Item Guidelines

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Item Guidelines

Post by Cloaked Figure on Thu Oct 12, 2017 3:08 pm

Items

As a shinobi, your character is expected to be at least somewhat trained for combat in some form or another. Whether fighting with weapons like the samurai, defending yourself with armour and clothes, or using a variety of tools and items to aid in your efforts, items are a vital form of the ninja lifestyle. And that applies here as well.

There are five main categories to items, which are as follows:


  • Weapons
  • Armor
  • Pets
  • Puppets
  • General Equipment


While Pets and Puppets will be gone over in a seperate Guideline each due to their complexity, this guide will hopefully serve to help you understand how the other three item types work, and how to apply for custom ones~

First, it's important to know that items in general have tiers. Each tier of item comes with a set cost, as well as a list of things that each can do. Furthermore, items are modded on a case by case basis, due to the nature that it categorizes (see: Broad)

Low Quality: This is the lowest "tier" of items. These are generally generic items, with little direct influence. Try not to expect much from these, as they are meant to be the basic, cheapest tools.
Basic: Rather basic tools and items, these are used more often than Low Quality items. General Equipment of this tier and higher begin to have minor abilities.
Decent: This is where items begin to go up in quality. From this point, items can have an affinity to an element, while General Equipment have a wider range of abilities once more.
Improved: At this point, non-General Equipment items may have abilities! These abilities do not use chakra, and thus are not as powerful as jutsu, however it still increases the usefulness of items.
Acute: At this tier, items are more superior than others, and these are generally viewed as creations of the utmost high quality. At Accute level, items can have chakra based abilities. Unlike the Improved, these abilities can be on par with jutsu depending upon the type of ability, as well as the chakra cost.
Masterful: The best of the best. At this tier, items are considered to be almost without value, a priceless artifact, or something that is so strong as an item it could define an individual entirely. At this level, items can have a passive ability, and a chakra activated ability - General Equipment can have both of those, alongside the items normal function!

Weapons

To a shinobi, a weapon is as much a requirement as food or water. And that can be shown through the use shinobi have for even the smallest of weapons, such as a kunai. This is a wide area with many applications, ranging from shields to the classic swords, to more bizzare weapons such as scythes or whips. Like General Items have their abilities, which scale in usefulness at different tiers, weapons also scale in usefulness dependant upon the tier, both in the extra "features" they possess, as well as simply the damage.

Low Quality: Weapons of this tier can only do roughly paper cuts or stabs of up to 1/4 of an inch, and deal light external bruises.
Basic: Weapons of this tier can do cuts of up to 1/4 of an inch or stabs of up to 1/2 of an inch, or deal moderate external bruises with blunt weapons.
Decent: Weapons can do cuts of up to 1/2 of an inch and stabs of up to 1 inch at this tier, or major external bruising with minor internal bruising.
Improved: Weapons can do cuts of up to 1 inch and stabs of up to 2 inches at this tier, may fracture bones on hits, break bones on repeated hits to the same area, and cause extreme external bruising.
Acute: Weapons at this tier can do cuts 2 inches and stabs up to 3 inches into flesh, but cannot quite cut through bone without repeated strikes, and at this tier, blunt strikes can break bones, and deal minor internal organ damage at the point of impact.
Masterful: At this tier, weapons can stab cleanly through a human target, and are generally considered weapons of overkill when used, cutting up to 4 inches into targets like they were butter, as well as blunt weapons able to cause major internal organ damage to the point of impact, as well as shatter bones near and around the point of contact.

However, in order to use a higher tier weapon has a requirement of its own, outside of simply paying for it. At higher tiers, it is expected to be able wield the weapon with more proficiency. The following tiers are available depending upon the level of the users bukijutsu:
Natural: At this level, the user is able to use basic weapons, but little more, thus limiting them to Low Quality only.
Skilled: At this level, a user can use up to Decent weapons and below, as they have a grasp on more intricate workings of weapons.
Proficient: At this level, users of Bukijutsu are nigh great at using weaponry, able to use Accute weapons and below.
Master: At this level, users of Bukijutsu are as it sounds: masters of weaponry itself. Not only can they use all levels of weapons, but they may wield "Plot" Tier items, which may only be obtained via events (more detail lower down).

Ammunition

Ammunition are items that exist and only function as a part or purpose of another item. This can range anywhere from arrows, bolts, kunai, shuriken, senbon, or even things as niche as rope, explosive tags, or fireworks. In essense, they are consumables - one time use items. While they must be apped as individual items, and thus priced individually, they do not suffer from the repair rules: while they can break, it is assumed they are bought in bulk - what's an archer without some spare arrows, after all?

Ammunition replenishes after every thread.

Armor

Armor, while less used by shinobi than other aspects, can still prove a useful part of staying alive - another layer to keep between a blade and your own skin is generally a layer worth having. Whether flat out going for metal plates, or a pair of leather gloves, armor exists to stop the wearer from dying as easily. It is important to also note that, you cannot apply for a full set of protection as a single item. On top of this, the defense provided by armor does not stack, as the value only applies to the area it covers - you won't be able to protect yourself from a punch to the face if you don't have a helmet.

Weapons interact with basic strikes from weapons equal to their tier in a basic "clash", where the damage is reduced by 1 tier if equal, or nullified if the blow is three tiers below the tier of the armor. Armor, unless stated otherwise, doesn't have a massive influence on jutsu: basic cloth doesn't go far to stop a ball of fire from hitting your face. In regards to unarmed strikes and jutsu, armor follows the following system:

Low Quality: Only strikes from a strength with no stats in it will be negated by armor of this tier. It is generally accepted that armor of this tier is either decoration, traditional, or something small. Jutsu cannot be blocked at all, and any cuts go through the armor.
Basic: This tier will negate blows from a strength stat of 20 or lower, and does not protect the user at all from strikes of 50 or more strength, while cuts are reduced by one quarter of an inch. Jutsu cannot be blocked or reduced.
Decent: At this tier, blows of 50 or less strength points will be negated, however any strike of 100 or more points is able to bypass through the defenses of the armor entirely, while cuts are reduced by half an inch. This can lower the damage of jutsu with up to 2 points in damage by 1 point.
Improved: At this tier, blows of 100 or less strength points are negated entirely, however any strike of 200 or more points is able to bypass through the defenses of the armor, while cuts are reduced by one inch. This can lower the damage of jutsu with up to 3 points in damage by 1 point.
Acute: At this tier, blows of 250 or less strength points are negated entirely, however any strike of 500 or more points is able to bypass through the defenses of the armor, while cuts are reduced by two inches, and stabs go one inch less deep. This can stop damage from jutsu with 2 points of damage, and lower the damage of jutsu with up to 4 points in damage by 1 points. This tier of armor can only be worn by those with skilled or higher in Taijutsu.
Masterful: At this tier, blows of 500 or less strength points are negated entirely, however a strike of 750 or more points is enough to bypass through all of the armors defenses, while cuts are reduced by three inches, and stabs go two inches less deep. This can stop damage from jutsu with 3 points of damage, and lower the damage of jutsu with up to 5 points in damage by 1 points. You may only wear up to two pieces of armor of this tier. This tier of armor can only be worn by those with Proficient or higher in Taijutsu.

General Equipment

This type of item ranges from anything and everything: ropes, camping equipment, food pills, and such forth. Because of the broadness, items of this type are generally free range, however, please take logic into consideration. Items of this type will be compared with weapons, armor, and other items of the same tier, in regards to balance, and as such the moderators will use their own judgement on items such as these - if you disagree with a moderators opinion, you are welcome to ask for a different opinion, however please be civil about such. Outside of having their own functions, General Equipment does not need to be repaired if damaged or destroyed - it's one of those convenient things you know?

Costs

Of course, having equipment has its own drawbacks. And the very first of these are the prices of getting such equipment. Every item has a ryo cost, which is determined by moderators based on how strong the item is. However, item prices go as such in terms of ranges per tier, and thus will never be more or less.

Low Quality: 60 ryo - 400 ryo
Basic: 400 ryo - 900 ryo
Decent: 900 ryo - 1600 ryo
Improved: 1600 ryo - 2400 ryo
Acute: 2400 ryo - 4000 ryo
Masterful: 4000 ryo - 8000 ryo

Broken Items!

Sadly, every item has a risk of breaking. For items that are Low Quality, this isn't a tremendously big deal, but, for every other tier, the costs for repair are somewhat frustrating alone. Broken items do no damage when used outside of just a bonk or bump, and cannot use any elemental affinity, or abilities. Items can be broken when hit if hit twice by a weapon at least 1 tier above it, or by 2 offensive jutsu that deal damage relating to the following chart:

Basic: 3 points in damage
Decent: 4 points in damage
Improved: 5 points in damage
Acute: 6 points in damage
Masterful: 8 points in damage

After suffering half of the damage required to break, an item enters the "chipped" state. This has no effect on what the item can do, however has visual signs that the item is close to breaking, and acts as a warning for the character using the weapon that it likely will not last long. Items automatically lose the "chipped" status if they make it to the end of a thread without breaking, as it represents minor damage that can be repaired for next to nothing.

The repair costs per item is a fixed cost, as follows:
Basic: 200 ryo
Decent: 450 ryo
Improved: 800 ryo
Acute: 1200 ryo
Masterful: 2000 ryo

Plot Tier

This tier comprises of items that are beyond the level represented here: items that are either canon, or are so plot significant/ powerful that they are deemed above the system as it is. These items may only be used in a thread with permission from all its ORIGINAL participants (invaders don't get an opinion), and cannot be bought from item shops. Instead, these items are only given out by staff, with their creation and balancing done with the administration and the applier. Meanwhile, canon items can be obtained as a result of site events, and are designed entirely by staff to be in line as close to canon as possible.

Item Codes

Within the spoilers, you will find the code for each item: please use the template for the item you are applying for in the relevant section.

Weapon:

Code:

[b]Name:[/b]
[b]Type of Weapon:[/b]
[b]Tier:[/b]
[b]Appearance:[/b]
[b]Affinity:[/b]
[b]Damage and Abilities:[/b]
[b]History:[/b]

Armor:

Code:

[b]Name:[/b]
[b]Area of protection:[/b]
[b]Tier:[/b]
[b]Appearance:[/b]
[b]Affinity:[/b]
[b]Abilities:[/b]
[b]History:[/b]

General Equipment:

Code:

[b]Name:[/b]
[b]Type of Item:[/b]
[b]Tier:[/b]
[b]Appearance:[/b]
[b]Affinity:[/b]
[b]Abilities and purpose:[/b]
[b]History:[/b]

Village Upgrades

Only appliable by Kage, these are things that represent a bulk of how a village functions - militia, defenses, land, etc. More details can be found in the village guidelines, however below is the template for how Kage and village leaders may apply for custom village upgrades.

Village Upgrades:

Code:

[b]Village:[/b]
[b]Type of Upgrade:[/b] (Defensive, Utility, Offensive)
[b]Description of Upgrade:[/b] (Where the upgrade influences, what it does, etc.)
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