Meta-Chakra Feats
TABLE 7-3: EXPLOSIVES
Explosive Damage Damage
Type RadiusBurst ReflexDC IncrementRange Weight Size PurchaseDC Restriction
Exploding Tags
Standard 2d6 Fire 15-ft. 15 — 0 lb. Tiny 10 +1 (Lic)
Greater 2d8 Fire 25-ft. 18 — 0 lb. Tiny 15 +2 (Res)
Trap Note 2d6 Fire 15-ft. 15 — 0 lb. Tiny 13 +1 (Lic)
Instant Ice Bomb 2d6 Cold and
Piercing 10-ft. 15 10 feet 0.5 lb. Tiny 16 +2 (Res) Poison Smoke Bomb See text See text See text — 10 feet See text Tiny See text +3 (Mil)
Sealing Tag See text — — — — 0 lb. Tiny 15 +3 (Mil)
Smoke Bomb — — See text — 10 feet See text Tiny 4 +1 (Lic) Sunburst Tag See text — 15-ft. See text — 0 lb. Tiny 12 +2 (Res)
Exploding Tags: These small pieces of paper are also refered to as exploding notes and
are the most common explosive amongst shinobi because of the ease they can be carried and concealed. There are three different type of exploding notes: standard exploding tags (called exploding tags), greater exploding tags and trap notes. Exploding tags cannot be
set off if they have not been set, charged or thrown.
Exploding Tags: These tags carry a fair amount of chakra in each one so that they can be set off without waste, and have several containing seals to allow for greater effects at a greater cost. A tag starts with one charge that deals 2d6 points of fire damage in its blast radius when set off. Additional charges can be added to the blast when the tag is set, at the cost of 1 point of chakra that can't be converted, each charge adding 1 damage die to the explosion, up to 4 additional charges (6d6).
Charging an exploding tag to be set off, regardless whether additional charges were added, is a move-equivalent action that does not provoke an attack of opportunity. The tag remains charged for 1 minute afterwards, at which time the chakra dissipated and the tag returns to its harmless state. If the tag is set off, even with a delay, before the chakra dissipates, it will not discharge. The damage from the explosion can be halved with a Reflex save (DC 15).
The exploding tags are covered in a sticky substance on the back that reacts to chakra, and can be attached to any and all surface without fail once they are charged, though water may destroy the tag. It can be placed on a creature with a melee touch attack; doing so provokes an attack of opportunity against the character, which if it hits, cancels the maneuver.
Another method is to tie the tag to a thrown weapon. If the attack hits, the target must make a Reflex save (DC 15) to remove the weapon; failure to do so will prevent the target from making a save to take only half damage from the tag.
To set off an exploding tag requires a tag charged by your chakra signature, and a Chakra Control check (DC 10 + 2 per charge in the tag) as an instant action. This can only be performed when the character is within 50 feet of his tag. Furthermore, a delay effect may be added to the explosion by adding 1 point to the DC per round delayed (maximum 5 rounds). The purchase DC given is for a single tag.
Exploding Tag, Greater: This tag is the same type as a standard exploding tag, but with stronger containment and amplification seals for a stronger explosion with lesser cost. The damage dealt is in d8, and though the cost for each additional charge is the same, the blast radius and DC to take half damage are increased. The DC to set off a greater tag is 15 plus 2 per additional charges, adding 2 for each round delayed (maximum 10.) The purchase DC given is for a single tag. Greater tags are not readily available.
Trap Notes: This tag is the very same as an exploding tag, except it cannot be set off, only armed. It can be charged normally, but will only explode if removed, be it manually or through a more elaborate system (such as a tripwire, for example). The purchase DC given is for a single tag.
Instant Ice Bomb: This device is a small sphere holding a liquid that, once it makes
contact with oxygen, creates sharp ice-spike. Any creature that finds itself within 10 feet of the target square suffers 2d6 point of cold and piercing (divided evenly) unless they
make a Reflex save (DC 15) for half. The spike may offer cover, but will melt after 1d4 minutes (or 1d4 rounds if the ambient temperature is greater than 50 degree Fahrenheit). An Instant-ice Bomb can also be used on water. The Purchase DC given is for a pack of 3 instant-ice bombs.
Poison Smoke Bomb: Just like the standard smoke bomb, this device can produce smoke
of many colors. It has the very same effect as a Smoke Bomb, but also targets every creature that stands in its area of effect (see Poison for details) with any Inhaled or Contact poison used in its creation. The effects are the same, but the DC is reduced by 3. The Purchase DC for a Poisoned Smoke Bomb is equal to 3 + the poison's purchase DC. Poisoned Smoke Bombs are sold individually, and weigh in at 5 to the pound.
Sealing Tag: This tag can only be applied on a helpless creature and must be activated
with a Chakra Control check (DC 20) within 10 feet. The tag seals the creature's ability to use any Chakra Control, Genjutsu and Ninjutsu technique, and implies a -30 penalty to Chakra Control checks made to use objects, such as exploding tags. The effects last until the tag is removed. Once removed after activation, the tag crumbles to dust. A sealing tag reduces the target's aura by 2 steps (minimum faint, see Sense Chakra for details).
Smoke Bomb: A popular ninja tool that has been used since the old days to create a
diversion and allow escape or simply conceal one's self. On the round when it is thrown, a smoke bomb fills the four squares around it with smoke.
On the following round, it fills all squares within 10 feet, and on the third round it fills all squares within 15 feet. The smoke obscures all sight, including the darkvision ability. Any creature within the area has total concealment (attacks suffer a 50% miss chance, and the attacker can’t use sight to locate the target). It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.
Smoke bombs are available in several colors, including white, red, yellow, green, and purple. As such, they can also be used as signal devices. Smoke Bombs are sold individually, and weigh around 90 grams each (5 to the pound).
Sunburst Tag: Similar to exploding tags, these chakra embedded tags were designed to
create a burst of light as sudden as it is strong and stick onto any solid surface. To make the tag explode requires a Chakra Control check (DC 15) and be within 30 feet of the tag. A creature caught in the burst radius must make a Fortitude save (DC 15) or be blinded for 1d6 rounds. Blind or creatures devoid of vision are immune to this effect. The Purchase DC given is for a pack of 4 Sunburst Tags.
Armors
The suits of armor described below are not all restricted to shinobi, but not generally available to the public.
Archaic armor is old-fashioned armor, such as medieval chainmail and plate mail. Impromptu armor includes items that provide protection even though they weren’t designed for that purpose, such as leather biker’s jackets and football pads.
Concealable armor is modern body armor designed to fit underneath regular clothing. It can be worn for extended periods of time without fatiguing the wearer.
Tactical armor is modern body armor that fits over clothing and can’t be easily concealed. Its weight and bulk make it impractical to wear all the time, and it’s generally only
donned when a specific dangerous confrontation is likely. Because it’s worn over clothing in tactical situations, tactical armor often has pockets, clips, and velcro attachment points for carrying weapons, grenades, ammunition, flashlights, first aid kits, and other items.
Equipment Bonus: The protective value of the armor. This bonus adds to the wearer’s
Defense.
Nonproficient Bonus: The maximum amount of the armor’s equipment bonus that can
be applied to the wearer’s Defense if the wearer is using armor with which he or she isn’t proficient (doesn’t have the appropriate feat).
Maximum Dex Bonus: This number is the maximum Dexterity bonus to Defense that
this type of armor allows. Heavier armor limits mobility, reducing a character’s ability to avoid attacks.
Even if A character’s Dexterity bonus drops to +0 because of armor, the character are not considered to have lost his or her Dexterity bonus.
Armor Penalty: The heavier or bulkier the armor, the more it affects certain skills. This
penalty applies to checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble.
Speed (30 ft.): Medium and heavy armor slows a character down. The number in this
column is the character’s speed while in armor, assuming his or her base speed is 30 feet (the normal speed for most human beings).
Weight: This column gives the armor’s weight.
Purchase DC: This is the purchase DC for a Wealth check to acquire the armor. This
number reflects the base price and doesn’t include any modifier for purchasing the armor on the black market.
Restriction: The restriction rating for the armor, if any, and the appropriate black market
purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the armor on the black market.