Difference between revisions of "MRPG Weapons and Armor"

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==Weapons==
 
==Weapons==
Weapons fall into four categories according to proficiency. All weapons belong to one of these proficiencies and players may not equip a weapon for which they do not have the appropriate proficiency:
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Weapons Can be made from any [[MRPG Materials|material]], with [[MRPG Materials#Metals|metal]] the most common.
  
  
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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.

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.

QualityDescriptionDurability
PoorLess 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
SimpleA quality item, lacking in finesse and beauty, but functional. It can be runed and will hold at least two basic enchantments.200
FineA 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 FineOnly 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.

SizeNumber of Runes
TinyThis item is extremly small, it cannot hold any runes.
Very SmallThis item has just enough space to hold a single rune.
SmallAdding runes to this item will be tricky, but there is enough space to place 3 characters.
MediumThis item is of average size, it can hold 7 runes.
LargeThis item has a lot of space to work with, you may apply up to 16 characters.
Very LargeThis item must be a shield or a breastplate, it can hold a maximum of 32 runes.
ImmenseThis 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.

See Also