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Old 03-06-2014, 10:05 PM   #1
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Join Date: Mar 2005
Location: Lawrence, Kansas
Posts: 5,403
Default 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.

Last edited by merdle; 04-02-2018 at 06:40 PM..
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