MRPG Exotic Properties

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Revision as of 00:04, 10 November 2012 by CourseDirector (talk | contribs) (Bladed)
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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, most weapons can be crafted with it.

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 a 50% chance to deal 1 point of Durability Damage to the target's armor.
  • Vorpal: I dunno what this does yet but its doing something!

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 it's base speed.
  • Flanged: I'm not really sure what a flang is but i;'ll look it up later.
  • Spiked: The spiked property adds large, hard spikes on it that deal additional damage.

Ranged

  • Tensioned: a tensioned weapon is one that has had it's tensile sections carefully crafted and pre-stressed. This weapon deals an additional 1 point of untyped-damage on each successful ranged attack.
  • 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: