MRPG Weapons and Armor

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Weapons

Weapons come in an extremely wide variety,, divided into Super-type, Type, and Subtype. Facets are available to focus right down to a specific sub-type.

Super-Types

Super-types govern what proficiency is used in combat. This has somewhat more to do with fighting-style than actual physical properties. For example, some Martial weapons are bladed, but still belong to the bladed super-type. In order to equip a weapon, the player must have the Super-type Proficiency.

Types

Types are groups of weapons within a super-type. For example, all swords are in one group. Most swords are bladed weapons, but not all bladed weapons are swords. As long as a player has the Super-type, they can wield the weapon(if the player has Weapon Proficiency: Bladed, they can use any sword.

Subtypes

Subtypes are very specific varieties of weapons, such as longswords.

Mage Weapons

Mages have several weapons in the Blunt weapons group. They can attack with these, even though they do not have Weapon Proficiency, Blunt. The following items have this Exception:

Runewheels

Runwheels are a sub-type of Blunt Weapons carried by mages. Runwheels are always immense in size and cannot actually be attacked with. They count as two-handed weapons and basically only exist as a surface to carve up to 300 runes on.

Size

Weapon size is used in determining many things, such as attack speed and range, as well as strength requirements. Range is only used during mounted combat. Weapon-speed determines how many times per round a character can attack.

SizeSpeed Modifier
Small-1
MediumNormal
Large+1
Vary Large+4
ImmenseCannot Attack

Magical Weapons

A weapon is considered "Magical" ONLY if it is made from a material on the magical materials list. This property is used to determine whether or not the weapon can attack mystical creatures and in other areas.

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.

Armor and Robe Slots

The players armor-equip slots consist of:

  • Head
  • Hands
  • Wrists
  • Feet
  • Shins
  • Legs
  • Chest
  • Shoulders

Each item is sized accordingly:

  • Head = Small
  • Hands = Small
  • Wrists = Small
  • Feet = Medium
  • Shins = Large
  • Legs = Large
  • Chest = Very Large
  • Shoulders = Medium

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 with a single inscription and will hold at least two basic or alchemical 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, quite obviously, be skillfully runed, and hold three basic or alchemical enchantments.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 one additional rune over it's size limitation, 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. Durability-loss does not reduce the item-quality, E.G. a Fine item that has taken damage until it only has 60 points of durability does not become a Poor item.

Item Damage

Item damage is taken to weapons on hit and to armor on being hit. Weapon's take 1 point of durability damage automatically whenever the character score's a critical strike. The player's armor(all of it) takes 1 point automatically whenever he is the victim of a critical strike.

In the case of non-critical strikes: whenever the player is hit or lands a hit the GM rolls 1d20, if it lands on a 20, the GM rolls again, if it lands on an odd number, the item takes 1 point of damage.

Shields: shields always take 1 point of damage on a successful block.

Magic: spells dealing Mortal or Elemental damage automatically deal 1 point of durability damage to all equipped items but only if the spell successfully damages the player.

Repair

Any NPC merchant can repair items for a fee. Mage Wars PnP: You will have to find a blacksmith.

Characters can repair their own and other's gear using the smithing skill. First of all, the player can only repair it to an equivalacy of his own skill(Apprentice can repair up to 100, Journeymen to 200, etc). The character will also have to be in possession of the neccessary tools(metalworking, leatherworking, woodworking, etc).

There is no check for repair-attempts; it takes 10 seconds and always succeeds. The repair will repair the item for Smithing Modifier + any bonsues from the tools. Example: an Aprentice Smith has 95 points of smithing-skill and tools with no bonuses, he can repair 9 points of Durability Damage.

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