Difference between revisions of "MRPG Weapons and Armor"
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==Weapons== | ==Weapons== | ||
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1-hand or 2-hand | 1-hand or 2-hand | ||
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+ | Material(s) | ||
==Armor== | ==Armor== |
Revision as of 22:28, 24 July 2012
What follows is just a general list of all available weapons and armor.
Contents
Weapons
Weapons Can be made from any material, with metal the most common.
What properties the weapon-list needs to include:
Type, obviously, as well as various layers of subtypes(swords have Blades/Swords/Specific sword-type)
Base damage(usually a dice-type), also used in AV-calculation.
Quality
Rarity
Weight
Size
1-hand or 2-hand
Material(s)
Armor
Armor falls into three weight categories:
- Robes
- Heavy
- Medium
- Light
Armor can be made of any material at and level. For example: heavy leather armor. The exception is robes, which do not count as armor and are always made from cloth.
There are 8 different slots for equipping armor. I don't remember were I covered the rules for calculating AC.
Robes
Mages wear pieces of cloth clothing that equip to all of the same slots as armor. These items together make up a mage's robes. Robes are Not considered armor and always provide 0 AC. For the purposes of gear, they are treated like armor.
Thrown Weapons
Thrown weapons such as spears, axes, shurikens, and darts, are un-typed ranged weapons that are typically single-use. They do not require a proficiency and can be used by all players to greater and lesser success. When used by a player with Special Proficiency, Ranged, the gain the benefits of any range-related facets the user has.
Shields
Shield types include:
- Buckler
- Shield
- Tower
These are then considered light, medium, and heavy, and certain restrictions and facets apply accordingly.
Quality
Only weapons and armor have the "quality" property, quality determines many things about an item such as how many enchantments it can hold, how much damage a weapon does, and how much wear-and-tear it can take. Quality represents the total amount an item can be repaired to, not its present state of repair.
The qualities are: poor, simple, fine, and very fine. Some system for determining item damage will have to be invented at some point here.
Quality | Description | Durability |
Poor | Less an item, and more a collection of low-grade materials in the shape of an item. It is to weak to hold any runes and will probably break if not very well cared-for. It might take a basic enchantment, but its iffy. | 100 |
Simple | A quality item, lacking in finesse and beauty, but functional. It can be runed and will hold at least two basic enchantments. | 200 |
Fine | A fine item is one that is well-made by a skilled crafter, an item fit for a great warrior or mage. It can hold three basic enchantments as well as one alchemical enchantment. | 300 |
Very Fine | Only the best of a the best, an item fit for a king. All very-fine weapons are automatically +1. A very-fine item can hold runes, and up to 5 basic or alchemical enchantments. | 400 |
Additional qualities: Extremely Fine, Supremely Fine, etc, all behave as Very Fine except that they can hold 1 additional enchantment(Extremely can take 6, Supremely can take 7). They still have 400 durability. Only Secret Grandmasters can make Extremely Fine items and Supremely Fine will be random-chance when crafting a Supremely Fine.
Item Durability
Only equip-items such as weapons and armor can take damage and have a durability-stat. Jewelry does not have durability.
Size
Size is used as a determining factor in how many runes can be applied to the item. Only items that go in an equipment slot can have runes placed on them, this applies to any equipment slot, including jewelry, clothing, etc. Size might also be used in Inventory.
Size | Number of Runes |
Tiny | This item is extremly small, it cannot hold any runes. |
Very Small | This item has just enough space to hold a single rune. |
Small | Adding runes to this item will be tricky, but there is enough space to place 3 characters. |
Medium | This item is of average size, it can hold 7 runes. |
Large | This item has a lot of space to work with, you may apply up to 16 characters. |
Very Large | This item must be a shield or a breastplate, it can hold a maximum of 32 runes. |
Immense | This is no longer a weapon or a suit of armor, you are just carrying it around because it has runes on it. And it can hold up to 300. |
- Note: though the description on Very Large says "shield or breastplate" this does not implicitly imply that only shields or breastplates can be Very Large. Many two-handed weapons will also have that property.
Typically speaking, most armor-items besides breastplates will be medium or large.
Material Types
Mage Wars RPG offers several aditional material types over what are found in the Course Books
Plus-Properties
Only weapons have a +-value. The = effects the number of dice used in rolling Var AV and damage. So a regular longsword is 1d6, a +1 longsword is 2d6. Pluses can go very, very high.
All Very Fine weapons are automatically +1. Crafted weapons gain that +1 to the crafted value, so a player making a Very Fine +2 sword would end up with a +3 sword because of the Very Fine property. However, not all +1 items are very fine, you can have +5 poor items.