MRPG Exotic Properties

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Exotic Properties are special properties a weapon or item can have as part of it's base-item and do not count as enchantments. They function similarly to the Imbued property are automatically Mythic or higher.

Weapon Exotics

Not all weapons can have all exotic properties.

Melee

These properties can be found only on most Bladed or Blunt weapons, few Martial, and no Ranged.

  • Mercule: this weapon contains hollow channels half-full of mercury inside. When swung, the mercury flows through the channels adds to the weight. This weapon has 2 additional Base Damage Dice.
  • Golden: the metal of this weapon is imbued with gold, and it shines with a brilliant luster. The weapon gains an additional Base Damage Dice when fighting undead.
  • Hooked: found naturally on certain weapons, a hook adds a +5 bonus to disarm-checks. Khopeshes, Halberds, Scythes, Picks, Sakabotos, Kamas, and Claw and Chains have the Hooked quality by default, and most weapons can be crafted with it.
  • Spike: this weapon has a cruel spike on one side, giving the wielder access to the Wracking Strike activated ability. Shields with spikes do not grant Wracking Strike but add 1 additional damage dice on a shield bash.
  • Heavy: Also found naturally on some weapons, a Heavy weapon gains an additional +3 to crit, +5 if it is Very Fine.
  • Counterweight: ???

Bladed

These properties can be found only on Bladed weapons.

  • Light: the cutting edge of this weapon is made of pure light, able to slice through anything. It ignores AC when calculating damage.
  • Serrated: the cutting edge of this weapon is covered in tiny serrations, it deals an extra 1d6 untyped-damage on a successful hit.
  • Diamond: the cutting edge of this weapon is infused with tiny diamonds. On each successful hit, it has the effect of a Wracking Strike.
  • Vorpal: This mystical effect sharpens the blade across all planes of reality, causing damage beyond the mortal realm. Any weapon with this effect deals untyped damage instead of Mortal damage, and gains 5 additional damage dice.

Blunt

These exotics can only be found on blunt weapons:

  • Heavy: this weapon has a core of some heavy material. It has 1 additional Base Damage Dice, but attacks .5 slower than its base speed.
  • Flanged: This weapon has hardened bands of metal wrapped around the head, coming to sharpened edges. A Flanged weapon deals an addition 1d4 Mortal Damage for each size-level starting with Medium.
  • Spiked: The spiked property adds large, hard spikes on it that deal 1d6 additional damage. The Spiked property is only found on Cudgels.

Ranged

  • Tensioned: a tensioned weapon is one that has had its tensile sections carefully crafted and pre-stressed. This weapon deals an additional 1 point of untyped-damage on each successful ranged attack.
  • Ruby Nock: a ruby or other precious gemstone has been added to the nock of the bow, enchanting mundane arrows as they pass through. Each shot deals an additional +5 Mortal Damage.
  • Evil-Destroying: When used against Daemons or Fiends, this bow deals Supplemental Damage instead of Mortal. The weapon may only be used by a character of Lawful Good intent.

Armor Effects

  • Super Heavy: this armor is the strongest of the strong, the buffest of the buff, and the heaviest of the oh my god how do you walk in that stuff? The Super-Heavy property gives an additional +10 bonus to AC for chest and leg pieces, and +5 to everything else. Metal armor with this property also adds +5 to all magic resistance. Each Super Heavy item the character has equipped applies a -0.5 penalty to the wearer's buffed Speed Modifier.
  • Golden: Undead facing a fighter dressed in this armor take a huge hit to AV. 1 point per quality level plus an additional point for being Very Fine. 1 additional point is added for each piece of armor with this property warn if the wearer has a chest piece with this property.
  • Nimble: this armor feels lighter than normal armor of it's type and grants a +0.5 bonus to the wearer's buffed Speed Modifier.

Robe Effects

  • Fitted: these robes make you look good. An expert tailor has painstakingly fitted them to you with expert precision. Fitted robes only gain a bonus if the wearer is wearing a complete set(8 pieces) and all pieces have the Fitted property. Fitted robes give the wearer a +5 bonus to Charisma. If the robes are Very Fine, it adds an additional +5.

Set Pieces

Armor sets are specific suits of armor meant to be worn as sets. Wearing the entire set provides certain bonuses listed on the set items.

See Also: