For those planning to also run an Elder Scrolls game using God Machine's World of Darkness rules set, this is where I will putting equipment as I create it for the game. Naturally you could also use some of the Fianyarr equipment lists but this stuff is specifically created to match Elder Scrolls items.
The bow type affects damage bonus (automatic damage added to successes from the attack roll) and range.
Longbow 0L 25 yards
Hunting Bow 0L 35 yards
Orcish Bow 1L 25 yards
Dwemer Bow 1L 35 yards
Elven Bow 2L 25 yards
Bosmerian Bone Composite Bow 2L 35 yards
Glass Bow 3L 25 yards
Ebony Bow 3L 35 yards
Daedric Bow 4L 25 yards
Dragonbone Bow 4L 35 yards
Arrows of these particular materials gain an attack penalty or bonus equal to the listed number. Melee weapons (i.e. swords) of these particular materials gain and attack and damage penalty or bonus equal to the listed number. Yes, this means that melee weapons can do way more damage eventually than a bow but you have to get in close and personal to do it which means taking more damage.
Rusty -2
Iron -1
Steel +0
Elven +1
Orcish +2
Dwemer +3
Glass +4
Ebony +5
Daedric +6
Armour downgrades damage (i.e. from lethal to bashing) from each single hit by the amount mentioned below. Additional pieces of armour (greaves, bracers, pauldrons, helmets, boots, etc.) on top of the cuirass simply protect against called shots.
Light armour rarely provides any penalties as it's easier to wear. Use the prices on the various Skyrim wikis but bear in mind that Elven light armour should always cost more than steel armour which is the less effective but cheaper option. It should also be rare to find glass or daedric light armour as well.
Rawhide +1 armour, -1 Initiative
Hide / Fur +1 armour
Leather +2 armour
Elven / Scaled +3 armour
Glass +4 armour
Daedric +5 armour
Heavy armour provides a -2 penalty to Initiative and Stealth.
Rusty +3 armour, additional -2 penalties
Iron +3 armour, additional -1 penalties
Steel +3 armour
Dwemer +4 armour
Orcish +5 armour
Ebony +6 armour
Voidstone +7
Daedric +8 armour
Magicka Potions heals Magicka equal to the listed number. Healing Potions heal lethal damage equal to the listed number OR if there's not enough lethal damage to heal it heals twice as much bashing damage instead.
Minor Magicka / Health Potion: +2
Magicka / Health Potion: +3
Plentiful Magicka / Health Potion: +4
Potent Magicka / Health Potion: +5
Extreme Magicka / Health Potion: +6
Ultimate Magicka / Health Potion: +7
Destruction Staff
Select Flame, Ice, or Electricity
Intelligence (for electricity) OR Presence (for flame) OR Resolve (for ice) + Staff.
Range is equivalent to Intelligence + Presence + Resolve x 2.
Costs 1 Magicka to use.
Successes deal lethal damage unless the character has resistance (deals bashing damage) or vulnerability (deals aggravated damage).
Robes provide no armour bonus but do assist the caster by reducing the Magicka regeneration rate and providing a dice bonus from particular schools. Additional enchantments can be lain on these garbs. Where two materials are listed, the second one is specifically for Bosmer who have sworn the Green Pact though natural anyone could wear them.
Novice Mage Robes (Jute / Coarse Spidersilk)
+1 bonus to dice rolls from a particular magic school. Reduces Magicka regeneration rate from 1 hour to 30 minutes. Requires Novice or higher ability in that school of magic.
Apprentice Mage Robes (Spidersilk)
+2 bonus to dice rolls from a particular mage school. Reduces Magicka regeneration rate from 1 hour to 15 minutes. Requires Apprentice or higher ability in that school of magic.
Adept Mage Robes (Kresh Fiber / Ebonthread)
+3 bonus to dice rolls from a particular mage school. Reduces Magicka regeneration rate from 1 hour to 5 minutes. Requires Adept or higher ability in that school of magic.
Expert Mage Robes (Ironthread / Silverweave)
+4 bonus to dice rolls from a particular mage school. Reduces Magicka regeneration rate from 1 hour to 1 minute. Requires Expert or higher ability in that school of magic.
Master Mage Robes (Void Cloth)
+5 bonus to dice rolls from a particular mage school. Reduces Magicka regeneration rate from 1 hour to 1 round. Requires Master or higher ability in that school of magic.
What do you guys think? See any problems with this? I'll be playtesting some of it this weekend so I'll tell you what I find.
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