Making Equipment


Weapon and Armor PPV - The player point value (PPV) of most weapon attributes is based on the Ability level scale, sometimes with special modifications explained below. For example the Attack Bonus is worth "3 times the normal PPV", so a +3 Attack Bonus is worth 12 PPV, 3 times the PPV of ability level 3. (See Characters/Abilities.)

Creating Armor and Weapons - To create weapons and armor, you add up your bonuses and roll against a difficulty level of zero. Your success level is the number of Player Points you may spend on weapon attributes.

Bonus  Time Invested  Industrial Influence  Tool Quality

 +1      15 minutes     Stone age           Makeshift / lacking materials
 +2      30 minutes     Bronze age          Low quality / cheap
 +3       1 hour        Iron age            Typical / mediocre
 +4       2 hours       Steel age           High quality / expensive
 +5       4 hours       Industrial age      State of the art / very rare
 +6       8 hours       Machine age
 +7      16 hours       Cybernetic age
 +8      32 hours       Future age

(You can keep adding ½ to the time invested bonus by doubling the time)

Attack - This bonus is worth 3 times the normal PPV
Conceal - This bonus is worth double the normal PPV
Grapple - This bonus to manipulation is worth double the normal PPV
Parry - This bonus is worth the normal PPV
Cover - This bonus is worth the normal PPV
Absorb - This bonus is worth the normal PPV

Special Absorb Bonuses - These bonuses are worth the normal PPV. These are absorb bonuses in addition to regular absorb bonus. Examples include absorbing extra stun, lasting, or fire damage.

Toughness - This bonus is worth the normal PPV. This toughness bonus only affects the weapon or peice of armor even if it is natural armor or a natural weapon. It is not a bonus to the race's toughness ability, which reduces damage automatically regardless of armor.

Power - No weapon may have a Power Level more than 2 levels higher or lower than it's Heft. To find the PPV of Power, subtract it's Heft from it's Power. Then find the normal ability PPV of this level and triple it to find the PPV of this Power.

For example, if I had a weapon that had a Heft of 5 and a Power of 3, I would subtract the Heft from the Power to get negetive 2. The PPV of this weapon's Power would then be -6 .

Sharpness - To find the PPV of a weapon's sharpness, find it on the following scale:

Sharp. -7  -6  -5  -4   -3  -2  -1   0   1   2   3    4    5
PPV     0   ½   1   1½   2   4   8  16  32  64  128  256  512

Reach - The PPV of a weapon's reach is ½ player point for each decimeter (or in other words 5 PPV per meter. One "decimeter" is one tenth of a meter, or ten centimeters, or about four inches.) However, natural weapons don't go by this rule, instead they use the following rules:

Reach for Races - In the case of natural weapons for a race, look up the PPV of the natural weapon's reach and the PPV of it's race's average reach on the Reach and Stride PPV table. Then subtract the race's average reach PPV from the natural weapons's reach PPV. This is the PPV of the natural weapon's reach. (See Characters/Reach PPV Table.)

Reach for Characters - In the case of reach for natural weapons of an individual character, look up the PPV of the individual character's natural weapon's reach and the PPV of it's race's average natural weapon reach on the Reach and Stride PPV Table. This is the PPV of the natural weapon's reach. (See Characters/Reach PPV Table.)

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Copyright © 1997 - 2004 Seth Galbraith and Benjamin Galbraith