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