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World Building Contest; Event 5

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.: World Building Contest; Event 5 :.
Armor Attributes!
 

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Hello NA!
 
That's right, the World Building Contest is back! This time we are going a bit of a different route with this and instead of a location or techniques, we're going to be looking at expanding our Armor Attributes! As normal, please follow the design constraints below and if you have any questions at all check out this thread for more information!

 

For this contest we encourage you to create Armor Attributes that are general use and could be purchased by anyone. However, we recognize that Armor Attributes have a narrow design space (as you see there aren't many on the main site). As such, we encourage players to not be discouraged if some designs are narrow and would only be considered by a small fraction of characters to support specific strategies. 

Design Constraints:
- Must be an Armor Attribute, no Special Abilities.
- This contest will end on Saturday March 23 at 11:59pm EST.
 
General Rules:
- Post your submission in this thread.
- Do not post anything except submissions in this thread.
- Members may submit as many submissions as they want.
- All staff members may participate (except myself). 
- Prizes will be given out to the top three of my choosing, though the multiple entrees may be added to the main site depending on the quality of the content submitted!
 
 

Reward: $200 for a character of your choosing

Discussion Thread: Right here!

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Armor Type: Any

Attribute Name: Anti-Bruise
Effect: Your armor has been created of a strong metal plating or other similar material that resists most physical damage...
When afflicted by the status effect 'Bruised' the amplified damage to the wearer is reduced by 5x% per turn where 'x' is equivalent to the total rank of this attribute affecting the wearer, and cannot be reduced more than 10%. May be purchased two (2) times. May not stack with other instances of 'Anti-Bruise.'
Effect Costs: 両100 per Rank

 

Armor Type: Body or Shins Only

Attribute Name: Weightless Armor

Effect: Your armor, for some reason, whether it be made of finely woven chakra, or some high-tech low-density metal, has near-weightless aspects to it. No matter how much of it you put on, it seems like it doesn't weigh you down at all...

When afflicted by the status effect 'Haste' the user gains an extra 5x% speed to their speed stat, 'X' being the user's rank in this skill. May not exceed two ranks. May not stack with other instances of 'Weightless Armor.'

Effect Cost:  両125 Per rank

 

Armor Type: Body Only

Attribute Name: Jutted Armor

Description: Yes! I've managed to land a hit! But wait ... why is my fist bleeding?! Are these ... SPIKES?!

Effect: When this user receives an unarmed Taijutsu attack, whether it be a basic, or technique, the opponent who caused said damage will receive 10% bleeding damage on the following turn. Effects may not stack with other instances of 'Jutted armor.'

Cost: 両200 

 

Armor Type: All

Attribute Name: Break-Resistance.

Description: Your armor goes the distance! Whereas others would break, it takes much more for yours to shatter. Even if it is weakened beyond repair.

Effect: This armor gains an extra turn, per rank in this attribute to last after any attack that would surely 'destroy' it. May not exceed three (3) Ranks. This effect may not be stacked from other instances of 'Break-Resistance.' The item is still destroyed after the battle. 

Cost: 両200 per Rank

 

Armor Type: Head Only

Attribute Name: Tinted Visor 

Description: When blinding lights come flashing your way, it gets a little hard to see. What then is the point of all your training? We've got just the thing to protect your sensitive eyes!

Effect: This armor reduces the effects of 'Blind' or 'Impaired vision' by one (1) turn in each rank of this skill. Ranks may not exceed four (4) turns. 

Cost: 両200 per Rank

 

Armor Type: All

Attribute Name: Smoke Screen

Description: Yes, it is important to take a hit. But a real shinobi can avoid being hit in the first place! Your armor can hold canisters of smoke that are released on a whim in order to increase your evasion the first time you are hit. 

Effect: The user may activate any consumable 'Smoke Bomb' as a free action during any time in their turn, so long as it may be in their possession. 

Cost: 両100

 

Armor Type: All

Attribute Name: Flashbang

Description: Yes, it is important to take a hit. But a real shinobi can avoid being hit in the first place! Your armor can hold small bombs that can be released on a whim in order to disorient the enemy. That oughtta teach 'em!

Effect: The user may activate any consumable 'Flash Bomb' as a free action during any time in their turn, so long as it may be in their possession. 

Cost: 両130

Edited by Toroi21
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Projectile Launcher

Armor Type: Forearm Only

Effect: Increase the amount of small weapons that can be used in a single attack by 2 per ninja rank. This only applies to small weapons that take up 1 slot or less. May be purchased twice, the price increases each rank.

Cost: $300 | $500

Edited by Sol Pope
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Malleable Plate

Effect: When under the effects of ‘Enlarged’ or other effects that increase size, increase this armor’s defense stats by 100%

Cost: $100

 

Built-in Stabilizer

Effect: When under the effect of ‘Unbalanced’ or ‘Prone’ reduce the duration of the effect by 1 turn.

Cost: $150

 

Training Weights

Effect: This armor may be removed in the setup phase to increase wearer’s speed by 50% for 3 turns. Picking up and donning this armor again requires a setup and main phase.

Cost: $100

 

Rebreathe

Armor Type: Head only

Effect: The Wearer is immune to gas based poisons and can breathe underwater

Cost: $250

 

Honestly have no clue about pricing if I'm being honest but here's my ideas

Edited by Sol Pope
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Reinforced Material
Description: This armor has been reinforced, either through chakra,  metallurgy or some other method, to be more capable of deflecting attacks.
Effect: The wearer's Block Range is increased by 2 per rank.
Cost: Rank 1: $80 Rank 2: $200 Rank 3: $380


Impact Absorber
Description: Your armor has been enhanced to absorb intense impact, but at a steep cost.
Effect: The first time this character is struck by a "Critical Hit", the damage is reduced to 1.2x instead of 1.5x. This armor is considered "Destroyed" for the remainder of the battle. This is a triggered effect. A character may only own 1 piece of armor with this attribute.
Cost: $400

Edited by PandaMattMatt
Formatting Update
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Weatherproof

This armor has been modified to minimize the severity of the elements on the wearer.

The damage and effects applied by [Climate] is reduced by 10x% rounded down, where x is equal to the rank of this attribute. The applicable Climates are Blizzard, Hailstorm, Sand Storm, and Snow. This attribute may be purchased five (5) times for each chosen [Climate].

Cost: 両100 per rank

 

Environmental Resistance

This armor has been modified to provide stability and protection within a variety of rough terrains and environments.

The damage and effects applied by [Terrain] is reduced by 10x% rounded down, where x is equal to the rank of this attribute. The applicable Terrains are Boiling Mud/Tar, Ice, Lavaflow, Marsh, Muddy Ground, Rocky Plateau, Rubble/Ruins, Sand, and Thick Mud/Deep Snow/Water. This attribute may be purchased five (5) times for each chosen [Terrain].

Cost: 両100 per rank

 

Chakra Rebound

Your armor has been chakra induced to reflect void type chakra attacks.

Absorbs the first (x + 20) / (2x + 30) / (3x + 40) physical void damage dealt to you in combat and deals the absorbed damage back to the attacker as unmodified damage, based on the rank of this attribute. Damage dealt in this manner cannot be dodged and bypasses equipment that would absorb damage. The value of x is equal to the wearer's level. The maximum rank you may benefit from is based on your ninja rank; Chuunin for Rank 2, Jounin+ for Rank 3. This is a triggered effect and does not stack with other Chakra Rebounds. This shares ranks with the attribute “Chakra Shield”. May be purchased three (3) times. The price increases with each rank.

Cost: 両80 / 両200 / 両320

 

Elemental Rebound

Your armor has been chakra induced to reflect a chosen type of elemental attack.

Absorbs the first (1.5x + 20) / (2.5x + 30) / (3.5x + 40) physical [element] damage dealt to you in combat and deals the absorbed damage back to the attacker as unmodified damage, based on the rank of this attribute. Damage dealt in this manner cannot be dodged and bypasses equipment that would absorb damage. The value of x is equal to the wearer's level. The maximum rank you may benefit from is based on your ninja rank; Chuunin for Rank 2, Jounin+ for Rank 3. This is a triggered effect and does not stack with other Elemental Rebounds. This shares ranks with the attribute “Elemental Shield [Element]”. May be purchased three (3) times. The price increases with each rank.

Cost: 両100 / 両250 / 両400

Edited by Celes
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Repulsors

Effect: Choose [Set Trap], [Dynamic Trap], or [AoE] each time your purchase a rank of this ability. That attack type loses its accuracy bonus when targeting this character.
Your armor has a series of vented ports lined up with your tenketsu. By flaring chakra through those ports, you can change direction on a dime and even achieve limited levitation, which is key to making those split-second dodges that can save your life.
Cost: $300 per rank

 

Energy Reservoir

Effect: This item gains a Chakra or a Stamina stat, chosen when this item is purchased, whose maximum is the user's level x their rank in this attribute. Chakra/Stamina in this item can be freely used by the character wearing this item as if it were their own. To place chakra/stamina into this item, the user must perform special training where they transfer their energy into the armor, at a rate of 1 EXP = 5 Chakra/Stamina. The user does not gain EXP from this training. A ninja can only purchase a number of ranks of "Energy Reservoir" equal to their ninja rank (1; Genin, 2; Chunnin, etc.). A ninja may only equip one armor with an "Energy Reservoir" per battle.
Chakra itself is sealed into your armor, giving you a secret reservoir for when your opponent thinks you are all tapped out.

Max Ranks: 4

Cost: $700 per rank

 

 

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Resistance Seal

Type: Attribute

Armour Type: Any

Originally designed by the Legendary Sennin Jiraiya for his pupils, the Resistance Seal greatly magnifies the weight of one's equipment in order to force the bearer to train harder. The fruits of training with a Resistance Seal are great, but inevitably the increased stress brings significant repair costs to your equipment.

When this character completes a Mission, they may choose to gain 10% less Ryo to gain 1.5x that amount in EXP. This effect does not stack.

Cost: 両125

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Eyesore

Your armor is truly a painful sight to be seen. Clearly your lacking in style or taste as your item is outright distracting.

Your item has a reduced cost because no one wants to look at it. Give your armor a specific description that details why it is so ugly. If you are using Role Play Traits, take -5 on all Charisma checks.

Cost: 両 -50

 

Dispersion

Your armor has been made specifically to distribute blows throughout your body so you do not take a direct hit.

When physical void damage is dealt to you, your armor redistributes the first (4x + 50) / (8x + 75) / (12x + 100) of the damage on a delay over the next (2) / (2) / (3) turns. Your armor cannot distribute more than its maximum amount of damage (4x + 50) / (8x + 75) / (12x + 100). The value of x is equal to the wearer's level. The maximum rank you may benefit from is based on your ninja rank; Chuunin for Rank 2, Jounin+ for Rank 3. May be purchased three (3) times. The price increases with each rank.

 

Example: You are a level 40 Ninja and have rank 2 of Dispersion on your armor. You are dealt a blow that deals 500 physical void damage. (4*40 + 75 = 395 damage will be delayed over 2 turns)

 

Turn 1: Take 105 damage that was not absorbed.

Turn 2: Take 197.5 damage that was delayed (1 of 2)

Turn 3: Take 197.5 damage that was delayed (2 of 2)

 

Cost: 両80 / 両200 / 両320

 

Mind Guard | Helmet

The thick walls of this helmet protects the users mind. Often made of lead.

Absorbs the first x+50 ghost damage. The value of x is equal to the wearers level. Takes 2 item slots to wear because it weighs so much.

Cost: 両100

 

Athletic wear

This armor was built to keep the users body moving and working properly. It’s patent pending sweat wicking technology makes sure you can perform at 100% throughout any battle.

Reduces the loss of stamina from Jutsu or attacks by 5. Does NOT share ranks with the skill Steadfast Durability.

Cost: 両80

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Seal of Quality 

Because you're worth it. 

Effect: Techniques or abilities that use the "Destroy Item" status effect have a 20% chance to fail. 

Cost: +5% the total cost of the armor at time of purchase. Additionally, any subsequent upgrades cost 5% more. 

 

 

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Seal of Satisfaction

100% Customer Satisfaction - Guaranteed!

Effect: You may sell this item to an NPC merchant for 100% of its value. Once the armor is used in battle this attribute is removed. 

Cost: 両50 

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Emergency Dose

Effect: At the beginning of every battle the user selects a single medicinal item in their possession. The first time the user takes damage they immediately consume that item as a free action. The user may only benefit from this attribute once per battle.

Description: A somewhat overzealous device designed to sense and react to sudden changes in the body’s heart rate, it instead pumps the user full of previously loaded medicine at the slightest provocation.

Cost: 両200.

 

Fortified Armor

Effect: When the user would take critical damage, they roll a ten-sided die. On an X or below, where X is equal to this attribute’s rank, the attack is instead not a critical hit. This attribute has Y uses per battle, but if the roll is above X it does not count as a use. Y is equal to half the attribute’s rank, rounded up. The user may only have one instance of this attribute equipped per battle.

Description: This armor is designed to better defend one’s joints and vital areas against potentially-lethal attacks.

Ranks: 4.

Cost: 両100 multiplied by the rank being purchased.

 

Blast Resistance

Effect: Abilities that would ignore a percentage of the user’s Defense stat reduce the amount of Defense they ignore by 10X%, where X is equal to the attribute’s rank. The user may only benefit from up to two ranks of this attribute at a time.

Description: Densely packed with tough shock absorbent materials, this is able to withstand some of the force of everything from lances to explosions.

Ranks: 2.

Cost: 両300.

 

Scroll Case

Effect: X times per battle, where X is equal to this attribute’s rank, the user may retrieve one of their scrolls as a free action in the Setup Phase.

Description: An extra pocket or sleeve sewn onto clothing, designed with quick-release straps to allow for easy access.

Ranks: 2.

Cost: 両150.

 

Adrenal Release

Effect: Once per battle as a Setup Phase action, the user may reduce their Speed Percentile by 10% for one turn. At any point during the battle after this ability is used, the opponent with the highest base stat total may, as a free action in their Setup Phase, choose to launch a single strike at the user. This strike cannot be prevented in any way and inflicts the user with two turn of ‘Fazed.’ This allows ‘Fazed’ to break its duration maximum.

Description: This armor comes equipped with adrenaline shots that take only moments to activate, giving its owner a quick burst of speed. These chemicals do, however, wear off as all chemicals do and rumor holds that they always leave the user’s system at the worst possible time.

Cost: 両400.

Spoiler

This is a spreadsheet showing how Adrenal Release affects Speed Percentiles.

The first column is the user's base Speed. The second is their base Speed Percentile. The third is their Speed Percentile after the effects of Adrenal Release. The fourth is the Speed that would be necessary to have that Speed Percentile normally. The last column is how much Speed the user would need to gain through other means to match the bonus from this attribute.

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Headlight

Effect: Halve the effects of ‘Blind’ and ‘Impaired Eyesight’ from naturally occuring darkness and other low-light conditions.

Description: Though traditionally attached to a hat or helmet, clip-on flashlights can be applied to nearly any article of clothing or piece of armor worn. These allow for a convenient light source to be kept handy at all times!

Cost: 両250.
 

Edited by almondsAndRain
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Camouflage Netting: ______

Effect: Twice a battle, the wearer may add 10 to their last dodge roll. This can only be used when fighting in _____ terrain, chosen at purchase. Only one terrain type of Camouflage Netting may be worn.

Description: What would a shinobi be without the ability to disappear into the shadows? This armor is hand tailored to camouflage the user within their mission terrain, giving them the benefits of better stealth.

Cost: $500

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Secret Compartment 

It even comes with pockets! 

Effect: Items stored in this compartment are considered to have the attribute "Hidden". A maximum of three (3) items can be stored in the compartment. Item size must be "small" or approximate to it (e.g. items that don't have an specified size; think an inner pocket, not an extra-dimensional space). If the armor itself has the attribute "Hidden", this effect stacks - player must interact with an item within the compartment before an opponent knows those items are there, regardless if they're aware of the armor. Staff has final say on whether or not the armor piece is large enough to hide such a compartment. 

Cost:  両50

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Before we jump in, let me explain the grading categories!

 

• Design — How workable of an idea is this for equipment? How clean is the design. How elegant? This is where points are docked for broken mechanics. I did not grade strictly on the wording submitted, but on what I think a final product would look like with staff adjustments and balancing.
• Flavor — Is there a clear flavor here that evokes what being a ninja is all about? Does it reinforce the life of a ninja and the naruto-verse? How excited do I get to try this out in role play? Do the mechanics back up the concept of this to make a cohesive package?
• Originality — How fresh is this idea? Does it stand out from the crowd? This looks at both the design and the flavor as a package and grades an idea on how much it stands out from the crowd. Is it memorable?

 

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Anti-Bruise

• User: Toroi21

• Design: 3

• Flavor: 3

• Originality: 0

• Total: 6

This is a pretty solid ability on its own, but I don't know if we would want to allow it. Giving immunity to status effects is a pretty big deal and setting the precedent here would probably be a bad move. Design would be a 4, but got docked one point since its so close to Anti-Bleed / Anti-Burn / Insulation. Flavor is okay, but there is nothing that really sets this apart from other armor stuff as it just says "is made of harder stuff". This type of flavor could be almost anything in terms of effects. Originality points gets docked as it is nearly a copy paste of Anti-Bleed / Anti-Burn / Insulation which all reduce the effectiveness of their effects. I think potentially a single rank of this could be approved.

 

Weightless Armor

• User: Toroi21

• Design: 2

• Flavor: 1

• Originality: 3

• Total: 6
I like where you are thinking here, but this seems like a "must take" type of armor which is why it got knocked points on design. The structure of the effect is good, but the type of play it would encourage is not. Self-buff status effects are already very limited, and allowing armor to increase their effectiveness is pretty dangerous. That said, if we were to do this we would likely want it on the main site so everyone could take it. Flavor is rather poor since no matter how weightless it is, it shouldn't make you faster. Possibly just not slow you down? Originality is pretty good on this one, you identified a good space to work in which is what originality is about.

 

Jutted Armor

• User: Toroi21

• Design: 1

• Flavor: 4

• Originality: 1

• Total: 6
Design is knocked here as there are just some lack of clarity. What is an unarmed Taijutsu attack? Anything without a weapon? And 10% of what? That said, this is an effect as old as NA. I think if we did something like this I would want it to be a one off "rebound" type of effect that explodes on impact and then in "consumed" for that battle. A passive effect like this can be very punishing. The design space of "you take damage when you successfully hit me" ends up for making pretty poor play experiences. Situations where if they hit the opponent they will KO themselves, etc. The flavor is good. The armor is spikey, so it hurts to punch it, straight forward and solid. Unfortunately, as I said before, we've seen this type of effect in techniques, skills, items, even clones that explode and do this. I'm not wowed by this idea, though it is a relatively solid one if the details are smoothed out.

 

Break-Resistance

• User: Toroi21

• Design: 4

• Flavor: 2

• Originality: 4

• Total: 10
I like this concept a lot. When I first read the name I was like "oh no, not this", but you surprised me. Just allowing the armor to last x more turns is a nice little space of design. I would maybe only have one rank of this, once you have 2-3 more turns of an item after it should be broken it feels really bad and effectively makes it immune to destroy in many battles. That said, even if I think there are too many ranks, the general idea is solid, nice. The flavor is a bit lacking, there are a few cool ideas we could flesh out here but they are not in the name or description. "Chakra Bindings" or something like that to explain why this holds on like a shonen jump hero after certain death. Again, originality is good. I groaned when I read the name and thought you were going for full immunity, but this surprised me. Nice!

 

Tinted Visor

• User: Toroi21

• Design: 2

• Flavor: 5

• Originality: 2

• Total: 9
Reducing by turns has always been a bit problematic. The design of ranks to go up to 4 is pretty nuts too. I like the idea of head gear that helps you against blind / impaired eyesight, but I am not sure I would have gone the route of turn reduction. The flavor is spot on though, 5 points! Can't imagine what else eye protection SHOULD do. Originality is middle of the road, we've seen a lot of turn reduction type mechanics in the past and "make a status effect less good" is not very inspired.

 

Smoke Screen

• User: Toroi21

• Design: 3

• Flavor: 3

• Originality: 4

• Total: 10
This is pretty cool. Taking a specific consumable and allowing it to be a free action (instead of a main phase action) is a nice bit of design space. I would probably want to adjust this somewhat to restrict the timing to prevent confusion. For instance, doing this in your Response Phase wouldn't actually help you dodge, but many people might think it should. Because of this I would probably make it a free Setup Phase action. The flavor is cool, you have compartments that are made to easily release this consumable. And lastly, originality is good. Using armor attributes to adjust the action economy for specific consumables is an area of design that I could seeing having a lot of potential depth.

 

Flashbang

• User: Toroi21

• Design: 3

• Flavor: 3

• Originality: 4

• Total: 10

Not going to say a whole lot here, basically the exact same comments and score as the one above!

 

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Projectile Launcher

• User: Sol Pope

• Design: 2

• Flavor: 4

• Originality: 4

• Total: 10

I really like the flavor of this. Having attachments that allow you to handle more small weapons at a time is a space we haven't seen explored in armor attributes, which also leads into the originality score. That said, the design is a bit clunky for what it does. The connection between small weapon potency and item slots is not very clear and we would probably need to find other definitions for it. I would probably make this be an action you could use rather than modifying the small weapons, that way it cannot stack since you can't use two at once. It also avoids needing to do some oddness with the wording and not stacking. But I think there could be a solution.

 

Malleable Plate

• User: Sol Pope

• Design: 3

• Flavor: 2

• Originality: 4

• Total: 9

The design on this is very clean, but also explosive in value. I'm not sure if I am a fan of an attribute that encourages a player to put all their eggs in one basket, but there may be something here. Also this is begging to get around the Equipment 10% rule for stats, which would probably need to be addressed since this could, theoretically, boost a person up to 20% total stats if they had all Defense. The flavor was also a bit lacking, I don't get why being malleable makes it more defensive when it grows with you. The originality is great on this though, armor that works with Enlarged probably has some cool design space.

 

Built-in Stabilizer

• User: Sol Pope

• Design: 2

• Flavor: 4

• Originality: 2

• Total: 8
This is very similar to Toroi's tinted visor ability above, and I have about the same type of things to say about it. The difference is that the Built-in Stabilizer is just below where I would consider outstanding flavor. It feels like there is a cool flavor here but maybe something else with mechanics.

 

Training Weights

• User: Sol Pope

• Design: 1

• Flavor: 5

• Originality: 3

• Total: 9
Flavor is awesome. Arguably one of the most iconic scenes in early Naruto is when Lee drops his weights in the Chuunin Exams. If anything I might dock points on the name since its so close to an already existing item, but its still a 5. Unfortunately, the design is a bit broken. A free Setup Phase ability to give 3 turns of SUPER Haste is a lot to ask for most any price. And even if it takes some time, the fact that you can don them and do it again is pretty insane. Especially if the action economy you gain from using these "pays" for the donning of them. If you gain two MP actions from this across 3 turns, and it takes one to re-don, then you've ended up +1 main phase action that cycle. Originality... is middle of the road. On the one hand, this is iconic. On the other hand... it's iconic. This is basically ripped right out of the episode. The mechanics are not very original either, but the idea of "removing" and "donning" an item for benefits is interesting and brought this up a few points.

 

Rebreathe

• User: Sol Pope

• Design: 1

• Flavor: 5

• Originality: 2

• Total: 8
Straight immunities are a hard sell on items and that docks this design a lot. The flavor is A+, I can't imagine what else something like this would do and I feel that there is a lot os space for masks that help the wearer. Originality is luke warm as I think we've seen this idea hashed a few times over the years. In fact, I think Bob currently had an item that was going through approvals that was a mask to help against poisons.

 

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Reinforced Material

• User: PandaMattMatt

• Design: 4

• Flavor: 3

• Originality: 3

• Total: 10

This is a pretty solid little ability. Design gets high marks for how straight forward it is. Very clean and could potentially just be something we add. I would probably do +1's instead of +2's, but small details. The flavor is straight forward, but docked as this comes down to the generic "this armor is harder!" which while simple and flexible, doesn't really inspire a player. Lastly, originality is a bit middle of the road. I gave it slightly above average. It seems like something so obvious, but we obviously haven't done it yet. It's like something I would expect us to have already done.
 

Impact Absorber

• User: PandaMattMatt

• Design: 4

• Flavor: 4

• Originality: 4

• Total: 12

Modifying how critical hits work is cool space. The two things I like the most about this design are how cleanly it does its "one and done" shot and then removes itself for the rest of the battle so it doesn't cripple crit builds. The second thing is that I... found myself debating if I would want to take this or not, and that is a good sign. Armor Attributes should be able to be imagined as being good, but not so generic that everyone takes them without thought. Flavor is high on this as well, impact absorbers as a name makes me imagine these circular plates all over the armor, its evocative in just the name. Lastly, originality also gets high marks. You found a neat little area to carve out some space for attributes. It's not especially deep, we don't have many other effects we can make, but it opens up a way of thinking of "one and done" abilities.

 

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Weatherproof

• User: Celes

• Design: 2

• Flavor: 5

• Originality: 2

• Total: 9

The flavor on this is on point. I immediately think of large poofy jackets and fur lined hoods, the type that you see when your favorite anime character gets a slight rework on their wardrobe when they go to a cold place (see any anime movie that was set in a cold region). That said, the design here is something I see a lot and that I think hurts it, which is granularity for granularity sake. If we look at the effects, the difference between -10% and -20% effect is pretty ignorable, and the question becomes “should this really have ranks at all”. The climates chosen do all work at each % value though, so points for that. Originality takes a hit as well, since “specific mechanic works less by x% on you because of armor” is basically the bread and butter of armor based abilities.

 

Environmental Resistance

• User: Celes

• Design: 2

• Flavor: 3

• Originality: 2

• Total: 7
Unlike the previous armor ability, this one falls a bit flat on flavor. Weatherproofing something for harsh conditions evokes an image like I stated above, but this feels a lot more like a handwave of “ninja magic”. It really felt like you had a good idea with Weatherproof and then felt compelled to finish the cycle because it looked like it would be more fair. Because of the weaker flavor the chosen terrains feel more arbitrary than those chosen on the sister ability weatherproof. Unforunately, it also suffers from the same design and originality problems outlined above.

 

Chakra Rebound

• User: Celes

• Design: 1

• Flavor: 4

• Originality: 3

• Total: 8

So your score for design here is a mixed bag, but leans towards the lower end. You did a good job of using existing templates to get your ability to work, but on a fundamental level reflecting damage is a very dangerous area of design and one we tend to not allow. Passively reflecting damage is even worse, creating scenarios in which an opponent may not be able to do any action without losing. On top of all that, this also steps on the toes of existing main site Chakra Shield abilities. The flavor is good though, we've all seen reflective attacks in shows and anime and I can imagine these little devices hidden in armor. Originality also gets some good marks, as the idea of reflection on armor where it takes advantage of the damage caps set forward by Chakra Shield and the counterplay of being able to break it makes an interesting area.
 

Elemental Rebound

• User: Celes

• Design: 1

• Flavor: 2

• Originality: 3

• Total: 6

This is nearly the same as the Chakra Rebound, but has all the issues of “completing a cycle” that comes up when abilities like this happened. The flavor suffers to jump through hoops to explain why it reflects a specific type, and the originality takes a hit, but not enough to bring it down from Chakra Rebound.

 

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Repulsors

• User: Kouta

• Design: 4

• Flavor: 2

• Originality: 5

• Total: 11

The design on this is clean and it is very original. You've found a way to better defenses in a way that feels fresh. You also targeting very specific attack types that normally give bonuses to hit, essentially flipping them on their head. The flavor is a bit weak, since I don't understand why the flavor doesn't apply to all attacks. That said, I think these are too powerful and would need to be brought down in some way. Especially when considering Set Traps, the bonus gained from these involve multiple turns of planning and if you have this on a piece of armor that is hidden and it surprises someone after 3-4 turns of setup it would be a rather egregious feel bad moment. Especially if they triggered more than one trap in that turn. That said, since it just removes the accuracy bonus it may not be so bad, so it retains its high marks. This is a surprising example of something that gets high marks but might not be good for general use / main site.

 

Energy Reservoir

• User: Kouta

• Design: 2

• Flavor: 4

• Originality: 3

• Total: 9

The design here is okay, a little clunky but it works. The flavor is on point, but what really gets me is that this just steps all over the toes of our pill consumables. I haven't done the math, but since you pay money up front and words to fill this up there is an equation that can tell us whether its better to buy pills or to buy this attribute, and which is more cost effective in the long run. This item is even stronger in some regard since you can “draw” chakra from it as a free action. It can be destroyed, but that means your opponent is spending a large amount of chakra to TRY and “attack” your chakra, which is a pretty good trade off for you too. I don't think I would approve this since it feels too much like buying Chakra as a stat. Maybe if it obeyed the equipment 10% rule?

 

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Resistance Seal

• User: Peregine

• Design: 2

• Flavor: 4

• Originality: 4

• Total: 10

The design you are playing with here is interesting, but ultimately feels like it is a skill in all shape and size. I think that the scale of this and the trade off is probably where an item version should be, using the normal ratios reward swapping has. I like the flavor and the originality to think outside the combat box, but ultimately this gets knocked some points on design as it doesn't feel like an ability an equipment can do.

 

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Eyesore

• User: inkblob

• Design: 1

• Flavor: 5

• Originality: 4

• Total: 10

I like the flavor and the originality of this a lot, going after role play traits is interesting. Unfortunately, role play traits are an optional rule and this is a free $50 on each piece of equipment for a min/max level character. Even if it gives every NPC and PC free reign to bag on the player's sense of fashion. So while the design seems clean, the fact that it can stack across piece of equipment makes it too much value for too little cost. I gave this a split grade of 2/5 for 'Desirability' because if you're a min maxer this is a 5, if you're someone who actually cares about the Charisma hit this is probably about a 2.

 

Dispersion

• User: inkblob

• Design: 1

• Flavor: 4

• Originality: 3

• Total: 8
So, this is a cool idea but unfortunately it has been done before, and is the design space of a bloodline as well. The design here is not very clean, with a lot of explaination to get the idea across and math that in the end feels odd. It is also unclear if this is the total damage or if this is after your defensive modifiers, and that causes another wrinkle as if you can apply your full Defense each turn that makes this pretty broken. Unfrotunately this all is going to be hits on the design points as I think to salvage this a lot of work would need to be done. That said, originality takes a few hits since this is a bloodline that I assume you never saw. The flavor is interesting though.

 

Mind Guard

• User: inkblob

• Design: 5

• Flavor: 3

• Originality: 3

• Total: 11
I like this design a lot, but the flavor is a bit... hard to swallow. Mostly because I don't think its very cool to have to wear a magneto helmet around fighting. Design gets full points, originality a bit less as this is close to a port of our other damage reduction skills. Flavor gets decent marks, but loses some because it seems like your character would look like a big doofus with a lead helmet.

 

Athletic Wear

• User: inkblob

• Design: 2

• Flavor: 5

• Originality: 3

• Total: 10
Does this stack with itself? The bonus is small enough but this feels like it should be slapped on every piece of equipment you have so that you get stacking reductions on costs. The flavor is simple and flexible, I could imagine this going on a wide variety of armor types. Simple design but somewhat untouched as well outside of the amplifiers.

 

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Seal of Quality 

• User: Rhaps Sodos

• Design: 3

• Flavor: 4

• Originality: 5

• Total: 12

I like the flavor of these seals, basically branding equipment as “well made” is a flexible flavor that can apply to anything. Design wise I am not a fan of “chance to fail” on effects like this as they are unreliable. This is likely the only way we would create an ability like this however, and the scaling pricing is absolutely how I would design it if I was designing it. So those competing factors even out to a 3. Originality is high though, as this is the first attribute type that I have seen that is more about the “maker” of the armor than it is an innate trait of the item itself.

 

Seal of Satisfaction

• User: Rhaps Sodos

• Design: 5

• Flavor: 5

• Originality: 5

• Total: 15
This attribute, while unexciting for most, is very well made. This is funny because I feel like a player wouldn't be very interested in buying this for a normal piece of armor, but it is an excellent tool to have in our arsenal for GM rewards to give to players where we can give them a cool item, but also the option to just sell it for pure money. This would be a full marks of 20 except for the fact that the goal is to make appealing attributes for the main site, and not good tools for GM rewards. Which is unfortunately, because this is going to get a perfect score and not win because of this. RIP.

 

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Emergency Dose

• User: almondsAndRain

• Design: 3

• Flavor: 4

• Originality: 5

• Total: 12

I like where this attribute is playing, triggered effects that use consumables is an interesting space that is not very explored. I think there are some functional issues where you need to designate this before hand which could make a player want to hit you with a small amount of damage to make you waste your item, which would feel bad. The flavor is a bit off as well since not every medicinal item works as an injection (though most do so I am hand waving this a bit)

 

Fortified Armor

• User: almondsAndRain

• Design: 2

• Flavor: 3

• Originality: 4

• Total: 9
The design of this is deceptively unelegant. Two variables with one relying on the other is enough to confuse a lot of people, but then the cost also has multiplicative math as well makes for a rather confusing ability. As I said in another review, I am not a huge fan of random chance abilities that are all or nothing as they feel a little too swingy. That said, this could maybe be massaged into something less complex, or an element of this mixed with some other abilities that go after critical hits.

 

Blast Resistance

• User: almondsAndRain

• Design: 5

• Flavor: 3

• Originality: 4

• Total: 12
This is a pretty clean design. The wording might need a little clean up to be absolutely clear, but two ranks adds up to only a 20% passive ignoring of a very narrow (but no too narrow!) ability. The only problem is that even reading this I am not sure if “ignore 20% of the opponent's defense” with one rank in this would be 10% or 18% Defense ignored. I am assuming 18% based on the wording but its just a hard thing to word. Flavor is pretty okay, but as usual its a bit hard since “hard armor is harder” isn't terribly rememberable. Originality gets high marks though as this is attacking an area that isn't normally seen.

 

Scroll Case

• User: almondsAndRain

• Design: 5 

• Flavor: 5

• Originality: 4

• Total: 14
This is a really nice little design. Like the above creations Flashbang and Smokescreen this changes the action economy in battle, but has a nice little limitation and makes a ton of sense in flavor. Like I said above in the other creation somewhat similar to this, I think there is a lot of potential design space in things like this that upgrade the action economy on consumables and other items.

 

Adrenal Release

• User: almondsAndRain

• Design: 3

• Flavor: 2

• Originality: 4

• Total: 9
So you've thought through this the right amount, but this ability is just a bit... odd. You definitely had a very specific flavor you were going for but it doesn't feel generic enough for the main site. This would honestly be better as a consumable than am armor attribute overall. I would also probably adjust it to not put the responsibility of the opponents to find out who has the most stats and should launch the attack. Maybe instead just giving the opponent with the highest level the ability to treat you as fazed at any point? Or just have it happen on its own after 2 turns? Something. Anyways, this is certainly unique, and the flavor is cool though the effect and the flavor seem like they are stretching to meet. Overall I like this but its definitely wonky and would need some work to be finalized. Flavor got knocked mostly because this feels like a consumable instead of armor.

 

Headlight

• User: almondsAndRain

• Design: 3

• Flavor: 5

• Originality: 4

• Total: 12
I laughed out loud when I read this. A funny little attribute, and probably totally fine. Design was knocked a few points as mechanically “naturally occurring” is a loose definition at best. That said, this could probably get put on the main site with very little changes. Nice little ability with easy to grasp flavor. I also imagine something completely not elegant. Like a big ol' cartoon miner hat.

 

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Camouflage Netting

• User: Sol Pope

• Design: 2

• Flavor: 4

• Originality: 4

• Total: 10

I like the flavor of this, using your clothing to blend in with the surrounding area. I don't like it as a reactive ability however. I feel like this should give a bonus to the next x rolls or something rather than be reactive. Reactive dice bonuses like this we usually leave to GM rewards and not things you can buy. It is just a bit too powerful for a normal attribute, even at +10. Since you get to trigger it you know that it will 100% of the time it activates turn a hit into a miss.

 

Secret Compartment

• User: Sol Pope

• Design: 2

• Flavor: 5

• Originality: 4

• Total: 11

I like this idea a lot, but the mechanics are a bit weird. You use number of items instead of item slots, and I'm not sure what the stacking means on an effect that prevents people from targeting something, which confused me on the first read through. That said, an attribute for armor that allows you to apply hidden to items is really interesting. There are some weird edge cases to consider, for instance what happens if you put something into the compartment mid battle? Does that count as “using” it and can it be targeted? Somewhat unclear. I think that with some thought and work this could be a solid main site addition though.

 

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~ Final Results ~

 

1st Place — almondsAndRain | Scroll Case

2nd Place — PandaMattMatt | Impact Absorbers

3rd Place — Kouta | Repulsors

 

All three of you get the $200 reward that may go to any of your characters!

Link to this post in your logs!

 

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