The following items are gained through specific means. Generally, this will be a reward for a member drive/other drive. However there are likely to be other circumstances. Part of the benefit of this system is that all of the following 'bind' to the user account. Meaning, even if you die you'll keep the equipment/jutsu with the next character, even if the equipment was broken in the last iteration. Be warned, Ninjutsu that require a specific element type will force the character to be of that element type. Such Ninjutsu can be chosen not to be used at character recreation to give the user a chance to get a different element type.
What's the advantage to starting with equipment?
Many villages require Chuunin to acquire certain peices of the following equipment, or are not avaliable at all.
Tanto - +2 Damage, 1 Bleed
Either through luck, a benefactor or more dubious means, the character has managed to get his hands on one of the Weapons used specifically by shinobi. Unlike the swords commonly used by bandits, this Tanto is not brittle and it's sized to not be as cumbersome when moving around, thus negating the -1 camo modifier most common swords possess.
Extra Pack - Must choose open or Missile before mission.
Many of our players have complained about the limit for the number of packs. Mostly this is due to the fact that we only see more experienced nin (chuunin or jounin) with more than 3 packs. As such, it's rare for a genin to have access to one. This functions like a pack in all the normal ways except for the fact that it stacks with the normal allowance for packs.
Tonfa - 1 Damage, 2 Armor against Taijutsu and Kenjutsu attacks
A pair of wooden Tonfa. These weapons have no bleed but are often used to block. While wielding Tonfa one cannot ready a Kunai or use a Jutsu that requires hand seals. These weapons are relient on Kenjutsu to be used.
Wood Plank Armor - 2 Armor, -1 to cleverness camoflauge rolls.
A set of wooden planks that lay across the stomache chest and back. This armor can clank while moving, making it more difficult for the bearer to stay hidden while wearing it. This armor does not stack with Wire Mesh armor.
The requirements for a ninjutsu must be met before the Jutsu can be used. However, it does not need to be purchased, and if the Jutsu requires a skill not avaliable to Genin, they can learn only the required skills.
(Example: Embers requires Elemental Chakra (Fire) 1, but would be much more effective with Elemental Chakra (Fire) 2. However, Genin possessing ember can only learn the first level until they attain Chuunin.)
Mirror Walk - D - Rank Jutsu, Seals 3, Molding 3, Intelligence 3
An advanced camoflauge Jutsu that coats the users body, hair and clothes with a color changing coating of chakra. The user benefits as if he had a camo blanket at a rating of the victories on the activation roll multiplied by the chakra spent. Any turn in which the user moves halves this benefit, and taking any aggressive action releases the Jutsu. The user can only benefit of a camoflauge rating up to the rating of the terrain. The user must spend at least one chakra to activate, as per normal. (Example: Hiroku rolls 2 victories on the activation of Mirror walk and spends 2 chakra. He has four automatic victories of camoflauge in a Forest rating of 4. Hiroku moves into a Forest terrain of 3, and can only benefit from 3 automatic victories even if he isn't moving due to the rating of the terrain.)
Ember - D - Rank Jutsu, Elemental (fire) 1, Molding 5, Seals 5
More of a training on how to use fire chakra than an attack in itself, but has often proven itself useful in a fight to aspiring Nin. Upon activation, a small amount of nearby brush is lit and controlled in a slow burn that moves around the target, hindering their movement or burning them in the process. This jutsu can only be used in Forest, Tall Grass, Civic or Field terrains unless the user carries Brush (hold 5) which can be gathered by taking an automatic action in any of the above terrains. This jutsu requires two fire chakra to be spent to activate, for each two additional fire chakra spent the damage increases by 1 per turn. Victories on the roll determine the length of the Jutsu. For each turn a target is effected by ember he can choose to either take 1 fire damage, or lose an equal amount of evade. If the user cannot produce enough Elemental (Fire) Chakra in one turn, he can opt to spend it activate this jutsu over two turns, where the detriment of using jutsu to their evade is applied to both turns in which it's being activated.