| | Item Template | |
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Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Item Template 6th July 2010, 9:14 pm | |
| When making items as a shinobi, you are enlisting the help of an NPC Blacksmith of appropriate rank, however they cannot be Masters without it being a special NPC. In order to create an item, you must bring an amount of materials equal to its rank, so a C-Rank sword might need a C-Rank of Iron for example. Depending on the rank of item, the amount of materials you can use at once varies, with the rank of blacksmith increasing that however costing more money due to greater services. When you want to make an item, you put up the template with the Properties you want it to have and any abilities and the Rank you wish it to be. A Staff member will then grade it, potentially alter the rank and give you a price that you will need to pay if you have no materials and a lower price if you have materials. When it comes to Durability, an item has physical durability equal to its rank that stacks up and durability of every other type one rank lower. With addition of properties like chakra resistance or nen resistance, the durability will rise by equivalent ranks to the Resistance added. If any durability limit is exceeded, the item will break and you will either need a new one or have it repaired. Due to reputation and how difficult it is to make certain items, the ranks of certain equipment is capped. Items with no special abilities or elemental capabilities are not capped, as long as you have the materials, you can get a blacksmith to make them. Elemental and special ability items are capped at two ranks over your rank. For example, a genin could only commission A-Rank or lower elemental/special ability items, unless they are commissioning from a PC Blacksmith, as they can make the choice themselves. - Number of Materials:
Rank of Item - No. of Materials D - 1 C - 1 B - 2 A - 2 S - 3 SS - 4 SSS - 5 Z - 7
Rank of Blacksmith - No. of Additional Materials
Novice - 1 Apprentice - 2 Adept - 3 Expert - 4 Master - 5
Simple Equipment Template (For Shinobi Purchasable Equipment) Equipment Name:Type of EquipmentRank:How Many:Appearance:Special Ability: (Only when Applicable) Durability:Weight: - Spoiler:
D - 1 C - 2 B - 3 A - 4 S - 4 SS - 5 SSS - 5
Slots: (Armor Only - When Applicable) - Spoiler:
D - 1 C - 2 B - 3 A - 4 S - 5 SS - 6 SSS - 7
- Code:
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[b]Equipment Name:[/b] [b]Type of Equipment:[/b] [b]Rank:[/b] [b]How Many:[/b] [b]Appearance:[/b]
[b]Special Ability:[/b] [b]Durability:[/b] [b]Weight:[/b] [b]Slots:[/b]
Projectile Accelerator TemplateProjectile Accelerator Name:Type of Projectile Accelerator:Rank:How Many:Appearance:Special Ability:Weight:Ammo Slots:*Firing Speed = *Barrel Cool-down = *Reload Time = - P.A Comparison Chart:
Name - Firing Speed - Barrel Cool-Down - Reload Time - Gains Per Rank Musket - 1 Each Post - 10 P.T - 10 P.T - Each Rank +1 F.S, -1 B.C, -1 R.T Flintlock - 1 Each Post - 5 P.T - 6 P.T - Each Rank +2 F.S, -1 B.C, -1 R.T Blunderbuss - 1 Each Post - 20 P.T - 8 P.T - Each Rank +1 F.S, -2 B.C, -1 R.T Dragoon - 1 Each Post - 10 P.T - 10 P.T - Each Rank +1 F.S, -2 B.C, -1 R.T Hand Cannon - 1 Each Post - 20 P.T - 10 P.T - Each Rank +3 F.S, -2 B.C, -1 R.T Gammoth Gun - 1 Each Post - 20 P.T - 20 P.T - Each Rank .5x Range, -1 B.C, -1 R.T Note: 1. All Projectile Accelerators wielders can utilize Speed Tiers Equal tot he Rank of the P.A to halve their Reload Time. Muskets Req. Base Tiers, Flintlocks & Blunderbuss Req. Tier+, Dragoon Req. Tier++, Hand Cannon Req. 1-rank Tier-, Gammoth Guns require 1-Rank Tier Base. 2. All Projectile Accelerators sustain recoil damage if shots are fired before the Barrel completely cools down. The recoil the P.A sustains is inversely proportional to it's rank (i.e a D-rank P.A will sustain S-rank physical recoil damage often times being destroyed if not made/reforged by a blacksmith. Whereas a S-rank P.A will sustain D-rank physical recoil damage which can eventually build up before destroying the weapon with even minimal repairs needed to be done by a blacksmith.) 3. Shot speed is determined by the rank of the Ammo, Hojutsu Techniques (Pirates & Jaeger Only) and can be modified depending on the type of Projectile Accelerator one is using (Jaeger & Blacksmith customized P.A only) 4. Muskets use a 2x Scale distance Modifier, Flintlocks deal 1-rank lower pain than the shot type used, Blunderbuss & Dragoon deal knock-back (Blunderbuss knock-back over short distances, Dragoon knock-back over contact), Hand Cannons deal halved damage upon encountering defense tiers. Gammoth Guns grant Piercing Ammo defense bypassing against normal defense tiers, halved damage against Defense+Strength tier chains and grant normal ammunition piercing equal to the Ammo's rank. 5. Each has a different base Weight (This means that this is their weight bar any modifications to their frame through customization with other raw materials): Musket = 2 Flintlock = 1 Blunderbuss = 3 Dragoon = 2 Hand Cannon = 3 Gammoth Gun = 4
- Code:
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[b][u]Projectile Accelerator Template[/u][/b] [b]Projectile Accelerator Name:[/b] [b]Type of Projectile Accelerator:[/b] [b]Rank:[/b] [b]How Many:[/b] [b]Appearance:[/b][spoiler][img][/img][/spoiler]
[b]Special Ability:[/b] [b]Weight:[/b] [b]Ammo Slots:[/b] *Firing Speed = *Barrel Cool-down = *Reload Time =
Complex Equipment Template (For Blacksmith Created Equipment) Equipment Name:Type of Equipment:Rank:How Many:Appearance:Durability: Determines how much punishment it can withstand before breaking, can be further divided into Raw, Blunt, Cut or Pierce physical, chakra, mental, hybrid, spiritual & natural force. * Blunt refers to impact forces * Cut refers to severing forces * Pierce refers penetrating forces * Raw refers to universal which is the main type of damage inflicted. Traits Determined by the components, includes things such as conductibility, resistance, immunity, magnetic and electromagnetic forces needed to attract/repel/manipulate, poison lethality, corrosive/caustic level, heat/flame strength needed to set ablaze, explosive volatility, radiation level, absorbency, intangibility, amplification level, narcoleptic lethality, paralytic lethality, hallucinogenic lethality, chakra destroying level & physical damage modifiers. Components: Raw Materials comprising it (Affects the rank, Durability, and Traits which are completely separate from special abilities) Weight: Determined by Type of Material and Number of Materials Metals Weight:- Metals:
Metals used in Consumables have no Weight otherwise it is as follows: Grade I - 4 Grade II - 3 Grade III - 2 Grade IV - 5 Grade V - 7 Grade VI - 6
- Other Raw Materials except Metals, Gems & Other:
Raw Materials used in Consumables have no Weight otherwise it is as follows: Grade I - 1 Grade II - 2 Grade III - 3 Grade IV - 4 Grade V - 5 Grade VI - 6
- Gems:
Crushed up Gems have No Weight otherwise its as follows: Garnet - 3 Aquamarine - 3 Amethyst - 3 Opal - 3 Jade - 4 Quartz - 4 Topaz - 4 Onyx - 4 Sapphire - 5 Ruby - 5 Emerald - 5 Diamond - 5
- Carves:
*Small - 1 *Humanoid - 2 *Medium(S) - 2 *Medium(M) - 3 *Medium(L) - 4 *Medium(XL) - 5 *Large(S) - 6 *Large(M) - 7 *Large(L) - 8 *Large(XL) - 9 *Colossus - 10 *Titanic = 15 God Beast (Depends on it's size)
- Other:
Black Blood - 2 White Blood - 2 Granular Claw - 300 Wispy Whisker - 300 Resonating Eye - 300 Melted Toenail - 300 Putrid Slime - 300 Dissolving Hair - 300 Noxious Scale - 300 Stained Tooth - 300 Decaying Flesh - 300 Temporal Seed - 300
Slots (Armor Only) *Note: Only Blacksmiths can create, reforge & improve any type of Item albeit being best at doing it with their specialties. The others however have their niches: Inventor: Can improve Weapons, can do so while incorporating Nuinjutsu if paired with Rigger or/& can do so while incorporating Dials if paired with Historian. Tailor: Can improve Armor, can do so while incorporating carves if paired with Hunter or/& can do so while incorporating Dials if paired with Historian. Sailor: Can improve Ships, can do so while incorporating Dials if paired with Shipwright or/& can do so in regards to alternative fuel sources if paired with Inventor. Cyborg: Can improve Equipment, can do so while incorporating Devil Fruit Abilities if paired with Captain/1st/2nd Mate) or while incorporating Kairoseki if paired with Inventor. Privateers (Captain) are the only ones with access to Kairoseki, meaning it becomes available for purchase. The sale of Kairoseki is tightly controlled as it is imported from the Imperial Dynasty thus on the Black Market any type of Kairoseki Item is worth 5x the Privateer regulated price and all is obviously stolen. Use of Kairoseki by non-privateers is one of the things punishable by death according to Privateer Mandates. Privateers (Vice Admiral & Above) are the only ones who are able to commission the blacksmiths of the Imperial Dynasty to construct things out of the material as it is extremely durable yet if broken crumbles into dust which is only able to be remade back into Kairoseki by Imperial Dynasty scientists. - Code:
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[b]Equipment Name:[/b] [b]Type of Equipment:[/b] [b]Rank:[/b] [b]How Many:[/b] [b]Appearance:[/b] [b]Durability:[/b]
[b]Components:[/b]
[b]Traits:[/b]
[b]Special Ability:[/b] [b]Weight:[/b] [b]Slots:[/b] Basic Consumable Template (For Consumables/Poisons made by Puppeteers and Medical Nin) Consumable Name:Consumable TypeRank:How Many:Appearance:Traits (Puppeteers can mix poisons with 3 traits, Combat Medical Nin can mix consumables with 2 traits and poisons with 3 traits, Medical Nin can mix consumables with 3 traits and poisons with 4 traits.) - - - Effect:*Note: Only Scientists can create, refine & improve any type of Consumable albeit being best at doing it with their specialties. The others however have their niches. Cook: Can improve Food, can do so while incorporating Carves if paired with Hunter or/& can do so in regards to Poisons if paired with Spy. Trader: Can improve Alcohol, can do so while incorporating Aphrodisiacs if paired with Whore or/& can do so in regards to previously inedible food sources (including Devil Fruit for ease of consumption) if paired with Cook. Doctor: Can improve Medicine, can do so while incorporating Nen if paired with Navigator or/& can be so in regards to veterinary medicine if paired with Bokor. Cabin Boy/Girl: Can improve Equipment, can do so while incorporating Poisons if paired with Spy or/& can do so in regards to Ammo if paired with Gunner. Tamer: Can improve Pets, can do so while incorporating training if a Hokkai, or/& can do so in regards to selective breeding if paired with Whore. - Code:
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[b]Consumable Name:[/b] [b]Consumable Type[/b] [b]Rank:[/b] [b]How Many:[/b] [b]Appearance:[/b]
[b]Traits[b] - - -
[b]Effect:[/b]
Last edited by Aurielle on 4th July 2021, 3:16 am; edited 19 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Item Template 24th February 2014, 12:06 am | |
| PricingPricing for both Raw Materials and for crafted items is different and follows two separate systems, however the main thing which needs to be noted with the following system is that these are for base prices only. The Shinobi World Uses Xel (Origin = Imperial Dynasty, Coinage) The Pirate World Uses Niikos (Origin = Epsilon Republic, Paper Money) The Universal Currency is Credit (Origin = Jaseca Bank) & the Conversion from Xel to Niikos is 10:1 (Meaning for every 10 Xel, you have 1 Niiko). When Buying items, it will be at Base price and above depending on the buyers rank and the sellers trade and rank. As well as other IC components certain things are known to be more expensive than others: 1. Projectile Accelerators have their own prices however if they are ever added to another weapon (such as a Sword P.A hybrid) it makes the resultant weapon 2x the price of the individual components. - Projectile Accelerator Pricing:
P.A Type - Base Price (Niikos) - Rank - Add. Base Price - Technology Modifier Flintlock - 10 - D - 10 - Normal(x1) Musket - 25 - C - 100 - Dialtech(x2) Dragoon - 50 - B - 250 - Nuintech(x3) Blunderbuss - 100 - A - 500 - Nuintech+Dialtech(x4) Handcannon - 250 - S - 1,000 - Ability(+1 to multiplier) Gammoth Gun - 500 - SS - 5,000 N/A - N/A - SSS - 10,000
Upgrade Type - Add. Base Price - P.A Type Modifier -1 PT Barrel Cooldown - 10 - Flintlock(x2) -1 PT Reload Time - 10 - Musket(x2) +1 Fire Rate - 15 - Dragoon(x3) .5x Range Modifier - 30 - Blunderbuss(x3) +1 Tier Level Shot Speed - 50 - Handcannon(x4) Defense Piercing - 30 Per Rank - Gammoth Gun (x4) *Note: When purchasing a Projectile Accelerator it is possible to Downgrade certain aspects which use the inverse of the above chart, this allows a P.A. to be more affordable albeit reducing certain beneficial traits.
Shot Type - Base Price (Stack, Premium Stack Price) - P.A. Modifier Blank - 10 Xel (10, 20) - Flintlock (1x) Steel - 20 Xel (5, 40) - Muskett (1x) Lead - 50 Xel (5, 100) - Dragoon (1.5x) Rubber - 100 Xel (10, 200) - Blunderbuss (1.5x) Silver - 250 Xel (2, 500) - Handcannon (2x) Kairoseki (Alpha) - 50 Niikos (1, 100) - Gammoth Gun (2x) Kairoseki (Beta) - 100 Niikos (1, 200) - Kairoseki (Gamma) - 250 Niikos (1, 500) - Kairoseki (Delta) - 500 Niikos (1, 1000) - Kairoseki (Epsilon) - 1000 Niikos (1, 2000) -
When selling items, they will be the vice versa, base price and below. For Civilians, namely Merchants, keep in mind that selling products for too high a price, or buying too low will reduce the market demand and ruin your reputation, also be sure to follow rules for your rank in terms of selling to higher ranks and buying from other merchants. Pricing InformationThese are the values that items or materials can be bought or sold at if one ever has the need. To determine the price of raw materials, one only needs to check the Materials and Properties sections. Determining the prices of items consists of factors from all the following areas: Materials - What it is considered to be, what it is composed of. Properties - Special Properties attributed to that Raw Material. Preferably something that makes sense. I.e copper is electrically conductive, a rock is not. Rank - Total Rank of raw material Element - Chakra Nature Transformation IF any. Special Abilities - Special Abilities IF any. Uncommon for base materials. MaterialsThis price is per component of the item. The higher the grade of the component, the more it will cost. - Spoiler:
Grade *Grade I = 50 Xel *Grade II = 100 Xel *Grade III = 150 Xel *Grade IV = 200 Xel *Grade V = 300 Xel *Grade VI = 400 Xel *Grade VII = 600 Xel *Grade VIII = 800 Xel *Grade IX = 1,500 Xel *Grade X = 2,000 Xel -Note: Nothing higher than Grade VII can be bought.
Creature (Carves) *Small = +5 Xel *Humanoid = +10 Xel *Medium(S) = +25 Xel *Medium(M) = +50 Xel *Medium(L) = +75 Xel *Medium(XL) = +100 Xel *Large(S) = +200 Xel *Large(M) = +300 Xel *Large(L) = +400 Xel *Large(XL) = +500 Xel *Colossus = +1000 Xel *Titanic = +2000 Xel *God Beast = +3,000 Xel *Mythic God Beast = +4,000 Xel
Unknown * Black Blood - 250 Xel * White Blood - 500 Xel *Granular Claw - 10,000 Xel *Wispy Whisker - 20.000 Xel *Resonating Eye - 30,000 Xel *Melted Toenail - 40,000 Xel *Putrid Slime - 50,000 Xel *Dissolving Hair - 60,000 Xel *Noxious Scale - 70,000 Xel *Stained Tooth - 80,000 Xel *Decaying Flesh - 90,000 Xel *Temporal Seed - 100,000 Xel
PropertiesThe price for properties goes by the number of properties total, as well as an additional modifier to the price based on said properties. - Spoiler:
One = Base Price Two = +150 Xel Three = +300 Xel Four = +450 Xel Five = +600 Xel Six = +750 Xel Seven = +900 Xel Eight = +1000 Xel
(C) Chakra conductive = +30 Xel (N) Nen conductive = +80 Xel (H) Heat conductive = +10 Xel (V) Electricity conductive = +10 Xel (M) Magnetic = +40 Xel (E) Edible = +40 Xel (A) Amplifying = +100 Xel (F) Flammable = +10 Xel (R) Radioactive = +200 Xel (X) Explosive = +80 Xel (S) Corrosive = +10 Xel (P) Poisonous = +40 Xel (D) Physical Defense = +20 Xel (J) Pain Numbing = +20 Xel (T) Physical Damaging = +10 Xel (O) Chakra Destroying = +400 Xel (Z) Narcoleptic = +40 Xel (Q) Paralytic = +40 Xel (U) Hallucinogenic = +40 Xel (W) Liquid Absorbent = +10 Xel (K) Chakra Resistant = +60 Xel (G) Radioactive Absorbent = +400 Xel (B) Heat Resistant = +10 Xel (Y) Electricity Resistant = +10 Xel (L) Nen Resistant = +160 Xel (I) Intangible affecting = +200 Xel (.) Adhesive = +20 Xel (!) Elastic = +20 Xel (?) Mental Resistant = +80 (Chakra), +160 (NE) (-) Lighten Weight = +100 Xel (+) Increase Weight = +100 Xel
RankThis goes by the Rank of the Item, the higher the rank the more it'll cost. - Spoiler:
D-rank = 50 Xel C-Rank = 150 Xel B-rank = 300 Xel A-rank = 500 Xel S-rank = 1000 Xel SS-rank = 2500 Xel SSS-rank = 5000 Xel
Z-rank is 3x the Price of SSS-rank while X-rank is 4x the price.
ElementThis goes by what type of Elemental Nature Transformation the item has, the rarer it is the more it'll cost. - Spoiler:
Primary = +150 Xel Specialized Primary = +200 Xel Complex = +400 Xel Dual Combination = +800 Xel
Special AbilitiesThis is the most diverse depending on the ability the item will have an additional price tacked, based on the approximate rank of the ability in question. However this can be higher or lower than any of the suggested prices below based on mod discretion. - Spoiler:
D-Rank = +300 Xel C-Rank = +600 Xel B-Rank = +900 Xel A-Rank = +1,200 Xel S-Rank = +1,500 Xel SS-Rank = +3,000 Xel SSS-Rank = +6,000 Xel
- Raw Materials List for Ease of Pricing:
- Metals:
*Ferrous Metal - Grade I - Properties: D, T, M, E or H
* Non Ferrous Metal - Grade II - Properties: B, Y, D or T
* Liquid Metal - Grade II - Properties: P, F or X
*Precious Metal - Grade III - Properties: C, K or G
* Radioactive Metal - Grade IV - Properties: R, X or F
* Unique Metal - Grade V+ - Properties: Must be registered in weapon registration (if not Blacksmith, Shipwright, Inventor or Historian then it will need to be appraised by one first.) and will become available for locating. Traits depend on what the merchant wants it to be. These are listed below: Name - Grade - Properties - Certification - Location Obtained Denki - V - M, V, (@) Elemental Memory - Denkou Clan - Meteor Falls Carbondatium - VII - !, ?, D - Renecca Toketsu - Gehenna Adamantine - VIII - ?, +, (*) Shatterproof - Rebecca Toketsu - Temple of Susanoo Uru - X - (°) Natural Energy Conductive, (%) Natural Energy Resistant, A - Draco Meteor Galvorn - X - ($) Spiritual Resistant, (^) Chakra Absorbent, M, D, C - ??? - N/A Vibranium - XI - (#) Kinetic Absorbency, -, (=) Kinetic Reflection - Rebecca Toketsu - Bleak Canyon Sanguine Ore - XI - ($) Life Conversion, (~) Gelel - Tenshi Clan - Sanguine Island
- Spoiler:
* Edible Plant - Grade I - Properties: E, F, W or .
* Poisonous Plant - Grade II - Properties: E, Z, Q or U
* Non Flammable Plant - Grade III - Properties: D, T, B or Y
* Aquatic Plant - Grade IV - Properties: S, P, J or !
* Sturdy Plant - Grade V - Properties: T, D, C or W
* Unique Plant - Grade VI+ - Properties: Must be registered in weapon registration (if not Medic, Doctor, Inventor, Historian or Spy, it will need to be appraised by one first) and will become available for locating. Traits depend on what the merchant wants it to be.
Last edited by Aurielle on 19th June 2021, 1:50 am; edited 15 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Item Template 10th April 2014, 2:45 am | |
| Item Creation Key InformationWhen Creating Items mixing different things will have varying effects and often using specific materials differ greatly depending on if one is creating Weapons, Equipment, Consumables or Poisons. As a result this has been placed here to help assist those who wish to create things the complex way, likewise one would notice that the complex creation of materials results in a more powerful, resistant and or diverse type of item, this was done on purpose so as to encourage the creation of civilians and also because Shinobi primarily specialize in fighting not in Item creation. Each of the Properties has their different effects all of which will be listed below. Chakra conductive- Spoiler:
Equipment - This refers to an items ability to conduct chakra. Consumable - This refers to an items ability to replenish one's chakra based on its rank and amount used in the consumable. Poison - This refers to an items ability to increase the flow of one's chakra resulting in techniques consuming more chakra than they should.
Nen conductive- Spoiler:
Equipment - This refers to an items ability to conduct Nen. Consumable - This refers to an items ability to replenish one's Nen based on its rank and amount used in the consumable. Poison - This refers to an items ability to increase the flow of one's Nen resulting in techniques consuming more Nen than they should.
Heat conductive- Spoiler:
Equipment - This refers to an items ability to conduct Heat without being destroyed in the process. Consumable - This refers to an items ability warm up a user's body. Poison - This increases the rate at which a victim loses heat thus speeding up the effect of cold things (techniques, items etc).
Electricity conductive- Spoiler:
Equipment - This refers to an items ability to conduct Electricity without being destroyed in the process. Consumable - This boosts up the speed of an items effect. Poison - This boosts the speed of a poisons effect.
Magnetic- Spoiler:
Equipment - This refers to an items ability to be magnetized and resist being magnetized. Consumable - This increases the user's resistance to being magnetized. Poison - This lowers the user's resistance to being magnetized
Edible- Spoiler:
Equipment - Able to be eaten without harmful effects Consumable - Replenishes blood equal to it's rank and amount used in the consumable. Poison - Used to create Antidotes to poisons with the specific composition as it.
Amplifying- Spoiler:
Equipment - Amplifies the effect of the sum total of components by double the initial amount. Stacks when multiple are used. Consumable - Amplifes the effect of specific or the sum total of components by double the initial amount. Stacks when multiple are used. Poison - Amplifies the effects of specific components by double the initial amount. Stacks when multiple are used.
Flammable- Spoiler:
Equipment - Able to be engulfed in flames equal and below dependent on its rank. Consumable - This refers to an items ability to replenish fatigue equal to it's rank and the amount used in the consumable. Poison - This refers to an items ability to induce increased fatigue loss.
Radioactive- Spoiler:
Equipment - This refers to an items ability to generate radiation, with the rank determining the damage sustained from radiation poisoning from this weapon, and the number determining the distance at which things can be affected by the radiation emitted from the item. Consumable - This refers to an items ability to delay radiation poisoning when consumed. Poison - This refers to an items ability to trigger radiation poisoning
Explosive- Spoiler:
Equipment - This refers to an item's ability to explode, with the rank determining the strength of the explosion while the number determines the blast radius. Consumable - This refers to an item's ability to act as an aphrodisiac Poison - This refers to an items ability to trigger blood vessel, and or organ rupture.
Corrosive- Spoiler:
Equipment - This refers to an items ability to corrode through objects upon contact Consumable - This refers to an items ability to act as a blood thinner when consumed. Poison - This refers to a poisons ability to induce vomiting.
Poisonous- Spoiler:
Equipment - This refers to an items ability to retain poisonous materials when it comes in contact with them. Consumable - When introduced into a victim's body delays the triggering of harmful effects while integrating into their body, thus minimizing detection. Poison - Determines the poisons resistance to medical treatment outside of a direct antidote dependent on it's rank. Dose of antidote dependent on it's number. Stacks when multiple are used.
Physical Defense- Spoiler:
Equipment - This refers to an items physical resisitance before being destroyed. Consumable - This increases the potency of one's natural defensive tiers when dealing with harmful effects dependent it's rank. Poison - This increases the the resistance of one's natural defensive tiers when dealing with beneficial effects dependent on it's rank.
Pain Numbing- Spoiler:
Equipment - This refers to an items ability to absorb recoil damage for the user when worn. Consumable - This increases one's resistance to pain, higher dosages completely renders user unaffected by the pain stemming from sustained injuries. Poison - This triggers a numbing effect in which instead of being numb to pain the victim is completely numb to stimulae ruining co-ordination and resulting in a complete loss of feeling.
Physical Damaging- Spoiler:
Equipment - Determines the amount of physical damage an item can do. Consumable - This increases the amount of pain felt by the user upon consumption. Poison - Constantly damages victim each post (total) dependent on it's rank. Stacks when multiple are used.
Chakra Destroying- Spoiler:
Equipment - Destroys chakra, chakra based techniques and things which are comprised of chakra. Consumable - Lowers the amount of chakra replenished either by medical treatment or naturally when consumed dependent on its rank. Stacks when multiple are used. Poison - Destroys chakra within the user's chakra pathway system lowering their max jutsu limit dependent on its rank. Stacks when multiple are used.
Narcoleptic- Spoiler:
Equipment - Refers to the ability of an item to tire a target resulting in sleep upon constant exposure. Consumable - Acts as a Stimulant to awaken or to keep a user energized despite fatigue level. Poison - Induces Sleep
Paralytic- Spoiler:
Equipment - Refers to the ability of an item to paralyze a target resulting in paralysis upon constant exposure. Consumable - Increases speed at which mobility is regained while being paralyzed. Poison - Acts as a neuro-toxin adversely affecting one's neural network resulting in paralysis.
Hallucinogenic- Spoiler:
Equipment - Refers to the ability of an item to induce hallugenations in a target upon constant exposure. Consumable - Focuses a user resulting in a clarity of mind, and can be used to disrupt mind affecting things. Poison - Triggers hallucinations weakening the mind as well as lowering their ability to differentiatereality from imagination.
Liquid Absorbent- Spoiler:
Equipment - Refers to the ability of an item to absorb liquids as well as corrosive materials. Consumable - Combats dehydration and the loss of moisture from a user's body upon consumption. Poison - Triggers a blood clotting effect.
Chakra Resistant- Spoiler:
Equipment - This refers to an items ability to resist chakra without being destroyed. Consumable - Increases the refinement of chakra within the user's body upon consumption, resulting in techniques consuming less chakra than they should without any loss in power dependent on it's rank. Poison - This refers to an items ability to decrease the flow of one's chakra resulting in techniques consuming more chakra than they should with equivalent loss in power both being dependent on it's rank.
Radioactive Absorbent- Spoiler:
Equipment - This refers to an items ability to absorb radiation, with the rank determining the radiation level it can absorb into it without becoming irradiated. Consumable - This refers to an items ability to extract radiation from the a user suffering from radiation poisoning, when consumed with the rank determining the radiation it can extract, while the number refers to the amount it can extract each post. Poison - Induces cell mutation due to radiation poisoning with varying effects due to the target absorbing radiation on the cellular level.
Heat Resistant- Spoiler:
Equipment - This refers to an items ability to resist Heat dependent on its rank without being affected. Consumable - This refers to an items ability to retain heat within a user's body upon consumption. Poison - This increase the rate at which a victim retains heat thus speeding up the effect of hot things (techniques, items etc).
Electricity Resistant- Spoiler:
Equipment - This refers to an items ability to resist Heat dependent on its rank without being affected. Consumable - Reduces the triggering speed of a consumables effect Poison - Reduces the triggering speed of a poisons effect.
Nen Resistant- Spoiler:
Equipment - This refers to an items ability to conduct chakra. Consumable - Increases the refinement of Nen within the user's mind upon consumption, resulting in techniques consuming less Nen than they should without any loss in power dependent on it's rank. Poison - This refers to an items ability to decrease the flow of one's Nen resulting in techniques consuming more chakra than they should with equivalent loss in power both being dependent on it's rank.
Intangible affecting- Spoiler:
Equipment - Transmits intangibility to an item allowing it to be weilded and harm, sheild from intangible things. Consumable - Transmits intangibility to an items allowing it to be consumed by intangible things. Poison - This refers to an item gaining the ability to bypass tier checks dependent on it's rank to result in the triggering of the other components effects without being nerfed by Endurance/Defense/Barrer.
Lighten Weight- Spoiler:
Equipment - Lightens the weight of the item dependent on it's rank. Stacks when multiple are used. Consumable - Gradually Induces weight loss when consumed Poison - Rapidly Induces weight loss when consumed.
Increase Weight- Spoiler:
Equipment - Increases the weight of the item dependent on it's rank. Consumable - Gradually Induces weight gain when consumed. Poison - Rapidly Induces weight gain when consumed.
Adhesive- Spoiler:
Equipment - Increases shatter resistance Consumable - Increases strength required to escape from stickiness Poison - Weakens Active Tiers
Elastic- Spoiler:
Equipment - Decreases Physical Damage Taken Consumable - Add Additional use of consumable while chewing (swallow for final use) Poison - Weakens Passive Tiers
Specific Effects have the following Keys geared towards their use.Amplification - Spoiler:
Amplifes something by it's original value, the reverse goes for dampening which is merely the opposite of amplifying.
D = Initial - Doubles (1 D = 2 D) C = 2x - Triples (1 D = 3 D) B = 3x - Quadruples (1 D = 4 D) A = 4x - Quintuples (1 D = 5 D) S = 5x - (1 D = 6 C or 1 C) SS = 6x - (1 D = 7 D) SSS = 7x - (1 D = 8 D)
Replenishing Fatigue - Spoiler:
D - 1 C - 2 B - 3 A - 4 S - 5 SS - 10 SSS - 15
Weight - Spoiler:
Subtracts or Adds the specific number attached to decrease or increase the weight of an item. Subtracts is to lighten, Adds is to make it heavier.
D = 1 C = 5 B = 10 A = 15 S = 20 SS = 25 SSS = 50
Armor SlotsThis is determined by the Blacksmiths Rank as well as the Rank of the Armor. In addition it is also determined by the type of armor. In each armor set there are at least 5 pieces however there can be up to 8 pieces of armor comprising a set. Note Adding Slots to armor increases the weight by small amounts. These are listed below as well as the amount of slots that can be in them. Armor Set * Head (Optional in Light Armor Sets) * Torso (Split into Upper Torso & Lower Torso in Heavy Armor Sets) * Arms (Split into Upper Arm & Forearm in Heavy Armor Sets) *Shoulders (Optional in Light & Medium Armor Sets) *Hands (Optional in Any Armor Set) * Legs (Split into Thighs & Calves in Heavy Armor Sets) *Feet (Optional in Any Armor Set) * Neck (Optional in Light & Medium Armor Sets) * Waist (Optional in Light & Medium Armor Sets) *Full Body (Only applies to Power Armor) - Spoiler:
Blacksmith Rank Novice Blacksmith - 1 Apprentice Blacksmith - 2 Adept Blacksmith - 3 Expert Blacksmith - 4 Master Blacksmith - 5
Equipment Rank D = 1 C = 2 B = 3 A = 4 S = 5 SS = 6 SSS = 7
Armor Type Head - 1 Left Arm - 1 Right Arm - 1 Left Leg - 2 Right Leg - 2 Neck - 2 Waist - 3 Torso - 4
Additional Weight Increases Every 5 Slots = +1 Additional Weight Added.
Concerning Weapon &/Or Equipment Durability and Determining it.Weapons and Items follow a system to determining their durability there are two types of durability. Weathering of damage in which the highest value is listed and until that item sustains that exact amount or higher in damage it will not be destroyed but can sustain nicks and cracks in it. Resistance of damage in which the highest value is listed and unless that item sustains damage higher than it's resistance or equal to it with piercing it is completely unharmed. | |
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With the first round of classes complete and the students already acclimated to life at the academy. The school has organized a field trip in order to give the students a taste of what …
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