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> Basic Weaponry and Poison Guide
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 Posted: Jan 26 2015, 12:25 PM
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In the World of Ninja, certain types of weapons are more commonly seen than any other. Ninja are typically trained in the use of these weapons from a very young age, and nearly any ninja would recognize and know how to use each of the following. Each weapon will list its weight next to it. Keep in mind, however, that the weights listed are for basic materials, and may be heavier if you use higher quality materials with your weapons. If you spend Ninja Points on a mass produced weapon, you may have as many copies of that item as reasonable for you to carry. Kunai, Senbon and ordinary Shuriken do not require Ninja Points.

Kunai - The kunai, along with the shuriken, is one of the most common ninja tools. It is a black dagger with a handle wrapped in bandages and a small ring attached to the end of it. The kunai is designed for thrusting and stabbing, though it can still do some damage if thrown despite not being designed for it, and is about the length of one's hand. The mass-produced Kunai are made of iron. - 1 lb (Free)

Shuriken - Shuriken, like kunai, are one of the more basic weapons seen. They are sharpened, four-pronged metal stars, useful for throwing. They can also be used for close combat, but not very efficiently. Although small, they can be used to distract, pin down enemy shinobi, or if accurate enough, can kill or incapacitate an enemy. They have an open circle in the center, useful for grabbing with a finger, to avoid cutting oneself, or to put thread through. The circle is also beneficial to the weapon's overall aerodynamics, ensuring more accurate trajectories. The mass-produced Shuriken are made of iron. - .5 lb (Free)
---The Fūma Shuriken is a large, four-bladed shuriken possessing pre-eminent sharpness and lethality. Its four blades can be collapsed for easy storage, leading to its nickname Shadow Windmill. Like the standard Shuriken, this variety is mas-produced of iron. - 5 lb (1 Ninja Point)

Senbon - Senbon are metal needles with a point at both ends. They often serve a medical purpose, being used to pierce acupuncture points. They have little killing power, but can be thrown with great accuracy. To make these needles more effective, the user can poison the tips of the senbon. An added benefit of throwing these at the enemy is that these are smaller than a kunai or a shuriken, making it harder to see and dodge. The mass-produced Senbon are made of iron. - .1 lb (Free)

Bow and Arrow - Bows are projectile launching weapons consisting of an elastic string and long shafted projectiles with sharp metal tips called arrows. The string is tied to both ends of a flexible rod, and uses the force generated when the string is pulled to launch the arrow. Though a bow is typically considered more unwieldy and inconvenient than other long-distance weapons, it is capable of reaching four times the distance of a comparably constructed kunai, with twice the speed and piercing power behind it given the strength it was launched with. Unlike most weapons, too much strength applied by the user of a bow can easily break it; the maximum strength of any given bow is 20 points per rank of the weapon's material. Bows have variable weights, with the heavier ones being necessary to fire heavier arrows. - 4 to 8 lbs (1 Ninja Point - Bows and arrows use the same Ninja Point when added to a character)
---Arrows are long, thin projectiles, typically made of wood, with sharp metal tips. Some arrows have feathers added to the back end for added stability in flight. Heavier arrows are slower in flight, but have greater penetrating power. - .5 - 1.5 lb

Wire - Wire strings are thin pieces of wires that are highly durable and can be used for a variety of purposes, such as rappelling, manipulating weapons, binding and restricting the movements of an opponent or setting traps. - .5 lb / 3 feet (1 Ninja Point)

Smoke Bomb - A smoke bomb creates a cloud of smoke when it detonates. It may look like small spheres wrapped in paper or like canisters. Smoke bombs are typically used to blind opponents and make them easier to attack. Alternatively, ninja can use smoke bombs on themselves so that opponents cannot see what they are doing. - 1 lb (2 Ninja Points)

Flash Bomb - Flash bombs are used for diversions, creating a blinding light when they detonate. It may look like small spheres wrapped in paper or, more conventionally, as canisters. - 1 lb (2 Ninja Points)

Explosive Tags - Explosive tags are scraps of paper inscribed with a special writing, centering around the kanji for "explode". Infused with chakra, they will explode after a set amount of time (to be determined upon setting it-at least 1 post), remotely (using the Ninjutsu Jibaku Fuda: Kassei), after being ignited by flame (detonates in same post), or on impact (detonates at that moment). To be armed, contact with the user's hand must be made while the user is performing the jutsu Jibaku Fuda: Oku, unless detonated with Jibaku Fuda: Kassei, or similar techniques. The tags can be attached to a surface or wrapped around a weapon to be thrown at an enemy. When detonated, these blasts are relatively small, only a few meters wide under optimal conditions, but quite forceful, easily capable of killing or maiming with a direct hit. Arming a tag by any means requires at least Jibaku Fuda: Oku, if not Jibaku Fuda: Kassei. Starting at Genin, you can have up to 20 tags per rank. - Near Weightless (Genin and Up) (2 Ninja Points)

Soldier Pill - Soldier Pills are special pills that rapidly replenish one's chakra and nourish the body. Specifically, after using a Soldier Pill, a ninja recovers 50 chakra every post for 3 posts, and any signs of exhaustion are temporarily removed, though the user will be far more exhausted at the end of the duration. Every additional Soldier Pill used during the same day halves the effect, rounded down, while intensifying the resulting exhaustion. - Near Weightless (Genin and Up) (2 Ninja Points)

Blood Restoring Pill - The Blood Restoring Pill is a pill used by shinobi to speed up the formation of blood in the body. After having lost a significant amount of blood in battle, a ninja can use this pill to replenish their blood so they can keep on fighting. Be mindful that open wounds or freshly closed wounds may begin bleeding again upon use of this pill. - Near Weightless (Genin and Up) (1 Ninja Point)

Chakra Recovery Pill - The Chakra Recovery Pill is used to speed up the restoration of a ninja's chakra levels. Specifically, when ingested, the user recovers chakra at double the rate their current level of chakra usage would allow otherwise for the next 8 hours. Only one of these pills may be used at a time-attempting to use two at once halts the user's chakra recovery completely until they're out of the user's system. - Near Weightless (Genin and Up) (1 Ninja Point)

Bingo Books - The Bingo Books are black books used by ninja that contain any and all information on black-listed ninja they are to target. There are multiple versions of the Bingo Books, the most common being those based from the Hidden Villages. Normally, a Bingo Book is owned by Jounin and Anbu members of the major shinobi villages. Each entry on the Bingo Book is added by a high ranking official, usually the Kage, who lists a black-listed ninja. Usually, each Hidden Village's Bingo Book covers criminals and its country's most dangerous enemy ninja. There are also entries on Rogue Ninja or potential security threats that are all marked for elimination by the hunter-nin. Exceptionally powerful ninja from other villages may be listed here as well. - 2 lbs (Jounin and up or ANBU) (Free)

Scrolls - Scrolls remain one of the most important pieces of equipment in a ninja's arsenal. Because of their size, multiple scrolls can be carried into battle in the front pouches of a flak jacket or in a pouch. Scrolls can be used by ninja to summon creatures, people and items to their aid. This saves space and prevents the sacrifice of a much needed piece of equipment which may be required later. Some techniques can also be stored in them. - 2 lbs (Genin and Up) (2 Ninja Points)

Forehead Protectors - A forehead protector is a headband composed of a metal plate and a band of cloth. Forehead protectors are worn by most shinobi and are engraved with the symbol of their Hidden Village. - Near Weightless (Genin and Up) (Free)
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 Posted: Jul 13 2015, 01:14 PM
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Poison System


Poisons are materials used by ninja to give themselves an edge in combat. These chemicals produce negative effects when administered to the body, up to and including death. However, such powerful tools come with their limits-it is harder to create more potent poisons, and it is very nearly impossible to develop an immunity to even one poison, let alone several, making it dangerous for a ninja to use even their own poison. Used correctly, however, poison can be an invaluable asset to any ninja.

The following rules about poisons apply to this forum:

~ Poisons are separated by rank, from D to S. A poison costs as many Ninja Points as a jutsu equivalent to the rank of the poison. The various ranks, as well as examples of their use, is found below. Keep in mind, these are only guidelines, and the examples given are by no means extensive-please, make your own effects-just try to make them about equivalent with the rank of the thing you're trying. Here is a description of the various ranks.
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    --- D-rank poisons create minor inconveniences for whoever is caught by them-maybe they'll get drowsy, or they'll develop a headache. These poisons are naturally filtered out by the body, and usually, the best treatment involves simply waiting it out.

--- C-rank poisons are a bit more dangerous. Being infected with a C-rank poison is nowhere near fatal-but it could easily be enough to change the course of a battle. C-rank poisons can cause a numbing sensation, or can cause very rapid intoxication. Unless one is in battle, these poisons should also just be waited out.

--- B-rank poisons can cause real damage to the body. Examples include increased bleeding, irritation on exposed body parts, such that the victim may bleed simply from exposure, or effects roughly equivalent to that caliber of danger. B-rank poisons should be treated by medical professionals, but are usually not deadly, except in extreme cases.

--- A-rank poisons cause severe damage to a body, and can easily be fatal. These poisons can cause effects as severe as temporary blindness, or necrosis of the flesh-bad news in any situation. These poisons can easily become deadly if left untreated, but are survivable, nonetheless.

--- S-rank poisons are the cream of the crop. These poisons are nearly always fatal, or are so potent that they almost guarantee a later victory. Victims of these poisons may liken the effects almost to that of acid, if the victims survive at all. If left untreated, these poisons will almost definitely lead to death or permanent maiming.


~ Poisons are created using an application similar to a jutsu application. In creating your poison, note that it has a chakra cost. This cost is NOT used for using your poison's ordinary dosage. Rather, this cost is added to the cost of any jutsu that utilizes poison, should you use a jutsu with said poison. Unless the jutsu specifically says otherwise, only one poison may be applied to a jutsu that calls for poison at once. If a situation arises where you can use multiple poisons on one jutsu, the costs of both poisons must be added to the jutsu's cost.

~ You do not get poisons to use willy-nilly. Possessing a poison means you can carry doses of it on your person, as well as antidotes. There are limitations to the doses you can carry for different levels of poison. These will be described below. Coating weapons in your poison is considered to have been done beforehand, however, so weapon coatings do not carry these same rules. Doses carried on your person are used more for poisoning things on the fly.
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    ---D-rank - You may carry as many doses of D-rank poison as you can fit on your body. Antidotes are similarly unlimited in quantity, though keep in mind the encumbrance rules.

--- C-rank - You may carry up to five each of doses and antidotes.

--- B-rank - You may carry up to four each of doses and antidotes.

--- A-rank - You may carry up to two each of doses and antidotes.

--- S-rank - You may carry only one dose and one antidote at any given moment.

--- Traits may be able to increase the number of doses you can carry of any given poison and antidote.


~ Antidotes may be produced by anyone who is familiar with poison (possesses poison) or any Medical Ninja. Producing antidotes is a difficult process, however. As before, there are specific rules about this situation.

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   --- Ninja may produce antidotes to poisons they have encountered and survived before. To do so, one must either possess poison themselves or be a medical ninja. After surviving and ending an encounter during which a poison was used, if the ninja can obtain a sample of the poison outside of their bloodstream, one can apply for an antidote to that poison.

--- Antidotes use the same application as Poisons, though their effects are always simply healing the effects of a poison.

--- One can never claim copyright on an antidote.

---Ninja do NOT need to apply for antidotes to their own poison-it is assumed they have the antidote ready to go. A ninja may choose to not carry an antidote, however, if they feel the existence of one would be detrimental to the character's style.
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 Posted: Oct 16 2015, 07:40 PM
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Weight Training


Those of you familiar with the Naruto series may remember that a character, at one point, removed weights from his body, and as a result, was able to move much faster than before. Well, the potential here exists for you to do something similar, thanks to our Encumbrance System.

Essentially, you can wear weighted clothing, which, when removed, provides you with a boost to your speed and agility based on how heavy it was. This potential boost gets greater as the weight of the clothes go up.

How It Works


Our Encumbrance System outlines the fact that, if you carry a significant amount of weight on your person, it slows you down. Weighted Clothing adds a function to that. By adding an item to your inventory that is clearly denoted as being Weighted, said item will immediately function in regards to this system.

~When worn, a weighted piece of clothing reduces your Speed and Agility by the amount it typically would. Wearing weighted clothing, however, allows you to receive an additional buff that does not count against your limit when the clothing is removed. This buff applies only to the thread in which your weighted clothes were removed, and only lasts for as many posts as you wore the clothes in that particular thread. Once removed, the buff cannot be reapplied in the same thread.

~The buff a weighted piece of clothing provides is 1/2 the total value of the reduction that clothing causes. For example, if a shirt reduces your Speed and Agility by 10 points, when it is removed, in addition to getting that Speed and Agility back, you receive a free 5 point buff to both attributes on top of that.

~If the weights are on your arms or legs, removing the weight also enhances your strength by the same as the amount as your speed and agility buff when striking with that body part, even though your strength is not initially penalized. This represents the greater force of your strikes due to the enhanced speed.

~Be mindful of your character's strength; a shirt that used to penalize you 5 points will not always do so if your strength changes. If you rely on this method heavily, you will likely have to frequently obtain heavier and heavier clothing to get the same kind of benefit from it.

~Be mindful of which weights you remove. Removing a single weighted boot but leaving the other, for instance, will likely make you severely unbalanced, since one leg would be weighed down and the other would not.

~When determining the penalty (and therefore, the buff) your weighted clothing applies, count it separately from the rest of your inventory, as if you weren't carrying any other items.

~Weighted Clothing on your hands and feet has one additional bonus; while you are wearing it, you may add the weight of the clothing divided by 5 to your strength when striking with that body part. This is to represent the additional weight behind the strike. So, if you have gloves that weigh 5 lbs each, you may add 1 point to your strength when making punches. This bonus is removed and replaced with a the separate Strength buff described above when the clothing is removed.
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