Mr. Wolf proposed the idea of adding tags or qualities to weapons to add uniqueness to them. Here is the post:
So, let's look at an example:
In RAG a light machine gun has the following stats: Skill (Ranged), Damage (9), Range (Long)
These stats could form the basis for any light machine gun in Wyrm SF. But there might be variants like these:
Gaian Arms Pacifier Light Machine Gun, Skill (Ranged), Damage (9), Range (Long), Tags (accurate, unfoldable bipod)
MarsCorp LMG-17 Light Machine Gun, Skill (Ranged), Damage (9), Range (Long), Tags (high-powered, extended clip)
I thought adding tags to weapons is a way to add a lot of variety to the simple system of WR&M.
For example an assassins dagger could have an armor penetration (AP 1 ignoring 1 point defense from armor) tag. Distinguishing it from other daggers.
For example an assassins dagger could have an armor penetration (AP 1 ignoring 1 point defense from armor) tag. Distinguishing it from other daggers.
I think Qualities is going to be the choice term.
I have decided that not all items will have qualities. Just items that are well crafted or magical. This will keep the game running simple. But draw greater distinction to better gear and magical items. Items with qualities will fall into 3 categories. High crafted, Master crafted, and Magical.
High crafted: (HC) This weapon is well made by an experienced craftsman. It will cost and often sell for double that of an average weapon of the same type (more if it has another quality attached). High crafted items gain a +1 to damage and can often have one (and only one) other quality attacked to it.
Master crafted: (MC) These items are forged by great masters. Their quality and workmanship have no equal. Master craft items will cost 8 to 10 times that of an average weapon of the same type (depending on the number of other qualities). High crafted Items gain a +1 to damage like high crafted. But master crafted items may have up to two other qualities attacked to it.
Magic: (MA) This quality shows that a weapon is magical. For all purposes the weapon is a magical item and can strike creatures that could not normally be harmed by mundane weapons. Most magical weapons give off some kind of glow but not all. Most magical items will be imbued with at least one other magical quality. There is no limit to the number of qualities a Magical Item may have on it.
Added qualities:
Armor penetrating: (AP) This quality will have a value from 1 to 2 if it is high or master crafted weapon. And can have a range from 1 to 4 as a magical quality. The number represents the number of defense from armor an attack with this weapon may ignore. But only defense from armor.
Accurate: (AC) This quality will have a value from 1 for being a master crafted item. And can have a value from 1 to 3 as a magical quality. This quality gives the user a bonus in combat to strike his opponent.
Slaying: (SL) This quality grants a bonus to damage against a single creature type. This quality will range from 1 to 3 and can only be applied to weapons with the magic quality. Slaying weapons glow brightly when they are with in 100' of the creature they are a slayer of.
Wizards: (WZ) This quality can only be on a staff or Rod. Only weapons with the magic quality may have wizards quality on it. This weapon works as a channel for raw mana. The character may channel one point
of mana into to fire a mana shard at an opponent. The range of a mana shard is 40' and requires a roll on thaumaturgy to hit.
Still underconstruction