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1Item Creation Guidelines Empty Item Creation Guidelines Sat Apr 06, 2019 12:18 pm

Saga Rules

Saga Rules

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Item Creation Guidelines SuwiEFZ
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ITEM CREATION GUIDELINES
Every shinobi, in varying capacity, utilizes an arsenal of equipment. Items permit shinobi to, in most cases, have a broad spectrum of abilities at their disposal, ranging from offensive weapons to deal damage, to supplementary equipment that grants them niche advantages, to armour that may just act as a saving grace. Be it only the most simplistic of tools one might learn on the road to becoming a shinobi or a plethora of advanced paraphernalia, they are inarguably a staple of the ninja world.



Code:
[b]Name:[/b]
[b]Classification:[/b] (offensive, defensive (light/heavy, helm/torso/legs/arms), supplementary, catalyst, poison (poison type), prosthetic)
[b]Rank:[/b]
[b]Elemental Alignment:[/b]
[b]Quantity:[/b]
[b]Primary function:[/b]
[b]Ability slot:[/b] (copy this line for every extra ability the item has)
[b]Appearance:[/b]
[b]History:[/b]


Items can’t be the best at everything they’re trying to achieve. Often focusing on one aspect and letting the other things fall behind in power in comparison. Achieving the maximum in a parameter is also known as a Max Effect. The primary function on items of E to B-rank is allowed one Max Effect and those of A and S-rank are allowed two Max Effects. The ability slots (item, personal, active) are also each granted a singular Max Effect. The parts of the items that follow the Item Guideline rules are unable to gain extra mid/max effects through drawbacks, this only possible for the parts that follow the Jutsu Guidelines.


Items can have a vast array of capabilities from dealing damage to blinding people to defending from strikes and because of that item can fall into three major categories; offensive, defensive and supplementary.
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These type of items are generally weapons like swords, kunai, bows, etc. Offensive items on Saga are defined as any item whose function it is to deal damage, be that through its primary function or through item-, personal- or active abilities. The damage that’s allowed for a certain rank can be found in the table below.

Ranged weapons are often a staple of Samurai clans, though they are not often used by ninja due to the superiority and superhuman nature that chakra often affords them. However, for those that do decide to use ranged weapons, weapons that launch a projectile, they can choose to use ranges and speeds of a rank higher. Throwing weapons such a kunai and senbon rely on the user's stats when thrown. Dexterity determines the speed at which the projectiles and the range that the projectiles can travel. The values that are used are minimum of an equal ranked jutsu and are increased by another 10 m/s and 10m range. Example: A C-rank ninja that has B-rank dexterity will be able to throw the projectile at speeds of 60 m/s and a maximum range of 50 meters. Finally if a projectile states that it can only be used through a weapon that launches projectiles they will be priced as if they were a rank lower, these types of items are also known as ammunition.

There are four types of damage that items are capable of doing cuts, piercing, blunt and tissue. When there are two types of damage, both cannot be higher than the middle of their rank. When using three types of damage they can't be higher than the minimum of their rank. Items which deal exclusive piercing damage are able to apply for damage of a rank higher. Like mentioned before, weapons that are used to launch ammunition may choose to use values of a rank higher, however, this costs a Max Effect. Further, they have to choose between a min and max value or two mid values for the range and speed.


CUTTING AND PIERCING DAMAGE

RANK/VALUE
MIN
MID
MAX
E

1 cm

1.25 cm

1.5 cm
D

1.5 cm

2 cm

2.5 cm
C

2.5 cm

3 cm

3.5 cm
B

3.5 cm

3.75 cm

4 cm
A

4 cm

5 cm

Dismemberment
S

Dismemberment

Bisection

Completely minced / pierce two targets

BLUNT DAMAGE

RANK/VALUE
MIN
MID
MAX
E

Minor bruising

Moderate bruising

Major bruising
D

Major bruising

Hairline fracture

Closed fracture
C

Closed fracture

Displaced fracture

Open fracture
B

Open fracture

Fully broken

Partial Comminuted
A

Partial Comminuted

Extensive Comminuted

Shattered bone
S

Shattered bone

Multiple bones shattered

Bone shattered to dust

TISSUE DAMAGE

RANK/VALUE
MIN
MID
MAX
E

Surface burn

Minor 1st

Moderate 1st
D

Moderate 1st

Major 1st

Minor 2nd
C

Minor 2nd

Moderate 2nd

Major 2nd
B

Major 2nd

Minor 3rd

Moderate 3rd
A

Moderate 3rd

Major 3rd

Minor 4th
S

Moderate 4th

Major 4th

Complete Incineration

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These type of items are generally armors like helmets, breastplates, greaves, skirts, etc. Defensive items on Saga are defined as any item whose function it is to protect from damage, be that through its primary function or through item-, personal- or active abilities. It takes four pieces of armor to complete a full set, helms, torso, arms, and legs. Further, the size of armor that is applied for may not exceed these sizes. The protection that’s allowed for a certain type of armor can be found below. Finally, it's not possible to gain benefit from the defensive values of more than a single armour piece on a single location. This means that you can wear two pair of pants, but only one would grant you protection values.

There are two different types of protection, there’s protection from basic strikes and protection from jutsu damage. Armor pieces can be optimized towards either side or a mix between the two of them. It’s a very important note that armor that protects from jutsu only reduces damage values, it’s incapable of using its primary function to defend from any other values on a jutsu. Another thing to note is that values that have been reduced are always reduced to the minimum of the new rank. Further cut and piercing damage is converted to blunt damage after the damage reduction. Tissue damage does get lowered by armors but is applied through the armor.

Besides there being two distinctly different types of protection that they offer there is also a distinction in ‘density'. The difference is between light and heavy armor, while both of them offer protection, light offers less protection than heavy. However, because heavy armor grants more protection it also has its innate drawback(s) that light armor does not have.


LIGHT ARMOUR
Max basic protection
Middle ground
Max jutsu protection

Strikes of three ranks lower or below are negligible. Strikes of equal rank or below have their damage reduced by one rank.

Strikes of four ranks lower or below are negligible. Strikes of one rank lower or below have their damage reduced by one rank. Jutsu of three ranks lower or below have their damage reduced by one rank.

Jutsu of two ranks lower or below have their damage reduced by one rank.

HEAVY ARMOUR
Because of the increased protection values, heavy armor has it had to sacrifice other parts of the armor. Due to its heavy nature, every piece of heavy armor applies a -1 tier to the wearers speed stat. Furthermore heavy armor is designed to combat the most common types of damage and thus protects good against slashing and piercing damage, however, it’s incapable of protecting well against blunt damage and thus does not innately offer any bonus protection against it.

Max basic protection
Middle ground
Max jutsu protection

Strikes of two ranks lower or below are negligible. Strikes of equal rank or below have their damage reduced by two ranks. Strikes of one rank higher have their damage reduced by one rank.

Strikes of three ranks lower or below are negligible. Strikes of one rank lower or below have their damage reduced by two ranks. Jutsu of two ranks lower or below have their damage reduced by one rank.

Jutsu of one rank lower or below have their damage reduced by one rank.

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These types of items are neither offensive or defensive in nature and instead try to fulfill the gap of utility items. The utilities they can provide are far and in between, from stat boosts to boosting the effects of a jutsu or just granting crowd control effects. The possibilities are endless and because of that, there is no single item group that really fits within this category. The effects that are achievable follow the same rules as they are listed in the jutsu guidelines.


Poisons are a powerful item and are usually in any medic’s arsenal, but don't need the medical specialization to be used or created. There are three types of poisons with different advantages:


  • Gas: Easiest to apply and as a result tend to be diluted having a weaker effect than other types of poisons. Gasses can be applied via skin contact and inhalation. These type of poisons only last a single post.
  • Liquid: Liquids have more versatility than gases, but are generally harder to apply requiring ingestion, injection, or skin contact without the benefit of being a gas. These poisons are generally harder to detect and afforded a bit of power thanks to their more personal manner of application. These type of poisons last for 2 posts.
  • Solid: Solids are the most difficult to apply to someone, being almost entirely something ingestible with some exceptions for skin contact. These poisons are the most concentrated and are afforded more potency thanks to their nature. These type of poisons last for 3 posts.


Poisons are classified as items and have their own rules for effects per rank. While the effects aren’t locked to specific states of matter, they are however still controlled by common sense, for instance, a solid poison wouldn’t be able to affect someone’s chakra through skin contact. At all ranks, Poisons possess a mandatory delay of 1 post after application before they begin to apply their effects. In the case of stimulants or antidotes, the inverse of this table may be used to determine their efficacy at buffing statistics or removing negative effects of poisons. In the case of applying multiple poisons, for either positive or negative effect, the total number of tiers affecting a single stat cannot exceed the maximum capable by the highest rank among the poisons used. Choosing a value of the same rank as the item counts as a max effect, values of a rank lower count as a mid effect and values of 2 ranks lower count as a minimum effect.

Having effects for different posts is allowed, as long as each effect during a post doesn’t exceed the maximum allowed max effects. Beneficial poisons/stimulants can only grant one stat boost at a time, regardless of potency. Below can be found which effects are applicable to each rank of poison:


  • C-Rank: Able to disable one of the victim’s senses.
  • B-Rank: Able to affect the victim’s stats by 1-tiers, disable up to two senses, paralyze a single limb.
  • A-Rank: Able to affect the victim’s stats by up to 2-tiers, cause tissue damage, disable up to three senses, add chakra taxing effects, cause full body paralysis.
  • S-Rank: Able to affect the victim’s stats by up to 3-tiers.
  • Legendary-Rank: Able to kill their victim.


When describing the effects that are granted on a poison, utilize the template below:
Code:
[b]Primary Function:[/b]
[Initial Post] The post of the appliance.
[1st Post] The affected gains/suffers from x effect.
[2nd Post] The affected gains/suffers from x effect.
[3rd Post] The affected gains/suffers from x effect.


It's not unheard of for Shinobi to lose some of their extremities or entire limbs over the course of their career, some choose to leave it be and others get their missing pieces replaced. These type of items are only available from B-rank and above further more they must always dedicate one of their ability slots with the ability listed below. The chakra cost depends on the number of prosthetics someone has. The more of them someone has integrated into their system the bigger the chakra cost becomes.

The cost is 10 chakra for their first prosthetic, 30 chakra for their second, and 50 chakra for every prosthetic after that.

Code:
Item Ability: In order to integrate the prosthetic with the user's system a portion of their chakra has to be permanently infused into the item, this allows the wielder the ability to use the prosthetic as if it was just a natural piece of their body. The cost of this prosthetic is [fill in number] chakra.

Prosthetics are not capable of countering the negative effects of some of the special characteristics. However, if we take the Lame special characteristic as an example. You could build a set of prosthetics to grant someone movement, they wouldn't be able to move faster than C-0 speed, as per the Lame special characteristic. Finally, the maximum size of a single prosthetic is a singular limb.


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Primary function while not an ability, will still be listed for extra clarification. The primary function of an item is something that an item is innately capable of doing, nothing more and nothing less. A sword is capable of cutting or piercing. A rope could be used to tie someone down and require a stat check to break free from or a ballast lowering the speed stat of the carrier. For the values that can be used refer to the tables find in this guide, if there are no applicable tables refer to the jutsu guideline. If there is still uncertainty about what values should be used, just go with what you think is reasonable and the moderators will decide.

Besides the primary function that items can fulfill, items can have a wide array of different effects on them. These can be item, personal or active abilities, and may possess an elemental alignment.


Elemental Alignment refers to the element that an item may utilize in its abilities. An item can only ever be of one elemental alignment at any point in time, however, that doesn’t mean it’s not possible to change this if certain criteria are met. This doesn’t mean that it can be of more than one elemental if those criteria are met. Having an affinity for a certain element means the weapon gets interaction bonuses when it comes to clashing with other items or when jutsu are trying to break them. If the weapon possesses an alignment or not determines which kind of effects are achievable with the other abilities and unlocks/locks certain descriptors. Someone is only possible of getting the benefits from items that have an elemental alignment if they themselves possess that element.


Item Abilities are effects that affect the item itself, the methods through which they may obtain this aren't in any shape or form restricted. Such effects include but are not limited to, the sliding mechanic of a hidden blade, or because of the latent fire chakra within the weapon it burns for some extra damage as well, or because of the way the string is strung on this bow arrows are shot faster. These values are always of a rank lower than the item itself.


Personal Abilities are effects achieved through the dormant chakra within the item. These effects, much like the active abilities, have a vast array of powers they can grant the user. However, the effects are only able to directly influence the user. In no way, shape or form are these able to directly influence someone else or interact with other chakra. Furthermore, these effects are either on or off, depending on if a certain condition is met or not. They can have cooldowns if their criteria have been met, but besides that, the wielder has no influence over it. This means that effects like charges are not possible for a personal ability. Finally, personal abilities have values of 3 ranks lower than the item.


Active Abilities are essentially jutsu within the item, are available at any rank and as such these follow the jutsu guidelines, they can also not exceed the rank of the item. There is however one restriction on active abilities and that is that their elemental nature determines the element of the jutsu. If the weapon doesn’t have an elemental alignment then the jutsu, that is inherent to the item, can only be of no alignment. If it has a fire alignment the jutsu can only be fire aligned, etc. Further active abilities that are of A or S-rank are granted an additional Max Effect.

Items of any rank have a primary function an ability slot, at A-rank items get an additional ability slot and at S-rank another one, for a maximum of 3 ability slots. These slots can be filled with any of the aforementioned abilities (item, personal or active). However only items of B-rank and above can have item- or personal abilities on them.

The shinobi body is able to withstand and endure a lot, but even that has a limit. Because of that a shinobi is only able to benefit from a maximum of 10 personal abilities over the course of a thread. The first 10 personal abilities that are used are the only ones that are allowed for the entire thread. If you wish to benefit from such abilities they have to be listed at the bottom of the post.


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Below is a list of guidelines for established functions for items that currently exist on-site. Please note that these are not the only functions available for items, and the door is always open for new mechanics to be developed and applied for.


There are two types of stat boosts possible through items, personal ones, and active ones. An item is only ever able to grant a single personal stat boost per ability slot. Active stat boosts are done through the active abilities on the items and follow the same rules as the jutsu guidelines, located here.


Catalyst items are items which are a component for specific jutsu(s) and these items can be of any rank. These items are unable to fulfill any other role than being a catalyst until they are of at least A-rank. Even at that point, they’re less potent than normal items of their rank, really being designed for the jutsu they’re meant for. This means that they get access to one less ability slot. At A-rank these items can come in all kinds of shapes or forms, even those of weapons and armor, however, the catalyst effect takes up a full ability slot.


There are a plethora of ways to influence one's chakra and any such item can only be of S-rank or higher. Due to their potency, this is the only effect that is possible on the item and they cannot have a primary function either. Furthermore, this kind of effect counts as if they use up 3 ability slots. To top it off chakra effects can only influence a single aspect of a shinobi, for example, lowering the cost of an element or specialization. Finally, it can only affect chakra by 5, be that a decrease or increase. Note: Chakra reductions do not stack on top of each other no matter the source, the only exception is the EP reward "Signature Jutsu".


These type of items bestow wisdom or knowledge upon the reader of a certain single subject. Further, these items are always of S-rank. The amount of reduction that these items may grant depends on how many ability slots are dedicated to its effects. Every ability slot is capable of adding 10% reduction towards the subject for a maximum of 30%.

One can choose to share this knowledge as well with other people, however sharing it also results in a diminished reduction. Sharing it with one person reduces the effectiveness by 10% and sharing it with an unlimited amount of people by 20%.


Items are able to gain a single attachment. Both items must give up one of their ability slots in order to be able to attach to each other. Items are capable of detaching themselves and attaching to another item. However, an item may only ever make a singular connection at any point in time.


There is a long list of things that can be boosted passively through items, however, stacking different effects upon a single facet is not possible. For instance, if you have one item that boosts the range of a jutsu, you cannot have an item that increases another parameter of that jutsu, speed for instance. Boosts of this nature are of 3 ranks lower than the item itself. Furthermore, it's also not possible to stack the same effect on top of each other.


Body Seals seals that are placed somewhere on the body and can grant the user various uses. As an example, you could create a seal that stores shuriken on your body. These seals have to visible on the body or have a clause in which it states how it could be destroyed otherwise (this has to be roughly as easy as it is when it's on the surface of the body). Making body seals does not require the fuinjutsu specialization.

Note: When using them to store items state at creation which item you want to store in it or do so at a later date (make a new modding requested and link all the relevant things). You can store the same item (have to be exact copies) an infinite amount of times within the same seal. So if you choose to store shuriken in the seal, you can store all of your shurikens in there if you so wish.


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It is possible for items to get broken. It takes a single jutsu of equal rank or two basics strikes of two ranks higher to damage an item. It's possible to use lower ranked jutsu or weaker basic strikes to damage items as well. For every rank, the jutsu or basic strike is lower than the aforementioned ranks it becomes half as effective. So you would need four jutsu of two ranks lower to see the same type of damage upon an item. At that point, it takes an extra jutsu of any rank or a basic strike of equal rank to fully break an item. After that, the item is unable to grant its effects to the owner until it's either repaired within the thread, or it gets automatically repaired upon exiting the thread. Note: All items in ones locker are completely refreshed when they enter a new thread.

When jutsu or basic strikes are to interact with an item that is purely or primarily supplementary items they are ignored. However if is possible for the attacker to state in their attack that they desire that specific item, in which case the rules mentioned above apply as normal. It's also possible for the defender to state that they wish to defend the basic strike or jutsu with their supplementary item if it's of at least equal rank to the attack, in which case the jutsu or basic strike is blocked, but the item is instantly destroyed.


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The price of the items are determined by the rank of the item and the overall abilities of the item. When an item gets approved the moderator will also set a price for the item. Items always have the base cost included even if there is no primary function.

RANK
BASE COST
COST PER SLOT
E

20

80
D

120

130
C

300

400
B

500

750
A

1000

1250
S

2500

2500


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Enchanting is the act of granting powers upon an item that it could already possess. Reforging is the act of upgrading your weapon to a higher rank, increasing its strength and potency of the abilities it already has. When applying for either an enchantment, reforge or both, it is required that you link where the old version was approved along with the new version you’re trying to create. Enchanting or reforging may not happen within a month of buying the actual item, unless proven that it has actually been used in PvP.

ENCHANTING PRICES

RANK
ADDING EFFECT COST
E

60
D

100
C

300
B

550
A

950
S

1900
Legendary

4000

REFORGING PRICES

RANK
UPGRADE COST PER SLOT
B to A

400
B to S

1400
A to S

1000
A to Legendary

3000
S to Legendary

2000


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It's possible to resell an item back to the site for half the price it was initially approved for. Simply make an item modding request in which you show the item you're selling and linking the post in which it proves you have bought the item. It is also possible to sell items to other people, this is done by meeting up IC. The price and the item(s) which are being traded must be listed at the end of the exit posts, further both players must state the price for which it's being sold/bought in their exit posts. Once that is done, the buyer makes a request, in item modding, to get the trade approved. From which point forward the items are official in the new owner's hands. Note: You cannot gift or sell items from characters that are not among your 4 active characters, once they have become active, they must remain active for 1 month in order to do so.

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