can be wielded. Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Mithral armour reduces Armour Class by -4 per Armour Piece for the purposes of movement and other limitations. A character wearing full mithral armour will not suffer the same Armour Penalty Checks, Movement Loss, and Handseal loss as they normally would with steel arour. Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.
Limit: Recovered from Duke Wells' dead body in the EPIC (Of Things Lost)
Cost: 546,750 Ryo each.
Mithril Perfected Torso Armour Piece (Overview)
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the torso of the wearer.
Special: Made from a special material used to create light full body armour while applying silver mechanics to weapons against Damage Reduction.
Armor Stats: Mithril Perfected = Hardness - 30
Drawback: ---
Description: A piece of armour that protects multiple parts of the body. The breastplate, as the name implies, this plate protects the upper chest area. The plackart is an armoured reinforcement covering the lower half of the breastplate. Depending on the design the plackart might cover nearly the entire breastplate. The fauld, armour usually composed of lames, which is attached to the breastplate which serves protection for the abdomen. Then finally the Tasset, solid armour plates or a skirt of lames hung from the fauld to cover the gap between the fauld and the thigh armour. Due to the size of Armour it will always have +50% more Armour Points of Special Material (Steel has 30 Armour Points; Steel Torso Armour Piece has 45 Armour Points). Armour Class: 6.
Description: Identification: Easy; Hardness: 15; Armour Points/Inch: 30; Armour Class: -4. An item made from Mithral weighs significantly less than the same item made from other metals. It is strong enough however, to not alter the weapon’s size category, or the ease with which it can be wielded. Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Mithral armour reduces Armour Class by -4 per Armour Piece for the purposes of movement and other limitations. A character wearing full mithral armour will not suffer the same Armour Penalty Checks, Movement Loss, and Handseal loss as they normally would with steel arour. Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.
Limit: Recovered from Duke Wells' dead body in the EPIC (Of Things Lost)
Cost: 759,375 Ryo each.
Mithril Perfected Leg Armour Piece (Overview)
Rank: "C"
Type: Main, Protection, Armour
Effect: Armour created to protect the leg of the wearer.
Special: Made from a special material used to create light full body armour while applying silver mechanics to weapons against Damage Reduction.
Armor Stats: Mithril Perfected = Hardness - 30
Drawback: ---
Description: Sometimes worn as a skirt connected to the Torso Armour, the leg armour is meant to protect the upper legs. Another piece meant to protect the leg are the Schynbalds which were strapped to the lower legs however they did not enclose the lower leg; hence they are not greaves. The purpose of Leg Armour is to protect the upper leg, while wearing Greaves is used to protect the lower leg; however that does not mean that Leg Armour cannot protect both. Armour Class: 5.
Description: Identification: Easy; Hardness: 15; Armour Points/Inch: 30; Armour Class: -4. An item made from Mithral weighs significantly less than the same item made from other metals. It is strong enough however, to not alter the weapon’s size category, or the ease with which it can be wielded. Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Mithral armour reduces Armour Class by -4 per Armour Piece for the purposes of movement and other limitations. A character wearing full mithral armour will not suffer the same Armour Penalty Checks, Movement Loss, and Handseal loss as they normally would with steel arour. Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.
Limit: Recovered from Duke Wells' dead body in the EPIC (Of Things Lost)
Cost: 546,750 Ryo each.
Wireless Radio
Rank: "S"
Type: Secondary, 16 per Slot, Gadget, Surveillance, Transmitter
Effect: A radio transmitting device that sends signals through electromagnetic waves.
Special: ---
Drawback: Limited Range in transmitting information.
Description: Picture A Device that has a Velcro strap along the neck with a voice activator along the throat. An ear piece is connected from the vocal piece to the ear in a small cord. It's a radio that transmits signals by sending electromagnetic waves with frequencies below those of visible light. They can then be received by other radios in the form of sound or a wide array of signals in order to make sure important information is protected. When rolled and compact, 16 Wireless Radios are able to fit inside 1 slot. The range between two Wireless Radios is 1,000 meters (Communications for a single thread.)
Limit: These items may be bought inside any Gadget Shop.
Cost: 16,000 Ryo per Slot, or 1,000 Ryo Each
Goggles
Rank: "C"
Type: Secondary, 2 per Slot, Gadget, Apparel/Surveillance, Spectacles
Effect: Protective eyewear that usually encloses or protects the area surrounding the eye in order to prevent particulates, water or chemicals from striking the eyes.
Special: ---
Drawback: ---
Description: There are different types of Goggles. There are different types of Goggles such as Cold Weather Goggles, Swimming, Power Tool Goggles, Blowtorch Goggles, Welding Goggles, Laboratory Goggles, and Aviation Goggles. Goggles are often worn as a fashion statement in certain subcultures, most often as part of the cybergoth subculture. They are usually worn over the eyes or up on the forehead to secure 'falls'. May apply modular visual lenses to goggles. Does not fit in Scroll size Slots. May be Glasses. Singular vision goggles are half price and double per slot.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo per Slot, or 1,000 Ryo Each
- X-Ray Vision
Rank: "A"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: A vision relay that releases high-speed electrons to strike a solid target creating short electromagnetic radiation allowing the user to see behind walls.
Special:---
Drawback: Only able to see through so much.
Description: A vision that allows the user to see skeletal figures, and metallic objects through other solid objects. They are only able to see through 2 meter worth of solid objects. If no obstruction is in the way the user is able to see another person's skeletal figure and/or metallically objects the person may hold within the distance of normal eye sight.
Limit: These items may be bought inside any Gadget Shop.
Cost: 9,000 Ryo Each
x4
Shavings
Rank: "B"
Type: Main, Mineral, Alchemical Material
Effect: Shavingsare grounded metallic material used for explosives and magnetic purposes.
Special: ---
Drawback: ---
Description: Shavings are grounded metallic material used for explosives and other alchemical purposes. Basic Shavings is created with Iron/Steel. For Alchemy purposes 1 Large Pitcher is considered to be 1 item. Other Special Materials can be created into Shavings. Treat 1 Large Pitcher as 1 single One-handed Weapon. For example: Alchemical Silver Shavings would cost 17,000 Ryo per Large Pitcher.
Region: Urban/Rural; Identification: Average; Cultivation: Difficult
Limit: These items may be bought inside any Alchemical Shop.
Cost: 15,200 Ryo Per Large Pitcher.