Equipment System
Modern Age :: Nindō :: Systems :: Items
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Equipment System
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Puppets
Puppet Basics
All standard puppets are constructed with a wooden base, and require the constant use of chakra strings to use. They are considered long-ranged weapons, but have a very flexible range of movement within which to operate.
While puppets are most commonly given humanoid forms, this is purely up to the puppet’s creator and it’s not strange to see animal or monster-shaped puppets. And while they are all made with a wooden base, sturdier puppets can be created with the addition of metal plating in certain parts.
A standard puppet’s weak point is its joints, as these are the most fragile part of a puppet and destroying them will make the puppet much harder to operate, or may completely disable it if enough joints are destroyed.
Puppet Difficulty
Puppet ranks and power by sizes, on Modern Age your puppets are given a "difficulty" rating that is dependent on their function and the amount of weapon slots that they require. This means that the more complex your puppet is, the more difficult it will be to control it - meaning that if you have a low puppetry tier, you will have a hard time effectively using a high difficulty puppet, and will likely not be able to move well while using it. On the flip size, if you're using a low difficulty puppet and you're a master puppeteer, you'll have little problems reading and moving away from your opponent's attacks (this all depends on your Stats, of course). The difficulty scale for puppets is as follows:
Basic ( D-Rank): These puppets usually only have one designated function, and one or two equipment items that help them perform this function.
Apprentice (C-Rank): Although they're not overly difficult to use, they're a little bit more complex than the previous difficulty level. They have a bit more function and thus require more detailed controls. An example of a apprentice puppet would be a puppet that has blades in its arms and a barrel stomach.
Adept ( B-Rank): These are the most common puppets for established ninja. They're the bread and butter of any puppeteer's arsenal, because they aren't overly difficult to control, but can be used in a variety of situations compared to apprentice or basic puppets that typically only have one designated function.
Expert (A-Rank): These puppets are either bulked up beyond the average for a single function, or are extremely varied, thus making them a little bit more difficult to control effectively. These puppets are usually fitted with a variety of relatively effective weaponry that present a decent enough threat to even an experienced shinobi.
Master ( S-Rank): Only able to be used to their full potential by the most practiced puppeteers, these puppets are usually enough on their own, and a puppeteer doesn't need to use more than one at a time. That being said, an inexperienced puppeteer often can barely move the puppet and use one or two of its functions without trouble.
Since the difficulty rating of a puppet is determined by a combination of their function, materials, and weapons, there is no set-in-stone scale for each criteria. For the rest, you could imagine things that fit between the examples. The more functions or weapons a puppet is fitted with, the more difficult it becomes to control it. If it performs one function extremely well, it's more likely to be given a lower difficulty.
Basic:2 Slots; no elemental launchers or chakra based weaponry allowed
Apprentice :4 Slots; no elemental launchers or chakra based weaponry allowed
Adept:6 Slots
Expert :8 Slots
Master:10 Slots
Every puppet is equipped with a certain number of slots. These slots can be fitted with:
- Regular melee weapons such as swords and spears - 1 Slot
- Basic projectile launchers e.g firing kunai, shuriken (Maximum of 15 projectiles at a time) - 1 Slot
- Small body modifications such as extendible arms, rotating heads etc. - 2 Slots
- Large body modifications such as person-trapping compartments, tails etc. - 3 Slots
- Elemental launchers example flamethrowers- 4 Slots
- Chakra-based weaponry example chakra swords, axes etc. - 4 Slots
-KKG Abilites- 5 Slots
OBTAINING A HUMAN PUPPET:
Must have both Puppetry and Medical Skill .
Must be of Experienced S-ranked
Puppet must have been a player-controlled character on Modern Era.
This player must be completely deceased.
This body must not have sustained any more than minor cosmetic damage.
This body must be obtained and stored/sealed immediately after death, either by the puppeteer or an associate.
Just as there are rules to obtain a human puppet, there are rules to maintain one. These are as follows:
The Human Puppet can only possess 4 of the original character's jutsu.
If any of the puppet's limbs are completely destroyed, that limb can be replaced but it must be role played out and reapplied for if adding a different weapon to said limb.
Human Puppets can range from Basic to Master Level.
All standard puppets are constructed with a wooden base, and require the constant use of chakra strings to use. They are considered long-ranged weapons, but have a very flexible range of movement within which to operate.
While puppets are most commonly given humanoid forms, this is purely up to the puppet’s creator and it’s not strange to see animal or monster-shaped puppets. And while they are all made with a wooden base, sturdier puppets can be created with the addition of metal plating in certain parts.
A standard puppet’s weak point is its joints, as these are the most fragile part of a puppet and destroying them will make the puppet much harder to operate, or may completely disable it if enough joints are destroyed.
Puppet Difficulty
Puppet ranks and power by sizes, on Modern Age your puppets are given a "difficulty" rating that is dependent on their function and the amount of weapon slots that they require. This means that the more complex your puppet is, the more difficult it will be to control it - meaning that if you have a low puppetry tier, you will have a hard time effectively using a high difficulty puppet, and will likely not be able to move well while using it. On the flip size, if you're using a low difficulty puppet and you're a master puppeteer, you'll have little problems reading and moving away from your opponent's attacks (this all depends on your Stats, of course). The difficulty scale for puppets is as follows:
Basic ( D-Rank): These puppets usually only have one designated function, and one or two equipment items that help them perform this function.
Apprentice (C-Rank): Although they're not overly difficult to use, they're a little bit more complex than the previous difficulty level. They have a bit more function and thus require more detailed controls. An example of a apprentice puppet would be a puppet that has blades in its arms and a barrel stomach.
Adept ( B-Rank): These are the most common puppets for established ninja. They're the bread and butter of any puppeteer's arsenal, because they aren't overly difficult to control, but can be used in a variety of situations compared to apprentice or basic puppets that typically only have one designated function.
Expert (A-Rank): These puppets are either bulked up beyond the average for a single function, or are extremely varied, thus making them a little bit more difficult to control effectively. These puppets are usually fitted with a variety of relatively effective weaponry that present a decent enough threat to even an experienced shinobi.
Master ( S-Rank): Only able to be used to their full potential by the most practiced puppeteers, these puppets are usually enough on their own, and a puppeteer doesn't need to use more than one at a time. That being said, an inexperienced puppeteer often can barely move the puppet and use one or two of its functions without trouble.
Since the difficulty rating of a puppet is determined by a combination of their function, materials, and weapons, there is no set-in-stone scale for each criteria. For the rest, you could imagine things that fit between the examples. The more functions or weapons a puppet is fitted with, the more difficult it becomes to control it. If it performs one function extremely well, it's more likely to be given a lower difficulty.
Basic:2 Slots; no elemental launchers or chakra based weaponry allowed
Apprentice :4 Slots; no elemental launchers or chakra based weaponry allowed
Adept:6 Slots
Expert :8 Slots
Master:10 Slots
Every puppet is equipped with a certain number of slots. These slots can be fitted with:
- Regular melee weapons such as swords and spears - 1 Slot
- Basic projectile launchers e.g firing kunai, shuriken (Maximum of 15 projectiles at a time) - 1 Slot
- Small body modifications such as extendible arms, rotating heads etc. - 2 Slots
- Large body modifications such as person-trapping compartments, tails etc. - 3 Slots
- Elemental launchers example flamethrowers- 4 Slots
- Chakra-based weaponry example chakra swords, axes etc. - 4 Slots
-KKG Abilites- 5 Slots
OBTAINING A HUMAN PUPPET:
Must have both Puppetry and Medical Skill .
Must be of Experienced S-ranked
Puppet must have been a player-controlled character on Modern Era.
This player must be completely deceased.
This body must not have sustained any more than minor cosmetic damage.
This body must be obtained and stored/sealed immediately after death, either by the puppeteer or an associate.
Just as there are rules to obtain a human puppet, there are rules to maintain one. These are as follows:
The Human Puppet can only possess 4 of the original character's jutsu.
If any of the puppet's limbs are completely destroyed, that limb can be replaced but it must be role played out and reapplied for if adding a different weapon to said limb.
Human Puppets can range from Basic to Master Level.
- Code:
[b]Name:[/b] Name of your puppet.
[b]Size:[/b] Size of your puppet. This is purely for referencing the puppet's size compared to player characters and doesn't necessarily affect its difficulty.
[b]Difficulty:[/b] The puppet's difficulty rating.
[b]Description:[/b] Describe your puppet. What does it look like? How does it move? What features does it have?
[spoiler=Arsenal:List the items, weapons, and other equipment your puppet is fitted with. Make sure to list each item/ability in its full template, and keep your slot amount in mind.[/spoiler]
[spoiler=Jutsu:][code]
[b]Name:[/b]
[b]Rank:[/b]
[b]Type:[/b] Ninjutsu
[b]Element:[/b]
[b]Range:[/b]
[b]Description:[/b]
[b]Restrictions:[/b]
[b]Power:[/b]
[b]Chakra Cost:[/b][/code][/spoiler]
Poison
Poison Guidelines:
Poisons, the wonderful gases and liquids that many characters love to use on weapons and as weapons themselves. This template does not apply to those who have the poison chakra element, those poisons have to be approved in the jutsu section because well, they can be created on the fly and sprayed from where-ever the person chooses. This template is more for those who use it on weapons, for example; coating blades with poisons, coating puppet weapons with poison, making poison gas bombs, etc.
Characters that possess a primary in the Iryō Ninjutsu or Kugutsu aptitudes can use various substances that can be harmful to the body. The free usage and creation of these substances is limited to only the above mentioned specialties, the only exception being in regards to specifically inclined Animal Summons who can only utilize their poison through the usage of a summon technique.
Otherwise, the only way to acquire a poison is a single use dose from another Player Character through roleplay.
Poisons are fairly detailed in the interest of more fine control of how they work, but we hope that it helps to provide a bit more depth to the creation and usage of poisons in roleplay.
The damage and/or harm inflicted by these substances varies depending upon two specific factors; the Delivery Method and the Rank. For a further form of general clarification these substances are divided into two separate groups based around the specific origins of each substance. The categories are as follows.
Plant-Based Toxins: Plant-Based Toxins are certainly the more common of the two groups, however one could argue they are the more difficult to weaponize. This type of toxin can create a wide variety of effects, certainly much more variable than those of animal based toxin. Some common toxic plants includes Wolfs-bane and Poison Ivy.
Animal-Based Toxins: Arguably the easiest to utilize in the form of a weapon (presuming one is careful), Animal-Based Toxins are substances that are extracted from the teeth, body, blood or any other system of an animal. This includes all Venom from any source. This group includes the various Biotoxins created by animals like by Snakes, Spiders and Jellyfish, which can be limited down into subcategories such as Necrotoxins (Toxins that induce Necrosis), Hemotoxins (Toxins that affect the Blood), and Neurotoxins (Toxins that affect the Nervous System).
Please note that in the context of general discussion on this site and within the Manga the word 'Poison' is used in a colloquial sense to describe any substance that causes harm to the body, when absorbed, ingested , inhaled or injected into a character; however, the above descriptions should allow you to clarify further.
With the above categories in mind, no substance should be created that does not originate from the above sources. However, their effects can vary from the more naturalistic tendencies to affect things that only occur within this setting, a key example of this would be a poison that hinders the chakra system of an opponent.
Characters that possess a primary in the Iryō Ninjutsu or Kugutsu aptitudes can use various substances that can be harmful to the body. The free usage and creation of these substances is limited to only the above mentioned specialties, the only exception being in regards to specifically inclined Animal Summons who can only utilize their poison through the usage of a summon technique.
Otherwise, the only way to acquire a poison is a single use dose from another Player Character through roleplay.
Poisons are fairly detailed in the interest of more fine control of how they work, but we hope that it helps to provide a bit more depth to the creation and usage of poisons in roleplay.
COMBAT USAGE OF POISONS
As was previously mentioned, although the effects of a poison may vary greatly, its damage is contingent upon two defining factors, the Rank and the state of the poison. The first of these two factors is the rank of the poison. As with all other things on this site, the rank is comparable to the capabilities and as such a higher damage poison is contingent upon having a higher rank.
General Poison Abilities by Rank:
D - Rank: Minimal amounts pain but nothing long lasting but irritating. May cause prolonged rashes, drowsiness, fever.
C - Rank: Prolonged pains such as external and internal aching. May cause burns, disrupted sensory skills, prolonged aches.
B - Rank: Some internal damage such as temporary numbing or blindness, intense burns, nerve disruption.
A - Rank: Some serious injury and things like localized paralysis.
S - Rank: Coma Inducing. Strong chance of death if not immediately treated.
Further, the capabilities of a poison is also defined by the state in which it exists.
Poison Capabilities as per the Delivery Method:
Delivery Method: Capabilities:
Gaseous: Poisons of this type generally affect the external factors of the body, including inducing rashes or pains. They can also generally induce sensory inhibitions such as numbness and or various other sensory alterations. An opponent must be immersed the poison for a longer time to induce more serious effects.
Liquid Based: A middle ground between a gaseous poison and a solid poison, liquid poisons are generally injected, absorbed through the skin and/or inflicted upon an opponent by means of contamination. As a result these poisons generally effect more systemic regions of the body. They have a high rate of lethality and do so very quickly if inflicted upon the user.
Solid Based: The most potent of all poisons is also the hardest to inflict upon an opponent. These poisons are very fast active and exceptionally lethal assuming the rank is appropriate. They can affect any system of the body without discrimination.
With the further intention of maintaining a fair system of balance for poison, a dosage system has also been implemented to explain how many times a poison can be used in each of the primary ways. For the most part, you are always limited to one dose per poison, however you may gain additional doses of a poison at the cost of one poison slot. Meaning if you can possess two C - Rank poisons, you may sacrifice an additional poison to possess two doses of one poison of equal rank.
Doses Per Use:
Usage: Amount of Dose Used:
In a technique: One Dose
Coating Basic Weapons: Half a Dose
Coating Other Weapons: One Dose
Gas Based Usage:One Dose
Injecting: One Dose
Ingesting: One Dose
*Basic weaponry applies to Kunai, Shuriken and Senbon. Further when applied to Senbon the poison can be applied to a maximum of five (5) Senbon per usage any more than five consumes a whole dose.
**Given the variance in size in your general weaponry, the one dose usage to coat your weaponry may not always apply. For example, covering a whole broadsword or to coat the whole length of wire-based weapon would take an exuberant amount of poison. When in doubt always seek moderator guidance.
POISON TEMPLATE
The template for creating a poison entirely different from your standard item template(s). There are additional fields descriptions necessary as to describe how the Poison functions and the effects it has on an opponent. The following template must be used for all poisons, and should be followed accordingly.
Poison Name: The name of your poison. All in all this section is pretty self explanatory. If applicable list your name in both English and Japanese and make sure the name is seemingly appropriate to something about the poison.
Rank: D - Rank through S - Rank depending on the capabilities of your poison. For more information see the table listed above.
Doses: All poison by default have one dose. However, as is explained above you can gain additional doses of a poison by sacrificing a poison slot of equal rank.
Poison State: A poison should only have on state in which it exists. These refer to the three primary states of matter, being Solid, Liquid or Gas.
Poison Description: Describe the effects of your poison, how it activates, how long the effects take to activate, how long the effects last, damage/injury/state caused, etc.
Poison Effect(s):(s): Describe the effects of the poison during and after injection. Example: Post 0 | Injection, Post 1 | Tingling, Post 2 | Immense Pain in area of injection, Post 3 | Use of arm terminated.
[ Post 0 | Turn of Infection/Injection]
[ Post X | Effect]
[ Post X | Effect]
[ Post X | Effect etc]
CODE
- Code:
[b]Poison Name:[/b]
[b]Rank:[/b]
[b]Doses:[/b]
[b]Poison State:[/b]
[b]Poison Description:[/b]
[b]Poison Effect(s):[/b]
[ Post 0 | Turn of Infection/Injection]
[ Post X | Effect]
[ Post X | Effect]
[ Post X | Effect etc]
Scrolls
While scroll sealing falls under the Fūinjutsu skill, it also has a direct connection to weapons, items, and kits - many use scrolls as a means to store the things that are too cumbersome or difficult to carry around constantly, but are vital to keep with them. To ease the strain of the more supply heavy skill we allow certain skillss to seal items without the need for the Fūinjutsu skill. The following is a general guide as to what each skill can seal, but is not to overwrite any previously mentioned sealing limitations mentioned in the skills.
Sealing with the Fūinjutsu Skil:
Seal any weapon within a scroll.
Seal any piece of equipment within a scroll.
Seal any technique whithin a scroll.
Seal any human corpses within an appropriate scroll.
Sealing for the Kugutsu and Bukijutsu Skill:
Seal any weapon within a scroll.
Seal any piece of equipment within a scroll.
Seal any puppet within a scroll.
Sealing for the Iryō Ninjutsu Skill:
May only seal E-rank weapons in scrolls.
Seal any piece of equipment within a scroll.
Seal any human corpses apropriate scroll.
Sealing for Others:
Members may only seal E-rank weapons in scrolls.
Seal any piece of equipment within a scroll.
SCROLL SIZES & SLOT CAPACITY
Just like ninja kits, scrolls of different sizes have different slot capacities:
Mini: 10 slots
Small: 25 slots
Medium: 40 slots
Large: 50 slots
Giant: 75 slots
Massive: 95 slots
The slot requirements for items/weapons are the same as they are for kits:
E - rank: 1 slot (small items such as shuriken and senbon cost 1 slot for a quantity of 3)
D - Rank: 3 slots
C - Rank: 5 slots
B - Rank: 12 slots
A - Rank: 20 slots
S - Rank: 35 slots
Legendary items/weapons can also be sealed in scrolls - they have a slot requirement of 25 plus the slot requirement of their appropriate rank. So a legendary gauntlet weapon that is A-Rank would take up 45 slots, and an S-Rank legendary item would take up 60 slots.
However, unlike with kits, scrolls can also be used to seal techniques. While this is mostly used during combat (such as to seal an opponent’s jutsu and then launch it back at them), it can be used to keep pre-prepared techniques handy.
The slot requirements for jutsu are as follows:
E-Rank: 1 slot
D-Rank: 3 slots
C-Rank: 10 slots
B-Rank: 25 slots
A-Rank: 40 slots
S-Rank: 50 slots
rolls cannot mix within different areas, such as storing both items and weapons within one scroll or a jutsu and a corpse within another.
SCROLL SEALING NOTES:
○ It should be noted that Scrolls cannot be stored within other scrolls.
○ A single corpse will take up to twenty slots.
○ Those who wish to add solids, liquids and gases into scrolls, are limited to a certain amount of the substance per slot. If this substance is to be stored without the use of a special Fūinjutsu, then it must be in a container. The values for sealing raw materials are as follows and do not apply to materials created by techniques.
Dry Measurement: 2kg = 1 Scroll Slot
Liquid Measurement: 2L = 1 Scroll Slot
Gas Measurement: 4L per 101kpa = 2 Scroll Slot
Ninja Kit
Ninja kits are, as the name implies, sets of items that are packaged together to form a “kit”. While it’s not required for every ninja to use kits, if you carry a lot of items on your person, putting them in a kit helps to keep things believable (you wouldn’t want to carry a handful of senbon in your pockets, after all). Typically, a kit will be a bag with compartments to store the items contained within, but custom kits can take many forms (for example, a leather strip with slots to keep weapons in that is rolled and tied to keep them consolidated, or a special compartmented quiver for sorting various types of arrows and bolts, etc). Kits can also be given to other player characters within a thread.
This also makes it easy if you want to have specific kits for certain situations, or if you like to switch up your combat styles and strategies and have various kits for that.
On FD, creating a kit is free - however, any items that you want to put in a kit that require registration must be approved through the proper channels before they can be placed in a kit. The only exception so this rule is that standard ninja items like senbon, regular shuriken, and kunai do not need to be pre-registered. These can be included in any kit.
If you wish, there are also pre-created kits in the equipment data book that you can use either as they are, or to help you in creating a more customized kit.
Regarding Ninja Kits there are three general rules in mind:
One Free Kit equivalent to the Bukijutsu Tier, may be obtained during the Character Creation process (all characters can start with the C-Rank Kit regardless of investment). Any further kits must be acquired through Bukijutsu tier investment.
Users cannot start with a custom kit.
Users cannot possess the same kit twice.
No kit, or combination of kits, can exceed more than 60 explosion notes of power; ie, no combination of notes, explosive kunai, explosive senbon, or exploding pouches. To this end, users may possess no more than 1 Exploding Kit.
KIT RANKS & SLOTS
Kit ranks themselves determine the kit’s slot capacity, but have no bearing on the rank of the weapons/items contained within them. Slot capacity for kits is as follows:
D - Rank Kit: 20 slots
C - Rank Kit: 30 slots
B - Rank Kit: 45 slots
A - Rank Kit: 60 slots
S - Rank Kit: 80 slots
And the slot requirements for items are as follows:
E-Rank: 1 slot (small items such as shuriken and senbon cost 1 slot for a quantity of 3)
D-Rank: 3 slots
C-Rank: 5 slots
B-Rank: 12 slots
A-Rank: 20 slots
S-Rank: 35 slots
**NOTE: Legendary items cannot be included in kits, but can be sealed in scrolls.**
KIT CREATION
Creating a kit is relatively simple - as mentioned above, the only costs associated with kit creation are the costs to have your equipment approved prior to having it placed in a kit. With that taken care of, you’ll just need to fill out the template:
Name: Self-explanatory.
Rank: Self-explanatory.
Description: Describe what your kit looks like. Is it a backpack? A tote? A strip of leather with loops to hold weapons? That’s all up to you. This is also where you’ll describe how it’s worn/carried.
Contents: List the contents of your kit, including the number of slots each item takes up like so: Broadsword [4].
CODE
[Select all]
Name:
Rank:
Description:
Contents:
- GENERAL KIT CONTENT:
[1] Kunai ~ [1]Slot
This throwing knife is one of the common weapons of a ninja. It is often kept in a holster on the leg in a pouch attached to the belt. Each kit requires at least 2 kunai.
[2]Shuriken ~ [1]Slot
Cold iron 4 pronged ninja stars that are thrown at targets, usually more than one at a time. Usually kept in a pouch attached to the belt. Each kit requires at least 4 shuriken.
[3]Senbon ~ [1]Slot
Your basic steel needles. Though originally used in acupuncture; ninja have managed to adopt these thin metal weapons for long-distance pinpoint damage. The more difficult weapon to aim and use.
[3]Exploding Pouch ~[1]Slot
Small pouches that are filled with gunpowder. They explode at half the strength of an exploding note, and require an active flame to set off.
[3m]String/Wire ~ [1]Slot
Basic string or wire that is spun around and coiled for later use. Useful in binding a target and producing intricate wartime tactics. Each kit requires at least 6m of string or wire.
[2m]Rope ~ [1]Slot
A thick, sturdy rope useful for binding someone for extended periods of time. Not practical in combat.
[1]File & Scissor ~ [1]Slot
A file is a metalworking tool used to cut fine amounts of material from a workpiece. It most commonly refers to the hand tool style, which takes the form of a steel bar with a case hardened surface and a series of sharp, parallel teeth. Most files have a narrow, pointed tang at one end to which a handle can be fitted. Usually used to ‘saw’ at ropes and strings. Comes with a small pair of scissors useful for snipping string and grooming one’s self. Limited to 1 per kit.
[5]Makibishi ~ [1]Slot
Small metal scraps of shrapnel usually thrown on the ground when escaping or trying to prevent someone from entering the user’s vicinity. They are sharp enough to pierce through leather (like a shoe), but are so small that one could easily tip-toe around them if not scattered effectively.
[3]Smoke Pellet ~ [1]Slot
Basic capsules containing smoke. When cracked, they create a small puff of white smoke capable of masking an entire person. Disperses on the same post it is used. They can fit snuggly inside the hole of a shuriken.
[1]Smoke Bomb ~ [3]Slots
A large capsule filled with compressed gas. When activated and thrown, it will scatter a black smog across a 5m radius. Capable of tickling one’s lungs and hiding substantially large figures. Disperses after 3 posts.
[1]Windmill Shuriken ~ [5]Slots
In its folded state, all four arms of the shuriken are folded together. When fully unfolded the large shuriken can be thrown through the air causing great damage.
[1]Ninjato ~ [5]Slots
A metal blade almost identical to a Katana, except for its short length and flat end. Useful for severing more than cutting, and effective only in very close range. The blade itself is no longer than 18 inches (45cm).
[2]Explosive Kunai ~ [3]Slots
Basic Kunai pre-wrapped in explosive notes.
[2]Explosive Senbon ~ [1]Slot
Basic Senbon pre-wrapped in explosive notes.
[1]Extra Small Scroll ~ [2]Slots
An additional small scroll.
[1]Extra Medium Scroll ~ [4]Slots
An additional medium scroll.
[1]Extra Large Scroll ~ [7]Slots
An additional large scroll. Max 3 per kit.
[1]Extra Massive Scroll ~ [10]Slots
An additional massive scroll. Max 2 per kit.
[1]Extra Gigantic Scroll ~ [15]Slots
An additional gigantic scroll. Max 1 per kit.
[10cm]Ink Capsule ~ [1]Slot
A capsule that stores ink in it. Usually used for writing things down on scrolls. Holds enough ink for
[500mL]Paint Canister ~ [1]Slot
A canister of paint that can be used for simple drawing. Color must be defined.
[1]Journal ~ [1]Slot
A basic journal for chronicling events or doing whatever it is people do with journals.
[2]Tipped Pens ~ [1]Slot
A pen that is dipped in ink and written with.
[1]Brush ~ [1]Slot
A brush used for painting.
[1]Ink Pen ~ [1]Slot
A pen that has ink preinstalled. Holds half as much ink as an ink capsule.
[1]Exploding Tag ~ [1]Slot
The exploding note is a piece of parchment paper which has a script on it that serves to facilitate its explosive properties. The ninja can attach the note to another object such as a kunai or log. When the note is set it begins a slow burn which results in a large explosion. These may be activated by a small flame or through the usage of an Academy Jutsu. Due to inconsistencies in the canon, the following are the limits to explosive notes:
1 Explosive Note ─ Able to crack bones, break skin, create minor concussion and produce second degree burns upon direct hit. Reddening, knock back and skin irritation affect the target if they are within half a meter of the explosion.
3 Explosive Notes ─ Able to break bones, sprain joints, tear at skin, produce second degree burns and create basic concussion upon direct hit. Can damage organs if directly over them, and remove weak limbs such as fingers and toes. Reddening, knock back and skin irritation affect the target if they are within 1 meter of the explosion.
5 Explosive Notes ─ Able to break bones in multiple locations, crack joints, tear open skin, produce third degree burns and produce unconsciousness upon direct or close hit. Can damage most organs if struck on chest. Knock back, skin tearing and second degree burns within half a meter. Reddening, knock back and skin irritation if past a meter.
10 Explosive Notes ─ Near lethal, able to shatter bones, ruptures organs, can remove head, and able to remove limbs if struck at key joints (ie. shoulder, elbow, knee, hip, etc.). Minimum third degree burns if within 50cm, along with knock back, concussion, bone cracking and minor organ damage between half a meter and two meters, decreasing in danger the further away.
15 Explosive Notes ─ Lethal, able to remove limbs, destroy bones, destroy organs, take head off and kill if struck anywhere besides forearm and calf if within half a meter of explosion. Half a meter to three meters ranges from 10 Explosive notes in strength to 3 Explosive notes. 3-4 meters will simply be knocked back.
20 Explosive Notes ─ Obliterates the body and immediately kills within direct range. Half a meter to three and a half meters ranges from 15 explosive notes to 3 explosive notes appropriately. 4-6m becomes heavy knock back.
- MEDICAL KIT CONTENTS:
These items require investment in Iryō ninjutsu aptitude.
[50cm]Bandage Tape ~ [1]Slot
Bandaging tape used by Medical Ninja to patch up wounds.
[2]Gauze Pads ~ [1]Slot
A pad used to cover a wound. Usually wrapped by bandaging tape to keep it from falling off. Useful for stopping the bleeding of an area, though the wound can still open up.
[2]Finger Splints ~ [1]Slot
A finger splint, used to support small broken appendages; usually fingers, or other small areas that could potentially be broken.
[1]All purpose Splint ~ [3]Slots
A large splint used for supporting the back, an arm, or even a whole leg. These splints make it easier to move around, and are essential for those who have damaged key muscles of their body. They are quite large, and thus difficult to store.
[1]Sling ~ [2]Slots
A large cloth suspender used to keep broken locations, usually arms, suspended to deviate pressure from the bone.
[10]Nutrition Pills ~ [1]Slot
A container holding 10 pills which can be ingested to maintain nutritional values. Useful if on long journeys without food. One still requires the necessary carbohydrates and proteins in their diet though. Limited to 1 slot per character.
[5m]Sewing Thread ~ [1]Slot
Five meters of very fine thread used for making stitches. Can also be used to fashion clothing.
[1]Packet of Sewing Needles ~ [1]Slot
A packet of five sewing needles used for stitching human flesh and clothing.
[500mL]Antiseptic bottle ~ [1]Slot
A half liter of medical antiseptic. Useful for cleansing wounds and keeping infections from occurring. Requires Medical Ninjutsu Specialty.
[1]Needle & Syringe ~ [1]Slot
A basic needle and syringe. Can be used for either injecting someone with a substance, or syphoning a substance from the body. Kept in a plastic bag to maintain sterilization. Requires Medical Ninjutsu Specialty.
[2]Plastic Gloves ~ [1]Slot
A pair of plastic gloves that are generally suggested to be in use when attempting to utilize any and all medical equipment. A good medic usually carries a few of these. Requires Medical Ninjutsu Specialty.
[3]Blood Pills ~ [1]Slot
A pill which, when mixed with chakra, is able to produce one of the eight possible blood types. These pills, when pierced, will produce approximately 500mL of blood for transfusion. Requires Medical Ninjutsu Specialty.
[1]Chakra Pill ~ [1]Slot
A large pill which, when ingested, increases chakra capacity by 5CP per post, for 3 posts. Body will reject a second pill, by vomiting it back out. Requires Medical Ninjutsu Specialty.
[200mL]Basic Antibiotic ~ [1]Slot
A basic antibiotic used to cure common poisons of C-rank in power. Max. 3 per character. Requires Medical Ninjutsu Specialty.
[200mL]Strong Antibiotic ~ [1]Slot
A more advanced Antibiotic that can cure more durable poisons of B-rank in power. Max 2 per character. Requires Medical Ninjutsu Specialty.
[200mL]Advanced Antibiotic ~ [1]Slot
A highly advanced Antibiotic that can cure very strong poisons, A-rank in power. Max 1 per character. Requires Medical Chief Special Characteristic.
[1]Scalpel ~ [1]Slot
A basic scalpel used for cutting a person open. Useful for surgeries. Requires Medical Ninjutsu Specialty.
[500mL]Saline ~ [1]Slot
A bottle of salt water that can be used to enter wounds through specific jutsu, and pull out toxins. Can also be used to keep a person from running low on electrolytes. The solution can be modified using chakra. Requires Medical Ninjutsu Specialty.
Premade Kits
- Code:
[b]Name:[/b] C - Rank Kit
[b]Type:[/b] Basic
[b]Rank:[/b] C
[b]Description:[/b]-
[b]Contents:[/b] 6 Kunai [6], 10 Shuriken [5], 9 Senbon [3], 10 Makibishi [2], 4 Exploding Notes [4], 3 Exploding Pouches [1], 3 Smoke Pellets [1], 12m String [4], 1 Windmill Shuriken [5], 1 File & Scissor [1].
[b]Name:[/b] Chuunin Kit
[b]Type:[/b] Basic
[b]Rank:[/b] B
[b]Description:[/b]-
[b]Contents:[/b] 10 Kunai [10], 16 Shuriken [8], 12 Senbon [4], 15 Makibishi [3], 6 Exploding Notes [6], 6 Exploding Pouches [2], 6 Smoke Pellets [2], 18m String [6], 1 Windmill Shuriken [5], 1 File & Scissor [1].
[b]Name:[/b] Jounin Kit
[b]Type:[/b] Basic
[b]Rank:[/b] A
[b]Description:[/b]-
[b]Contents:[/b] 14 Kunai [14], 24 Shuriken [12], 15 Senbon [5], 20 Makibishi [4], 10 Exploding Notes [10], 6 Exploding Pouches [2], 6 Smoke Pellets [2], 21m String [7], 1 Windmill Shuriken [5], 1 File & Scissor [1].
[b]Name:[/b] Senbon Kit
[b]Type:[/b] Basic
[b]Rank:[/b] C
[b]Description:[/b]-
[b]Contents:[/b] 72 Senbon [24], 8 Exploding Notes [8]
[b]Name:[/b] Kunai Kit
[b]Type:[/b] Basic
[b]Rank:[/b] C
[b]Description:[/b]-
[b]Contents:[/b] 24 Kunai [24], 8 Exploding Notes [8]
[b]Name:[/b] Shuriken Kit
[b]Type:[/b] Basic
[b]Rank:[/b] C
[b]Description:[/b]-
[b]Contents:[/b] 48 Shuriken [24], 24 Smoke Pellets [8]
[b]Name:[/b] Sealing Art Kit
[b]Type:[/b] Basic
[b]Rank:[/b] C
[b]Description:[/b]-
[b]Contents:[/b] 4 Small Scrolls [8], 3 Medium Scrolls [12], 20cm Ink Capsule [2], 500mL Paint Canister [1], 1 Journal [1], 2 Tipped Pens [1], 1 Brush [1], 2 Ink Pens [2], 2 Kunai [2], 4 Shuriken [2]. Requires Fūinjutsu Aptitude.
[b]Name:[/b] Explosive Kit
[b]Type:[/b] Basic
[b]Rank:[/b] B
[b]Description:[/b]-
[b]Contents:[/b] 24 Exploding Notes [24], 24 Exploding Pouches [8], 3 Smoke Bombs [9], 2 Explosive Kunai [3], 6 Explosive Senbon [3]
[b]Name:[/b] Basic Medical Kit
[b]Type:[/b] Basic
[b]Rank:[/b] C
[b]Quantity:[/b] 1
[b]Contents:[/b] 2 [50cm]Bandage Tape [2], 1 [500mL]Antiseptic bottle [1], 4 Gauze Pads [2],
4 Finger Splints [2], 1 All purpose Splint [3], 1 Sling [2], 2 Needle & Syringe [2], 6 Plastic Gloves [3], 10 Nutrition Pills [1], 6 Blood Pills [2], 2 Chakra Pill [2], 2 [200mL]Basic Antibiotic [2], 2 Scalpel [2], 1 [500mL]Saline ~ [1], 1 [5m]Sewing Thread [1], 2 Packet of Sewing Needles [2], 6 Senbon [2] Requires Iryō ninjutsu Aptitude.
[b]Name:[/b] Adept Medical Kit
[b]Type:[/b] Basic
[b]Rank:[/b] B
[b]Description:[/b]-
[b]Contents:[/b] 200cm Bandaging Tape [4], 1L Antiseptic Bottle [2], 6 Gauze pads [3], 4 Finger Splints [2], 2 All Purpose Splints [6], 3 Slings [6], 2 Needle & Syringes [2], 4 Pairs of Plastic Gloves [2], 10 Nutrition Pills [1], 12 Blood Pills [4], 3 Chakra Pill [3], 600mL Basic Antibiotic [3], 400mL Strong Antibiotic [2], 200mL Advanced Antibiotic [1], 1 Scalpel [1], 1L Saline [2], 9 Senbon [3]. Requires Iryō ninjutsu Aptitude.
[b]Name:[/b] Advanced Medical Kit
[b]Type:[/b] Basic
[b]Rank:[/b] A
[b]Description:[/b]-
[b]Contents:[/b] 400cm Bandaging Tape [8], 1L Antiseptic Bottle [2], 10 Gauze pads [5], 4 Finger Splints [2], 4 All Purpose Splints [12], 4 Slings [8], 4 Needle & Syringes [4], 8 Pairs of Plastic Gloves [4], 10 Nutrition Pills [1], 12 Blood Pills [4], 3 Chakra Pill [3], 600mL Basic Antibiotic [3], 400mL Strong Antibiotic [2], 200mL Advanced Antibiotic [1], 1 Scalpel [1], 1L Saline [2]. Requires Iryō ninjutsu Aptitude.
Items
WEAPON QUALITY
The quality of a weapon is determined by its rank much like techniques. A higher rank weapon consists of a higher grade of materials as well as a higher range of inherent abilities. Alternatively a lower rank lower quality and less or no inherent abilities. A weapons quality can be upgraded by means of Equipment Mastery.
E - RANK:
These weapons are basic items such as unmodified kunai and shuriken, explosive notes, senbon, unmodified arrows, etc. Though not of high quality, striking an opponent in just the right place (such as shooting an arrow through the enemy’s heart) could cause serious injury or even death.
D - RANK:
D-rank: This type of weaponry is often times larger and more durable than E-ranks. They still however are marked by their general low quality and lack of comparable strength to other weapons.
C - RANK:
This type of weaponry is generally both larger and of better quality than those below it in rank. Their concepts are mostly basic and they are usually made from normal materials such as steel or iron. May also include more complex weapons and trinkets that would otherwise require custom fitting to use.
B - RANK:
It is at this rank that weaponry begins to shine in terms of ability, as such weapons of this level have two distinct pathways they can follow in terms of abilities. The first of these is quite simple in concept but incredibly powerful in application. At this level the blade is capable of being made to be chakra conductive, this of course means that the blade is capable of being utilized in higher ranking Jutsu which can extensively augment the power of the weapon. However, if a weapon is chakra conductive it is considered to be of the same quality as a C rank piece of weaponry.
If a weapon of this rank is not chakra conductive it is allowed to be constructed of more advanced materials and by extension possess a wider range of capabilities, such as hidden compartments or otherwise useful tricks and gadgets. With the appropriate area of specialization these weapons may also contain written seals.
A - RANK:
Weapons at this rank begin to become truly advanced. They are able to be both durable and highly chakra conductive. As a result of their advanced level, they are able to possess high level abilities similar to that of various other A-rank techniques. Although, these weapons are made of high grade materials, the said materials should still be reasonable to the setting.
S - RANK
Weapons of this category are considered top-tier and as such they are usually unique and possess a multitude of fantastical abilities. They can be made from complex, high grade materials, that are also chakra conductive and seal compatible. They may possess three distinct abilities at most, and only if they are congruent, meaning they bare some sense of connection. For example, a weapon cannot both have an elemental effect as well as heal the user unless such abilities were reasonably connected.
LEGENDARY:
While not a standard rank, Legendary weapons are unique rewards for plot events or classified missions that may give abilities beyond the standard scope of other weapons and transcend standard weaponry limitations or rules. Legendary Weapons are not available to by applied and purchased in the same fashion as other weapons.
Weapons are items that are meant to do damage. So weapons damage is determined types of injuries that many happen. Here's a small guide for weapon damage per capability:
- Damage Scale:
- Damage types
5% Fatigue /5 points of Damage: 3/4-inch cuts; very light bruises and scrapes.
10% Fatigue /10 points of Damage: Light bruises, scrapes, 1-inch cuts and piercing.
15% Fatigue/20 points of Damage: Moderate bruises, 1.5-inch cuts and piercing.
30% Fatigue/30 points of Damage: fracture bone, 2.25-inch cuts and piercing.
40% Fatigue/40 points of Damage: Broken bones, light internal bleeding, 3-inch cuts and piercing. Cut partially through bone.
50% Fatigue/50 points of Damage: Shattered bones, damage to organ structures/moderate internal bleeding, straight-through cuts and piercing; blades at this rank can cut through bone With a correctly angled/aimed attack, limbs can be severed or ripped off.
60-100% Fatigue/60-100 points of Damage: Bones crushed to a coarse powder, internal structures could be pounded to a paste, severe internal bleeding. Able to cleanly slice off limbs, and deal 5-inch cuts that can cut through multiple bones.
- Grade Level:
E Rank:5 power, 10 durability
D Rank:10 power, 20 durability
C Rank:20 power, 30 durability
B Rank:30 power, 40 durability
A Rank:40 power, 50 durability
S Rank:50 power, 60 durability
Weapon's durability requires an attack to be 20 points higher than their durability level to destroy them.Offensive Powering is the governing factor in clash with swords, and kunai's. The higher the power goes towards the lower's durability.
- Offensive:
- Strength point's invested, plus Dexerity+ weapon power/3 = impact force, bashing, throwing power or slashing.
Armor:
There are main two types of body armor: Heavy Armor, and Light Armor. Both can come in various forms, and both serve the purpose of protecting the wearer from physical attacks. These armors do not protect against jutsu unless they have a special ability that does so; in this case, the effectiveness of the armor against physical attacks would usually be reduced, or the ability would cost chakra. Armors of lesser size than full-body, upper-body, or lower-body typically are a bit more resilient.Physical Armors are strong against physical attacks such as sharpness, requiring those types of attacks to be 20 superior to their durability to pierce, but in turn physical armors are weak to technique/elemental damage, and are treated as though they have -20 durability against those techniques and simply need to have their durability surpassed to be pierced. Armor loses rating each time it is hit based off the offensive power.
Light Armour Cost
D Rank:Reduces damage by 5%
C Rank:Reduces damage by 10%
B Rank:Reduces damage by 15%
A Rank:Reduces damage by 20%
S Rank:Reduces damage by 25%
- Light Armor Grade Level:
E Rank:20 durability
D Rank:40 durability
C Rank:60 durability
B Rank:80 durability
A Rank:100 durability
S Rank:120 durability
Heavy Armour
D Rank:Reduces damage by 10%
C Rank:Reduces damage by 15%
B Rank:Reduces damage by 20%
A Rank:Reduces damage by 25%
S Rank:Reduces damage by 30%
- Heavy Armor Grade Level:
E Rank:40 durability
D Rank:60 durability
C Rank:80 durability
B Rank:100 durability
A Rank:120 durability
S Rank:140 durability
- note:
- This only deal with melee based attack, any thing jutsu related most be bought as an ability.
Anything created that does not get used for direct combat is considered an item or a piece of equipment. A special mask, for example, would be considered equipment, whereas a roll of tape would be considered an item. This classification isn’t stressed under all circumstances as it can be flexible, but remembering that anything that you have to wear to make use of is equipment is helpful. Due to the nature of these items, they don’t always need to be registered in a character’s arsenal. For example, a character that likes to sew might carry a sewing kit around, but doesn’t necessarily need to register it, unless you want to be able to use it in a combat situation.
D - Rank and above items must always be properly registered in a character’s arsenal. Beyond that items follow the same costs as weapons.
EQUIPMENT, ITEM AND WEAPON CREATION
When creating a weapon, item, or other piece of equipment, use the following template:
Name: The item’s name. A Japanese name is not necessary.
Rank: Self-explanatory.
Range: See the Ranges section of the Technique Guide for details.
b>Type: Weapon | Item | Equipment.
Classification:Offensive/Defensive or Supplementary. Offensive is used for weapons that are used in various means to injure your opponent, also for tools the main use of which is to injure your opponent. Defensive is a weapon/tool that is used to protect you or a desired target. Supplementary is a tool which is neither offensive nor defensive but has an interesting supporting ability and can be used in various ways to serve great use on the battlefield.
Quantity: How many of said weapon/tool you possess. Default is one.
Storage: Where the item is stored, such as worn on belt or stored in a Scroll.
Description: The appearance of the weapon as well as all of its abilities go here as detailed as possible. Usually the description entails what the weapon looks like, its size, any memorable signs of the weapon, most ways in which the weapon can be used, all hidden abilities and effects of the weapon etc.
- Code:
[b]Name:[/b]
[b]Rank:[/b]
[b]Range:[/b]
[b]Type:[/b]
[b]Classification:[/b]
[b]Quantity:[/b]
[b]Storage:[/b]
[b]Description:[/b]
Modern Age :: Nindō :: Systems :: Items
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