Items
ArmorQ. Does all armor provide DR?
A. Yes all armor should provide DR. Though some armor will provide less or more depending on the material it is made from.
Q. What constitutes light armor? Are there benefits to light armor over heavy armor?
A. Light armor us usually made from cloth or silk. Or other light materials. Light is a weight class of armor. When wearing light armor ones DR is usually much lower than other types, but the trade off is typically Stat bonuses for Charisma or Diplomacy, reduced damage from falling, and a smaller movement penalty when in water.
Q. Then what constitutes medium armor?
A. Leather armors of a variety of leathers or the lighter types of metal armors. Bone armor is typically medium or heavy armor depending on the amount of bone. Usually medium armor adds an average amount of DR to your character. Medium armor provides no resistance to falling damage and suffers moderate movement penalties when in water.
Q. What can be said about heavy armor.
A. Heavy armor tends to have high DR and provides the benefit of glancing blows. Typically it is plate armor only, and is either comprised mostly of metals or bones. Wearing heavy armor leaves your character open to suffering double damage from falling. Wearing heavy armor also reduces movement speed in shallow water significantly. In deep water, wearing heavy armor will cause your character to sink.
Q. What are glancing blows?
A. Glancing blows are hits that don't do any damage to your body, and just deal damage to your armor. This is represented in the narrative by a blade scraping on armor, or an arrow bouncing off it. The weapon didn't hurt you, but your armor may be damaged. Glancing blows occur when a hit roll is within 10 of the threshold, but is on the Miss side.
Q. How do I know what zones or qualities the armor just crafted has?
A.1. When it comes to zones a newly crafted piece of armor gets it follows the amount of materials. If you put in 1 piece of leather your armor will only cover your chest.
It proceeds on a 1:1 ratio for body armor as follows: Chest, Back, Abdomen, Sides, Shoulders, Upper Arms, Thighs, Neck.
For Boots: Feet, Lower Leg/Calves, Thighs, Groin.
For Gloves: Hands, Forearms, Upper Arms.
For Head: Head, Face, Neck, Back
For Belt: Groin.
To achieve full coverage with overlaps across all zones you will need at least 20 materials.
A.2. Qualities, such as Cloth or Leather just describe what the armor is made of. The weight class of an armor is determined by this as well. If the armor is mostly made from Medium weight materials it will be counted as Medium armor. If it is mostly made from light materials it will be counted as Light armor.
The sensitive part is when dealing with bone or metal. More than 5 of either of these materials will shift the armor from Medium to Heavy.
Q. What happens if I mix and match weight classes on my character?
A. The whole set takes on the weight class of the heaviest piece. If most of your armor is Light but you have one piece that is counted as Heavy, then the weight class of the whole set is heavy and you will take double damage from falling, and will sink in deep water.
WeaponsQ. What are the various weapon qualities I keep seeing?
A.1. There are different classes of weapons. These are simple categories that describe the weapon itself and what knowledge pertains to it. For example a sword would gain bonuses to hit when wielded by a character with the Swords knowledge. The advanced qualities are listed below.
Slashing, Piercing, Chopping, Crushing, Ripping, Tearing, and Two-Handed.
A.2. There are other weapon qualities that are determined by the weapon's moral alignment. Most weaponry is neutral and does not qualify for these Traits. These are listed below:
Negative Alignment Traits:
Sharp as Sin, Hungering, Whispering, Dark Fire, Heart Seeker, Soul Thirster, Vampiric, Life Bane, Hell Spite.
Positive Alignment Traits:
Blessing, Cleansing, Lockout, Alarm, Fear Swallower, Life Giver, Endless Flow, Fortuitous, Savior.
Q. How do I get a weapon crafted?
A. Visit a craftsman. They'll do the work for you for a price. If you bring them materials, that may reduce the price.
Q. When Crafting how do I know what traits to give a weapon?
A. It depends on the weapon class, then the amount of materials. This functions the same way as armor. All weapons start as one handed. All weapon traits begin to add on after 4 materials. Therefore a very strong one handed weapon needs to be made of very high quality materials. The number at the end is the amount of materials needed for all the traits.
Swords: Slashing or Piercing first, the opposite (piercing is opposite to slashing and vice versa) of what was first, Ripping or Two-Handed, Two-Handed or Ripping. (8)
Spears: Piercing, Slasing, Two Handed, Ripping. (8)
Bows: Piercing only, bows require two hands to operate. (5)
Axes: Slashing, Chopping, Ripping or two-Handed, Two-Handed or Ripping. (8)
Maces/Hammers: Crushing, Two-Handed. (6)
Daggers: Piercing, Slashing. (6)
Pole-Arms: automatically two-handed, Chopping, Slashing, Piercing, Ripping. (8)
Q. What if I don't want a two handed weapon and I don't have access to higher quality materials?
A. Reforge the weapon. This process basically removes all traits of the weapon and add materials to increase its stats. The trade off is if the craftsman fails their roll the whole thing is destroyed and rendered useless. Also, the weapon gains Stat requirements on top of those it already had, which becomes inefficient compared to other weapons with the same amount of materials but are a higher quality.
Q. How do I get alignment traits on my weapons?
A.1. Commit atrocities with them equipped. These acts will reduce your morality. The faster that drops the more tainted the weapons history becomes. The more tainted it becomes the higher the likelihood of the weapon gaining a negative or dark trait.
A.2. Do the opposite of A.1.
Q. Can I craft custom or hybrid weapons?
A. Yes. Contact the administrator with your plan for your custom weapon including potential traits and material costs.
Other inventory Q. What's the difference between small items and large items?
A. Small items, like potions, darts, throwing knives, and scrolls can fit into the small inventory slots that can be built into armor like belts or cloaks. All other items are considered large and belong in Free space or bags with large slots.
Q. I've run out of storage, what do I do?
A. You can buy property in one of the towns or from a land owner. Property comes with additional storage space.
Q. We've killed the thing! But there's all this loot, who gets what?
A. Moderators stay out of loot distribution until it's decided where the gold (if any) goes. That's for players to decide amongst themselves, and to add to their own character sheets. If they can't decide that is the only time the administration needs to get involved. Dice will be rolled, and the dice's will is final.
Q. Ok, I've run out of room in my immediate inventory, what do I do with my loot?
A. If you have storage available elsewhere, you can put it there so long as the slots are large enough. Otherwise you'll have to ask someone else to carry it, or leave it behind, or make room for it somehow.
Q. Speaking of slots, I can put small items in large slots right?
A. Yes.
Neutral Weapon Traits
Piercing -- Weapons like Spears, bows, and certain swords have this attribute. This attribute negates 50 percent of an enemy's armor for the hit. This is only attributed to stabbing motions.
Slashing -- Weapons like swords, some spears and axe weapons have this attribute. This attribute only does full damage if the weapon is used to slash, it does half damage if used to pierce, unless it has the piercing attribute. Slashing also allows you to hit multiple zones in a swing. Each successive zone hit will add the DR of that next zone onto the calculation. The weapon can hit no more zones when the damage and DR equalize.
Ex. 1st zone is hit for 100 DMG, but has 25 DR. The character takes 75 DMG. The next zone is hit for 75 DMG, but it has 75 DR. The character takes 0 DMG to that zone.
Two-Handed -- A weapon that is two-handed deals
50 extra damage if wielded with
both hands, and
half damage if wielded only with one hand.. Two-Handed weapons can hit multiple zones, just like slashing weapons.
Crushing -- A weapon that is crushing can
break bones easily. Against some enemies a crushing weapon deals double damage. Against other creatures and players, crushing weapons have a chance of rendering a limb or other body part useless by breaking the bone. This chance is a strength vs strength calculation and roll done by a moderator.
Ripping -- Some weapons have serrated edges or through other parts of their nature, rip and tear flesh easily. These weapons are typically hard to get a hold of, and naturally cost a lot of materials to craft. They do exceptionally well against targets
with flesh. These targets that are hit with a ripping weapon are counted as hit twice (no more than twice), the second hit is equal in damage to the first hit.
Chopping -- Some weapons, like axes, can easily chop things apart. These weapons work exceptionally well against hard targets, things that are armored and the like. This is expressed in the same way as ripping against
heavily armored targets (Enemies with the Heavy armor weight class, or monsters with the Armored trait).
Tearing -- Weapons with this quality are mechanical in nature, and either have teeth or a drill-like way of moving, and deal 1.5x their base damage when powered by MP. They also chew through heavy armor and physical shields as if they are not there, scoring multiple hits on the object or target for as long as the weapon has power. This is expressed by only the first hit being mitigated by DR and lodging into the body of the target if it had power when it hit. After this each trigger pull costs a half action and an attempt to hit roll (Performed by a moderator), upon a miss the weapon is dislodged and any further trigger pulls are negated, upon a hit full damage is dealt to the object or target that the weapon is lodged in and another trigger pull can be attempted. Any roll that rolls a 90 or higher with a weapon with this trait jams the weapon and this trait is deactivated until the weapon is repaired by a craftsman, regardless if it would be a hit or not.
Dark Weapon Traits
Sharp as Sin -- Also read as SaS. This weapon automatically has the tearing quality, with no need to spend a mana battery's MP to use it. Such weapons tend to not have Mana batteries at all. Weapons with this quality deal an additional 1.5x physical damage, but do not have the stacking effect of chewing through heavy armor or shields and can not jam.
Hungering -- Weapons with this quality lust for combat and bloodshed and boost the wielder's attack speed by 20%.
Whispering -- These weapons speak and whisper into the minds of all those around the wielder in Vash'irik. As such the wielder gains the
Terrifying quality. All those around the wielder are stunned for a single turn, unable to move, unless they pass a knowledge check. The wielder may only attack one enemy during that stun period, if that enemy does not survive the attack that enemy recovers 1 HP.
Dark Fire -- Weapons with this quality will engulf any target in flames upon a successful hit. This includes hits that are landed but cause no damage to the target, or hits that are landed against shields, or glancing blows.
Heart Seeker -- Weapons with this quality are far more accurate, of their own will and volition, and will actively seek to correct their wielder's aim. These weapons are guaranteed hits 50% of the time. If the weapon misses, the next attack is a hit, provided the wielder is in range to make a hit. If this weapon is drawn and there are no enemies to attack, it will attack the closest Ally or NPC. If the wielder is alone, it will attack the wielder.
Soul Thirster -- Weapons with this quality have a 50% chance to outright kill NPC's, and a 10% chance to drain 50% of a PC's remaining hit points upon a successfully landed hit. This chance is to be rolled by the Admin with a percentile roll. Upon a failed roll, it penalizes the wielder of 5% of their HP.
Vampiric -- Weapons with this quality heal their wielder 10% of the corpses' total HP for every kill he or she makes.
Life Bane -- These weapons are so incredibly poisonous, that vaccines, magic spells, and antidotes can not remove the toxins from the afflicted's systems. Upon a successful hit, a weapon with this quality will poison the target for 5% of their total HP per turn, for 5 turns.
Hell Spite -- Weapons with this quality grant physical boons upon their wielders, turning them into instant berserkers, doubling their strength, and making them unable to register pain. The wielder however has a 10% chance of being unable to differentiate between friend and foe as they become more and more bloodthirsty, upon drawing the weapon.
Blessed Weapon Traits
Blessing -- Weapons with this trait have a 20% chance to automatically remove a random hex, charm, or curse from the wielder on every turn.
Cleansing -- Weapons with this trait have a 20% chance to automatically remove a poison, toxin, or disease from their wielder.
Lockout -- This weapon prevents NPC's and other players from using the weapon against the original owner.
Alarm -- This weapon prevents the wielder form being surprised in battle by notifying them of encroaching threats.
Fear Swallower -- This weapon prevents the wielder from succumbing to fear effects. They automatically pass all fear related checks.
Life Giver -- Resurrects a fallen friendly NPC or player automatically, once per battle at the end of combat. This trait prioritizes the wielder.
Endless Flow -- Effects that deal damage over time stop short of killing the wielder automatically by cancelling the damage that would result in death. The wielder will also apparently have an endless supply of blood, and is immune to the bleed effect.
Fortuitous -- The character will automatically have any attack rolls that resulted in a miss re-rolled a single time as the weapon attempts to twist fate in the wielder's favor.