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Item and Inventory System

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  • Item and Inventory System

    Inventory System

    The inventory system is divided into two fundamental parts: the Shinobi Kit and Item Points.

    The Shinobi Kit

    Each character is issued a shinobi kit, a set of basic items that all shinobi are generally expected to have access to on most missions. These items are often mass-produced, readily available to shinobi of any rank, and, if they are weapons, on the less dangerous side of the spectrum. The shinobi kit can contain both combat and non-combat items and, of course, a character can elect to not bring certain items if they so choose. The following are items that characters can consider to be in their shinobi kit:

    Basic Projectiles – including shuriken, senbon, kunai, and other throwing knives
    Scrolls – including standard scrolls, sealing tags, notebooks, and writing implements. All characters may use these items to seal and summon other items in their inventory.
    Explosives – including both explosive pouches and explosive tags.
    Ninja Tools – including a comm unit, smoke bombs, caltrops, wire, flash bombs, and lockpicks.
    Medical Supplies – including bandages, aspirin, ointments, and a suture kit.
    Storage – including a flask, bottle, or space for other small items.
    Shinobi Uniform - including a flak jacket, a forehead protector, shinobi sandals, and a face mask. Camo or thermal gear can be part of the shinobi uniform.
    Other Items – including a compass, a spyglass, a lighter, chalk, or items with no value besides enabling certain kinds of jutsu, such as ink, instruments, or seeds.
    Of course, a character can carry additional items on their person that aren't directly part of their shinobi kit. The only real rule here is that other items should be reasonable to carry in a small pack and shouldn't be extraordinarily dangerous – a shinobi may or may not carry a bingo book as part of his shinobi kit, but an item like a katana or a poison are outside the scope of the kit.

    Item Points

    Beyond the shinobi kit, each character has a handful of larger weapons and items considered somewhat more unique to them. These big ticket items are purchased via a character's pool of Item Points. Every starting character begins with 8 Item Points to spend this way. Each kind of item has an associated cost; simply subtract this cost from the pool for each instance of that item. Obviously, a character can't have fewer than 0 points remaining, and more Item Points may be purchased through thread points and roleplay rewards. Though each category gives a variety of examples, please mark which specific kind of item is in your character's inventory.

    One Point Items

    Small Blades – any small, one-handed blade, like a dagger, sai, or tanto
    Small Blunt Weapons – any small, single blunt weapon, like a tonfa or nunchaku
    Small Ballistics – any small missile weapon, like a slingshot or needle launcher. Includes ammo.
    Large Projectiles – any projectile larger than a kunai, like a boomerang, throwing ring, or fuuma shuriken
    Limb Armor – standard shinobi plate that protects the forearms or shins. Each purchase covers a pair of limbs.
    Helmets – any headgear designed to protect from injury
    Breathing Apparatus – a device that fits around the mouth and filters air. Allows breathing underwater.
    Zoom Goggles - any eyewear designed to provide up to 20x zoom function
    Razor Wire - any amount of razor wire meant to cut instead of trip

    Two Point Items

    Hand Weapons – any small weapon on or over the hand, like claws, knuckles, or wheels, can be bought as a pair
    Fans – any small folding fan that has been built for combat
    Soft Weapons – any small soft weapon, including whips, rope darts, or shoge
    Small Axes – any small one-handed axe, including hatchets and throwing axes
    Medium Blades – any medium blade, like a wakizashi, shortsword, or jitte
    Restraints – any small item designed to restrict movement, like bolas, nets, or handcuffs
    Body Armor – standard shinobi plate designed to protect the torso and abdomen
    Hallucinogenic Poison – poisons which blur vision or distort the senses, and last 3 posts after contact
    Gas Weapons – any canister weapon that releases tear or pepper gas in a cloud meant to disrupt small groups, full effect lasts 1 post after contact.
    Night Vision Goggles - any eyewear designed to provided standard nightvision

    Three Point Items

    Medium Blunt Weapons – any single blunt weapon, like a hammer, mace, or bat
    Medium Ballistics – any missile weapon of standard size, like a shortbow, longbow, or crossbow. Includes ammo.
    Large Blades – any large blade, like a katana, jian, or rapier
    Pole Weapons – any standard spear, bo staff, or other basic polearm
    Shields – any mid-sized shield usable with one arm
    Debilitating Poison – poisons which cause numbness, fatigue, or great pain, and last 3 posts after contact
    Antidotes - pills and potions which cure poisons and toxins

    Four Point Items

    Large Axes – any large, two-handed axe, like a battleaxe or halberd
    Large Blunt Weapons – any large, two-handed blunt weapon, like a warhammer or tetsubo
    Large Soft Weapons – any chained weapon attached to a staff or spear
    Large Ballistics – any large missile weapon, like an arbalest or greatbow. Includes ammo.
    Large Shields – any large shield requiring both hands to use
    Oversized Blades – any over-sized blade, like a cleaver sword or zweihander
    Lethal Poison – poisons designed specifically to kill – opponent permission required if used against another player
    Further, the standard weapons listed above can be modified in a number of ways. When modifying a weapon, take the base list cost and add the cost of each applied modifier as follows:

    Zero Point Modifiers

    Combined - the item is made of multiple other items forming a single whole and counts as both of those weapons (Combination with poisons can only occur once. More than one time requires coating and a separate poison purchase)

    One Point Modifiers

    Coated – the item is always coated in a single poison from the character's inventory
    Elemental Weapon – the item can be covered in an element from the character's village, giving it roughly two more inches of range. This modifier can be bought multiple times, providing two inches per instance.
    Glow – the item generates light on command with the strength of a handheld flashlight
    Hidden – the item is concealed inside a normal object, such as a sword in a cane, or meant to be obscured by clothing, like wrist blades. When applied to armor, the item appears as normal clothing. Can be used to hide one weapon inside another of a higher base point value.
    Morph – the item can change into a single other item with an equal or lower base cost
    Repair – the item regenerates from damage, taking two posts
    Implanted - the item has been made part of the user's body. This includes the cost for weapons Hidden in the body.

    Two Point Modifiers

    Extending - the item can double its normal length on command
    Extrasensory [X] – the item detects a specific substance or element. Cannot detect genjutsu.
    Obscured – the item is translucent or otherwise difficult to see
    Returning – the item can be commanded to levitate and fly back to the user's hands
    Recall – the item can be commanded to instantly teleport back to the user's hand
    Tracer – the item can be tracked by the owner for up to two miles. Each additional point doubles this distance.
    Trick Lock – the item shocks anyone trying to pick it up besides the owner

    Special Modifiers

    Bloodline - the item provides the user access to a bloodline ability. This modifier needs no base item (ex: an eye or other organ is not an item). Requires Clan GM permission with a cost to be determined based on the clan.
    So, for example, a character with a katana hidden in an umbrella that can be teleported back to him would be paying: 3 (large blade) + 1 (hidden) + 2 (recall) = 6 total points for that item.

    Registering New Items

    Villages, clans, and individual characters may register their own unique items or modifiers, which are given item point costs as determined by staff. For the most part, players should avoid registering new generic weapons and are encouraged to use existing generics. If you have questions about whether or not an item you want is already covered, feel free to contact a member of staff and we'll help sort the issue out with you.

    Gaining More Item Points

    Any character who wants or needs more Item Points can get them both at creation and through play. During creation, a character may sacrifice stat points for Item Points at a 1:2 ratio - one stat per two item points. A character may not gain more than 4 bonus Item Points at creation. Thread rating rewards may also be applied towards Item Points at the same ratio. When applied to a character for Item Points, Account Points act like thread rating points and do not count towards the usual limits against AP. A character may never have more than 16 total Item Points gained this way.