A Resident Evil Roleplay forum that allows you to take the role of one of the men and women tasked with destroying the forces unleashed by Umbrella and the like, or the role of one of their vile creations. Lives are at stake, will they lose them to the vi |
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| Item Bunker | |
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Agent Admin Admin
Posts : 26 Join date : 2010-03-27
Character Data Hitpoints: (20/20) Action Points: (50/50)
| Subject: Item Bunker Thu Apr 01, 2010 9:15 pm | |
| Without being properly equipped, your odds of surviving in the Resident Evil universe is incredibly low, thus your inventory becomes a vital part of your character. A character can hold as much equipment as would they would logically be capable of, and the character template will ask for the location of all your inventory items. The main aim of this guide is to familiarize you with the templates that items and weapons come in and the site provided inventory. The cost section of the template is not to be filled on by members if they are applying for a custom item or weapon, and it does not need to be copied onto your applications or information, it has no in-game purpose besides its monetary cost. Those of you who are familiar with internet memes may know of one that is well suited to the site and the current topic, and it may help you to envision it while you're picking out what goes where and how you intend to make use of it with your character: - Spoiler:
With that all out of the way, here are the templates for the site: Weapon Template - Code:
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[color=green][b]Name:[/b][/color] (The name of the firearm) [color=green][b]Letter:[/b][/color] (Base of E) [color=green][b]Special:[/b][/color] (Any special information about the weapon such as unusual actions taken to reload, special damage type, etc.) [color=green][b]Description:[/b][/color] (What it looks like, clip size, damage, ammunition taken, etc.)
Item Template - Code:
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[color=green][b]Name:[/b][/color] (The name of the item) [color=green][b]Quantity:[/b][/color] (How many of the item is owned, or bought) [color=green][b]Description:[/b][/color] (What does the item does when it is used, how is it used, how long does it take, does it have sub uses, can it be re-used, ect.)
Other Weapon - Code:
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[color=green][b]Name:[/b][/color] (The name of the weapon) [color=green][b]Letter:[/b][/color] (Base of E) [color=green][b]Special:[/b][/color] (Any special information about the weapon such as unusual actions taken to reload, special damage type, etc.) [color=green][b]Description:[/b][/color] (What it looks like, size, primary use, sub use, etc.)
Last edited by Agent Admin on Sat Apr 03, 2010 10:09 pm; edited 3 times in total | |
| | | Agent Admin Admin
Posts : 26 Join date : 2010-03-27
Character Data Hitpoints: (20/20) Action Points: (50/50)
| Subject: Re: Item Bunker Fri Apr 02, 2010 11:27 am | |
| Many of you are probably curious about the letter system, and may have seen it mentioned in the skills guide. The letter and upgrade system is a way to build up attachment to your weapons and prevent you from continually having to throw out old weapons in favor of newer ones, rather, you can continually increase the strength of a weapon through upgrading it. Now, you need the appropriate skill to upgrade a weapon, or you need access to somebody with the appropriate skill, or you can purchase upgrades yourself. Having the skills to upgrade a weapon halves the cost of each upgrade, so there is still a monetary cost involved with upgrades even if you have the ability to do so.
When a weapon is purchased from the shop, it has a letter of E. The letters that are available, from lowest to highest are: E, D, C, B, A, and S. Each letter has an increasing cost and each letter has a few options about how to upgrade the weapon being upgraded to that letter.
D ($1,000) Ammo: Add +1 to ammo held in firearm. Damage: Add +1 to damage dealt by each bullet from a firearm, or to each attack by a melee weapon. Ammo Type: Enables the usage of a second type of ammunition. Special: Allows for a weak special ability.
C: ($5,000) Ammo: Add +1 to ammo held in firearm. Damage: Add +1 to damage dealt by each bullet from a firearm, or to each attack by a melee weapon. Ammo Type: Enables the usage of an additional type of ammunition. Special: Allows for a weak special ability.
B: ($10,000) Ammo: Add +2 to ammo held in firearm. Damage: Add +2 to damage dealt by each bullet from a firearm, or to each attack by a melee weapon. Ammo Type: Enables the usage of two types of ammunition in one clip. Special: Allows for an average special ability.
A: ($15,000) Ammo: Add +2 to ammo held in firearm. Damage: Add +2 to damage dealt by each bullet from a firearm, or to each attack by a melee weapon. Ammo Type: Enables the usage of three types of ammunition in one clip. Special: Allows for an average special ability.
S: ($25,000) Ammo: Add +3 to ammo held in firearm. Damage: Add +3 to damage dealt by each bullet from a firearm, or to each attack by a melee weapon. Ammo Type: Enables the usage of any type of ammunition. Special: Allows for a powerful special ability. | |
| | | Agent Admin Admin
Posts : 26 Join date : 2010-03-27
Character Data Hitpoints: (20/20) Action Points: (50/50)
| Subject: Re: Item Bunker Fri Apr 02, 2010 1:48 pm | |
| Handguns- Spoiler:
$500 Name: Glock Letter: E Special: +5 Dex to attacks Description: A popular handgun that sees use by many people due to its strength, size, and availability. The glock is a sleek, solid, typically black, handgun that takes handgun ammo and holds 10 rounds, the weapon being easily reloaded with a magazine of bullets. The glock deals 5 damage.
$500 Name: Red 9 Letter: E Special: +5 Dex to attacks, cannot be reloaded until all bullets are used Description: An unusual handgun with a very western feel to it, the Red 9's wooden finish and distinctively long and thin barrel make it one of the more unique forms of the Mauser line. The Red 9 takes regular handgun bullets but packs quite a bit more force than some other handguns and holds less ammo. The Red 9 holds only 7 rounds and deals 8 damage per shot.
$700 Name: Samurai Edge Letter: E Special: +5 Dex to attacks, STARS Only, Special upgrade only Description: A weapon designed solely for the use of STARS agents with a very specific build, to the point that the weapon cannot be modified in its firepower, ammo holding, or other features beyond special modifications. The Samurai Edge takes handgun ammo, hold 13 such bullets, and deals 4 damage per shot.
$500 Name: Colt Letter: E Special: +3 Dex to attacks Description: Another common weapon designed for military usage though it has since become more common place. The colt has little appearance difference between it and other handguns, though it does have a covered barrel, and takes regular handgun bullets. The colt can hold 10 bullets and deals 6 damage per shot.
Shotgun- Spoiler:
$1200 Name: Remington Shotgun Letter: E Special: +3 Dex to attacks, 15ft spread shot Description: A common 12 gauge shotgun with a wooden finish, its appearance is that of a generic shotgun and it is fact one of the most basic forms available in the Resident Evil universe. This type of shotgun holds 18 bullets, requires 2 AP to fire, requires a full post to reload, takes shotgun pellets, and deals 12 damage within 5ft of the shooter, 8 within 10ft, and 5 within 15ft.
$1200 Name: Assault Shotgun Letter: E Special: +3 Dex to attacks, 10ft spread shot Description: A popular shotgun with a sleek metal finish and a leg for holding the gun with more precise aim. The assault shotgun holds 12 bullets, requires 2 AP to fire, requires a full post to reload, takes shotgun pellets, and deals 15 damage within 5ft of the shooter, and 10 damage within 10ft.
$1300 Name: Striker Letter: E Special: +1 Dex to attacks, 10ft spread shot Description: Probably the most unusual of all the shotguns available, the striker has a rotating bullet cylinder to hold ammunition, enabling it to hold a large amount and fire much faster than other shotguns. This type of shotgun holds 25 bullets, requires 1 AP to fire, requires a full post to reload, takes shotgun pellets, and deals 6 damage within 5ft of the shooter, and 3 within 10ft.
Rifles- Spoiler:
$800 Name: Bolt-action Rifle Letter: E Special: Takes a full post to reload, consumes 1 AP per shot, +3 Dex Description: A bolt action rifle is one of the most basic forms of rifle which requires a lever to be pulled in order to prepare for each shot. Bolt action rifles usually come in a chrome silver and take rifle rounds, but are only able to hold a single shot at a time. The bolt action rifle can scope in and target accurately up to 250ft and deals 8 damage.
$1700 Name: Semi-Automatic Rifle Letter: E Special: Takes a full post to reload, consumes 1 AP per shot, +5 Dex Description: A more advanced form of rifle which lacks some of the flaws of the bolt action while maintaining its positive aspects and is able to fire in quick succession as well. The semi-automatic rifle can hold up to 10 shots, aim accurately up to 250ft, and deals 10 damage per shot.
$2200 Name: Sniper Rifle Letter: E Special: Takes two posts to reload (consuming the appropriate AP each post), consumes 1 AP per shot, +5 Dex Description: One of the most infamous weapons in modern combat, the sniper rifle is a sleek killing machine with a long barrel and powerful shot which has been known to clear the skull with ease over long distances. A sniper rifle comes with fold-able legs that enable it to be mounted for greater control and precision (bringing the firing AP cost back down to .5 AP), holds only one bullet at a time, and deals 15 points of damage. The sniper rifle can accurately aim within 750ft with the use of its attached scope.
Launchers- Spoiler:
$2,500 Name: Mine Thrower Letter: E Special: Deals damage on second post after firing, full post reload, 2 AP to fire, +2 Dex Description: A very unique weapon that takes the form of an engine-like block attached to a handle with a circular opening at its end. Cases of special mine darts are loaded into it by pulling up the engine bit, opening it up to reveal its internal ammo holdings. The mine thrower fires out mine darts, concentrated explosives, that stick into an opponent and then detonate a few seconds afterwards. Mine darts are almost impossible to remove due to their fast detonation and sticking force, and once they detonate, though the explosion is comparatively small to other explosions, it deals heavy damage. A detonating mine dart can only harm other subjects within a few feet of the dart itself, and deals 20 damage.
$2,100 Name: Flamethrower Letter: E Special: No reload, full post usage, consumes 1 AP per post Description: A classic weapon that basically resembles a rifle with a few extra tubes and a storage container underneath the barrel. There is one key difference however, one of them shoots bullets, and one of them shoots 10ft of streaming flame that inflicts 8 points of damage on anything in its path and inflicts 3 points of damage the post afterwards as the flames burn on before dying out. The flamethrower consumes one third of a canister of fuel each post and cannot be reloaded in a topic, since it takes far too much time and carries too many risks. The flames are ejected the whole post and no other action can be taken during those posts besides moving the flamethrower and firing it.
$3,000 Name: Rocket Launcher Letter: - Special: Cannot upgrade, full post fire, full post reload, +10 Dex Description: An iconic weapon whose fire power is unparalleled and whose shape and appearance is far beyond the need for explanation. The rocket launcher must be equipped with a rocket and unlike normal weapons is not assumed to be loaded upon pulling it out. The rocket launcher fires out a projectile missile that deals 30 damage to those it hits, along with 25 damage to those within 5ft of the target, 15 within 10ft, an 5 within 25ft. The rocket launcher ejects a large empty shell after firing.
$300 Name: Dart Launcher Letter: E Special: Can carry viruses or parasites and infect upon drawing blood, assuming the virus is naturally able to do so, .5 AP reload Description: A tribal weapon that is used mostly by persons without access to higher levels of technology, though some have found it a note-worthy weapon. A dart can be contaminated with a viral sample and infect those it hits, consuming the sample as it does this. The darts fired out of the long narrow tube that is a dart launcher deals only one point of damage.
Firearm-Related Equipment- Spoiler:
$250 Name: Scope Quantity: x1 Description: A basic scope that can be attached to any firearm. The scope typically clips onto the top of a firearm, being easily knocked off if the weapon is struck, and provides +1 Dex to any attack from that firearm that is performed with it attached. Can only provide this benefit to weapons that would naturally be more accurate with a scope.
$750 Name: Laser Sight Quantity: x1 Description: A laser sight that can be attached to a firearm via clip or can be installed into a weapon as a weak special ability. The laser sight can be knocked off if the weapon is struck and it is clipped on. While attached all shots with the firearm it is equipped to receive a +2 Dex bonus. Can only provide this benefit to weapons that would naturally be more accurate with a scope.
$600 Name: Bayonet Topper Quantity: x1 Description: A metal blade which is strapped onto the top of a weapon that enables it to be used to slash or stab an opponent in close range for 2 damage, considered a melee attack. The bayonet can be damaged individually and destroyed without destroying the gun if so desired.
Ammunition- Spoiler:
$100 Name: Handgun Ammo Quantity: x25 Description: Basic handgun ammo that comes in individual bullets that must be loaded into a firearm to be useful in most cases. Handgun ammo does not have it owns damage value, rather it relies on the damage value of the gun it is fired from.
$300 Name: Magnum Ammo Quantity: x25 Description: Ammo that is closely related to handgun ammo, but much more powerful. While some guns require magnum ammo, it may be used in place of handgun ammo (assuming the gun accepts magnum ammo) and it provides a +2 damage bonus to the gun when used over handgun ammunition.
$150 Name: Shotgun Ammo Quantity: x25 Description: Ammunition that is larger than standard handgun ammo and constructed for the purpose of shotgun usage. If used in a modified handgun that is capable of using shotgun shells, then a 10ft burst dealing half the damage of a normal shot is granted and those within 5ft take standard damage.
$800 Name: Mine Darts Quantity: x10 Description: A dart sharped high-powered explosive that is fired out of a specifically built launcher. Mine darts come in a small container that houses ten such bullets per case and cannot be detonated separately without the use of the appropriate weapon.
$1,000 Name: Rocket Quantity: x1 Description: A classic ammunition to the infamous rocket launcher, this high-powered explosive tube can be used with its appropriate launcher to cause a great deal of damage not only to the target but to the area surrounding them. Rockets are one of the most expensive forms of ammunition.
$800 Name: Flamethrower Fuel Quantity: x1 Description: A canister of fuel that is poured into the body of a flamethrowing weapon and provides it with the combustible materials that enable it to function. Flamethrower fuel can also be poured onto things and make them highly flammable. Bullets shot at covered items instantly ignite dealing one damage every post for three posts and five damage on ignition. Throwing fuel on something consumes half the canister.
$75 Name: Darts Quantity: x25 Description: Simple feathered tribal darts that can be loaded into a dart launcher and used to attack opponents. Darts have little stopping or firepower but they make up for this in their silent movement and relative ease of carrying as compared to heavier metal bullets. A dart can be thrown as a projectile weapon for 2 damage.
$50 Name: Bolts Quantity: x25 Description: Metal bolts, small sticks with a tip, that are used by crossbows as ammunition. Bolts and crossbows were the predecessor of the bow and arrow but take a substantial amount of time to properly fit to a crossbow, making them much less favored.
$75 Name: Arrows Quantity: x25 Description: A standard ammunition type used by bows taking the form of a wooden shaft with a metal arrow-head. Bows are larger than most other forms of ammunition and thus require special room and care, usually a quiver, in order to have handy for combat.
+$500 Name: Incendiary Ammo Quantity: x25 Description: This type of ammunition comes in all varieties (excluding mine dart, flamethrower fuel, darts, and rocket launcher), and explodes into flames when fired out of a weapon. Incendiary ammo causes a 5ft burst of fire that deals 1 damage every post for three posts while the opponent catches ablaze and it slowly burns out. Endurance is lowered by 5 while on fire.
+$500 Name: Shrapnel Ammo Quantity: x25 Description: This type of ammunition comes in all varieties (excluding mine dart, flamethrower fuel, darts, and rocket launcher),and explodes into a burst of metal shards when fired. These metal shards deal 2 damage in a 10ft burst outside of the initial range of fire from the weapon it is fired out of unless the weapon already possesses a burst of 10ft or larger, in which cause the damage from shrapnel simply stacks with previous damage values.
+$600 Name: Ricochet Ammo Quantity: x25 Description: This type of ammunition comes in all varieties (excluding mine dart, flamethrower fuel, darts, and rocket launcher), and bounces about when it is fired being made of a special metal that enables the refraction of the bullet off surfaces. The bullet is specifically used to puncture skulls and then bounce around the skull, instantly killing most targets, but the bullet can bounce off external sources a few times and hit more opponents than usual within a 10ft radius of the initial shot.
+$800 Name: Piercing Ammo Quantity: x25 Description: This type of ammunition comes in all varieties (excluding mine dart, flamethrower fuel, darts, and rocket launcher), and is able to penetrate through armor and hide as if it were paper. Piercing ammunition ignores armor and Endurance when dealing damage to an opponent.
Melee Weapons- Spoiler:
$250 Name: Combat Knife Letter: E Special: Attacks consume only .5 AP and can be switched out for with no AP cost Description: A bladed weapon with a wooden, plastic, or metal grip that is often decorated to suit the user's taste. The blade is only 4 inches in length and is used only in close combat situations, though may persons carry a knife due its versatility for purposes beyond damaging opponents. A knife only deals a single point of damage.
$200 Name: Studded Glove Letter: E Special: Attacks consume only .5 AP Description: A glove that fits over the hand which has studded metal bits on the knuckles and enables a more powerful punch with the fist. The studded glove can be considered an unarmed attack for the purpose of skills and deals 3 damage.
$500 Name: Fire Axe Letter: E Special: Can severe limbs by using 3 AP to perform a more powerful strike, target must have less than 10 Endurance to successfully separate the limb. For every additional AP used, the Endurance allowed increases by 5 points. Description: A standard firemen's axe that has been converted to a combat use by strengthening the metal and adding a diamond edge. Fireaxes can be used to easily tear apart furniture, and doors as is more common, and can be prove to be a trust worthy weapon for cleaving enemies. The fire axe has the standard red coloration and wooden handle and deals 3 damage.
$350 Name: Crowbar Letter: E Special: Ignores armor when attacking Description: A standard crowbar used to not only open up crates but open up enemy skulls. A crowbar is capable of going through even the tougher of infected hides or body armor, still striking with a heavy force due to its design and force applied when using it. The crowbar deals 2 damage.
$150 Name: Wrench Letter: E Special: Can be thrown as a projectile weapon Description: The trusty aid of most mechanics, the wrench is not usually the weapon one would associate with a combat situation, but since it is common to have, it often finds itself in one despite its initial purpose. A wrench deals 3 damage when used for melee and 2 damage if thrown.
Ranged Weapons- Spoiler:
$500 Name: Flash Grenade Quantity: x3 Description: A blue cased grenade which is lobbed at enemies as a projectile weapon, requiring a full post to use, that emits a blinding burst of light. The light blinds opponents for two posts and is extremely effective against Plagas, immediately destroying an exposed plagas and the creature it inhabits, or just the plagas if it separates from its host. This occurs in a 15ft burst from the thrown location.
$500 Name: Incendiary Grenade Quantity: x3 Description: A red case grenade which is lobbed at enemies as a projectile weapon, requiring a full post to use, that explodes into a wall of flame. The flames erupt and incinerate things within 10ft of the grenade, dealing five damage and causing one damage every post for three posts as the flames linger. The fire forms a wall where it is thrown, barring opponents from moving closer to thrower within suffering three damage for moving through the flames.
$500 Name: Explosive Grenade Quantity: x3 Description: A green cased grenade which is lobbed at enemies as a projectile weapon, requiring a full post to use, that bursts into a small-scale explosion. The grenade detonates into a burst that sends out flames and shrapnel which deals 6 damage to everything in a 10ft radius around the explosive.
$700 Name: Land Mine Quantity: x3 Description: An explosive that is triggered through pressure that sparks and ignites it. Landmines are commonly used to protect certain check points but have minimal use in the heat of combat. A landmine takes a full minute to set (10 posts) and when stepped on, deals 15 damage to those within 5ft of the triggered mine.
$800 Name: Military Crossbow Letter: E Special: Full-post reload, 2 AP reload, +1 Dex, +3 Str Description: A military crossbow is a sleek black crossbow, with the modern addition of a trigger (though the string must be pulled back for .5 AP each shot, can be done multiple times a post) designed with to hold clips of 15 bolts at once and be able to fire them off in succession. Reloading a crossbow, however, is a difficulty procedure, and takes more time and energy than reloading a gun. A crossbow deals 5 damage.
$1100 Name: Military Bow Letter: E Special: .5 AP reload, +1 Dex, +2 Str Description: A compound bow with all the usual features such as held draw and an installed scope for better aim. The military bow is typically a solid black and has rubber grips for the better comfort, along with the standard bow features it is unusually large and is 5ft in length from top to bottom. The military bow holds only one arrow at a time, consumes 1 AP to fire, and deals 2 damage.
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