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RFS Databook [ Tools of the Shinobi ]

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Aria Mournesong
Captain
PostPosted: Fri May 05, 2006 8:45 pm


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Listed below is the stuffs that you can take with your character on a mission. It is important to note that if you do not state that you have any of the items with you then you do not have that item on your character.



All rights to the info below belong to Aria Mournesong, it cannot be reproduced or reused without her permission ^_^.
PostPosted: Mon May 08, 2006 12:27 pm


Equipment
Listed below are the various equipment that a ninja carries with them on a mission. These items may be only be interchaged before you start a mission. You also must declare which items you are taking with you in your packs(if any) otherwise it is assumed that you have decided to take nothing.

Capacity: The amount of items a Holster can carry

Durability: Damage the item is able to take. The damage taken by the item is not taken by the user(as long as it's not over the absorption limit). However, this also damages the item. If the absorption limit is reached or surpassed the item is destroyed.

Protection: Automatic benefits that your character gains while wearing it. If the Durability of the item becomes 0 you lose this benefit however.



Forehead Protector
This is given to all nins of each hidden village upon graduation of nin training school and becoming a Genin. The nin of Konoha have a symbol of a leaf on it. There are a variety of ways the forehead protector can be worn, on the forehead, on the side of one's head, etc. There are also different kinds of forehead protectors than the traditional one.
Durability: 10 Damage Absorption (Physical)
Protection: +1 vs Physical Damage

Belt Holster
This holster is normally found on the shinobi's belt, generally on their back, to be reached easily. It usually holds the shinobi's smoke bombs, medical kits as well as other various nin tools.
Capacity: 3 Item Slots

Leg and/or Arm Holster
This holster is attached to the place on the uniform that can be quickly reached with a stretched hand. Usually the leg or the arm depending on the shinobi's preference. This holster is on the same side of the uniform as the nins throwing hand for obvious reasons. It can hold quite a few shuriken, kunai or senbon.
Capacity: 3 Item Slots

Custom Holster
If you so choose you may place ONE of the holsters above in a location that's different than where it is supposed to go, however it can only hold two items maximum.
Capacity: 2 Item Slots

Travelling Backpack
These large bags are carried on the back of the shinobi. While large and heavy they carry supplies that the ninja will need while on long-distance trips.
Capacity: 3 Items, 2 Small or Large Weapons or 3 Items and 1 Huge Weapon. Unlimited Accessories

Metal Plated Gloves
These gloves are the most common gloves worn by Konoha Chuunin and Jounin. They match the forehead protector, as they are made of navy blue or black fabric and have a metal plate with the Konoha leaf symbol on them.
Durability: 10 Damage Absorption (Physical)
Protection: +1 vs Physical Damage

Aria Mournesong
Captain

Aria Mournesong
Captain
PostPosted: Fri May 12, 2006 12:43 pm


Armor

Genin Uniform
This is the standard issue uniform given to a shinobi after graduation. It is a standard navy blue uniform with ninja wrappings for the legs and feet along with a pair of open-toe ninja shoes.
Protection: +1 vs Physical Damage

Chuunin/Jounin Uniform
This is the uniform worn by the Chuunin and Jounin of Konoha. It consists of a long sleeve shirt/pants(the colors depend on what village you are from) with a green vest covering the upper body. This uniform has the pouches and holsters along with other accesories to the nins liking.
Protection: +2 vs Physical Damage, +1 vs Elemental Damage
+1 vs Elemental Damage
--Scroll Pouch
These pouches are on the left and right side of the Chuunin and Jounin Konoha uniform. It holds the special jutsu scrolls of the village and/or maps needed for a mission. (Extra carrying slot)

ANBU Uniform
This is the standard uniform of the ANBU squads in the Ninja Countries. It comes with an animal mask, a protective vest, open-toed boots, and a standard issue ninja-to.
Protection: +2 vs Physical Damage, +2 vs Elemental Damage

Hunter Nin Uniform
This is the standard uniform of the Hinter Nin squads in the Ninja Countries. It comes with a Hinter Nin mask, a black cloak with the shinobi's country symbol on the back and black open-toed boots.
Protection: +2 vs Physical Damage, +2 vs Elemental Damage, +1 Stealth

Custom Uniform
These are the "unique" outfits that characters in Naruto wear. While they look fancy they provide little to no protection to the wearer.
Protection: None

Mesh Tops
These thin mesh tops are constructed of a tough micro-chain fabric with a small protective layer inserted inside of it. It is light weight and a shinobi is able to wear it underneath standard uniforms or jackets, though many choose to wear this as their ninja uniform.
Protection: +1 vs Phyiscal Damage, +1 vs Elemental Damage
Can only be used with Gennin Uniforms and Custom Untiforms. It does not cost an Armor "point" to put underneath.

Shinobi Armor
This armor resembles the armor that samurai usually wear(if you don't know what that looks like I'd suggest...Google). Though this type of protection is generally frowned upon by the shinobi population it's not uncommon for some to wear it for extra protection. However, while wearing this bulky armor, it's very unlikely they will be carrying much else with them.
Protection: +4 vs Physical Damage, +4 vs Elemental Damage
Stat Modification(s): -3 Speed, -1 Stealth

Chakra Armor
This armor is specially crafted for each shinobi of the Hidden Snow village. It is specially made to increase the chakra potential of the shinobi who wears it, as well as protect against the effects of Genjutsu and Ninjutsu. Along with these benefits it also comes with a pair of retractable wings that give the Hidden Snow Shinobi short-range flight capabilities.
Protection: Chakra Based Attacks lowered by one Class Ranks in damage, +5 Resistance to Genjutsu, +1 vs Physical Damage
Note: You have to be of the Hidden Snow to use this.

Advanced Chakra Armor
This armor is specially crafted for each shinobi of the Hidden Snow village. It is specially made to increase the chakra potential of the shinobi who wears it, as well as protect against the effects of Genjutsu and Ninjutsu. Along with these benefits it also comes with a pair of retractable wings that give the Hidden Snow Shinobi short-range flight capabilities.
Protection: Half Damage vs Chakra Based Attacks, Immune to Genjutsu-based attacks below the rank of the Shinobi, +2 vs Physical Damage,
Stat Modification: Short Range Flight - Fly up to 2 Rounds a post
Note: You have to be at least a Jounin in rank of the Hidden Snow to use this.

Weighted Clothing
Usually attached to the shinobi's legs, arms or worn as a shirt. While the weights are worn the shinobi moves slower than he or she should. However the slowness is offset by the increased strength and speed they gain through wearing these at all times.
However, in order to keep this balanced, the shinobi needs one full post to remove each weighted item off of their body. Leaving them fully vulnerable to attacks while doing this. In other words, if you choose Wrist, Ankle and Shirt weights it will take you three posts to remove them all.
Protection: None
Stat Modification(s):
Wrist Weights: -1 Speed(When Worn)
Ankle Weights: -1 Speed(When Worn)
Weighted Shirt: -2 Speed(When Worn)
--When Removed
Speed Stat is +1 for 2 posts then returns to normal. This bonus only applies once every 24 hours.
Gain Body Stat Advancement Points faster due to the weights.
PostPosted: Fri May 12, 2006 12:44 pm


Weapons

Small Weapons
Unless it is stated otherwise, when an item below is picked for a holster you are only putting one of that item in the holster.

Kunai
Short to Medium Range
Unlimited kunai available from Holster it was placed inside, if you take more than one "Unlimited" tool in the same holster however you only carry one of each.
This weapon is most often used as a projectile, much like the Shuriken. This weapon looks like a small dagger with a round handle, usually wrapped in cloth for grip, and has a ring at the end so that it can be picked up and thrown by just using one finger. This weapon can also be used as a knife in hand-to-hand combat.
Damage Type: Physical, Lethal
Damage: Power + 1 Damage(Hand-to-Hand)
2 Damage(Thrown) per kunai (Max Hits = 3)

Handle-less Kunai
Medium or Long-Range
Almost the same as above, this is a small, daggar-like weapon that is without a handle, making it only used for throwing. Still posesses a ring at the end so as to be picked up and thrown with one finger.
Damage Type: Physical, Lethal
Damage: 3 Damage(Thrown) per kunai (Max Hits = 3)

Double-Bladed Kunai
Short Range
This weapon is the same as a kunai, but at the end of the handle where the ring is supposed to be, there is another blade. Because these weapons are hard to throw precisely, they are most often used in hand-to-hand combat.
Damage Type: Physical, Lethal
Damage: Power + 2 Damage(Hand-to-Hand)

Makabishi (Caltraps)
Short Range
These are small throwing spikes that are thrown on the ground to make the enemy step on. Makabishi are most often used in booby-traps. These can either cause a good amount of damage, or none at all. They can be used as a small, unreliable protection barrier to keep certain things away from you, or they can be used as a distraction.
Damage Type: Physical, Lethal
Damage: 2 Damage, -2 Speed if stepped on

Shuriken (Throwing/Ninja Stars)
Medium to Long Range
Unlimited shuriken available from Holster it was placed inside, if you take more than one "Unlimited" tool in the same holster however you only carry one of each.
Shuriken- Very small, light throwing stars that contain five points, most often used in conjunction to kunais. These are not normally used to cause heavy damage to the opponent, as the size and weight is not usually enough to kill. They are placed in a small container on the user's hip, just like the kunai, for easy and quick access.
Damage Type: Physical, Lethal
Damage: 2 Damage(Thrown) per Shuriken (Max Hit = 3)

Senbon(Throwing Needles)
Short to Medium Range
Unlimited senbon available from Holster it was placed inside, if you take more than one "Unlimited" tool in the same holster however you only carry one of each.
These are the very small, sharp needles used by Haku. These weapons are most often thrown at the target, usually with precision. If thrown correctly, these needles can cause instant-death, or can be used to hit a certain nerve to make the target look to be dead.
Damage Type: Physical, Lethal
Damage: Power +1 (Hand-to-Hand)
1 Damage(Thrown), If a Medical Nin or Hunter Nin can Paralyze target if used in a successful targeted attack (Max Hit = 3)


Large Weapons
Quarterstaff
Short Range
Weapon made out of wood, they can range from 6 to 9 feet in length.
Damage Type: Physical, Blunt
Damage: Power+1

Bow & Arrow
Medium to Long Range
The bow and arrows are made up of wood or metal and can range in sizes from small to human-size.
Damage: Physical, Lethal
Damage: 4 Damage (per Arrow)

Ninja-to
Short Range
The weapon of choice for the true shinobi. It is lightweight and small for a sword yet, easy to carry.
Damage: Power + 2

Katana
Short Range
The weapon of the samurai, though some rebellious shinobi choose to take it as their own. (Note: I'm aware that historically katanas are better in quality than a ninja-to. However, I don't remember in that same history that a ninja was capable of summoning 30 story-tall frogs either.)
Damage: Power + 2

Axe
Short Range
Damage Type: Physical, Lethal
Damage: Power + 2

Mace/Club
Short Range
Damage Type: Physical, Blunt
Damage: Power + 2

Giant Axe
Short Range
Damage Type: Physical, Lethal
Damage: Power + 4
Stat Modification: -1 Speed

War Mace/Club
Short Range
Damage Type: Physical, Bllunt
Damage: Power + 4
Stat Modification: -1 Speed

Giant Swords
Short Range
These weapons are the type that you only see in anime. They are so large that they seem nearly impossible for any human to lift, let alone attack with.
Damage Type: Physical, Lethal
Damage: Power + 5
Stat Modification: -2 Speed

Exotic Weapons
All other types of wielded weapons fall into this category. This includes Western weapons, chakrams, fans, whips, etc.
Damage Type: Physical, Blunt or Lethal
Small Exotic: Power + 1 Damage
Large Exotic: Power + 2 Damage
Giant Exotic: Power + 3 Damage, -1 Speed
Whips: Power + 1 Damage
Small Thrown/Projectile Weapons: 1 Damage per weapon (Max Hit = 3)
Large Thrown/Projectile Weapons: 3 Damage per weapon (Max Hit = 3)

Fuuma Shuriken
Short to Medium Range
These weapons are very large, and contain four curved blades, as opposed to regular shuriken, which contains five straight points. These weapons are very deadly, and made with a high aerodynamicy. They are very thin and have large, curved, flat blades that rotate on an axis so that they can be used as just one blade, or they can be spread out into a "+" shape and thrown.
Damage Type: Physical, Lethal
Damage: Strength +2 (Hand-to-Hand)
5 Damage(Thrown)


Legendary Weapons
These are unique artifacts in the Naruto universe. Zabuza's Zanbato, Kisame's Samehada & Orochimaru's Kusunagi Sword are examples of Legendary Weapons.
Obtaining one is extremely difficult but the difficulty is often worth the award, as the weapons possess strange abilities. In order to obtain one of these weapons you need to speak to me about what type of weapon it is, what is it's ability and what is it's name.

Aria Mournesong
Captain

Aria Mournesong
Captain
PostPosted: Fri May 12, 2006 12:49 pm


Special Items
Unless it is stated otherwise, when an item below is picked for a holster you are only putting one of that item in the holster.


Exploding Notes- Type#1
An exploding note is a piece of paper that has a spell casted on it that causes it to explode when activated by a particular seal used activated by the user. They are used by most ninjas, but in a unique way. They are attached to things that are sent closer to the target, be it an animal, or a kunai though the explosive power of Type#1s are not as "effective" as Type#2's in terms of damage.
Damage Type: Fire
Damage: 5 Damage
((The damage done by these stack like the Type#2. However, if these are successfully attached to a limb and activated they will blow said limb off on a roll of a 7 or above with your Critical Die.))

Exploding Notes- Type#2
An exploding note is a piece of paper that has a spell casted on it that causes it to explode after a certain amount of time. (NOTE: For combat purposes these notes explode on the post done by your opponent after you have set it down.) They are used by most ninjas, but in a unique way. They are attached to things that are sent closer to the target, be it an animal, or a kunai.
Damage Type: Fire, AoE
Damage: 10 Damage to anything within the blast radius (One Area)
((Stacking Type 2 notes will cause the damage and blast radius of the explosion to grow.
Example: 2 notes will do 20 damage and blow up 2 Areas. 3 notes will do 30 damage and blow up 3 Areas.))

Soldier Pill
A very special pill used most often by Kiba that allows him to fight for 3 days and 3 nights without rest. This pill contains a special stimulant that gives the user both strength and energy. You can only be affected by one soldier pill at a time(meaning if you eat a second Pill while under the stat modification of the first still it does not grant any benefits.)
Stat Modification(s): +5 to Maximum Stamina, Restores 10 Stamina. Stat increases last for one combat scene(with stats) or 24 hours in a RP scene(without stats).
For an Inzuka/Inzuka Pet: +5 to Maximum Stamina, Restores 10 Stamina & +1 Power. Stat increases last for one combat scene(with stats) or 24 hours in a RP scene(without stats).
**The 3 days/nights statement by them is just a silly thing to make**

Food Pill
Slot Space: 3 Food Pills may fit in one Pack slot.
This pill is utilized by Medical Shinobi on the battle field to quickly replenish lost stamina due to long runs(or hops depending). As these pills are very small and brown colored, you can easily fit multiple pills in a pack.
Requires: The Basic Medicine Talent in order to use
Stat Modification(s): 5 Stamina per Pill

Plasma Pill
Slot Space: 3 Plasma Pills may fit in one Pack slot.
This special pill is utilized by the Medical Ninja Squadrons on the battlefield. When you have sustained a loss of blood you are able to consume one of these pills to bring back a small portion of what you've lost. As these pills are very small and dark red colored, you can easily fit multiple pills in a pack.
Requires: The Intermediate Medicine Talent in order to use
Stat Modification(s): 5 Health per Pill

Smoke Pellets/Smoke Bomb
By throwing one of these down on the ground it causes a small area to become enveloped in a white cloud of smoke. You may choose to to take 3 small smoke pellets or a smoke bomb, however the effect is still the same. (Meaning when you throw the smoke pellets it's assumed you threw all three to produce the effect, which is the same as throwing a smoke bomb). This may be thrown One Area away from where you are currently.
Stat Modification(s): -2 Intuition when attempting to percieve someone if in the smoke. -2 Attack/Defense to attacks while inside of the smoke.
The Smoke covers One Area.

Flash Bomb: Type#1
By throwing one of these down on the ground it causes the area to be covered in a bright flash of light. Even if you look away it hinders your fighting ability while in that area. This may be thrown One Area away from where you are currently.
Stat Modification: -2 Attack/Defense for 2 posts to anyone in/looking into that Area
The Flash Bomb covers One Area.

Flash Bomb: Type#2
This type of Flash Bomb is set off by proximity. After laying it down in an area when it is crossed it will be set off. The bright flash of light is enough to temporarily blind the victim and anyone else in that area. Even if you look away it hinders your fighting ability while in that area. This type of Flash Bomb can not be thrown.
Stat Modification: Half Attack/Defense for 2 posts to the person who set it off. -2 Attack/Defense for 2 posts for everyone else in/looking into the area
The Flash Bomb covers One Area.

Nara Flash Bomb
This is a special type of Flash Bomb created by the Nara. By throwing it above or behind themselves it creates a temporary bright flash of light. They then use this to boost the effectiveness of their Kagemane techniques.
Stat Modification: -1 Attack/Defense to all but the Nara in the Area
Nara is able to extend Kagemane Techniques an extra area in length for 3 posts

Medical Kits
These kits carry the bare basics of medical supplies onto the field. With these tools you are only able to patch up minor wounds suffered during a mission. This may only be used twice to aid yourself or another once, then the equipment in the kit is considered "used".
Stat Modification: Restore up to 3 Health Points, Stabalize minor injuries

Advanced Medical Kits
These kits carry advanced medical supplies, with these tools it's possible to aid everything but the most critically injured teammate on the battlefield. This may only be used twice to aid yourself or another once, then the equipment in the kit is considered "used".
Requires: The Basic Medicine Talent in order to use
Stat Modification: Restore up to 5 Health Points, Stabalize major injuries

Scouting Device
These are essencially binoculars in practice, however they come in many shapes and sizes. Their primary function is the same however, to view things that are a far distance away.

Communication Device
These are small devices that fit into the shinobi's ear(s) and allow for teams to share communication with each other over short distances. More advanced devices come equipped with frequency tuners, allowing for more secure communications.


Summoning Scrolls (Pets, Puppets or Weapons)
Each scroll you take may only contain one Summon contract, and what the scroll is summoning must be clearly stated.

Pet Contract Scroll
On each of these scrolls is the contract that your shinobi has taken to summon his/her pets to your location. Though these scrolls are used normally simply to call the pets to your location, they may be used in conjuction with Techniques(Example: Kakashi's "Tracking Dog Fang Technique").
Cost: 2 Stamina per use

Puppet Contract Scroll
On each of these crolls is a contract that allows your shinobi to summon one or many puppets to their location instantaniously. Once the Puppets have arrived the shinobi can use the Kugutsu no Jutsu(Puppet Technique) to control them.
Cost: 2 Stamina per use

Weapon Contract Scroll
On each of these crolls is a contract that allows your shinobi to summon one or many puppets to their location instantaniously. Though these scrolls are used normally simply to call the pets to your location, they may be used in conjuction with Techniques(Example: TenTen's "Twin Rising Dragons Technique").
Cost: 2 Stamina per use



Pets
Talk to me about pet customization. You will be given a maximum of 10 points to play around with ^-^. Its Health/Attack/Defense will be dependant on what type/size of pet you choose.



Accessories
Anything that is not a key shinobi item falls into this category. Things such as cloaks, sunglasses, straw hats, rings, steel wires, etc are considered accessories and do not cost any item points to wear.
PostPosted: Wed Dec 12, 2007 5:11 pm


Puppets
In order to use a puppet it requires that you take Kugutsu no Jutsu(Puppet Skill) along with the Basic Puppetry Talent

Puppet Rules
Stats: Puppets do not have a Intuition, Ninjutsu, Taijutsu or Genjutsu Stat, these Stats are the same as the Puppeteer's. A Puppets Chakra and Stamina can not be changed (as it functions off the Puppeteer's Chakra/Stamina), but its Health can be improved with the points allowed.

Talents: A Puppeteer's Talents (aside from the Puppetry Talent) do not apply to the Puppets. A Puppet's Talents do not apply to the Puppeteer. However, to keep game balance, for every 2 Talent points the Puppeteer uses the Puppets lose 1 Talent point. For every 2 Talent points the Puppets use, the Puppeteer loses 1 Talent point.

Techniques: You'll notice that the total number of Techniques the Puppet(s) have is the same amount as allowed to a shinobi during creeation. That is because you share the same Technique amount between your shinobi and your puppet. HOWEVER, the total amount of points available to your puppets is always one less than the allowed Technique total, because all Puppeteers require the Puppet Skill Technique. (So if you create a Genin you have 4 Technique points between yourself and a puppet. if you're a Jounin you have 9 Technique points to spend between yourself and 3 puppets).



Puppet Format
Name:
Type: Primary or Secondary Puppet
Health: 25 or 20 for Secondary Puppets
Chakra: 0, Stamina: 0
Power: 0
Seal: 0
Speed: 0
Stealth: 0
Attack: 0, Defense: 0



Genin Puppeteers
Creation Points: 7 for Primary Puppet
- 3 points per 5 Health
- Allowed 3 Talent points
- 1 Puppet (Primary)
Primary puppet....
-- Creation Point Stat Cap of 3 per Stat
-- Works at shinobi's Attack/Defense (5/5)
-- Allowed one type of weapon or tool
-- Allowed 4 Technique points
* Primary puppet is allowed 1 additional Technique points (for a total of 2) if no weapon is taken or is allowed an extra weapon if no Technique point is used


Chuunin Puppeteers
Creation Points: 13 for Primary Puppet, 6 for Secondary Puppet
- 2 points per 5 Health
- Allowed 6 Talent points to spend between both puppets
- 2 Puppets (Primary, Secondary)
Primary puppet......
-- Creation Point Stat Cap of 5 per Stat
- -Works at shinobi's Attack/Defense (7/7)
-- Allowed up to 2 weapons or tools
-- Allowed 4 Technique points maximum
* Primary puppet is allowed 2 additional Technique points per weapon not taken or is allowed an extra weapon/tool per Technique point not used
Secondary puppet......
-- Requires the Advanced Puppetry Talent
-- Creation Point Stat Cap of 3 per Stat
-- Works at Genin level Attack/Defense (5/5)
-- Allowed one weapon
-- Allowed 2 Technique points maximum
* Secondary puppet is allowed 1 additional Technique point if no weapon is taken or is allowed an extra weapon/tool if no Technique points are used



Jounin Puppeteers
Creation Points: 16 for Primary Puppet, 20 the Secondary Puppets
- 1 point per 5 Health
- Allowed 10 Talent points to spend between all 3 puppets
- 3 Puppets Allowed (Primary, Secondary, Secondary)
Primary puppet....
-- Creation Point Stat Cap of 7 per Stat
-- Works at shinobi's Attack/Defense (10/10)
-- Allowed up to 3 weapons or tools
-- Allowed 5 Technique points maximum
* Primary puppet is allowed 2 additional Technique points per weapon not taken or is allowed an extra weapon/tool per Technique point not used
Secondary puppet(s)....
-- Creation Point Stat Cap of 5 per Stat
-- Requires the Advanced Puppetry Talent
-- Work at at Chuunin level Attack/Defense ( 8/8 ) if only one is out. If both are out they work at (7/7) Attack/Defense
-- Allowed up to 2 weapons or tools per puppet
-- Allowed a maximum of 4 Techniques points per puppet
* Secondary puppet is allowed 2 additional Technique points per weapon not taken or is allowed an extra weapon/tool per Technique point not used

Aria Mournesong
Captain
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The RFS Databooks [Everything Combat System Related Is Here]

 
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