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Post by Flak on Mar 20, 2005 23:11:47 GMT -5
Introduction
I'd like to start off by thanking James for his help in the creation of content of this altered world. Thanks, James!
Now, in this section, I will post info on skills, items, etc. Things people should know. Things will be added for a couple of days following the creation of this board as not everything is complete yet but things should be fine.
Seeya next time.
Effects
KTFO- you are in a state of unconsciousness. You are also badly damaged. Lethal KTFO- you are near death. Impressed- you have taken a liking to someone due to their performance. Or someone has taken a liking in you.
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Post by Flak on Mar 20, 2005 23:22:56 GMT -5
Skills [Name] [Benefits]
-Basics (Proficiencies)
-Healing Knowledge You are skilled with the use of healing items and know a lot about the body's workings. You know which plants can heal a wound, and you can also reverse your knowledge to know what's bad for someone. -Soothing Hands Your touch in itself is a form of healing. You are less likely to hurt someone while administering bandages and you can loosen tense muscles and such. -Kami Knowledge You know an awful lot about the religion of the lands. You understand things others have no idea about. Who knows, some time, you might gain something from your understanding (and thus, your respect) for the spirits. -Expert Scribing You can read and write scrolls much more easily than others. You can decipher some code. -Fire Knowledge You are skilled in the handling of fire. You can craft torches, flaming projectiles, and other such things. Also you won't hurt yourself as much when lighting fires. -Camper You can light fires quickly (though not too safely) and you can set up camps. You're an expert of controlling your sleep, and can get up at any time to keep watch or some other such function of the camping world. -Signal Mastery You can communicate through sounds such as drum beats or the tone of a flute. Clapping hands and making animal noises also works when you lack an instrument. This makes you good at deciphering code. -Flutist You are a flute player. All your flute skills effectively are increased. You can tell the worth of instruments. -Drummer You are a drums player. All your drumming skills effectively are increased. You can tell the worth of instruments. -Expert Musician You're a much better musician than the average person. People will enjoy your music better and you can really turn a room's spirits and feelings with your music. It is potentially mind-bending. -Trap Setter You are skilled in the handling of traps. You're more knowledgeable of them and are less likely to fall for the traps of others. You are also less likely to set off your own traps. -Bugging Expertise You are an expert at spying. You know what words to capture, what details to jot down on your scrolls, you know how to tinker with basic electronics to benefit your information gathering. -Expert Sword Handling You can use a sword. Or something that looks and works like a sword. Like a stick. -Large Weapons You are comfortable with rather large weapons. You can pick up bricks and use them as maces, if you wish. -Stealth Combat You are an expert at stealtch, but not only that, but fighting while under cover. Throwing undetectable weapons, hidden assassinations, fighting off attacks while on the run, these are your fortes. -Throwing Mastery You can throw most anything, from toothpicks to pebbles to giant shuriken. -Linked Weapons You are skilled in the use of chains and other linked weapons. Maybe someday you'll be able to use wires as effective weapons. -Herbal Knowledge You know a lot about plants and fungi. You can find poisons and remedies more easily than most. -Anatomical Knowledge You know the bodily tracts and their secrets. You know where to throw that projectile to disable an opponent or where to slash your sword to make them die in a single blow. -Staff Mastery You are skilled in the use of staves, spears, and naginatas. This may come in handy when dealing with tree limbs or poles of any sort. Who knows? -Ranged Combat You can use bows and are even more precise with other projectiles than most.
-Abilities (Magic/Unnatural)
-Genjutsu - Illusionary skills. Invoked by influencing peoples' minds with the sound of a flute. The more elaborate your genjutsu, the more taxing it is to play it.
|Roll a D6 on casting and add +2 for 'Flutist'. +1 for Kami Knowledge. |_______________________________________________________ |1- Your genjutsu fails. You go crazy and attempt suicide. Lethal KTFO. |2- Your genjustu fails. What's more, you're revealed to your enemy. |3- Your genjutsu is blurry and dreamlike and easily detected. |4- Your genjutsu needs work. It might trick an idiot. |5- Your genjutsu can influence an isolated group's mind process. |6- Your genjutsu puts all its subjects to sleep. |(7)- Your genjutsu makes its subjects crazy. |(8)- You can extract information or suggest suicide. |(9)- You can alter reality to disguise yourself in the tradition of Henge.
-Leadership - People around you are either emboldened or frightened of your presence.
|Skill Levels. +1 for Drumming. +1 for Drummer. +1 for Kami Knowledge |_______________________________________________________ |Basic: Your fellows are less likely to be scared or startled. |+1: ^+ Your enemies might feel less bold. |+2: ^+^^+ Your men are less likely to fall for Genjutsu or be ambushed. |+3: ^+^^+^^^+ Your enemies lose a good deal of heart.
-Shinjutsu - Art of death. You know nothing extraordinary but your manner of fighting gives off its own kind of genjutsu. Shinjutsu is very draining and you cannot use it for more than 10 minutes without stop. If you try to use it for more than a total of an hour in a day, you'll be KTFO. Many of the Shinjutsu School skills will kill their user if they attempt them without the proper skills (such as Trap Setter for Flame Breath or Throwing Mastery for Kage Bunshin). Kami Knowledge greatly increases the likelihood for a move to go through perfectly, working real magic into your fake stuff.
-Bunshin: You move so quickly that your enemies think there are more than one of you fighting them. -Kage Bunshin: You have Bunshin and you use projectiles from all sides in your speed, creating the illusion that your clones are attacking. -Flame Breath: Use of wind, explosion notes, and motion blur makes it seem like you are breathing fire at your enemies. -Invisible Weapons: You move your weapons with such speed that they appear invisible. Or don't appear at all. So your opponents might think they're being smacked on by a god or something. -Invisible Self: The extremity of Bunshin, you don't even leave an after image anymore. Your speed grants you invisibility to the naked eye. -Run Through: Not with a blade. With yourself. You come towards an enemy at normal speed and then, just when they think they have you, you speed up beyond human capacity and 'run through them'. Their body is halved/torn/otherwise mutilated is you dash through it with weapons forward. -Kawarimi: You are capable of switching places with inanimate objects to avoid blows.
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Post by Flak on Mar 20, 2005 23:50:23 GMT -5
Equipment [(name) (hands) (skill req) (skill benefit)][/u][/b] *on hand weapons do not count against your weight limit. You may have one offhand weapon at your hip (or back if it is too large) and this does not count either. These bonuses are one reason the weight limit is so low so take advantage of your offhand weapon!!
In some cases you may use two weapons at once.
-Katana - standard Japanese long sword (4.~5 feet long), with a stylistic curve at the end and slightly through the blade. Only one side is sharp, but a blow from either side can fell an enemy if wielded correctly. Proper usage is two handed. To use a Katana effectively, one needs the 'Expert Sword Handling' skill. If the user has the 'Large Weapons' skill, they may wield a Katana with one hand as a normal person would two handed. However even then they cannot use two at a time. With 'Stealth Combat' the user may wield a Katana (with both hands) with the grace of a smaller blade. Katanas are too heavy to be flung.
-Tanto - small hunting knife. Long, thin blade. Sturdy, despite its appearance. One handed. No required skill. 'Expert Sword Handling' allows you to use a tanto in one hand and a one handed sword in the other (should you have 'Large Weapons, for instance, you could use a tanto and a katana). 'Stealth Combat' allows you to use a tanto as if it were a needle.
-Kodachi - Mid-sized sword, about 2.5 feet long. One handed, but may be used in two hands for added power. Requires the 'Expert Sword Handling' skill. With the 'Large Weapons' skill you may use two Kodachis at once.
-Senbon - 'needle'. A projectile that is often used alongside others of its kind to form a 'claw' of sorts. The hand is balled up into a fist and needles are placed between digits. May be used in either hand, or both hands at once. May be used alongside a Katana whether the user has the 'Large Weapons' skill or not. Requires 'Sealth Combat'. 'Throwing Mastery' allows all needles in a hand to be flung at once, creating a storm of metal.
-Cleaver - A seven foot long, one foot wide straight blade with a two foot long wooden handle that is wrapped in leather or cloth. Two handed. Requires the skills 'Expert Sword Handling' and 'Large Weapons' to use at all.
-Bow - Six foot long longbow. Favoured of the Samurai. Easily aimed and shot from horseback. Two hands. Requires Large Weapons and Ranged Combat. Used with a hip-borne quiver of arrows.
-Hankyu - Half bow used for indoor combat. 3.5 feet long. Two handed. Requires Ranged Combat. Used with a hip-borne quiver of arrows.
-Stave - a basic pole of metal or wood decorated as the wielder pleases or sees as useful, these weapons are wielded in two hands and are good for a strong defense, though their lack of blades or heavy ends limit damage output. They require the 'Large Weapons' and 'Stave Mastery' skills to use.
- Spear - a staff with a small blade on the end, this weapon foucuses attacking on thrusts instead of blunt strikes. While its offensive capabilities may be better than the stave, the new focus on a specific strike to attack detracts somewhat from its defensive appeal. Requires the 'Large Weapons' and 'Staff Mastery' skills to use.
- Naginata - a staff with a larger, curved blade on the end, this weapon has the capability for slash and thrust attacks, but is less effective in the defense department than the other staff weapons. Requires the 'Large Weapons' and 'Staff Mastery' skills to use.
- Chain - a series of linked rings of steel, chains are used as weapons to beat opponents and entangle their weapons, and, if the links include small blades, for ripping apart enemies. However, they are unwieldy and difficult to use. Require the 'Linked Weapon' skill to use.
- Kusari-gama - a length of chain with a weight on one end and a sickle on the other, its combat uses are innumerable, ranging from stabbing to bludgeoning to entangling. However, it too is unwieldy, and heavy as well. Requires the "Linked Weapons" and "Heavy Weapons" skills to use.
- Sickle - a cruel looking weapon with a curved blade attached nearly perpendicularly to a small handle, this weapon requires but one hand, but its design, meant for harvesting grain, limits its combat potential.
- Scythe - A larger sickle with a handle almost as big as the wielder and a blade only slightly smaller, this blade is heavy and powerful, and can be a deadly tool in the right hands. Requires the 'Large Weapons' skill to wield.
-Wakazashi - A sword similar to the katana in make, but smaller in length. Bigger than a Kodachi, its moderate in speed an strength. A character must posses 'Expert Sword Handling' to wield it.
-Odachi - The much bigger brother of the Katana, This sort of sword ranges up from six feet of cold, sharp steel. Faster but not as strong as the cleaver, it requires the skills 'Expert Sword Handling' and 'Large Weapons' to wield.
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Post by Flak on Mar 23, 2005 19:21:49 GMT -5
Guide to Classing
Some of you may be familiar with the term 'class' in a real sense. But this is in the RPG sense. By which I mean, a blanket term for all characters of a certain type. Classic examples of classes have been the Paladin, the Bard, the Fighter, and the Monk.
So, in this, you would assume characters would have rolls such as Ninja, Samurai, and so on. But no.
There will be a class system in this RPG but, as most of the RPG, it will work behind the GM's book. Like the few dice rolls and the few hidden stats, the class system should be close to invisible.
But I'll tell you all how it works.
-Choosing your class Depending on your character's traits, I will label them. If they're sneaky and good at spying and such, I might label them a ninja. And so on. The traits considered will be mental description, physical description, and skills.
-Class Specific Stuff Such things as 'thieves can't use broadswords' may be built into this. Such as, ninjas don't use Longbows. So, depending on your skills you will be able to use different equipment. Since your skills make up a big part of your 'class', the class-specific equipment will blend smoothly into the hidden class system.
-Multiclassing As you grow throughout the game and learn new skills, you may take on traits of other 'classes'. Think of this as multiclassing, as you will, as you don't lose the old ones.
-Controlling your Growth It is possible to create your character in a way to specifically control their classing. This is far from encouraged. One of the reasons I made the class system hidden was so that you made a character you liked due to their character and that the class was woven into that. Otherwise you're what's called a power gamer, creating a character for the sake of a strong class or what have you. And we don't like power gamers.
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Post by Flak on Mar 23, 2005 19:36:36 GMT -5
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Post by Flak on Mar 23, 2005 20:07:06 GMT -5
Useable Items (Combat) [Name - (loose form)][/size]
These items are used in battle or for battle. They aren't 'one use gone', necessarily. Things like projectiles may be recovered. Some of these can be used outside of combat, but the thing seperating them from non combat items is their general intended purpose.
-Shuriken - 4-bladed throwing weapon built around a ring. Four subtypes. *note: All Shuriken benefit from 'Throwing Mastery' when used as projectiles
-Fuma (Windmil)l - Each blade is about a foot long and they curve slightly at the tips. The ring is large enough for a human hand to fit through. These are commonly attached to the backs of their users and are retrieved after use due to the fact that they are not as expendable as smaller throwing weapons. They weigh about 10 pounds and are not used among the weak all that often. [Skill: 'Large Weapons]
-Gan (Eye) - Tiny blades a few inches long. These are basically just four kunai forming a cross around a single ring that fits a finger. Their weight is insignificant and they are mass produced; they are carried in cases and pouches similar to those of the kunai and they are often used in excess as they are very expendable. Best friends of the sneaky, these blades are hard to detect as they aren't easily seen during their flights. [Skill: 'Stealth Combat']
-Common - Blades half a foot long, rings large enough for the hand to grasp, these shuriken are even more often produced than the Eye ones. They are the 'standard issue' so to speak and most ninjas (and even other warriors, too) use them as projectiles or melee weapons. They weigh 4 pounds. [Skill: none]
-Kage (Shadow) - The shuriken are the same make as the Windmill type except for the material they are made out of. They are made of an odd (and very rare) metal that has a strange reaction to light. They weigh close to nothing. The metal they are made of creates odd shadows everywhere and if used as a melee weapon, these shadows take on the appearance of their user. Characters using Shadow Windmill Shuriken are effectively under the effects of Bunshin, or, if they have the 'Stealth Combat' skill, Kage Bunshin. [Skill: 'Stealth Combat']
-Kunai - (see Useable Items (Non-combat)). In battle these knives may be thrown as small projectiles. [Skills: 'Stealth Combat', 'Throwing Mastery']
-Double-sided Kunai - These kunai, instead of having a ring at one end, have a second blade. This makes them more effective in melee, and also more deadly in Kunai Traps.
-Explosive Note - This is a slip of paper imbued with a time bomb and the end of it peels off (like a sticker). These are often wrapped around the handles/rings of kunai and used for blowing up trees, setting Explosion Traps, or even combo Explosion/Kunai Traps. Due to their tiny nature, they are easily discarded into the wind to create roundabout explosions and smoke to distract enemies. They weigh next to nothing but are very expensive, so few characters would fill their packs with them. [The timer is set at the moment the explosive note's end is peeled off]
-Explosive Pill - This is an explosive note tightly packed and placed in a gel capsule. When the human body's workings erode the gel, the explosive note burst open and incinerates the human. If you can get into someone's medicine jar, these are a prime way to assasinate people. [Outlawed by all four governments. Caught with these and you are forced to swallow them yourself.]
-Smoke Bomb - A small explosion meant for the making of a lot of smoke. The smoke is so thick that pursuers will more likely than not get lost in it while the user gets away safely. Mass produced but few use them as it was recently found out that the user does NOT normally get away safely, often blinded in the smoke they themselves make, they stumble into the grasps of their enemies. Useful in Trigger traps, so that the user doesn't have to actively set the bomb.
-Soldier Pill - A pill that alters the eater's metabolism to allow them to go for longer periods of time without eating or sleeping. Some special soldier pills may contain drugs that actually increase the consumer's performance.
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Post by Flak on Mar 23, 2005 20:27:17 GMT -5
Useable Items (Non-combat) [(name) (effect) (phys. info) (skill req.) *note: C.C. means 'depends on character's carrying capacity' *note: Measurements are in height/length/depth
-Bandages - Effect: Lethal KTFO --> KTFO when used. Quantity: C.C., weighs 1/2 pound for a 2 yard, half foot wide roll. Skill: Increased effectiveness when used in conjunction with other forms of healing, or if the user has the 'Soothing Hands' or 'Healing Knowledge' skills.
-Healing Salve - Effect: a form of healing. Quantity: C.C., depends on shape of pack. Each jar of it is about a 1/2' x 1/4' x 1/4' foot deep rectangular prism that weighs 3 pounds when full, 2 pounds half full, and 1 pound empty. Skill: Increased effectiveness when used in conjunction with other forms of healing, or if the user has the 'Healing Knowledge' skill. [Littering this item (discarding) is a serious crime due to its value.]
-Herbal Remedies - Effect: A form of healing. Quantity: C.C., weight: 0. The item is a wad of herbs with medical capabilities. Due to their rarity, it is safe to assume that players will have at most enough herbs to ease the pain of a single broken limb or a single large gash and nothing more. Skill: Increased effectiveness when used in conjunction with other forms of healing, or if the user has the 'Soothing Hands' or 'Healing Knowledge' skills.
-Gohei - Effect: 'Blessed'. Quantity: MAX 1/PARTY! Gohei are extremely valuable. They are about 1.5 feet long flat wooden objects wrapped in white ribbon. They weigh practically nothing but are rather bulky and need lots of care due to the sacred nature of the arrangement of the ribbons. Supposedly, by waving a gohei, you call down the spirits to you. In this day and age, you can only hope that keep an intact gohei alongside you will help you avoid danger. Skill: 'Kami Knowledge' increases the amount by which your luck goes up. [Discarding a gohei will curse you. While a party can only have one at a time, and thus only one person may be blessed at a time, the entire party is cursed should anyone discard it.]
-Wires - Effect: Depends on usage. Quantity: You can carry as much wire as you like. Quantity is expressed in yards and usage in feet. Skill: 'Trap Setter' allows usage in traps. 'Expert Musician' adds a use. For many of the uses of a wire, a knife is necessary to cut off foot-long segments. Uses: -Wrap Around: When it comes down to it, you're clueless and unimaginative. You can tie things together/down with the wire. And that's it. -Trip Wire: (trap) Tie down the two ends of the desired length of wire. You may set multiple trip wires in sequence to increase the likelihood that an enemy will be tripped. -Trigger: (trap) Used in conjunction with other dangerous items such as kunai or shuriken, this is in effect a trip wire that, when tripped through or stepped upon, triggers another trap. Triggers may be stacked in a similar manner to a trip wire. -Alert: (trap) Trip wire attached via excess wire to a part of a person's body such that when it is disturbed, the person is alerted. It is a bad idea to combine this with a Trigger as the trap setter will most likely die. -Improvisation (Requires Expert Musician): Using a bit of wood and some wire cut to the appropriate lengths out of you can form a crude string instrument. 'Flutist' and 'Drummer' don't apply to it and your 'Perform' roll results are lowered by 2. A result of 0 or lower on a crude instrument results in the instrument being destroyed. The wire can not be salvaged.
-Kunai - Effect: A tool of cutting. Quantity: Up to 10 may be held in the special kunai case that all characters have. Extras may be carried at other extremeties of the character's body at their own discretion. Kunai are a half inch thick at their thickest. Their handle is long enough for an average hand to hold in comfortably. At one end is a kite-shaped blade, at the other end is a ring wide enough for a finger to fit through.
-Recorder - Effect: Record a 1 minute snippet of sound such as talking. Can be over written but cannot ever hold more than 1 minute at a time. Quantity: Distributed. 1/character. Should you come across multiple copies of it, it counts as a rectangular prism measuring 1" x 4" x 2" with insignificant weight. Skill: 'Bugging Expertise' allows one to, at any time, Tinker with a Recorder. A single recorder may be Tinkered with multiple times. Bonuses add up.
|Roll a D6 at the time of Tinkering. |__________________________ |1- Recorder is broken |2- Nothing happens |3- Recorder can hold +.5 minutes |4- Recorder can hold +1 minutes |5- Recorder can hold +1 minutes |6- Recorder can hold +3 minutes
to be continued...
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Post by Flak on Mar 23, 2005 20:39:55 GMT -5
...non combat items continued
-Musical Instrument - Subtypes Below: -Flute: Effect: Depends on the way in which it is used. Quantity: 1. Comes in a seperate canvas case that holds its entire 1/2 foot long body. Case has a drawstring and has a diameter of about 3 inches when pulled tight around the flute. The entire instrument weighs about 1.5 pounds. Skill: 'Flutist' increases effectiveness of all uses. 'Expert Musician' makes the sound better (improves performance) but does not alter effects other than 'Impression'. 'Signal Mastery' adds a use to the flute. Uses: -High Pitched Note: A shrill whistle that causes people to wince. -Genjutsu: A flute is capable of evoking illusions. See the Genjutsu list for a more detailed explanation. 'Flutist', in effect, adds to the strength of genjutsu produced. -Perform: Play a piece on your flute for fun, for practice, or to impress others. 'Expert Musician' increases the level at which you play. It adds 1 to your D6 roll. 'Flutist' adds 1 as well. The effects stack.
|Roll a D6 at the time of Performing |___________________________________________________ |1- You slip up quite a few times. |2- You manage to choke your way through, but it's easy to see you messed up. |3- You're just another musician. Woopie. But the sound is O.K. |4- You are definitely 'good'. And you raise a decent amount. |5- You're an excellent musician. In fact, you're really applauded now. |6- You'll be in the lords' courts in no time. |(7)- You're unbelievable. Music lovers might stalk you. |(8)- There's no comparison. A flute-god, you are.
-Signal: (Requires 'Signal Mastery') you can communicate with military or others with the 'Signal Mastery' ability via your instrument.
-Drum: Effect: Depends on the way in which it is used. Quantity: 1. Comes in a circular wooden box painted with bright reds and yellows (not good for camouflage). The drum itself is a cylinder with weight 10 pounds and height 2 feet. Its diameter is 1 foot. Comes with a strap and is hit with the hands. Skill: 'Drummer' increases effectiveness of all uses. 'Expert Musician' makes the sound better (improves performance) but does not alter effects other than 'Impression'. 'Signal Mastery' adds a use to the drum. Uses: -Skull Crack: You beat the drum so furiously that people clutch their heads in fear and curl into fetal positions. -Spirit: Your drum beat improves the spirits of those around you. While you are playing your drum, you gain the 'Leadership' skill temporarily. 'Drummer' increases the effectiveness of the 'Leadership' skill. -Perform: Play a piece on your drumm for fun, for practice, or to impress others. 'Expert Musician' increases the level at which you play. It adds 1 to your D6 roll. 'Drummer' adds 1 as well. The effects stack.
|Roll a D6 at the time of Performing |____________________________________________________ |1- You slip up quite a few times. |2- You manage to choke your way through, but it's easy to see you messed up. |3- You're just another musician. Woopie. But the sound is O.K. |4- You are definitely 'good'. And you raise a decent amount. |5- You're an excellent musician. In fact, you're really applauded now. |6- You'll be in the lords' courts in no time. |(7)- You're unbelievable. Music lovers might stalk you. |(8)- There's no comparison. A drum-god, you are.
-Signal: (Requires 'Signal Mastery') you can communicate with military or others with the 'Signal Mastery' ability via your instrument.
-Flint+Tinder - Effect: Lights a fire. Quantity: Piece of flint and box of tinder. Flint can be in the shape of a rock the size of a fist that weighs around five pounds. The tinder box weighs about 2 pounds and is 4" x 6" x 4". Characters may have multiple sets... if they really want to. Skill: 'Camper' increases speed at which fire can be made. 'Fire Knowledge' allows one to make flaming projectiles, torches, etc. out of an appropriat flammable object and the fire created by the Flint+Tinder.
-Scroll - A long rolled up sheet of paper used for the jotting down of information. This can be done by cutting oneself and using blood for ink, or by using the ink and pen sets often handed out along side the scrolls. Quantity: Most ninjas have 'scroll cases' in which the scroll and the tools fit, but if this is not the case the scroll easily fits into the ninja's pack, as it is small in size when rolled up. Skill: 'Expert Scribing' allows a character to write things down more quickly and in a more legible hand.
-Tent - A large sack containing poles, canvas, and spikes. Used for setting up tents. Quantity: Max a person could carry would be 1. Exact contents: 1 metal rod, about 3 yards long. 4 metal poles, about 1 yard long with fixtures at both ends. 4 spikes shaped like bloated nails. 6 square yards of canvas. Assembled, this makes a 3 yard long tent that's 1/root 2 yards tall and 2/root 2 yards across. Skill: 'Camper' increases efficiency in setting it up. 'Staff Mastery' enables the carrier to use the various rods/poles as if they were low quality staves (low quality weapons have a chance to break upon use). 'Linked Weapons' allows the carrier to, with the addition of a chain/wire/rope, attach one or more spikes to the end of one of the rods (or to a staff) to form a long, unwieldly morning star of sorts. This weapon is low quality and requires 'Large Weapons', 'Linked Weapons', and 'Staff Mastery' to use.
-Rope - A length of sturdy rope. Strong enough to hold a human if tied correctly. Quantity: Measured in yards, used by the foot. Weight is insignificant and the rope may be worn about the body/ on the hip in addition to off hand weapons. Skill: 'Linked Weapons' allows the carrier to create low quality weapons by combining rope with kunai. 'Linked Weapons' is required to use this weapon.
-Bedroll - A rolled up thin blanket that is attached to the carrier's pack either by rope, straps, wire, or some such material. Bedrolls are nice commodities when out with no shelter as they can be lain under or on top of. The heavier the material the heavier the roll. The roll is 4 feet across (folded in half lengthwise when rolled up) and 5 feet long.
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Post by Flak on Mar 23, 2005 20:45:05 GMT -5
Armor Creation[/size]
Armor, like classing and such, is hidden.
Your armor is built into the clothes your character wears. If he wears plate mail, that's his armor- and I work with that in deciding how things turn out.
If you want to say that your character wears traditional samurai armor, simply describe his/her gear in terms of what they wear and if the description fits, then that's what you get. An important part of this RPG is the use of the player's descriptive ability to get what they want. If you want exactly this kind of armor, describe it just so.
Read guidelines in the Getting Started section on what armor you can have. You will of course find armor throughout the RPG. Enjoy your cusomization!
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