Leonard V Wolf
Posts : 171 Credits : 58395 Join date : 20130820
Character Sheet Stats: Student Info Card: Augments:
 Subject: Weapons/Armor Guidelines Tue Nov 17, 2015 5:10 pm  
 Weapons are tools used by fighters to inflict damage to their opponents. The weapons are ranked according to how much damage they cause to opponents when they are hit with them. Weapons also have HP just like you, and when the HP reaches 0 it breaks and will need to be repaired. For instances when two weapons clash the stronger weapon will win and do damage to the weaker one. In the case they are the same rank the damage from both weapons is taken to 0. Once the weapon is broken it will need to be repaired by either paying a fee or by your friendly neighborhood blacksmith. The ranks are listed below.
 One Star Weapon: These are the weakest weapons out there, and they have nothing special about them. These are the ordinary katanas, daggers, bows, etc that even regular humans can wield. They cause 5 points of damage plus your strength when you hit an opponent with them, and have 25 points of HP.
 Two Star Weapons: These weapons are a bit stronger than one star weapons however they still arent much better. These weapons may be a bit weird such as a sword with 5 blades. They cause 10 points of damage plus your strength when you hit an opponent with them, and have 30HP.
 Three Star Weapons: These weapons are a bit more advanced and can do a number of things. Their main application is that you can channel your chi through them to enhance the attack power they hold. At a cost of chi every post you can channel your chi into the weapon to increase its damage done. How much it is increased by depends on the amount of chi you put into it. These weapons cause 20 points of damage plus your strength when you hit an opponent with them, and have 40HP.
 Four Star Weapons: These weapons are like heavy artillery you pull them out when times get hard and you need a quick save. These are usually weapons with big areas of effect. Weapons like this include missile launchers, chi grenades, etc. They cause 40 points of damage plus your strength when you hit an opponent with them. At this level techniques can be purchased or trained and given to the weapon, and have 60HP.
 Five Star Weapons: These are top tier weapons! The only thing that beats them in power is Legendary Weapons and limited items. These weapons can be almost anything, and when you hit someone with them they cause 80 points of damage plus your strength, and have 100HP!
 Legendary Weapons: These are super rare items that only come around every so often. When you see them you better hurry up and buy because you dont know when the next one will come. They are weapons that are usually many many years old and all of them are enhanced by chi and use their own infinite chi source. This means you can use these weapons and their abilities even if you have no chi left! They cause 200 points of damage plus your strength, and have 200HP, unless otherwise stated!
(Note: You can give any weapon into any category as long as it is allowed! Example would be me making a legendary katana with no abilities. Im allowed to do it because normal swords are allowed all the way down in one star weapons.) Armors and shields are tools used by fighters to protect themselves from damage, be it magical or physical. Shields can be used as a makeshift weapon, the only difference is they do half the damage of a weapon of that rank. Armor works similar to your resistance stat they allow you to ignore a certain amount of damage depending on the strength of it. It also has a similarity to defense stat because the armor has a certain amount of HP and once it hits 0 the armor is broken and will need to be repaired by either paying a fee or by your friendly neighborhood blacksmith. Armor is broken into 3 categories light, medium, and heavy. Heavy armor offers the most protection however a speed penalty is incurred from wearing it. Light armor has no speed penalty, but it offers nowhere near as much protection as heavy armor. Which makes medium armor a good in between. The ranks are listed below.
 Heavy armor is used by the warrior classes mainly. These armors have the most protection out of the three categories, as they block almost all damage you receive until their HP hits 0. To be exact they block 3/4ths of the damage from any attack. They start with 70 HP and 10 resistance. Wearing the armor incurs a speed penalty of 8 points per rank of the armor. For every rank of the armor it adds 49 HP and 10 resistance.
 Medium armor is used by a wide variety of classes. The armor has a slight movement penalty of 3 points per rank. The armor starts at 49 HP and 7 resistance at the lowest rank, while being able to block half of the damage from attacks while you take the other half. For every rank the armor goes up it gains 28 HP and 7 resistance.
 Light armor is the lightest armor besides those made with adamentium! The armor has no movement penalty. The armor at the lowest rank has 28 HP and 5 resistance, and at every rank it gains 14 HP and 5 resistance. The armor isn't the toughest so it blocks 1/4th of incoming damage while you take the other 3/4th.
 Chi Boosting Robes is not a armor per say, but it is very similar. The robes are like regular clothing and they can't protect you from every damage but they instead boost the chi of a magician, druid, sage, mimicker, or siphon class fighter. At one star rank the robe can boost chi by 15, and for every rank after that it goes up by 10.
 Legendary Armors: These are super rare items that only come around every so often. When you see them you better hurry up and buy because you dont know when the next one will come. They are armors that are usually many many years old and all of them are enhanced by chi and use their own infinite chi source. This means you can use these weapons and their abilities even if you have no chi left! These armors will be given special stats.
Range Weapon Speeds and RangesGuns are kinda tricky on RP sites that use stats because if you want to be realistic the bullets will always be nearly unavoidable. So in order to counter this all guns that use regular lead bullets will have their damage reduced. Each bullet from a gun that falls under short or medium range category will only do 2 damage, and this number increases by another 2 for each rank. This means a 5 star pistol or rifle will do 10 damage for every shot landed. Also any gun that in the long rang category will only do 10 damage at one star rank, and will go up by 10 damage for every rank after. This means a 5 star sniper is capable of dealing 50 damage per shot. Short Range: This includes things like handguns and shotguns They get 6 total ammo(before having to reload) at one star rank, 3 shots a post at one star rank, and bullets move at 100 m/s. For every rank these numbers increase by +6, and +2, respectively. At one star rank short range weapon projectiles can travel 15 meters and this number increases by 5 meters a rank. Medium Range: This includes things like semi automatic rifles and fully automatic rifles. They get 15 total ammo(before having to reload) at one star rank, 8 shots a post at one star rank, and bullets move at 250 m/s. For every rank these numbers increase by +5, and +2, respectively. At one star rank medium range weapon projectiles can travel 20 meters and this number increases by 10 meters a rank. Long Range: This includes things like sniper rifles and longbows. They get 4 total ammo(before having to reload) at one star rank, 2 shots a post at one star rank, and bullets move at 800 m/s. However due to the size and nature of these weapons they become completely inaccurate between the ranges of 1 meter(point blank) and 35 meters. The only way around this flaw is if you have the master marksman perk from the shop. For every rank these numbers increase by +2, and +1 respectively . At one star long range weapon projectiles can travel 400 meters and this number increases by 50 meters per rank. Slingshots: Slingshots are usually very small homemade weapons that can cause small amounts of damage. Their ammo is usually rocks or other hard small objects. The ammo count of a slingshot is infinite, and the speed and distance of which the projectile moves is dependent on the rank of the weapon and the strength of the user. Here is the formula in which he find out how far and fast the projectile travels. For every rank of the weapon is 1.5 once you determine this number you multiply it by your strength. So if your strength is 10 and you have a 1 star slingshot you multiply 1.5 x 10 which equals 15 meaning the projectile moves at 15 m/s and travels 15 meters. However due to these weapons using such ineffective ammo they only cause 1 damage, unless used with something like another small weapon(i.e. a dagger of throwing star.) Bows & Crossbows: Bows and crossbows are weapons good from mid range. They cause a moderate amount of damage while ensuring you can stay far away from your target. The amount of ammo you can hold for your bow or crossbow is determined by the combined total of your stats times 1.5. Here is the formula in which you find out how far the projectile travels. For every rank of the weapon is you add 3 once you determine this number you multiply it by your strength. So if you have 10 strength you multiply it by 3 which equals 30. Meaning it can travel 30 meters. To figure out how fast the weapon goes multiply your strength by 2 for every rank of the weapon. Long Bows: long bows are like the big brother to bows. They require a good amount of skill to use them, however they are only good when used from a distance. The amount of ammo you can hold for your long bow is determined by the combined total of your stats times 1.5. Here is the formula in which you find out how far the projectile travels. For every rank of the weapon is you add 7 once you determine this number you multiply it by your strength. So if you have 10 strength you multiply it by 7 which equals 70. Meaning it can travel 70 meters. To figure out how fast the weapon goes multiply your strength by 6 for every rank of the weapon. Note that with long bows just like sniper rifles they are inaccurate at smaller ranges, so anything below 20 meters the rifle makes the rifle inaccurate. 
