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 Weapon and Armor Types and Rules

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Azalea
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Character, Class, Jobs, Weapons Level:
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PostSubject: Weapon and Armor Types and Rules   Sat Jul 13, 2013 1:05 am

Weapon and Armor Rules

Hit Point Damage is however many points more a Weapon's Damage is over a piece of Armor's Resistance.  Ex. Armor Resistance 6, Weapon Damage 8 = 2 Hit Points taken


Weapon and Armor 's Durability

What is it for?
The reason Weapon and Armor Durability exists is to see how much damage they can take/do before it is damaged/broken and needs to be repaired.

What is the Amount?
The Durability to all manmade Weapons or Armor is 3X either the Damage of a Weapon or the Damage Resistance of a piece of Armor (except Hand to Hand, see below).  This includes Hand to Hand/Fist Weapons, but not bare fisted Hand to Hand.

Hand to Hand, without any attachments, is preset per body part in 'Your Body - Weapon' until you go through more training every 10 Hand to Hand Levels, see below.

Hand to Hand training:
With Weapons, as you level, you get bigger better weapons, but that isn't the same with Hand to Hand (although you can use Hand to Hand/Fist Weapons, but if you want to use your bare fists...)  To make it even, you can train your body to make it stronger or more resilient every 10 Hand to Hand levels by training in a new style. There is a specialized trainer in your Capital's Training Yard. You MUST go through the training if you want the points. You can skip a style if you want and are above it in level, but you will not get its Bonuses.

Level 1 - Boxing (Basic Durability from Your Body - Weapon)
Level 10 - Aikido +2 Damage, +10 Weapon Durability
Level 20 - Karate +2 Damage, +10 Weapon Durability
Level 30 - Judo +2 Damage, +10 Weapon Durability
Level 40 - Tai Chi +2 Damage, +10 Weapon Durability
Level 50 - Jujitsu +2 Damage, +10 Weapon Durability
Level 60 - Kempo +2 Damage, +10 Weapon Durability
Level 70 - Taekwondo +2 Damage, +10 Weapon Durability
Level 80 - Kung Fu +2 Damage, +10 Weapon Durability
Level 90 - Drunken Fist +2 Damage, +10 Weapon Durability
Level 100 - Mui Tai +2 Damage, +10 Weapon Durability

How does it work?
For every point more a Weapon has vs. a piece of Armor, that point is taken from the target’s Hit Points, but the weapons and armor must take some damage also.  The Damage is 1/10 (rounded to the nearest whole number - 1.5 = 2 but 1.4 = 1) points of your Weapon/Armor's Durability taken from your Armor’s/Weapons Durability from the opposing thing (weapon's Durability goes down 1/10 what the Armor's Durability is, while the Armor's Durability goes down 1/10 of what the Weapon's Durability is).  
Ex. Armor Def. 6 so the Durability is 18, Weapon Dam. 8 so the Durability is 24, the target will take 2 points of Hit Point Damage (6vs.8) while the Armor will take 2 points (1/10 of 24 = 2.4 rounded down to 2) to its Armor’s Durability and the opponents Weapon will take 2 points (1/10 of 18 = 1.8 rounded up to 2) to its Weapon's Durability.  

If a Weapon is weaker than the Armor (Ex. Armor 12 = 36 Durability , Weapon 8 = 24 Durability) then there is no Hit Point damage and the same rule applies as above making the Armor's Durability take 2 (1/10 of 24 = 2.4 rounded down to 2) and the Weapon's Durability takes 4 (1/10 of 36 = 3.6 rounded up to 4).


Fixing broken or damaged Armor/Weapons:

You will have to go to a Blacksmith/Wood Crafter/Leatherworker/Tailor, which ever applies to the item needing repair.  
A Healer or person with First Aid can repair damage to Your Body itself.  Bones break too.  Having Weapon’s Durability on your Body does not mean that you can use your body as armor, these are weapons only, deflect if you can, but don't think holding your fist in front of you to take a hit will take the damage from your Punch's Weapon's Durability instead of your Hit Points


Accuracy

I think you should be rewarded for getting your skill level up, and it just makes sense to me that a master of their weapon would have an easier time hitting their target

For every 5 points in your Weapon/Magic skill, you take away 1 dodge roll form your opponent’s dodge
100 in your skill = 20 dodge taken away = they will only be able to dodge completely if they roll a 100 (100-20=80 = still a full dodge roll)


Weapon Types and Rules

Sword
A long Blade, usually with a hilt (though not necessarily), they range from 1’1”-X’ in length.  There are Short Swords, Standard Swords, Long Swords and Great Swords; fit any Katana, machete, etc. into the lengths of the Short-Standard-Long-Great categories.

Sword Types
Short Sword – bladed length of 1’1”-2’6”.  Duel wield at sword lvl 20
Standard Sword – 2’7”-3’.  Duel wield at sword lvl 40
Long Sword – 3’1”-5’.  Duel wield at sword lvl 70
Great Sword – 5’1”-X’.  Always thicker and wider and heavier.  Duel wield at sword lvl 100


Staff
No blade or point.  If there is a blade on the top… like a spear… it is a Polearm.  

A staff can be wood or metal and range in different lengths from 3’-X’ long.

Used as a weapon increases Staff Level, used in conjunction with Magic (some Staffs will have Magical properties or channeling abilities) increases your Magic Skill Level

Duel Wield at Staff level 70


Polearm
A Staff type of weapon, a Polearm is different because it is bladed on one or both ends.  There are different kinds from a Lance, Spear, Naginata, Halberd, Pike, Etc.  These are all Polearms… so you can name it differently in Weapon Creation, but the Type is Polearm and all skill goes there.  A Staff with a Mace-like attached to the end is still considered a Polearm.  

Must be 3'-X' long

Duel Wield at Polearm level 90


Axe
An Axe has a handle and a blade coming perpendicular to the handle either on one end or two (Double Headed Axe).  There are different ways to tweak an Axe, but is it that hard to know what an Axe is?

Can be one handed or two handed.  
One handed –

handle 4”-6” long and 1”-2” thick.  Shaft 4”-1’ long.  Blade can be any size.  

Duel Wield at Axe level 20

Two handed –

handle 8”-1’ long and 1”-2” thick.  Shaft 1’-2’ long.  Blade can be any size.  

Duel Wield at Axe level 70


Mace
A Mace is a little different… handle like an Axe, one handed or two handed like an Axe, but it doesn’t have a blade attached to the handle.  It has a heavy metal or wooden… thingy… at the end that can be in very different shapes and sizes.  It can be like a Club or Hammer or it can have a chain attached to it and a ball of metal attached to that, creating a Mourning Star (under Mace category).  So it can have points, but not a BLADE…  A Mace uses the weight on the end to do heavy damage vs. a sword using the blade to cut and stab.

Can be one handed or two handed.
One handed –

handle 4”-6” long and 1”-2” thick.  Shaft 4”-1’ long.  Head can be any shape or size

Duel Wield at Mace level 20

Two handed –

handle 8”-1’ long and 1”-2” thick.  Shaft 1’-2’ long.  Head can be any shape or size

Duel Wield at Mace level 70


Dagger
A bladed weapon with or without a hilt ranging in length from 3”-1’.  

They can be serrated or have other features, but anything longer than 1’ will make it a Short Sword.

Duel Wield at Dagger level 2


Bow/Crossbow
Bow and Arrows and Crossbows… can be different kinds, but it’s kind of self-explanatory.  

No Compound Bows allowed.

Cannot duel wield Bow and Arrow... (not that you can't create a weapon that can shoot more than once per shot at a higher level... just a hint)

At Bow And Arrow/Crossbow level 90 can duel wield crossbow


Throwing Weapons
All weapons are throwable within their specific weapon type, but without skill in Throwing Weapons, the damage is dropped by 50%.  Ex. A Swordsman can throw a Sword, but if it usually does 10 damage, it will only do 5 when thrown (if you do not have the required Throwing Weapon's Skill points to throw it properly)

Throwing Weapons skill is a specialized skill for throwing, not that you can’t stab with a throwing knife… but you will get 2 points more damage by throwing it if you are of the Throwing Weapons skill type… does that make sense? Someone who uses Throwing Weapons can throw the same sword that does 10 damage if they stab with it, but by throwing it, it does 12 damage... or if you normally have a throwing dagger but are too close and stab with it, it does 2 points less damage than normally thrown.  

Don’t abuse the system to get the extra 2 points of damage… if you are within the weapon's standard range or within 2 feet of your target, it’s not thrown, it’s just used as a weapon and does the weapon's standard damage and you do not get a point in training to Throwing Weapon's skill level but you will get a point in the weapon type's (Sword, Axe, etc.) skill level (optional if you want it or have the spare points for it - not maxed out already).  This means a Dagger not thrown will give you a points in Daggers.

You have to get your skill level higher to be able to throw higher level or heavier weapons, but you get the point.  And if you can’t use the weapon based on the requirements, you cannot throw it (if it takes 15 Strength to use, you can’t throw it if you don’t have the Stat either).  There are some weapons that are for Throwing only, but many of the weapons you can use are also included in other types, like daggers and hatchets that are in the Daggers or Axe category.  

Scale on using not typically Thrown weapons as throwing weapons:
Whatever the skill level to use as a normal weapon (Sword takes 45 Swords to use), you need 10 more points in Throwing Weapons to be able to be thrown properly (55 Throwing Weapons)... or you need 100 Throwing Weapons for anything that is too high a level to be thrown, Ex. A sword that takes 100 Sword to use, you can throw at 100 Throwing Weapons.

Throwing Daggers
Bladed length of 3”-1’.  
Can only throw 2 at a time... depending on length (the shorter the more likely you can throw 2 from each hand for a total of 4 at a time).  
At level 50 you can double the amount thrown.
At level 100 you can double that again

Throwing Hatchets
Handle length 6 inches.  Back of hatchet extends 3”-5” above handle and blade extends 3”-6” out.  
Can only throw 2 at a time, one in each hand.  
At level 80 you can double the amount thrown at a time by throwing 2 from each hand.

Throwing Spikes
Pointed at one end.  
Length ranges from 7”-1.5’with 4” of it being handle.  
Can only throw 2 at a time.  
At level 50 you can double the amount thrown.
At level 100 you can double that again

Throwing Needles
Pointed at both ends.  
Range in lengths and widths from 2”-1’ long to needle thin-1” wide.  
Can throw 4 at one time.  
Starting at level 25 and for every 25 levels, you add 2 more thrown at a time.  

Additional types of Throwing Weapons available by suggestion


Fist/Hand-to-Hand Weapons
Hand to Hand is a Weapon type, but you can use man-made weapon-attachments to change or boost their power.

These are attached to your body somehow.  Not like using a small dagger through your fingers, but something that is attached... on your fingertips, knuckles, wrist, feet, etc.  

Can be a multitude of sizes and types as you level.  

These weapons will level as Hand-to-Hand weapon specialization.  

Things in this category would be like Brass Knuckles or Cat Woman gloves with the claws, a blade in your boot, etc.  

Not Throwable unless removed, then they would count as a Throwing Weapon


Misc.
Any weapon you wish to create that does not fit into these descriptions… like… I don’t know… a whip.  Depending on what it is, leveling it may be put into one of the above categories, or a new one can be created.


Armor Types and Rules


Plate

Flattened, Solid pieces of metal.  Can have the look of scales overlapping each other or an entire limb or body piece in a single piece of metal, etc.  

Chainmail

Metal links forming a net of chain.  Gives more flexibility to the wearer than Plate.  Noisier and doesn't protect as much.  Projectiles and blunt damage from a mace will do more damage.

Leather

Created from the skin of creatures.  Scales, and fur count as leather.  Very flexible but not nearly as able to take a beating or protect you as well as metal.  Leather adopts the attributes of the creature it was taken from, giving it possible resistances to magic types.

Cloth

Weaved fabric, many types.  Can also be created from the hair and/or feathers of a creature giving some or more magical resistance to a fabric.  Magic is weaved into most fabrics during their creation, giving Cloth armors protection from specific types or all magic but is extremely weak to physical attacks.  


Who can Wear What?

Any Class can wear any type of armor... that doesn't mean you should, but I wanted you to have the choice.  A Mage probably shouldn't jack up their strength just to wear plate armor if it means they couldn't put as much points in Magic like they should... but it's your character and you can do what you want... just saying =)

The only restrictions are how much Strength you need to carry the weight of the material and how much Strength you need to even be able to wear the different types per body piece: 1 full Leg from hip to toes, 1 Full arm from shoulder to fingertips, head and neck together, front of torso from half way point on your sides, back of torso from the other half way point on your sides.  If you want something like a full pair of pants... just add the 2 legs together... if you want a pair of shorts, its equal to 1 full leg, use your imagination but you will still need to get approval when making a piece or armor anyways.  

Cloth requires 0 Strength to wear anywhere on your body
Leather requires 3 Strength to wear on ONE whole body piece or 1 Strength on a hand/foot/helmet/just neck
Chainmail requires 5 Strength to wear on ONE whole body piece or 3 Strength on a hand/foot/helmet/just neck
Platemale requires 7 Strength to wear on ONE whole body piece or 5 Strength on hand/foot/helmet/just neck

If you want cloth with just Small amounts of leather sewn into different places... like elbows and knees and what not... use your reasoning and figure out how much leather it is and would weigh, that kind of thing... or even small plates of Platemail attached to cloth or leather... figure it out yourself

The 'Small amounts' that are spoken of, are no larger than 3"x3" squares (or different shape but same average size)
Adding small bits of higher level armor will enhance the armor without weighing the wearer down so much that it counts as the next level up.  If they add more than recommended and it now seems like more 1 type than the original..., it now counts as the next higher armor type, Ex. Leather with a Small amount of Chainmail is still Leather... but add too much and it now is considered Chainmail with Leather.
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