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> Material Guide & Encumbrance/Armor System
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 Posted: Jan 6 2015, 09:28 PM
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Material Guide


Here in the World of Ninja, it is possible to create custom items. Most of these items are somewhat unique weapons, possibly made of a new material that grants it a special ability. However, there are limits to what's available. No, you can't have an invincible metal that absorbs chakra, never dulls, is always super shiny, and is nearly weightless. It doesn't work that way. Below are some guidelines to consider when making your sword out of your own special brand of Not-A-Real-Metalium.

~ In most cases, the more durable your material, the heavier it is. Very strong ninja can usually offset this enhanced weight, but just about anyone would feel a bit slower with one hundred pounds of armor on their frame. If a material is ever so durable that it would take the most powerful of jutsu in the world to break it, expect it to be so heavy that even the strongest of ninja would be reduced to walking while carrying it around.

~ While heavy materials can certainly slow you down, a great deal of strength can offset that. While even the strongest would be hardpressed to jump around with an unstoppable suit of armor on, they'd at least have better luck than a normal person-any average person with that sort of armor would be entirely immobile.

~ Jutsu will always be more efficient at protecting the user than armor, as jutsu typically do not come with a movement penalty. However, it may suit some characters more to be able to shrug off all but the most powerful attacks at the cost of their movement. Keep in mind your ENTIRE inventory when considering armor and weapons-a kunai might not seem like much, but 30 kunai that all weigh 5 lbs adds up very quickly.

~ Also, please keep in mind that being heavier and more durable does not necessarily make something a better option-there is nothing at all wrong with having a Legendary Ninja who only wears cloth and carries nothing but a pair of normal iron kunai with him. It all really depends on your personal fighting style.

~ When listing items on your profile, please list the weight of the items. This is so we can see if you're encumbered without needing to guess at weights.

Material Classes


Materials are divided into various classes by their durability. As a general rule of thumb, more durable materials are heavier, while lighter materials are more easily broken through. Material Classes are organized as many things in the ninja world are, by rank normally assigned to Ninja techniques and ninja themselves. Material Classes typically only apply to custom items; global items such as basic Kunai or Shuriken are mass produced, and therefore, all the same material. While you may deviate from it if you wish, the item list will indicate the standard.

Each class is listed with some examples of typical weight common items made of those materials may include. Note that the numbers presented are only examples, and are intended as a guideline-it is possible and expected for deviance to occur, though keep in mind that if your item is lighter than its class may indicate, it may require some other means of balancing it.

Also, as a general rule of thumb, weapons are lighter, and therefore, less capable of a comparable armor-while this may vary within a class, as an iron weapon will easily pierce cloth, when two comparable materials clash, the weapon will likely fail to penetrate the armor; for example, an iron kunai will not pierce an iron chest plate without some sort of chakra-based assistance.

D-Class


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    D-Class materials are among the weakest and cheapest materials available to ninja. Most issued materials are typically made of D-Class materials, though there are some exceptions. This typically includes clothes, leather, light wood and particular weaker metals such as iron or aluminum.

Weight Examples:
Cloth Shirt - Near weightless
Leather Shirt - 1 lb
Light Wooden Armor (Torso) - 3 lbs
Light Wooden Armor (Hands, Feet, or Head) - 1 lb
Weak Metal Armor (Torso) - 5 lbs
Weak Metal Armor (Hands, Feet, or Head) - 2 lbs

Iron Shuriken - 1/2 lb
Iron Kunai - 1 lb
Iron Katana - 2 lbs


C-Class


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  C-Class materials are slightly stronger and heavier than D-Class, but still cheap enough for the average person to be able to own some without raising eyebrows. Higher grade issued materials, such as a Chuunin flak vest and ANBU Equipment, are typically made of this material-specifically, this includes thicker animal hides, heavy wooden materials, porcelain, stone or bone, and more durable metals, such as steel. C-Class Materials would take more powerful forces to break through, but a normal, albeit trained, human could do so with the right weapon or technique.

Weight Examples:
Porcelain Mask - 1 lb
Heavy Hide Shirt - 3 lbs
Heavy Wooden Armor (Torso) - 5 lbs
Heavy Wooden Armor (Hands, Feet, or Head) - 2 lb
Metal Armor (Torso) - 8 lbs
Metal Armor (Hands, Feet, or Head) - 3 lbs

Steel Shuriken - 1 lb
Steel Kunai - 2 lbs
Steel Katana - 4 lbs


B-Class


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    B-Class Materials are stronger and more durable than C-Class Materials, and are more expensive, unlikely to be seen worn by a commoner. These materials are typically made of unique alloys, rare woods, and in some rare cases, materials that could not be created without the assistance of chakra. B-ranked Materials are quite difficult to pierce without chakra based assistance.

Weight Examples:
Rare Wooden Armor (Torso) - 10 lbs
Alloy Armor (Torso) - 12 lbs
Weak Chakra Forged Armor (Torso) 12 lbs

Rare Wooden Club - 5 lbs
Alloy Kunai - 3 lbs
Alloy Katana - 5 lbs
Weak Chakra Forged Kunai - 4 lbs
Weak Chakra Forged Katana - 6 lbs


A-Class


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    A-Class Materials are typically used only by the elite, for their construction is difficult, if not impossible without the assistance of chakra, and the material itself tends to be too heavy for a normal person to wield effectively. Strange metals from space, or materials forged with chakra can fall into this category. A-Class materials are nearly impervious without chakra assistance, but can be damaged fairly easily by jutsu designed to destroy or pierce objects.

Weight Examples:
Meteoric Armor (Torso) - 15 lbs
Chakra Forged Armor (Torso) - 20 lbs

Meteoric Kunai - 4 lbs
Meteoric Katana - 7 lbs
Chakra Forged Kunai - 5 lbs
Chakra Forged Katana - 9 lbs


S-Class


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    S-Class Materials are the most powerful materials available, legendary materials that most would regard as mere myth. These materials absolutely require chakra to assist in their forging, for no other method can bend the material well enough. Only the best of the best would ever be seen wearing materials such as this. There is no piercing S-Class material without a tremendous amount of force, the sort which usually can only be applied via chakra. Powerful jutsu, however, can typically damage even these materials, however.

Weight Examples:
Legendary Armor (Torso) - 25 lbs

Legendary Katana - 10 lbs
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 Posted: Jan 10 2015, 02:09 PM
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Encumbrance System


Encumbrance refers to the weight your character carries and how it affects their ability to move about effectively, The system we have is quite simple to understand-for every 5 lbs in your inventory, your Speed and Agility is reduced by 1 point. This can, however, be resisted-every 2 points of Strength your character has reduces your encumbrance by 1 lb.

So, for example, if your character has 40 Speed, 20 Agility, and 30 Strength, and they carry 35 lbs on them, their final Speed and Agility are 36 and 16, respectively, since their strength allows them to ignore 15 lbs of that weight, and the leftover 20 lbs reduces their Speed and Agility by 4 points. It is possible then, with maximum unenhanced strength, to carry up to 50 lbs without it negatively affecting your character's speed and agility.

Note that this includes your entire inventory carried on your body, not necessarily every item you have access to-carrying 20 Kunai is far heavier than carrying a single scroll that holds 20 Kunai.


Armor System


Armor functions differently than the encumbrance one feels from their normal inventory. Specifically, the user's mobility may be hindered even moreso by armor than by equivalent weights. Armor still counts against a user's encumbrance, but the type of armor the user wears comes with an additional penalty, depending on the type of armor worn. The way this works is laid out below:

Padding - These types of armor include clothes and padding under the user's clothes. Bandages also apply. This armor is essentially weightless, and there is no penalty for wearing these types of armor. However, wearing this armor offers barely any defense, usually only offering protection against bruising that may come from unarmed melee combat.

Light Armor - This type of armor includes leathers, thick pelts, and some light wooden slats. While this armor provides more defense than Padding, potentially defending the user from some small blades and providing better defense against blunt trauma, it comes with minor penalties as well. In addition to any penalties the user suffers from encumbrance, wearing Light Armor reduces the user’s speed or agility by 1 point for each limb covered, plus 1 additional point each for the torso and head. The wearer determines which attribute (Speed or Agility) receives the penalty per armor piece.

Medium Armor - These armor types include thicker woods, weak metals, or chain armor. This armor provides greater defense than light armor, offering superior protection against blades and blunt trauma. The defense this armor provides doesn't come for free, however; in addition to any penalties the user suffers from encumbrance, wearing Medium Armor reduces the user’s speed by 3 points for each limb covered, plus 3 additional points each for the torso and head. The wearer determines which attribute (Speed or Agility) receives the penalty per armor piece.

Heavy Armor - This armor type offers the most protection, and is generally comprised of heavier metals, typically full plate. This armor provides unmatched protection against bladed weapons and blunt trauma. Wearing heavy armor, however, carries the steepest penalties of all armor types. In addition to any penalties the user suffers from encumbrance, wearing Heavy Armor reduces the user’s speed by 5 points for each limb covered, plus 5 additional points each for the torso and head. The wearer determines which attribute (Speed or Agility) receives the penalty per armor piece.
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