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1Equipment System Empty Equipment System Sun Oct 02, 2016 8:17 pm

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Equipment System

The Equipment System here is in place to regulate limitations and supply approximate pricing for pieces of equipment. It will cover things like carrying limits, how item durability works, curses, and a bit more.

Technological Limits


One Piece is a universe with contradicting technological limits. You have characters like Franky who are cyborgs, have made motorcycles, and places like Punk Hazard, yet you still see pretty simple pieces of equipment like flintlock based firearms. That said, because we have occupations devoted to crafting things to make these pieces of equipment more sought after and give more value to these occupations we have a pretty tough technology limit when it comes to items. With our open pricing system by paying a pretty penny you may be able to get lucky and get firearms that have clips as opposed to manual loading, but that's very rare and costly. When it comes to the technological limit for equipment that is store bought and not crafted, we peak at real life 1875. This is right before the first automatic pistol was invented, but there was still the mounted gatling gun. So no automatic firing weapons, but you still have things like the Colt Revolver, so six shot pistols, and breech or muzzle loading rifles.

The only real exception is the bazooka which is canon. These aren't RPGs or anything, but their standard rounds of course pack a heavier punch.

Types


There are different types of equipment. Weapons, Armor, Ammunition, Gadgets, Other, and maybe more, but these are the main ones.

Weapons: Pretty self explanatory, these are weapons. Clubs, swords, rifles, pistols, that stuff.

Armor: Also self explanatory. Protection based things. Armor is broken up into sections and a suit or armor is not one piece of equipment. The sections are Head, Torso, Arms, Legs, Hands, Feet, Extremities.

Ammunition: Ammo is seen as an object that a piece of equipment propels. Throwing knives, bolas, etc, are not ammo, but their own weapons.

Gadgets: Things that don't necessarily stand alone and are usually attachments or for supplementary purposes. They are typically made by Scientist. Examples of gadgets are things like bombs, batteries, slave collars, etc.

Attachments: Attachments are things that are attached to equipment, who would have guessed right? You'll see things like Dials here, maybe scopes for firearms, or maybe even a Gadget.

Other: Other are things that you really wouldn't see as "Equipment", like Luffy's Strawhat or maybe Medicine or a Drug made by a Doctor. Some of them, in reference to items like Luffy's Strawhat, don't have to be registered and purchased, but the option is there for the creative minds that may have some use in making items like this grow Experience wise. Things like lighters and other typical items don't really need to be registered and can be considered common items that people would just have. This still shouldn't be abused however.

Quality/Materials


Here we have an open pricing system and the quality of your Equipment is more so based on how much money you spent on it as it should. http://op-piratenation.forumotion.com/t1698-equipment-shop Equipment is bought in the link supplied, but we'll have some information found there in here as well.

To start equipment pricing begins with what materials the weapon is primarily made of. When we say primarily we mean like the blade of the sword, barrel of the gun, or body of the bow. While the quality of the material will still be fair, any prominent materials that make up the weapon like the wood based handles of guns, it wouldn't be wise to use these parts of the weapon for much.

We use common materials, but materials not found on our list can be used and they will be priced accordingly. When using a material not found on the list their durability should be likened to one of the materials supplied. At mention it's more durable, as durable, or less durable than one of these materials.

Non-Metal

  • Cloth - 100,000 Beli
  • Stock Wood* - 100,000 Beli
  • Plastic - 100,000 Beli
  • Rubber - 100,000 Beli
  • Leather -150,000 Beli
  • Seastone - 1,000,000 Beli
  • Treasure Tree Adam - 25,000,000


Metallic

  • Bronze - 250,000 Beli
  • Iron - 450,000 Beli
  • Gold - 500,000 Beli
  • Steel - 750,000 Beli
  • Titanium - 1,000,000 Beli


*Maple, Birch, Myrtle, etc. Common wood stocks used for rifles, baseball bats, bokken, in real life.

Listings aren't in order of durability, but lowest price to highest.

If you find yourself wanting to change the material your equipment is made of you may do so once in the equipments lifetime. It's a dangerous procedure to the item that shouldn't be taken lightly. Experience penalty for changing materials supplied int he appropriate section below.

Carrying


When it comes to carrying equipment, everyone has a limit. Not only is there a realistic limit as we do not allow for characters to have hammer space or "Mary Poppins Bags" without reason, but there is a limit placed on you according to your Character's Tier.
  • Tier 1 - 2 Slots
  • Tier 2 - 3 Slots
  • Tier 3 - 4 Slots
  • Tier 4 - 5 Slots
  • Tier 5 - 6 Slots
  • Tier 6 - 8 Slots


Those with the Weapon Specialist and Marksman Occupation are given 2 extra slots, while those with Support Jobs are given 3 extra slots. These extra slots do not stack, the highest one takes precedence.

To avoid the whole, "I had this item the whole time, but forgot to mention it." scenario, when you make your first post in a topic all items on your character's person should be noted. May this be in the post or in an OOC Note it does not matter, but items not mentioned in a character's first post will not be allowed to "be remembered" into existence. If you wish to enter a topic with an item hidden on your character, but fear someone may alter their character's actions due to knowledge of this item, you can PM a staff member to check-in that item. This is only viable if the item is actually hidden and not in plain sight ICly.

Curses


While not a big part of canon One Piece, here on Pirate Nation we have given more definition to the title "Cursed", when referring to equipment. While you'd normally see melee weapons being cursed, any piece of equipment is eligible to be cursed. What a curse does is give the piece of equipment a unique ability, but with this ability that works as a plus comes a drawback that works as a negative. The means of these abilities are usually unexplained and can be dubbed "magical". An example of a cursed weapon would be it causes the wielder to attack both friend and foe in a state of bloodlust while it's wielded, but it gives them unnatural levels of energy making them consume 25% Stamina.

All cursed weapons don't have to have crazy abilities and can just be for the sake of having a plot device. However, the drawback should at least be close to as negative as the beneficial part of the weapon.

Cursed Weapons can only be acquired by having a Blacksmith craft them, having the equipment develop the curse (see Experience further down), or through means of events.

A Curse should only be registered when it is unlocked, not prior and obviously not after. Do this by copy pasting the equipment's filled out template and practically reregister the equipment, but make a note that you are registering a Curse.

When you are registering a Curse you should only give an overview of what the Curse's beneficial ability entails. The drawback of the Curse should be explained in full however. This is because while the Drawback won't really do much other than what's stated, the actual beneficial part of the Curse may have the potential to be made into a few Skills. This will be elaborated on in the appropriate section below.

Devil Fruits


As shown in canon, through some mysterious method a piece of equipment can ingest a Devil Fruit. Equipment can only eat Zoan type Devil Fruits, basic or ancient. How you wish for this to happen is up to you, maybe you left the fruit laying near your rifle when you went to sleep, have fun with it. A piece of equipment can only eat a Devil Fruit when it reaches a certain amount of experience. The Devil Fruit can not be obtained from the standard Dice Roll and has to be obtained ICly or through the True Black Market Board found **here**.

A Devil Fruit being eaten by a piece of equipment should only be mentioned and included in a template when it has actually happen ICly. Do this by copy pasting the equipment's filled out template and practically reregister the equipment, but make a note that you are registering it as a piece of Devil Fruit Equipment and include the Devil Fruit's name in the correct section.

Attachments


Attachments are simple additions to pieces of equipment to give them a small edge. An example of an attachment is a http://op-piratenation.forumotion.com/t186-canon-dials**Dial**. Each piece of equipment can have three attachments. One comes free with each piece of equipment, the second may be purchased, while the third must be gained through Equipment Experience.
  • 2nd Attachment Slot - 500,000 Beli
  • 3rd Attachment Slots - See Experience further down.


Ammunition


While others will dread it, those who use ranged weaponry that needs ammo will be glad to hear ammo comes free. Ammunition does not need to be registered, purchased etc, as long as it isn't unique. Unique ammo is something like seastone rounds, explosive slugs, anything that's not your standard bullet, arrow, whatever.

Ammunition is classified as a medium used for a piece of equipment to propel another object. Throwing knives and other thrown objects are not ammo.

This shouldn't be an issue, but if someone abuses this guidelines for ammunition will be implemented for that specific person.

Breaking


We have Material Destruction list with our Skillsets and given equipment is usually made out of the materials on this list or likened to them, equipment breaking and getting damaged is a topic that should be covered.

Simply put a piece of equipment can withstand three attacks from a strike that'd normally "Completely Destroy" the material the equipment is made from. This third strike breaks the equipment and allows the attack in question to continue forth. If the weapon is met with a force that can completely destroy a material more durable than the piece of equipment in question, then the equipment breaks, no questions asked.

Equipment breaking doesn't result in a loss of its curse or it's Devil Fruit if it has ingested one, but it does make a piece of equipment lose 50% of it's Experience.

Repairing


If a piece of equipment gets broken, it can't be repaired through the equipment shop. Broken is seen as majority of the equipment not being in shattered pieces. Just think logically something that can be fixed. Repairing can only be done by a Blacksmith and it restores 50% of the Experience the weapon lost. Meaning 1/2 of the 1/2 the weapon lost, so the weapon would be at 75%, not back to 100%.

Experience


While it doesn't determine a weapons durability, cutting ability, shooting range, Experience is used for those who wish to develop a special relationship with their equipment. As you gain Experience or EP, your weapon can also gain it's own Experience. To be eligible for this the weapon has to have played a notable role in the topic your character is gaining EP. 10% of the EP your character gains is also gifted to equipment that had a notable role in the topic. So at the end of the topic if the Mod gave you 1,000 Exp, your equipment that is eligible would gain 100, not taking from the EP that you gained.

With an Experience pool of its own, equipment has Tiers and these only work to unlock special privileges for the equipment. No increased durability, or anything not mentioned.
  • 3,000 Experience - Tier 1 - Equipment can eat a Basic Zoan Fruit.
  • 10,000 Experience - Tier 2 - Equipment can eat an Ancient Zoan Fruit and develop a Curse.
  • 60,000 Experience - Tier 3 - Equipment can develop a Curse and gains a third attachment slot.


A Curse developed at Tier 2 is weaker than a Curse developed at Tier 3 and does not grow into Tier 3 efficiency when it gains enough Experience.

A piece of equipment cannot have both a curse and Devil Fruit, but it can have a third attachment and either a Curse or Devil Fruit.

It is the members responsibility to track their equipment's experience, not a moderators. Use your Character Updates **here** to do so. Just edit the Experience value of the weapon as Experience is gained.

Experience Reductions


Equipment loses 50% of its Experience when it breaks. Upon being repaired only 50% of the lost Experience is returned to the equipment, meaning it is at 75% and not restored to 100% Experience.

Should you change the material a weapon is made of through the Equipment Shop, your equipment loses 25% of it's total Experience.

Cursed and Devil Fruits|Skills

When a piece of equipment becomes Cursed or eats a Devil Fruit, they gain 3 free Skills. If you can't think of 3 whole Skills for a Cursed piece of equipment that's ok, most won't have that capability. The Tier of these free Skills follows as such or can be lower.
  • Tier 1 Equipment - Tier 2 Skills
  • Tier 2 Equipment - Tier 4 Skills
  • Tier 3 Equipment - Tier 5 Skills


When executed the Skills take Stamina out of your pool, but only cost 50% of what they normally would. The template for these Skills can be found in the Skill System.

Ranged Weaponry


Ranged weaponry as in, bows, crossbows, pistols, rifles, hand cannons, etc, not throwable-s. Again, you get free ammo and "unlimited", but that shouldn't be abused. This section is to talk about special things that apply to you guys.

Range

Range is how far the weapon can shoot before the fired ammunition is ineffective. The closer you are to the max range, the less accurate the shot. Meaning a foe could argue your shot was off it's mark if you are shooting at them while they are close to your max range.
  • Pistols - 50m
  • Rifles - 150m
  • Basic Slingshot - 75m
  • Pole Body Slingshot - 150m
  • Bazooka - 75m
  • Bows - 100m
  • Heavy/Great/Long Bows - 300m


Speed

We have a Speed Chart and you guys should be sure to use it. If you don't supply a Speed your weapon fires things you will follow what's below. If you reach for more Speed, of course it will cost more.
  • Pistols - 4
  • Rifles - 4
  • Bazooka - 3
  • Basic Slingshot - 3
  • Pole Body Slingshot - 4
  • Bows - 3
  • Heavy/Great/Long Bows - 4


Power

This is basically accounting for your weapons power and your standard free ammo's piercing ability or whatever it is you are aiming for. The more Power a weapon has the higher the Strength Req. will be and of course higher cost. This because you still have to deal with kickback, drawing the bow, or slingshot, whatever. The listing of Tiers of Damage is just so there is a reference of the projectiles power when it comes to combatting other Skills or defenses. This Tier of Damage is static and unchanging unless the weapon should be upgraded to have a higher Tier of Damage. This means even a Tier 6 Skill used with a typical Pistol will deal Tier 2 Damage, though Tier 2 Damage can still be fatal as a real pistol would be.
  • Pistols - Pierces Iron|Tier 2 Damage
  • Rifles - Pierces Iron|Tier 3 Damage
  • Bazooka - Pierces Steel|Tier 4 Damage
  • Basic Slingshot - Pierces Wood|Tier 1 Damage
  • Pole Body Slingshot - Pierces Iron|Tier 2 Damage
  • Bows - Pierces Wood|Tier 2 Damage
  • Heavy/Great/Long Bows - Pierces Steel|Tier 4 Damage


  • Pistols - Strength Req. 1
  • Rifles - Strength Req. 2
  • Bazooka - Strength Req. 3
  • Basic Slingshot - Strength Req. 1
  • Pole Body Slingshot - Strength Req. 2
  • Bows - Strength Req. 1
  • Heavy/Great/Long Bows - Strength Req. 3


Of course if you're fine with what's listed above you don't have to mention any of this stuff, because it's mentioned for you here. If you want to get a little boost up, add this to the equipment template. Again if you want more than the base stuff, it's going to cost more. Also what's above are not the only forms of ranged weaponry you can have.

Code:
[b]Range:[/b]
[b]Speed:[/b]
[b]Power:[/b]

Freebies


Upon approval each character is given two pieces of free Iron based Equipment.

Template


Equipment Name: (Self Explanatory)
Equipment Type: (Weapon, Armor, Gadget, etc.)
Strength Req.: (What Tier of Strength does someone need to wield this?)
Equipment Description: (Draw the equipment with your words, we need measurements, how many bullets can it hold, how far can it shoot, all that good stuff.)
Attachments: (Link to the registered attachments that are attached to the weapon or a spoiler with their filled out template.)
Curse or Devil Fruit: (If it's eaten a Devil Fruit, which one? If it has a Curse write out it's effects.)
Materials: (What main materials is it made of. Don't need to include menial things like a band of leather wrapped around the handle. Just the main stuff.)
Units per Slot: (How many of this item takes up a single slot. Most of the times the answer will be 1.)
Experience: (This should be at zero to start, but it grows over time.)

Code:

[b]Equipment Name:[/b] (Self Explanatory)
[b]Equipment Type:[/b] (Weapon, Armor, Gadget, etc.)
[b]Strength Req.:[/b] (What Tier of Strength does someone need to wield this?)
[b]Equipment Description:[/b] (Draw the equipment with your words, we need measurements, how many bullets can it hold, how far can it shoot, all that good stuff.)
[b]Attachments:[/b] (Link to the registered attachments that are attached to the weapon or a spoiler with their filled out template.)
[b]Curse or Devil Fruit:[/b] (If it's eaten a Devil Fruit, which one? If it has a Curse write out it's effects.)
[b]Materials:[/b] (What main materials is it made of. Don't need to include menial things like a band of leather wrapped around the handle. Just the main stuff.)
[b]Units per Slot:[/b] (How many of this item takes up a single slot. Most of the times the answer will be 1.)
[b]Experience:[/b] (This should be at zero to start, but it grows over time.)


Code:

<div align="center"><div style="width:450px;font-family:garamond;font-size:13px;line-height:13px;text-align:justify;">
[center][size=18][b]Equipment System[/b][/size][/center]

The Equipment System here is in place to regulate limitations and supply approximate pricing for pieces of equipment. It will cover things like carrying limits, how item durability works, curses, and a bit more.

[b][left][size=16]Technological Limits[/size][/left][/b][hr]
One Piece is a universe with contradicting technological limits. You have characters like Franky who are cyborgs, have made motorcycles, and places like Punk Hazard, yet you still see pretty simple pieces of equipment like flintlock based firearms. That said, because we have occupations devoted to crafting things to make these pieces of equipment more sought after and give more value to these occupations we have a pretty tough technology limit when it comes to items. With our open pricing system by paying a pretty penny you may be able to get lucky and get firearms that have clips as opposed to manual loading, but that's very rare and costly.  When it comes to the technological limit for equipment that is store bought and not crafted, we peak at real life 1875. This is right before the first automatic pistol was invented, but there was still the mounted gatling gun. So no automatic firing weapons, but you still have things like the Colt Revolver, so six shot pistols, and breech or muzzle loading rifles.

The only real exception is the bazooka which is canon. These aren't RPGs or anything, but their standard rounds of course pack a heavier punch.

[b][left][size=16]Types[/size][/left][/b][hr]
There are different types of equipment. Weapons, Armor, Ammunition, Gadgets, Other, and maybe more, but these are the main ones.

[b]Weapons:[/b] Pretty self explanatory, these are weapons. Clubs, swords, rifles, pistols, that stuff.

[b]Armor:[/b] Also self explanatory. Protection based things. Armor is broken up into sections and a suit or armor is not one piece of equipment. The sections are Head, Torso, Arms, Legs, Hands, Feet, Extremities.

[b]Ammunition:[/b] Ammo is seen as an object that a piece of equipment propels. Throwing knives, bolas, etc, are not ammo, but their own weapons.
 
[b]Gadgets:[/b] Things that don't necessarily stand alone and are usually attachments or for supplementary purposes. They are typically made by Scientist. Examples of gadgets are things like bombs, batteries, slave collars, etc.

[b]Attachments:[/b] Attachments are things that are attached to equipment, who would have guessed right? You'll see things like Dials here, maybe scopes for firearms, or maybe even a Gadget.

[b]Other:[/b] Other are things that you really wouldn't see as "Equipment", like Luffy's Strawhat or maybe Medicine or a Drug made by a Doctor. Some of them, in reference to items like Luffy's Strawhat, don't have to be registered and purchased, but the option is there for the creative minds that may have some use in making items like this grow Experience wise. Things like lighters and other typical items don't really need to be registered and can be considered common items that people would just have. This still shouldn't be abused however.

[b][left][size=16]Quality/Materials[/size][/left][/b][hr]
Here we have an open pricing system and the quality of your Equipment is more so based on how much money you spent on it as it should. [url=http://op-piratenation.forumotion.com/t1698-equipment-shop]http://op-piratenation.forumotion.com/t1698-equipment-shop[/url] Equipment is bought in the link supplied, but we'll have some information found there in here as well.

To start equipment pricing begins with what materials the weapon is primarily made of. When we say primarily we mean like the blade of the sword, barrel of the gun, or body of the bow. While the quality of the material will still be fair, any prominent materials that make up the weapon like the wood based handles of guns, it wouldn't be wise to use these parts of the weapon for much.

We use common materials, but materials not found on our list can be used and they will be priced accordingly. When using a material not found on the list their durability should be likened to one of the materials supplied. At mention it's more durable, as durable, or less durable than one of these materials.

[b][left][size=16]Non-Metal[/size][/left][/b]
[list][*]Cloth - 100,000 Beli
[*]Stock Wood* - 100,000 Beli
[*]Plastic - 100,000 Beli
[*]Rubber - 100,000 Beli
[*]Leather -150,000 Beli
[*]Seastone - 1,000,000 Beli
[*]Treasure Tree Adam - 25,000,000[/list]

[b][left][size=16]Metallic[/size][/left][/b]
[list][*]Bronze - 250,000 Beli
[*]Iron - 450,000 Beli
[*]Gold - 500,000 Beli
[*]Steel - 750,000 Beli
[*]Titanium - 1,000,000 Beli[/list]

*[size=10]Maple, Birch, Myrtle, etc. Common wood stocks used for rifles, baseball bats, bokken, in real life.[/size]

Listings aren't in order of durability, but lowest price to highest.

If you find yourself wanting to change the material your equipment is made of you may do so once in the equipments lifetime. It's a dangerous procedure to the item that shouldn't be taken lightly. Experience penalty for changing materials supplied int he appropriate section below.

[b][left][size=16]Carrying[/size][/left][/b][hr]
When it comes to carrying equipment, everyone has a limit. Not only is there a realistic limit as we do not allow for characters to have hammer space or "Mary Poppins Bags" without reason, but there is a limit placed on you according to your Character's Tier.
[list][*]Tier 1 - 2 Slots
[*]Tier 2 - 3 Slots
[*]Tier 3 - 4 Slots
[*]Tier 4 - 5 Slots
[*]Tier 5 - 6 Slots
[*]Tier 6 - 8 Slots[/list]

Those with the Weapon Specialist and Marksman Occupation are given 2 extra slots, while those with Support Jobs are given 3 extra slots. These extra slots do not stack, the highest one takes precedence.

To avoid the whole, "I had this item the whole time, but forgot to mention it." scenario, when you make your first post in a topic all items on your character's person should be noted. May this be in the post or in an OOC Note it does not matter, but items not mentioned in a character's first post will not be allowed to "be remembered" into existence. If you wish to enter a topic with an item hidden on your character, but fear someone may alter their character's actions due to knowledge of this item, you can PM a staff member to check-in that item. This is only viable if the item is actually hidden and not in plain sight ICly.

[b][left][size=16]Curses[/size][/left][/b][hr]
While not a big part of canon One Piece, here on Pirate Nation we have given more definition to the title "Cursed", when referring to equipment. While you'd normally see melee weapons being cursed, any piece of equipment is eligible to be cursed. What a curse does is give the piece of equipment a unique ability, but with this ability that works as a plus comes a drawback that works as a negative. The means of these abilities are usually unexplained and can be dubbed "magical". An example of a cursed weapon would be it causes the wielder to attack both friend and foe in a state of bloodlust while it's wielded, but it gives them unnatural levels of energy making them consume 25% Stamina.

All cursed weapons don't have to have crazy abilities and can just be for the sake of having a plot device. However, the drawback should at least be close to as negative as the beneficial part of the weapon.

Cursed Weapons can only be acquired by having a Blacksmith craft them,  having the equipment develop the curse (see Experience further down), or through means of events.

A Curse should only be registered when it is unlocked, not prior and obviously not after. Do this by copy pasting the equipment's filled out template and practically reregister the equipment, but make a note that you are registering a Curse.

When you are registering a Curse you should only give an overview of what the Curse's beneficial ability entails. The drawback of the Curse should be explained in full however. This is because while the Drawback won't really do much other than what's stated, the actual beneficial part of the Curse may have the potential to be made into a few Skills. This will be elaborated on in the appropriate section below.

[b][left][size=16]Devil Fruits[/size][/left][/b][hr]
As shown in canon, through some mysterious method a piece of equipment can ingest a Devil Fruit. Equipment can only eat Zoan type Devil Fruits, basic or ancient. How you wish for this to happen is up to you, maybe you left the fruit laying near your rifle when you went to sleep, have fun with it. A piece of equipment can only eat a Devil Fruit when it reaches a certain amount of experience. The Devil Fruit can not be obtained from the standard Dice Roll and has to be obtained ICly or through the True Black Market Board found [url=http://op-piratenation.forumotion.com/t89-topic#154]**here**.[/url]

A Devil Fruit being eaten by a piece of equipment should only be mentioned and included in a template when it has actually happen ICly. Do this by copy pasting the equipment's filled out template and practically reregister the equipment, but make a note that you are registering it as a piece of Devil Fruit Equipment and include the Devil Fruit's name in the correct section.

[b][left][size=16]Attachments[/size][/left][/b][hr]
Attachments are simple additions to pieces of equipment to give them a small edge. An example of an attachment is a [url=http://op-piratenation.forumotion.com/t186-canon-dials**Dial**]http://op-piratenation.forumotion.com/t186-canon-dials**Dial**[/url]. Each piece of equipment can have three attachments. One comes free with each piece of equipment, the second may be purchased, while the third must be gained through Equipment Experience.
[list][*]2nd Attachment Slot - 500,000 Beli
[*]3rd Attachment Slots - See Experience further down.[/list]

[b][left][size=16]Ammunition[/size][/left][/b][hr]
While others will dread it, those who use ranged weaponry that needs ammo will be glad to hear ammo comes free. Ammunition does not need to be registered, purchased etc, as long as it isn't unique. Unique ammo is something like seastone rounds, explosive slugs, anything that's not your standard bullet, arrow, whatever.

Ammunition is classified as a medium used for a piece of equipment to propel another object. Throwing knives and other thrown objects are not ammo.

This shouldn't be an issue, but if someone abuses this guidelines for ammunition will be implemented for that specific person.

[b][left][size=16]Breaking[/size][/left][/b][hr]
We have Material Destruction list with our Skillsets and given equipment is usually made out of the materials on this list or likened to them, equipment breaking and getting damaged is a topic that should be covered.

Simply put a piece of equipment can withstand three attacks from a strike that'd normally "Completely Destroy" the material the equipment is made from. This third strike breaks the equipment and allows the attack in question to continue forth. If the weapon is met with a force that can completely destroy a material more durable than the piece of equipment in question, then the equipment breaks, no questions asked.

Equipment breaking doesn't result in a loss of its curse or it's Devil Fruit if it has ingested one, but it does make a piece of equipment lose 50% of it's Experience.

[b][left][size=16]Repairing[/size][/left][/b][hr]
If a piece of equipment gets broken, it can't be repaired through the equipment shop. Broken is seen as majority of the equipment not being in shattered pieces. Just think logically something that can be fixed. Repairing can only be done by a Blacksmith and it restores 50% of the Experience the weapon lost. Meaning 1/2 of the 1/2 the weapon lost, so the weapon would be at 75%, not back to 100%.

[b][left][size=16]Experience[/size][/left][/b][hr]
While it doesn't determine a weapons durability, cutting ability, shooting range, Experience is used for those who wish to develop a special relationship with their equipment. As you gain Experience or EP, your weapon can also gain it's own Experience. To be eligible for this the weapon has to have played a notable role in the topic your character is gaining EP. 10% of the EP your character gains is also gifted to equipment that had a notable role in the topic. So at the end of the topic if the Mod gave you 1,000 Exp, your equipment that is eligible would gain 100, not taking from the EP that you gained.

With an Experience pool of its own, equipment has Tiers and these only work to unlock special privileges for the equipment. No increased durability, or anything not mentioned.
[list][*]3,000 Experience - Tier 1 - Equipment can eat a Basic Zoan Fruit.
[*]10,000 Experience - Tier 2 - Equipment can eat an Ancient Zoan Fruit and develop a Curse.
[*]60,000 Experience - Tier 3 - Equipment can develop a Curse and gains a third attachment slot.[/list]

A Curse developed at Tier 2 is weaker than a Curse developed at Tier 3 and does not grow into Tier 3 efficiency when it gains enough Experience.

A piece of equipment cannot have both a curse and Devil Fruit, but it can have a third attachment and either a Curse or Devil Fruit.

It is the members responsibility to track their equipment's experience, not a moderators. Use your Character Updates [url=http://op-piratenation.forumotion.com/f38-character-updates]**here**[/url] to do so. Just edit the Experience value of the weapon as Experience is gained.

[b][left][size=16]Experience Reductions[/size][/left][/b][hr]
Equipment loses 50% of its Experience when it breaks. Upon being repaired only 50% of the lost Experience is returned to the equipment, meaning it is at 75% and not restored to 100% Experience.

Should you change the material a weapon is made of through the Equipment Shop, your equipment loses 25% of it's total Experience.

[b][left][size=16]Cursed and Devil Fruits|Skills[/size][/left][/b]
When a piece of equipment becomes Cursed or eats a Devil Fruit, they gain 3 free Skills. If you can't think of 3 whole Skills for a Cursed piece of equipment that's ok, most won't have that capability. The Tier of these free Skills follows as such or can be lower.
[list][*]Tier 1 Equipment - Tier 2 Skills
[*]Tier 2 Equipment - Tier 4 Skills
[*]Tier 3 Equipment - Tier 5 Skills[/list]

When executed the Skills take Stamina out of your pool, but only cost 50% of what they normally would. The template for these Skills can be found in the Skill System.

[left][size=16][b]Ranged Weaponry[/b][/size][/left][hr]
Ranged weaponry as in, bows, crossbows, pistols, rifles, hand cannons, etc, not throwable-s. Again, you get free ammo and "unlimited", but that shouldn't be abused. This section is to talk about special things that apply to you guys.

[b][left][size=14]Range[/size][/left][/b]
Range is how far the weapon can shoot before the fired ammunition is ineffective. The closer you are to the max range, the less accurate the shot. Meaning a foe could argue your shot was off it's mark if you are shooting at them while they are close to your max range.
[list][*]Pistols - 50m
[*]Rifles - 150m
[*]Basic Slingshot - 75m
[*]Pole Body Slingshot - 150m
[*]Bazooka - 75m
[*]Bows - 100m
[*]Heavy/Great/Long Bows - 300m[/list]

[b][left][size=14]Speed[/size][/left][/b]
We have a Speed Chart and you guys should be sure to use it. If you don't supply a Speed your weapon fires things you will follow what's below. If you reach for more Speed, of course it will cost more.
[list][*]Pistols - 4
[*]Rifles - 4
[*]Bazooka - 3
[*]Basic Slingshot - 3
[*]Pole Body Slingshot - 4
[*]Bows - 3
[*]Heavy/Great/Long Bows - 4[/list]

[b][left][size=14]Power[/size][/left][/b]
This is basically accounting for your weapons power and your standard free ammo's piercing ability or whatever it is you are aiming for. The more Power a weapon has the higher the Strength Req. will be and of course higher cost. This because you still have to deal with kickback, drawing the bow, or slingshot, whatever. The listing of Tiers of Damage is just so there is a reference of the projectiles power when it comes to combatting other Skills or defenses. This Tier of Damage is static and unchanging unless the weapon should be upgraded to have a higher Tier of Damage. This means even a Tier 6 Skill used with a typical Pistol will deal Tier 2 Damage, though Tier 2 Damage can still be fatal as a real pistol would be.
[list][*]Pistols - Pierces Iron|Tier 2 Damage
[*]Rifles - Pierces Iron|Tier 3 Damage
[*]Bazooka - Pierces Steel|Tier 4 Damage
[*]Basic Slingshot - Pierces Wood|Tier 1 Damage
[*]Pole Body Slingshot - Pierces Iron|Tier 2 Damage
[*]Bows - Pierces Wood|Tier 2 Damage
[*]Heavy/Great/Long Bows - Pierces Steel|Tier 4 Damage[/list]

[list][*]Pistols - Strength Req. 1
[*]Rifles - Strength Req. 2
[*]Bazooka - Strength Req. 3
[*]Basic Slingshot - Strength Req. 1
[*]Pole Body Slingshot - Strength Req. 2
[*]Bows - Strength Req. 1
[*]Heavy/Great/Long Bows - Strength Req. 3[/list]

Of course if you're fine with what's listed above you don't have to mention any of this stuff, because it's mentioned for you here. If you want to get a little boost up, add this to the equipment template. Again if you want more than the base stuff, it's going to cost more. Also what's above are not the only forms of ranged weaponry you can have.

[code][b]Range:[/b]
[b]Speed:[/b]
[b]Power:[/b][/code]

[b][left][size=16]Freebies[/size][/left][/b][hr]
Upon approval each character is given two pieces of free Iron based Equipment.

[b][left][size=16]Template[/size][/left][/b][hr]
[b]Equipment Name:[/b] (Self Explanatory)
[b]Equipment Type:[/b] (Weapon, Armor, Gadget, etc.)
[b]Strength Req.:[/b] (What Tier of Strength does someone need to wield this?)
[b]Equipment Description:[/b] (Draw the equipment with your words, we need measurements, how many bullets can it hold, how far can it shoot, all that good stuff.)
[b]Attachments:[/b] (Link to the registered attachments that are attached to the weapon or a spoiler with their filled out template.)
[b]Curse or Devil Fruit:[/b] (If it's eaten a Devil Fruit, which one? If it has a Curse write out it's effects.)
[b]Materials:[/b] (What main materials is it made of. Don't need to include menial things like a band of leather wrapped around the handle. Just the main stuff.)
[b]Units per Slot:[/b] (How many of this item takes up a single slot. Most of the times the answer will be 1.)
[b]Experience:[/b] (This should be at zero to start, but it grows over time.)

[code]
[b]Equipment Name:[/b] (Self Explanatory)
[b]Equipment Type:[/b] (Weapon, Armor, Gadget, etc.)
[b]Strength Req.:[/b] (What Tier of Strength does someone need to wield this?)
[b]Equipment Description:[/b] (Draw the equipment with your words, we need measurements, how many bullets can it hold, how far can it shoot, all that good stuff.)
[b]Attachments:[/b] (Link to the registered attachments that are attached to the weapon or a spoiler with their filled out template.)
[b]Curse or Devil Fruit:[/b] (If it's eaten a Devil Fruit, which one? If it has a Curse write out it's effects.)
[b]Materials:[/b] (What main materials is it made of. Don't need to include menial things like a band of leather wrapped around the handle. Just the main stuff.)
[b]Units per Slot:[/b] (How many of this item takes up a single slot. Most of the times the answer will be 1.)
[b]Experience:[/b] (This should be at zero to start, but it grows over time.)[/code]</div></div>

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