Post by Warr on Aug 26, 2019 18:50:16 GMT -8
Items
Skills, Traits, Classes-- these are the things that define your character mechanically at their most basic form… But, sometimes, even the greatest of heroes need to rely on something a little more material to get the job done. That’s where Items come in! From Swords to Senzu Beans, Items are useful additions to any character’s build and can serve both as protective measures to cover weaknesses or enhancements to things you are already good at- the combinations are endless!
The Basics
Equipment Slots: Each character has 4 equipment slots by default. Items are equipped automatically when you acquire them(if you have an open equipment slot), but will be place in your inventory by default if there are no open slots to put them in. Equipment may be changed once per week, except in specific circumstances such as Magic Materialization, Mug, etc.
Inventory: If an item is not equipped when you obtain it, it is instead placed in your character’s inventory. Items in your Inventory may not be used on-demand in the way that your Equipped items are. Some conditions allow you to use items in your Inventory, but those are each contained within themselves.
Zeni: On DB:BD, we utilize a sub-currency system known as “zeni”. At base, you gain ‘25 Zeni’ for every 1 Effort Point you turn into a Zeni. On each item, you can find two different sections relating to Zeni: Zeni Value and Zeni Cost. Zeni Value represents the amount that an item is worth if you were to break it down with a request, or sell it; and Zeni Cost represents how much Zeni it consumes to purchase an item.
Rarity: You will notice below that items are sorted into 3 rarities: Common, Rare, and Mythic. When an item is designed, its Rarity is determined by an assessment that looks at an item’s potency and how useful it will be to the largest number of builds. Items are designed so that Common items can help you easily obtain the foundation for your build(s) without having to bend over backwards to facilitate their function, whereas Rare items are intended to be a bit more specific in their functions, and Mythic items are overall the most specific and highest potency in their intended Effect.
Limits: You may equip only 1 item of the same name at a given time. This means that you cannot equip two Blaster Pistols simultaneously. Similarly, items of the same name share their per-thread usage Limitations; this means that if you use up all of a Blaster Pistol’s uses and Magic Materialize another in its place- that other one is also depleted of uses!
Item Classifications
Weapons: These are used as Bonus Actions during your turn to grant bonuses to various Types of attacks, specified within the weapon itself. You may only have 2 weapons equipped at the same time, and you may use a maximum of 2 weapons per turn.
Outfits: These are items whose Effects are always in play. You may have 1 Outfit equipped at a time.
Restorative: These are items whose action usage varies from item to item, but whose Effects are Limited to- Status Effect removal, HP Restoration, and Ki restoration. You may be affected by only 1 Restorative Item per thread.
Grenades: Grenades are items that may be used as Bonus or Standard Actions and target/Effect opponents as if they were themselves attacks. Grenades receive no modifiers of any kind by default and are entirely contained within their own mechanics.
Supplementary: These are items that do not directly fall under the other classifications, typically involving defensive or utility-based applications.
Name:
DESCRIPTION GOES HERE.
Type:
Zeni Value: (We will give you this.)
Zeni Cost:
Activation:
Effect:
Limit:
[b]Name:[/b]
[i]DESCRIPTION GOES HERE.[/i]
[b]Type:[/b]
[b]Zeni Value:[/b] (We will give you this.)
[b]Zeni Cost:[/b]
[b]Activation:[/b]
[b]Effect:[/b]
[b]Limit:[/b]