Weapons:
Weapon Holster One:
Weapon Holster Two:
General Slots:
Abilities:
Character Roleplay Abilities:
Element Affinities:
Free D-Rank Minor Affinity: Lightning
Free C-Rank Minor Affinity:Fire
Free C-Rank upgraded Minor to Major (Same as D-Rank): Lightning
Major Affinities :
Non-BL/CA/Kin Advanced Elements
Weapon Holster One:
- My Little Pony Band-aid
Class: Unarmed
Ability: Can use handseals while armed
Modification: +10% damage/-2 accuracy
Augments:- Recovery
- Quick Switch
- Primal
Weapon Holster Two:
- Armor of the Moon and Sun:
Class: Unarmed
Ability: Can use handseals while armed
Modification: +2 accuracy/-10% damage
Augments:- Vampiric
- Special Composition - Ninjutsu
- Wide Edge
General Slots:
- Belt Pouch One:
A portable bag used to hold smaller tools and equipment, this straps onto the waist and provides quick access to a variety of goodies housed inside. A flavoured method of storage, this provides convenient storage without impairing accessibility. Though because of its smaller, compact size, your out of luck if you want to hold larger Items.
Effect:
- Grants the user 2 additional Item Slots.
Notes:
- May only have up to 2 Belt Pouches at a time. Must be purchased separately. Cannot be placed inside any other storage item.
- Belt Pouch may be equipped for 1 AP. Dropping Belt Pouch does not cost AP.
- May not hold storage items.
- While Belt Pouch is unequipped, using items inside costs an additional .25ap.
- Belt Pouch may be targeted with Called Shot: Disarm chances. Upon being successfully Called Shot twice (Fractured) the Belt Pouch is forcibly removed and considered unequipped.
- While Belt Pouch is unequipped, it may be targeted for attacks. Belt Pouch has 2% of owner's Max HP and is not replinishable. Once HP hits 0, Belt Pouch is destroyed and all items inside are not usable for remainder of battle.
- Targeting equipped Belt Pouch will not reduce it's HP.- Signal Flare: 1
Shoots a bright beacon into the sky that alerts those in the area that someone is in distress.
Effect: Allows up to 2 people to enter a modded fight.
Notes:
- May only be used once per round.
- Only one may stack in a single slot.
- Costs .5 AP to draw, .5 AP to use.
- The first two individuals to post responding to this item will be allowed into the fight. Rules regarding how long it takes to enter a fight still apply. - Flash Bomb: 3
Similar to other shinobi bombs, these tiny capsules are inscribed with a single seal and detonate upon impact. This variety has the smallest range but greatest effect, blinding everyone nearby with a bright flash of light once used. The flash is sudden and strong, taking effect immediately. The blindness is brief, making the window of opportunity require precise timing.
Effect: Dazes up to 2 targets for a full round, giving them -0.5 accuracy.
Notes:
- Costs .5 AP to use.
- May be used with Melee or Ranged accuracy.
- Effected Targets have a 10% chance to be blinded, causing them not to be able to designate their target of attack for 1 full round.
- Blinded targets cannot use or be effected by purely Visual Genjutsu. Any Genjutsu used by a Blinded target that has the Visual property receives a -0.5 Genjutsu DC to that Genjutsu.
- Targets gain a +1 to their check against Flash Bombs for every one after the first for the remainder of the battle, stacking to +5.
- If the user has the Strategist ability, they may prep this item to explode upon successfully dodging any attack (Genjutsu excluded). When used this way, the ap cost of this item is paid normally but it effects the attacker immediately after the dodged attack.
- If the user has the Strategist ability, they may attach this item to a Kawarimi Target. Used this way, when the Kawarimi Target is used the Flash Bomb will automatically effect the attacker.
- Blind chance is also counted towards the user of this items.
- Up to 3 may stack in a single slot.
- Signal Flare: 1
- Belt Pouch Two:
A portable bag used to hold smaller tools and equipment, this straps onto the waist and provides quick access to a variety of goodies housed inside. A flavoured method of storage, this provides convenient storage without impairing accessibility. Though because of its smaller, compact size, your out of luck if you want to hold larger Items.
Effect:
- Grants the user 2 additional Item Slots.
Notes:
- May only have up to 2 Belt Pouches at a time. Must be purchased separately. Cannot be placed inside any other storage item.
- Belt Pouch may be equipped for 1 AP. Dropping Belt Pouch does not cost AP.
- May not hold storage items.
- While Belt Pouch is unequipped, using items inside costs an additional .25ap.
- Belt Pouch may be targeted with Called Shot: Disarm chances. Upon being successfully Called Shot twice (Fractured) the Belt Pouch is forcibly removed and considered unequipped.
- While Belt Pouch is unequipped, it may be targeted for attacks. Belt Pouch has 2% of owner's Max HP and is not replinishable. Once HP hits 0, Belt Pouch is destroyed and all items inside are not usable for remainder of battle.
- Targeting equipped Belt Pouch will not reduce it's HP.- Ninja Wire: 8
Ninja wire is a thin, strong steel wire that is nearly invisible but for the occasional shine or reflection of light. This tool is used in several shinobi techniques and is commonly used to set up traps and other similar techniques. Because this wire is capable of cutting, it can even be used as a weapon alone.
May only pick one effect per usage:
Extended Bind
May be used in conjunction of a Non-Illusionary Binding Technique, allowing the user to gain +0.5 Accuracy per Ninja Wire used, up to a maximum of four Wires.
If two or more Wires are used in conjunction to a Non-Illusionary Binding Technique, they may exchange +1 Accuracy for the ability to use Ranged Accuracy for the Binding Technique instead.
Upon successful hit, user may channel a Fire-base or Lightning-base Technique, granting additional +2% Damage and +0.25 Accuracy per Ninja Wire used.
Bonus Called Shot
May use a single Ninja Wire in conjunction with a Called Shot.
Neck - Inflicts an additional +5% Chakra Cost.
Arms - Inflicts an additional -1 Accuracy.
Hands - Inflicts an additional +0.1 AP Cost.
Legs - Inflicts an additional -1 Dodge.
Feet - Inflicts an additional +5% chance to stumble
Disarm - Picking up the Disarmed Weapon costs an additional +0.5 AP.
Notes:
- Drawing Ninja Wire costs 0.5 AP. May draw multiple Ninja Wires at once (up to 4) for the cost of a single Ninja Wire.
- Applying the Ninja Wire in a Called Shot or Binding Technique is free.
- Called Shot penalty inflicted by Ninja Wire does not stack with the same effect (e.g: Performing 2 Neck Called Shots will only inflict a +5% increased CP cost).
- Up to 8 wires may stack in a single slot. - Antidote: 1
Various herbs and liquids designed to break down harmful toxins in various ways, allowing one to recover from a deadly person. When faced against
Effect: If used on the same round the user was inflicted by a Poison of any type, an additional Poison Check is made against that poison with +3 to the user once. If used with an already active Poison, this only grants an additional Poison Check without Bonuses.
- Ninja Wire: 8
- Blood Pills: 3
A shinobi medication that temporarily halts the flow of blood in the body by coagulating and hardening it. Very effective in battles but long term use may prove unhealthy.
Effect:
- Removes one rank of bleeding.
- Costs .5 Ap to use.
Notes:
- May only use once per round before taking penalties.
- Taking more then one Blood Pill in a round reduces the effectiveness by half (the second in a round would be a 50% chance) as well as giving the user a +10% chance to bleed per extra pill taken for a full round.
- May stack 3 in a slot. - Headsets
A shinobi staple for communication. Headsets can vary from having a mouth-piece with a push-to-talk button, to a throat mic. Using a headset is vital for calling for back-up and to relay information.
Effect:
- During a B-Mod fight, one may call for reinforcements using the headsets. For the cost of 1 AP, one may only call 1 person. This call may only be done after the first HALF of the FIRST round is over. (5 Seconds.)
Notes:
- Must have headset equipped to use.
- May enter battle with headset already equipped
- Headset may be targeted while equipped by using a Called Shot: Disarm
- Reinforcement is considered 1 person per round
- People who are called in the fight via Headset must also have a headset prior to being called in.
- May only have 1. - Antidote: 1
Various herbs and liquids designed to break down harmful toxins in various ways, allowing one to recover from a deadly person. When faced against
Effect: If used on the same round the user was inflicted by a Poison of any type, an additional Poison Check is made against that poison with +3 to the user once. If used with an already active Poison, this only grants an additional Poison Check without Bonuses.
Abilities:
- Class Skill: Combat Medic
- Conservative Motion
- Hyperactive
- Healing Factor
- Called Shot
- Chakra Style: Lightning
- Elementalist
- Clarity
- Elemental Aura
- Deflection
- Kinjutsu: Hakumei
- Kinjutsu: Hakumei
- Kinjutsu: Hakumei
Character Roleplay Abilities:
Element Affinities:
Free D-Rank Minor Affinity: Lightning
Free C-Rank Minor Affinity:Fire
Free C-Rank upgraded Minor to Major (Same as D-Rank): Lightning
Major Affinities :
- Lightning (Free D Rank)
- Wind (ASP Purchase)
- Radiation
- Fire (Free C Rank)
- Photon
- Non-Elemental
Non-BL/CA/Kin Advanced Elements
- Radiation
- Photon