Nanatsu no Taizai: Britannia Rising

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    VI. Equipment Guidelines

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    Britannia
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    Name : Great Britain
    Rank : Country
    Title : Island
    EXP : 12384
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    VI. Equipment Guidelines

    Post by Britannia on Mon Apr 14, 2014 9:34 pm

    General Information

    • Weapons are used for a variety of reasons and take numerous forms like blades, shields or gauntlets. They are the first type of equipment that is available. (crossbows, catapults and even medieval cannons or handheld versions of the latter likely to be accepted)

    • Even though this is a fantasy AU, this is still medieval fantasy so it's not like anything goes. Keep all blasters, guns, bazookas, MG's, turrets or similar elsewhere.

    • Armors are the second type of equipment. Again, keep it reasonable. Holy Knights usually have full body armor. Those that don't are likely to take more damage.

    • Generally, all equipment can be empowered and then equipped with magical properties and techniques, similar to King's spirit spear “Chastiefol”.

    • There is also the possibility to obtain small items that will have lowered price ranges and potential innate magical abilities that can be used as another form of Power.

    • Weapons will cost Exp. The more Exp, the stronger the weapon. You can also invest Exp to empower your weapon with magical abilities or to make it indestructible.


    Last edited by Britannia on Sun Oct 12, 2014 1:50 am; edited 3 times in total

    Britannia
    Admin

    Name : Great Britain
    Rank : Country
    Title : Island
    EXP : 12384
    Posts : 163

    Equipment Type Information

    Post by Britannia on Mon Apr 14, 2014 9:35 pm

    Equipment Types


    • Weapons: Weapons are the first type of equipment you can have. Weapons are used for a variety of reasons and take numerous forms like blades, shields or gauntlets. However, despite this being a fantasy AU it IS medieval, meaning leave all advanced weaponry at home. Weapons can only deal as much damage as the user's skill enables them to. It depends on the user and the quality of the weapon how much damage it can deal. An example would be Meliodas, who is extremely skilled and can split a small mountain with a completely unrefined twig.

    • Armors: Armors are the second type of equipment. Here we ask you to keep it reasonable again. If you want to have protective armor, it'll need to cover your whole body. Generally all Holy Knights wear armor of their respective Kingdom. They can NOT become indestructible. Although, they can be empowered and gain a single innate magical ability through empowering, such as Gowther's armor.

    • Items: Items can be most anything with magical effects. They can take any form and size you want them to. The only difference here is, that they are not combative in nature and can be used as simple items as well. For example rings, canes or even pens. Those are just items that will have magical properties. They will not reach the extent of actual combat equipment and have a variety of utility effects. They can generally be categorized into two groups. When Items are empowered with magic however, they do not gain techniques but like armor, a single innate magical ability.


    Last edited by Britannia on Wed Apr 16, 2014 2:37 pm; edited 1 time in total

    Britannia
    Admin

    Name : Great Britain
    Rank : Country
    Title : Island
    EXP : 12384
    Posts : 163

    Ranks and Expansions

    Post by Britannia on Mon Apr 14, 2014 9:37 pm

    Equipment Ranks

    There are 7 ranks of Equipment. The greater the rank, the better the Equipment. Equipment can also be Ranked up by simple paying the Exp of the next Rank.

    • Unrefined: All weapons that can be found just about anywhere. A twig, a pipe or a simple stone. Genuine, unrefined weapons.
      Exp Cost: 0 Exp
    • Refined: Basic weaponry and armory that every Knight in Britannia is equipped with.
      Exp Cost: 100 Exp
    • Well-Refined: Slightly advanced forms of weaponry and armory. Nothing too good yet.
      Exp Cost: 200 Exp
    • Baptized: The official equipment used by full-fledged Holy Knights. Some Platinum-level Knights from Liones even still wield this level.
      Exp Cost: 400 Exp
    • Holy: Advanced form of weaponry. Extremely sturdy and incredibly hard to break. Masterfully forged and heavily lethal. Gilthunder and Hauser used this level against the Barbarians. All high level Holy Knights usually retain this level of equipment.
      Exp Cost: 600 Exp
    • Sacred: An extremely high level of equipment. Generally Great Holy Knights and other, extremely recognized and famed warriors carry this level of equipment. The canon-verse Seven Deadly Sins use this level of equipment.
      Exp Cost: 1000 Exp
    • Divine: The highest form of equipment. Forged by the most legendary masters and usually seen as a national treasure. Incredibly empowering to the wielder.
      Exp Cost: 2000 Exp


    Further Enhancement:

    The strength of Equipment is not limited to ranks. There are two further enhancements that Weapons and Armors can take, and Items even have to to achieve effectiveness. Weapons can reach Indestructibility and gain Empowering Techniques. Armors and Items can gain Empowered Abilities.

    • Treasure: To turn a weapon of any rank into a treasure means to make the weapon completely indestructible, as well as enabling the user to draw much more power out of him making them much stronger than before. Canon-wise, the seven deadly sins used Sacred level Treasures. Armors can NOT be turned into Treasures. Weapons and certain Items can.
      Exp Cost: 3000 Exp
    • Empowerment: Some weapons can be empowered with magical abilities, like King's Spirit Spear Chastiefol. This will grant the weapon itself 1 additional technique. Techniques can be piled onto a weapon. Items and Armors that are empowered gain 1 innate magical ability and no techniques. (Note: The higher the equipment's rank, the better the empowered techniques can be.)
      Exp Cost: Costs the same amount as the level of Equipment.
    • Empowered Weapon Techniques: With enough experience points you can expand the number of techniques your weapon has. This is not available for items with magical properties. Weapon Techniques follow the same guidelines as Power Techniques. (Note: The higher the equipment's rank, the better the empowered techniques can be)
      Exp Cost: Same as regular Technique Cost


    Breaking and Fixing

    Yes, equipment can break. Be reasonable about it. For example, if Diane were to use Ground Gladius on a person, even Divine Ranked Equipment would break. Unless you have a Treasure Weapon, your equipment is likely to break once in a while. You might think that it is unfair if you have invested tons of Exp into your Equipment to make it strong. But the procedure is simple.

    If your Equipment breaks during an IC battle, you just have to pay a fourth of its current Rank Exp. So a broken Divine Ranked Equipment needs 500 Exp to be repaired. You simply tell a staff member that you want to fix your Equipment and the Exp will be deducted.

    Ranking Up your Equipment

    To Rank Up your equipment you will simply have to pay the difference up to the next rank of the weapon including a small surcharge depending on the rank of the weapon. To visualize it better, here is the list.

    • Unrefined to Refined: 100 Exp
    • Refined to Well-Refined: 100 Exp + 50 Exp
    • Well-Refined to Baptized: 200 Exp + 50 Exp + 50 Exp if empowered
    • Baptized to Holy: 200 Exp + 100 Exp + 100 Exp if empowered
    • Holy to Sacred: 400 Exp + 100 Exp + 200 Exp if empowered
    • Sacred to Divine: 1000 Exp + 500 Exp + 300 Exp if empowered


    Last edited by Britannia on Sun Jan 11, 2015 2:18 pm; edited 9 times in total

    Britannia
    Admin

    Name : Great Britain
    Rank : Country
    Title : Island
    EXP : 12384
    Posts : 163

    Equipment Template

    Post by Britannia on Mon Apr 14, 2014 9:39 pm

    Code:
    [center][u][b][size=28][font=Trebuchet]Equipment[/font][/size][/b][/u][/center]

    [b]Equipment Name:[/b]
    [b]Equipment Type:[/b]
    [b]Rank:[/b]
    [b]Treasure:[/b]

    [b]Description:[/b]

    [b]Fighting Style:[/b]

    [b]Empowered:[/b]

    [hr]

    [center][u][b][size=24][font=Trebuchet]Ability[/font][/size][/b][/u][/center]

    (Delete this section if you do not have an Empowered Armor or Item.)

    [b]Name:[/b]
    [b]Type:[/b]
    [b]Description:[/b]

    [b]Strengths:[/b]
    [b]Weaknesses:[/b]

    [b]Fighting Style:[/b]

    [hr]

    [center][u][b][size=24][font=Trebuchet]Techniques[/font][/size][/b][/u][/center]

    (Delete this section if your Weapon is not empowered, or this Equipment is an Armor or an Item)

    [b]Name:[/b]
    [b]Type:[/b]
    [b]Rank:[/b]
    [b]Description:[/b]

    [b]Duration:[/b]
    [b]Cooldown:[/b]

    Template Information:

    Equipment

    Equipment Name: (Give your weapon a name)
    Equipment Type: (Is it weapon, armor or item?)
    Rank: (What rank is your weapon supposed to have?)
    Treasure: (Is it a Treasure? Yes/No?)

    Description: (Describe your weapon in detail)

    Fighting Style: (Describe your Fighting Style with your weapon in detail)

    Empowered: (Yes / No?)




    Ability

    (Delete this section if you do not have an Empowered Armor or Item.)

    Name: (Give your Empowerment a name that relates to its abilities)
    Type: (Elemental, physical, manipulative, defensive etc. How would you classify it?)
    Description: (Describe your Equipment's ability in detail)

    Strengths: (WHEN and HOW is this ability strong? What are it's specific uses?)
    Weaknesses: (WHEN and HOW is this ability weak? What are specific weaknesses that apply?)

    Fighting Style: (What is your fighting style with this ability?)




    Techniques

    (Delete this section if your Weapon is not empowered, or this Equipment is an Armor or an Item)

    Name:
    Type: (Differentiate between Offense, Defense and Support)
    Rank: (Decide your spells rank. This depends on how many spells of what rank are in your spell pool)
    Description: (Describe the ability in detail)

    Duration: (Depends on the extent of the ability and also the weapon's magic strength)
    Cooldown: (Same as for duration)

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    Re: VI. Equipment Guidelines

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