Post by Zeich Yajuu on May 20, 2015 1:27:51 GMT -5
Section 8: Custom Item Guidelines
Items are tools that have been made to aid characters in threads. These may vary from basic weapons to crafted equipment and accessories that have specific purposes. Many are on par with basic techniques, and several have unique effects that may alter the flow of battle depending on how and why they are used. Below are the guidelines used for understanding, purchasing, and creating weapons.Item Categories and Explanations
Items are broken up into four major categories, each of which has its own purpose. Some items may be in unusual categories, such as ammunition being under firearms instead of in consumable, but this is for the sake of organization and access ease when listing items that are intended to be paired together. The categories are as follows:
- Weapons: As stated, weapons are tools that are designed with the intent to directly harm opponents. Though many may have unique effects, their goal is to cause damage, whether it is to the opponent or their belongings. This may range from basic melee weapons like swords and spears to consumables like explosives.
- Armor: Armor is items intended for the protection or covering of the body, including items that reduce damage taken, can conceal the wearer, or even produce shields to outright block damage.
- Tools: These are combat items that don’t fit into other categories, such as wires or tools used as a basis for techniques, like the Ginto Tubes.
- Utility Items: These are items of general utility that are often not used in battle either due to having no combat application or else being equally effective outside of combat, like the Soul Gauge.
Items are listed in a larger template to describe their effects, power, and cost, but there is a large amount of information there. The following section describes each component of the item template and what it means:{Item Explanations}Name: Pretty self-explanatory.
Description: What does the item look like? What is its purpose?
Item Type: What category will this item belong to? Items must fit under one of the categories listed (Weapon, Armor, Tools (Combat Tools), or Utility (Non-Combat Tools)).
Class: What range of Classes does this category cover? A sword, for example, might be Class 8-1 because it can be made out of different materials and techniques to make it sturdier, but say a basic smoke grenade whose only ability is to create a cloud of smoke might only go Class 8-6, and Class ups might only give it a wider range. Additionally, a character must possess an equal or greater Class to the item they’re buying, so a Class 8 character can’t buy a Class 1 weapon, no matter how much money they have.
Item Power (IP): This static value is used in place of the user’s OS to determine its offensive or defensive capabilities. In a clash between this item and another ability, use this value in place of the offensive stat. Additionally, when damage is done that exceeds the IP of any defensive item or armor, the remaining force still carries through to strike the blocker. This is often written in a format of [Base Power + Power Gained Per Class] or something like 100 + 75/Class. This indicates the power that an item has at its lowest Class, and how much it gains per Class up until its highest Class. So if an item is Class 7-4, and it has an IP of 100 + 75/Class, it’d have an IP of 100 at Class 7, 175 at Class 6, 250 at Class 5, and 325 at Class 4.
Offense Type: This is a major component for Weapon and certain Utility (Combat) items. What type of OS is this? We have either Physical or Spiritual, which determines what sort of abilities defend against it. For example, if using a basic sword, it would use Physical, which could be blocked by physical barriers, flex defense, etc. But if using a gun that fired Bala-like bullets, they would be Spiritual, meaning that regular flex defense wouldn’t work, and only spiritual flex would. Additional damage types would also go here, such as elemental properties (a gun that fired flaming Bala would be Spiritual/Fire, so that any techniques that affect fire would be indicated to affect this, for example).
Durability: This is basically how well an item can stand up to attacks. If an item is hit by any attack that surpasses its IP, it takes damage equal to half of the superior attack. For example, if a sword has an IP of 600, an attack of 700 would damage it for 350 of its durability. A normal item's durability should be equal to 3x its base IP for defensive items, and 2x its base IP for other non-consumable items, though exceptions can be made as a bonus (in exchange for relative drawbacks) or as a drawback (weakening durability, but gives more bonuses for being frail).
However, note that these examples assume a clash of equal Class. If the damaging force is within one Class of the item or equal to it, then damage is 50% of the OS as normal. However, if the damaging force is two Classes greater, it will do 100% of the OS to the item’s durability. Conversely, if the damaging force is two Classes greater, it will do no damage to the item, as the craftsmanship is solid enough to stand up to insufficient attacks.
As an example, the sword above should have a durability of 1200, meaning four hits with that 700 OS would break it (700/2 is 350, and 350 x 4 = 1400, enough to pass the 1200 durability)(700/2 is 350, and 350 x 4 = 1400, enough to pass the 1200 durability). However, if that sword is Class 4, and the attack is Class 2 or higher, then it would only take two hits at 700 OS to break it, while any attacks from Class 6 or lower would be unable to damage it at all. Additionally, consumable weapons only have a durability equal to their IP, as they are meant to break and be destroyed on use anyway, leaving them fragile.
In a DE or DP thread, a broken item is lost permanently; in an NDE thread, an item receives one "strike" (to be indicated in the user's item list in their Point Bank). After three strikes, an item is permanently broken, even in an NDE. Consumables are always lost on use, regardless of thread type.
Bonuses: This is basically any non-damaging properties that this weapon has. For example, a blade might be able to be charged by spending 100 Reiatsu to make the next attack Spiritual instead of Physical, enabling them to bypass a high-strength flex defense. It could be explaining a smoke bomb’s ability to blind others, what sort of range it has, what sort of senses are needed to see through it, etc.
Drawbacks: Pretty much as stated, any drawbacks to using this item. For a larger greatsword, for example, attacks made with it might be slightly slower. A cursed-type item might drain Reiatsu from the user every post whether they want it to or not. Drawbacks are meant to balance out bonuses and IP as per normal with our technique guides.
Costs: Straightforward, and uses a similar formula to IP: [Lowest Class Cost + Cost Increase/Class]. For example, if the cost is 1000 + 750/Class, then it would be 1000 at base Class, 1750 at Class+1, 2500 at Class+2, etc.Item Creation
To create a custom item for Urahara’s shop, there are no requirements except that the item be suitable for Urahara to sell. In this case, the idea is pitched to Urahara, and he covers the skills and costs needed to produce said items. These will generally be practical items used for combat, but will not include large-scale lethal tools such as toxic gases or explosives that can demolish large regions. Smaller but functional tools can be found here as well. Items will be added to Urahara’s Shop at moderator discretion after being submitted; if they are declined but the item itself is approved, the item is still eligible for a custom shop so long as other requirements are met; the item itself just doesn’t match the image and goals of Urahara’s shops.
To create an item for a custom shop or to be reserved for personal use only, however, a few requirements must be met. Since the player is the one actually building and creating the item, they need to have both the skills to construct the item as well as the funds to get the materials to do so:
- When creating an item for a custom shop, the player must first have a skill that relates to the item, such as Weapons – Swords for knowledge on how to craft standard swords and only those weapons, or else have SKP invested in the Crafting skill. Making a Class 7-5 item requires a 1 in the appropriate skill, making a Class 4-2 item requires a 2 in the appropriate skill, and making a Class 1 item requires a 3 in the appropriate skill.
- Additionally, the player must spend Ryo equal to half of the finished item’s cost to finish creating it. This is a one-time cost, rather than each time the item is made, and is paid once the item is fully approved by staff. However, when creating a reserved custom item, in other words an item that is only for the creator and is not available in stores, this cost increases to 100% of the base price, and this price must be paid each time the item is made (in the event of consumables, or multiples of the same item). This is to encourage players to create for everyone, not just themselves.
- When commissioning another player to make a specialized item, the rules remain very much the same when compared to the rules for Reserved Items. 100% of the base price must be paid for by the person asking for the commission, and only one copy of the item will be made; the individual crafting the commission will not receive this copy of the item, and it will instead go to the individual paying for said item. In turn, however, the one crafting said item will receive 50% of the Ryo paid in order to craft said item; the remaining 50% of the cost will be lost.
When creating items, please use the template given below:{Item Creation Template}[b][u]Name:[/u][/b]
[b][u]Description:[/u][/b]
[b][u]Class:[/u][/b]
[b][u]Item Type:[/u][/b]
[b][u]Item Power (IP):[/u][/b]
[b][u]Offense Type:[/u][/b]
[b][u]Durability:[/u][/b]
[b][u]Bonuses:[/u][/b]
[b][u]Drawbacks:[/u][/b]
[b][u]Cost:[/u][/b]
[b][u]Donated to Urahara's:[/u][/b]Item Costs
Below is a guide for costs of items, using an expectation of maximum value by Class. This is not set in stone, and many items will be below this amount, while some may even go above depending on their effects and stats. The guide is just that, a guide, and should serve as a starting ruler when determining prices, adjusted from the values given as needed. Class 7-4 items appeal to the Rank 1 budget, Class 3-2 items appeal to the Rank 2 budget, and Class 1 items appeal to the Rank 3+ budget. This does not indicate that lower ranks cannot buy these items, but that the prices were tailored to be within a certain amount of the Rank’s Ryo cap.
Class 7 - 3000 Ryo
Class 6 - 4500 Ryo
Class 5 - 6000 Ryo
Class 4 - 9000 Ryo
Class 3 - 12000 Ryo
Class 2 - 15000 Ryo
Class 1 - 50000 Ryo