From: vanadium@ix.netcom.com Date: Fri, 6 Aug 1999 11:37:24 -0500 (CDT) Subject: [GM-7thSea] Finn's Companion #5 [long] ------------------- Finn's Companion #5 Corantine 6, 1668 by: Carl Gilchrist http://seventhsea.itgo.com http://seventhsea.itgo.com/7thsea/companion.htm ------------------- Today I am going to take a look at another favorite subjuect of Adventures, pirates, sailors, nobles, and well, just about everyone. Stuff. But not just ordinary stuff, good stuff, quality stuff, neat stuff. Stuff that's better than normal. Your stuff can be superior because of material (some strange syrne metal, or new alloy), design (reinforced ribs about the metal plates of the armor), technique (damascus steel anyone?), skill of the creator, the fine balance of a weapon, or whatever you want it to be. The point is, your stuff is better, and however it was made better, it is going to cost you. How much? What kind of benefits? That's what I going to take a shot at. To use some inspiration from the Way of the Unicorn (another fine AEG roduct), the superiority of your stuff has its value increased to get quality points. With these quality points, the stuff in question has special benefits. Table A: The Quality of Items Quality cost quality Multiplier points Poor x.75 -1 Standard x0 0 Good x10 1 Fine x25 2 Excellent x50 3 Masterly x100 4 Legendary priceless, 5 or more best bidder Note that you can have some advantages and some disadvantages to modify your quality points. Different kinds of stuff can have different kinds of advantages, the type of Stuff is listed below and the kinds of advantages it can have under it. Any item that has at least one point of quality counts as a quality item for purposes of breakage, and other such things (e.g. eisenfaust). Poor items automatically count as poor quality items for such things. STUFF LIST Armor: leather jacket, chain shirt, plate vest --------------- This isn't the dracheneisen armor. Actually this companion really doesn't even touch into the dracheneisen, which is priceless anyways. The way I have armor working is as follows. Table B: Armor Values Type of Armor Brawn Defense Finesse Advanced Cost Check ModifierModifierModifier Leather Jacket +5 -0 - +5 5G Chain Shirt +10 -1 +5 +10 15G Breastplate +15* -2 +10 +15 30G * The breastplate does also have the advantage that when making brawn checks against firearms, one extra dramatic wound is taken for every 10 the roll is failed, not 20, like normal. Brawn check: This is the bonus to the wearer's brawn check when trying to resist a dramatic wound Defense Modifier: This is the penalty to whatever defense knack the wearer is using at the time. These modifiers do not apply to the "parry" defense knack. Finesse Modifier: All of the wearer's skill rolls that involve finesse have their TN increased by this number. Advanced Modifier: Whenever the wearer tries to perform any sort of advanced knack, their skill rolls have their target numbers increased by this number. This does not add to the finesse penalty. This penalty is actually meant to apply to all advanced knacks, including civil ones, and swordsmen knacks. There are a few exceptions, but it actually makes surprising sense in most cases. e.g. If you are trying underworld lore wearing a metal breastplate, all those criminals are going to assume you are with "the authority" and they aren't going to talk to _you_. Advantages: Appearance, Toughness, Lightness Specials: hardness, rune, waterproof, double weave (for leather and chain only) Clothing ------------ Advantages: appearance, craftsmanship Specials: hardness, reversible, rune, waterproof Equipment: skill-based equipment. I.e. equipment that are routinely used to enhance skills and to performs them (lockpicks, rope, et al.) --------------- Advantages: appearance, craftsmanship Specials: hardness, rune, waterproof Firearms: flintlock musket, flintlock pistol ---------------- Advantages:appearance, craftsmanship Specials: hardness, rune Melee Weapons: fencing swords, smallsword, heavy weapon, broadsword, knife, Main-gauche, panzerhand, polearm ---------------- Advantages: appearance, craftsmanship, damage Specials: deftness, hardness, rune, waterproof Ranged Weapons: bows, avalonian longbows, crossbows ---------------- Advantages: accuracy, appearance, craftsmanship, damage, range Specials: hardness, rune, waterproof ADVANTAGE LIST In each advantage category, you may only take one ability. You may _NOT_ purchase a quality twice to double its effect. Accuracy - at ranges, this weapon is more accurate -1 bad shot - all range penalties are increased by 5 (a -5 becomes -1) 0 normal ranges 1 all range penalties reduced by 5 (this will not take a range penalty to zero) 1 short distance range penalty only reduced by 5 (which can go to zero) 2 all range penalties reduced by 5, penalties can go to zero 3 short distance range penalty only reduced by 10 (which can go to zero) 4 the weapon has no range penalties Appearance-The stuff in question is of superior artistic quality. It is a pleasure to behold, and is the sort of stuff nobles require themselves to carry about. 0 Normal or shoddy appearance, there is no real disadvantage to a poor looking weapon if it doesn't act like one. 1 Nice Looking- the blade of a weapon is extraordinary, the dress is quite fine. 2 Excellent Looking- the blade is a masterwork (think Inigo montoya's weapon from "Princess Bride") the dress is a one-of-a-kind. Because weapons that have other high qualities tend to have a certain beauty to them, they may have half their quality points in appearance (round down), for free. This advantage is mainly for weapons that are made solely to be beautiful. This advantage doesn't add to the free points gained for the higher quality weapons as in the above paragraph. Craftsmanship- this stuff just works better -1 poor - roll and keep one less die with whatever skill you are using with this object 0 normal 1 +1k0 with one function of the item in question (climbing for a rope, to hit (only) with a weapon) 2 +1k0 with all functions of the item in question (parry and to hit with a weapon) 3 +0k1 with one function of the item in question 4 +2k0 with one function of the item in question Damage-For whatever reason (balance, technique in creation, whatever) the weapon in question does more damage. -1 The weapon rolls one less die for damage, and keeps one less die 0 Normal damage 1 +1k0 damage 3 +0k1 damage 3 +2k0 damage 4 +1k1 damage Lightness - This armor is lighter than normal. -1 Heavy - done poorly, this armor is heavier than most, and adds +5 to the finesse penalty and the advanced penalty. 0 normal weight 1 reduce the advanced penalty by 3 points 2 reduce the finesse penalty by 3 points 2 reduce the advanced penalty by 5 points 3 reduce the advanced and finesse penalties by 3 points each 4 reduce the finesse penalty by 5 points 4 reduce the advanced penalty by 5 points and the finesse penalty by 3 points Range - this weapon has superior range 0 Norman range 1 Range of the weapon is increased by x1.5 2 Range of the weapon is increased by x2 3 Range of the weapon is increased by x3 Toughness- This stuff is tougher than normal. -1 Weak - The armor has its brawn checks bonus reduced by 3, and any time you roll an exploding die when making a brawn check while wearing this armor that is a 20 or higher, the armor degrades more so it's brawn bonus is reduced by 3 more. If this penalty ever reaches 0 or less, the armor is no longer any good. Paying 1/2 the base price of the armor for each 3 penalty the armor has lost will return that 3, back up to the full brawn bonus given for that armor. Until the next exploding die. 0 Normal toughness 1 The armor grants an additional +3 to its brawn resolve checks 2 The armor grants an additional +5 to its brawn resolve checks 4 The armor grants an additional +8 to its brawn resolve checks. Specials-These abilities may be purchased for a variety of stuff, but don't quite fit in with other categories. Unlike other categories of stuff, any number of these may be purchased with quality points. You are not limited to one per category, like the others. 2 Deftness - the weapon in question lets its wielder use DR + Finesse for damage, rather than DR + brawn 3 Double Weave - the wearer only takes one extra dramatic wound versus firearms for every 10 the brawn check if failed by, not 20, as normal 1 Hardness - the stuff in question is quite durable, in any sort of roll to prevent breakage, this object should have two raises to prevent it, or if it is being targeted, have it TN raised by 10. 1 Reversible- clothing in question can be reversed and has a totally separate outfit when done so. Good for quick changes and disguises. You should use the more expensive of the pieces of clothing for the base price. Reversing usually takes 3d5 actions. 3 Rune- the stuff in question has a laerdom rune inscribed on it. Very rare and should be watched carefully by the GM. Remember the rune will only last one year, unless you take it back to the inscriber. Wits, TNs, and raises should be determined by the GM. Other qualities (and free appearance) will be maintained if the rune goes away. 1 Waterproof - the stuff in question has been treated in such a way that it will resist water, and won't rust, fade, or tear because of water damage. (very valuable for books if you can find it) EXAMPLE ITEMS: Assassin's Cloak - These cloaks are found among the spies and assassin's of the countries of Theah. Worn normally, it appears as fine jacket, worthy or being worn to a diplomatic function. After, the deed is performed, the jacket is doffed, turned inside out, a few knots tied, and voila a black cloak, perfect for sneaking away, is donned. Base item: fancy jacket (3G) Qualities: reversible, craftsmanship (+1k0 to stealth (in shadows only really) as black cloak), gets one level of appearance for free. (2 quality points is x25 multiple) Final cost: 75 guilders Gallegos Blade - These Fencing Swords are made in the Castillian province of Gallegos. Master Smiths there turn the iron ore coming of the mountains into some of the finest steel blades of all the lands. Base Item: Fencing Sword (15G) Qualities: Superior Craftsmanship (+1k0 with all skill functions of the weapon, attack, parry, tagging, et al.), Damage (does +1k0)is 3k2, Hardness , master quality appearance (for free) (4 quality points is x100) Final Cost: 1500 guilders Throwing Knifes - While lighter than normal, these throwing knives are balanced for throwing, but don't do as well in melee. Base item: Standard knife (6G) Qualities: poor damage (-1k1) does 0k1, craftsmanship +1k0 with throwing knife skill. (-1+1=0 quality points, x0 cost) Final Cost: 6 guilders Ussuran Trail Cloak - These cloaks have long been used by Ussuran outdoorsman and hunters. Their grey and green pattern easily blend in with the outdoors and the tight weave keeps the wet out of the wearer. They also keep the wearer much warmer than the simple cloak appears it normally would. Base item: plain cloak (1G) Qualities: craftsmanship +1k0 to stealth (in outdoors only, really), waterproof , (with two points of quality, 1 pt of appearance is normal, however as GM I decide that the Ussurans would have the cloak look plain, and just give it the freebie that the cloaks are a little bit warmer than normal cloaks) (2 quality points = x25) Final cost: 25 guilders Well, good sailing, and I hope you enjoy. Captain Morgan York of the Avalonian Frigate Brilliant Victory, and proud wielder of a Gallegos Blade. --------------------------------------------------------------------- Carl Gilchrist aka Iuchi Shinden aka Captain Morgan York email:vanadium@ix.netcom.com home page:http://pweb.netcom.com/~vanadium L5R list faq:http://pweb.netcom.com/~vanadium/pages/l5r/listfaq.htm 7th Sea page:http://seventhsea.itgo.com --------------------------------------------------------------------- -- Contents Copyright (C) 1997,98,99 by ALDERAC ENTERTAINMENT GROUP, INC.