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Pandora Development Thread ~ RPGsite

Started by sithson, November 06, 2007, 09:35:26 PM

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sithson

Designing Armor

Name: This is the name of the armor

Hit Point bonus: Wearing armor adds to a characters current total hit points as long as they have one hit point or more. This is largely dependent on the amount of protection that the armor provides due to its category. You only gain this hit point bonus once per set of armor. If you go bellow zero hit points the armor hit point bonus permanently degrades by one until it is fixed. If it no longer has a hit point bonus it is ruined and needs to be fixed or replaced. Removing your armor will remove the hit point bonus. If a character has his armor removed, and it would other wise drop them bellow zero hit points, they are reduced to zero hit points instead.

Category: Armor comes in four categories: cloth, light armor, medium armor, heavy armor and shields. Cloth armor is very light, and has only minor padding where as light armor is flexible and can withstand some blunt impacts. Medium armor is more rigid than light armor but flexible enough to move around comfortably in. Heavy armor is thick, rigid and can withstand light blows but is prone to being pierced with certain weapons. Shields offer ranged and close quarter defense.

Shields: This piece of armor does not function like a regular piece of armor. Instead, it functions much like a weapon, against ranged weapons and targeted attacks however it acts differently.
First instead of a hit point bonus, it instead gives the character using it a defense bonus when some one tries to strike them. Secondly, if specifically targeted or hit with ranged weapons the defense bonus it gives permanently degrades by one until it is fixed. At zero defense bonus the shield breaks, and needs to be repaired or replaced. This is unlike regular armor that degrades if you go below zero hit points.

Weakness type: Certain weapons are more adept at others when it comes to finding weak spots. As such armors have specific weaknesses and the character hit with such weapons will take additional damage when struck with these weapons. Compare the armors weakness type with the weapons type. If they match, then the weapon deals an additional die of damage.

Weight: This is how much the armor weighs.

Encumbrance: This number is the movement penalty in squares that is applied to a character wearing the armor. This effect stacks with the movement penalty for carrying an excessive amount of weight.  It also adds to the difficulty of certain tasks while wearing the armor. If you are able to cast spells, compare this number to your spirit score. For every point under the encumbrance rating, you slow down by that much after each spell you cast during the magic phase. Resting and refocusing for a round will revert your attack round score to its original number if you are affected by the encumbrance rating.

Price: This is how much the armor typically sells for in a major city. Faction and reaction adjustments can modify this number.

Cost: The materials and time needed to craft the armor, as well as crafting target numbers.

Example armor: (Baseline)
Name: Chain Shirt
Hit Point Bonus: 12
Category: Medium
Weakness Type: Piercing, ranged.
Weight: 12 lbs
Encumbrance:  2
Price: 15 gold
Cost: 12 iron bars, 1 light leather, 2 bolts of cloth, 30 hours. Target craft number 23.
 

sithson

 

sithson

Crafting rules:

Weapons: Crafting weapons takes alot of materials. First determine what you need to craft the weapon. You need to use twice as much metal as the weapon weighs. Determine if the weapon uses other materials. Each additional mundane material costs 1 silver each for material costs. The gm should assign material costs to special items that you wish to incorporate into the weapons design.

Metal bars: Each bar weighs one pound. Depending on the material they cost more or less depending on the metal you use. A typical Iron bar costs 1 silver.

Time: Add up the costs of the materials, this number is also the time in hours neded to create the weapon.
For a simple weapon it takes half the time to create as a normal weapon.
Exotic weapons take 3 times as long.

Cost: Multiply time x cost this is the price in silver you should sell the item at.
20 copper = 1 silver
30 silver = 1 gold
4 gold = 1 platinum

Craft target number: This number is half the price of the cost in silver to make.

Armor: Same as weapons except it takes longer to craft. Cloth & light armor= x1 time, medium = x2 time, heavy = x3 time.
Price: Multiply the cost in silver by the armors time multiplier. This is the cost in silver that you should sell the item at.
To calculate its Traget craft number divide the time+mat cost by the armors multiplier.