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    Equipment rules

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    Join date : 2023-03-07

    Equipment rules Empty Equipment rules

    Post by Admin Sun May 12, 2024 8:33 pm

    Information on purchasing Items, Weapons, Armor and Training equipment can be found in the 'locations' section, with each planet having its own 'Items store'. Prices, quantity and quality vary from place to place. Cities usually have larger selections than towns. This page is dedicated to explaining what most of these items do and how to utilize them.

    You can carry '5' items on your person into battle. Every item after that will subtract your speed level by -1 every turn, until you lighten your load.

    GENERAL ITEMS -- To use items during a battle, you must use 1AP to activate them.

    WEAPONS -- Weapons don't often add damage to your attacks but instead have their own built-in 'effects' that can be applied to your attacks. Advanced weapons are not necessarily superior, as their strengths often come with greater weaknesses. Weapons can be targeted like limbs, with their durability functioning as their HP.

    ARMOUR -- Different sets of armor might have their own rules, but they generally serve as a barrier between you and your opponent. The armor takes the damage for you, although it doesn't usually defend against 'effects'. It's also vulnerable to specific kinds of 'effects', such as 'piercing' or 'crushing'. Broken armor does not free up your item capacity.  
    -- Example: Your genki is 50, your armor has a durability of 25. Your enemy would need to land 25 damage before he can harm you.

    TRAINING EQUIPMENT -- Designed to help you increase your stats. Weighted clothing often holds down your power level. They can be removed during battle for 1AP each.

    VEHICLES -- Can be helpful when travelling. Unless otherwise stated, you CANNOT train or learn techniques while driving or riding a vehicle.  




    LIST GENERAL ITEMS

    Potion -- Heals 5 genki.
    Cost: $100

    Bandages -- Stops bleeding (-2 bloodloss).
    Cost: $50

    Survival Supplies -- For one day you can withstand the harsh natural elements of your environment. This can be stacked.  
    Cost: $25

    House -- Privately owned shelter where you can store your valuables. Upgrades can fortify defenses, add healing properties, etc.  
    Cost: Starts at $500, although it varies depending on the location.

    Hoi-Poi Capsules -- A new technology pioneered by Capsule Corporation that shrinks objects into a tiny capsule, making it easy to transport.
    Cost: The cost of the item being turned into a capsule +20%.


    LIST OF VEHICLES


    Capsule Cruiser -- A kind of car that can move 15 world map spaces a day. Carries 2 people.
    Cost: $1,000

    Capsule Bike -- A motorcycle that can move 20 world map spaces a day, but vulnerable to terrain obstacles. Carries 1 person.
    Cost: $1,000

    Capsule Van -- Vehicle with increased capacity, able to carry up to 5 people. Travels 10 world map spaces a day.
    Cost: $1,000

    Capsule Roamer -- A vehicle that ignores terrain obstacles, including lakes. Moves at 10 world map spaces a day. Carries 2 people.
    Cost: $1,000

    Capsule Jet -- A plane that can soar over terrain obstacles, moving at 20 world map spaces a day. Carries 1 person.
    Cost: $2,000

    Capsule airplane -- A plane that can soar over terrain obstacles, moving at 10 world map spaces a day. Carries 4 people.  
    Cost: $1,000  

    Capsule Boat -- Isn't designed for the open ocean, but can take you short distances if you know where you're going. Also can traverse small bodies of water.
    Cost: $750

    Capsule Ship -- Designed to traverse the Ocean. Can carry up to 5 people.
    Cost: $1,000

    Rental -- You can hire a Captain to take you somewhere. Depending on the size of the ship, you might even get some training in.
    Cost: $100 to $250 a day.


    LIST OF AVAILABLE WEAPONS


    Even though this list functions as a general guide, some blacksmiths can customize weapons to suit your needs. Upgrades for your weapons can also become available over time.

    Repairs might be necessary. The forger of the weapon often will include free repairs, but if they're not readily available, you may have to rent someone else's blacksmithing skills.

    Dagger -- A combat knife. Adds +1 to 'offensive' attack speed.  
    -- Durability: 5
    -- Range: Same space only.
    -- Cost: $250

    Saber -- A sword designed for cutting flesh. Adds +2 blood loss to attacks, but it only takes effect at the end of each round.
    -- Range: 1 space.
    -- Cost: $250

    Katana -- An advanced saber with an even sharper blade. Adds +4 blood loss to attacks, but it only takes effect at the end of each round.
    -- Durability: 15
    -- Range: 1 space
    -- Cost: $500

    Wakizashi -- A smaller version of a katana, about the size of a dagger. Adds +1 bloodloss to attacks, which only takes effect at the end of each round.
    -- Durability: 5
    -- Range: 0 spaces
    -- Cost: $250

    Tachi -- Often described as the katana's 'older and bigger brother', being made of better steel. Adds +5 bloodloss to attacks, which takes effect at the end of the round. Wielding a Tachi reduces your 'defensive speed' (countering, dodging, blocking, defending) by -1.  
    -- Durability: 30
    -- Range: 1 space
    -- Cost: $750  

    Odachi -- Often described as the Katana's and Tachi's domineering Father, for boasting the same cutting power (+5 bloodloss, taking place at the end of the round) as its 'children', but has a longer reach and additional durability. It's difficult to wield though, requiring the use of both hands and cannot defend (block, counter) against enemies in close quarters (under 2 spaces)
    -- Durability: 50
    -- Range: 2 spaces.
    -- Cost: $1000

    Broadsword -- A single edged sword, with the dull side acting as the blade's spine, giving it extra durability
    -- Durability: 30
    -- Range: 1 space
    -- Cost: $250

    Greatsword -- A sword so large that it requires two hands to wield, but is designed to withstand more damage.
    -- Durability: 75
    -- Range: 1 space
    -- Cost: $500

    Rapier -- A slender sword designed for precision. Adds +2 'piercing' damage.
    -- Durability: 15
    -- Range: 1 space
    -- Cost: $250

    Smallsword -- A sleeker continuation of the Rapier, designed for extra precision. Adds +5 'piercing' damage. Smallswords cannot attack diagonally.
    -- Durability: 15
    -- Range: 1 space
    -- Cost: $250

    Gladius -- A shorter blade designed for puncturing. Adds +10 'piercing' damage.
    -- Durability: 10
    -- Range: 0 Spaces
    -- Cost: $250

    Longsword -- The most versatile of swords. The user can choose between +1 bloodloss, + 1 crushing, +1 piercing, +1 offensive damage, +1 appendamage or +1 defensive damage, +5 durability or adjust the sword's reach (+1/-1 range) once per turn. The user must clarify how they're using the sword when they post.
    -- Durability: 10
    -- Range: 1 space
    -- Cost: $250

    Claymore -- A highly advanced greatsword. One side is an incredibly powerful double-edged blade (+5 general damage), the other side can be utilized as a blunt force instrument (+1 daze against a stat of the wielder's choice). However, it's very heavy, making it easy for the wielder to lose control of their momentum. If they MISS an attack, they will be penalized 50% of their attack speed used during the following turn.  
    -- Durability: 50
    -- Range: 1 space
    -- Cost: $1,000

    Mace -- A blunt weapon with a heavy head designed for bludgeoning. Adds +4 damage to offensive attacks (NOT defensive attacks, such as counters).
    -- Durability: 15
    -- Range: 1 space
    -- Cost: $250

    Flanged Mace -- An advanced mace, where the head is shaped with flangs, increasing the pressure of impact. Adds +5 damage to offensive attacks (NOT defensive attacks, such as counters) AND +5 'piercing' power, but their defensive power is reduced by -2.5.  
    -- Durability: 25
    -- Range: 1 space
    -- Cost: $500

    Morning Star -- An advanced mace, where the head is covered in spikes, maximizing the damage. Adds +5 damage to offensive attacks (NOT defensive attacks, such as counters) AND +5 'Crushing' power, but their defensive speed is reduced by -1.  
    -- Durability: 25
    -- Range: 1 space
    -- Cost: $500

    War Hammer -- A gigantic hammer designed for combat, intended to be the evolution of the mace.  Adds +10 damage to offensive attacks (NOT defensive attacks, such as counters). However, Warhammer techniques consume 1 additional stamina while being wielded. Requires 2 hands to use.
    -- Durability: 50
    -- Range: 1-2 spaces
    -- Cost: $1,000

    Zanbatou -- A gigantic sword blade, attached to a polearm. +10 general damage to all attacks, but has a steep recovery time. If the Zanbatou 'misses', the wielder will be penalized by the 'attack speed' used during the following turn. It also cannot be used to defend against close ranged attacks (under 2 spaces). Requires 2-hands to wield.
    -- Durability: 50
    -- Range: 2 spaces.
    -- Cost: $1,000

    Staff -- A pole made of wood that can be used for combat. Adds +5 defensive power, for countering or blocking.
    -- Durability: 40.
    -- Range: 1 space
    -- Cost: $250

    Combat Staff -- A staff comprised of steel, used exclusively for fighting. Adds +10 defensive power, for countering or blocking. Requires two hands to wield.
    -- Durability: 60.
    -- Range: 1 space
    -- Cost: $500 

    Axe -- A weaponized tool, designed to destroy defenses. Adds +2 'crushing' damage (the '2' does damage specifically to barriers, armor, natural defenses, etc.).  
    -- Durability: 15
    -- Range: 1 space
    -- Cost: $250

    Battleaxe -- An axe, designed specifically for attacking. Adds +5 'crushing' damage, but at the expense of '-1' blocking power.
    -- Durability: 25
    -- Range: 1 space
    -- Cost: $500

    Great Axe -- A giant battleaxe, stronger, more durable and much more cumbersome. Adds +10 'crushing damage'. Requires 2 hands to wield.  
    -- Durability: 50
    -- Range: 2 spaces. It CANNOT be used if the enemy is any closer.
    -- Cost: $750

    Poleaxe -- A polearm with a head that has a variety of uses. Its face is shaped as an axe (+5 'crushing'), a spike serves as its crown (+2 'piercing') and the back of its head is a hammer (+2 offensive damage). When attacking, the wielder chooses which part of the head they are using. Requires 2 hands to wield.  
    -- Durability: 25
    -- Range: 1 space
    -- Cost: $500

    Halberd -- A longer polearm with a two-faced head, one face shaped as an axe (+5 'crushing') and the other is a spike (+5 'piercing). When attacking, the wielder chooses which part of the head they are using. Requires 2 hands to wield. All defensive speed is reduced by -1 while active.
    -- Durability: 25
    -- Range: 1 or 2 spaces.
    -- Cost: $1,000

    Spear -- A polearm with a pointed head. Can reach 1 additional space.
    -- Durability: 15
    -- Range: 1 or 2 spaces.
    -- Cost: $250

    Lance -- A thrusting spear. Has greater range when used offensively.
    -- Durability: 25
    -- Range: 1 or 2 spaces, but offensive attacks can reach 3.
    -- Cost: $500

    Pike -- A very long spear that requires two hands to wield. Its range can be utilized both offensively and defensively, potentially 'skewering' anyone and everyone in its path. It's not easy to mobilize, however, requiring 2AP to travel 1-space.
    -- Durability: 25
    -- Range: 2-4 spaces.
    -- Cost: $750

    Partisan -- A spear with a stronger head, accompanied by prongs that allow it to damage other weapons (+5), regardless of whether it's being used offensively or defensively.
    -- Durability: 50
    -- Range: 1-2 spaces.
    -- Cost: $750

    Glaive -- A polearm, except the blade is designed for slashing. Adds +2 bloodloss. Requires 2 hands to wield.
    -- Durability: 40
    -- Range: 1-2 spaces.
    -- Cost: $750

    Naginata -- A polearm, with a sharp blade functioning as the head. Adds +5 bloodloss. Requires 2 hands to wield.
    -- Durability: 25
    -- Range: 1-2 spaces
    -- Cost: $750

    Sai -- A pointed baton with 2 additional prongs, allowing them to trap other weapons. Every time a Sai blocks, counters or is blocked, countered by another weapon within a single turn, the enemy's mobility (speed) with that specific weapon is reduced by -1 for the following turn. They can surrender the weapon to bypass this.
    -- Durability: 50
    -- Range: 0 spaces.
    -- Cost: $250

    Trident -- A spear with two additional prongs, allowing them to trap weapons. Every time a Trident blocks, counters or is blocked or countered by another weapon within a single turn, the enemy's mobility (speed) with that specific weapon is reduced by -1 for the following turn. They can surrender the weapon to bypass this.
    -- Durability: 50
    -- Range: 1-2 spaces.
    -- Cost: $750

    Bow -- An elastic launching device. Designed primarily to shoot arrows, but the bow itself can also be a weapon.
    -- Durability: 5
    -- Range: 1 space (1-10 spaces with arrows)
    -- Cost: $150

    Longbow -- A more advanced launching device.
    -- Durability: 10
    -- Range: 1 space (5-20 space with arrows)
    -- Cost: $500

    Quiver of Arrows -- The quiver has an indefinite supply of basic arrows, as long as the bow holds.
    -- Cost: $100

    Scabbard -- Functions as a sheath for your weapon, which can be carried on your back or hip. This allows the wearer to bring a weapon onto the battlefield without occupying an item slot. Once the weapon is drawn, the slot becomes occupied. Costs 1AP to draw your weapon.  
    -- Cost: $150


    LIST OF AVAILABLE ARMOR

    Much like weapons, repairs are often included in the purchase, but you'd need to take it to the original forger. If that's inconvenient, you'll have to rent someone else's skills.

    Protective Vest -- A vest that defends against general damage, although doesn't protect your back.
    -- Durability: 10
    -- Cost: $100

    Helmet -- Gear designed to protect attacks specifically aimed at your head.  
    -- Durability: 5
    -- Cost: $100

    PLATE ARMOR SET: Buying the whole set at once will save you $100. Some talented blacksmiths can tailor a full-set specifically for you, either adding additional durability or saving an item slot, although this might cost more.  

    Breastplate -- Protects against general damage to the front.
    -- Durability: 20
    -- Cost: $200

    Backplate -- Protects against general damage to the back.
    -- Durability: 20
    -- Cost: $200

    Plated Helmet -- Protects against attacks directed at the head.
    -- Durability: 15
    -- Cost: $200

    Plated Armguards -- Protects against attacks directed at the arms.
    -- Durability: 15
    -- Cost: $200

    Plated Leggings -- Protects against attacks directed at the legs.
    -- Durability: 15
    -- Cost: $200

    Chainmail -- Protects against attacks directed at the ribs.
    -- Durability: 15
    -- Cost: $200

    Cuirass -- Includes both the breastplate and backplate, protecting against general damage to both the front and back. An alternative choice to buying both the breastplate and backplate, as it only fills one item slot.  
    -- Durability: 15
    -- Cost: $250


    LIST OF AVAILABLE TRAINING EQUIPMENT

    WEIGHTED CLOTHING -- If all of these weights are stacked together, ALL stats are reduced by -1 while worn. Each article of clothing takes 1AP to remove.  

    Weighted Undershirt -- Clothing fitted with built-in weights, reducing the time it takes to level-up stamina by 1 day. Cannot be worn with chainmail. Wearer's stamina is reduced by -1 until removed.
    -- Cost: $250

    Weighted Wristbands -- Reduces the time it takes to level-up strength by 1 day. Cannot be used with armguards. Wearer's strength is reduced by -1 until removed.  
    -- Cost: $250

    Weighted Boots -- Reduces the time it takes to level up speed by 1 day. Cannot be used with boots or leggings. Wearer's speed is reduced by -1 until removed.
    -- Cost: $250

    Weighted Turban -- Reduces the time it takes to level up ki control by 1 day. Cannot be used with helmets.  Wearer's ki control is reduced by -1 until removed.
    -- Cost: $250

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