004: Using Items

## What Are Consumables?

Consumables are items that you have in your Combat Inventory that have a finite number of uses. Once the amount of uses are used, that item may not be used for the remainder of the thread. These consumables are replenished after the thread has concluded.

## Types of Consumables

The following are types of Consumables you may come across:

 **Poison Consumables** | These are poisons which come in two main types:
**Injury Type Poisons**: These type of poisons usually come in liquid form and are required to be placed in or on a weapon. This requires injury to enter the target's bloodstream. When a weapon is poisoned, it is treated as a 'Weapon Enchantment'
**Cloud Type Poisons**: These poisons are used and will create a cloud within a certain area. These clouds will linger for a duration or until a Wind attack is used to blow away the poison.

## How to obtain a Consumable

Consumables are purchased in the Shinobi Shop. These will cost the user some Ryo, but the user will always have that consumable -- unless the user was pilfered of that item. These consumables may only be purchased once and will come in uses.

## Number of Uses on Consumables

A consumable will state how many uses it will have. Once that number has reached 0, the user may no longer use that consumable. For example, the user purchases a Kawarimi Target. This item will have 3 uses. Once all 3 are done, the user may no longer use the Body Switch jutsu. These numbers will replenish at the end of the thread. There are some equipment or Features that may increase the number of uses.

## Using Consumables

There are 2 different ways to use Consumable Items:

 **Full Use** | Standard Action

## Equipping Equipment

**Weapons**

* **Equipping Weapon**: The user gains 1 Free action every round for Equipping their weapons. This will not use up any actions, but the timing of doing this will be crucial. The user must state which weapon to equip.
* **Unequipping**: The user gains 1 Free action every round for Unequipping their weapons. This will share the same use as Equipping their weapons. The user must state which weapon they wish to unequip. This will free up the user's hand(s)
* **Sheathing**: Primarily used for Iaijutsu. The user sheathes their weapon and will still be equipped with their weapon in preparation for a Iaijutsu.
* **Drop Weapon**: The user gains an infinite number of Free Actions to drop their weapon. This does not share the same use as equipping or unequipping their weapon. The user must state which weapon they wish to drop to the ground. This can be used prior to Ninjutsu or Genjutsu that have handseals to not extend the Cast Time of the jutsu. Dropped weapons may be picked up by anyone in battle.
* **Activate Attachment**: If the user has an attachment that requires activation in order to use, it will use their Quick Bonus Action to activate.

**Armor**

* Activate Attachment: If the user has an attachment that requires activation in order to use, it will use their Quick Bonus Action to activate.

**Accessories**

* **Change Accessories**: The user must use a Quick Bonus Action to swap accessories if they brought more than 2.
* **Activating Accessories**: The user must use a Quick Bonus Action to activate their accessory if it has an action that requires activation.