Creating Weapons

Determining Credit Costs for Weapon Creation in Infinite Frontiers


 

Introduction

In this section, we will integrate the established value of credits from the character development system into the Weapon Generation System. Our goal is to determine the relative cost, in credits, for each point in the weapon creation mechanic. This will allow players and Game Masters to understand the financial implications of weapon customization and ensure that the system remains balanced and fair.   Note: The previous articles influence this part only through the relative value of a credit.  
 

Establishing the Credit to Point Conversion

Based on the character development system, the conversion rates are:  
  • 1 Point = 1,000 Credits
  This conversion rate was used for character attributes, talents, and specializations. We will apply the same rate to the weapon creation system to maintain consistency across the game.  
 

Weapon Base Costs

 

Base Point Budget

  • All weapons start with a base budget of 10 points.
  • Base Cost of a Weapon:
    Base Cost = Total Points Used × 1,000 Credits + Base Weapon Cost (Quality Level)
 

Base Weapon Cost by Quality Level

To reflect the craftsmanship and inherent value of weapons at different quality levels, we assign a Base Weapon Cost:   [thead] [/thead] [tbody] [/tbody]
Quality Level Base Weapon Cost (Credits)
Poor 500
Common 1,000
Uncommon 2,000
Rare 3,000
Epic 4,000
Legendary 5,000
 
 

Weapon Quality and Adjusted Point Budget

 

Quality Level Adjustments

  [thead] [/thead] [tbody] [/tbody]
Quality Level Point Adjustment Adjusted Point Budget Base Weapon Cost (Credits)
Poor -2 points 8 points 500
Common ±0 points 10 points 1,000
Uncommon +2 points 12 points 2,000
Rare +4 points 14 points 3,000
Epic +6 points 16 points 4,000
Legendary +8 points 18 points 5,000
  Adjusted Point Budget is calculated by adding the Point Adjustment to the base budget of 10 points.  
 

Attribute Credit Costs

  Using the conversion rate of 1 point = 1,000 credits, we assign credit costs to each weapon attribute.  

Damage (DR)

  • Cost: 1 point per 1 Damage Rating (DR)
  • Credit Cost: 1,000 credits per DR
 

Range

[thead] [/thead] [tbody] [/tbody]
Range Category Point Cost Credit Cost (Credits)
Melee 0 points 0
Short (1-10 units) 1 point 1,000
Medium (11-30) 2 points 2,000
Long (31-60) 3 points 3,000
Extreme (61+) 4 points 4,000
 

Accuracy

  • +1 Die to Attack Rolls: 2 points (2,000 credits)
  • -1 Die to Attack Rolls: Gain 1 point back (-1,000 credits)
 

Speed

  • +1 Initiative: 2 points (2,000 credits)
  • -1 Initiative: Gain 1 point back (-1,000 credits)
  • Standard Attack Rate: 0 points (0 credits)
  • Slow Attack Rate: Gain 1 point back (-1,000 credits)
  • Rapid Attack Rate: 3 points (3,000 credits)
 

Size

[thead] [/thead] [tbody] [/tbody]
Size Point Cost Credit Cost (Credits)
Small 1 point 1,000
Medium 0 points 0
Large Gain 1 point -1,000
 

Special Characteristics

  • Armor Penetration (AP):
    • AP 1: 1 point (1,000 credits)
    • Each Additional AP: +1 point per AP
  • Area Effect:
    • Small Area: 2 points (2,000 credits)
    • Large Area: 4 points (4,000 credits)
  • Status Effects:
    • Minor Effect (chance to stun): 2 points (2,000 credits)
    • Major Effect (guaranteed poison): 4 points (4,000 credits)
  • Elemental or Energy Damage: Adds Damage Type: 1 point (1,000 credits)
 

Damage Type

  • Standard Types (slashing, piercing): 0 points (0 credits)
  • Special Types (psychic, radiation): 1 point (1,000 credits)
 
 

Weapon Modifications (Mods) Credit Costs

 

Mod Point Costs and Credit Costs

  [thead] [/thead] [tbody] [/tbody]
Mod Type Effect Point Cost Credit Cost (Credits)
Damage Enhancers +1 Damage 1 point 1,000
Accuracy Enhancers +1 Die to Accuracy 2 points 2,000
Range Extenders Increase Range by One Category 2 points 2,000
Speed Modifiers +1 Initiative 2 points 2,000
Armor Penetration +1 AP 1 point 1,000
Damage Type Change/Add Adds/Changes Damage Type 1 point 1,000
Special Effects - Minor Minor Effect (chance to stun) 2 points 2,000
Special Effects - Major Major Effect (guaranteed poison) 4 points 4,000
 
 

Calculating Total Weapon Cost

  The Total Weapon Cost includes:  
  1. Base Weapon Cost (depends on Quality Level)
  2. Cost of Points Used (Total Points Allocated × 1,000 credits)
 
Total Weapon Cost = Base Weapon Cost + (Total Points Used × 1,000 credits)
 
  • Total Points Used includes both base attributes and any mods applied at the time of purchase.
  • Unused Points (Mod Capacity) do not add to the initial cost.
 
 

Examples

 

Example 1: Common Longsword

Concept: A standard melee weapon.  
  • Quality Level: Common (±0 points)
  • Base Weapon Cost: 1,000 credits
  • Adjusted Point Budget:
    • Base Budget: 10 points
    • Quality Adjustment: ±0 points
    • Total Points Available: 10 points
  • Attribute Allocation:
    • Damage: DR 3 (3 points)
    • Range: Melee (0 points)
    • Size: Medium (0 points)
  • Total Points Used: 3 points
  • Total Weapon Cost:
    Total Cost = Base Weapon Cost + (Points Used × 1,000 credits) = 1,000 + (3 × 1,000) = 4,000 credits
  • Unused Points (Mod Capacity): 7 points (10 - 3)
 
 

Summary of Costs

  • Base Weapon Cost: Varies by Quality Level, representing materials and craftsmanship.
  • Points Used: Each point allocated to attributes or mods costs 1,000 credits.
  • Total Weapon Cost: Sum of Base Weapon Cost and Points Used cost.
  • Unused Points: Do not affect initial cost; represent potential for future upgrades.
 
 

Guidelines for Implementation

 

For Players

  • Budgeting: Plan your weapon's attributes and mods based on your available credits.
  • Mod Capacity: Consider leaving unused points for future enhancements.
  • Strategic Choices: Balance between immediate power and potential growth.
 

For Game Masters

  • Pricing Fairness: Ensure weapon costs reflect their capabilities and quality.
  • Availability of Mods: Control the accessibility of mods to maintain game balance.
  • Economy Integration: Align weapon costs with the overall in-game economy.
 
  By applying the established credit value to the Weapon Generation System, we maintain consistency across the game's mechanics. This approach allows for transparent and fair pricing of weapons and mods, enhancing player agency and strategic depth. Players can now make informed decisions about investing in weapons, ensuring their choices align with their character development goals and financial resources.  
 

Final Notes

  • Consistency: This system ensures that the value of credits remains consistent across character development and equipment acquisition.
  • Balance: The cost structure prevents weapons from becoming overpowered relative to their price.
  • Flexibility: Players have the freedom to customize weapons within their budget, promoting creativity and personalization.
  Happy crafting and adventuring in Infinite Frontiers!
Rulebook

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