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  • Random Equipment Tables

    Roll 1d20 for each Section

    1. Determine equipment type:
    1-4: Shield
    5-8: Armor
    9-13: Standard Weapon
    14: Pole Arm
    16: Great Weapon
    17-20: Ranged weapon

    --Shield
    1-5: Light Shield
    6-13: Medium Shield
    14-17: Heavy Shield
    18-20: Spiked Buckler

    --Armor
    1-4: Light Leather
    5-7: Heavy Leather
    8-12: Light mail
    13-16: Heavy Mail
    17-19: Light Plate
    20: Heavy Plate

    --Standard Weapons
    1: Maul
    2: Main Gauche
    3: Mace
    4-5: Bastard Sword
    6: Throwing Axe
    7-9: Battle Axe
    10-14: Long Sword
    15-16: Short Sword
    17-18: Dagger
    19: Rapier
    20: Morningstar

    --Pole Arm
    1-7: Glaive
    8-11: Halberd
    12-13: Military Fork
    14-18: Two-handed spear

    --Great Weapon
    1-10: Two-handed sword
    11-13: Two-handed maul
    14-20: Two-handed Axe

    --Ranged
    1-5: Crossbow
    6-13: Short bow
    14-20: Long bow
    Last edited by Wired_Wolf; 01-20-2015, 10:56 AM. Reason: New Tables
    The Veil Codex
    Random Weapons and Armor Tables
    Injuries

  • #2
    Step 2 here determines the material and quality of the item:

    2. Determine material:
    --Metal Material (melee weapons):

    1-12: Iron (no bonus)
    13-17: Steel (-1 STR)
    18-19: Veridium (-2 STR, +1 Talent Level bonus, +1 to Determine Qualities roll)
    20: Silverite (-2 STR, +1 Talent Level bonus, + Focus Benefit, +2 to Determine Qualities roll)

    --Wooden material:
    1-9: Elm (Melee: No bonus / Ranged: No bonus)
    10-14: Ash (Melee: No bonus / Ranged: +10% long range)
    15-17: Yew (Melee: -1 STR / Ranged: +10% Short range, +25% long range)
    18-19: Whitewood (Melee: -2 STR, +1 Talent Level bonus / Ranged: +25% short range, +50% long range, +1 to Determine Qualities roll)
    20: Ironbark (Melee: -2 STR, +1 Talent Lvl Bonus, Focus Benefit / Ranged: +50% short range, +100% long range, +2 to Determine Qualities roll)

    --Leather Armor Material:
    1-19: Leather (no bonus)
    20: Drakeskin (+1 armor penalty improvement, +2 to Determine Qualities roll)

    --Metal Armor Material:
    1-10: Iron (no bonus)
    11-16: Steel (no bonus)
    17-19: Veridium (+1 armor penalty improvement, +1 to Determine Qualities roll)
    20: Red Steel (+2 armor penalty improvement, +2 to Determine Qualities roll)

    3. Determine Workmanship Quality:
    1-10: Standard
    11-16: Masterwork (+1 Attack Value/Armor Rating)
    17-19: Superior Masterwork (+2 Attack Value/Armor Rating)
    20: Legendary Masterwork (+3 Attack Value/Armor Rating)

    4. Determine Quality:
    1-10: Mundane (no magic properites)
    11-16: Lesser (1 magical property)
    17-19: Median (2 magical properties)
    20: Greater (3 magical properties)

    5. Determine Rune Slots:
    1-10: None
    11-16: 1 Rune slot
    17-19: 2 Rune slots
    20: 3 Rune slots
    Last edited by Wired_Wolf; 01-19-2015, 12:38 PM. Reason: New Tables
    The Veil Codex
    Random Weapons and Armor Tables
    Injuries

    Comment


    • #3
      6. Magical Properties:

      ACTIVATED abilities require an SP 3 Combat stunt (Activate) to use
      PASSIVE abilities are "always on" provided the item is on the character

      1-8: General (more generic basic abilities)
      9-11: Mage Specific
      12-14: Primal (elemental based bonuses)
      15-16: Creation (creation based bonuses)
      17-18: Spirit (spirit based bonuses)
      19: Entropic (entropic based bonuses)
      20: Blood (blood magic based bonuses)

      --General Weapon Magical Attributes:
      1-3: Sharp: PASSIVE - Ignores [X] Armor rating of the target
      4-7: Bane: PASSIVE - +1d6+[X] damage vs. specific enemy type (darkspawn, undead, deamons, dragon-kin, shades)
      8-11: Powerful: PASSIVE - +[X] to damage
      12-16: Balanced: PASSIVE - +1 SP when they are generated
      17-19: Intent: PASSIVE - Reduced stunt point cost for specific stunt
      20: Vicious: PASSIVE - target suffers 1d6 additional damage only if the initial attack dealt damage after armor mitigation


      --Mage Specific Magical Attributes:
      1-5: Arcane Lance: PASSIVE – Arcane Lance gains +[X] damage
      6-13: Arcane Infusion: ACTIVATED – Wielder gains 1d6+[X] Mana
      14-15: Arcane Focuser: PASSIVE - +1 to all Spell Casting checks
      16-17: School Focuser: PASSIVE - +2 to [SCHOOL] Spell checks
      18-19: Arcane Power: PASSIVE - +1 to Spell power
      20: School Power: PASSIVE - +2 to [SCHOOL] spell power

      --Primal Weapon Magical Attributes:
      1-10: Fire damage: PASSIVE - Additional 1d6 damage. May ignite an item (1 in 6 chance)
      11-16: Ice damage: PASSIVE - 1d6 penetrating damage
      17-20: Shock: PASSIVE - 1d6 damage, this is PENETRATING and doubled if the target is wearing METAL armor.

      --Creation Weapon Magical Attributes:
      1-5: Neutralization: ACTIVATED – targeted spell caster must make a TN 16 (Magic) test or be unable to cast spells for 2 turns.
      6-12: Haste: ACTIVATED –wielder may make an extra attack this round.
      13-16: Rejuvenation: ACTIVATED – heals wielder for 1d6 health.
      17-19: Heroic Aura: ACTIVATED – Wielder gains +2 bonus to DEF for the rest of the encounter.
      20: Paralysis: ACTIVATED – target must take a TN test equal to the attack roll or become paralyzed until resisted. Paralyzed target has a Defense of 7 and can take no actions.
      Spell Wisp: PASSIVE – Character gains a +1 Spell power bonus while wielding this weapon.

      --Spirit Weapon Magical Attributes:
      1-5: Mana Drain: ACTIVATED - TN 12 SP test, -1d6 mana when struck)
      6-10: Spell Shield: ACTIVATED – Spells have no effect on you until your next turn.
      11-13: Dispel Magic: ACTIVATED – Attack vs. Spellpower of magic, success removes the effect of that spell.
      14-15: Might: PASSIVE – bearer is granted +2 STR while wielding the weapon in battle
      16-17: Invigorate: PASSIVE – bearer generates +1 Stunt Point when SP’s are generated
      18-20: Spell Might: PASSIVE – bearer gains +1 Spellpower and generates +1 SP for spells

      --Entropy Weapon Magical Attributes:
      1-8: Paralyze: ACTIVATED – TN 16 CON (Stamina) test or target is unable to move)
      9-14: Horror: ACTIVATED - TN 14 Willpower or the target simply cowers in fear next turn)
      15-16: Life Draining: ACTIVATED - Weapon heals wielder for of damage caused)
      17-18: Weakness: ACTIVATED – TN 14 Magic or target suffers -1 STR/DEX and -5 Speed for 1d6 rounds)
      19-20: Miasma: ACTIVATED – TN 13 CON (Stamina) for all enemies within 2 yards, -2 DEF and ATT for next 2 rounds)

      --Blood Weapon Magical Attributes:
      1-10: Blood Borne: PASSIVE – Wielder may sacrifice their own health to restore mana on a 1 to 1 basis.
      11-16: Grave Borne: PASSISVE - If character kills target with this weapon, they gain +1d6 health & mana
      17-20: Sacrifice: ACTIVATED – Wielder may drain the health of an ally to restore mana on a 1 health to 2 mana basis; this requires the characters to be near each other.


      Armor Magical Effects Charts

      -- Armor Magical Attributes:
      1-2: Attribute Enhancement: PASSIVE - +1 [ATTRIBUTE]
      3-8: Lyrium Hardening: Ignores [X] points of “penetration” effects
      9-13: Elemental Resistance: PASSIVE – absorbs [X] points of fire/frost or shock damage
      14-16: Magical Resistance: PASSIVE - +[X] to resist rolls against magical effects.
      17: Healing: ACTIVATED – Heals wearer 1d6 health
      18: Mana Regeneration: ACTIVATED – restores 1d6 mana points to wearer
      19-20: Avoidance: PASSIVE - +[X] Defense


      Randomization Charts:

      ---Attribute
      1-2: Communication
      3-6: Constitution
      7-9: Cunning
      10-12: Dexterity
      13-15: Magic
      16: Perception
      17-19: Strength
      20: Willpower

      ---Spell Schools
      1-7: Primal
      8-12: Spirit
      13-16: Creation
      17-19: Entropy
      20: Blood

      ----[X] – Roll 1d6 for result
      1-3: +1
      4-5: +2
      6: +3
      Last edited by Wired_Wolf; 01-20-2015, 12:25 PM.
      The Veil Codex
      Random Weapons and Armor Tables
      Injuries

      Comment


      • #4
        Offhand, your material chart is omitting the Set 3 materials. I would only use the percentile dice if you are switching dice - otherwise, you could use multiple d6 and use the bell curve. 10-11 on 3d6 is 25%, but only 2 numbers. Just food for thought.

        Comment


        • #5
          good start
          Currently Playing:
          An Arl's Ransom - Xavier [url]http://roninarmy.com/threads/282-Characters-An-Arl-s-Ransom?p=8484&viewfull=1#post8484[/url]

          Currently Running:
          Betrayer of Asgard - Conan converted over to Dragon Age <link to be added later>

          Comment


          • #6
            Originally posted by shonuff View Post
            Offhand, your material chart is omitting the Set 3 materials. I would only use the percentile dice if you are switching dice - otherwise, you could use multiple d6 and use the bell curve. 10-11 on 3d6 is 25%, but only 2 numbers. Just food for thought.
            I'll add the Set 3 stuff when it's "real"

            I may just make them all D20 and be done with it, I'm thinking this as a "quick I need something STAT" type of resource, so fewer dice to roll the better.
            The Veil Codex
            Random Weapons and Armor Tables
            Injuries

            Comment


            • #7
              That makes sense. Another thing to look at would be multiple magical effects (eg stunt reduction and a damage bonus).

              Comment


              • #8
                Originally posted by shonuff View Post
                That makes sense. Another thing to look at would be multiple magical effects (eg stunt reduction and a damage bonus).
                I may up qualities a bit, or add more ranks, but the theory is that with a "greater" quality weapon you get more magical effects and they can stack, such as stunt reduction and damage bonus plus and elemental effect, provided the dice roll nicely...or you just choose 'em.

                Maybe even create "greater" effects that give a exactly what you're thinking of as a single buff.
                The Veil Codex
                Random Weapons and Armor Tables
                Injuries

                Comment


                • #9
                  My bad. I was looking at the 3rd post only.

                  Comment


                  • #10
                    Re: Random Equipment Tables

                    Additional Effects (place holder names):

                    ...of wounding - target suffers an additional 1d6 damage only if the initial attack deals damage after armor mitigation
                    ...of hardening - ignores 1 point of "piercing" effect
                    The Veil Codex
                    Random Weapons and Armor Tables
                    Injuries

                    Comment


                    • #11
                      Re: Random Equipment Tables

                      I like this, reminds me of the old Advanced Fighting Fantasy stuff...which I should really pinch more of.

                      I can be friendly when I desire to. Alas, desiring to be more intelligent does not make it so.
                      --Morrigan, Dragon Age Origins

                      What Dragon Age Origins Character Are You?


                      Please feel free to catch up with me elsewhere, such as on my Blog, or at Twitter, YouTube or Steam.

                      Comment


                      • #12
                        Re: Random Equipment Tables

                        Originally posted by Vosoros View Post
                        I like this, reminds me of the old Advanced Fighting Fantasy stuff...which I should really pinch more of.

                        I have started using Ebay to track down old AFF I used to own in order to pillage and re-use
                        Currently Playing:
                        An Arl's Ransom - Xavier [url]http://roninarmy.com/threads/282-Characters-An-Arl-s-Ransom?p=8484&viewfull=1#post8484[/url]

                        Currently Running:
                        Betrayer of Asgard - Conan converted over to Dragon Age <link to be added later>

                        Comment


                        • #13
                          Re: Random Equipment Tables

                          Yeah. I've gotten some from Amazon. Haven't used it yet, but I think the Wishing Well might make for a decent Fade encounter.

                          Comment


                          • #14
                            Re: Random Equipment Tables

                            Updated all tables, completed (open to discussion) Magical Properties, added workmanship quality, rune slots, plus 3 "random" tables to determine magic school, attributes and bonus, plus added the new weapons from Set 3.
                            The Veil Codex
                            Random Weapons and Armor Tables
                            Injuries

                            Comment


                            • #15
                              Re: Random Equipment Tables

                              Realized I'm missing a very important one! The ubiquitous mage staff.

                              I will start working on that one...soon!
                              The Veil Codex
                              Random Weapons and Armor Tables
                              Injuries

                              Comment

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