Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Item & Measurement Information 20th September 2013, 10:20 am | |
| Item Information- Spoiler:
Items make the basis of a Shinobi's arsenal and range from weapons, to consumables, to armor and everything else in between. In most cases it is more important to be prepared and to know how to use the items one has than it is to have the best item in the world. Likewise Items have a carry weight which is completely dependent on strength as well as carrying space on armor.
But first and foremost the most important item is money, on the forum it is called Xel and it is the only item which doesn't have a carry weight, yes one can carry all of their money on their person at one time, always. They can also store them in a single scroll, yes all of it or they can store it in multiple scrolls spreading it around. Or one can place it in their bank, their shop, loan it to someone else, keep it in their missing nin base or in the Village Treasury. It's your money handle it how you want.
Concerning Xel, there are numerous ways of getting it, for all intents and purposes their are 5 main ways of obtaining Xel.
Working Whether your a Civilian with a Profession or a Village Shinobi with a rank you get paid, with village shinobi as long as they are active they have a salary, for Civilians once they have opened shops they get fixed income depending on the quality, variety and target audience of their items as well as the location the shop is in.
Rewards Adventuring, going on a random mission sometimes you can come across lost treasure or some other horde of cash, yay.
Missions Missions are the universal source of income for Shinobi be it village shinobi or missing nin, this is how you will most likely get your stockpile of Xel.
Trade Find weapons, loot a corpse but can't be bothered with the spoils, you can sell it off in shopping districts and get cash for it. Need cash but don't have the means to get it quick? Pawn items for cash so that you can get your items later when you have enough to pay it off, but be wary after 2 Weeks-a month your item won't be there anymore.
Other People Other people have money, you don't...so obviously that's a source of income that's just waiting to be abused, steal, scam, kill others and get their funds, then again some people are better at hiding their money than others.
Weight Limits- Spoiler:
Characters each have a set limit of what they can carry at once, this is completely dependent on one's strength naturally if you have more strength you can carry more stuff without a burden.
On the site all races have a base Weight Limit of 10. Which means they can hold a max of 10 items on their person with normal clothes and Xel having a weight of 0. Different materials, different ranks of items, and sizes of items all factor into weight limits.
Strength = Weight Limit
E (No Strength Tier) = 10 D-rank Strength = 20 C-rank Strength = 40 B-rank Strength = 60 A-rank Strength = 80 S-rank Strength = 100 SS-rank Strength = 200 SSS-rank Strength = 400 Z-rank Strength = 800
Burden When a Character is burdened it has an adverse effect to their stamina consumption (Fatigue Limit) as well as physical Tiers.
Over Weight Limit - Double Fatigue Loss Double Over Weight Limit - Triple Fatigue Loss Triple Over Weight Limit - Triple Fatigue Loss & -1 to All Tiers Quadruple Over Weight Limit - Quadruple Fatigue Loss & -2 to All Tiers Quintuple Over Weight Limit - Quadruple Fatigue Loss & -3 to All Tiers Past 6x Over Weight Limit - Quntuple Fatigue Loss & -4 to All Tiers
Note: If any tier drops below E (Normal Running speed/strength etc) it results in adverse effects. Speed - Immobility Strength - Unable to Carry Anything Endurance - Double Damage from Chakra Based Techniques Defense - Double Damage from Physical Based Techniques Reaction - Sensory Based Techniques unable to be utilized. Barrier - Double Damage from Mental Based Techniques
Armor Armor has a unique effect when it comes to weight limits as an armor has a set limit and can hold multiple things in the armor the unique effect being that things stored in the slots in an armor are counted in the armors weight limit total. Meaning Armor is very useful in storing set quantities of items on one's person to offset the need for higher strength levels. However like all things armor themselves have weight and shinobi which lack the ability to wear certain armor due to their Weight Limit will suffer penalties to their tiers because of it.
Scrolls The God-Send to all characters who lack strength or endurance, scrolls are able to store a certain amount of items within themselves and all have a set weight. In addition scrolls typically are very lightweight and don't require any strength or endurance above normal levels to carry. Scrolls come in varying ranks and the like with higher ranking scrolls holding larger amounts of items inside of them. Scrolls are the typical way of shinobi to get around the weight limits.
Measurement SystemThis refers to the measurement of everything on the forum and is split into 5 Subcategories. Size- Spoiler:
This refers to the size of things (primarily organisms however objects can use this as a reference as well) on the forum and one will use this as a reference to gauge exactly how big something is on the forum.
Atomic - Atoms Microscopic - Cells Tiny - Below 1 Foot Small - Between 1-3 Feet Humanoid - Between 4-7 Ft (Human Shaped) Medium (S) - Between 5-9 Ft (Tall/Long) Medium (M) - Between 9-13 Ft (2.7-3.9 Meters) Medium (L) - Between 13-18 Ft (3.9-5.4 m) Medium (XL) - Between 18-24 Ft (5.4-7.3 m) Large (S) - Between 24-72 Ft (7.3-21.9 m) Large (M) - Between 72-144 Ft (21.9-43.8 m) Large (L) - Between 144-432 Ft (43.8-131.6 m) Large (XL) - Between 432-1440 Ft (131.6-438.9) Bijuu - Approximately 2880 Ft (~877.8) [Average of all 9) Colossus - Between 4265-8640 ft (1.3 km-2.6 km) Titanic - 8640 Ft + (2.6 km +) Juubi - 17280 Ft (5.2)
Technique Distance - Spoiler:
This refers to the distance of techniques utilized by characters in the rp which is determined by the techniques rank as well as listed range.
Rank - Contact ft - Short (ft) - Mid (ft) - Long (ft) - AOE (radius/sq. ft) D - 1 - 5 - 10 - 20 - 40/400 C - 2 - 10 - 20 - 40 - 80/800 B - 3 - 15 - 30 - 60 - 120/1200 A - 4 - 20 - 40 - 80 - 160/1600 S - 5 - 25 - 50 - 100 - 200/2000 SS - 6 - 30 - 60 - 120 - 240/2400 SSS - 7 - 35 - 70 - 140 - 280/2800 Z - 8 - 40 - 80 - 160 - 320/3200 X - 9 - 45 - 90 -180 - 360/3600
Blast Radius - Spoiler:
This refers to techniques which explode resulting in a blast radius, this is determined by 4 things outside of those covered by technique. Due to how these techniques are scaled techniques with blast radius' cover varying distances.
These four are: Saturation (Amount of Energy Source within it) Compression (Activation Time) Substance Volatility (Distance Modifier) Initial Size (Pre-Detonation)
The sum total of all four results in determining the final blast radius.
Saturation Rank = Chi = Ftg/Chk/Nen = Bld = NE 1-rank Below = +1 ft = +5 ft = +10 ft = +15 ft Equal = +5 ft = +10 ft = +20 ft = +30 ft 1-rank Above = +10 ft = +20 ft = +30 ft = +40 ft
Compression Activation Time (Posts Total) = Blast Radius Modifier Instance = x1 2-5 = x2 6-10 = x3 11-20 = x4 21+ = x5
Substance Volatility Volatility = Blast Radius Modifier Collapsing (Gravity, Space, Psionic & Implosions) = Halved Stable (Everything Else) = x1 Unstable (Lightning, Plasma, Flux & Conductive Materials) = x2 Slightly Volatile (Vapor, Steam, Smoke & Gaseous Materials) = x3 Moderately Volatile (Fire, Blaze, Yugure, & Flammable Materials) = x4 Highly Volatile (Explosion, Lava, Dust & Explosive Materials) = x5 Radioactive (Death, Atomic & Radioactive Materials) = x6
Initial Size In Explosions & Exothermic (Heat Emitting) reactions the blast radius is always either equal or bigger than the initial size. In Implosions & Endothermic (Heat Absorbing) reactions the blast radius is always either equal or smaller than the initial size.
*Note: Mixed Energy Source based techniques just use the one which is higher.
Scale- Spoiler:
This refers to the size scale of a character which determines the distance modifier a technique is multipled by. (Bigger characters result in larger techniques due to the technique scaling up in terms of size)
Character Size - Distance Modifier Tiny - 1/5 Small - 1/3 Humanoid = x 1 (PC Characters in General use this) Medium = Distance x 3 Large = Distance x 5 Bijuu = Distance x 7 Colossus = Distance x 9 Titanic = Distance x 11 + (Depends on the size of the Titanic creature) Juubi = Distance x 13
Weight- Spoiler:
This refers to the weight of an object dependent on it's size, the larger an object results in it being heavier, in most cases. This uses the weight limit to determine exactly how heavy an object is.
Size = Minimum Weight-Maximum Weight Atomic = N/A-N/A Microscopic = N/A-1 Small = 1-5 Humanoid = 5-10 Medium (S) = 5-15 Medium (M) = 10-20 Medium (L) = 15-30 Medium (XL) = 25-50 Large (S) = 35-70 Large (M) = 45-90 Large (L) = 55-110 Large (XL) = 65-130 Bijuu = 100-400 Colossus = 250-600 Titanic = 400+ Juubi = 800
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