Hunter x Hunter RP
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Hunter x Hunter RPLog in

A non-canon roleplay based off of the manga Hunter x Hunter


descriptionItems and The Web EmptyItems and The Web

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Index



Last edited by Stylo on Mon Jul 31, 2017 3:28 pm; edited 2 times in total

descriptionItems and The Web EmptyRe: Items and The Web

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Items

It goes without saying that hunters need equipment to take with them as they journey across the world. Players have many ways of obtaining items, whether by purchasing them from shops, finding them on journeys, or even having them hand crafted for them! There are a wide variety of items for players to experiment with, and they should all contribute to your success as a hunter. Of course, there are many things you need to learn about items in order to fully utilize them.

Types of Items

Weapons: Objects which were built specifically with combat in mind. These objects will deal physical damage to opponents.

  • Melee: A weapon which you utilize at close range. (e.g., Swords, Axes, Spears. A unique example from the series is Morel’s pipe.)
  • Ranged - Extended Reach: Extended Reach Weapons function similarly to melee weapons, in the sense that they are a weapon which, by one way or another, allows the user more range; whether due to the nature of the weapon, or by throwing them. (e.g., Throwing Knives, Boomerangs, Flails. Some unique examples from the series are Killua's Yo-Yos and Gon's fishing pole.)
  • Ranged - Projectile Based: Projectile Weapons are much more of the traditional ranged weapon - they are specialized long range weapons with ammunition they must use to attack. (e.g., Guns, Bows and Arrows, Slingshots. A unique example from the series is Geretta's blowgun.)
  • Mixed: A weapon that has the power of both a melee and a ranged weapon. An example of this from the series would be Feitan’s gun-sword-umbrella.


Equipment: Equipment is meant to be more support and defense oriented rather than actually causing harm to the opponent.

  • Defensive Item: An object which serves to protect instead of actually doing attacking. (e.g., a shield.) The durability of a shield is much more than that of a melee weapon.
  • Clothing: Any sort of protective set of clothing that one might where. (e.g., armor.) Any armor that provides defense against attacks has a limited amount of durability to it. Clothing which has no defensive benefit does not have durability, but cannot protect the user physically.
  • Accessories: Any sort of worn item that isn’t necessarily clothing. (e.g., jewelry, a bag.) They have varying durability depending on the object.


Miscellaneous: Any sort of item that isn’t inherently a weapon or an article of clothing that fulfills some sort of function. This could include items such as:

  • Utility Items (Rope, Lighter)
  • Techology (Radio, Cellphone)
  • Novelty Items (Playing Cards, Musical Instruments)
  • Really anything that doesn’t fall into the category of weapon or equipment.


Consumables: Consumables are items that can be used once to achieve various effects. They cannot be created by player characters. Potential effects include:

  • Restoring health
  • Restoring aura
  • Activating a nen based ability (e.g., A scroll that creates a fireball, or protects you from a certain amount of damage.)


Prosthetic: If a limb is removed from your character, you can opt to purchase a prosthetic. These prosthetics can function as well, if not better than the limb it replaced. The actual prosthetic can range anywhere from being:

  • A peg-leg or hook hand
  • Cybernetic Limbs
  • Guido's weird top aesthetic


Item Ranks

Item Rankings: Every item has a rank assigned to it which is meant to outline the strength and quality of its craftsmanship. The ranks go as follows:

  • G - Shoddy: Objects of this rating barely stay together. Some might say you’d be better off just not having these sorts of items.
  • F - Standard: Simple objects typically made from cheap materials, resulting in acceptable though perhaps lackluster performance.
  • E - Fine: Crafted with a generous helping of workmanship and effort to deliver a satisfying level of performance.
  • D - Quality: Clearly an item of this level was made by a talented individual, these items are impressive.
  • C - Premium: The best that most have to offer, these items will perform their function at a very high level.
  • B - Exquisite: Splendid and elegant, an object of this class is considered to be the lovechild of exceptional performance and unmitigated beauty.
  • A - Masterwork: Assembled by the talents of master artisans, these impressive works are of a superior caliber.
  • S - Legendary: Storied artifacts whose impressive form are oft thought to be crafted with the power of divine beings.
  • R - Relic: Relic rated objects are antiquities that have been imbued with odd powers typically stemming from ancient Nen abilities. As such, they are considered to be in a class of their own.


Obtaining Items

Items can be obtained in many different ways, which are for the most part easily accessible! Here is a list of potential ways to obtain items for your character:

  • Buying them: There are many shops available to players where they can purchase items, and even commission personalized items. In addition to shops, one may also purchase items from players. These prices may be determined between the two parties involved. Note that some special items might have special restrictions on selling between players.
  • Earning them: Whether through participation in an event, or completing a unique mission, you have many opportunities to earn items without having to spend any Jenni on them.
  • Winning them: You might get lucky and obtain an item through chance - be on the lookout for any opportunities to test your luck and you might get rewarded.


Inventory

Though you may own any number of items, you may only bring a certain amount of items with you in character. The amount of items you can bring with you is based on their mass. Mass of an item is generally derived from its size and weight. It is important to note that prosthetics do not take up any mass. As a baseline, the numbers provided here will give a baseline for the amount of mass an item should have.

Size: How big an object is.

  • Pocket: Something you can fit in your pocket, such as a phone. Base Mass: 1
  • Small: Objects from the size of daggers up to something as large as your head. Base Mass: 2
  • Medium: Most weapons fall into this category. Base Mass: 3
  • Large: Larger weapons, and defensive armor fall into this category. Base Mass: 4
  • Huge: Something of unreasonably size, even bigger than a grown man. Base Mass: 5


Weight: How heavy an object is.

  • Light: An easy to carry object; something like a book, or a plastic pipe. Mass Multiplier: x1
  • Medium: Most items are in this category; think of regular swords, or a frying pan. Mass Multiplier: x2
  • Heavy: Objects with a greater heft; for instance an oversized sword, or a suit of metal plated armor. Mass Multiplier: x3


Carry Capacity: As mentioned above, the amount of strength your character has determines how much mass they can carry. Though mentioned in the player stats section of the rules, here they are reiterated:

  • G - 5
  • F - 10
  • E - 15
  • D - 20
  • C - 30
  • B - 40
  • A - 50



Item Use

Item Attributes

Items have different attributes, some universal, some specific, which allow them to function. Below is a list of these attributes, and how they are used in combat.

Damage: The amount of damage an item deals with attacks. Every item has the potential to deal damage, though non-combat items will generally not deal damage unless they are extremely high ranked. Damage ranges from G to SS. This damage is physical unless otherwise stated. It is important to note that:

  • Damage for Projectile Weapons with ammunition stands for the total amount of damage a bundle of ammunition deals. Ammunition is detailed in greater depth below.


Durability: The amount of damage an item can take before it breaks and becomes unusable. Every item has a durability, with defensive equipment generally having the most. Durability is expressed by an amount of damage equal to the amount that will break the weapon. This can be greater than SS, and will never be lower than F. There are two ways an item will take damage:

  • Nen: Nen attacks will always deal full damage to physical objects, unless otherwise stated. If the durability of an item is stronger than that of a nen ability, then it will take the full brunt of the damage from the attack - if not then the item is destroyed, and the attack keeps going with no reduction to power. Keep in mind that nen attacks with large areas can still potentially damage users - though a shield might be able to block a weak nen bullet, it won't do much to protect a user from a giant explosion.
  • Clashes: When two items clash together (for example, two swords) the one with the lower attack will take damage equal to the difference between its strength and the stronger item's strength. The stronger item takes no damage. This also applies to a character's physical stats, with the only difference that the player still takes half the damage dealt to the weapon.


Range: The effective range of an item - this applies to the reach of weapons. The maximum range of a melee weapon is 2m, though this depends on the specific weapon. Range for an extended reach weapon is anywhere from 5m to 25m, and the range of a projectile weapon will range from 25m to 150m. Depending on the item, a miscellaneous item can have any amount of range. These numbers are subject to fluctuation based on the specifics of the weapon. It is important to note that:

  • A melee ranged item can be thrown like an extended reach weapon with a range of 10m but will lose half their durability from it.
  • Extended Reach Weapons cannot be used to deal damage at melee range unless it is a mixed weapon.
  • Projectile Weapons deal halve damage when they are attacking from a distance over half their maximum range.


Speed: The speed at which an item's attack travels. This pertains to ranged weapons, as a melee weapon will travel at the same speed as its wielder. The speed of an extended range weapon can range from 5 m/s to 25 m/s. The speed of the projectile of a projectile weapon can range from 20 m/s to 70 m/s. These numbers are subject to fluctuation based on the specifics of the weapon. It is important to note that:

  • A thrown melee ranged item will travel at a speed of 10m/s.


Ammunition: If a weapon is either a thrown extended reach item with multiple components (throwing knives, for example) or a projectile weapon, it has ammunition. Ammunition is a separate item you need to carry with you in order to load your weapon (or be your weapon in the case of a thrown weapon) - once you load all the ammunition in one set, it is consumed. Ammunition is held in bundles - these bundles have a certain amount of ammunition, usually enough to completely reload a ranged item at least once. Damage dealt by your ranged weapon is divided into each individual piece of ammunition in your bundles of ammo. Ranged weapons will have a multiplier for their total damage based upon what sort of weapon they have in order to boost the total damage output, but it is important to note that each individual projectile cannot deal more damage than the damage stat of the weapon. This multiplier can range anywhere from .5x to 16x.

Clip Size: This stat only applies to projectile weapons. It refers to the maximum amount of ammo that can be loaded into a weapon at any given moment, and the amount of ammo that can be used before the user must reload. For example, a standard bow has a clip size of one, while a six-shooter pistol would have a clip size of six. A user may shoot and reload once per turn. Clip size starts at 1, and will generally range to a maximum of 64, though there could potentially be some weapons with even higher clip size.

Consumable Item Use

Consumable items, as mentioned earlier, are items that can generally be used once before being expended. Some might have more uses, but regardless, upon activating them they will begin to be expended. These items still have durability, and can be destroyed before they are used.

Depending on the item, there is a specific amount of posts it takes for an item to be fully used. The amount of posts can be 0 (instant) and can potentially go for long periods of time to fully charge a powerful ability.

The effects of consumable items can range wildly, and thus they will be explained in detail in the item's actual description. Consumable items cannot be custom created by players.

Prosthetic Use

Prosthetics, as detailed above, are items that can be purchased to replace lost limbs. They do not count as carried mass. Prosthetics can be used as minimum to replace lost hands and feet, and can replace at most entire individual arms and entire lower bodies (though you can still get individual legs). Prosthetics are custom made at the prosthetics shop, and have uniform stats depending on the rank the prosthetic is purchased at. Durability of a prosthetic is separate from the durability of the body, and is treated as an item in clashes. You get no benefit from your physical stats of damage and durability, but instead take the durability and damage of the prosthetic. If a prosthetic replaces a single leg, your movement speed is the same as your physical stats, but if both legs/entire lower body is destroyed you will move at a speed specified in the shop, based on the rank of your prosthetic.
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