Item Rules

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Item Rules Empty Item Rules

Post by Admin 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:
Armor:
Miscellaneous:

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:

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

Item Rules GYVwR6R
Strength :
Item Rules Left_bar_bleue100 / 500100 / 500Item Rules Right_bar_bleue
Endurance :
Item Rules Left_bar_bleue200 / 500200 / 500Item Rules Right_bar_bleue
Speed :
Item Rules Left_bar_bleue300 / 500300 / 500Item Rules Right_bar_bleue
Perception :
Item Rules Left_bar_bleue400 / 500400 / 500Item Rules Right_bar_bleue
Stealth :
Item Rules Left_bar_bleue500 / 500500 / 500Item Rules Right_bar_bleue

Posts : 94

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