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|Weapons and Armour|

Weapons, armour and shields give bonuses and penalties (on top of their base item stats) depending on their quality and any modifiers they may have.
 
Notice: These rules are still in development and are not in use in the current campaign.
 

In real life, not all weapons, armours and shields perform in the same way. Be this due to the quality of its design and construction, damage received during use, or from particular differences in its intended function. Comparing two longswords would produce a whole list of dissimilarities in their form and function.

 

While this can't be fully replicated in a TTRPG, the following rules were created with the intention of adding some level of difference, personalisation and uniqueness to the arms and armour encountered throughout the world.

 

Weapons

 

All weapons have one of six quality levels:  

  • Broken - You have a -3 penalty to attack and damage rolls made with this weapon.
  • Crude - You have a -1 penalty to attack and damage rolls made with this weapon.
  • Standard - You have no bonus or penalty to attack and damage rolls made with this weapon.
  • Balanced - You have a +1 bonus to attack and damage rolls made with this weapon.
  • Masterwork - You have a +2 bonus to attack and damage rolls made with this weapon.
  • Legendary - You have a +3 bonus to attack and damage rolls made with this weapon.
  •   In addition, weapons may have one or more of the following modifiers*:  
  • Bent - You have a -1 penalty to attack rolls made with this weapon.
  • Blunt or cracked - You have a -1 penalty to damage rolls made with this weapon.
  • Light - You have a +1 bonus to attack rolls and a -2 penalty to damage rolls made with this weapon.
  • Weighted - You have a -1 penalty to attack rolls and a +2 bonus to damage rolls made with this weapon.

  • Armour

     

    The weight of a set of armour effects the wearer's ability to move easily if not properly fitted for the wearer. While light armour has no negative effect, non-tailored medium and heavy armour lowers your Dexterity modifier by -1 and -2 respectively. Armour can be taken to an armoursmith and tailored to better distribute it's weight across the wearer's body (see Item Damage, Repairs and Improvement ), removing this penalty.

     

    Armour sets also have one of six quality levels (broken, crude, standard, strengthened, masterwork, legendary), with the corresponding bonus/penalty affecting the AC bonus of the armour.

     

    In addition, armour may have one or more of the following modifiers*:

     

    • Dented or torn - You have a -1 penalty to AC when wearing this armour.
    • Ill-fitting - You have a -10ft penalty to your walking speed when wearing this armour.

     

    Armour belonging to someone of a different size category to you automatically has the ill-fitting modifier if you use it. To remove this effect you can take it to an armoursmith to resize it.

     

    Shields

     

    Shields also have a quality level (broken, crude, standard, strengthened, masterwork, legendary), with the corresponding bonus/penalty affecting the AC bonus of the shield. Broken shields cannot be wielded and when a shield is broken in use it automatically falls from the wielder's arm/grip.   In addition, shields may have one of the following modifiers*:  

    • Split - You have a -1 penalty to AC when wielding this shield.
    • Small - You have a -1 penalty to AC against ranged attacks when wielding this shield.
    • Large - You have a +2 bonus to AC against ranged attacks and a -10ft penalty to your walking speed when wielding this shield.

     
      *While the quality level is innate to the item and can not be changed (with the exception of items breaking), the modifiers of weapons and armour can be changed due to Item Damage, Repairs and Improvement .

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