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    Base Weapon & Armor Template

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    Fate
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    Base Weapon & Armor Template

    Post by Fate on Sun Nov 17, 2013 7:45 am

    Concerning Weapons & Armor

    Weapons on this site can be made out of four materials either Bone, Wood, Metal or Rock, however just because there is a resource list don't think that you need them to improve them and what not, weapon improvement is based on a process known as "Blood-Shed Evolution" as well as proficiency which is covered in the Mechanic's Information. However long story short it involves killing creatures, familiars even other Humans, Zireh & Nova to fuel the growth of your weapons. As long as a specific armor is use to kill it gradually modifies itself depending on how many of a specific target is killed variation shaping it differently however once it has reached it's first evolution it is locked and only specific creatures will allow it to improve more.

    Likewise the same is done with armor, the only difference being that Armor as a whole is made out of a special metal alloy only known as "Chassis" and likewise functions through "Blood-Shed Evolution" similar to Weapons, Armor has a proficiency System and is separated into Light, Medium and Heavy. As long as a specific armor is worn it gradually modifies itself depending on how many of a specific target is killed variation shaping it differently however once it has reached it's first evolution it is locked and only specific creatures will allow it to improve more.

    Base Weapon
    Spoiler:

    Name: (Obvious)
    Grade: (E-Class)
    Base Weapon Type: (One of the types)
    Base Material: (Wood, Metal, Bone or Rock)
    Damage Type: (Should follow the base weapon type)
    Carry Weight: (Bone = +0, Wood = +1, Metal = +2, Rock = +3)
    *Note
    Basic Small Weapons Start with a Carry Weight of 1
    Basic Medium Weapons Start with a Carry Weight of 3
    Basic Large Weapons Start with a Carry Weight of 5

    Durability: (Varies on base material and weapon proficiency)
    Traits:
    *Raw Damage:
    - Insert Damage Type and amount dealt.

    *Elemental Damage:
    - Insert Conduit Here and amount dealt.

    *Status Damage
    - Insert Status Effect Here and amount dealt.

    Weapon Improvement Tree:
    White 10
    Blue 20
    Green 30
    Yellow 40
    Orange 50
    Red 60
    Purple 80
    Black 100

    Note:
    Depending on the Type of Weapon the weapon improvement tree may or may not change in terms of number of kills required. However all share the same improvement when it comes to White.
    The First Determinant is Composition:
    Mono Composition (Wood, Bone, Rock or Metal) = N/A
    Dual Composition = 2x (Kills Required)
    Tri Composition = 3x

    The Second Determinant is Type of Weapon
    Melee
    Staff
    Long-Staff = +0
    Halberd = +5 (Kills Required Each Improvement)

    Shield
    Weapon + Shield = +0
    Shield Edge = +5

    Hammer
    War Hammer = +5
    Mace = +10

    Sword
    Buster Blade = +5
    Long Sword = +10
    Dual Blade = +15

    Ax
    Battle-Ax = +10
    Switch-Ax = +15

    Hybrid
    Spear
    Glaive = +10
    Lance = +15
    Gunlance = +20

    Horn
    Lute = +15
    Hunting Horn = +20

    Ranged
    Bow
    Longbow = +15
    Crossbow = +20
    Bow-Gun = +25
    Arrow Cannon = +30

    Gun
    Shotgun = +20
    Handgun = +25
    Rifle = +30
    "Sniper" Rifle = +35

    Code:

    [b]Name:[/b]
    [b]Grade:[/b] E-Class
    [b]Base Weapon Type:[/b]
    [b]Base Material:[/b]
    [b]Damage Type:[/b]
    [b]Carry Weight:[/b]

    [b]Durability:[/b]
    [b]Traits:[/b]
    [i]*Raw Damage:[/i]
    -

    [i]*Elemental Damage:[/i]
    -

    [i]*Status Damage[/i]
    -

    [b]Weapon Improvement Tree:[/b]
    [i]White[/i]
    [i]Blue[/i]
    [i]Green[/i]
    [i]Yellow[/i]
    [i]Orange[/i]
    [i]Red[/i]
    [i]Purple[/i]
    [i]Black[/i]

    Base Armor
    Spoiler:

    Name: (Obvious)
    Grade: (E-Class)
    Base Armor Type: (Light, Medium, Heavy)
    Base Material: (Chassis)
    Carry Weight: (5 if Light, 10 if Medium, 20 if Heavy)
    Slot Number: (5 if Light, 10 if Medium, 20 if Heavy)
    Locations:
    -Back = (Large Weapon Harness)
    -Chest = (Ammo Pouch)
    -Left and Right Shoulder = (Pocket/Ammo Pouch)
    -Right and Left Hip = (Pocket/Small Weapon Harness)
    - Waist = (Medium Weapon Harness)
    - Left and Right Thigh = (Pocket/Small Weapon Harness)
    - Left and Right Forearm = (Pocket/Small Weapon Harness)
    Note:
    Large Weapon Harnesses take up 4 Slots
    Medium Weapon Harnesses/Ammo Pouches take up 2 Slots
    Small Weapon Harnesses/Pockets take up 1 Slot

    Overall Durability: (Combination of Raw, Elemental & Status Resistances)
    Traits:
    *Raw Damage Resistance:
    -Slash
    -Impact
    -Blunt
    -Pierce
    -Blast

    *Elemental Damage Resistance:
    - Insert Conduit Resistance Here

    *Status Damage
    - Insert Status Effect Resistance Here

    Armor Improvement Tree:
    First Form = 20
    Second Form = 40
    Third Form = 80

    Note:
    Depending on the Type of Weapon the weapon improvement tree may or may not change in terms of number of kills required.
    However all share the same improvement when it comes to White.
    The Only Determinant is Type:
    Light = 1x (Kills Required)
    Medium = 2x (Kills Required)
    Heavy = 3x (Kills Required)

    Code:

    [b]Name:[/b]
    [b]Grade:[/b] E-Class
    [b]Base Armor Type:[/b]
    [b]Base Material:[/b] Chassis
    [b]Carry Weight:[/b]
    [b]Slot Number:[/b]
    [i]Locations:[/i]
    -

    [b]Overall Durability:[/b]
    [b]Traits:[/b]
    [i]*Raw Damage Resistance:[/i]
    -

    [i]*Elemental Damage Resistance:[/i]
    -

    [i]*Status Damage[/i]
    -

    [b]Armor Improvement Tree:[/b]
    [i]First Form[/i]
    [i]Second Form[/i]
    [i]Third Form[/i]


    Last edited by Fate on Sun Nov 24, 2013 2:04 am; edited 1 time in total

    Fate
    Admin

    Posts : 234
    Join date : 2013-08-16

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    Re: Base Weapon & Armor Template

    Post by Fate on Sun Nov 24, 2013 1:59 am

    Carry Weight

    One of the most important things on this forum is Carry Weight, which include's one's optimal carry weight, unburdened and of course burdened which can result in the individual losing fatigue twice or even three times as fast as usual.

    Carry Weight is a Universal Concept however it deals primarily with one's Strength Tier as a result those which can learn it are naturally better at carrying heavier loads than those without the ability to carry objects.

    Carry Weight Starts at 50 for Everyone.

    Each Rank of Strength Tier adds + 10 to it.

    E = 60
    D = 70
    C = 80
    B = 90
    A = 100
    S = 120
    X = 140

    Every Item as a specific weight to it, and one's optimal carry weight is their total of their current this refers to the amount that doesn't hinder them at all. Going over it means Over-Burdened and having none than it is Unburdened.

    Going Over one's current Carry Weight even by just 1 = Double Stamina Lost each of their posts.
    Going Double over one's current Carry Weight = Triple Stamina Lost each of their posts.

    Unburdened is only attainable when naked and not holding anything at all and when in this state one loses half as much stamina each of their posts.

    Chassis
    Unlike Weapons, and Items, Chassis have set weights and slots which can be used to store a set amount of items without taking away from one's over all carry weight, however because of that most Chassis are heavier than other items. Aside from the Starter Slots every 5 Weight will net 1 Additional Slot.

    Light have the Lowest Carry Weight but have the least slots for storing stuff. They range from a max of 5 (1st Form), 10 (2nd Form) or 20 (Final Form), thus Light can have a max of 8 Slots.
    Medium are in-between heavy and light for carry weight and number of slots. They range from a max of 10 (1st Form), 20 (2nd Form) or 40 (Final Form), thus Medium can have a max of 16 Slots.
    Heavy have the Highest Carry Weight but have the most slots for storing stuff. They range from a max of 20 (1st Form), 40 (2nd Form) or 80 (Final Form), thus Heavy can have a max amount of 32 Slots.

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