Universal Market
Mundane Items Durability Only
(1 item or 20 ammunition) E- 5g D- 15g C- 45g B- 135g A- 400g S- 1200g (indestructible) |
Equipment Ranked Effects
(1 item or 20 ammunition) E- 50g D- 70g C- 100g B- 140g A- 190g S- 250g L/F- 400g |
Expendable Items and Port Shamans
(Potions heal 10 resource / rank) E- 10g D- 20g C- 30g B- 40g A- 50g S- 60g L/F- 70g |
Scrolls and Mechjutsu Attachments
E- 50g D- 70g C- 100g B- 140g A- 190g S- 250g L/F- 400g |
Tome
E- 150g D- 300g C- 450g B- 600g A- 750g S- 900g L/F- 1050g |
Domestic Pets and Mechs
E- 100g D- 140g C- 200g B- 280g A- 380g S- 500g L/F- 800g |
Other Items
Creature Component - 12g (sold for 3g)
Aura - 20g (sold for 5g)
Creature Component - 12g (sold for 3g)
Aura - 20g (sold for 5g)
Starting Equipment for Genin
All Genin start with 0 Gold but can gain up to 200 starting gold through their backstory generation. This bonus starting gold can be saved or spent on anything available to them in their home town or the location of their training. Regardless of starting gold, all Genin are supplied by the accademy with an Essential Ninja Survival Kit containing:
Bronze Kunai or Shuriken (1 pack of 3)
1 Stamina or Chakra Fruit (recovers 20)
1 Health Fruit (recovers 20)
Steel Wire (30ft)
Rope (50ft)
1 Bronze Grappling Hook
1 Bronze Weapon
2 Outfits
3 Food Rations
1 Water Skin
1 Pack of 3 flash / paper / or smoke bombs
1 Bedroll and Tent
1 Bronze Headband of their Primary Nation
Bronze Kunai or Shuriken (1 pack of 3)
1 Stamina or Chakra Fruit (recovers 20)
1 Health Fruit (recovers 20)
Steel Wire (30ft)
Rope (50ft)
1 Bronze Grappling Hook
1 Bronze Weapon
2 Outfits
3 Food Rations
1 Water Skin
1 Pack of 3 flash / paper / or smoke bombs
1 Bedroll and Tent
1 Bronze Headband of their Primary Nation
Equipment Slots
All characters have the same equipment slots to be filled. They are organized by which skill is used to craft the equipment that occupies those slots.
Weapon Craft Slots
Weapon
Weapon
Tool
Tool
Armor Craft Slots
Head
Torso
Arms
Legs
Item Craft Slots
Trinket
Expendable
Expendable
Expendable
Tome Slots - Tomes do not count towards Equipment Capacity and the effects are permanent once studied
Tome
Tome
Tome
Weapon Craft Slots
Weapon
Weapon
Tool
Tool
Armor Craft Slots
Head
Torso
Arms
Legs
Item Craft Slots
Trinket
Expendable
Expendable
Expendable
Tome Slots - Tomes do not count towards Equipment Capacity and the effects are permanent once studied
Tome
Tome
Tome
Equipment Capacity
A characters Equipment Capacity is equal to 4 + STR. This is the maximum number of Equipment Slots a character may have occupied at any given time. A character may wear more their their Equipment Capacity but they become Encumbered taking 1/2 MV, -2 BK, DG, and DF, and -4 on STR and DEX based Skills.
Carrying Capacity
A characters Carrying Capacity is equal to 4 + (STR X 2). This accounts for all their equipment being carried whether equipped or not. This only includes equipment so scrolls, components, aura, tomes, and gold are not counted. A character may carry more than their Carrying Capacity but doing so causes them to be Encumbered. The maximum a character can ever carry is 2x their Carrying Capacity.
Managing Inventory
A character may equip or swap out their Equipped Items with others they are carrying in their Inventory. Managing Inventory in this way costs more AP since the character must spend more time accessing an Item that wasn't made readily available. Below is a list of the AP cost break down for managing inventory.
Weapons and Items
-Retrieve a weapon or item from Equip Inventory- 1AP
-Move a weapon or item from Carry Inventory to Equip Inventory- 1AP
-Stow a held weapon or Item to Equip Inventory- 0AP
-Move a weapon or item from Equip Inventory to Carry Inventory- 1AP
Armor
-Move a piece of armor from Carry Inventory to Equip Inventory- 3AP
-Move a piece of armor from Equip Inventory to Carry Inventory- 1AP
Weapons and Items
-Retrieve a weapon or item from Equip Inventory- 1AP
-Move a weapon or item from Carry Inventory to Equip Inventory- 1AP
-Stow a held weapon or Item to Equip Inventory- 0AP
-Move a weapon or item from Equip Inventory to Carry Inventory- 1AP
Armor
-Move a piece of armor from Carry Inventory to Equip Inventory- 3AP
-Move a piece of armor from Equip Inventory to Carry Inventory- 1AP
Crafting Scrolls
To write custom scrolls a character needs to obtain Chakra Ink and Scroll Parchment appropriate for the rank of jutsu they wish to create. Then the character must spend time in a library using their Scroll Craft skill to create the scroll.
Scroll Crafting Supplies
A character needs Chakra Ink and Scroll Parchment to write scrolls. You can purchase these items in most towns and their cost is listed below but varies depending on the rank of the intended Jutsu.
E-25g
D-35g
C-50g
B-70g
A-95g
S-125g
F/L-200g (not craftable)
Writing a Scroll
Once you have the required Chakra Ink and Scroll Parchment you may begin writing the scroll in a library or place with access to scroll writing references. You need to pass a Craft Scroll skill roll DC 15 + the scrolls intended level. If you fail, you made no progress over the past 6 hours and can try again tomorrow. If you pass you can count that 6 hours as 1 day of success towards writing your scroll. This process must be repeated for a number of successful days equal to the scrolls rank. Once the custom scroll is written it is not bound to the writer. It can be traded, sold, or given to anyone. The writer can alternatively choose to learn the technique himself. In that case they would then follow the standard rules for learning a scroll. Anyone, including the writer, who learns a custom made Jutsu must pay an experience cost of 200 X scroll rank. Regardless of who learns it, the scroll is expended once one person learns the Jutsu.
Elemental Auras
You can lower the EXP cost of learning a custom scroll by collecting elemental auras. Every creature is composed of two elements and drops aura of each element upon its death. Alternatively, Aura can be purchased in most markets but the prices vary geographically. Each aura can only be used to reduce the cost of a scroll of the same element. Each aura that the student devotes to the scroll while learning it lowers the EXP cost by 20 to a maximum reduction of 50% or 5 aura / rank. The auras are expended at the beginning of the learning process. Auras can alternatively also be used to give a student a bonus to Knowledge Jutsu when attempting to learn a scroll that isn't custom made. Each aura devoted grants a +5 bonus to a single learning roll.
Crafting Equipment
To craft equipment a character needs a Blueprint or Recipe, the creature components that recipe calls for, the crafting materials the equipment will be made of, and the specific crafting skill for that type of equipment.
Step 1 : Find or Make Recipes and Blueprints
Components can be used to Craft all sorts of Equipment. The character doing the crafting uses Recipes and Blueprints to obtain desired effects in the equipment. Recipes and Blueprints combine different types of Components to achieve specific crafting results. Characters can use Recipes and Blueprints they obtain or make themselves. Players who aspire to make their own should consult the GM while creating the Recipe or Blueprint. To make a blueprint or recipe the character makes a crafting roll (DC 15 + desired equipment rank) for 6 hours of work. This roll is repeated 1/ desired equipment rank until enough successes have accumulated, each attempt taking 6 hours. Crafting equipment using custom made Recipes and Blueprints costs Experience equal to 200 EXP / equipment rank. This EXP cost can be lowered up to 50% if the smith reading the custom recipe has exceptional skill. For every skill rank the smith has above 5, the EXP cost is lowered by 20 / equipment rank.
Step 2 : Gather Creature Components
Once the blueprint or recipe is in hand, the smith needs to gather the creature components the recipe calls for. All creatures drop Crafting Components when they are slain. The elements and Rank of the creature determines the Components dropped. A creature drops 1 random Component for each of its elemental types. Creatures of higher Rank drop more Components; 1 / type / Rank. Additional Components can be harvested by use of the Survival or Knowledge Engineering Skills.
Step 3 : Choose Crafting Materials
Crafting materials are mundane and do not alter the power rank of the equipment they make up but do determine its durability. Any crafting material is compatible with any recipe or blueprint, it is purely the smiths preference. the basic and cheapest material is bronze but in this chapter you will find a full list of the crafting materials and their effects and prices. The smith is required to expend 1 unit of material / equipment power rank while crafting. These materials are use up at the beginning of the crafting process.
Step 4 : Use the Craft Skill
Once all the necessary parts are together, the character may use a smithy, workshop, or laboratory to create the equipment. This requires a Craft roll DC 15 + equipment rank and consumes 6 hours of time. A successful roll is required for each equipment rank and each attempt takes another 6 hours. At the time of the first crafting roll, the components are expended, along with the materials, and the EXP. After the final roll is passed, the crafting process is complete and the character can now obtain their desired equipment.
Weapon Typing
A weapon's type gives the weapon bonuses that do not effect its ranking. The types are:
Long Ranged Weapons require two hands to use but have a range of 100ft. They cannot make attacks against adjacent targets
Short Ranged Weapons only need one hand to use and have a range of 30ft. They take a -2 penalty when attacking adjacent foes
One Handed Melee Weapons need one hand to use and can only attack adjacent foes
Two Handed Melee Weapons require two hands to use but can attack anyone within 10ft of you.
Shields require one hand to use and give the user +1 to block
Benefits to a Free Hand - a Character may use Deflect as a defense option, otherwise they must spend 1 AP to free a hand to Deflect
Weapon Sub-Types can describe a weapon in addition to its normal type. Sub-Types are:
Pack Weapons come in a set of three. Once a Character draws the first of the set they are considered armed until they throw the last of the set without having to spend AP to draw the next weapon in the pack.
Loading Weapons are usually ranged weapons that require the user to spend 1AP after firing to ready the weapon for its next attack. These weapons deal modifying damage three times.
Slow Loading Weapons are usually ranged weapons that require the user to spend 2AP after firing to ready the weapon for its next attack. These weapons deal modifying damage five times.
Heavy Weapons are usually melee weapons that require the user to spend 1 extra AP to lift the weapon before attacking. These weapons deal modifying damage three times and knock any hit opponents back 15ft.
Slow Heavy Weapons are usually melee weapons that require the user to spend 2 extra AP to lift the weapon before attacking. These weapons deal modifying damage five times and knock any hit opponents back 15ft.
Damaging and Destroying Items
All items have the ability to be broken or damaged unless indestructible. Some jutsus have the ability to damage items. When this occurs, the damage is dealt in durability ranks, not Health. An item made of steel for example has 3 durability ranks regardless of the items power rank. This means after being dealt 3 ranks of durability damage, the item is broken. When broken, an item gives none of its bonuses and cannot be used to attack or block. It can be mended with 1 hour of work / rank of item and passing a DC 15+ item rank Craft roll or by using the chakra mending basic jutsu. Some more powerful jutsus can destroy items. Once destroyed it returns to the form of its original components.
Broken Armor and Resource Damage
When being dealt damage regularly while wearing protective armor or items that grant bonuses to your health, the damage is dealt first to your health physical health and then to the health that the item gives you. If your armor is destroyed, you lose the extra health or other resources that it gives you, even if you have already taken damage because that initial damage was dealt to your physical health.
Breaking Items Without a Jutsu
You can target items to attempt to break them without a special jutsu. This must be done with a weapon or tai attack dealing damage directly to the item. For every 20 damage you deal the item is weakened by 1 rank. If you used a weapon, your weapon is damaged the same amount. If you used a tai attack, you take the damage to yourself.
To write custom scrolls a character needs to obtain Chakra Ink and Scroll Parchment appropriate for the rank of jutsu they wish to create. Then the character must spend time in a library using their Scroll Craft skill to create the scroll.
Scroll Crafting Supplies
A character needs Chakra Ink and Scroll Parchment to write scrolls. You can purchase these items in most towns and their cost is listed below but varies depending on the rank of the intended Jutsu.
E-25g
D-35g
C-50g
B-70g
A-95g
S-125g
F/L-200g (not craftable)
Writing a Scroll
Once you have the required Chakra Ink and Scroll Parchment you may begin writing the scroll in a library or place with access to scroll writing references. You need to pass a Craft Scroll skill roll DC 15 + the scrolls intended level. If you fail, you made no progress over the past 6 hours and can try again tomorrow. If you pass you can count that 6 hours as 1 day of success towards writing your scroll. This process must be repeated for a number of successful days equal to the scrolls rank. Once the custom scroll is written it is not bound to the writer. It can be traded, sold, or given to anyone. The writer can alternatively choose to learn the technique himself. In that case they would then follow the standard rules for learning a scroll. Anyone, including the writer, who learns a custom made Jutsu must pay an experience cost of 200 X scroll rank. Regardless of who learns it, the scroll is expended once one person learns the Jutsu.
Elemental Auras
You can lower the EXP cost of learning a custom scroll by collecting elemental auras. Every creature is composed of two elements and drops aura of each element upon its death. Alternatively, Aura can be purchased in most markets but the prices vary geographically. Each aura can only be used to reduce the cost of a scroll of the same element. Each aura that the student devotes to the scroll while learning it lowers the EXP cost by 20 to a maximum reduction of 50% or 5 aura / rank. The auras are expended at the beginning of the learning process. Auras can alternatively also be used to give a student a bonus to Knowledge Jutsu when attempting to learn a scroll that isn't custom made. Each aura devoted grants a +5 bonus to a single learning roll.
Crafting Equipment
To craft equipment a character needs a Blueprint or Recipe, the creature components that recipe calls for, the crafting materials the equipment will be made of, and the specific crafting skill for that type of equipment.
Step 1 : Find or Make Recipes and Blueprints
Components can be used to Craft all sorts of Equipment. The character doing the crafting uses Recipes and Blueprints to obtain desired effects in the equipment. Recipes and Blueprints combine different types of Components to achieve specific crafting results. Characters can use Recipes and Blueprints they obtain or make themselves. Players who aspire to make their own should consult the GM while creating the Recipe or Blueprint. To make a blueprint or recipe the character makes a crafting roll (DC 15 + desired equipment rank) for 6 hours of work. This roll is repeated 1/ desired equipment rank until enough successes have accumulated, each attempt taking 6 hours. Crafting equipment using custom made Recipes and Blueprints costs Experience equal to 200 EXP / equipment rank. This EXP cost can be lowered up to 50% if the smith reading the custom recipe has exceptional skill. For every skill rank the smith has above 5, the EXP cost is lowered by 20 / equipment rank.
Step 2 : Gather Creature Components
Once the blueprint or recipe is in hand, the smith needs to gather the creature components the recipe calls for. All creatures drop Crafting Components when they are slain. The elements and Rank of the creature determines the Components dropped. A creature drops 1 random Component for each of its elemental types. Creatures of higher Rank drop more Components; 1 / type / Rank. Additional Components can be harvested by use of the Survival or Knowledge Engineering Skills.
Step 3 : Choose Crafting Materials
Crafting materials are mundane and do not alter the power rank of the equipment they make up but do determine its durability. Any crafting material is compatible with any recipe or blueprint, it is purely the smiths preference. the basic and cheapest material is bronze but in this chapter you will find a full list of the crafting materials and their effects and prices. The smith is required to expend 1 unit of material / equipment power rank while crafting. These materials are use up at the beginning of the crafting process.
Step 4 : Use the Craft Skill
Once all the necessary parts are together, the character may use a smithy, workshop, or laboratory to create the equipment. This requires a Craft roll DC 15 + equipment rank and consumes 6 hours of time. A successful roll is required for each equipment rank and each attempt takes another 6 hours. At the time of the first crafting roll, the components are expended, along with the materials, and the EXP. After the final roll is passed, the crafting process is complete and the character can now obtain their desired equipment.
Weapon Typing
A weapon's type gives the weapon bonuses that do not effect its ranking. The types are:
Long Ranged Weapons require two hands to use but have a range of 100ft. They cannot make attacks against adjacent targets
Short Ranged Weapons only need one hand to use and have a range of 30ft. They take a -2 penalty when attacking adjacent foes
One Handed Melee Weapons need one hand to use and can only attack adjacent foes
Two Handed Melee Weapons require two hands to use but can attack anyone within 10ft of you.
Shields require one hand to use and give the user +1 to block
Benefits to a Free Hand - a Character may use Deflect as a defense option, otherwise they must spend 1 AP to free a hand to Deflect
Weapon Sub-Types can describe a weapon in addition to its normal type. Sub-Types are:
Pack Weapons come in a set of three. Once a Character draws the first of the set they are considered armed until they throw the last of the set without having to spend AP to draw the next weapon in the pack.
Loading Weapons are usually ranged weapons that require the user to spend 1AP after firing to ready the weapon for its next attack. These weapons deal modifying damage three times.
Slow Loading Weapons are usually ranged weapons that require the user to spend 2AP after firing to ready the weapon for its next attack. These weapons deal modifying damage five times.
Heavy Weapons are usually melee weapons that require the user to spend 1 extra AP to lift the weapon before attacking. These weapons deal modifying damage three times and knock any hit opponents back 15ft.
Slow Heavy Weapons are usually melee weapons that require the user to spend 2 extra AP to lift the weapon before attacking. These weapons deal modifying damage five times and knock any hit opponents back 15ft.
Damaging and Destroying Items
All items have the ability to be broken or damaged unless indestructible. Some jutsus have the ability to damage items. When this occurs, the damage is dealt in durability ranks, not Health. An item made of steel for example has 3 durability ranks regardless of the items power rank. This means after being dealt 3 ranks of durability damage, the item is broken. When broken, an item gives none of its bonuses and cannot be used to attack or block. It can be mended with 1 hour of work / rank of item and passing a DC 15+ item rank Craft roll or by using the chakra mending basic jutsu. Some more powerful jutsus can destroy items. Once destroyed it returns to the form of its original components.
Broken Armor and Resource Damage
When being dealt damage regularly while wearing protective armor or items that grant bonuses to your health, the damage is dealt first to your health physical health and then to the health that the item gives you. If your armor is destroyed, you lose the extra health or other resources that it gives you, even if you have already taken damage because that initial damage was dealt to your physical health.
Breaking Items Without a Jutsu
You can target items to attempt to break them without a special jutsu. This must be done with a weapon or tai attack dealing damage directly to the item. For every 20 damage you deal the item is weakened by 1 rank. If you used a weapon, your weapon is damaged the same amount. If you used a tai attack, you take the damage to yourself.
Crafting Materials
These are materials that are usually harvested in units of ore, bars, or logs. They can be spent while crafting weapons and armor to give extra qualities that do not add to the rank of the item but to determine its durability. You must spend 1 unit / rank of the item. You can buy them in most markets where the resource is available.
Water Wood Logs - item floats instead of sinks (10g)
Wire Wood Logs - item has +50% range (45g)
Sunder Stone Ore - item does not take damage from attempts to break other items (35g)
Bronze Ore - Item has durability of 1 (2g)
Iron Ore - item has durability of 2 (7g)
Steel Bars - item has durability of 3 (22g)
Adamantine Ore - item has durability of 4 (70g)
Mythril Ore - item has durability of 5 (200g)
Indestructible Ore - item cannot be broken (600g)
Folded Steel Bars - item is resistant to slashing, bludgeoning, and piercing and has durability of 3 (100g)
Black Metal Ore - item is resistant to burn and cold and has durability to 6 (600g)
White Metal Ore - item is resistant to electricity and magnetism and has durability to 7 (1000g)
Lightning Rod Bars - item deals electricity dmg (35g)
Cold Iron Bars - Item deals cold dmg (35g)
Viper Steel Bars - Item deals Internal dmg (35g)
Grey Stone Ore - Item deals Bludgeoning dmg (35g)
Razor Wood Logs - Item deals slashing dmg (35g)
Spine Stone Ore - Item deals piercing dmg (35g)
Obsidian Ore - item deals burn dmg (35g)
Hollow Wood Logs - item deals mental dmg (35g)
Water Wood Logs - item floats instead of sinks (10g)
Wire Wood Logs - item has +50% range (45g)
Sunder Stone Ore - item does not take damage from attempts to break other items (35g)
Bronze Ore - Item has durability of 1 (2g)
Iron Ore - item has durability of 2 (7g)
Steel Bars - item has durability of 3 (22g)
Adamantine Ore - item has durability of 4 (70g)
Mythril Ore - item has durability of 5 (200g)
Indestructible Ore - item cannot be broken (600g)
Folded Steel Bars - item is resistant to slashing, bludgeoning, and piercing and has durability of 3 (100g)
Black Metal Ore - item is resistant to burn and cold and has durability to 6 (600g)
White Metal Ore - item is resistant to electricity and magnetism and has durability to 7 (1000g)
Lightning Rod Bars - item deals electricity dmg (35g)
Cold Iron Bars - Item deals cold dmg (35g)
Viper Steel Bars - Item deals Internal dmg (35g)
Grey Stone Ore - Item deals Bludgeoning dmg (35g)
Razor Wood Logs - Item deals slashing dmg (35g)
Spine Stone Ore - Item deals piercing dmg (35g)
Obsidian Ore - item deals burn dmg (35g)
Hollow Wood Logs - item deals mental dmg (35g)
Crafting Potions
Potion crafting allows you to extract your own chakra to use later to replenish either chakra, health, or stamina. To do this you make a craft potion roll DC 10 + 5X # of potions made that day. If you fail a roll you loose the chakra you tried to spend and it counts as 1 potion made for purposes of calculating crafting DC. You decide upon crafting if the potion heals chakra, health, or stamina. The amount of chakra you spend to create it equals the amount it heals (max 30 , 5 healing / rank). Potions expire after 1 week.
Glyphs
Glyphs are expendable items found primarily in Avalon. They are physical runic transcriptions on stone that allow a user to expend chakra to awaken the jutsu within. To use a Glyph, one must charge it at a cost of 5 CHK / rank in a ritual that take 1 minute to perform. This requires a Knowledge Jutsu roll if the Glyph has not been identified with the Linguistics skill. Once charged, the Glyph is awakened for 24 hours. Once awakened, the user must equip and activate the Glyph as an expendable item. This costs only AP since the CHK was spent at the time of awakening. The Glyph then targets the user with its effect which is comparable to that of sealjutsu. If 24 hours passes and an awakened Glyph is not used, it is expended and destroyed.