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Reply DBZ: A new generation (Emily Marneth)
Equipment List

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Emily Marneth

Captain

PostPosted: Tue Feb 17, 2009 7:30 pm


This thread is dedicated to the listing of all the equipment (save for unique items that are already owned.) Simple as that.

[b]Name: [/b]
[b]Type: [/b]
[b]Description: [/b]
[b]In-Game Stats: [/b]
[b]Damage: [/b]
[b]Requirements: [/b]
[b]Special: [/b]
[b]Owner: [/b] (unique items only)


Durability is now a factor in equipment and is inherent to wearing armor, using shields, and using weapons against anything whatsoever. The following rules govern the loss of durability.

Every durability point counts as a separate health bar of [durability*10] on the weapon. For instance, a shield with 35 durability will have 35 bars of 350 health each.

Whenever two objects with durability come into contact with one another, a durability check is made. A durability check is the measure of one weapon’s hardness versus another’s. It’s like swinging a 2x4 at a rod of carbon steel. This augments the damage one can deal to the other in this way [durability of attacker/durability of defender] For instance, let’s say a sword with 20 durability comes into contact with a shield with 40 durability. 20/40 equals 50%, so this sword is only capable of dealing 50% damage to this shield. An important note: only maximum durability is used in this equation. No amount of damage done to the weapon or shield will change this number.

Now; how does an item lose durability, you may be asking. In much the way that you think it would. Every time that sword would be swung at the shield, 50% of the damage the sword would have dealt that attack is dealt toward the shields’ health. That much is easy. The slightly more in-depth part is that if the sword strikes the shield in that round, and does not take a full bar of the shield’s durability, the sword itself will lose one bar of durability for striking an object that is harder and did not give to the force of its attacks. Armor is handled in exactly the same manner.

So if Red is swinging his 20 durability sword at Blue’s 40 durability shield and would have normally dealt 700 damage, Red’s sword can only deal 50% damage to Blue’s shield, and as such only 350 damage was dealt to the shield. Red’s sword is reduced to 19 durability, and Blue’s shield remains at 40 durability with only 50 points of damage left until his shield loses a point of durability.

In the special case of two weapons striking each other (parrying) the total damage of the attack of each opponent is added together before any durability modifications, and is then applied to each weapon with the modifications.

If Red and Blue are both attacking with a sword, and Blue has made a successful parry check (an attack that met or beat the DC of Red’s attack) Red’s 20 durability sword and Blue’s 40 durability sword collide. Red would have dealt 100 damage with this attack, and Blue would have dealt 150 damage with his own attack. Those attacks added together mean that 250 damage is up in the air. Because Red’s maximum durability is half Blue’s maximum durability, Red’s sword takes 500 damage, and Blue’s sword takes 125 damage, meaning Red loses 2 points of durability and has 100 points until he loses the next, and Blue loses no points of durability and still has 375 points until he loses a point of durability.

When using hand-to-hand attacks to strike a shield or armor, durability of your attack is calculated according to your str mod.
When using a ki technique to strike a shield or armor, your ki mod is the durability of the technique.
There is no damage dealt back to the user for punching or ki blasting a shield, it is merely for damage augmentation purposes (However a weapon will still take damage for failing to meet the cost of one full ‘bar’ of durability if striking a ki wall or parrying a fist. If a weapon is used to parry a fist, durability damage is calculated as per normal, and the damage is done to the fist’s owner.)  
PostPosted: Tue Feb 17, 2009 7:38 pm


Armor



Name: Saiyan Armor
Type: Armor
Description: The armor that has made the Saiyan race, as a whole, recognizable.
In-Game Stats:
-5 to all damage
if an attack roll is between 100% and 150% the user's DB, it hits the armor. (Unless the user waives the defense of the armor)
((So If I have a DB of 10, any attack between 10 and 15 will strike the armor instead of me))
The standard Saiyan Armor has an HP of 200.
Can stretch to accommodate almost any size. From toddler to Oozaru, this armor suffers no penalties for expanding as such.
Requirements: None.
Special: Can only be procured at a Saiyan's shop. No other race will have a suit of this armor for sale, because no Saiyan would give it up, unless their pride had forced them to remove it and they got killed, or similar, but that's not important. The point stands: Only at Saiyan stores.

Name: E-Z armor
Type: armor
Description: The Universe's 'disposable armor.' It seems to be everywhere and practically useless, but contrary to popular belief, it does actually do something other than take up closet space and reveal you as a wannabe warrior.
In-Game Stats: any attack between 100% and 125% will hit the armor instead of you. (So for a DB of 10, the armor would take any hit between 10 and 12)

The armor has an HP of 100

This armor is semi-rigid, but mobile enough not to constrict you. However, if you grow too much, you'll need new armor. These are like a pair of pants, (about that price, too) just get a new pair when you've worn these out.
Special: Can be found virtually everywhere. (If you buy a ship or a house or even go dumpster-diving, you'll probably find better crap than this junk, but this will make up the bulk of the riff-raff.)  


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Wed Feb 18, 2009 7:41 am


Melee Weapons


Bo: A Bo is basically a staff. The Bo is normally around 2m long or at the very least 6 inches longer than the person height for purposes of attacking and maneuverability.
Damage: 1 - 6 + Str. Mod. +1 per ten points in weapons (bo)
Range: Melee + 5 ft. forward.
Special: Can be used as a defensive weapon, spinning the Bo in front of you gives you + 4 in dodge bonus.
Durability: 20

Ulak: Anyone familiar with Riddick knows these weapons. Simple and effective, they are invaluable tools for the hand-to-hand fighter to improve their damage.
Damage: 1 - 4 + Str. Mod. Added to your normal taijutsu damage.
Range: Melee
Special: the skill points in weapon: Ulak still add damage, but putting your points in martial techniques might be more effective.
Durability: 15

Name: Rapier
Description: A long, thin sword capable primarily of piercing. Being extremely light, it is significantly easier to move, granting superior speed to other weapons, though it is slightly weaker in physical power.
Damage: 1-6 + dex mod
Requirements: nada
Special: +1 critical threat range
Durability: 15

Long Sword: A sword equally suited for slashing and thrusting
Damage: 1 - 8 + str. mod. or dex mod
Range: Melee.
Special: deals regular damage in bleeding damage on critical hits (the physical damage gets multiplied, but the bleeding damage is half the critical every turn)
Durability: 20

Katana: The katana is the most artistic and well crafted sword in all the world. The curve of the katana's blade allows the user to draw the sword at faster speed than any other sword created by man, the sword itself is both hard and light and can cut through almost anything with ease. Unfortunately it is large and so is cumbersome to fight with in small rooms.
Damage: 1 - 10 + str. mod.
Range: Melee.
Special: deals regular damage in bleeding damage on critical hits (the physical damage gets multiplied, but the bleeding damage is half the critical every turn)
Durability: 25  
PostPosted: Wed Feb 18, 2009 7:44 am


Ranged Weapons
 


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Wed Feb 18, 2009 7:45 am


Misc. Equipment/Tools


Name: Standard Scouter
Type: Ki Scanner
Description: This is the most basic scouter on the market, excluding antiques. It allows a person to read apparent power levels to the mark. Unfortunately, it will explode if a power level is over 25,000.
In-Game Stats: Allows a person to read apparent power levels, in the original Saiyan language, unless specially made for a different language, or modified with a repair DC of 100.
Damage: 15 damage to the person wearing the scouter if they try to read a power level of more than 25,000, from the explosion.
Requirements: None, except it must be purchased from a Saiyan store.
Special: A Saiyan with appropriate background may begin at creation with a scouter without spending a technique on it, although they are not allowed to have the skills sense ki or conceal ki at creation.  
PostPosted: Wed Feb 18, 2009 7:46 am


Aid Items
 


Emily Marneth

Captain

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DBZ: A new generation (Emily Marneth)

 
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