Shinobi Tactics

Your daily dose of ninja goodness

Standard Equipment

Unless otherwise specified, any thrown weapon that does not exceed opponents evade or misses completely (accumulates no victories) is lost. Obvious weapons can be seen from afar and can be identified when someone is carrying one, or found if successes are accumulated but do not exceed evade or used in a technique where the purpose is not to hit the target provided the roll accumulates at least 1 victory unless that technique specifically says it causes a shuriken to be lost (Like Shuriken Feint). Obvious Shuriken take 1 turn to ready.

A word about Empty Packs and Hold slots: Empty packs have 3 hold slots. So if an item has Hold 1, you can have 3 in an empty pack. If it has hold 2, you can have 6 in an empty pack, or 4 of that item and 1 hold 1 item. Missile packs can only contain kunai, shuriken and needles, which cannot be contained in empty packs, and have hold 1.

Shuriken: A diamond or star shaped sharpened peice of metal, not meant to cause damage as much as lacerations.
System: Each shuriken thrown over the first reduces a targets evade by 1 to a minimum of zero until attacked again or until the end of the thrower's next turn.The maximum that can be thrown in a turn is 8 or missiles rating, whichever is less.
Price: 5 Ryo per 1    Hold: 10 in one missile pack

Windmill Shuriken: A larger version of the Shuriken with long and very sharp edges. Have a habit of causing lots of lacerations and sticking deep into objects. Windmill Shuriken are slightly too large to hold in a missile pack.
Systems: Requires accuracy 3, Missiles 3. Each Windmill shuriken thrown over the first increases the bleed trait of the attack by one.
Price: 50 per 1         Hold: 3 in Empty Pack

Kunai: Small balanced knife that can be used as a throwing weapon or for Kenjutsu,
System: Every Kunai over the first adds 1 automatic damage to a successful hit over targets evade on a Accuracy + Missiles roll. A Kunai adds 1 damage to a successful or tied Muscle Kenjutsu attack. The maximum that can be thrown in a turn is 8 or Missiles rating, whichever is less.
Price: 10 Ryo Per 1    Hold: 5 in one Missile Pack

Needle: An accupuncture needle altered to be used as a weapon. Difficult to use but effective.
System: Requires Missiles 6, Accuracy 6. Every 2 needles thrown over the first add 1 automatic damage. Three needles may be wielded as a kenjutsu weapon like a Kunai. Needles do not increase a targets bleed trait. The maximum needles thrown by one person in one turn is 9 or missiles, whichever is less.
Eye Shot: d/5 missiles + accuracy against evade. Victorious attacks are +5 damage.
Joint Shot: d/3 missiles + accuracy against evade. Victories minus from opponents evade until the needles are removed, takes a turn. An opponent can only have 1 Joint Shot from needles at a time.
Pressure Point: d/5 match 3 against evade, if unwilling. Victory indicates incapacitation until the needle is removed.
Price: 5 Ryo per 10 Hold: 50 in one Missile Pack

Big Shuriken: 2 foot diameter Shuriken. Obvious.
System: Requires Muscle 3, accuracy 4, missiles 4. Opponents evade is considered to be 2 higher to when evading a big shuriken. Successful hit does +2 damage.
Price: 200 per 1  Hold: 2 on back

Smoke Bomb: A small Circular bomb that releases a cloud of smoke.
System:
Blocks lines of sight so unless other forms of location or detection are used, ranged attacks are impossible in or out of the 25 foot blast diameter. Ken or Taijutsu cannot be used unless an opponent is already within 4 feet.
Price:
150 per 1   Hold: 2 in Empty Pack Duration: 3 turns

Grenade: Clay pot full of gunpowder.
System:  Damage done is 10 for anyone caught inside ground zero of the blast. Anyone with Quickness + Stamina over 10 who notice the blast can reduce the damage done by their quickness + stamina -10.
Price: 300 per 1 Hold: 2 in empty pack

Detonation Cord: A rope of explosive material

System: Damage done is 20 for anyone caught inside ground zero of the blast. Anyone with Quickness + Stamina over 20 who notice the blast can reduce the damage done by their Quickness + Stamina - 20. Must be genin to acquire

Price: 1000 per 1 Hold: 2 in empty pack


Medical Pill: A medical stimulant engineered to keep soldiers fighting.
System: 2 of stamina, muscle or toughness can be increased by one for 24 hours. However, user loses 2 in each for 48 hours after the duration is up. If any of those stats reach zero via the soldier pills withdrawal, user must be in hospital for all of the 48 hours. the artificial stamina and toughness raise chakra and health. Only 1 soldier pill can be used at a time.
Price: 100 Ryo per 1  Hold: 5 in empty pack

Trapwire: A needed component in most traps, sold in the 20ft roll.
Price: 20 per 1 Hold: 2 in empty pack

Rope:  A Multi purpose rope. Sold in the 20 ft roll.
Price: 20 Ryo per 1 Hold: 2 in empty pack

Mesh Armor: Armor made from thin wire.
System: Gives automatic +1 evade agaisnt any bladed weapon. If 5 damage is taken at any one time, armor is broken and subtracts 1 quickness from wearer unless they take 2 turns to take it off.
Price: 500 for 1 Hold: 1 on body

Camo Blanket: Blankets with patterns for particular terrains.
System: Gives 1 automatic victory (that does not count toward total victories of the user) on any camoflauge roll with which the blanket is patterened for. Patterns include: Forest, Desert, Below Sea Level, Water, Rock and Tall Grass.
Price: 50 per 1  Hold: 1 in empty pack

Pack: An additional pack. Must Specify Missile or Empty
System: Empty packs have 3 hold slots. So if an item has Hold 1, you can have 3 in an empty pack. If it has hold 2, you can have 6 in an empty pack, or 4 of that item and 1 hold 1 item. Missile packs can only contain kunai, shuriken and needles, which cannot be contained in empty packs, and have hold 1.
Price: 200 per 1  Hold: 1 more than given

Sake: A bottle of Sake. Not meant for youngsters.

System: A bottle of Sake has 5 servings in it. If taken at the beggining of a mission it lasts for 5 minus stamina encounters. This effect can be made to last longer by taking additional servings. Therefore, if two servings are taken it will last for 10 minus stamina encounters. While under the effects of Sake all heaven stats are effectively reduced by half.

Price: 1000 per 1  Hold: 1 in empty pack

Decoy Log: A specialy treated Object infused with Chi and readied for the Decoy technique.

System: A Decoy object does not have to be carried on one's person, but one must be owned in order to use the technique. A number of decoy objects may be owned equal to half the owners Will, rounded up. It's simply too difficult to spread one's Chi too far between too many different objects. Replacement objects differ from origin to origin. Ex: A shinobi from the Village of Glass might have a large lump of glass relatively the size of a person appear when they use the technique while the Shinobi from Gin might have a convincing wood and iron dummy appear.

Price: 300 per 1   Hold: N/A

Medical Equipment

Gause: Several cotton pads used to soak up blood and reduce bleeding.
System: Used with Tourniquet. Each gause is one application.
Cost: 10 ryo  Hold: 5

Salve A special medicine applied to poisoned or infected wounds.
System: Used with Apply Salve
Cost: 50 Ryo Hold: 1 bottle (2 applications)

Stimulant A special blend of medicinial herbs, adrenaline and special stimulants to bring an injured person back to a semblance of health.
System: Used with the Restore ability
Cost: 100 Ryo Hold: 1

Antidote A bottle of special cleansers for the body. Works on any normal poison with a potency of 5 or less.
System: Reduces a poisons effectiveness by 5.
Cost. 200 Ryo Hold: 1