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Armorsmithing Rules

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Armorsmithing Rules Empty Armorsmithing Rules

Post by SpiritGM Tue Jan 16, 2024 8:11 am

Armorsmithing Rules

Requirement  
  • Requires the user to have an Armorsmithing Crafting License.

  • Crafting Locations
    All Armorsmithing crafts will take place in one of 3 places
    • The Black Forge: The main crafting location for Weaponsmithing.
    • A Medium Sized House: If you have a Medium-Sized House with a Weapon Forge room, you are capable of crafting weapons in your house.
    • Armor Shop: If you have a Store (which requires a license) and you have Weaponsmithing License, you are capable of crafting weapons in your store.
    Armor Carry Maximum
    You are allowed to create the following armor pieces. You may only wear 1 of each (obviously Gauntlets and Boots are going to come in a pair and are intended to be used in a pair). You may not layer 2 body armors on top of each other, etc etc.
    • Armor/Hat/Mask
    • Body Armor
    • Gauntlets
    • Pants
    • Boots
    • Cloak/Cape
    Armor Weights?
    Armor Weights are just roleplay only with no systematic difference. The reason behind this is it creates far too much complexity in what should be a relatively simple system. So make whatever weapons you want, wield the size of armor you want and just enjoy roleplaying that armor.

    Format
    Armor
    Code:
    [img][/img]
    [size=18][b]Armorname[/b][/size]

    [b]Armor Rank[/b]:
    [b]Armor Type[/b]:
    [b]Damage Resistance[/b]:
    [b]Armor Temporary HP[/b]:  

    [b]Required Materials[/b]:
    [b]Armor Durability[/b]:
    [b]Runestone Slots[/b]:
    [b]Minimum Word Count[/b]:

    [b]Armor Description[/b]:  

    Armor Types
    Armor Types can either be Armor or Shield. If this is Armor, state what kind of armor it is -- platemail, scalemail, ringmail, brigandine, etc etc. Also specifically state whether it's just body armor or a full suit of armor. If this is a shield, keep in mind that it requires 1 hand to equip the shield.

    Damage Resistance
    This is the one type of damage that the armor will help the user resist. Armors can have 1 Damage Resistances. Resisting a type will cause the user to take 50% damage to the armor by that Damage Type. May only have Damage Resistance on Armor via Runestone
    • Slashing
    • Piercing
    • Bludgeoning
    • Shredding
    Armor Temporary HP
    This applies to both armor and shields. The Temporary HP is a 'barrier' that protects the armor from taking damage to it's durability. Once the Temporary HP reaches 0, damage to the armor will deal damage to durability. More on durability later.
    Spoiler:

    Required Materials
    This applies to both Armor and Shields. Jewels from [Xenedra's Jewelry Shop] are allowed to be used to make your Armor/Shield look more opulent. Both require a minimum of 4 materials that are Armor-Grade Materials -- 2 of the materials must be of the same rank as the armor/shield being created. Jewels added WILL NOT be included in the 4 minimum. The user may add more up to 2 additional materials to assist with Durability.

    Armor/Shield Durability
    When an Armor/Shield's Temporary HP reaches zero and the Armor/Shield are completely exposed, damage to the Armor/Shield's durability will come next. Taking damage from attacks will deal damage to durability with 1 damage = 1 damage to the armor/shield's durability. Once the durability reaches 0, the Armor/Shield is considered broken. A broken Armor/Shield cannot be used for the remainder of the thread. Armor/Shields will have their durability returned to full at the end of the topic. The durability of the items are dependent on the rank of the Armor-Grade material. Armor that breaks will basically just fall off of the user.
    Spoiler:

    Runestone Slots
    All Armor/Shields will have up to 2 Runestone Slots. Armor/Shield may not have any offensive Runestones attached to it -- Support Runestones that supports defense and defense-type Runestones are allowed. Armor MAY NOT have stat-boosting Runestones. Only Jewelry can have that. 

    Each Armor/Shield will start off with 0 Runestones, so it's up to the Armorsmith to 'drill' runestone slots into the Armor/Shield. The user may drill up to 2 holes in each Armor/Shield, each increasing the word count of creating the item by +100 words per hole drilled. Armor/Shield may only have Runestones of equal or lower rank attached to them -- only a Runic Mason is capable of embedding a Runestone into a Runestone Slot.

    While it may seem like a bunch of added words, it will increase the worth of any item to have Runestone Slots drilled out. You CANNOT drill Runestone slots into Shop-Bought Armor/Shield.


    Last edited by SpiritGM on Sun Feb 18, 2024 10:04 am; edited 2 times in total
    SpiritGM
    SpiritGM
    Admin

    Posts : 114
    Join date : 2024-01-04

    Character sheet
    Total EXP (TXP):
    Current XPC:
    Current Reol:
    Updates Page:
    Race:
    Stats:
    StatsScore Score
    STRSTR
    DEXDEX
    CONCON
    INTINT
    WISWIS
    CHACHA
    Total RaisesTotal Raises

    SP:
    SP<b><center>Library Name</center></b>
    Library Name
    <b><center>Rank</center></b>
    Rank
    <center><b>1</b></center>
    1
    Creation of Eragia
    5
    <center><b>2</b></center>
    2
    <center><b>3</b></center>
    3
    <center><b>4</b></center>
    4
    <center><b>5</b></center>
    5

    https://knights-of-eragia.forumotion.com

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    Armorsmithing Rules Empty Re: Armorsmithing Rules

    Post by SpiritGM Tue May 07, 2024 11:52 am


    Armorsmithing Rules

    Requirement
      The user is required to have a Crafting License in Armorsmithing. You are also required to have at least 5 Strength and 5 Dexterity.

    Crafting Location
      There are 3 main places that you can craft armors.
        1. The Black Forge: This is the main crafting location for Blacksmithing Crafts.
        2. Medium Sized House: If you have a medium-sized house with an Armor Forge room, you are capable of crafting armors in your house, in that room.
        3. Personal Armor Shop: If you own a shop and you have the Armorsmithing License, you are capable of crafting armors in your shop.

    Crafting Materials
      The main place you will gather materials from is from Mildred's Armor Material Shop. These are the primary materials you'll be able to obtain (some special materials can be obtained in certain quests). Ensure you have materials in order to crafter your armor.

      While you can craft any armor piece you want (brigandine, helmet, bracer, gauntlet, gloves, pants, leggings, etc etc), each armor will have a base of 5 materials minimum required to make an armor/shield. At least 1 of the materials is required to be of the same rank of the armor/shield that you are crafting. (If you are making a Rank 4 Armor, you're required to have at least 1 Rank 4 Armor-Grade crafting material).

      Containers only require 3 Armor-Grade crafting materials with 1 of the materials being of the same rank as the container being crafted. 

    Armor/Shield Formula

      Code:
      xxx
      Spoiler:

    Container Formula

      Code:
      xxx
      Spoiler:

    Crafting Shields

      Crafting Containers

        Armor Weight

          Drilling Runestone Slots
            Each Armor/Shield/Container can have 1 Runestone Slot drilled into it. In order to do that, you are required to purchase a Runestone Drill from Johanna's Runestone Shop. It's pretty expensive, so don't lose it! The Runestone Drill will allow you to drill a perfect hole into the Armor/Shield/Container to be able to affix a Runestone into it. While the Armorsmith can't affix a Runestone themselves (unless they have the Runic Masonry Crafting License), they are capable of preparing it for the right person to affix the Runestone into it.

            Armors/Shields/Containers are only capable of affixing the following Runestone types
              + Runestone Medium: Runestone Mediums have a certain number of uses and can work as a Spell Medium for spells that use the [ M ] Spell Component. Runestone Mediums only have a certain number of uses before the Runestone evaporates, leaving only an empty Runestone Slot.
              + Spell Runestone: The person creating the Runestone may imbue a Spell Runestone with a spell that they own. This will allow the user to use their armor/shields as a Spell Medium in order to use said spell. The spell, however, must be offensive in nature. Each spell will use a Spell Charge. Once the charge reaches 0, it will need to be recharged.
              + Enchantment Runestone:

              IMPORTANT: The moment you affix a Runestone into an armor/shield/container, you are required to Attune to it in order to make use of the Runestone.


          SpiritGM
          SpiritGM
          Admin

          Posts : 114
          Join date : 2024-01-04

          Character sheet
          Total EXP (TXP):
          Current XPC:
          Current Reol:
          Updates Page:
          Race:
          Stats:
          StatsScore Score
          STRSTR
          DEXDEX
          CONCON
          INTINT
          WISWIS
          CHACHA
          Total RaisesTotal Raises

          SP:
          SP<b><center>Library Name</center></b>
          Library Name
          <b><center>Rank</center></b>
          Rank
          <center><b>1</b></center>
          1
          Creation of Eragia
          5
          <center><b>2</b></center>
          2
          <center><b>3</b></center>
          3
          <center><b>4</b></center>
          4
          <center><b>5</b></center>
          5

          https://knights-of-eragia.forumotion.com

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