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Weapons, Armor and Dust Rules

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1 Weapons, Armor and Dust Rules on Mon Feb 10, 2014 2:42 pm

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A hunter (or huntress) can’t expect to survive long fighting dangerous grimm without some means of defending themselves. Almost all hunters use some form of weapon, supplementing it with dust or a means of protection. Upgrades are to be asked for in the licensing branch of the marketplace http://www.rwbyrpg.com/f19-bellmuse-licensing-branch



Weapons:
Weapons can be just about anything from guns to swords to the coveted scythe. They provide a hunter with a constant means of fighting back and actually piercing the hide of grimm or other well-protective baddies. A weapon has a rating of 1 to 5 just like a statistic, though it adds its rating x10 to damage, because it is more effective at dealing damage than a person’s unarmed fists. This damage is added to a characters’ Strength rating.


Rating 1:  A rating 1 weapon deals +10 damage, resisted by the target’s defense. A character’s starting weapon begins at rating 1. Cost: 25,000 Lien for a new weapon.



Rating 2: A rating 2 weapon deals +20 damage, resisted by the target’s defense. A character’s weapon can be upgraded to a rating 2 for 5,000 exp (and a 500 word post)



Rating 3: A rating 3 weapon deals +30 damage, resisted by the target’s defense. A character’s weapon  can be upgraded to a rating 3 for 10,000 exp and a 1000 word post.



A rating 3 weapon may have a secondary weapon added to it, giving it greater utility. This costs 15,000 exp and a 500 word post. Examples include Ruby’s sniper/scythe or Blake’s pistol/sword. Getting this new form is to be done here http://www.rwbyrpg.com/t26-weapons-and-upgrades



Rating 4: A rating 4 weapon deals +40 damage, resisted by the target’s defense. A character’s weapon can be upgraded.from a rating 3 for 15,000 exp and a 1750 word post.



Rating 5: A rating 5 weapon deals +50 damage, resisted by the target’s defense. A character’s weapon can be upgraded from a rating 4 for 20,000 exp and a 3000 word post. At this time, you may add a third weapon form if you would like, for the same prices as the second form. it is done in the same place as the form 2 upgrade http://www.rwbyrpg.com/t26-weapons-and-upgrades



Armor:
Armor is useful for any hunter that wishes to keep his or her insides on the inside. The armor may take the form of a shield or a breastplate or even some sort of protective energy field, but you may only have one piece of armor equipped. Just like weapons, Armor has a rating of 1 to 5, adding its rating x10 to defense. No matter how ‘buff’ a hunter is, a steel carapace will always be better at protecting you from pesky ursa claws.


Rating 1:  A rating 1 armor adds +10 defense against physical attacks. A character’s starting armor begins at rating 1. Cost: 25,000 Lien for a new piece of armor.



Rating 2: A rating 2 armor adds +20 defense against physical attacks. A character’s armor can be upgraded to a rating 2 for 5,000 exp (and a 500 word post)



Rating 3: A rating 3 armor adds +30 defense against physical attacks. A character’s armor can be upgraded to a rating 3 for 10,000 exp and a 1000 word post.



Rating 4: A rating 4 armor adds +40 defense against physical attacks. A character’s armor can be upgraded.from a rating 3 for 15,000 exp and a 1750 word post.



Rating 5: A rating 5 armor adds +50 defense against physical attacks. A character’s armor can be upgraded from a rating 4 for 20,000 exp and a 3000 word post.


Magical Armor:
While normal armor does well against physical attacks, it does nothing against attacks from the dust users. Magical armor exists just for that. While weak against physical attacks, it does wonders for dust resistance.



Rating 1:  A rating 1 armor adds +10 defense against Dust attacks. A character’s starting armor begins at rating 1. Cost: 25,000 Lien for a new piece of armor.



Rating 2: A rating 2 armor adds +20 defense against dust attacks. A character’s armor can be upgraded to a rating 2 for 5,000 exp (and a 500 word post)



Rating 3: A rating 3 armor adds +30 defense against dust attacks. A character’s armor can be upgraded to a rating 3 for 10,000 exp and a 1000 word post.



Rating 4: A rating 4 armor adds +40 defense against dust attacks. A character’s armor can be upgraded.from a rating 3 for 15,000 exp and a 1750 word post.



Rating 5: A rating 5 armor adds +50 defense against dust attacks. A character’s armor can be upgraded from a rating 4 for 20,000 exp and a 3000 word post.



Dust:

Dust is a good friend to any hunter or huntress who takes the time to learn to use it. Dust deals elemental damage to the enemy, nerfed by a target’s resistance rather than his or her defense. Dust may be used 5 times (5 posts) at start before a new vial must be purchased. More than one vial may be purchased at a time, however. Dust has a rating of 1 to 5. Alike weapons and armor, it adds its rating x10 to the user’s damage when used. Each purchase of dust (Purchase dust here - http://www.rwbyrpg.com/f18-dusty-s-crystal-emporium ) Gets you one vial, each vial is five posts worth of the dust type regardless of tier!




Rating 1: Rating 1 consists of simple elements such as earth, fire, wind, and water (Brown, Red, Permeable-Grey and Dark Blue colours respectively) Rating 1 Dust adds +10 to damage, resisted by the target’s spirit. A character starting with dust gets two vials of 5 uses for free. It costs 100 Lien per use of Dust from the store. Learning to use Dust if you don't know how already takes 10,000 exp and 500 words.



Rating 2: Rating 2 consists of the basic elements, plus the elements of Ice, Explosion, Plant, Lightning and Thrust (Light Blue, Orange, Dark Green Dark-Yellow, Pink) Rating 2 Dust adds +20 to damage, resisted by the target’s spirit. Costs 200 Lien per vial. Learning to use Rating 2 elements cost 5000 exp and 1000 words.



Rating 3: Rating 3 Consists of the previous tiers of elements, plus Light and Shadow (White and Purple-Tending-Black) Rating 3 Dust  adds +30 to damage, resisted by the target’s spirit. costs 400 Lien. Learning to use Rating 3 elements cost 10,000 exp and 2000 words.



Rating 4: Rating 4 consists of the previous tiers of elements. Rating 4 Dust adds +40 to damage, resisted by the target’s spirit. Costs 800 Lien each. Learning to use Rating 4 elements cost 20,000 exp and 4000 words.



Rating 5: Rating 5 consists of the previous tiers of elements, and may even include some previously unknown elements. Rating 5 Dust adds +50 to damage, resisted by the target’s spirit. Costs 1500 Lien each. Learning to use Rating 5 elements cost 40,000 exp and 6000 words.

Passing Items:

If you want to hand a person your weapon, some dust or armour the usability will be determined by the item as well as the person equipping it. Each item type has slightly different rules when it comes to using borrowed equipment. Equipment must be passed, it cannot be stolen/snatched without at least OOC allowance.

Weapons; Passed weapons will always deal damage at tier 1, otherwise however they function as they would normally; if they can transform they will still be capable of transformation and if they have a method of using dust the user’s dust functions at the dust level (Pending if it is borrowed dust, in which case see below) This is explained as the users lack of experience with the weapon, even in the case of similar weapons to their own it not being exactly what they have trained with before e.g. different sword weight, even if slightly and different recoil on a gun.

(Physical/Dust Resistant) Armor; Armor functions at whatever tier they have reached; through the original user however the entirety of the armour must be passed. This means that you cannot take a full suit of armour and pass a single gauntlet to one person and a helmet to another. In full suit changes the wearer would have to fully strip of their armor and give it to another person piece by piece, however even if a person were to simply take two gauntlets they would still have to pass both over rather than simply one. In the case of armours this is due to the armor not being designed for the gifted person and so, in order to reap the benefits, they must have the full equipment all interlocked and fastened. Of course, from an in character standpoint, you cannot wear armour that is much too small or too large for you though most any shield can be used by most anyone. While you can wear multiple armours through this method they do not stack, it will be the piece of armour that is worn in the hit location used in damage calculation or in the case of multiple layers (Under-suit and a suit of armor) the higher ranking one is used.

Dust; Dust passing is more complex than the prior two. When handed dust by an ally it will function at the level of the dust, up to what your license will allow. This does however give lower tiered players the chance to use different kinds of dust. For example if someone with a tier one license is handed tier three ice dust it will function at tier one as ice dust. In the event that a player has no dust license all handed dust is taken at tier one. Dust passing may be done when it becomes apparent that an opponent is weaker to dust than physical attacks, allowing players outside the main/only dust user to combat this foe more effectively with their attacks.



Last edited by Leena Lilac on Fri Mar 18, 2016 12:55 pm; edited 6 times in total

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2 Re: Weapons, Armor and Dust Rules on Sat Oct 11, 2014 2:38 am

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Updated to include magical defense

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