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 Item Template

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Aurielle
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Aurielle


Posts : 12617
Join date : 2010-06-13
Age : 32
Location : Lost in time...I guess?

Item Template Empty
PostSubject: Item Template   Item Template Icon_minitime6th 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:

Simple Equipment Template
(For Shinobi Purchasable Equipment)

Equipment Name:
Type of Equipment
Rank:
How Many:
Appearance:

Special Ability: (Only when Applicable)
Durability:
Weight:
Spoiler:
Slots: (Armor Only - When Applicable)
Spoiler:

Code:

[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 Template
Projectile 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:

Code:

[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:

Other Raw Materials except Metals, Gems & Other:

Gems:

Carves:

Other:
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:
[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 Type
Rank:
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:

[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
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Aurielle
Admin
Aurielle


Posts : 12617
Join date : 2010-06-13
Age : 32
Location : Lost in time...I guess?

Item Template Empty
PostSubject: Re: Item Template   Item Template Icon_minitime24th February 2014, 12:06 am

Pricing

Pricing 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:

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 Information
These 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.

Materials
This price is per component of the item. The higher the grade of the component, the more it will cost.
Spoiler:

Properties
The price for properties goes by the number of properties total, as well as an additional modifier to the price based on said properties.
Spoiler:

Rank
This goes by the Rank of the Item, the higher the rank the more it'll cost.
Spoiler:

Element
This goes by what type of Elemental Nature Transformation the item has, the rarer it is the more it'll cost.
Spoiler:

Special Abilities
This 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:

Raw Materials List for Ease of Pricing:


Last edited by Aurielle on 19th June 2021, 1:50 am; edited 15 times in total
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Aurielle
Admin
Aurielle


Posts : 12617
Join date : 2010-06-13
Age : 32
Location : Lost in time...I guess?

Item Template Empty
PostSubject: Re: Item Template   Item Template Icon_minitime10th April 2014, 2:45 am

Item Creation Key Information

When 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:

Nen conductive
Spoiler:

Heat conductive
Spoiler:

Electricity conductive
Spoiler:

Magnetic
Spoiler:

Edible
Spoiler:

Amplifying
Spoiler:

Flammable
Spoiler:

Radioactive
Spoiler:

Explosive
Spoiler:

Corrosive
Spoiler:

Poisonous
Spoiler:

Physical Defense
Spoiler:

Pain Numbing
Spoiler:

Physical Damaging
Spoiler:

Chakra Destroying
Spoiler:

Narcoleptic
Spoiler:

Paralytic
Spoiler:

Hallucinogenic
Spoiler:

Liquid Absorbent
Spoiler:

Chakra Resistant
Spoiler:

Radioactive Absorbent
Spoiler:

Heat Resistant
Spoiler:

Electricity Resistant
Spoiler:

Nen Resistant
Spoiler:

Intangible affecting
Spoiler:

Lighten Weight
Spoiler:

Increase Weight
Spoiler:

Adhesive
Spoiler:

Elastic
Spoiler:

Specific Effects have the following Keys geared towards their use.

Amplification
Spoiler:

Replenishing Fatigue
Spoiler:

Weight
Spoiler:

Armor Slots
This 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:


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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PostSubject: Re: Item Template   Item Template Icon_minitime

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