Boku no Hero: Justice Forever

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» Technique And Moveset Template
Item Guide Icon_minitime1Sun Aug 19, 2018 3:37 am by Cunga Bunga

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Item Guide Icon_minitime1Sun Aug 19, 2018 1:25 am by Cunga Bunga

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Item Guide Icon_minitime1Sun Aug 19, 2018 12:46 am by Cunga Bunga


    Item Guide

    Cunga Bunga
    Cunga Bunga


    Posts : 21
    Credits : 31
    Join date : 2018-08-16

    Item Guide Empty Item Guide

    Post by Cunga Bunga Fri Aug 17, 2018 6:56 pm

    One of the key prospects of becoming an effective hero or dangerous villain is being prepared. Sure you might be strong and have one of the stronger Quirks, but those won't always be enough to save yourself. What if your Quirk is useless against a certain person? Or what if you get hit by someone whose strength is astronomically higher than your durability. What if you need to call for back-up? This is where items come in, being an answer to all of those questions. There are three types of items:


    • Weapons - Essentially anything designed to cause damage. Can be as simple as a metal chain to as elaborate as a firearm.

    • Armor - Items that grant a certain amount of protection to you. Prime examples being things like bullet-proof vests or actual metal armor.

    • Support - These are items that grant supplementary effects that don't fit in either of the two previous categories. Walkie-talkies and binoculars come to mind.


    There is also specialized gear that available to heroes, villains, and quirkless alike. These, however, will be discussed in detail in another thread. With that out of the way, let's move on to prices. Item prices are set in a range, determined by item's rank. From least to greatest, they are as follows:


    • E-Rank: 250 - 500 credits
    • D-Rank: 500 - 1000 credits
    • C-Rank: 1000 - 2000 credits
    • B-Rank: 2000 - 4000 credits
    • A-Rank: 4000 - 8000 credits
    • S-Rank: 8000 and up


    Credits can be earned in various ways, though the main two are mission turn-ins and thread submission. Missions, unless specified otherwise, will always grant credits. Thread submissions, on the other hand, are subject to staff and their evaluation. Pay can range greatly depending on the quality of the thread. More on this can be found in the other guides in this forum.

    Going back to items, their letter rank determines what they can do. Weapon damage is based on the weapon's actual rank. So a E-Rank dagger will do that much damage and so on. Armor, and weapon durability for that matter, are a bit different. Generally, durability for both is as follows.

    • Weapons and Armor can take two hits from a skill or weapon one rank above its own before breaking
    • Weapons and Armor can take one hit from a weapon or skill two ranks above its own before breaking
    • Weapons and Armor can take four hits from a weapon or skill that’s the same rank before breaking
    • Weapons and Armor can take six hits from a weapon or skill that’s one rank lower before breaking

    Attacks that are two ranks below the item's own rank are completely negated. Should they break, however, they can repaired for a price. Items that come in bundles, such as throwing knives or ammunition, refill at the start of every thread.

    Regarding firearms, the general consensus is this.

    • Small firearms such as pistols fire at a speed 2 ranks higher than its own rank, but causes damage that is -1 rank lower to its own.
    • Medium firearms such as rifles fire speed is the rank as its own. Damage, however, is +1 rank.
    • Large firearms' speed is -2 ranks from its own rank, but damage is +2.

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