All weapons and items take up a certain amount of Item Slots. These slots are simply a point value that represent how much you can carry at a time. Below is the base of what you can carry at each ninja rank. How much you can carry can be modified by armor items that give additional Item Slots.
Chuunin: 25 Item Slots
Jounin: 45 Item Slots
Sennin: 65 Item Slots
Weapons come in three different sizes: Small, Medium and Large. Each one of these types functions differently than the other and has its own considerations. Please see the following sections for breakdowns of each weapon type.
General Weapon Rules
- The maximum level a weapon can be is level 100.
- All weapon attacks are modified by Taijutsu at the normal rate of 20 stats to +5 damage, unless otherwise stated.
- All weapon attacks gain only a single modifier. If multiple weapons are thrown or the weapon gets multiple strikes, the modifier is divided among the strikes evenly, rounded up.
- All weapons created must fall into the category of Small, Medium, or Large. The description of your custom weapon is up to you, but it must fall in one of these categories.
- Medium and Large Weapons share a pool of strikes when used together in a single attack. Use Medium Weapon strike amounts per rank with the Large Weapon using two strikes per swing.
- Small Weapons do not have levels.
- Small Weapons have a base damage defined in their creation.
- Small Weapons may be thrown or used in melee combat.
- Throwing a small weapon is a multi-strike attack, with each small weapon being its own strike.
- Throwing a small weapon is considered to be a ranged weapon. See below for more details.
- The amount of Small Weapons you can use in a single attack is based on your ninja rank. Gennin (2), Chuunin (4), Jounin (6), Sennin (8).
- Once a Small Weapon is thrown it is considered used and cannot be used again for the rest of the battle.
- In a Spar battle, each player may collect the Small Weapons they threw during the battle.
- In a Life or Death battle, the winner of a battle may collect all Small Weapons that have been thrown in the battle, even the opponent's.
- Melee Combat
- Basic Attacks modified in this way are considered to be attacks that use the Small Weapon, but are not Weapon Attacks.
- See Battle System 3.10; Basic Attacks for more information.
- Medium Weapons take up five (5) Item Slots.
- Medium Weapons require one (1) free hand to hold.
- As a Setup Phase action you may equip, pick up, or put away up to two (2) Medium weapons.
- Medium Weapons have a base damage that is equal to 2x, where x is equal to the level of the weapon.
- The amount of Medium Weapons strikes you can make in a single attack is based on your ninja rank. Gennin (1), Chuunin (2), Jounin (3), Sennin (4).
- When making multiple strikes with a Medium Weapon, the base damage of the weapon is split evenly (rounded up) for each strike.
- Medium Weapons attacks cost a certain amount of Stamina based on the weapon level and your current ninja rank. The ratios listed below are Stamina cost followed by weapon level.
- Gennin (1:1), Chuunin (4:5), Jounin (2:3), Sennin (1:2).
- Large Weapons take up ten (10) Item Slots.
- Large Weapons require two (2) free hand to hold.
- As a Setup Phase action you may equip, pick up, or put away up to one (1) Large weapons.
- Large Weapons have a base damage that is equal to 3x, where x is equal to the level of the weapon.
- The amount of Large Weapons strikes you can make in a single attack is based on your ninja rank. Gennin & Chuunin (1), Jounin & Sennin (2).
- When making multiple strikes with a Large Weapon, the base damage of the weapon is split evenly (rounded up) for each strike.
- Large Weapons attacks cost a certain amount of Stamina based on the weapon level and your current ninja rank. The ratios listed below are Stamina cost followed by weapon level.
- Gennin (3:2), Chuunin (1:1), Jounin (4:5), Sennin (2:3).
- Any of the above types of weapons can be a ranged weapon.
- A ranged weapon is modified by Taijutsu and Accuracy at a rate of 40 stats for every +5 damage.
An Attribute for a weapon is an ability that the weapon has that can be applied to numerous different weapons. These are available to be bought from the Blacksmith's Forge or they may be approved separately from the weapon. There is no limitation on the amount of Attributes a weapon may have.
Weapon Special Abilities
A Special Ability for a weapon is a unique ability that is added to a weapon upon creation that is custom made just for that weapon. A weapon may only have at most two (2) special abilities.
Dropping a Weapon or Item
Any weapon or item that is held or equipped may be dropped in any Phase as a Free Action. A weapon or item that is dropped may be picked up in a Setup Phase by the player who dropped it so long as it makes sense (you are within range, you didn't drop it into a volcano, etc).
Passive equipment can only raise a player's stats by 10% of their stat total. This means a player with 1,000 total stats can only have a maximum bonus of 100 from all of their equipment. If a player's equipment places them over that limit they choose which bonuses are in effect and which are not (must use full bonuses from equipment, cannot use fractions of bonuses from equipment). A player may at any time use their setup phase to change equipment bonuses but must use the entire phase to do so. The term equipment includes all items a character wears or uses including weapons and armor.
Armor and weapons cannot effect HP. They can only affect chakra and stamina in very rare occasions, namely legendary weapons with some type of quest attached to them and/or a large price tag.
Armor and weapons cannot raise stats by anything but static numbers. This includes any reference to level, age, freckles, ANYTHING.
All destroyed items are repaired after combat given a reasonable amount of time to repair them is allowed. You do not need to role play the repair, but if your armor is broken in battle and two minutes later in role play you get in another battle those items will remain broken. There must have been a reasonable way for those items to be repaired in the IC time that exists.
You may merge two pieces of armor for a fee of $20. You may not merge weapons, items, consumables or any other type of item aside armor. Staff reserve the right to not allow the merging of special pieces of armor. Armor merging is done in the Commerce subforum.
Using a scroll in battle is like using a technique but without the cost. A scroll is a one time use, and requires much pre-battle assembly. You can also buy premade scrolls from other characters, though if the technique on the scroll is a rank above you then there is a chance it will not work. If it is one rank above you (Gennin > Chuunin) then there is a 50% chance you will succeed. If it is 2 ranks above you (Gennin > Jounin), it has a 25% success rate. If it's three ranks above you (Gennin > Kage), then it will not work. Success rolls are determined by a roll of 1d100 when the user attempts to use the scroll. If you roll below or equal to your success rate, the scroll works. If you roll above, it fails. A failed scroll is not used up, however you may not attempt to use that scroll again for the rest of the turn and the phase that you were attempting to use it in is forfeited.
In order to make a scroll for a technique, you must know the technique and be able to perform it yourself. You can only put techniques on scrolls if you have the scribe skill, and more ranks in the skill would also be useful. You can only inscribe Ninjutsu and Genjutsu techniques onto a scroll, NO TAIJUTSU. In battle, you can only use one scroll per battle. However, this can be changed by skills.
To inscribe a technique onto a scroll:
-5 posts for a technique of your current rank. (Gennin > Gennin)
-3 posts if it's one rank under. (Chuunin > Gennin)
-1 posts if it's two or three ranks under. (Jounin > Gennin / Kage > Gennin)
*Note 1: A regular scroll is a one time use, which means after you inscribe a tech to it and then use it, it is garbage, and cannot be used again. A reusable scroll can have a tech inscribed on it, and after that tech is used it becomes a blank scroll, it can be inscribed again and used again. Very useful if you plan to use it many times.
*Note 2: If you use a technique on a scroll that has an upkeep cost, it only pays the cost for the first turn; to keep the jutsu running you must pay the chakra/stamina upkeep costs yourself.
*Note 3: If you record a jutsu with multiple shots in it, such as Mythical Fireball, it can only fire off 2 of the target attacks at most. After two you can fire more, but you must pay the extra chakra or stamina to do so.
*Note 4: Any jutsu that has an option additional cost (such as x), the optional cost is not paid by the scroll, but may be paid by the user when the scroll is used.
*Note 5: Clan or Bloodline techniques on a scroll cannot be used by people that are not in that clan or possess that bloodline. Exceptions to this rule may be allowed by majority staff vote.
Poisons are used to enhance attacks made involving weapons of any size, either adding damage or effects to the next attack. A variety of poisons are common and can be bought from various merchants in any village, by any ninja. More potent poisons can be created those who have studied and mastered the craft. There are two types of poisons - Liquid and Gas.
General Poison Rules
- Poisons can only be created through taking the skill 'Poison Creator'. Poisons listed in the Ninja Gear Outlet can be purchased by anyone.
- The damage and effects of poisons cannot be modified in any way once created or purchased.
- Poisons do not benefit from modifiers, offensive or defensive.
- A poison can't 'stack' with the same poison. If a player is hit with a poison while already afflicted by that poison, the new application replaces the previous one.
- Poisons are the only type of item that are allowed to modify another attack and last more than one (1) turn.
- Liquid Poisons can only be used when applied to a weapon or techniques involving a weapons. They cannot be directly applied to techniques otherwise.
- Liquid Poisons can only be applied to weapons that are designed to pierce, cut, or slash.
- Applying a Liquid Poison is a Setup Phase action that modifies the next attack with the weapon it is applied to.
- When applying a Liquid Poison to small weapons, you may apply the poison to 2x small weapons, where x is equivalent to your ninja rank. (Genin; 1, Chuunin; 2, etc.)
- A single application of a Liquid Poison can only have its effects applied once and only to a single opponent.
- If you strike multiple opponents in the same attack, only the opponent hit first is afflicted by the poison.
- Only one kind of poison can be applied to a weapon at a time.
- Liquid Poisons applications only last for one attack. If the attack misses the poison is used.
- Liquid Poisons do not persist after battle. If a weapon has poison applied to it at the end of a battle, the poisons is used.
- Gas Poisons are Main Phase actions, generally released in a vial or a sort of 'bomb' that disperses a gas or vapor.
- The 'bomb' is included in the price of the Gas Poison and does not need to be obtained separately. The user is free to Role Play the container to suit their needs.
- All Gas Poisons are considered Area of Effect attacks that do not include the user.
- Gas poisons are more difficult to create and are considered to be more potent, so the cost of the poison is double that of Liquid Poisons.
- Inducing a Status Effect is $x, where x is equal to the CP cost.
- Lowering a non-tank stat by 5 is $2.
- Lowering chakra or stamina by 1 is $3.
- Health damage can only be dealt by the 'Poison' status effect at the CP cost listed. Always use a 1:1 ratio when determining this cost.
Puppets are an advanced form of item-based combat, requiring a specialized set of skills and equipment to utilize. Unlike normal weapons or equipment, puppets require a certain amount of dedication to the art of puppetry. Infinitely more complex than a simple sword or shield, puppets are comprised of a series of interworking parts and slots set within the puppet's overall framework.
Durability: The durability of puppet works just like the Health and Defense of a ninja. When a puppet's durability reaches 0, it cannot be used for the rest of the battle. Like a character's health, a puppet's durability resets itself after a battle. Healing Jutsu cannot be used on Puppets unless it specifically states that it can.
Item Slots: The number of Item Slots determines the amount of parts a puppet can have. Depending on the size and power different parts may take a different amount of slots. After initially obtaining a puppet, additional slots can be added via upgrades or by purchasing them from a store.
A puppet on its own is merely an item with durability and Item Slots. Without additional parts it can only do one of two things: the user may perform a jutsu using the puppet as a medium, or they may perform a basic attack with the puppet. To do anything else (such as using a weapon or firing an object) you must make or buy appropriate parts.
Parts are used to bolster the effects of a puppet or to give it additional abilities. Parts can be created by the Puppeteer or purchased in a store. Every part takes up a certain amount of Items Slots on a puppet, depending on the size of the part and its power. There are two basic types of parts for a puppet: enhancement parts and weapons.
Puppet Parts: These are items that bolster the effects or damage of either the puppet or puppet-based attacks (i.e. jutsu or basic attacks), as well as grant puppets certain abilities (i.e. the ability to wield multiple weapons). Puppet parts must be created and approved separately from the base puppet. All stat bonuses may not exceed 1.5x (150%) of the Puppeteer's base stat. A puppet part may never increase the durability of the puppet, and each part should only have only one effect/attribute.
Weapons: Weapons utilized by puppets follow the same rules and restrictions as those used by shinobi. Any references to rank or level when using a weapon are based on the Puppeteer. The amount of slots a weapon takes up is dependent on its size. Weapons must be created and approved separately from the base puppet. By default, a puppet may only wield one weapon at a time.
For additional information on prices, please see Custom Equipment Rules.
Puppet Creation: A puppet is comprised of a base and adjoining parts. The base of the puppet determines the overall shape and size of the finished puppet, as well as the amount of durability and slots the puppet has available.
- Skills or abilities that decrease the price of purchased items to do no decrease the amount of words it takes to create a puppet/puppet parts.
- A Puppet's damage and effects may run off of the User's Ninjutsu or Taijutsu Modifier. When creating or purchasing a puppet, you must state which modifier the puppet will use.
- Puppet creation and use requires Path of the Puppeteer.
- By default, every puppet may have two (2) arms and two (2) legs without needing to purchase the extra appendages. Any additional limbs requires puppet parts.
- Stat bonuses may not exceed 1.5x (150%) of the Puppeteer's base stat, excluding Defense. A puppet cannot grant bonuses to Tank stats (Health, Chakra and/or Stamina).
- The maximum amount of durability/slots available on a puppet is dependent on the Puppeteer:
- Item Slots: Max equal to your current Skill Points without Hindering Skills (see: SP Progression Guide).
Puppets and puppet parts can be created, or purchased from a store using money.
+1 Stat = $3
+1 Item Slot = $10
+80 Durability = 1 Item Slot
+40 Stats = 1 Item Slot.
Puppet Parts can be created using the following ratios:
Level 31-60: $6 per Line
Level 61-90: $7 per Line
Level 91-120: $8 per Line
Upgrading a Puppet
Puppets may be upgraded whenever you are able to level a character. This includes adding or removing parts, or adding additional stats (stats may not be removed).
- Puppets are immune to "Destroy Weapon/Equipment" effects. You can however, destroy any Weapon or Equipment a Puppet may be holding.
- Once a Puppet's durability is brought to 0, the puppet is rendered unusable for the rest of the battle.
Puppet Battle System Mechanics
A puppet is an extension of the user; it is essentially a weapon. It also demands a high level of concentration and skill, and therefore deprives the Puppeteer of individual offensive action.
|a.)||Players may take offensive or defensive actions with or without use of the puppet (they are not limited in this sense).|
|b.)||Players only gain the benefits (including stat additions) if they are using the puppet as a medium.|
|c.)||Puppets may be used as mediums to perform techniques that the puppeteer already knows, as long as it makes sense. Your snake puppet cannot throw punches.|
|d.)||The player and his/her puppet share the same turn. Any actions made by the puppet count towards the phase action of the user, and vice versa.|
|e.)||An opponent may choose to target the puppet or its controller. If the attack misses, it does not hit the other. Please note that a puppet may never be targeted by a Genjutsu attack.|
|f.)||When dodging attacks, puppets are considered to have the same evasion as their controller.|
|g.)||A puppet may not block or otherwise negate the damage of an incoming attack not aimed at them without the use of separate skill or jutsu.|
|h.)||If the durability of the puppet falls below zero (0), the puppet is considered 'destroyed' and may not be used again until the battle has ended.|
|i.)||For anything that references Rank, a puppet is considered the same rank as its controller.|
|j.)||Puppets follow the 'damage cap' rules of its controller.|
|k.)||By default, only one puppet may be used at a time.|
|l.)||Puppets follow all rules and restrictions regarding the use of equipment or weapons.|
|m.)||A Puppet's damage and effects may run off of the User's Ninjutsu or Taijutsu Modifier. When creating or purchasing a puppet, you must state which modifier the puppet will use. A genjutsu-based puppet will require special consideration.|
|n.)||Puppet creation and use requires Path of the Puppeteer.|