AR G) Special Pricing

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NSRP
Posts: 1147
Joined: Sun Jan 31, 2010 7:00 pm

AR G) Special Pricing

Post by NSRP » Wed Aug 24, 2016 9:35 am

This topic will serve two purposes. While basic equipment can be found generally priced [Here], uniquely built and defined weapons can be a little more difficult to get worked out. In this topic, we'll list two things: weapon parts or concepts, that you can add to weapons or equipment, knowing the general idea of how much it will increase the price, and pre-priced weapons with their descriptions listed with them, so you can put them directly on the app without it having to be priced by the staff.

Example ItemsShow
ItemDescriptionPrice
Gas MaskA basic mask worn on the face, the mask has two canisters that attach to a breathing apparatus. The canisters contain a compound made up primarily of charcoal, allowing it to filter out ambient chemicals in the air aside from oxygen. This protects the wearer against airborne particulates that may effect breathing patterns or have otherwise derogatory effect against the wearer.80 points
RebreatherA basic hand held rebreather, the wearer can place it against their mouth, with a small nozzle they place their lips around. An apparatus covers their nose, and seals against the mouth, filtering out CO2 when the wearer exhales. By inhaling, the rebreather filters water out to purify it into oxygen for breathing. This rebreather is mechanical.75 points
Rebreather: Fuuinjutsu A basic hand held rebreather, the wearer can place it against their mouth, with a small nozzle they place their lips around. An apparatus covers their nose, and seals against the mouth, filtering out CO2 when the wearer exhales. By inhaling, the rebreather filters water out to purify it into oxygen for breathing. This rebreather operates via a pair of fuuinjutsu, one visible externally and one internal on the nozzle.50 points
Binoculars A single eye lens that can be adjusted to zoom in and out, allowing the wearer to see distances at 20/20 view. Comes in iternations of 50m (50m, 100m, 150m, 200m).10 points p/50m

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User avatar
NSRP
Posts: 1147
Joined: Sun Jan 31, 2010 7:00 pm

Special Pricing

Post by NSRP » Sun Oct 13, 2019 5:55 pm

Weapons Pricing While many weapons are standardized in their cost, shinobi are a creative kind, and tend to carry weapons that stray from generic and can be very unique. As such, we have to have a way of pricing all sorts of different weapons, equipment, and items that a shinobi would use. We use a relatively simplistic pricing system in order to determine the price of a weapon. Be wary, though, as weapons become more complex, their price can increase by large margins.

Costs & Material

The base cost of equipment is always its structure. Below is a short table of the various types of items and equipment that are built off of. While this table is not all encompassing, it covers many things that can act as an “umbrella” for equipment that may not be listed. For example, a a forearm shield is not listed on this table, but a shield and an armored sleeve are listed at 3 ryo and 10 ryo respectively, so you can gather a forearm shield would be 3 ryo (for the shield) + 5 ryo (for half an armored sleeve set), for a total of 8 ryo. Additionally, while a mace isn’t listed, a sword is at 3 ryo and these sit in a similar class, likewise, a Great Axe is not listed but would be considered the same class as a War Hammer for 10 ryo. Staff can always help in pricing base costs for equipment that may be unclear. Armor has a flat +75 ryo per piece if one wishes it to have the 2.5x Defensive jutsu bonus and needs to be made of a suitable material for its strength. A 10 Str cloak is fine but a 50 Str cloak is not.
Equipment ItemCost
Helmet* 10 Ryo
Chest Plate* 20 ryo
Armored Sleeve* 10 Ryo
Gauntlets* 5 Ryo
Armored Greaves* 10 Ryo
Sword 3 Ryo

Round Shield
3 Ryo
Tower Shield 5 Ryo
War Hammer 10 ryo
Staff 3 Ryo
Long Bow 10 Ryo
Chains 3 Ryo per 10m

Chakram
1 Ryo per

Grappling Hook
3 Ryo per 10m
Puppet Skeleton 15 ryo
*Note: Armor must all be bought as separate pieces, meaning effects across an entire armor set must be paid for on each composite piece. Armor for arms, legs, hands, etc come in pairs for obvious reasons, meaning the price can be cut in half if only a left sleeve is being purchased for example. All armor pieces purchased has an automatic 10 [Strength] built into them. This is the base strength, so for example if you were to get your strength to 50 you would only need to pay for 40 stats to get there.

Stat Cost & Requirement

Once you have a piece of equipment, it will typically need some sort of stat. A piece of armor will need a strength it can defend against, a sword may provide additional puncturing power due to its sharpness, where-as a club may do additional blunt damage against unarmored targets, and perhaps your magic knives fly forward on their own at a specific speed and strength. Regardless, these stats have to be paid for.

The cost for 1 stat is 1/2x the stat value. Meaning a piece of armor with 25 Strength would cost 13 Ryo. The cost for a 2nd stat is 1x the stat value (and a 3rd stat 2x, and so on).

Weapons require Strength equal to 2/3rds of its Strength to properly wield it and Armor requires Endurance equal to 2/3rds of its Strength to wear with ease. Using either without the appropriate stat requirement will cause a debuff. A Speed debuff will occur when wielding Weapons without the proper Strength and a Strength debuff will occur when wearing Armor without the proper Endurance. These debuffs will be equal to half the difference of the required Strength of the weapon or armor, per weapon or armor piece.
StatMultiplier
First 1/2x
Second 1x
Third 2x
Jutsu Cost

Unless the effect of the equipment is relatively simplistic (a sword with 30 strength, for example) the effect has to be “mapped” to a jutsu, then is paid for at 4x the cost for the first jutsu. This allows the price of a weapon to be built off of the existing scaffolding of our robust jutsu system, rather than using a separate set up. For example, if a sword has a unique blade that disables healing factors, requiring wounds created by it to be healed by iijutsu, that would be an A-rank jutsu. Meaning it would be an additional 40 Ryo. Each additional effect increases these multipliers by one, and they are priced in order of jutsu rank. Meaning if the aforementioned sword also shot out fireballs at 25 speed and strength, that’s a relatively simple C-rank jutsu. Thus, the C-rank would be x4, and the previous A-rank would be x5 (for a total of 74 ryo). Increasing the strength of a jutsu effect requires only paying the difference between the current rank and the new rank.
EffectMultiplier
1st 4x
2nd 5x
3rd 6x
4th 7x

Below are a couple of examples and a breakdown of their cost.
Quote:
Archangels’ Sword
A standard katana, this sword has 40 Strength, allowing it to endure the vast majority of strikes meant to break it. A holy sword gifted by an angel, this sword produces flames that can be thrown in 5m wide arcs when the blade is swung. Additionally, burns cause by these flames, and injuries caused by cuts from this blade, cannot be healed via regeneration abilities or enhanced stamina, requiring actual iijutsu to be healed.

Katana: 3 ryo
40 strength: 20 ryo
C-rank flame arcs: 30 ryo
B-rank anti-regen burns: 48 ryo.
A-rank anti-regen cuts: 70 ryo.
Total: 171 ryo.
Quote:
Power Fists
Gloves with chakra tempered fibers woven into them; these gloves greatly enhance the user’s strength when chakra is charged into them. The intent of these gloves is to break through armor, allowing the user to break through armored opponents faster. When charged with chakra and used against any sort of armor, or defensive barrier, these gloves grant the user +10 in strength.

Gloves (Gauntlets) : 5 ryo
+10 Strength : 5 ryo
B-rank stat boost: 40 ryo
Total: 50 ryo
A few notes:
  • Weapons with chakra based effects require chakra to use. Additionally, because the weapon is acting as a conduit, it requires slightly more chakra. For effects that you do have the concentration for, the cost is slightly increased to 1.25x amount you would normally spend. If the effect is for a concentration you do not have, it is 1.5x the amount you would normally spend.

Puppets Puppets follow this same system for pricing. One should pay for a base puppet frame, then can use this system to price the various abilities and equipment the puppet carries. However, as a benefit to puppets they do not pay for increased multipliers on effects, and their multipliers for both stats and effects start lower. This means each additional effect, and the stats for that effect, always come at 4x for the jutsu cost and starts at 1/2x for the stat cost. However, in order to avoid everyone simply classifying their weapons as puppets, puppets must be controlled through a specific puppeteering concentration. This means a puppet is rendered inert if not being controlled through a specific jutsu style intended to manipulate it, and one cannot simply carry a “puppet” in order to reap the cost benefits.

Puppets can be produced via [Weapons Crafting] and [Weapons Enchanting] jutsu.

How Many Puppets Do You Have

Due to the price and complexity of constructing puppets, individuals are typically limited to a certain number of puppets based on their rank. For balance reasons, we also do this to ensure that low ranked puppeteers can’t simply overwhelm their opponents with an unfair advantage. Below are two tables detailing how many puppets an individual can have, and the maximum rank of those puppets. While the second table is based off Control, if you are using another stat to use puppets the table will apply to that stat instead.
Maximum Puppets Owned Per Rank
RankMaximum Puppets
D4
C6
B8
A10
SUnlimited
How Many Puppets You Can Control
The number of puppets you can control is typically based off the control stat. The higher your control is, the more effective you are at controlling the chakra strings, allowing you to move the strings around faster. Below is a chart detailing the number of puppets you can control based on your control, however you may instead base the control of your puppets on an entirely different stat that makes sense for the method of controlling the puppet. Any puppet controlled by an alternative stat still follow the rules of the table below.
Control Limits for Puppeteers
Control RequiredNumber of Puppets
51
103
205
307
4010
5012
Note: If the stat used to control the puppet is any of the physical stats such as Strength or Speed then the concentration used will be a Taijutsu Concentration rather than the traditional Ninjutsu Concentration.

Miscellaneous Rules for Puppetry
  • All puppetry jutsu, unless otherwise stated are Control vs Strength when met with resistance. If a puppeteer tries to grab a rock, and another shinobi grabs it as well, its the Puppeteers Control vs the other shinobi’s Strength to determine who wins out.
  • Henchmen cannot be puppeteers
  • Puppeteers are affected by jutsu they receive through senses channeled through their puppets. In the case of puppet body humans this means they can only be hit by genjutsu activated through their active senses (typically sight and sound).
Poisons
Poisons work on a similar pricing scale to special weapons. Rather than having a cost for complexity and utility, poisons have costs for mode of transportation. They, like special weapons, must have an appropriately ranked weapon jutsu to describe the effects of the poison which also cost three times as much as regular jutsu.
Mode of Transportation
  • Coating - Coatings are able to be spread onto items, or directly onto target, and absorbed through the skin to elicit an effect. Coatings can be moderately difficult to apply because they must come in contact directly with skin. Coatings take [1 Post] in order to take effect. - 5 Points
  • Ingestion - Some sort of solid pill in various forms, Ingestion poisons are difficult to use because they must be consumed by the target. They take effect when they break down in the stomach. Ingestion poisons take [3 Posts] in order to take effect. Ingesting another pill decreases the amount of time a poison onsets by 1 post. - 3 Points
  • Gas - Arguably the most dangerous type of poisons, Gaseous or Aerosol poisons take effect through inhalation. By being absorbed through the lungs, they are spread to the blood and rapidly pushed through the body. - 10 Points
Modes of transmissions can be added on top of each other at a cost of double their added cost. For example, a poison which could be applied by Coating and Ingestion would add 16 points to the cost. The last component to poison pricing is mod discretion. Mods can add or remove points to a poison's price based on the amount of the poison being bought.
Last edited by Texas on Wed Nov 29, 2023 11:04 am, edited 2 times in total.
Reason: Add 2 sentences about regarding base strength

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