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#91 | ||
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Join Date: Sep 2004
Location: Southeast NC
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#92 |
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Join Date: Sep 2008
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Here are some ideas on materials.
Armor Light Chitin: Leather+. One notable aspect of it is that it's meant to be lighter (lower weight) yet stronger (higher DR) than leather. 3/4 weight, +1 DR, +20 CF, only applies to rigid Leather armor with base DR 2+. CF is based on Fine (+9, 3/4 weight) and Orichalcum (+29, 1/3 weight). This implies +19 CF for 1/2 weight, so I simply assumed one could trade in some of the weight reduction for a DR increase for an additional CF +1. Mithril: Mail+. Like chitin with leather, mithril is lighter yet stronger than mail. Comparable stats would likely be appropriate, although the DR increase is likely greater. +33% (round off) DR may be appropriate. This means the CF would vary depending on base DR (we avoided this with Chitin, as leather armor pretty much never goes above base DR 2). We'll start the same as Chitin, then scale up. In all cases, only mail armor may benefit. Base DR 2-4: 3/4 weight, +1 DR, +20 CF Base DR 5-7: 3/4 weight, +2 DR, +22 CF For the CF increase, I decided that getting the benefit of Dwarven without the weight increase was worth roughly double the benefits of Dwarven alone. Elven: This actually seems to fit nearly perfectly with Orichalcum, although Elven armor probably weighs more. 1/2 weight, +19 CF, only applies to Plate armor. Glass: We could probably apply the rules for Chitin and Mithril, but to Plate armor. So, extending those rules here would be appropriate. Note that only Plate armor can benefit. Base DR 5-7: 3/4 weight, +2 DR, +22 CF Base DR 8-10: 3/4 weight, +3 DR, +24 CF Medium Bonemold: Without my own basis, I decided to look at the game stats. Bonemold seems to compare to steel as roughly 3/4 weight (a little closer to 2/3, actually, but we already have a CF for 3/4) for equal armor benefit. We'll use that, and say that only Scale and Steel laminate can benefit (just like with Dragonbone). So, 3/4 weight, +9 CF, only applies to Scale and Steel Laminate armors. In this case, CF is of course based on Fine. Dreugh: This looks to be something like Chitin given the Dragonhide/Dwarven treatment (bonus DR for extra weight). However, the armor itself is ridiculously strong for its weight - twice as strong as Dwemer, but with marginally less weight. Modified for our purposes, this is actually exceedingly similar to Elven (which is 1/2 weight for equal DR, rather than normal weight with double DR). This is effectively a bizarre combination of Elven and Dwarven. .6x weight, +1 DR, +21 CF, only applies to Plate armor. Heavy Dwemer: This is simply the same stats as Dwarven 1 or Dwarven 2 from DF1: Adventurers. As a sidenote, Orcish appears to simply be Dwarven 3. Ebony: This should be a far heavier version of Glass armor. From the game stats, it looks like a slight increase in defense in exchange for a huge increase in weight. x2 weight, +4 DR, +15 CF, only applies to Plate armor. For the price here, I simply extended the chart made for mithril/glass, dropped 9 (the price of getting Fine - 3/4 weight - armor) to get it to x1 weight, then dropped 2 more as an estimate for the x2 weight effect. Daedric: This should probably just be Ebony with an inherent Fortify +2 or so enchantment. No real point in deciding on a CF, as such armor is not available for sale. Weapons Silver: As per the rules in Basic Set, although an inherent Puissance +1 enchantment that doesn't require upkeep* may be appropriate (to get both the "is a magical weapon" and "performs better than steel" effects). The cost for Puissance may be excessive here, however - perhaps charge comparably to Fine? Dwarven/Elven: Most likely simply Fine or Very Fine weapons. Glass: Tempered Glass, as per DF8: Treasure Tables. Non-edged (crushing and/or impaling) weapons made of glass function just like steel and only have a +5 CF for materials (edged weapons get greater CF due to difficulty in working the material). Ebony: Ebony is a far heavier version of Glass weapons. Use the guidelines from here, with an ST Ratio of 1.5 and a special +4 CF. This CF is applied before any other CF modifiers, and changes the weapon's base cost. After determining this cost, apply the cost for Tempered Glass (and any other modifiers, like Fine). For reference, here is a table of damage bonuses by starting weight. Note this does not include the damage bonus for Tempered Glass. 0.1-1.3 lb: +0 1.4-2.2 lb: +1 2.3-3.1 lb: +2 3.2-4.4 lb: +3 4.5-6.6 lb: +4 6.7-8.8 lb: +5 8.8-13.3 lb: +6 Daedric: This is Ebony with an inherent +2 Puissance effect that requires no upkeep. Again, it would be inappropriate to come up with a CF. *In Oblivion, at least (the only one I've really played), magic weapons have a limited amount of charge that is burned each time the weapon is used and that must be replenished by spending money or via filled Soul Gems. This was probably intended more for balance than flavor, however, so translating it to GURPS may be inappropriate. If you opt to do so, however, note that any innate enchantments complements of Silver or Daedric do not drain from the charge. There's also the "once enchanted, it can't be enchanted again" effect, which again don't apply to Silver/Daedric innate enchantments.
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Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
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#93 |
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Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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For one who really dont yet know all the Gurps shortenings and some parts of the system:
What does CF stand for? And I have gotten the Dungeon Fantasy PDF's, not read yet (not before Sunday anyway), but are wondering if the weapon stats is add trait to existing items? |
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#94 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Cost Factor. It's a system for stacking the percentile cost modifiers from materials and construction.
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#95 |
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Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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#96 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#97 |
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Join Date: Sep 2004
Location: Southeast NC
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When you read DF, you'll know, but... CF is Cost Factor. To determine the cost of something with modifiers, multiply the cost of the base item by 1+(total CF of all modifiers).
So if you have a sword (standard $500) that has Fine (+4 CF) and Decorated (+2 CF), it would cost $500 x (1 + 4 + 2) = $3500. Anything with a CF is a modifier to a base item.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#98 | |
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Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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Appreciated :) - Thanks :) This will really help in the design process :D.
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#99 |
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Join Date: Sep 2004
Location: Southeast NC
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It's an enchantment, in Basic (p 481) and Magic.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#100 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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| conversion, elder, scrolls |
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