Equipment System

View previous topic View next topic Go down

Equipment System  Empty Equipment System

Post by Admin Sun Jul 12, 2020 7:26 pm


-The System-
Fantasia
Medieval
Contemporaneo
Futuristico
Original
Tres reinos
Un lider


No llores por un mundo que lucha, lucha por un mundo que llora



Puppets
Puppet Basics


All standard puppets are constructed with a wooden base, and require the constant use of chakra strings to use. They are considered long-ranged weapons, but have a very flexible range of movement within which to operate.

While puppets are most commonly given humanoid forms, this is purely up to the puppet’s creator and it’s not strange to see animal or monster-shaped puppets. And while they are all made with a wooden base, sturdier puppets can be created with the addition of metal plating in certain parts.

A standard puppet’s weak point is its joints, as these are the most fragile part of a puppet and destroying them will make the puppet much harder to operate, or may completely disable it if enough joints are destroyed.

Puppet Difficulty

Puppet ranks and power by sizes, on Modern Age your puppets are given a "difficulty" rating that is dependent on their function and the amount of weapon slots that they require. This means that the more complex your puppet is, the more difficult it will be to control it - meaning that if you have a low puppetry tier, you will have a hard time effectively using a high difficulty puppet, and will likely not be able to move well while using it. On the flip size, if you're using a low difficulty puppet and you're a master puppeteer, you'll have little problems reading and moving away from your opponent's attacks (this all depends on your Stats, of course). The difficulty scale for puppets is as follows:

Basic ( D-Rank): These puppets usually only have one designated function, and one or two equipment items that help them perform this function.

Apprentice (C-Rank): Although they're not overly difficult to use, they're a little bit more complex than the previous difficulty level. They have a bit more function and thus require more detailed controls. An example of a apprentice puppet would be a puppet that has blades in its arms and a barrel stomach.

Adept ( B-Rank): These are the most common puppets for established ninja. They're the bread and butter of any puppeteer's arsenal, because they aren't overly difficult to control, but can be used in a variety of situations compared to apprentice or basic puppets that typically only have one designated function.

Expert (A-Rank): These puppets are either bulked up beyond the average for a single function, or are extremely varied, thus making them a little bit more difficult to control effectively. These puppets are usually fitted with a variety of relatively effective weaponry that present a decent enough threat to even an experienced shinobi.

Master ( S-Rank): Only able to be used to their full potential by the most practiced puppeteers, these puppets are usually enough on their own, and a puppeteer doesn't need to use more than one at a time. That being said, an inexperienced puppeteer often can barely move the puppet and use one or two of its functions without trouble.

Since the difficulty rating of a puppet is determined by a combination of their function, materials, and weapons, there is no set-in-stone scale for each criteria. For the rest, you could imagine things that fit between the examples. The more functions or weapons a puppet is fitted with, the more difficult it becomes to control it. If it performs one function extremely well, it's more likely to be given a lower difficulty.

Basic:2 Slots; no elemental launchers or chakra based weaponry allowed
Apprentice :4 Slots; no elemental launchers or chakra based weaponry allowed
Adept:6 Slots
Expert :8 Slots
Master:10 Slots

Every puppet is equipped with a certain number of slots. These slots can be fitted with:
- Regular melee weapons such as swords and spears - 1 Slot
- Basic projectile launchers e.g firing kunai, shuriken (Maximum of 15 projectiles at a time) - 1 Slot
- Small body modifications such as extendible arms, rotating heads etc. - 2 Slots
- Large body modifications such as person-trapping compartments, tails etc. - 3 Slots
- Elemental launchers example flamethrowers- 4 Slots
- Chakra-based weaponry example chakra swords, axes etc. - 4 Slots
-KKG Abilites- 5 Slots
OBTAINING A HUMAN PUPPET:

Must have both Puppetry and Medical Skill .
Must be of Experienced S-ranked
Puppet must have been a player-controlled character on Modern Era.
This player must be completely deceased.
This body must not have sustained any more than minor cosmetic damage.
This body must be obtained and stored/sealed immediately after death, either by the puppeteer or an associate.

Just as there are rules to obtain a human puppet, there are rules to maintain one. These are as follows:

The Human Puppet can only possess 4 of the original character's jutsu.
If any of the puppet's limbs are completely destroyed, that limb can be replaced but it must be role played out and reapplied for if adding a different weapon to said limb.

Human Puppets can range from Basic to Master Level.

Code:

[b]Name:[/b] Name of your puppet.
[b]Size:[/b] Size of your puppet. This is purely for referencing the puppet's size compared to player characters and doesn't necessarily affect its difficulty.
[b]Difficulty:[/b] The puppet's difficulty rating.
[b]Description:[/b] Describe your puppet. What does it look like? How does it move? What features does it have?
[spoiler=Arsenal:List the items, weapons, and other equipment your puppet is fitted with. Make sure to list each item/ability in its full template, and keep your slot amount in mind.[/spoiler]
[spoiler=Jutsu:][code]
[b]Name:[/b]
[b]Rank:[/b]
[b]Type:[/b] Ninjutsu
[b]Element:[/b]
[b]Range:[/b]
[b]Description:[/b]
[b]Restrictions:[/b]
[b]Power:[/b]
[b]Chakra Cost:[/b][/code][/spoiler]

Poison


Poison Guidelines:

Poisons, the wonderful gases and liquids that many characters love to use on weapons and as weapons themselves. This template does not apply to those who have the poison chakra element, those poisons have to be approved in the jutsu section because well, they can be created on the fly and sprayed from where-ever the person chooses. This template is more for those who use it on weapons, for example; coating blades with poisons, coating puppet weapons with poison, making poison gas bombs, etc.

Characters that possess a primary in the Iryō Ninjutsu or Kugutsu aptitudes can use various substances that can be harmful to the body. The free usage and creation of these substances is limited to only the above mentioned specialties, the only exception being in regards to specifically inclined Animal Summons who can only utilize their poison through the usage of a summon technique.

Otherwise, the only way to acquire a poison is a single use dose from another Player Character through roleplay.

Poisons are fairly detailed in the interest of more fine control of how they work, but we hope that it helps to provide a bit more depth to the creation and usage of poisons in roleplay.

The damage and/or harm inflicted by these substances varies depending upon two specific factors; the Delivery Method and the Rank. For a further form of general clarification these substances are divided into two separate groups based around the specific origins of each substance. The categories are as follows.
Plant-Based Toxins: Plant-Based Toxins are certainly the more common of the two groups, however one could argue they are the more difficult to weaponize. This type of toxin can create a wide variety of effects, certainly much more variable than those of animal based toxin. Some common toxic plants includes Wolfs-bane and Poison Ivy.

Animal-Based Toxins: Arguably the easiest to utilize in the form of a weapon (presuming one is careful), Animal-Based Toxins are substances that are extracted from the teeth, body, blood or any other system of an animal. This includes all Venom from any source. This group includes the various Biotoxins created by animals like by Snakes, Spiders and Jellyfish, which can be limited down into subcategories such as Necrotoxins (Toxins that induce Necrosis), Hemotoxins (Toxins that affect the Blood), and Neurotoxins (Toxins that affect the Nervous System).

Please note that in the context of general discussion on this site and within the Manga the word 'Poison' is used in a colloquial sense to describe any substance that causes harm to the body, when absorbed, ingested , inhaled or injected into a character; however, the above descriptions should allow you to clarify further.

With the above categories in mind, no substance should be created that does not originate from the above sources. However, their effects can vary from the more naturalistic tendencies to affect things that only occur within this setting, a key example of this would be a poison that hinders the chakra system of an opponent.
Characters that possess a primary in the Iryō Ninjutsu or Kugutsu aptitudes can use various substances that can be harmful to the body. The free usage and creation of these substances is limited to only the above mentioned specialties, the only exception being in regards to specifically inclined Animal Summons who can only utilize their poison through the usage of a summon technique.

Otherwise, the only way to acquire a poison is a single use dose from another Player Character through roleplay.

Poisons are fairly detailed in the interest of more fine control of how they work, but we hope that it helps to provide a bit more depth to the creation and usage of poisons in roleplay.

COMBAT USAGE OF POISONS

As was previously mentioned, although the effects of a poison may vary greatly, its damage is contingent upon two defining factors, the Rank and the state of the poison. The first of these two factors is the rank of the poison. As with all other things on this site, the rank is comparable to the capabilities and as such a higher damage poison is contingent upon having a higher rank.

General Poison Abilities by Rank:
D - Rank: Minimal amounts pain but nothing long lasting but irritating. May cause prolonged rashes, drowsiness, fever.
C - Rank: Prolonged pains such as external and internal aching. May cause burns, disrupted sensory skills, prolonged aches.
B - Rank: Some internal damage such as temporary numbing or blindness, intense burns, nerve disruption.
A - Rank: Some serious injury and things like localized paralysis.
S - Rank: Coma Inducing. Strong chance of death if not immediately treated.

Further, the capabilities of a poison is also defined by the state in which it exists.

Poison Capabilities as per the Delivery Method:
Delivery Method: Capabilities:
Gaseous: Poisons of this type generally affect the external factors of the body, including inducing rashes or pains. They can also generally induce sensory inhibitions such as numbness and or various other sensory alterations. An opponent must be immersed the poison for a longer time to induce more serious effects.
Liquid Based: A middle ground between a gaseous poison and a solid poison, liquid poisons are generally injected, absorbed through the skin and/or inflicted upon an opponent by means of contamination. As a result these poisons generally effect more systemic regions of the body. They have a high rate of lethality and do so very quickly if inflicted upon the user.
Solid Based: The most potent of all poisons is also the hardest to inflict upon an opponent. These poisons are very fast active and exceptionally lethal assuming the rank is appropriate. They can affect any system of the body without discrimination.

With the further intention of maintaining a fair system of balance for poison, a dosage system has also been implemented to explain how many times a poison can be used in each of the primary ways. For the most part, you are always limited to one dose per poison, however you may gain additional doses of a poison at the cost of one poison slot. Meaning if you can possess two C - Rank poisons, you may sacrifice an additional poison to possess two doses of one poison of equal rank.

Doses Per Use:
Usage: Amount of Dose Used:
In a technique: One Dose
Coating Basic Weapons: Half a Dose
Coating Other Weapons: One Dose
Gas Based Usage:One Dose
Injecting: One Dose
Ingesting: One Dose

*Basic weaponry applies to Kunai, Shuriken and Senbon. Further when applied to Senbon the poison can be applied to a maximum of five (5) Senbon per usage any more than five consumes a whole dose.
**Given the variance in size in your general weaponry, the one dose usage to coat your weaponry may not always apply. For example, covering a whole broadsword or to coat the whole length of wire-based weapon would take an exuberant amount of poison. When in doubt always seek moderator guidance.

POISON TEMPLATE

The template for creating a poison entirely different from your standard item template(s). There are additional fields descriptions necessary as to describe how the Poison functions and the effects it has on an opponent. The following template must be used for all poisons, and should be followed accordingly.
Poison Name: The name of your poison. All in all this section is pretty self explanatory. If applicable list your name in both English and Japanese and make sure the name is seemingly appropriate to something about the poison.
Rank: D - Rank through S - Rank depending on the capabilities of your poison. For more information see the table listed above.
Doses: All poison by default have one dose. However, as is explained above you can gain additional doses of a poison by sacrificing a poison slot of equal rank.
Poison State: A poison should only have on state in which it exists. These refer to the three primary states of matter, being Solid, Liquid or Gas.
Poison Description: Describe the effects of your poison, how it activates, how long the effects take to activate, how long the effects last, damage/injury/state caused, etc.
Poison Effect(s):(s): Describe the effects of the poison during and after injection. Example: Post 0 | Injection, Post 1 | Tingling, Post 2 | Immense Pain in area of injection, Post 3 | Use of arm terminated.
[ Post 0 | Turn of Infection/Injection]
[ Post X | Effect]
[ Post X | Effect]
[ Post X | Effect etc]


CODE
Code:

[b]Poison Name:[/b]
    [b]Rank:[/b]
    [b]Doses:[/b]
    [b]Poison State:[/b]
    [b]Poison Description:[/b]
    [b]Poison Effect(s):[/b]
    [ Post 0 | Turn of Infection/Injection]
    [ Post X | Effect]
    [ Post X | Effect]
    [ Post X | Effect etc]




Scrolls

While scroll sealing falls under the Fūinjutsu skill, it also has a direct connection to weapons, items, and kits - many use scrolls as a means to store the things that are too cumbersome or difficult to carry around constantly, but are vital to keep with them. To ease the strain of the more supply heavy skill we allow certain skillss to seal items without the need for the Fūinjutsu skill. The following is a general guide as to what each skill can seal, but is not to overwrite any previously mentioned sealing limitations mentioned in the skills.

Sealing with the Fūinjutsu Skil:
Seal any weapon within a scroll.
Seal any piece of equipment within a scroll.
Seal any technique whithin a scroll.
Seal any human corpses within an appropriate scroll.

Sealing for the Kugutsu and Bukijutsu Skill:
Seal any weapon within a scroll.
Seal any piece of equipment within a scroll.
Seal any puppet within a scroll.

Sealing for the Iryō Ninjutsu Skill:
May only seal E-rank weapons in scrolls.
Seal any piece of equipment within a scroll.
Seal any human corpses apropriate scroll.

Sealing for Others:
Members may only seal E-rank weapons in scrolls.
Seal any piece of equipment within a scroll.

SCROLL SIZES & SLOT CAPACITY

Just like ninja kits, scrolls of different sizes have different slot capacities:

Mini: 10 slots
Small: 25 slots
Medium: 40 slots
Large: 50 slots
Giant: 75 slots
Massive: 95 slots

The slot requirements for items/weapons are the same as they are for kits:

E - rank: 1 slot (small items such as shuriken and senbon cost 1 slot for a quantity of 3)
D - Rank: 3 slots
C - Rank: 5 slots
B - Rank: 12 slots
A - Rank: 20 slots
S - Rank: 35 slots

Legendary items/weapons can also be sealed in scrolls - they have a slot requirement of 25 plus the slot requirement of their appropriate rank. So a legendary gauntlet weapon that is A-Rank would take up 45 slots, and an S-Rank legendary item would take up 60 slots.

However, unlike with kits, scrolls can also be used to seal techniques. While this is mostly used during combat (such as to seal an opponent’s jutsu and then launch it back at them), it can be used to keep pre-prepared techniques handy.

The slot requirements for jutsu are as follows:

E-Rank: 1 slot
D-Rank: 3 slots
C-Rank: 10 slots
B-Rank: 25 slots
A-Rank: 40 slots
S-Rank: 50 slots

rolls cannot mix within different areas, such as storing both items and weapons within one scroll or a jutsu and a corpse within another.

SCROLL SEALING NOTES:

○ It should be noted that Scrolls cannot be stored within other scrolls.
○ A single corpse will take up to twenty slots.
○ Those who wish to add solids, liquids and gases into scrolls, are limited to a certain amount of the substance per slot. If this substance is to be stored without the use of a special Fūinjutsu, then it must be in a container. The values for sealing raw materials are as follows and do not apply to materials created by techniques.
Dry Measurement: 2kg = 1 Scroll Slot
Liquid Measurement: 2L = 1 Scroll Slot
Gas Measurement: 4L per 101kpa = 2 Scroll Slot


Ninja Kit

Ninja kits are, as the name implies, sets of items that are packaged together to form a “kit”. While it’s not required for every ninja to use kits, if you carry a lot of items on your person, putting them in a kit helps to keep things believable (you wouldn’t want to carry a handful of senbon in your pockets, after all). Typically, a kit will be a bag with compartments to store the items contained within, but custom kits can take many forms (for example, a leather strip with slots to keep weapons in that is rolled and tied to keep them consolidated, or a special compartmented quiver for sorting various types of arrows and bolts, etc). Kits can also be given to other player characters within a thread.

This also makes it easy if you want to have specific kits for certain situations, or if you like to switch up your combat styles and strategies and have various kits for that.

On FD, creating a kit is free - however, any items that you want to put in a kit that require registration must be approved through the proper channels before they can be placed in a kit. The only exception so this rule is that standard ninja items like senbon, regular shuriken, and kunai do not need to be pre-registered. These can be included in any kit.

If you wish, there are also pre-created kits in the equipment data book that you can use either as they are, or to help you in creating a more customized kit.

Regarding Ninja Kits there are three general rules in mind:
One Free Kit equivalent to the Bukijutsu Tier, may be obtained during the Character Creation process (all characters can start with the C-Rank Kit regardless of investment). Any further kits must be acquired through Bukijutsu tier investment.
Users cannot start with a custom kit.
Users cannot possess the same kit twice.
No kit, or combination of kits, can exceed more than 60 explosion notes of power; ie, no combination of notes, explosive kunai, explosive senbon, or exploding pouches. To this end, users may possess no more than 1 Exploding Kit.

KIT RANKS & SLOTS

Kit ranks themselves determine the kit’s slot capacity, but have no bearing on the rank of the weapons/items contained within them. Slot capacity for kits is as follows:

D - Rank Kit: 20 slots
C - Rank Kit: 30 slots
B - Rank Kit: 45 slots
A - Rank Kit: 60 slots
S - Rank Kit: 80 slots

And the slot requirements for items are as follows:

E-Rank: 1 slot (small items such as shuriken and senbon cost 1 slot for a quantity of 3)
D-Rank: 3 slots
C-Rank: 5 slots
B-Rank: 12 slots
A-Rank: 20 slots
S-Rank: 35 slots

**NOTE: Legendary items cannot be included in kits, but can be sealed in scrolls.**

KIT CREATION

Creating a kit is relatively simple - as mentioned above, the only costs associated with kit creation are the costs to have your equipment approved prior to having it placed in a kit. With that taken care of, you’ll just need to fill out the template:

Name: Self-explanatory.
Rank: Self-explanatory.
Description: Describe what your kit looks like. Is it a backpack? A tote? A strip of leather with loops to hold weapons? That’s all up to you. This is also where you’ll describe how it’s worn/carried.
Contents: List the contents of your kit, including the number of slots each item takes up like so: Broadsword [4].

CODE
[Select all]
Name:
Rank:
Description:
Contents:

GENERAL KIT CONTENT:

MEDICAL KIT CONTENTS:

Premade Kits
Code:
[b]Name:[/b] C - Rank Kit
[b]Type:[/b] Basic
[b]Rank:[/b] C
[b]Description:[/b]-
[b]Contents:[/b] 6 Kunai [6], 10 Shuriken [5], 9 Senbon [3], 10 Makibishi [2], 4 Exploding Notes [4], 3 Exploding Pouches [1], 3 Smoke Pellets [1], 12m String [4], 1 Windmill Shuriken [5], 1 File & Scissor [1].

[b]Name:[/b] Chuunin Kit
[b]Type:[/b] Basic
[b]Rank:[/b] B
[b]Description:[/b]-
[b]Contents:[/b] 10 Kunai [10], 16 Shuriken [8], 12 Senbon [4], 15 Makibishi [3], 6 Exploding Notes [6], 6 Exploding Pouches [2], 6 Smoke Pellets [2], 18m String [6], 1 Windmill Shuriken [5], 1 File & Scissor [1].

[b]Name:[/b] Jounin Kit
[b]Type:[/b] Basic
[b]Rank:[/b] A
[b]Description:[/b]-
[b]Contents:[/b] 14 Kunai [14], 24 Shuriken [12], 15 Senbon [5], 20 Makibishi [4], 10 Exploding Notes [10], 6 Exploding Pouches [2], 6 Smoke Pellets [2],  21m String [7], 1 Windmill Shuriken [5], 1 File & Scissor [1].

[b]Name:[/b] Senbon Kit
[b]Type:[/b] Basic
[b]Rank:[/b] C
[b]Description:[/b]-
[b]Contents:[/b] 72 Senbon [24], 8 Exploding Notes [8]

[b]Name:[/b] Kunai Kit
[b]Type:[/b] Basic
[b]Rank:[/b] C
[b]Description:[/b]-
[b]Contents:[/b] 24 Kunai [24], 8 Exploding Notes [8]

[b]Name:[/b] Shuriken Kit
[b]Type:[/b] Basic
[b]Rank:[/b] C
[b]Description:[/b]-
[b]Contents:[/b] 48 Shuriken [24], 24 Smoke Pellets [8]

[b]Name:[/b] Sealing Art Kit
[b]Type:[/b] Basic
[b]Rank:[/b] C
[b]Description:[/b]-
[b]Contents:[/b] 4 Small Scrolls [8], 3 Medium Scrolls [12], 20cm Ink Capsule [2], 500mL Paint Canister [1], 1 Journal [1], 2 Tipped Pens [1], 1 Brush [1], 2 Ink Pens [2], 2 Kunai [2], 4 Shuriken [2]. Requires Fūinjutsu Aptitude.

[b]Name:[/b] Explosive Kit
[b]Type:[/b] Basic
[b]Rank:[/b] B
[b]Description:[/b]-
[b]Contents:[/b] 24 Exploding Notes [24], 24 Exploding Pouches [8], 3 Smoke Bombs [9], 2 Explosive Kunai [3], 6 Explosive Senbon [3]

[b]Name:[/b]  Basic Medical Kit
[b]Type:[/b] Basic
[b]Rank:[/b]  C
[b]Quantity:[/b]  1
[b]Contents:[/b] 2 [50cm]Bandage Tape [2], 1 [500mL]Antiseptic bottle [1], 4 Gauze Pads [2],
4 Finger Splints [2], 1 All purpose Splint [3], 1 Sling [2], 2 Needle & Syringe [2], 6 Plastic Gloves [3], 10 Nutrition Pills [1], 6 Blood Pills [2], 2 Chakra Pill [2], 2 [200mL]Basic Antibiotic [2], 2 Scalpel [2], 1 [500mL]Saline ~ [1], 1 [5m]Sewing Thread [1], 2 Packet of Sewing Needles [2], 6 Senbon [2] Requires Iryō ninjutsu Aptitude.

[b]Name:[/b] Adept Medical Kit
[b]Type:[/b] Basic
[b]Rank:[/b] B
[b]Description:[/b]-
[b]Contents:[/b] 200cm Bandaging Tape [4], 1L Antiseptic Bottle [2], 6 Gauze pads [3], 4 Finger Splints [2], 2 All Purpose Splints [6], 3 Slings [6], 2 Needle & Syringes [2], 4 Pairs of Plastic Gloves [2], 10 Nutrition Pills [1], 12 Blood Pills [4], 3 Chakra Pill [3], 600mL Basic Antibiotic [3], 400mL Strong Antibiotic [2], 200mL Advanced Antibiotic [1], 1 Scalpel [1], 1L Saline [2], 9 Senbon [3]. Requires Iryō ninjutsu Aptitude.

[b]Name:[/b] Advanced Medical Kit
[b]Type:[/b] Basic
[b]Rank:[/b] A
[b]Description:[/b]-
[b]Contents:[/b] 400cm Bandaging Tape [8], 1L Antiseptic Bottle [2], 10 Gauze pads [5], 4 Finger Splints [2], 4 All Purpose Splints [12], 4 Slings [8], 4 Needle & Syringes [4], 8 Pairs of Plastic Gloves [4], 10 Nutrition Pills [1], 12 Blood Pills [4], 3 Chakra Pill [3], 600mL Basic Antibiotic [3], 400mL Strong Antibiotic [2], 200mL Advanced Antibiotic [1], 1 Scalpel [1], 1L Saline [2]. Requires Iryō ninjutsu Aptitude.

Items

WEAPON QUALITY

The quality of a weapon is determined by its rank much like techniques. A higher rank weapon consists of a higher grade of materials as well as a higher range of inherent abilities. Alternatively a lower rank lower quality and less or no inherent abilities. A weapons quality can be upgraded by means of Equipment Mastery.

E - RANK:

These weapons are basic items such as unmodified kunai and shuriken, explosive notes, senbon, unmodified arrows, etc. Though not of high quality, striking an opponent in just the right place (such as shooting an arrow through the enemy’s heart) could cause serious injury or even death.

D - RANK:

D-rank: This type of weaponry is often times larger and more durable than E-ranks. They still however are marked by their general low quality and lack of comparable strength to other weapons.

C - RANK:

This type of weaponry is generally both larger and of better quality than those below it in rank. Their concepts are mostly basic and they are usually made from normal materials such as steel or iron. May also include more complex weapons and trinkets that would otherwise require custom fitting to use.

B - RANK:

It is at this rank that weaponry begins to shine in terms of ability, as such weapons of this level have two distinct pathways they can follow in terms of abilities. The first of these is quite simple in concept but incredibly powerful in application. At this level the blade is capable of being made to be chakra conductive, this of course means that the blade is capable of being utilized in higher ranking Jutsu which can extensively augment the power of the weapon. However, if a weapon is chakra conductive it is considered to be of the same quality as a C rank piece of weaponry.

If a weapon of this rank is not chakra conductive it is allowed to be constructed of more advanced materials and by extension possess a wider range of capabilities, such as hidden compartments or otherwise useful tricks and gadgets. With the appropriate area of specialization these weapons may also contain written seals.

A - RANK:

Weapons at this rank begin to become truly advanced. They are able to be both durable and highly chakra conductive. As a result of their advanced level, they are able to possess high level abilities similar to that of various other A-rank techniques. Although, these weapons are made of high grade materials, the said materials should still be reasonable to the setting.

S - RANK

Weapons of this category are considered top-tier and as such they are usually unique and possess a multitude of fantastical abilities. They can be made from complex, high grade materials, that are also chakra conductive and seal compatible. They may possess three distinct abilities at most, and only if they are congruent, meaning they bare some sense of connection. For example, a weapon cannot both have an elemental effect as well as heal the user unless such abilities were reasonably connected.

LEGENDARY:

While not a standard rank, Legendary weapons are unique rewards for plot events or classified missions that may give abilities beyond the standard scope of other weapons and transcend standard weaponry limitations or rules. Legendary Weapons are not available to by applied and purchased in the same fashion as other weapons.

Weapons are items that are meant to do damage. So weapons damage is  determined types of injuries that many happen.  Here's a small guide for weapon damage per capability:
Damage Scale:

Grade Level:

Weapon's durability requires an attack to be 20 points higher than their durability level to destroy them.Offensive Powering is the governing factor in clash with swords, and kunai's. The higher the power goes towards the lower's durability.

Offensive:

Armor:

There are main two types of body armor: Heavy Armor, and Light Armor. Both can come in various forms, and both serve the purpose of protecting the wearer from physical attacks. These armors do not protect against jutsu unless they have a special ability that does so; in this case, the effectiveness of the armor against physical attacks would usually be reduced, or the ability would cost chakra. Armors of lesser size than full-body, upper-body, or lower-body typically are a bit more resilient.Physical Armors are strong against physical attacks such as sharpness, requiring those types of attacks to be 20 superior to their durability to pierce, but in turn physical armors are weak to technique/elemental damage, and are treated as though they have -20 durability against those techniques and simply need to have their durability surpassed to be pierced. Armor loses rating each time it is hit based off the offensive power.

Light Armour Cost
D Rank:Reduces damage by 5%
C Rank:Reduces damage by 10%
B Rank:Reduces damage by 15%
A Rank:Reduces damage by 20%
S Rank:Reduces damage by 25%

Light Armor Grade Level:

Heavy Armour
D Rank:Reduces damage by 10%
C Rank:Reduces damage by 15%
B Rank:Reduces damage by 20%
A Rank:Reduces damage by 25%
S Rank:Reduces damage by 30%

Heavy Armor Grade Level:


note:
EQUIPMENT AND ITEMS

Anything created that does not get used for direct combat is considered an item or a piece of equipment. A special mask, for example, would be considered equipment, whereas a roll of tape would be considered an item. This classification isn’t stressed under all circumstances as it can be flexible, but remembering that anything that you have to wear to make use of is equipment is helpful. Due to the nature of these items, they don’t always need to be registered in a character’s arsenal. For example, a character that likes to sew might carry a sewing kit around, but doesn’t necessarily need to register it, unless you want to be able to use it in a combat situation.

D - Rank and above items must always be properly registered in a character’s arsenal. Beyond that items follow the same costs as weapons.


EQUIPMENT, ITEM AND WEAPON CREATION

When creating a weapon, item, or other piece of equipment, use the following template:
Name: The item’s name. A Japanese name is not necessary.
Rank: Self-explanatory.
Range: See the Ranges section of the Technique Guide for details.
b>Type: Weapon | Item | Equipment.
Classification:Offensive/Defensive or Supplementary. Offensive is used for weapons that are used in various means to injure your opponent, also for tools the main use of which is to injure your opponent. Defensive is a weapon/tool that is used to protect you or a desired target. Supplementary is a tool which is neither offensive nor defensive but has an interesting supporting ability and can be used in various ways to serve great use on the battlefield.
Quantity: How many of said weapon/tool you possess. Default is one.
Storage: Where the item is stored, such as worn on belt or stored in a Scroll.
Description: The appearance of the weapon as well as all of its abilities go here as detailed as possible. Usually the description entails what the weapon looks like, its size, any memorable signs of the weapon, most ways in which the weapon can be used, all hidden abilities and effects of the weapon etc.
Code:
[b]Name:[/b]
[b]Rank:[/b]
[b]Range:[/b]
[b]Type:[/b]
[b]Classification:[/b]
[b]Quantity:[/b]
[b]Storage:[/b]
[b]Description:[/b]



Admin
Admin
Village : Equipment System  Kakume10
Village Rank : Equipment System  111gg710 Posts : 140
Exp : 257

Ninja Info
Ryo: 0
S/5
https://modernage.forumotion.com

View previous topic View next topic Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum