Post by Dm Anko on Feb 10, 2010 4:46:14 GMT -5
youre average tool bag consist of 3 kunai, 3 shuriken, 1 explosion tag, 1 smoke bomb,1 ninja wire and 1 set of caltrops.
If you want more inventory in youre bag you need to have dm permission and pay a fee to buy more. (See Menu)
When you use tools, they are gone until your able to rp restocking them. (usually at the end of a fight, when you get back to the village...or an end of a spar...etc, etc.)
Explosive Tags:
Max 4 in inventory.
You drop an explosive tag and it explodes. Using an explosive tag takes a round. Explosive tags can effect up to 3 nearby enemies(to the tag), and all nearby allies. The user rolls an INT or WIS. (Int and wis expresses the ability to correctly and creatively use the tag). Explosive tags can’t be blocked. They must be dodged or blocked with jutsu. The damage of the tag is 2d8 and can only be used once in battle.
Kunai Knives:
Max 12 in inventory.
Kunai knives take a dex roll to connect, and do normal melee damage.Can throw 2 at a -2 penalty
Shuriken:
Max 12 in inventory.
Same rules as Kunai knives.
Smoke Bombs:
Max 4 in inventory.
Smoke bombs use dex. The opponent can dodge or block normally. (a str block would be something like covering your eyes or something creative). If it hits, the enemy gets -1 to rolls for 1d4 rounds. It doesn’t effect blind enemies, and it doesn’t stack with other smoke bombs.
Military Ration Pills:
Max 3 in inventory.
Military Ration pills require dm approval, and need to be put in your profile. Eatting a pill takes 1 round. Afterwards, each round you recover up to 5 chakra per round, for 1d8 rounds. You can never go over your max chakra score.
Windmill Shuriken:
Max 3 in inventory.
The windmill shuriken takes a dex roll to connect. It does normal damage +1d6. It can be dodged and blocked normally.
Explosive Tag Trap
This is similar to the explosive tag. It takes a full turn to deploy. At the time of deployment, you select an enemy. When you do, you roll a set trap roll. The enemy rolls a spot. If the spot is higher, than nothing happens. However, if the set trap is higher than at any time later in combat, the user of the trap can make the tag explode, doing 2d8 damage to the opponent.
Poison Smoke Bomb
Max 3 in inventory.
This is a simple poison smoke bomb. You throw it at your opponent using dex. They can dodge or block normally. If it hits it does not damage that round. However, after that, on your turn, it does 1d4 damage. It does it for 1d6 rounds.
Caltrops
Max 4 in inventory.
Scattering caltrops takes 1 turn. It’s a set trap roll v.s your opponents spot. If you succeed, they take -1 to their dex for 1d6 rounds, and take 1d4 damage.
Senbon
Max 8 in inventory.
Senbon are acupuncture needles. Throwing them takes a dex roll. If they connect, they cause 1d4 damage. The attacker then rolls a d20. If they roll an 19-20, the target is stunned for a round.
Ninja Wire
Max 3 in inventory.
Ninja wire are a set trap v.s spot. If it connects it stuns the target for 1 round or until hit. Ninja wires can't be set to go off at another time. They are just like shuriken..their effect triggers the same round they are used.
Flash Bombs:
Max 2 in inventory.
Flash bombs are small round spheres that are attached to a kunai knife, similarly to an exploding tag. Once thrown, flash bombs explode on impact, creating blinding flashes, used as a diversion.
Flash bombs are DEX v.s whatever. (Wis/Str/Dex). Flash bombs grant -3 to rolls for the next round. If a Nara uses one, it allows them to use their shadow jutsu the next round, even in the dark.
First Aid Kit:
Max 2 in inventory.
First aid kits can be used on the field to give basic medical attention. They are small and fit in your tool pouch. They heal for 1d4 health. They can be used on others, not just yourself. If a medic uses it, they heal 1d6 instead of 1d4.
Basic Antidote:
Max 2 in inventory.
Used after your poison, this is a basic antidote injected into your body to help stem off poison. This works on most basic poisons, but some poisons..it won't work on.
Pvp Use: Roll a d10. On 6-10 the antidote works. On 1-5 it doesn't. If your a medic, 4-10 works, 1-3 doesn't. Upon success, the poison is neutralized doing no more damage and/or stun.(this can be used on others)
Elemental Scroll:
Max 1 in inventory.
This type of scroll is used to aid when performing an elemental
technique. It does not grant the character an elemental affinity.
pvp: Used in conjunction with an elemental jutsu. +1 to jutsu. Once you use it, it goes blank.
If you want more inventory in youre bag you need to have dm permission and pay a fee to buy more. (See Menu)
When you use tools, they are gone until your able to rp restocking them. (usually at the end of a fight, when you get back to the village...or an end of a spar...etc, etc.)
Explosive Tags:
Max 4 in inventory.
You drop an explosive tag and it explodes. Using an explosive tag takes a round. Explosive tags can effect up to 3 nearby enemies(to the tag), and all nearby allies. The user rolls an INT or WIS. (Int and wis expresses the ability to correctly and creatively use the tag). Explosive tags can’t be blocked. They must be dodged or blocked with jutsu. The damage of the tag is 2d8 and can only be used once in battle.
Kunai Knives:
Max 12 in inventory.
Kunai knives take a dex roll to connect, and do normal melee damage.Can throw 2 at a -2 penalty
Shuriken:
Max 12 in inventory.
Same rules as Kunai knives.
Smoke Bombs:
Max 4 in inventory.
Smoke bombs use dex. The opponent can dodge or block normally. (a str block would be something like covering your eyes or something creative). If it hits, the enemy gets -1 to rolls for 1d4 rounds. It doesn’t effect blind enemies, and it doesn’t stack with other smoke bombs.
Military Ration Pills:
Max 3 in inventory.
Military Ration pills require dm approval, and need to be put in your profile. Eatting a pill takes 1 round. Afterwards, each round you recover up to 5 chakra per round, for 1d8 rounds. You can never go over your max chakra score.
Windmill Shuriken:
Max 3 in inventory.
The windmill shuriken takes a dex roll to connect. It does normal damage +1d6. It can be dodged and blocked normally.
Explosive Tag Trap
This is similar to the explosive tag. It takes a full turn to deploy. At the time of deployment, you select an enemy. When you do, you roll a set trap roll. The enemy rolls a spot. If the spot is higher, than nothing happens. However, if the set trap is higher than at any time later in combat, the user of the trap can make the tag explode, doing 2d8 damage to the opponent.
Poison Smoke Bomb
Max 3 in inventory.
This is a simple poison smoke bomb. You throw it at your opponent using dex. They can dodge or block normally. If it hits it does not damage that round. However, after that, on your turn, it does 1d4 damage. It does it for 1d6 rounds.
Caltrops
Max 4 in inventory.
Scattering caltrops takes 1 turn. It’s a set trap roll v.s your opponents spot. If you succeed, they take -1 to their dex for 1d6 rounds, and take 1d4 damage.
Senbon
Max 8 in inventory.
Senbon are acupuncture needles. Throwing them takes a dex roll. If they connect, they cause 1d4 damage. The attacker then rolls a d20. If they roll an 19-20, the target is stunned for a round.
Ninja Wire
Max 3 in inventory.
Ninja wire are a set trap v.s spot. If it connects it stuns the target for 1 round or until hit. Ninja wires can't be set to go off at another time. They are just like shuriken..their effect triggers the same round they are used.
Flash Bombs:
Max 2 in inventory.
Flash bombs are small round spheres that are attached to a kunai knife, similarly to an exploding tag. Once thrown, flash bombs explode on impact, creating blinding flashes, used as a diversion.
Flash bombs are DEX v.s whatever. (Wis/Str/Dex). Flash bombs grant -3 to rolls for the next round. If a Nara uses one, it allows them to use their shadow jutsu the next round, even in the dark.
First Aid Kit:
Max 2 in inventory.
First aid kits can be used on the field to give basic medical attention. They are small and fit in your tool pouch. They heal for 1d4 health. They can be used on others, not just yourself. If a medic uses it, they heal 1d6 instead of 1d4.
Basic Antidote:
Max 2 in inventory.
Used after your poison, this is a basic antidote injected into your body to help stem off poison. This works on most basic poisons, but some poisons..it won't work on.
Pvp Use: Roll a d10. On 6-10 the antidote works. On 1-5 it doesn't. If your a medic, 4-10 works, 1-3 doesn't. Upon success, the poison is neutralized doing no more damage and/or stun.(this can be used on others)
Elemental Scroll:
Max 1 in inventory.
This type of scroll is used to aid when performing an elemental
technique. It does not grant the character an elemental affinity.
pvp: Used in conjunction with an elemental jutsu. +1 to jutsu. Once you use it, it goes blank.