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1Equipment & Meito Empty Equipment & Meito Thu Dec 07, 2017 1:23 am

Admin

Admin

Admin
Equipment
Items are broken down as follows.
  • Equipment: Items you'd bring into combat on the regular. Melee Weapons, Ranged Weapons, Armor, and kinds of Ammo.
  • Consumables & Usables:Items you'd either ingest like medicines and food or gadgets and technology you'd use like radios or a tank.
  • Dials: Dials are strange, mysterious devices made from the remains of particular shellfish, which have the ability to store energy and matter. They can be attached to Equipment or used to power technology or alternatively be used by hand. They're only found in the White White Sea of Sky Islands.
  • Artillery: Cannons, mortars, giant lasers, etc that could be mounted on a ship or rampart.

Equipment
Equipment covers items that are used in combat such as melee weapons, ranged weapons, armor, and special types of ammo.

Melee Weapon & Armor Template
Code:
[b]Name:[/b]
[b]Class:[/b] (Common-Supreme)
[b]Grade:[/b] (D-X)
[b]Description:[/b] (What it looks like, dimensions, if need be, how it works and anything special about it or in relation to your character.)
Ranged Weapon Template
Code:
[b]Name:[/b]
[b]Class:[/b] (Common-Supreme)
[b]Grade:[/b] (D-X)
[b]Description:[/b] (What it looks like, dimensions, if need be, how it works and anything special about it or in relation to your character. How many shots does it hold before it needs a reload.)
[b]Range[/b] (How far it shoots or can be thrown)
[b]Destruction/AoE[/b] (Only for explosives like bazookas and launchers, explosion range)
[b]Strength:[/b] (Tier 1-17/Throwables = throwers Strength - 2 Tiers)
[b]Speed:[/b] (Tier 1-17/Throwables = throwers Strength.)
[b]Ammo:[/b] (How many shots per topic. Standard is 3 magazines.)
*Alter templates as needed for things like unique ammo.

Breakdown
Class
Class reflects the craftsmanship put into the piece, so how distinguishable it is in terms of quality and it's efficiency. There are four classifications of Class. Bonuses apply to Melee Equipment only.
  • Common - N/A
  • Skillful - Equipment of this Class can withstand performing ranged attacks like Flying Slashes.
  • Mighty - Color of Arms Haki only has to be paid every other post when coating Mighty Equipment.
  • Supreme +3 Speed or Strength Advantages when a Tier 5 or higher Skill is used with Supreme Equipment.


Grade
Grade represents the quality of the materials used to craft the Equipment. Grade directly reflect the Equipment's, Durability.
  • D-Grade: Equivalent to being made of common wood or stone.
  • C-Grade: Equivalent to being made of Iron.
  • B-Grade: Equivalent to being made of Steel.
  • A-Grade: Equivalent to being made of Titanium
  • S-Grade: Equivalent to being made of a Special Material like Treasure Tree Adam.
  • X-Grade: Indestructible, equivalent to Poneglyphs or Diamond.

Consumables & Usables
Anything that is meant for consumption or has a straightforward function and/or use. Food, poison, tools,  gadgets, etc.

Consumable & Usable Template
Code:
[b]Name:[/b]
[b]Class:[/b] (Common-Supreme)
[b]Grade:[/b] (D-X)
[b]Effectiveness:[/b] (2-12)
[b]Description:[/b] (What it looks like, does, smells, works, whatever details is truly relevant.)
[b]Effect:[/b] (Statistic functionality of the Item. I.e. Stops bleeding from Major wounds, clears up poisons, causes sleepiness, increases Stamina, 50m of Night Vision. Also include side-effects if applicable.)
[b]Duration:[/b] (How long do its effects last)
[b]Servings:[/b] (Only if this Item refreshes after use per topic like Bandages, how many do you get.)
*Alter template as needed.

Breakdown
Class
Class reflects the craftsmanship put into the Item, so how distinguishable it is in terms of quality and it's efficiency. There are four classifications of Class.
  • Common: +1 Effectiveness
  • Skillful: +2 Effectiveness
  • Mighty: +4 Effectiveness
  • Supreme: +6 Effectiveness

Grade
Grade represents the quality of the materials used to craft the Item. This ties directly into how well it performs/it's Effectiveness.
  • D-Grade: +1 Effectiveness
  • C-Grade: +2 Effectiveness
  • B-Grade: +3 Effectiveness
  • A-Grade: +4 Effectiveness
  • S-Grade: +5 Effectiveness
  • X-Grade: +6 Effectiveness

Effectiveness
Effectiveness ranges from 2-12 and measures how well an Item can be made to work given how well it was crafted and the quality of the materials used to make it. The following are examples of levels of Effectiveness you'd need for Items of certain quality.
  • 2-5:Common items, aspirins, local-range walkie talkie.
  • 6-9: Chopper Pre-Timeskip Rumble Ball, Cesar Clown failed Gigantification, Fishman Energy Pills
  • 10-11: Franky General, SMILES, Vinsmoke Body Modifications, Pacifista, Zou Magic Healing Herb
  • 12: Vinsmoke Cloning Facility

Dials
Dials are strange, mysterious devices made from the remains of particular shellfish, which have the ability to store energy and matter. The shellfish remains are gathered from the shallows near the shore of the White-White Sea. Though they originate from Skypiea, few of them have reached the Blue Sea. They are coveted by Winged race members, because they are seen as treasures of their culture and also capable weapons.

Type
  • Domestic: Dials used for simple and comfortable living. On some Sky Islands, they are so well integrated into everyday items that they're hardly noticeable. Lamp Dial lights, Tone Dial MP3s, Vision Dial cameras, Milky Dial furniture, Flavor Dial gas stoves, etc.
  • Battle: Axe Dials, Flame Dials, Jet Dials, Flash Dials, Heat Dials, Impact Dials, etc. These are typical Dials used in sky-combat.
  • Relics: Rare and unique Dials that have more unpredictable qualities or substantial power. Ohm's Eisen Dial(Iron Cloud), Waipa's Reject Dial, Custom Dials.


Usage
  • Dials are used through Skills.
  • Battle and Relic Dials come with 2 free Skills.
  • Battle Dials cannot perform Skills higher than Tier 5.
  • The Dial Fighter Skill Trait is required for Dial related Skills.


Template
[code]Name:
Type: (Domestic, Battle, Relic)
Description: (What matter can it store and release and how is it preferably used, Close range, mid range?)
Skills:

Artillery



Last edited by Admin on Wed Sep 01, 2021 5:40 am; edited 1 time in total

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2Equipment & Meito Empty Re: Equipment & Meito Sat Jun 09, 2018 11:56 am

The Janitor

Deva
Deva

The Janitor
Ranged Equipment
When it comes to ranged equipment, guns, bows, slingshots, throwing knives, etc their Speed and Strength/Power will operate as the listing below dictates. The only exception to this is if the equipment is not of Common Grade. Ryo Wazamono and O Wazamono ranged equipment can have one of these parameters increased by one point. Saijo Wazamono ranged equipment can have one of these parameters increased by two points or two parameters increased by one point. A range increase would be a 1.5 multiplier. Range increase does not apply to Ship and Land Mounted Cannons.

Throwables - Anything registered to be a thrown weapon, i.e. a bundle of throwing knives.
Speed User Strength/Power minus 1, minimum of 0
Power User Strength/Power minus 1, minimum of 0
Range User Strength/Power multiplied by 15m

Light Artillery - Projectiles including, but not limited to pistols, submachine guns, sling shots, light/short bows, and Pop Greens.
Speed 7
Power 3
Range 50m

Medium Artillery - Projectiles including, but not limited to marksman rifles, long bows, heavy bows, pole-body sling shots.
Speed 5
Power 4
Range 100m

Heavy Artillery - Projectiles including, but not limited to Sniper Rifles, Large/Heavy Bows, etc.  
Speed 5
Power 7
Range 250m
*Range is always on the table to be adjusted, though guns like Shotguns may fall under Medium Artillery, they obviously wouldn't have a 100m effective range.

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