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* [[User:Askewnotion/FistFulla6/Equipment/Shields | Shields]]
* [[User:Askewnotion/FistFulla6/Equipment/Shields | Shields]]
=== Magic Items ===
Magic items come in a variety of styles and effects. The world of Lundia is littered with magic items, from the mundane to the fantastic. Most of the technology in the world lends itself to magic in even the smallest ways.
Magic items have a trait called a Magic Value (MV). The MV of an item represents how powerful the item is and how much essence the chatacter needs to properly use the item. If the MV of an item is greater than a character essence, that character can not use that item. Magical armor and weapons differ, which is described under their section.
Personal magic items often take up body slots called chakras. The average humanoid body has the following slots;
* Head
* Eyes
* Neck
* Torso
* Waist/Legs
* Feet
* Hands
* Left Ring Finger
* Right Ring Finger
A character may only have one magical item in each chakra. If a character has more than one item in a chakra, the item with the highest MV takes dominance and is used. If both items have the same MV, the one that was first put on by the character takes effect.
The creation of magic items also consumes XP. For every 50 BUCs of the items cost (or fraction thereof), it cost 1 XP to create the item. In the case of low cost items, many copies of the same item can be made to conserve XP. If making multiple copies of the same item, the XP cost is determined by the total cost of production, not the individual cost.

Latest revision as of 20:26, 14 October 2008

Equipment is bought with BUCs (Bureaucratic Unified Currency.) This is the most common form of currency and is accepted in most cities and towns across Lundia.

Some communities work only on barter, while some may have their individual monetary system. Under the listing of each city is their preferred currency and the conversion rate of BUCs to their currency system.

Equipment and Size

Depending on the size and type of creature you are buying equipment for, the equipment may cost more than the base price. Below is a chart with the various cost and weight differances.

Size Humanoid Cost Humanoid Weight Non-humanoid Cost Non-humanoid Weight
Tiny or smaller x1/2 x1/10 x1 x1/10
Small x1 x1/2 x2 x1/2
Medium x1 x1 x2 x1
Large x2 x2 x4 x2
Huge x6 x5 x12 x5
Colossal x16 x12 x32 x12

Tiny and smaller Armor has it AV reduced by ½ (this does not affect magical bonuses to AV). Weapons are considered to have their damage modified by their size modifier. I.E. a human using a goblin sized sword would be at -3 to damage with it (and -3 to hit with the item due to the size difference).

Weapon heft (light, one-handed, two-handed, and awkward) is compared to the creature’s strength before applying weight modifiers to equipment for the creature’s size. I.E. A Kai’vair with a strength score of 7 treats a sword with a weight of 6 as a light weapon, not a one-handed weapon, even though the swords modified weight is 12 since it is a large size weapon.

Weapons

Weapons are divided into many categories. Within these categories there are up to five weapons listed along with the various levels the weapon can be bought at.

Weapons also have various stats which are described below;

  • Name - This is the name of a weapon type in the category.
  • Damage - This is the base damage that the weapon deals.
  • Accuracy - This is the value added to your skill check to hit your opponent.
  • Defense - This is the value added to parry attempts.
  • Reach - Melee weapons only. This is the base reach of the weapon. A creates size modifies the maximum value of their reach.
  • Range - Ranged weapons only. This is the base distance a weapon can travel without penalties.
  • Type - Weapons deal either Blunt (B), Edge (E), or both (B&E) types of damage to an opponent. Weapons that deal both are resisted by the lower of a targets AVs.
  • Weight - How much the item weighs in pounds. This is important in determining encumbrance and the handedness of a weapon.
  • Load - Ranged weapons only. This is how many AP it takes to prepare the weapon to be fired or thrown.
  • Cost - This is the weapons cost in BUCs. Prices may vary depending on location and vendor. Note that the base cost is paid during character creation, and large or larger creatures may ignore the price increase for larger equipment.

Below you can find charts to the various weapons groups by following the links.

Armor

Armor is divided into 4 categories. These are light, medium, and heavy armor, and shields.

Armor provides an Armor Value (AV). This is used to prevent damage. It is split into two caregories; blunt and edge.

The maximum amount of armor (total AV) a person can wear without penalties is equal to their to 4 times their body stat. Note that shields only count for 1/2 this value. For every 1 AV over thier max value of armor worn adds 1 to encumbrance penality. Every 2 AV over thier max value adds 1 to the characters mobility penality.

The weight of armor a character can wear is also limited according to the characters strength. A character can only wear a set(s) of armor with a base weight less than or equal to 10 times their strength score. Shields count for only 1/2 this value. For every extra 5 pounds (or fraction thereof) the character adds a 1 point penality to their encumbrance and mobility.

Note that armor worn does not count toward the characters total amount to be carried. The weight and constriction of worn armor is already figured into the encumbrance and mobility penalties of the armor.

Armor can not be stacked unless it specificly says so under its description. The exception to this is that shields always stack with worn.

A shield can be used as a weapon. A shield does damage equal to its lowest AV and has an accuracy penality equal to the the encumbrance of the shield. Shields to blunt damage, though they can be made into spiked shields that does blunt and edged damage for an additional 100 BUCs. A shield is always considered a one-handed weapon, reguardless of the weight of the shield.

Below you can find charts to the various armor groups by following the links.

Magic Items

Magic items come in a variety of styles and effects. The world of Lundia is littered with magic items, from the mundane to the fantastic. Most of the technology in the world lends itself to magic in even the smallest ways.

Magic items have a trait called a Magic Value (MV). The MV of an item represents how powerful the item is and how much essence the chatacter needs to properly use the item. If the MV of an item is greater than a character essence, that character can not use that item. Magical armor and weapons differ, which is described under their section.

Personal magic items often take up body slots called chakras. The average humanoid body has the following slots;

  • Head
  • Eyes
  • Neck
  • Torso
  • Waist/Legs
  • Feet
  • Hands
  • Left Ring Finger
  • Right Ring Finger

A character may only have one magical item in each chakra. If a character has more than one item in a chakra, the item with the highest MV takes dominance and is used. If both items have the same MV, the one that was first put on by the character takes effect.

The creation of magic items also consumes XP. For every 50 BUCs of the items cost (or fraction thereof), it cost 1 XP to create the item. In the case of low cost items, many copies of the same item can be made to conserve XP. If making multiple copies of the same item, the XP cost is determined by the total cost of production, not the individual cost.