Difference between revisions of "Gear"

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This is a depreciated article from a very old version of the game, if you are reading this in 2021, ignore everything below this line
'''Gear''' refers to a set of clothing and/or armour worn for protective, decorative and functional benefit. The purpose of consolating clothing and armour into Gear types is to allow cosmetic and functional customisation without specifically requiring a character wear certain cosmetic items.
'''Gear''' refers to a set of clothing and/or armour worn for protective, decorative and functional benefit. The purpose of consolating clothing and armour into Gear types is to allow cosmetic and functional customisation without specifically requiring a character wear certain cosmetic items.
==Weapon Rules==
'''Weapon Scaling (Larger)'''
* Increase a weapon's damage dice by 2 steps for every size category larger they are from Medium.
** Step chart: 1 / d2 / d4 / d6 / d8 / d10 / 2d6 / 2d8
*** Once you reach 2d6 or 2d8, add the original number of the attack's damage dice to the current amount of damage dice for every size category remaining. Ex. 2d6 becomes 4d6 then 6d6.
* A Weapon's Reach scales with the user, as such a large creature's weapon will have double the reach of a Medium weapon.
** Huge characters have x4 the reach, Colossal have x16 the reach.
'''Weapon Scaling (Smaller)'''
* Decrease a weapon's damage dice by 1 step for every size category smaller they are from Medium.
** Step chart: 1 / d2 / d4 / d6 / d8 / d10 / 2d6 / 2d8
*** Weapon will no longer scale down once it deals 1 damage per die. The user still benefits from multiple dice however.
* Tiny-sized characters have a reach of 0ft and must enter the target's space to hit them with melee attacks.
** Tiny-sized characters with reach weapons have a reach of 5ft and can still hit targets adjacent to them.
'''Weapon Sizing'''
* Weapons have a specific size keyed to them, as such a particular weapon such as a Dagger can be made for Small-sized, Medium-sized, Large-sized characters and so on.
** Attempting to wield a weapon one size larger than yourself treats the Strength Requirement as double its normal value, also the number of hands needed to wield it increased by one.
*** You cannot wield a weapon if it requires more than two hands to operate, even if you have more than two hands (multi-armed characters cannot subvert this ruling).
** Attempting to wield a weapon one size smaller than yourself treats the Strength Requirement as halved its normal value and reduces the number of hands required to wield by one.
*** Similarly, a complex weapon such as a Firearm cannot be used if it is too small, even if you have enough hands and strength to operate it.


==Weapon Gear List==
==Weapon Gear List==
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! width=1px | Strength Req.
! width=1px | Strength Req.
! width=1px | Handedness
! width=1px | Handedness
! width=1px | Critical
! width=1px | Range + Type
! width=1px | Range + Type
! width=1100px | Special Notes and Description
! width=1100px | Special Notes and Description
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| 1
| 1
| One+Two
| One+Two
| x2 Roll:10
| 5ft Melee
| 5ft Melee
| A natural attack that humanoid characters can make, involves the use of hand, foot, elbow, knee and head strikes to inflict damage on an enemy. While this is one of the few attacks a character can make without equipping a weapon, the user may equip pieces to their arms and legs to enhance the damage they deal to foes.
| A natural attack that humanoid characters can make, involves the use of hand, foot, elbow, knee and head strikes to inflict damage on an enemy. While this is one of the few attacks a character can make without equipping a weapon, the user may equip pieces to their arms and legs to enhance the damage they deal to foes.
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* '''MONK''': This Class has features which improves the user's Unarmed Strike attack.
* '''MONK''': This Class has features which improves the user's Unarmed Strike attack.
|-
|-
! colspan=6 | Swords
! Swords
|-
|-
| Dagger
| Dagger
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| 2
| 2
| One
| One
| x2 Roll:10
| 5ft Melee
| 5ft Melee
|
|
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| 3
| 3
| One
| One
| x2 Roll:10
| 5ft Melee
| 5ft Melee
| Text
| Text
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| 4
| 4
| Two
| Two
| x2 Roll:10
| 5ft Melee
| Text
|-
! Staffs
|-
| Quarterstaff
| 1d6/1d6 Blunt
| 3
| One/Two
| x2 Roll:10
| 10ft Melee
| Text
|-
| Weighted Spear
| 1d8/1d6 Sharp/Blunt
| 4
| One/Two
| x2 Roll:10
| 10ft Melee
| Text
|-
! Clubs
|-
| Club
| 1d6 Blunt
| 2
| One
| x2 Roll:10
| 5ft Melee
| Text
|-
| Mace
| 1d8 Blunt
| 3
| One
| x2 Roll:10
| 5ft Melee
| Text
|-
| Morning Star
| 1d8 Sharp/Blunt
| 3
| One
| x2 Roll:10
| 5ft Melee
| 5ft Melee
| Text
| Text
|}
|}


'''Weapon Scaling (Larger)'''
==Weapon Enhancements==
* Increase a weapon's damage dice by 2 steps for every size category larger they are from Medium.
'''Masterwork Weapons and Upgrades'''
** Step chart: 1 / d2 / d4 / d6 / d8 / d10 / 2d6 / 2d8
* Weapons can be enhanced into Masterwork versions of themselves, start from Lv1 up to Lv5.
*** Once you reach 2d6 or 2d8, add the original number of the attack's damage dice to the current amount of damage dice for every size category remaining. Ex. 2d6 becomes 4d6 then 6d6.
** Masterwork Lv1 increases the damage dice of the weapon by one step, the chart goes from 1 / d2 / d4 / d6 / d8 / d10 then 2d6 / 2d8.
* A Weapon's Reach scales with the user, as such a large creature's weapon will have double the reach of a Medium weapon.
** Masterwork weapons Lv2, 3, 4 and 5 increases the number of damage dice by 1. Ex. Masterwork d8 weapon becomes 2d8 as it goes from Masterwork Lv1 to Lv2.
** Huge characters have x4 the reach, Colossal have x16 the reach.
*** If a d6 weapon were to become a Lv5 Masterwork weapon, it would then have a base damage dice of 4d8.
<hr>
* Normal weapons can possess at least 1 magical or mechanical enhancement.
** Masterwork weapons 1 through to 4 gains an additional enhancement slot to be enhanced further.
** Masterwork 5 weapons gain a special enhancement unique to that weapon type and cannot be changed unlike the other enhancement slots.
<hr>
* To make a Weapon a Masterwork weapon costs '''250 Crafting Parts'''. You as a player must possess at least Parts in order to possess a Masterwork weapon.
** To advance a Weapon additional Masterwork levels requires that you have 750 / 1,500 / 2,500 and finally 3,750 parts to have a Masterwork-5 weapon.
** The amount of parts required is per weapon, to have multiple weapons you need more parts for each of them.
 
===Weapon Enhancements List===
{| class=wikitable
! width=200px | Name
! Rank
! width=500px | Effect
! width=500px | Notes / Restrictions


'''Weapon Scaling (Smaller)'''
|-
* Decrease a weapon's damage dice by 1 step for every size category smaller they are from Medium.
! rowspan=5 | Damage+
** Step chart: 1 / d2 / d4 / d6 / d8 / d10 / 2d6 / 2d8
! 1
*** Weapon will no longer scale down once it deals 1 damage per die. The user still benefits from multiple dice however.
|
* Tiny-sized characters have a reach of 0ft and must enter the target's space to hit them with melee attacks.
* Increases Weapon Damage dealt by 2.
** Tiny-sized characters with reach weapons have a reach of 5ft and can still hit targets adjacent to them.
| rowspan=5 |
* Stacks with other Damage+ enhancements.
|-
! 2
|
* Increases Weapon Damage dealt by 5.
|-
! 3
|
* Increases Weapon Damage dealt by 9.
|-
! 4
|
* Increases Weapon Damage dealt by 14.
|-
! 5
|
* Increases Weapon Damage dealt by 20.
|-
! rowspan=3 | Gravity Weapon
! 2
|
* Increases Weapon's Damage Dice by 2
* Increases Weapon's Strength Rating by 1.
| rowspan=3 |
* Stacks with other Gravity Weapon enhancements.
* If the weapon's Strength Rating is higher than the user can handle, the user may suffer penalties due to the increased S-Rating.
|-
! 4
|
* Increases Weapon's Damage Dice by 4.
* Increases Weapon's Strength Rating by 2.
|-
! 5
|
* Increases Weapon's Damage Dice by 6.
* Increases Weapon's Damage Dice by 3.
|}


'''Weapon Sizing'''
==Armour Rules==
* Weapons have a specific size keyed to them, as such a particular weapon such as a Dagger can be made for Small-sized, Medium-sized, Large-sized characters and so on.
** Attempting to wield a weapon one size larger than yourself treats the Strength Requirement as double its normal value, also the number of hands needed to wield it increased by one.
*** You cannot wield a weapon if it requires more than two hands to operate, even if you have more than two hands (multi-armed characters cannot subvert this ruling).
** Attempting to wield a weapon one size smaller than yourself treats the Strength Requirement as halved its normal value and reduces the number of hands required to wield by one.
*** Similarly, a complex weapon such as a Firearm cannot be used if it is too small, even if you have enough hands and strength to operate it.


==Armour Gear List==
==Armour Gear List==

Latest revision as of 11:18, 13 January 2021

This is a depreciated article from a very old version of the game, if you are reading this in 2021, ignore everything below this line

Gear refers to a set of clothing and/or armour worn for protective, decorative and functional benefit. The purpose of consolating clothing and armour into Gear types is to allow cosmetic and functional customisation without specifically requiring a character wear certain cosmetic items.

Weapon Rules

Weapon Scaling (Larger)

  • Increase a weapon's damage dice by 2 steps for every size category larger they are from Medium.
    • Step chart: 1 / d2 / d4 / d6 / d8 / d10 / 2d6 / 2d8
      • Once you reach 2d6 or 2d8, add the original number of the attack's damage dice to the current amount of damage dice for every size category remaining. Ex. 2d6 becomes 4d6 then 6d6.
  • A Weapon's Reach scales with the user, as such a large creature's weapon will have double the reach of a Medium weapon.
    • Huge characters have x4 the reach, Colossal have x16 the reach.

Weapon Scaling (Smaller)

  • Decrease a weapon's damage dice by 1 step for every size category smaller they are from Medium.
    • Step chart: 1 / d2 / d4 / d6 / d8 / d10 / 2d6 / 2d8
      • Weapon will no longer scale down once it deals 1 damage per die. The user still benefits from multiple dice however.
  • Tiny-sized characters have a reach of 0ft and must enter the target's space to hit them with melee attacks.
    • Tiny-sized characters with reach weapons have a reach of 5ft and can still hit targets adjacent to them.

Weapon Sizing

  • Weapons have a specific size keyed to them, as such a particular weapon such as a Dagger can be made for Small-sized, Medium-sized, Large-sized characters and so on.
    • Attempting to wield a weapon one size larger than yourself treats the Strength Requirement as double its normal value, also the number of hands needed to wield it increased by one.
      • You cannot wield a weapon if it requires more than two hands to operate, even if you have more than two hands (multi-armed characters cannot subvert this ruling).
    • Attempting to wield a weapon one size smaller than yourself treats the Strength Requirement as halved its normal value and reduces the number of hands required to wield by one.
      • Similarly, a complex weapon such as a Firearm cannot be used if it is too small, even if you have enough hands and strength to operate it.

Weapon Gear List

Weapon Type Damage + Type Strength Req. Handedness Critical Range + Type Special Notes and Description
Unarmed Strike 1d3 Blunt 1 One+Two x2 Roll:10 5ft Melee A natural attack that humanoid characters can make, involves the use of hand, foot, elbow, knee and head strikes to inflict damage on an enemy. While this is one of the few attacks a character can make without equipping a weapon, the user may equip pieces to their arms and legs to enhance the damage they deal to foes.
  • Equip Wraps, Knuckles or Gauntlets to augment Unarmed Strike.
  • MONK: This Class has features which improves the user's Unarmed Strike attack.
Swords
Dagger 1d4 Sharp 2 One x2 Roll:10 5ft Melee
  • ROGUE: This Class has features which favours small sharp weapons such as Daggers.
Shortsword 1d6 Sharp 3 One x2 Roll:10 5ft Melee Text
Greatsword 1d8 4 Two x2 Roll:10 5ft Melee Text
Staffs
Quarterstaff 1d6/1d6 Blunt 3 One/Two x2 Roll:10 10ft Melee Text
Weighted Spear 1d8/1d6 Sharp/Blunt 4 One/Two x2 Roll:10 10ft Melee Text
Clubs
Club 1d6 Blunt 2 One x2 Roll:10 5ft Melee Text
Mace 1d8 Blunt 3 One x2 Roll:10 5ft Melee Text
Morning Star 1d8 Sharp/Blunt 3 One x2 Roll:10 5ft Melee Text

Weapon Enhancements

Masterwork Weapons and Upgrades

  • Weapons can be enhanced into Masterwork versions of themselves, start from Lv1 up to Lv5.
    • Masterwork Lv1 increases the damage dice of the weapon by one step, the chart goes from 1 / d2 / d4 / d6 / d8 / d10 then 2d6 / 2d8.
    • Masterwork weapons Lv2, 3, 4 and 5 increases the number of damage dice by 1. Ex. Masterwork d8 weapon becomes 2d8 as it goes from Masterwork Lv1 to Lv2.
      • If a d6 weapon were to become a Lv5 Masterwork weapon, it would then have a base damage dice of 4d8.

  • Normal weapons can possess at least 1 magical or mechanical enhancement.
    • Masterwork weapons 1 through to 4 gains an additional enhancement slot to be enhanced further.
    • Masterwork 5 weapons gain a special enhancement unique to that weapon type and cannot be changed unlike the other enhancement slots.

  • To make a Weapon a Masterwork weapon costs 250 Crafting Parts. You as a player must possess at least Parts in order to possess a Masterwork weapon.
    • To advance a Weapon additional Masterwork levels requires that you have 750 / 1,500 / 2,500 and finally 3,750 parts to have a Masterwork-5 weapon.
    • The amount of parts required is per weapon, to have multiple weapons you need more parts for each of them.

Weapon Enhancements List

Name Rank Effect Notes / Restrictions
Damage+ 1
  • Increases Weapon Damage dealt by 2.
  • Stacks with other Damage+ enhancements.
2
  • Increases Weapon Damage dealt by 5.
3
  • Increases Weapon Damage dealt by 9.
4
  • Increases Weapon Damage dealt by 14.
5
  • Increases Weapon Damage dealt by 20.
Gravity Weapon 2
  • Increases Weapon's Damage Dice by 2
  • Increases Weapon's Strength Rating by 1.
  • Stacks with other Gravity Weapon enhancements.
  • If the weapon's Strength Rating is higher than the user can handle, the user may suffer penalties due to the increased S-Rating.
4
  • Increases Weapon's Damage Dice by 4.
  • Increases Weapon's Strength Rating by 2.
5
  • Increases Weapon's Damage Dice by 6.
  • Increases Weapon's Damage Dice by 3.

Armour Rules

Armour Gear List

Gear Name Defense Enhancements Description
Plain Gear
  • None
  • Cannot be enhanced or enchanted
Plain clothes worn by a civilised being, ranges from casual to formal wear.
Traveller's Gear
  • Physical Resist 5
  • None
A common set of clothing worn by adventurers starting out or travellers off to see the world. Composed primarily of cloth and some leathers and metal, it is comfortable to move around in for long periods of time. Though it lacks special qualities, it can be customised in a number of ways. Traveller's Gear is easy to find and inexpensive to purchase.