Naruto Elements
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Naruto Elements

A NWN Roleplaying Server based around the Naruto world. Set after the forging of the five great cities in an alternate timeline.
 
HomeLatest imagesSearchRegisterLog in

 

 Tool Rules

Go down 
AuthorMessage
DM Team
Admin
DM Team


Posts : 92
Join date : 2017-04-03

Tool Rules Empty
PostSubject: Tool Rules   Tool Rules Icon_minitimeSun Apr 09, 2017 4:20 am

Tools are an essential part of every shinobi's kit. Each shinobi may carry the tools that they want, and do not have to purchase them. A ninja's toolkit is replenished every time the re-enter their village. Some tools are a one time use, and if used must be given back to them by a DM or by a capable PC that can obtain / make them. Each character must keep a list of which tools they have in their tool kit and have a maximum amount of tools they may carry according to rank.

Genin: Max 15 Tools.
Chuunin: Max 20 Tools.
Jounin: Max 25 Tools



[Kunai - Maximum 6 Owned]
The kunai (クナイ, Kunai), along with the shuriken, is one of the most common ninja tools. It is a black dagger with a handle wrapped in bandages and a small ring attached to the end of it. The kunai is designed for thrusting and stabbing, though it can still do some damage if thrown despite not being designed for it, and is about the length of one's hand.

Thrown Damage: DEX/STR vs Defense. 1d6 DMG Per Kunai (No DEX / STR bonus applied). Each thrown suffers a stacking -1 negative. (E.G Three thrown, First -1, Second -2, Third -3.)
Genin: Maximum 2 Thrown. Chuunin: Maximum 3 Thrown. Jounin: Maximum 4 Thrown.
Weapon Damage: Small Weapon Rank, may dual wield.



[Shuriken - Maximum 6 Owned]
Shuriken (手裏剣, Shuriken), like kunai, are one of the more basic weapons seen in Naruto series. They are sharpened, four-pronged metal stars, useful for throwing. They can also be used for close combat, but not very efficiently. Although small, they can be used to distract, pin down enemy shinobi, or if accurate enough, can kill or incapacitate an enemy. They have an open circle in the centre, useful for grabbing with a finger, to avoid cutting oneself, or to put thread through. The circle is also beneficial to the weapon's overall aerodynamics, ensuring more accurate trajectories.

Thrown Damage: DEX/STR vs Defense. 1d6 DMG Per Shuriken (No DEX / STR bonus applied). Each thrown suffers a stacking -1 negative. (E.G Three thrown, First -1, Second -2, Third -3.)
Genin: Maximum 2 Thrown. Chuunin: Maximum 3 Thrown. Jounin: Maximum 4 Thrown.



[Senbon - Maximum 10 Owned]
Senbon are metal needles with a point at both ends. They often serve a medical purpose, being used to strike acupuncture points. They have little killing power, but can be thrown with great accuracy. A user with proper medical knowledge however, can effectively use senbon in battle to incapacitate or even kill their target should they aim for vital spots. To make these needles more effective, the user can poison the tips of the senbon. An added benefit of throwing these at the enemy is that these are smaller than a kunai or a shuriken, making it harder to see and dodge.

Thrown Damage: DEX/STR vs Defense. 1d4 DMG Per Senbon (No DEX / STR bonus applied). Each thrown, after the second,suffers a stacking -1 negative. (E.G Three thrown, First no negative, Second no negative, Third -1.)
Genin: Maximum 4 Thrown. Chuunin: Maximum 5 Thrown. Jounin: Maximum 6 Thrown.



[Military Ration Pill - Maximum 1 Owned]
Military Rations Pills (兵糧丸, Hyōrōgan) are special pills that replenish one's chakra and nourish the body. It is made up of powerful stimulants and nutrients, said to allow the user to keep fighting for three days and three nights without rest. At the end of the three days effect, the shinobi is brought to the point of complete and utter exhaustion. Although these rumors are untrue, the truth is that the pills give the user the ability to fight for extra time thanks to a small portion of their chakra being replenished.

PvP Effect: 2d6 Chakra Regained



[Ninja Wire - Maximum 2 Owned]
Wire strings is thin pieces of wires that are highly durable and can be used for a variety of purposes, such as rappelling, manipulating weapons, binding and restricting the movements of an opponent or setting traps.

PvP Effect: DEX/STR Roll vs Defense. If successful, Target is stunned for 1d4 Rounds. DEX/STR/CON to break out or jutsu that allows Physical Stun Break.



[Explosive Tags - Maximum 2 Owned]
Explosive Tags (起爆札, Kibaku Fuda) are scraps of paper inscribed with a special writing, centring around the kanji for "explode" (爆, baku). Infused with chakra, they will explode after a set amount of time, remotely, or after being ignited by flame. The tags can be attached to a surface or wrapped around a weapon to be thrown at an enemy. They are very versatile and one of the basic ninja tools. Ninja can confuse their enemies by obtaining fake explosive tags. They work even under heavy rain.

PvP Effect: DEX/STR Roll vs Defense. 2d6 Damage (No DEX / STR bonus applied).
Trap: Concealment vs Perception, If successful gain 2x Concealment bonus when activating. (If character has no concealment bonus, they gain +1 ATK/DEF)



[Antidote - Maximum 1 Owned - 1 Time use - Only given / made by medical shinobi]
Antidotes (解毒薬, Gedokuyaku) are types of medicines that act as a cure for various poisons. They can be administered to an infected person through several mediums. Some poisons are complex, and therefore creating the antidote will require careful attention or else it could potentially kill the victim; it is noted that when making antidotes not even a hairline mistake could be made or else it wouldn't work. However, specially trained, genius medical-nin can actually analyse and decipher the many different elements used in complex poisons and easily create a cure. They are usually a bottled liquid but can be anything from a flower or powder.

PvP Effect: Removes a poison of X Rank. Creator of antidote must have the required experience / rank to create the antidote.



[Smoke Bomb - Maximum 3 Owned]
A smoke bomb (煙玉, kemuridama) creates a cloud of smoke when it detonates. It may look like small spheres wrapped in paper or like canisters. Smoke bombs are typically used to blind opponents and make them easier to attack. Alternatively, ninja can use smoke bombs on themselves so that opponents cannot see what they are doing. These bombs can contain different types of gaseous substances ranging from harmless ones used to simply create cover for a shinobi to advance or retreat, poison,[1] and even sleeping gas.

PvP Effect: Used to hide, Gains +5 bonus to concealment.
Escape: +2 to Escape roll for user and those in melee distance.



[Flash Bomb - Maximum 3 Owned]
Flash bombs (光玉, hikaridama) are used for diversions, creating a blinding light when they detonate. It may look like small spheres wrapped in paper with the character 'light' (光, hikari) or, more conventionally, as canisters. Flash bombs can also be used in paper form, similar to explosive tags.

PvP Effect: DEX/STR Roll vs Defense. If successful, target suffers -1 to Rolls for 1d4 Rounds.
Escape: +2 to Escape roll for user and those in melee distance.



[Scrolls]
Scrolls (巻物, Makimono) remain one of the most important pieces of equipment in a ninja's arsenal. The average-sized scroll is small enough that several can be carried at the same time, either in a flak jacket or in a pouch. Larger scrolls are usually carried on the ninja's back.[1] In addition to writing on scrolls, ninja use them to summon creatures, people, and items, making transportation easier and providing more options when on a mission. Some techniques can also be stored in scrolls.

RP Only
Back to top Go down
https://narutoelements.rpg-board.net
 
Tool Rules
Back to top 
Page 1 of 1
 Similar topics
-
» Skill Rules
» Dicefight Rules
» Summon / Pet Rules
» Ability Rules
» Forum RP Rules

Permissions in this forum:You cannot reply to topics in this forum
Naruto Elements :: Rules / Information :: Players Rules-
Jump to: