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
• All Basic Weapon Attacks are modified by Taijutsu at the normal rate of 20 stats to +5 damage, unless otherwise stated.
• All Basic 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 may be thrown or used in melee combat.
• Small Weapons have a base damage and effect defined in their creation.
• Throwing a small weapon costs one (1) Stamina per weapon thrown unless otherwise noted by the weapon.
• The amount of Small Weapons you can add to a single attack is based on your ninja rank. Gennin (3), Chuunin (5), Jounin (7), Sennin (9).
• Once a Small Weapon is thrown it is considered used and cannot be used again for the rest of the battle.
• In a Friendly Intent battle, each player may collect the Small Weapons they threw during the battle.
• In a Hostile or Killing Intent battle, the winner of a battle may collect all Small Weapons that have been thrown in the battle, even the opponent's.
• Basic Unarmed Attacks modified in this way are considered to be Basic Unarmed Weapon Attacks and would be counted for both a Basic Unarmed Attack and a Basic Weapon Attack for any abilities that care about those two.
• See Battle System 3.10; Basic Attacks for more information.
• 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 Basic 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 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 Basic 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).
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. Small Weapons may only gain Attributes that specifically say may be applied to Small Weapons.
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. In addition, 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 > Sennin), 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, but Taijutsu may never be inscribed into a scroll. You may only use a scroll once per battle. This may be increased through the use of the skill 'Scroll Arts'.
Requirements to Inscribe 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 / Sennin → Gennin)
• 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.
• 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.
• 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.
• 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 only by those who have studied and mastered the craft. There are two types of poisons - Liquid and Gas.
General Poison Rules
• 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 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.
• 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.
• 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 (Kugutsu) are a specialized type of weapon-based combat. Puppets are complex weapons that are often built in the image of people or creatures, and tend to contain numerous weapons and traps that can be used by their wielders, who are known as puppeteers. Becoming a skilled puppeteer requires highly specialized training both in the art of building puppets and in their combat usage.
Puppet-based combat requires a tremendous amount of dedication and is unique to characters that possess the skill 'Path of the Puppeteer'. Puppets are considered weapons, but may not be equipped in the same way as normal weapons, instead requiring that the user perform the technique 'Kugutsu No Jutsu' to effectively equip their puppets.
All puppets are considered to be 'Constructs' and do not count as Secondary Characters or gain their own phases. The following rules pertain strictly to the usage of puppets in combat. Like most weapons, a puppet may be used by its wielder to make attacks, but due to their unique nature, puppets gain a number of benefits and limitations when attacking.
• Basic Weapon Attacks — If a puppet possesses 'Armament Medium Weapon' or 'Armament Large Weapon' the wielder may perform Basic Weapon Attacks with the puppet as a weapon. Basic Weapon Attacks performed in this way are always modified by the wielder's Ninjutsu statistic instead of Taijutsu at normal ratios, unless otherwise stated.
• Weapon Techniques — If a puppet possesses 'Armament Medium Weapon' or 'Armament Large Weapon' the wielder may perform Weapon Techniques that correspond with that weapon type. Weapon Techniques performed in this way are treated as if they were made by the wielder with the puppet as the weapon. Taijutsu performed in this way are always modified by the wielder's Ninjutsu statistic instead of Taijutsu at normal ratios, unless otherwise stated.
• Puppet Part Action — A puppet part may have an action that the wielder may perform during their turn. These can be any type of action, including an attack action. Each part will describe how the action functions.
• Puppet Techniques — While equipped with a puppet a character may perform techniques that specifically require them to have a puppet. Ninjutsu and Genjutsu that require a puppet do not require seals.
• Other Techniques — While equipped with a puppet a character may not perform techniques aside the ones listed above unless another effect specifically allows them to do so while wielding a puppet.
Unlike normal weapons, puppets also gain a number of additional rules in regard to how an opponent may interact with them, and how a wielder may use their puppets defensively.
• Being Targeted By Non-Physical Attacks — Unless otherwise stated, puppets may not be targeted by non-physical attacks, including Genjutsu and other mind-affecting effects.
• Intercepting Attacks — As a Response Phase action the wielder may attempt to intercept a physical attack aimed at them with the puppet. This action has a 25% Chance to Fail and may only be used on a turn in which the puppet was not targeted with any attacks. If successful, the puppet takes the attack instead of the user.
• Status Effects — Puppets are immune to all status effects.
Building A Puppet
Puppets easily make up the most complicated form of weapon-based combat in the game, and it is recommended that players have a strong grasp on the game before attempting to play a puppeteer. For those that feel that they are ready to proceed with puppet-based combat, the next step is procuring a puppet. The key components of a puppet are the 'Size', the 'Frame', and the 'Attributes'.
The Frame of a puppet is the physical framework that composes the puppet. Puppet frames are available in three sizes, with small puppets being weaker and possessing less part slots, but being easy to control and use en masse, medium puppets being larger and more durable, while still decently mobile, and large puppets which are the most cumbersome to control, but also the most durable and easy to modify. The player may determine the appearance of their puppet as they see fit, when purchasing a puppet frame.
• Part Slots — A puppet's Part Slot total reflects the extent to which a puppet can be modified. The number of Part Slots that a puppet possesses is determined by the size of the puppet and those Part Slots may be used to apply Attributes to the Frame of the puppet.
Puppet Frame Sizes & Costs
• Medium Puppet Frame — 両400; 200 Durability; 10 Part Slots; 10 Item Slots
• Large Puppet Frame — 両600; 200x Durability; 10x Part Slots; 20 Item Slots
Unlike a normal weapon, which has no limits on the number of attributes that may be purchased and applied to it, puppets may only possess as many Puppet Parts as their allotment of Part Slots allows. Puppet Parts that are applied to a puppet also possess an inherent bonus to the puppet's Durability statistic, increasing its Durability by that amount. Like most items, Puppets may also possess 'Special Abilities' which are unique Puppet Parts designed for a specific puppet. Small and Medium Puppets may only possess a maximum of one (1) Special Ability and Large Puppets may possess a maximum of two (2) Special Abilities. A single puppet may never have more than 10 instances of the same part.