Item Rules

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Item Rules

Post by Admin on Sun Mar 02, 2014 9:13 pm


Items

Items can be bought with Skill Points (the number of Skill Points an item costs is equal to its level divided by 2.5). Some basic items can be found in the Basic Item Shop found in the Items section: such as kunai, shuriken, paper bombs, etc. Alternatively if you want to create your own item, you can post a thread in the Items section yourself. A staff member will then review the thread and approve it if it's all good (or give advice for edits if it still needs work). When you wish to buy a weapon from either shop, post in the Use Skill Points section of the Training section section (if you're buying a custom item, be sure to include a link to the custom item's thread). Note that in order to use an item, you must have all of the item's Focuses at at least the level of the item (the only exception is "Academy" items, which any ninja can use). Items over level 1000 require Mastery of its Focuses. All items fall under one of three categories; weapons, armors, or miscellaneous. Their respective templates are below:

Weapons:

Code:
[b]Name:[/b] Name of the item.
[b]Level:[/b] Item's Level, must be divisible by 10.
[b]Type:[/b] What type of item is this?.
[b]Type of Damage:[/b] Piercing, slashing, blunt, and abrasive are the standard damage types.
[b]Focuses:[/b] Any Specialty/Element/etc affiliated with the item.
[b]Quantity:[/b] How many of this item you're buying.
[b]Effects:[/b] Each effect of the item.
[b]Appearance:[/b] What the item looks like.
[b]Weight:[/b] What's the weight of this item in kg?
[b]History:[/b] Where did this item come from?

Armor:

Code:
[b]Name:[/b] Name of the item.
[b]Level:[/b] Item's level, must be divisible by 10.
[b]Type:[/b] What type of item is this?
[b]Type of Armor:[/b] Soft, medium, and hard are the standard armor types.
[b]Coverage:[/b] What part(s) of the body are protected? Standard armor protects up to 3 parts of the body: feet, hands, arms, legs, torso, or head.
[b]Focuses:[/b] Any Specialty/Element/etc affiliated with the item.
[b]Quantity:[/b] How many of this item you're buying.
[b]Effects:[/b] Each effect of the item.
[b]Appearance:[/b] What the item looks like.
[b]Weight:[/b] What's the weight of this item in kg?
[b]History:[/b] Where did this item come from?

Miscellaneous:

Code:
[b]Name:[/b] Name of the item.
[b]Level:[/b] Item's level, must be divisible by 10.
[b]Type:[/b] What type of item is this?
[b]Focuses:[/b] Any Specialty/Element/etc affiliated with the item.
[b]Quantity:[/b] How many of this item you're buying.
[b]Effects:[/b] Each effect of the item.
[b]Appearance:[/b] What the item looks like? Be sure to include where it is kept on your shinobi!
[b]Weight:[/b] What's the weight of this item in kg?
[b]History:[/b] Where did this item come from?

Item Health
Over time, items will break down and require repairs. All items are considered to be in perfect condition at the start of each thread, having a Health stat of 5 times the item’s level. After an item is hit with a higher-level basic strike or jutsu, the item takes damage. This damage is equal to the difference in level between the item and the corresponding attack. When an item’s health is reduced to 0, it breaks permanently. For example, a level 500 sword will have a Health stat of 2500. If it is hit by a basic strike with Strength of level 800, the sword will take 300 damage (800-500=300), reducing its health to 2200. Alternatively, certain items are "consumable" (food pills, flashbombs, arrows, etc). These are consumed upon usage, replenish at the start of each thread, and are labeled [Consumable] after its Type.

Type Of Damage/Armor
Different weapons do different types of damage. The 4 standard types of damage are blunt (such as a punch or staff), slashing (such as a sideways strike with a sword), piercing (such as a straight-forward strike with a sword), and abrasive (such as Kisame's Samehada). The damage a basic strike deals depends on its type and level (see the spoiler below). Alternatively, armor types transform the damage type of basic strikes that hit them. The 3 standard types of armor are soft (such as a jacket or cloak), medium (such as chain mail or studded leather), and hard (such as plate mail). Soft armor will not effect the type of damage a basic strike deals. Medium armor will change the damage type of slashing and abrasive into blunt. Hard armor will change slashing, abrasive, and piercing into blunt. If an item uses a custom type of damage/armor, you are required in the description of the item to detail how the type acts.

Damage:
-1000 - -500: Basic strikes cause no damage.
-499 - -250: Blunt strikes cause benign bruises. Slashing and piercing strikes cause benign scratches. Abrasive strikes cause benign skin irritation.
-249 - 0: Blunt strikes cause light bruises. Slashing strikes cause 0.1" deep lacerations. Piercing strikes cause 0.2" deep lacerations. Abrasive strikes cause mild skin abrasion.
1-100: Blunt strikes cause deep bruises. Slashing strikes cause 0.5" deep lacerations. Piercing strikes cause 1" deep lacerations. Abrasive strikes cause light 1st degree skin damage.
101-200: Blunt strikes on bones cause minor sprains. Blunt strikes on organs cause minimal internal bleeding. Slashing strikes cause 1" deep lacerations. Piercing strikes cause 2" deep lacerations. Abrasive strikes cause deep 1st degree skin damage.
201-300 Blunt strikes on bones cause major sprains. Blunt strikes on organs cause minor internal bleeding.  Slashing strikes cause 2" deep lacerations (onto bone). Piercing strikes cause 3" deep lacerations (barely into bone). Abrasive strikes cause light 2nd degree skin/flesh damage.
301-400: Blunt strikes on bones cause minor fractures. Blunt strikes on organs cause modest internal bleeding.  Slashing strikes cause 3" deep lacerations (barely into bone). Piercing strikes cause 4" deep lacerations (into bone). Abrasive strikes cause deep 2nd degree skin/flesh damage.  
401-500: Blunt strikes on bones cause major fractures. Blunt strikes on organs cause moderate internal bleeding.  Slashing strikes cause 4" deep lacerations (into bone). Piercing strikes cause 5" deep lacerations (barely through bone). Abrasive strikes cause shallow 3rd degree skin/flesh damage.
501-600: Blunt strikes on bones cause them to break. Blunt strikes on organs cause moderate-severe internal bleeding. Slashing strikes cause 6" deep lacerations (through bone). Piercing strikes cause 8" deep lacerations (through bone). Abrasive strikes cause deep 3rd degree skin/flesh damage.
601-700: Blunt strikes on bones cause them to shatter. Blunt strikes on organs cause severe internal bleeding. Slashing strikes cause 8" deep lacerations. Piercing strikes cause 11" deep lacerations. Abrasive strikes cause shallow 4th degree skin/flesh damage.
701-800: Blunt strikes on bones cause them to shatter and flesh to be damaged. Blunt strikes on organs cause severe-fatal internal bleeding. Slashing strikes cause 10" deep lacerations. Piercing strikes cause 14" deep lacerations. Abrasive strikes cause deep 4th degree skin/flesh damage.
801-900: Blunt strikes on bones cause them to shatter and flesh to be partially torn. Blunt strikes on organs cause fatal internal bleeding. Slashing strikes cause 12" deep lacerations. Piercing strikes cause 17" deep lacerations. Abrasive strikes can tear through flesh entirely.
901-1000: All types of damage can tear through flesh/bone with ease.

Stat Buffs
An item can have a limited amount of passive stat buffs. The standard amount is usually the level of the item divided by 5 (though if this is the case, the item can have no other effects). This means a level 200 item could give a buff of +40 to Speed indefinitely. If the buff is temporary (as is the case with consumable items usually), it can give buffs up to the level of the item divided by 2.5 for 5 posts (meaning a consumable level 200 item could give a buff of +80 to Speed for 5 posts). Note that the passive buff armor gives can be up to twice as much if it only protects a single part of the shinobi's body.

Clashes
When two basic strikes clash (meet head-on) with one another, the ninja with higher strength is declared the winner. If the difference in Strength is less than 250, the clash is neutral and neither shinobi is hurt (though the items take damage as normal). If the difference in strength is between 250 and 500, the winner's attack pushes through at half Strength. If the difference is greater than 500, the winner's attack pushes through unhindered. Note that using your own body as a weapon (as is the case with Taijutsu) results in clashes causing damage to the clashing body part as normal (no hindrance, despite the user's Strength). It is therefore suggested that Taijutsu users "swipe" an opposing basic strike. Swiping an opposing basic strike means pushing it aside, and can be accomplished by hitting the opponent's basic strike from the side rather than head-on. If the swiping ninja's Strength is lower than their opponent's by more than 250, they will be unable to swipe.

Admin
Admin


Strength :
100 / 500100 / 500
Endurance :
200 / 500200 / 500
Speed :
300 / 500300 / 500
Perception :
400 / 500400 / 500
Stealth :
500 / 500500 / 500

Posts : 94

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