Name: Bag
Type: Storage Device
Description: A simple bag for carrying supplies, weapons and other items.
Name: Blind Fury Stick Sword
- Appearance:
Type: Weapon
Rank: S
Upgrade Slots: 3
Affinities: Lightning, Wind, Fire
Description: Blind Fury Stick Swords have a full length straight katana disguised as a simple walking stick. The blade of this Blind Fury sword is fully tempered carbon steel. It has a black lacquered handle and scabbard. Cloth storage sleeve. Individual specifications may vary slightly per sword.
Overall Length: 39 1/2"
Blade Length: 28 1/2"
Handle Length: 10 1/2"
Blade Material: Fully Tempered Carbon Steel with etched temper line
Weight: 1 lb 8 oz.
Width at Guard: 0.25"
Width at tip: 0.20"
Thickness at Guard: 0.25"
Thickness at tip: 0.20"
Point of Balance: 8
Enhancements: Lightning (30 chakra activation, 10 chakra each post charged): Unsheathed, Lightning chakra channeled into the blade raises piercing power 1 rank with the chance to cause numbness to victims cut with the blade. While sheathed and disguised as a regular walking stick, the user can charge chakra into the weapon, signaled by a slight blue glow, for up to 3 posts to produce a shock upon making contact with a victim, ranging from non lethal, (Stunned for 1 post, 1 post charge) used as a form of attack, (Stunned for 2 posts, violently thrown off of the feet, 2 post charge) and killing or immoblizing an unsuspecting foe (Electric shock which induces total paralyzation, if a target's neck is touched, or a heart attack if touched upon the chest, killing the opponent, 3 post charge).
Wind (30 chakra activation, 10 chakra each post charged, 20 combined with Fire): Unsheathed, Wind chakra channeled into the blade raises piercing power 1 rank with the chance to infect a potential victim with many small, stinging razor sharp needles of air. The more of these Wind razors that a victim is infected with, the more difficult it will be for them to weave techniques. 3 cuts in a particular area of the body will render that area useless due to the infection of Wind razors. Wind chakra also comes with the added effect of increasing the range of the blade from close to mid, providing the chance of targets being hit even if the actual swing should miss. While sheathed and disguised as a regular walking stick, the user can charge chakra into the weapon, signaled by a slight breeze, for up to 3 posts to produce a concussive blast. The initial 1 post charged blast is powerful enough to throw a full grown man from his feet, and knock down thick wooden doors while locked. A 2 post charge can throw as many as 3 people from their feet, and blow holes in concrete. A 3 post charge can knock over as many as 5 people at the same time, and puncture some of the hardest known metals. This enhancement can be combined with Fire to cause severe 3rd and 4th degree burns.
Fire (30 chakra activation, 10 chakra each post charged, 20 combined with Wind): Unsheathed, Fire does not raise piecing power, but comes with the added effect of causing 2nd degree burns upon contact with a victim. Repeated cuts raise the damage to 3rd degree and eventually 4th, which usually require amputation to prevent infection. While sheathed and disguised as a regular walking stick, the user can charge chakra into the weapon, signaled by a slight orange glow, for up to 3 posts to produce several effects. The initial 1 post charge will simply set flammable substances ablaze, good for mostly triggering attacks, detonating explosives and providing distractions. Combined with Wind, this produces a torch-like effect. The 2 post charge causes an explosion similar to the detonation of a Frag Grenade, sending many tiny “Shrapnel” shards in all directions to cause 2rd degree burns to whoever is within a 5 meter range. Combined with Wind, this raises the damage to severe 3rd degree and gives the user control over the trajectory of the “Shrapnel,” to avoid burning themselves. A 3 post charge can cause an explosion powerful enough to level an ordinary house, and potentially kill as many as 3 people within close range. Combined with Wind, this gives the user control over the direction and recoil (shockwave) of the detonation, as to avoid doing damage to themselves.
Name: Kane Katana
- Appearance:
Type: Weapon
Rank: S
Upgrade Slots: 3
Affinities: Wind, Lightning, Fire
Description: Beautiful craftsmanship smothers every inch of this custom sword. The handle offers intricate nylon cord wrapping with cast metal pommel and guard accented with brass plated fittings. The 25 3/4" blade is heat tempered, “Cold Steel” construction (Cold Steel being a nearly unbreakable metal only found in Korigakure). Includes a classic black lacquer scabbard. 40" overall.
Enhancements: The Wind: Alec can channel wind-natured chakra into the sword to raise the piercing power +1, and the range of the sword by 5 feet. (Meaning if he were to miss a swing, the wind would still inflict damage the same as the sword itself would) While holding the sword with The Wind active, Alec is surrounded by a gale of wind 2 feet in diameter that can throw opponents S-ranked and lower a distance of roughly 5 feet, and also deflect most projectile attacks A-ranked and lower. The Wind costs 30 chakra to activate, and 10 to maintain each turn after.
The Lightning: Alec can channel lightning-natured chakra into the sword for increased piercing power +1 with the added effect of inducing numbness. While holding the sword with The Lightning active, Alec is surrounded by a field of electricity 2 feet in diameter that has a 50% chance of causing numbness & 2nd degree burns, and a 25% chance of causing paralysis to opponents S-ranked and lower. The Lightning costs 30 chakra to activate, and 10 to maintain each turn after.
The Fire: Alec can channel Fire-natured chakra into the sword for increased piercing power +1 with the added effect of causing 2nd to 3rd degree burns on contact with another person. The victim's clothes and other flammable articles/items will be set ablaze. While holding the sword with The Fire active, Alec is surrounded by a field of fire 2 feet in diameter that will cause the same burn wounds to opponents S-Ranked and lower, and set anything flammable in the vicinity on fire. The Fire costs 30 chakra to activate, and 10 to maintain each turn after.
"Security": Alec has total control over the chakra flow, meaning allies in his vicinity will not be harmed by the effects. Should anyone except Alec attempt to weild the blade, they run the risk of an electric jolt from the handle that will travel directly to the heart, resulting in their death, or being infected with countless microscopic wind-blades that severely damage the body on a cellular level. These sever all nerve channels in the hand and arm used to grasp the blade, leaving the target unable to move that arm after being infected. They also attack the entire chakra circulatory system, which cannot be repaired by any form of medical ninjutsu whatsoever. Depending on the severity of the damage, the victim may not be able to perform a technique ever again.
"
In tune:" This enchantment causes the weapon to syncronize with it's user's Chakra. When it's user's Chakra becomes disturbed from being caught within a Genjutsu, special steel barbs built into the Tsuka (or handle) will protrude from it suddenly; the barbs being sharp enough to break the skin but not leave any lasting damage. This mechanism is designed to break the user of the sword out of the Genjutsu. Only individuals with Black-Hand blood can take advantage of this Enchantment.
Name: Folding Bow
- Appearance:
Type: Weapon
Rank: S
Upgrade Slots: 3
Affinities: Wind, Lightning, Fire
Description: A discreet long range weapon of Alec's own design, able to be folded up and stashed beneath his left sleeve. It includes a mechanism that will fold and unfold the bow in under a second, and a specialized quiver which delivers arrows directly to his right hand. A 500 foot thread (500 feet is a little more than one and a half football fields, or the height of a fifty story building) attached to the bow which can be quickly connected to arrows while notching allows Alec to control the projectile's trajectory within the range of the thread with Chakra (30 per shot.) This in combination with Sensory/Ocular abilities makes accuracy unparalleled and missing nearly impossible.
Arrow speeds averaging 181 feet per second
Draw weight 47 lbs at 26", 52" at 27", 55 Lbs at 28". Higher for longer draw lengths
Enhancements: Wind: (30 Chakra per post) Charging Fuuton Chakra into the Folding Bow will increase firing speed (250 feet per second) increasing the piercing power to easily penetrate armor S rank and below. It will travel through hard surfaces such as rock and metal the length of a city block before being slowed. Arrows that strike their target will easily travel through flesh and continue on, leaving large gaping wounds. Fuuton arrows can also be used to remove limbs (Arms, Legs, Joints, Head)
Lightning: (30 Chakra per shot) Charging Raiton Chakra into the Folding Bow increases firing speed, (235 feet per second) increasing piercing power, enabling arrows to penetrate armor A rank and below and travel through hard surfaces to reach their target; the equivalent of several buildings before being slowed. Arrows that strike their target come with the extra added benefit of delivering a 50,000 volt shock (the same as your modern day police tazer) stunning them for 1 post.
Fire: (30 Chakra per shot) Charging Katon Chakra into the Folding Bow will turn arrows into explosive projectiles. Arrows that strike their target will detonate with the force of an Exploding Tag, and will set flammable substances ablaze through splash damage. Through an additional 30 Chakra (60 Chakra total) Alec can combine Fuuton Chakra with Katon and – in addition to increasing it's speed to 235 per second - create an explosive capable of leveling an ordinary house, set flammable substances on fire, dig craters into the ground, and remove limbs from targets.
Name: Arrow
Type: Weapon
Quantity: x100
Appearance: - Spoiler:
Description: Precision-wrapped carbon composite construction • For use with 30- 50 lb. bows • Easy to tune • Fully assembled w/internal components & tunable press-fit nocks • Navy finish
Name: Symbiotic Armor
- Appearance:
Type: Armor
Rank: SS
Enhancements: The Symbiote can sense negative and violent emotions, and will react to any within it's presence. When the host is attacked, regardless of their will, the Symbiote will form armor over it's host's head to form a primitive mask, their chest, their arms, (down to the wrists) and their legs (down to the ankles). The symbiote will protect it's user from any sort of harm, being highly resistant to the elements and physical attacks. It can withstand only so much damage before it is broken, and will remain useless until the thread ends.
Damage the Symbiote Armor can withstand before being broken1 SS ranked attack
2 S ranked attacks
3 A ranked attacks
4 B ranked attacks
5 C ranked attacks
D ranked attacks do no damage whatsoever
Description: The Symbiote is a living being. Once it bonds itself to a host, the bond cannot be broken by external means. The host can cause the Symbiote to mimic any article of clothing that they think of. The host can also use the Symbiote to cover the skin and disguise themselves as other people in this same fashion. Trackers and Sensory Ninja can easily see through the disguise.
Name: Mesh Gloves
- Appearance:
Type: Armor
Rank: A
Upgrade Slots: 3
Affinities: Wind, Lightning, Fire
Description: These gloves are woven many dozens of times over and over with silk, a fine lustrous fiber composed mainly of fibroin and produced by certain insect larvae to form cocoons, (especially the strong, elastic, fibrous secretion of silkworms used to make thread and fabric.) and Kevlar, a synthetic fiber, consisting of long-chain polyamides, having high tensile strength and temperate resistance. They allow the wearer to block weapons and projectile attacks as high as A-Rank with just their hands.
Enhancements: The user can channel Wind, Lightning, and Fire-natured chakra into the gloves to enhance the intensity of their strikes. A skilled user can even channel different natured chakras into either glove for dangerous combination attacks.
Name: Mesh Boots
- Appearance:
Type: Armor
Rank: A
Upgrade Slots: 3
Affinities: Wind, Lightning, Fire
Description: These boots were brought over with Alec from his dimension. He re-fit them, having woven them many dozens of times over and over with silk, a fine lustrous fiber composed mainly of fibroin and produced by certain insect larvae to form cocoons, (especially the strong, elastic, fibrous secretion of silkworms used to make thread and fabric.) and Kevlar, a synthetic fiber, consisting of long-chain polyamides, having high tensile strength and temperate resistance. They allow the wearer to block weapons and projectile attacks as high as A-Rank with just their feet, should they choose to.
Enhancements: The user can channel Wind, Lightning, and Fire-natured chakra into the boots to enhance the intensity of their strikes. A skilled user can even channel different natured chakras into either boot for dangerous combination attacks.
Name: Hidden Blade x2
- Appearance:
Type: Knife + Bracer
Rank: B
Enhancements: Pivot Blade--allows the user to rotate the blade 90 degrees and wield it like a dagger. It could be held either in the hammer or icepick grip, therefore enabling the user to have the option to quickly stab, cut, and slash his enemies. Notably, the weapon can be dual-wielded alongside a sword, dagger, ect, increasing the weapon's lethality.
Description: The iconic weapon of the Assassins, the Hidden Blade was used for both stealth assassinations and regular combat. It was their most versatile weapon, with multiple upgrades and forms of use. It consisted of a retractable blade, usually in conjunction with a protective bracer. As such, the blade could be discreetly extended or retracted, making it a valuable tool for assassinations.
Name: The Crazies x1
Canon/Custom: Custom
Rank: S
Type: Poison
Element: /
Duration: 5 posts
Cooldown: Range: Close, Mid, Long
Description: The Crazies is a fatal, slow acting toxin. It can be combined with weapons, such as Kunai, Shuriken, Senbon, Swords, and long range weapons such as Arrows or bullets for various Firearms. S-Rank medical techniques must be applied to cure The Crazies within the 2 post time period.
Post 1: Upon being introduced to the bloodstream, it immediately travels to the nervous system and causes it's victim to begin to undergo a psychotic breakdown. Symptoms include stinging blinding pain behind the eyes, nose bleeding, foaming at the mouth, severe migraine headaches, blurred vision (like snow on a television set,) nausea, dizziness and the inability to hold the bladder or bowels. The victim will be sent into a psychotic rage and will not be able to discern friend from foe. They will attack everyone within their immediate vicinity.
Post 2: The toxin will begin to destroy the nervous system before travelling to the brain and sending the victim into a coma, where death is assured.
Name: Lockdown x1
Type: Offensive
Rank: B
Description: The point of this poison is simple: it completely paralyzes from the eyes down your opponent; while allowing your opponent to be entirely aware of the world around them and everything that is going on. It also allows them to continue to feel pain: increasing this ability so that something like a pinch or sharp stick with a needle feels like the equivalent of a knife. Even the simplest of movements will cause an aching pain.
Due to the potency of this poison it can be applied topically, while also being placed in weapons. This poison works within 2 posts of it touching or being injected into an opponent: starting with the inability to properly use one's body (first post) to complete paralysis (second post).
This poison lasts for 5 posts after paralysis sets in unless an antidote is administered.
Item: Smoke Bomb
Rank: E
Quantity: -set-
Price: 50 Ryo each
Description: The common shinobi Smoke bomb is a metal canister that releases smoke when a pin is pulled. It can be used to mask an escape or attack, or to signal distant opponents.
Appearance:Item: Explosive Tags
Rank: D
Quantity: -set-
Price: 150 Ryo per tag
Description: The exploding tag is a piece of parchment paper which has a seal on it that serves to facilitate it's explosive properties. The shinobi can attach the notes to other objects such as a kunai or a log. When the note is set, they can be triggered either with a spark, an impact or by the shinobi who placed it forming a half tiger seal to trigger it's explosive properties.
Appearance:Item: Flash Bomb
Rank: D
Quantity: -set-
Price: 150 Ryo each
Description: These small paper spheres release a blinding light when they detonate, useful for distractions or for creating shadows for jutsu that manipulate them.
Appearance:Item: Wire
Rank: D
Quantity: -set-
Price: 150 Ryo per 100 feet.
Description: Wire is a common utility tool amongst shinobi, as it has countless uses. These highly durable strings are able to be used to Rappel, manipulate weaponry, bind an opponents movement, as tripwire and countless other things. They are limited only by your imagination.
Appearance:Item: Wireless Radio
Rank: D
Quantity: 1
Price: 150 Ryo each
Description: The wireless radio transmits signals using electromagnetic waves with frequencies below those of visible light, which are then recieved by other radios tuned into the same frequency, and are useful for long range communication up to a range of 2 kilometres. However, this form of communication can be intercepted by certain devices, and as such is insecure.
Appearance:Item: Kunai
Rank: D
Quantity: -Set-
Price: 15 Ryo per kunai. Available in packs of 10 for 100 Ryo.
Description: The kunai, or throwing knife, is one of the
most common tools of the shinobi, as it is useful for both close quarters and long range combat, as well as being used in conjunction with other materials such as explosive tags or wire to form deadly combinations.
Appearance:Item: Shuriken
Rank: D
Quantity: -Set-
Price: 15 Ryo per shuriken. Available in packs of 10 for 150 Ryo.
Description: The Shuriken, or throwing star, is a common long range projectile weapon of the shinobi.
Appearance:Item: Fuma Shuriken
Rank: C
Quantity: -set-
Price: 475 Ryo each
Description: The Fuma shuriken is a large, four bladed shuriken that is incredibly sharp. The blade can be collapsed down to the size of one of it's blades, making it easy to transport.
Appearance:- The Darkmobile:
Name: Darkmobile-1
Type: Airship
Rank: S
Description: 4 seater airship (Driver, 3 passengers)
- Enhancements:
Name: Passenger Space
Type: Supplementary
Rank: /
Description: Extra passenger space in the Pilot's cab (2 seats)
Name: Engine Overhaul & Turbo Boost x4
Type: Supplementary
Rank: S
Description: A major boost in speed and maneuverability. Attacks fired at the Airship up to A-Rank can typically be dodged with little to no effort.
Name: Mid-air hijack device (Air-Jack)
Type: Supplementary
Rank: A
Description: A device that enables the pilot to “lasso” another air ship in close proximity. The grappling hooks, once attached to another air ship, deliver an electromagnetic pulse which scrambles its systems and leaves it defensless for a short amount of time. (2 posts)
Name: Battering Ram
Type: Weapon
Rank: A
Description: Made of a rare steel alloy and sharpened to penetrate it as if a hot knife through butter, the Battering Ram is fitted to be fixed upon the front of the Airship and designed for a more direct approach.
Name: Tempered Armor
Type: Armor
Rank: S
Description: Made of a rare steel alloy the same as the Battering Ram, the metal has been heat tempered several times, making it able to withstand repeated attacks, physical and elemental.
Direct hits withstood before the armor shatters
1 SS rank attacks
2 S rank attacks
3 A rank attacks
4 B rank attacks
5 C rank attacks
D ranked attacks cause no damage
Name: .50 caliber double barreled machine gun x5
Type: Weapon
Rank: A
Upgrade Slots: 3
Affinities: Whatever the user's 3 elements are
Description: Guns specifically crafted for The Darkmobile Airship. The user can channel their own chakra into the weapon and combine one of their own elemental affinities to the weapon's bullets, 1 at a time. The bullets are the equivelant of an A-ranked attack, + whatever element is coated to them.