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 6. - Item Rules

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PostSubject: 6. - Item Rules   6. - Item Rules EmptySun Jul 05, 2015 11:42 am

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PostSubject: Re: 6. - Item Rules   6. - Item Rules EmptyFri Jul 10, 2015 2:05 pm

Introduction to Items


Every Character can have as many items as they want and you can justify bringing with you. An item can be anything from a nice bottle of wine to a sniper rifle. Items have multiple values and can be used in many ways.

Damage: If it is a weapon this value will be higher than 0. Weapons can be part of simple attacks or even techniques, if they match the weapon in that case the damage of the weapon is added on top of the total damage of the technique. When doing a simple non-technique attack with a weapon, look at the “Linked Attribute” to determine the full damage done: Linked Attribute + Weapon Damage.

Durability: This is like the health of an item, when this reaches 0 or sustains shock damage (see Combat Rules)
the weapon breaks.

Linked Attribute: As said above this modifies the damage a weapon can do. If this does not match with a technique's linked attribute the item can not be included in the technique. Some items may have no linked attribute, which means they do not do any bonus damage when used in simple attacks but may be used in any matching technique.

Value: This is the original value of an item if it was bought in a shop.


Actions involving items:

Damaging an Item: When two items, mostly weapons hit each other they damage each other based on their damage value, no matter which side initiated the attack. If an attack is unable to deal at least 10% of the other item's durability in damage the attacker will suffer an aditional lose to his own item's durability or health equal to 10% of the target's durability. This can only happen if the weak attack was the initiating attack and represents an attack backfiring.

Coating an Item in Aura: Any Character can at any time coat an item in his or her Aura to strengthen it. When this is done they can raise damage and/or durability equal to the used Aura.

Defending with an Item: Any item can be used to defend with it. Should the durability of the item be less than 25% of the incoming damage, this defence will just be ignored and the attack will pass trough it, while destroying the item. If the durability is high enough, it will at least stop one attack before breaking.

Storing: You can also store items and mark them as such in your sheet. These items can be reclaimed in any place that also has a shop without any fee or hassle. One might want to store an item if they do not need it any more or do not want to risk losing it. This may not be changed in the middle of combat, even if you are fighting in a bank.

Discarding: You may discard an item at any time. You will not get any discarded item back.


Last edited by Admin on Thu Jul 23, 2015 12:07 am; edited 6 times in total
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PostSubject: Re: 6. - Item Rules   6. - Item Rules EmptyFri Jul 10, 2015 2:05 pm

Buying and Trading Items


Buying: Items can be bought in the many shops of some locations. They can only be bought if the Character is present in the location. When your Character is at the desired location you can access the shop and note that you want to buy an item in the shop's topic. The Staff will then distract the money required for the item from you. You may NOT buy items for other Characters other than your own.
Shops only have a certain amount of each item and an item may run out of stock. Sometimes there may be jobs offered to replenish the stock.


Trading: Trades are limited to one area in the world, which is Bull Market in Yorknew City. To separate such trades from other roleplay happening in Bull Market please use the prefix [Trade]. A trade must be roleplayed with a total of at least 500 words. You may only trade items of similar value, meaning the difference in value may not be more than 50% of the average value of both items together. If money is involved in the trade the price may not be lower than 50% of the original price of the item. Also a trade must always involve an item or money from both sides, you may NOT give items away for free.


Last edited by Admin on Fri Jul 10, 2015 6:35 pm; edited 3 times in total
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PostSubject: Re: 6. - Item Rules   6. - Item Rules EmptyFri Jul 10, 2015 2:06 pm

Creating Custom Items


Every player can create Custom Items in the Custom Items Forum. To do so please follow this template:

Item Name

Damage:
Durability:
Linked Attribute:
Value:

Description:

Code:

[b]Item Name[/b]
 
[b]Damage: [/b]
[b]Durability:[/b]
[b]Linked Attribute:[/b]
[b]Value:[/b]

[b]Description: [/b]



After you posted your item, please post below, if it is an unique item or in which shop it will be available. Staff will look at it and evaluate it. If the item is available in shops you may then buy it there, the staff will decide how high the stock is. If the item is unique only you may buy it once at any shop. Either way you will still have to pay for the item.


Last edited by Admin on Fri Jul 10, 2015 6:38 pm; edited 2 times in total
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PostSubject: Re: 6. - Item Rules   6. - Item Rules EmptyFri Jul 10, 2015 6:30 pm

Surrounding


Most things in the world are breakable with enough force, remember to break something you either need to bring its durability to 0 by relentlessly hitting it, or by doing shock damage, which means dealing half of the durability in one hit.

Here a small overview of the average durability of materials:

  • Glass & Ice: 10
  • Wooden Furniture: 20
  • Wood: 40
  • Stone: 100
  • Concrete: 200
  • Security Glass: 200
  • Metals: 300
  • Iron: 600
  • Steel: 900
  • Fancy Material: 1,000-2,000
  • Diamond: 5,000
  • Absolute Legendary Maximum: 10,000

But keep in mind that, if an attack is unable to deal at least 10% of the other item's durability in damage the attacker will suffer an aditional lose to his own item's durability or health equal to 10% of the target's durability.
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