SHINOBI: Origins - Equipment
Carrying Equipment
Characters will be asked to set their Load Level before setting out to complete a given task. The Load Level determines how many items the character can claim they brought with them while they perform the task. It also determines how they are perceived by other characters.
Light Load allows you to produce 3 items, you appear as someone unthreatening and move 50ft.
Normal Load allows you to produce 5 items, you appear as someone with combat potential or protective measures and move 40ft.
Heavy Load allows you to produce 6 items, you appear as someone who is going into battle and move 30ft.
A character has 5 sections of equipment holding that each work a little differently but each of these sections for equipment has a maximum capacity of the number of Load Dots in that section.
Resetting your Load can be done for free whenever you take a downtime. This is in addition to any other downtime activity you wish to perform. You must decided to reset your Load at the beginning or end of your downtime.
Light Load allows you to produce 3 items, you appear as someone unthreatening and move 50ft.
Normal Load allows you to produce 5 items, you appear as someone with combat potential or protective measures and move 40ft.
Heavy Load allows you to produce 6 items, you appear as someone who is going into battle and move 30ft.
A character has 5 sections of equipment holding that each work a little differently but each of these sections for equipment has a maximum capacity of the number of Load Dots in that section.
Resetting your Load can be done for free whenever you take a downtime. This is in addition to any other downtime activity you wish to perform. You must decided to reset your Load at the beginning or end of your downtime.
Basic Load
This category represents all the permanent items on a characters person. Weapons, armor, clothes, scrolls, tools, and the like are stored here. Each item costs 1 Load except for some armors which cost 2 or 3. Containers such as quivers and scroll cases are also stored here and cost 1 Load. These containers store many items of the same or similar type while only costing 1 Load.
Expendables
Items stored in containers within your Basic Load are recorded in your Expendable Load. The Items here do not cost load as long as their container is counted. If you do not have a container for an item in your Expendable Load, it costs 1 Load to produce. Ammunition is commonly stored here and will not run out unless it is used in a way to gain additional effect by treating it as an expendable. For example, your pack of shuriken will not run out if you throw one here and there, but if you create a trap that uses multiple shuriken as shrapnel for greater effect, this could cause you to run out. Because the item is being expended in this way it will allow you to treat it as using an expendable which grants +2 effect instead of the normal +0 or +1.
Mount Load
Depending on your saddle, your mount gains a Load Level of 1, 2, or 3. These are treated as Basic Load as long as you are mounted or are within reach of your mount. Unlike other load types, Mounted Load must be predetermined when setting Load before embarking on your task.
Storage
As you travel from nation to nation, you bring with you more than you can carry on your person. An equipment not currently on your person is considered to be in storage. This could be in a chest at camp or locked in the lords castle for safe keeping while you do a mission for him. It takes a full downtime with access to your storage to swap items between your Storage and other Load areas. If the party is traveling with their Storage they must acquire a wagon or other means to transport such a large amount of personal items.
Necessities
Food and water for yourself and animals does not count toward your load but does cost gold or other resources to replenish. Purchasing a unit of a Necessity adds 7 dots to its abundance. The dots are removed when consumed.
Courtier Equipment
Makeup - 2g
Perfume - 2g
Alcohol - 2g
Family Tree - 2g
Scroll Case - 2g
Store all scrolls in Expendable Load
Horse - 4g
Pet Animal - 4g
Animal Feed -2g
Allows you to keep 1 animal with you for a week
Skill Set Elixir - 4g - Expendable
Gain +1 D to a Skill within the specified Skillset for a scene
Food - 2g - Expendable
Meal Chest - 2g
Stores all Food in Expendable Load
Tea - 2g - Expendable
Tea Set - 2g
Stores all Tea in Expendable Load
Calligraphy Set - 2g
Jewelers Loupe - 2g
Ceremonial Robes - 4g
+1 D Resist
Silk Robes - 4g
+1 D Analyze
Perfume - 2g
Alcohol - 2g
Family Tree - 2g
Scroll Case - 2g
Store all scrolls in Expendable Load
Horse - 4g
Pet Animal - 4g
Animal Feed -2g
Allows you to keep 1 animal with you for a week
Skill Set Elixir - 4g - Expendable
Gain +1 D to a Skill within the specified Skillset for a scene
Food - 2g - Expendable
Meal Chest - 2g
Stores all Food in Expendable Load
Tea - 2g - Expendable
Tea Set - 2g
Stores all Tea in Expendable Load
Calligraphy Set - 2g
Jewelers Loupe - 2g
Ceremonial Robes - 4g
+1 D Resist
Silk Robes - 4g
+1 D Analyze
Rogue Equipment
Trap Tools - 2g
Alchemical Tools - 2g
Lock Picks - 2g
Dark Cloak - 2g
Mask - 2g
Torch - 2g - Expendable
Basic Poison - 2g - Expendable
Poisons Pouch - 2g
Store all Poisons in Expendable Load
Smoke Bomb - 2g - Expendable
Flash Bomb - 2g - Expendable
Paper Bomb - 2g - Expendable
Gun Powder - 1g - Resource
Bombs Pouch - 2g
Store all bombs in Expendable Load
Thrown Weapon - 4g
Light Ranged Weapon - 4g
Quiver - 2g
Store ranged ammunition in Expendable Load
Thrown Weapon Set - 4g
Light Melee Weapon - 4g
Climbing Tools - 2g
Leather Armor - 4g
Light Armor
Ghi - 4g
+1 D Evade
Alchemical Tools - 2g
Lock Picks - 2g
Dark Cloak - 2g
Mask - 2g
Torch - 2g - Expendable
Basic Poison - 2g - Expendable
Poisons Pouch - 2g
Store all Poisons in Expendable Load
Smoke Bomb - 2g - Expendable
Flash Bomb - 2g - Expendable
Paper Bomb - 2g - Expendable
Gun Powder - 1g - Resource
Bombs Pouch - 2g
Store all bombs in Expendable Load
Thrown Weapon - 4g
Light Ranged Weapon - 4g
Quiver - 2g
Store ranged ammunition in Expendable Load
Thrown Weapon Set - 4g
Light Melee Weapon - 4g
Climbing Tools - 2g
Leather Armor - 4g
Light Armor
Ghi - 4g
+1 D Evade
Scholar Equipment
Religious Texts - 2g
Magnifying Glass - 2g
History Book - 2g
Library Chest - 2g
Store Books as Expendable Load
Sheet Music - 2g
Calligraphy Set - 2g
Forms Chart - 2g
Health Potion - 4g - Expendable
4 ticks to Healing Clock
Chakra Potion - 4g - Expendable
Restores 2 Chakra
Wand - 4g
Focuses Evocation
Musical Instrument - 4g
Focuses Inspiration
Spell Staff - 4g
Focuses Mentalism
Summoning Scroll - 4g
Focuses Conjuration
Chakra Ink - 2g
Scroll Case - 2g
Store Scrolls in Expendable Load
Ceremonial Robes - 4g
+1 D Resist
Silk Robes - 4g
+1 D Analyze
Magnifying Glass - 2g
History Book - 2g
Library Chest - 2g
Store Books as Expendable Load
Sheet Music - 2g
Calligraphy Set - 2g
Forms Chart - 2g
Health Potion - 4g - Expendable
4 ticks to Healing Clock
Chakra Potion - 4g - Expendable
Restores 2 Chakra
Wand - 4g
Focuses Evocation
Musical Instrument - 4g
Focuses Inspiration
Spell Staff - 4g
Focuses Mentalism
Summoning Scroll - 4g
Focuses Conjuration
Chakra Ink - 2g
Scroll Case - 2g
Store Scrolls in Expendable Load
Ceremonial Robes - 4g
+1 D Resist
Silk Robes - 4g
+1 D Analyze
Survivalist Equipment
Climbing Tools - 2g
Wood - 1g - Resource
Camping Supplies - 2g
Alchemical Tools - 2g
Trail Rations - 2g
1 week of food
Torch - 2g - Expendable
Animal Treats - 2g
Map Book - 2g
Spyglass - 2g
Medicinal Herbs - 2g - Expendable
Herbs - 1g Resource
Herb Pouch - 2g
Store Herbs a Expendable Load
Pet Animal - 4g
Horse - 4g
Animal Feed -2g
Food and water for a single animal for 1 week
Light Melee Weapon - 4g
Thrown Weapon Set - 4g
Heavy Ranged Weapon - 4g
Quiver - 2g
Store ranged ammunition as expendable load
Trap Tools - 2g
Cooking Supplies - 2g
Animal Call - 2g
Leather Armor - 4g
Light Armor
Hide Armor - 4g
+1 D Endure
Wood - 1g - Resource
Camping Supplies - 2g
Alchemical Tools - 2g
Trail Rations - 2g
1 week of food
Torch - 2g - Expendable
Animal Treats - 2g
Map Book - 2g
Spyglass - 2g
Medicinal Herbs - 2g - Expendable
Herbs - 1g Resource
Herb Pouch - 2g
Store Herbs a Expendable Load
Pet Animal - 4g
Horse - 4g
Animal Feed -2g
Food and water for a single animal for 1 week
Light Melee Weapon - 4g
Thrown Weapon Set - 4g
Heavy Ranged Weapon - 4g
Quiver - 2g
Store ranged ammunition as expendable load
Trap Tools - 2g
Cooking Supplies - 2g
Animal Call - 2g
Leather Armor - 4g
Light Armor
Hide Armor - 4g
+1 D Endure
Warrior Equipment
Smithing Tools - 2g
Ore - 1g - Resource
Wood - 1g - Resource
Light Saddle - 2g
Offers 1 Mount Load
Normal Saddle - 4g
Offers 2 Mount Load
Heavy Saddle - 6g
Offers 3 Mount Load
Game Set - 2g
Horse - 4g
Animal Feed -2g
Food and water for a single animal for 1 week
Light Melee Weapons - 4g
Heavy Melee Weapon - 4g
Heavy Ranged Weapon - 4g
Quiver - 2g
Store ranged ammunition in expendable load
Thrown Weapon Set - 4g
Shield - 4g
+1 D Block
Camping Supplies - 2g
Trail Rations - 2g
1 week of food
Leather Armor - 4g
Light Armor - 1 Load
Chain Armor - 6g
Medium Armor - 2 Load
Plate Armor - 8g
Heavy Armor - 3 Load
Light Mount Armor - 2g
Allows mount to negate 1 instance of Harm
Medium Mount Armor - 4g
Allows mount to negate 2 instances of Harm
Heavy Mount Armor - 6g
Allows mount to negate 3 instances of Harm
Ore - 1g - Resource
Wood - 1g - Resource
Light Saddle - 2g
Offers 1 Mount Load
Normal Saddle - 4g
Offers 2 Mount Load
Heavy Saddle - 6g
Offers 3 Mount Load
Game Set - 2g
Horse - 4g
Animal Feed -2g
Food and water for a single animal for 1 week
Light Melee Weapons - 4g
Heavy Melee Weapon - 4g
Heavy Ranged Weapon - 4g
Quiver - 2g
Store ranged ammunition in expendable load
Thrown Weapon Set - 4g
Shield - 4g
+1 D Block
Camping Supplies - 2g
Trail Rations - 2g
1 week of food
Leather Armor - 4g
Light Armor - 1 Load
Chain Armor - 6g
Medium Armor - 2 Load
Plate Armor - 8g
Heavy Armor - 3 Load
Light Mount Armor - 2g
Allows mount to negate 1 instance of Harm
Medium Mount Armor - 4g
Allows mount to negate 2 instances of Harm
Heavy Mount Armor - 6g
Allows mount to negate 3 instances of Harm
Services
Night at a cheap inn - 1g
Rest as Rugged
Night at an average inn - 2g
Rest as Comfortable
Night at a luxury inn - 3g
Rest as Comfortable and restore +2 Chakra
Good Meal - 1g
Restore 2 Chakra
Luxury Meal - 2g
Restore 4 Chakra
Relaxing Activity - 0g Downtime
Restore 2 Chakra
Luxury Relaxing Activity - 2g Downtime
Restore 4 Chakra
Have an Item Made - 2g+ (1g / Component Needed +2g for Service) - Items require a number of components equal to 1/2 their gold value
Have an Item Repaired - 3g (1g for Component +2g for Service)
Have an Item made Fine - 4g (2g for Components +2g for Service)
Have an Item Modified - 2g+ (Buyer Supplies Mod Scroll +2g for Service)
Rest as Rugged
Night at an average inn - 2g
Rest as Comfortable
Night at a luxury inn - 3g
Rest as Comfortable and restore +2 Chakra
Good Meal - 1g
Restore 2 Chakra
Luxury Meal - 2g
Restore 4 Chakra
Relaxing Activity - 0g Downtime
Restore 2 Chakra
Luxury Relaxing Activity - 2g Downtime
Restore 4 Chakra
Have an Item Made - 2g+ (1g / Component Needed +2g for Service) - Items require a number of components equal to 1/2 their gold value
Have an Item Repaired - 3g (1g for Component +2g for Service)
Have an Item made Fine - 4g (2g for Components +2g for Service)
Have an Item Modified - 2g+ (Buyer Supplies Mod Scroll +2g for Service)
Scroll Equipment
Jutsu Scroll of the nation you are in - 4g
Jutsu Scroll of a nearby nation - 5g
Jutsu Scroll of a distant nation - 6g
Jutsu Modification Scroll - 6g
Equipment Modification Scroll - 6g
Jutsu Scroll of a nearby nation - 5g
Jutsu Scroll of a distant nation - 6g
Jutsu Modification Scroll - 6g
Equipment Modification Scroll - 6g
Special Equipment
Special Equipment offers a specific bonus that alters a game mechanic such as increasing maximum Load, decreasing effect levels of types of attacks on the wearer, or increasing maximum chakra. The cost is 8 Higher than a standard item for each special effect. Any one piece of equipment may only hold 3 upgrades. This includes the Fine enhancement and Modifications.
To create your own Special Equipment you'll need to collect special components from the environment or from creatures. For example; if you want to build a suit of armor that increases the amount of Harm you can take before needing help, you could seek out and slay a creature such as a Dire Bear that may be known for enduring a lot of damage. Once killed, you would harvest its hide and consult the GM with what properties you think this hide might have. The GM may add specifics or clarify. Then you may make the appropriate crafting downtime rolls to use the components to make the desired equipment where the GM decides it effect based on the combination of components used.
Special Components are given a value based on the power of the effects they could offer.
Standard Component - 1g - No extra effect (iron / wood / cloth / leather)
Special Component - 2g - single effect (light weight magnesium / tough leather / flaming ore / explosive gland)
Rare Component - 3g - two effects (heat and cold resistant black metal / nonconductive + non magnetic white metal)
To create your own Special Equipment you'll need to collect special components from the environment or from creatures. For example; if you want to build a suit of armor that increases the amount of Harm you can take before needing help, you could seek out and slay a creature such as a Dire Bear that may be known for enduring a lot of damage. Once killed, you would harvest its hide and consult the GM with what properties you think this hide might have. The GM may add specifics or clarify. Then you may make the appropriate crafting downtime rolls to use the components to make the desired equipment where the GM decides it effect based on the combination of components used.
Special Components are given a value based on the power of the effects they could offer.
Standard Component - 1g - No extra effect (iron / wood / cloth / leather)
Special Component - 2g - single effect (light weight magnesium / tough leather / flaming ore / explosive gland)
Rare Component - 3g - two effects (heat and cold resistant black metal / nonconductive + non magnetic white metal)
Purity Bonuses
Whenever you use the same Special or Rare Components for the entire construction of an item occupying all three upgrade slots, that item has Purity. The special effects of each slot do not stack but the item gains a Purity Ability that can be used once / session. Some examples are:
White Metal Armor- 1/session reduce effect of magnetism or electricity to 0
Black Metal Armor - 1/session reduce effect of heat or cold to 0
Dragon Fang Sword - 1/session strike with a fiery blast for +3 effect
Ogre's Hair Belt - 1/session use your physical strength at +3 effect
White Metal Armor- 1/session reduce effect of magnetism or electricity to 0
Black Metal Armor - 1/session reduce effect of heat or cold to 0
Dragon Fang Sword - 1/session strike with a fiery blast for +3 effect
Ogre's Hair Belt - 1/session use your physical strength at +3 effect
Expendable Equipment
Expendable Items are used up after a single use and continue to occupy a load slot until a character is able to reset their load. Expendables offer +2 Effect when used up.
Modifications
These are physical scrolls that can add effects to equipment and jutsu scrolls. Once a jutsu has been modified it can be used in combat without any additional cost. Ammunition can be modified once, a jutsu can only be modified twice, and a piece of equipment may be modified up to 3 times. To modify something you must complete a long term project with a skill associated with the thing being modified; Scrollcraft for Jutsu, Battlecraft for armor and weapons, and so on. This is a separate project from learning a jutsu or crafting equipment. Fine and Special qualities an item has count towards its maximum number of modifications.
Distance (1)
- The range of the jutsu is greater
Power (2)
- The Jutsu or item is extremely strong but costs the user speed of use
Magnitude (3)
- The jutsu or item increases the number of things accomplished. This grants +1 Effect before splitting effects between targets
Scale (4)
- The jutsu or item occurs at a greater size or area
Speed (5)
- The jutsu or item can be used out of initiative order
Critical (6)
- The jutsu or item scores a critical on rolling a single 6
Explosive (7)
- The jutsu or item gains +3 Effect on a true critical instead of +1
Cooperative (8)
- The jutsu or item gains +1 additional Effect when used with teamwork actions
Compound (9)
- The jutsu or item gains an additional level of versatility
Efficientcy (10)
- The jutsu or item can be used outside of combat without a chakra cost
Accuracy (11)
- The jutsu or item gains +1 die when used regardless of the skill called for
Fortified (12)
- The jutsus or items effects are able to withstand more. This grants +1 Effect to create defenses, barriers, and restraints
Seeking (13)
- The jutsu or item isn't penalized by use on concealed targets or targets behind cover
Silent (14)
- The jutsu or item makes very little sound as it is used
Reliable (15)
- The jutsu or item may be used after "lost opportunity" deems it ineffective
Distance (1)
- The range of the jutsu is greater
Power (2)
- The Jutsu or item is extremely strong but costs the user speed of use
Magnitude (3)
- The jutsu or item increases the number of things accomplished. This grants +1 Effect before splitting effects between targets
Scale (4)
- The jutsu or item occurs at a greater size or area
Speed (5)
- The jutsu or item can be used out of initiative order
Critical (6)
- The jutsu or item scores a critical on rolling a single 6
Explosive (7)
- The jutsu or item gains +3 Effect on a true critical instead of +1
Cooperative (8)
- The jutsu or item gains +1 additional Effect when used with teamwork actions
Compound (9)
- The jutsu or item gains an additional level of versatility
Efficientcy (10)
- The jutsu or item can be used outside of combat without a chakra cost
Accuracy (11)
- The jutsu or item gains +1 die when used regardless of the skill called for
Fortified (12)
- The jutsus or items effects are able to withstand more. This grants +1 Effect to create defenses, barriers, and restraints
Seeking (13)
- The jutsu or item isn't penalized by use on concealed targets or targets behind cover
Silent (14)
- The jutsu or item makes very little sound as it is used
Reliable (15)
- The jutsu or item may be used after "lost opportunity" deems it ineffective