Welcome to Gaia! ::

Reply Returner's Final Fantasy RPG Guild
Unique Weapon Creation Rules

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

jugh3ad
Captain

PostPosted: Sat Jan 21, 2006 1:18 am


okay I'll be putting this here so people can make unique weapons which might either appear in quests, or else in the arena as prizes. If any are dissapproved then we will give suggestions on how to fix it so it will be approved.


Weapon Construction System

Written by John Keyworth

The Returner Engine's main goal is to provide gamemasters with a game that can cover any type of video game RPG. However, the pre-made weapon list doesn't include things like beam swords and vibro-axes. To this end, we have the weapon construction system (or WCS). It allows GMs to make up their own weapons for their campaigns as they need them. The WCS was written by John Keyworth and any feedback or suggestions should be sent to him.

Making the Weapon

First, choose a base dice for your weapon then multiply it by the multipliers as you go. You may have as many advantages or disabvantages as you wish but only one power per dice of the weapon. Once you have worked out the total cost for each weapon, compair it to the highest minimum cost for any power it has. If it costs more then ther price stays the same, if not then take an avarage of the two prices to find the final price. When calculating the prices, round the final price to the nearest 2 significany figues (e.g. 32412 would become 32000).

Dice Base cost

D6 30

D8 40

D10 50

D12 60

Damage Multiplier

1d* x1

1d*+1 x2

1d*+2 x4

1d*+3 x8

1d*+4 x16

1d*+5 x32

2d*+1 x64

2d*+2 x128

2d*+3 x192

2d*+4 x256

2d*+5 x320

3d*+* Artifact weapons

Advantages

Extended Range: The weapon has a long reach or can be used to strike targets from a safe distance (such as a bow or a gun).

Range Multiplier

R: 2 x1.1

R: 3 x1.2

R: 4 x1.3

R: 5 x1.4

R: 6 x1.5

Affinity (x1.1): The weapon causes elemental damage. Possible afinities include fire, water, air, earth, light, darkness, ice, and lightning.

Fine craftmanship (variable): Because of the quality of the weapon, the user of the weapon gains a bonus to his weapon skill when using it.

Bonus Multiplier

+5 x1.1

+10 x1.2

+15 x1.3

+20 x1.4

Fast weapon (x1.2): Use agility instead of strength for damage. No Modifier for ranged weapons.

Light (x1.3): The weapon is exceptionally light compared to similar types of weapons. +4 Speed for initiative only.

Instant Recall (x 1.1): The weapon is connected to an accessory- a ring, amulet, brooch, or whatever. Upon command, the weapon automatically appears in the character's hand. As long as the accessory isn't lost or destroyed, the character can call on the weapon when they need it.

Disadvantages

Two handed (x0.75): Uses two hands (can't use a shield or two weapons (unless you have more that 2 arms!))

Drain HP: Bearer takes 1/2th of the damage he would normaly cause if he hit himself each round (10 x no of damage dice the weapon has)% of the time.

Unweildy (variable): The weapon is heavy, making it difficult to wield properly. There is a penalty to hit, this may reduce which masterys you can use.

Penalty Multiplier

-5 x0.95

-10 x0.9

-15 x0.85

-20 x0.8

Heavy (x0.75): This weapon is increadably heavy, you get a -5 modifier to your initiative roll.

Powers

Stat Bonus (variable): The weapon when wielded grants a bonus to an attribute of the GM's choosing. The attribute is typically linked to the type of weapon. A hammer or other heavy weapon might provide a strength bonus while a staff should provide a focus bonus.

Stat bonus Multiplier Minimum

+1 x1.1 1000

+2 x1.2 3000

+3 x1.4 5000

Drain HP (x1.3): The bearer is healed 1/5th of any damage caused by the weapon.

Drain SP (x1.3): The bearer regains 1/10th of any damage caused by the weapon as Sp.

Status Condition: The same CoS as the spell that causes the same effect, costs are the same as for random spells.

Fatal (x2 cost, minimum 15,000 gp): The weapon has a 30% chance of killing the target it hits instantly each time it is used. Monsters or characters immune to fatal attacks are immune to this effect.

Random spell: Each time the character successfully strike an opponent with the weapon, there is a 30% chance of a spell being automatically cast on the victim.

Level Multiplier Minimum

1 x1.1 500

2 x1.2 1000

3 x1.3 2000

4 x1.4 5000

5 x1.5 10,000

6 x1.6 20,000

Example: A Flame Sabre would be 2d10+1 Fire affinity and Random Fire 1(lvl 1 spell) with no Ad/Disads. This would cost 50 x 64 x 1.1 x 1.1 = 3872 Gold, Round to 3900. In FFRPG this would cost 3200, but it contains no allowance for powers.

Note on artifact weapons

Artifact weaponry can't be bought, they must be found. there damage is between 3d* and 3d*+5 so they may have a maximum of 3 powers. For all powers the normal maximums don't aply, so you could cast a level 9 spell or have +5 to one stat etc.

Artifacts should be very very rare, and very powerful ones should be unique, gaining them can be an adventure in itself. As always don't give your players to much power to soon or the game will become unbalanced.
PostPosted: Sat Jan 21, 2006 1:20 am


Approved

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Sat Jan 21, 2006 1:23 am


Dissapproved
Reply
Returner's Final Fantasy RPG Guild

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum