Welcome to Brave New Galaxy! A Techno-Magic Spacy Fantasy loosely based upon Hiro Mashima's work on Fairy Tail and Eden Zero, where magic, technology, space, and fantasy intertwine!
09/01/21: The first update and roadmap has been posted! By 09/07, there will be the start of monthly events again and a huge give away for those that join the site so stay tuned for more updates!~
Most recent updates and roadmap have been posted! Monthly events very soon!~
09/01/21
Basics of the site are done and we are up for the public! Still trying to learn html code though. Monthly events and SP/Credit give-a-ways will be up within the next week to hopefully get the site going again!
07/19/21
A new era begins!~ Be sure to check in for updates!~
While items can be found throughout a character's surroundings, and many of these can be used to one's benefits, contrary to what Clue will have you believe, a candlestick is not always the best weapon. Indeed, its probably likely your character carries around items of their own, whether be for offensive, defensive, or other purposes. While your character starts off with some starter items, chances are you'll eventually want to upgrade them or get new equipment entirely. Items do not refer to things like clothing (or at least the unarmored kind) or anything similar that has little effect in the midst of a battle.
Items can be purchased with credits, which is BG's currency that can be earned during threads and events. These credits do not reflect a character's IC wealth, rather they are solely for OOC purposes. Every item has a class, and for those with effects they also have a rank for an effect.
Rank
Effectiveness/Durability
Effects
Price
D
Relatively weak and can stand up to rank 2 techniques.
Can have rank 1 effects.
100-500 credits
C
Well made and sturdy. Able to stand up to decent magic of up to rank 4. Can break D-class items with two strikes to the same area.
Can have up to rank 3 effects.
1,000-10,000 credits
B
Exceptionally well made. Can stand up to rank 6 magic. Can break D-class items on hit, C-class items with two strikes to the same area.
Can have up to rank 5 effects.
20,000-30,000 credits
A
These items are usually innately magical and exceptionally well made with a powerful effect. Capable of standing up to rank 8 techniques. Can break C-class and below items on hit, B-class items with two strikes to the same area.
Can have up to rank 7 effects.
80,000-100,000 credits
S
Almost all items of this rank are innately magical and exceptionally well made, usually featuring a magical effect of grand power. Capable of standing up to rank 10 techniques. Can break B-class and below items on hit, A-class items with two strikes to the same area.
Can have up to rank 9 effects.
250,000-300,000 credits
These prices are for a base item, and upon that effects whether they be magical or highly technological can be added. If an item has more than one effect, the base price of the corresponding item rank must be added to the item price along with the price for the effect. Note that minor aesthetic effects do not add additional expenses to an item.
Rank
Price
1
500-5,000 credits
2
5,000-10,000 credits
3
10,000-20,000 credits
4
20,000-50,000 credits
5
50,000-80,000 credits
6
80,000-100,000 credits
7
100,000-120,000 credits
8
120,000-160,000 credits
9
160,000-200,000 credits
Natural Equipment: Natural equipment refers to something that is an innate part of character, whether it be that they have horns, sharp teeth, or something a little stranger. While all inherently human traits are assumed, these must be listed in a character's appearance and if you wish to use them as weapons or armor they must be an item. Otherwise, they function as any other item.
Ranged Items
While ranged weapons have the same price as normal weapons, they must also have ammunition and ranges. Ammunition is purchased separately to a weapon, and without proper ammunition a weapon will not be able to be effective as it could have been. Self-propelling weapons refer to things thrown or drawn back, while loaded weapons refer to things like guns which have a fixed range.
Self-propelling
Rank
Maximum Range
D
[Power * 1] m
C
[Power * 1.5] m
B
[Power * 2] m
A
[Power * 2.5] m
S
[Power * 3.5] m
Loaded
Rank
Size
Maximum Range
D
Small
25m
D
Large
50m
C
Small
50m
C
Large
75m
B
Small
75m
B
Large
100m
A
Small
100m
A
Large
150m
S
Small
200m
S
Large
250m
Small loaded weapons require a single hand to use, such as a handgun, while large loaded weapons require two, such as a sniper rifle.
Ammunition
Rank
Base Price
D
100 credits
C
1,000 credits
B
10,000 credits
A
50,000 credits
S
100,000 credits
Standard ammunition prices apply to 6 pieces of ammunition for small weapons, and 10 pieces of ammunition for large weapons. Anything more than this costs extra.
Consumables
Consumables are items such as potions that only have viable effects, and can only be used once per thread. Due to these limitations, they have their own pricing guide. Consumables do refill between threads.
Rank
Price
1
100-500 credits
2
500-1,000 credits
3
1,000-5,000 credits
4
5,000-10,000 credits
5
10,000-30,000 credits
6
30,000-50,000 credits
7
50,000-70,000 credits
8
70,000-100,000 credits
9
100,000-150,000 credits
last edited Sept 6, 2021 23:32:07 GMT -8 by SilverRush