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The Mechanics of Arms in Elanthia



It is only the impossible that is possible for God.

He has given over the possible to the mechanics

of matter and the autonomy of his creatures.

(Simone Weil)


The weapons of Elanthia are diverse as its inhabitants. Therefore, one should have a good understanding of the various weapons and their effects in order to fully grasps one's true capability in assailing or defending against thy opponents. The following information have been derived from extensive experiences and observations of individual weapons and their interactions among the denizens of Elanthia. It is compiled herein for easy reference and illumination of the ignorant among us.

 

Of Arms in Elanthia

Man is a tool using animal. . . .

Without tools he is nothing, with tools he is all.

(Thomas Carlyle)

 

Weapons vary from the most flamboyant to the most innocuous. In order to determine whether that +50 screaming hobbit dagger is worth a million silvers or rather it's just a limp sword one must be able to ascertain the true properties of the weapon. A weapon for purposes of examination, may be delineated by its physical properties and magical properties. The physical properties can be further broken down into three distinctive parts. These parts are: attack type, material type and description. All weapons regardless of their shape, size or description will derive their true properties from one of the attack types listed in Table 1.


TABLE 1. Attack Type and Weapon Type

 

Weapon Type Attack Type

Edge: dagger, rapier, falchion, broadsword, short sword, handaxe, main gauche, scimitar

Blunt: mace, morningstar, cudgel, whip, war hammer

Brawling: bare fist

Two Handed: 2-hand sword, flail, quarterstaff, war mattock, battle axe

Polearm: javelin, lance, polearm, spear

Natural: beak/pincer, bite, claw/talon, trample/stomp, ram/butt/bash/knockdown, fall/crush, grapple/ensnare, horn/tusk

Spells: shockbolt, waterbolt, firebolt, lightningbolt, coldball, fireball

 

The materials can vary in strength/breakage factor and some materials imbue magical bonuses to the weapon. Some examples of materials are listed in table 2. Note: GS3 originated from the ©Rolemaster RPG rules and histories. In September 1995, GS3 divested themselves from the Rolemaster system. The names of original materials of the Rolemaster system are listed for comprehensive purposes.


TABLE 2. Materials and their properties

 

Material Type Magic STR/BF

mithril +5 +40/20

eog/ora +10 +30/15

ithloss/imflass +12 +40/20

laen/mein/glaes +15 +65/24

shaalk/vultite +20 +40/15

rularon/rolaren +20 +65/20

eorake/eonake +20 +55/20

galvorn +25 +99/24

star iron +25 +75/24

 

Note: material strength and breakage varies with the type of weapons. Add the numbers to the basic weapon str/bf to determine actual str/bf.


The descriptions of a weapon can vary on individuals' tastes and whether they were able to coerce the appropriate merchant into having such descriptives placed upon the weapon. These description can range from the simple color to the rococo.

 

The magical properties on a blade can manifest themselves in many ways. There are weapons that can 'sing' (i.e., make some sort of sound when waved). Other weapons may speak or cry. Some blades may be permanently blessed to strike undead regardless of the wielder. Some may be sanctified so that it is only blessed in the hands of a cleric. Some extremely rare weapons have been known to change shapes so as to look like an innocuous rod or into other weapons. There is a known blade that causes the target to sleep when struck, and one that will immolate the target in flames and knocking them prone. Other more dubious blades drain the very soul of the target. Needless to say, the magic of some blades are rare and unique and can only be determined through use and experiments.


The right tool for the right job..

The trenchant blade, Toledo trusty,

For want of fighting was grown rusty,

And ate into itself, for lack

Of somebody to hew and hack.

(Samuel Butler)

The attack type of a weapon may be identified through its Attack vs Defense bonus (AvD). For each category of weapon type (i.e., edge, blunt, 2-hand, polearm, brawling) there are variations in the AvD that will make one weapon better suited to one type of armor than another.


TABLE 3. Weapon AvDs and other parameters

AsG 1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

RT Penalty 0 0 1 2 2 2 4 6 6 3 6 6 9 4 8 12 12

Elemental % 0 0 0 2 4 5 7 8 10 12 14 15 20 15 20 22 25

Spirit % 0 0 0 0 0 4 5 6 8 8 10 11 15 15 20 22 25

Mental % 0 0 0 0 5 3 5 5 15 9 10 10 25 13 15 15 30

EDT Normal 0 5 6 7 8 14 15 16 17 24 25 26 27 35 36 37 38

EDT Magic 5 10 11 12 13 20 21 22 23 31 32 33 34 43 44 45 46

Act Penalty 0 0 0 -5 -8 -5 -7 -10 -13 -10 -12 -15 -18 -20 -25 -30 -35


Edge

Dagger 25 23 22 21 20 15 13 11 9 10 6 2 -2 0 -6 -12 -18

Falchion 35 37 36 35 34 38 36 34 32 39 35 31 27 39 33 27 21

Handaxe 30 32 31 30 29 38 36 34 32 41 37 33 29 41 35 29 23

Main Gauche 27 25 24 23 22 20 18 16 14 20 16 12 8 20 14 8 2

Scimitar 30 31 30 29 28 30 28 26 24 30 26 22 18 30 24 18 12

Rapier 45 40 39 38 37 30 28 26 24 35 31 27 23 15 9 3 -3

Broadsword 36 36 35 34 33 36 34 32 30 37 33 29 25 36 30 24 18

Short Sword 40 36 35 34 33 30 28 26 24 25 21 17 13 25 19 13 7


Brawling

Closed Fist 25 20 19 18 17 10 8 6 4 5 1 -3 -7 -5 -11 -17 -23


Crush

Cudgel 20 20 19 18 17 25 23 21 19 25 21 17 13 30 24 18 12

War Hammer 25 30 29 28 27 32 30 28 26 41 37 33 29 37 31 25 19

Mace 31 32 31 30 29 35 33 31 29 42 38 34 30 36 30 24 18

Morning Star 33 35 34 33 32 34 32 30 28 42 38 34 30 37 31 25 19

Whip 35 25 24 23 22 20 28 26 24 25 21 17 13 15 9 3 -3


Two Handed

Flail 40 45 44 43 42 46 44 42 40 51 47 43 39 52 46 40 34

War Mattock 32 37 36 35 34 44 42 40 38 48 44 40 36 53 47 41 35

Staff 25 26 25 24 23 25 23 21 19 26 22 18 14 24 18 12 6

2Hnd Sword 41 45 44 43 42 44 42 40 38 48 44 40 36 47 41 35 29

Battle axe 35 39 38 37 36 43 41 39 37 50 46 42 38 50 44 38 32


Polearm

Polearm 30 30 29 28 27 31 29 27 25 32 28 24 20 32 26 20 14

Spear 28 29 28 27 26 27 25 23 21 30 26 22 18 25 19 13 7

Lance 35 38 37 36 35 39 37 35 33 53 49 45 41 50 44 38 32

Javelin 28 29 28 27 26 27 25 23 21 30 26 22 18 25 19 13 7


Natural

Bite 50 35 34 33 32 30 28 26 24 32 28 24 20 25 19 13 7

Claw/Talon 52 38 37 36 35 29 27 25 23 31 27 23 19 25 19 13 7

Trample/Stomp 65 45 44 43 42 35 33 31 29 45 41 37 33 33 27 21 15

Ram/Butt/Bash 26 32 31 30 29 41 39 37 35 37 33 29 25 49 43 37 31

Beak/Pincer 37 35 34 33 32 30 28 26 24 34 30 26 22 30 24 18 12

Pound 75 65 64 63 62 55 53 51 49 70 66 62 58 50 44 38 32

Grapple/Ensna 25 31 30 29 28 40 38 36 34 38 34 30 26 50 44 38 32


Spells

Shockbolt 45 40 39 38 37 35 33 31 29 40 36 32 28 30 24 18 12

Waterbolt 55 37 36 35 34 33 31 29 27 42 38 34 30 44 38 32 26

Firebolt 51 52 51 50 49 51 49 47 45 51 47 43 39 51 45 39 33

Lightningbolt 51 52 51 50 49 51 49 47 45 51 47 43 39 51 45 39 33

Coldball 101 55 54 53 52 45 43 41 39 40 36 32 28 35 29 23 17

Fireball 70 60 59 58 57 50 48 46 44 45 41 37 33 40 34 28 22


Besides the AvD, each attack type will possess a damage factor (DF; [0,1) exclusive). The damage factor will determine the amount of HP that is inflicted based upon the following formula. Extra damage occurs when more than 5HPs of damage are done. The actual amount over 100 before extra damage, real injuries occurs, varies on the DF, since:

(Hit result 100) * DF > 5

Some of the known damage factors are listed as follows:

Weapon vs. Skin Soft Scale Chain Plate

Weapon vs. skin soft leather rigid leather chain plate

dagger .200 .125 .100 .080 .040

rapier .220 .120 .095 .070 .035

scimitar .300 .225 .175 .150 .125

short sword .300 .225 .200 .150 .125

handaxe .420 .300 .270 .240 .210

broadsword .450 .300 .250 .225 .200

falchion .450 .325 .250 .250 .175

morningstar .425 .325 .275 .300 .225

mace .400 .300 .225 .250 .175

war hammer .410 .290 .250 .275 .200

cudgel .300 .250 .200 .225 .150

quarterstaff .350 .275 .225 .175 .100

battle axe .700 .450 .500 .375 .225

flail .550 .425 .375 .300 .225

war mattock .600 .450 .450 .375 .275

greatsword .625 .475 .500 .350 .225

javelin .350 .250 .275 .225 .100

lance .725 .525 .550 .475 .350

polearm .550 .400 .400 .300 .200

spear .350 .250 .275 .225 .100


Currently, weapon breakage has been disabled. However, it's still prudent to keep it in mind since in the future, when the system is enabled, one will not be caught unawares. Every time a blow is struck the two items will clash. Whether the items are a sword on a shield/armor or a sword on another sword, there is a chance that one of the items (the weaker one) or both items (same strength) will shatter. The strength of an item will determine its hardness and the breakage factor will determine its durability. Future implementation propose a progressive failure model with the option for repair in place of a catastrophic failure model previously used.


Of Criticals...

One, two! One, two! And through and through

The vorpal blade went snickersnack!

He left it dead, and with its head

He went galumphing back.

(Lewis Carroll)

 

In order to understand criticals, we must first understand wound severity. There are 10 ranks (0-9) of wound severity. The lowest (rank 0) results in only damage being inflicted, to the highest (rank 9) being total destruction or removal of that particular body part. For every +5cps over the minimum to hit, the wound severity is increased by one rank. There are no higher wound severity than rank 9. Any AS over the minimum required to inflict a rank 9 wound will only cause additional cps damage and a rank 9 wound. Note that a rank 9 wound will result in death if it is located at a vital body parts such as the eyes, head, neck, chest and abdomen. Rank 9 wounds inflicted on the hands/arms/legs/back will likely result in amputation of that particular appendage/spine.

 

Each weapon has the capability to inflict three types of criticals (i.e., impact, slash, puncture and crush). The frequency of each type of criticals for each weapon is dependent upon the attack type. Keep in mind that though a weapon may have the potential to cause three criticals, not all weapons do. Also, keep in mind that some creatures such as undead are immune to puncture attacks. So using a thrusting weapon such as a rapier which inflict mainly puncture criticals will do little to affect these creatures.

 

A weapon may possess a special enhancement, usually referred to as critical enhancements. These 'common' critical enhancements can be elemental flares (earth, heat, cold, electrical), poison, lethal critical bonus, damage critical bonus. A weapon has never been known to possess more than one type of critical enhancement. (i.e., you can't have a weapon that has lethal crits and also possess cold crit flares) Often, having a critical enhancement placed upon your weapon or having a weapon with such properties will prevent a mage from enchanting the weapon. Elemental flares are random critical flares from an element and usually occur once every seven swings. the flares will sometime knock down the opponent, stun, or do outright instant death criticals. Poison flares occur with the same frequency, but its effects is a slow health drain due to the poison. Lethal critical bonus is applied directly to the combat formula for determining wound severity. Damage critical bonus apply directly to the combat formula for determining how much damage (HP) was inflicted by the blow. There are no 'flares' for lethal and damage criticals, they operate all the time. Lethal weighting comparison is as follows:

 

Weapon A, +X, +0 crit weighting Damage Factor Y

 

Weapon B, +0, +X crit weighting Damage Factor Y

 

Damage Factors have a range of 0 to 1, exclusive

 

Weapon A result in a 50 over 100, hitting by 50. The HP's of damage done are:

 

HP=INT((50 * Y) +.5).

 

The wound rank is WR=INT((HP 1) / 5)

 

Weapon B results in a (50 X) over 100, hitting by (50 X). The HP's of damage done are:

 

HP=INT(((50 X) * Y) + .5)

 

The wound rank is, WR=INT(((X / 2) + ((HP 1) / 5)

 

WR=INT(X/2 + (X/2*DF+HP-)/5) (1new wr determination)

 

Weapon A does 17HP's of damage and results in a rank 3 wound. Weapon B does 8HP's of damage and results in a rank 4 wound.

 

Now, damage weighting is different still:

 

Weapon A, +X, +0 HP weighting Damage Factor Y

 

Weapon B, +0, +X HP weighting Damage Factor Y

 

Weapon A is as above, but Weapon B is...

 

Weapon B results in a (50 X) over 100, hitting by (50 X). The HP's of damage are:

 

HP=INT(((50 X) * Y) + .5 + X)

 

The wound rank is, WR=INT((HP 1 X) / 5)

 

How does this pan out? Assuming X is 25 again and Y is .333

 

Weapon A does 17HP's of damage and results in a rank 3 wound. Weapon B does 33HP's of damage and results in a rank 1 wound.

 

There are several known new criticals planned for future implementation. These criticals include plasma and acid. These criticals will introduce new and entertaining effects that will literally be.. to die for.


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