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Zale and Milo v3 Material Rules

Sep 18th, 2014
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  1. Density Rules
  2. ----------------------
  3. Armour
  4.  
  5. Every 25 lb/cubic foot of density above 490 lb/cubic foot, arcane spell failure increases by 5%.
  6. Every 120 lb/cubic foot of density above 490 lb/cubic foot, armour penalty increases by 1.
  7. Every 120 lb/cubic foot of density above 490 lb/cubic foot, maximum dexterity decreases by 1.
  8. Every 240 lb/cubic foot of density above 490 lb/cubic foot, the armour counts as one weight category higher (maximum heavy).
  9.  
  10. Every 25 lb/cubic foot of density below 490 lb/cubic foot, arcane spell failure decreases by 5%.
  11. Every 120 lb/cubic foot of density above 490 lb/cubic foot, armour penalty decreases by 1.
  12. Every 120 lb/cubic foot of density above 490 lb/cubic foot, maximum dexterity increases by 1.
  13. Every 240 lb/cubic foot of density below 490 lb/cubic foot, the armour counts as one weight category lighter (minimum light).
  14.  
  15. Weapons
  16. For every 240 lb/cubic foot of density above 490 lb/cubic foot, the weapon counts as one size larger.
  17. For every 240 lb/cubic foot of density below 490 lb/cubic foot, the weapon counts as one size smaller.
  18.  
  19. Hardness Rules
  20. ---------------------
  21. Armour
  22.  
  23. If hardness of the armour is between 1 and 4, reduce armour class bonus by -3.
  24. If hardness of the armour is between 5 and 7, reduce armour class bonus by -2.
  25. If hardness of the armour is between 8 and 9, reduce armour class bonus by -1.
  26. If hardness of the armour is between 12 and 15, increase armour class bonus by +1.
  27. If hardness of the armour is above 10, increase armour class bonus by +1 for every five points it is higher, but only if the armour is masterwork in quality.
  28.  
  29. Weapons
  30.  
  31. If hardness of the weapon is between 0 and 5, the weapon has a -3 penalty to attack and damage rolls and has the fragile trait.
  32. If hardness of the weapon is between 6 and 8, the weapon has a -2 penalty to attack and damage rolls.
  33. If hardness of the weapon is 9, the weapon has a -1 penalty to damage rolls.
  34. If hardness of the weapon is above 10, the weapon gains a +1 bonus to attack rolls for every five point it is higher, but only if the weapon is masterwork in quality.
  35.  
  36. [B][SIZE=3]Template[/SIZE][/B]
  37. [SPOILER]
  38. [B]Ascension:[/B]
  39. [B]Break DC Modifier:[/B]
  40. [B]Density:[/B]
  41. [B]Hardness:[/B]
  42. [B]Hit Points per Inch:[/B]
  43. [B]Boiling Point:[/B]
  44. [B]Melting Point:[/B]
  45. [B]Price:[/B]
  46.  
  47. [B]Armour[/B]
  48.  
  49. [B]Biostructure[/B]
  50.  
  51. [B]Constructive[/B]
  52.  
  53. [B]Energy Resistances[/B]
  54. Acid
  55. Cold
  56. Desiccation
  57. Electricity
  58. Fire
  59. Sonic
  60.  
  61. [B]Engine[/B]
  62.  
  63. [B]Fuel[/B]
  64.  
  65. [B]Pole[/B]
  66.  
  67. [B]Rods[/B]
  68.  
  69. [B]Shields[/B]
  70.  
  71. [B]Transformers[/B]
  72.  
  73. [B]Weapons[/B]
  74.  
  75. [/SPOILER]
  76.  
  77. [B][SIZE=3]Adamantine[/SIZE][/B]
  78. [SPOILER]
  79. [B]Ascension:[/B] None
  80. [B]Break DC Modifier:[/B] +20
  81. [B]Density:[/B] 503 lb/cubic foot
  82. [B]Hardness:[/B] 20
  83. [B]Hit Points per Inch:[/B] 40
  84. [B]Boiling Point:[/B] 2874 °C
  85. [B]Melting Point:[/B] 1551 °C
  86. [B]Price per Pound:[/B] 300 gp
  87.  
  88. Adamantine is a durable and sharp metal that can only be worked corrected with great care. It is said to be diamonds transformed by the god of metal, though gramarists have found no actual links between adamantine and any gemstone.
  89.  
  90. [B]Armour[/B]
  91. Adamantine armour with a hardness of 20 or more grants Damage Reduction depending on it's weight category; light grants DR 1/-, medium DR 2/-, heavy DR 3/-. Adamantine armour must be masterwork in quality.
  92.  
  93. Using unmodified density and hardness; adamantine armour has an armour class bonus +2 higher.
  94.  
  95. [B]Biostructure[/B]
  96. Adamantine can be converted into biostructure according to the principles of Ferrumateria, and natural weapons composed from adamantine ignore hardness up to the amount of hardness the chassis possesses.
  97.  
  98. [B]Energy Resistances[/B][list]
  99. [*]Acid and Sonic damage bypasses the hardness of Adamantine.
  100. [*]Desiccation, electricity, and fire, damage deals only half the amount of damage it normally would to adamantine.
  101. [*]Cold deals only a quarter damage it normally would to adamantine.
  102. [/list]
  103.  
  104. [B]Engine[/B]
  105. Adamatine can be turned into a Wheel engine through the science of eldrikinetics.
  106.  
  107. [B]Shields[/B]
  108. Adamantine shields with a hardness of 20 or more grants Damage Reduction to wielders that aren't flat-footed depending on it's type of shield; light shields grant DR 1/-, heavy DR 2/-, tower DR 3/-. Must be masterwork in quality.
  109.  
  110. Using unmodified density and hardness; adamantine shields have an armour class bonus +2 higher.
  111.  
  112. [B]Weapons[/B]
  113. Adamantine weapons ignore hardness when attacking objects, as long as the target's hardness is equal to or lower than the hardness of the weapon. In addition, adamantine weapons must be masterwork in quality.
  114.  
  115. Using unmodified density and hardness; attacks with adamantine weapons gain a +1 bonus to attack rolls.
  116. [/SPOILER]
  117.  
  118. [B][SIZE=3]Amber[/SIZE][/B]
  119. [SPOILER]
  120. [B]Ascension:[/B] None
  121. [B]Break DC Modifier:[/B] +4
  122. [B]Density:[/B] 108 lb/cubic foot
  123. [B]Hardness:[/B] 4
  124. [B]Hit Points per Inch:[/B] 2
  125. [B]Boiling Point:[/B] ?
  126. [B]Melting Point:[/B] 300 °C
  127. [B]Price per Pound:[/B] 3500 gp
  128.  
  129. Amber is the fossilized state of tree resin. It is often used in jewellery, and is prized as a gemstone.
  130.  
  131. [B]Armour[/B]
  132. Using unmodified density and hardness; amber armour has a 75% reduction to arcane spellcasting failure, armour penalty decreases by 3, maximum dexterity increases by 3, counts as one size category lower, and the armour class bonus it provides is three points lower.
  133.  
  134. [B]Biostructure[/B]
  135. Amber can be converted into Biostructure by the principle of Feramateria, as if it was a non-creature plant.
  136.  
  137. [B]Energy Resistances[/B]
  138. [list]
  139. [*]Acid, fire and sonic damage bypasses the hardness of amber.
  140. [*]Desiccation damage deals only half the amount of damage it normally would to amber.
  141. [*]Cold and electricity deals only a quarter damage it normally would to amber.
  142. [/list]
  143.  
  144. [B]Engine[/B]
  145. Amber can be converted to function as distraction engines through eldrikinetic gramarie.
  146.  
  147. [B]Rods[/B]
  148. Amber rods can be modified to observe time through diventropic gramarie.
  149.  
  150. [B]Shields[/B]
  151. Using unmodified density and hardness; amber shields has a 75% reduction to arcane spellcasting failure, armour penalty decreases by 3, maximum dexterity increases by 3, and the armour class bonus it provides is three points lower.
  152.  
  153. [B]Weapons[/B]
  154. Using unmodified density and hardness; amber weaponry counts as one size smaller, has a -3 penalty to attack and damage rolls, and has the fragile trait.
  155. [/SPOILER]
  156.  
  157. [B][SIZE=3]Tin[/SIZE][/B]
  158. [SPOILER]
  159. [B]Ascension:[/B] Alkahest
  160. [B]Break DC Modifier:[/B] -2
  161. [B]Density:[/B] 360 lb/cubic foot
  162. [B]Hardness:[/B] 2
  163. [B]Hit Points per Inch:[/B] 5
  164. [B]Boiling Point:[/B] 232 °C
  165. [B]Melting Point:[/B] 2602 °C
  166. [B]Price per Pound:[/B] 5 sp
  167.  
  168. Tin is an exceptionally flimsy material, but it is easy to produce. It is also very resistant to acids and corrosion. It is a planetary metal.
  169.  
  170. [B]Armour[/B]
  171. Using unmodified density and hardness; arcane casting failure is reduced by 25%, armour penalty is reduced by 1, maximum dexterity bonus is increased by 1, and grants an armour class bonus 3 lower than it normally would.
  172. [I]Alkahest:[/I] Armour made from alkahest makes its wearer immune to the effects of sovereign glue and tanglefoot bags, but is damaged by water as if it was acid, dealing untyped damage that bypasses hardness.
  173.  
  174. [B]Ascension[/B]
  175. Tin ascends into alkahest, an agent of entropy. It has the normal statistics of tin, but breaks down in water to create an incredible solvent. This works like [I]universal solvent[/I], but can also dissolve any metals. Any metal body that spends time immersed in an alkahest solution takes a cumulative -1 penalty to its hardness every round. When its hardness reaches 0, it begins taking 1d6 damage every round. If the metal is removed before reaching 0 hit points, the penalty to hardness disappears. When the body's hit points reach 0, it is dissolved into the solution, adding its volume to the volume of the alkahest. If the alkahest solution is later dried out, dissolved metals can be retrieved in granular form from the solute.
  176.  
  177. [B]Biostructure[/B]
  178. Tin can be converted into biostructure according to the principles of Ferrumateria.
  179. [I]Alkahest:[/I] The creature can digest metals without much difficultly, counting as it's weights worth of food or drink, and any bite attack it makes against a metallic target deals an additional +1d6 damage. In addition, water acts as acid to the chassis, except the damage is typeless and bypasses hardness.
  180.  
  181. [B]Constructive[/B]
  182. Tin can be constructed into earth attuned constructivity hearts.
  183. [I]Alkahest:[/I] ?
  184.  
  185. [B]Energy Resistances[/B]
  186. [list]
  187. [*]Acid, Cold, and Electricity deal only a quarter damage it normally would against tin.
  188. [*]Desiccation and Fire deal only half the damage it normally would against tin.
  189. [*]Sonic damage bypasses the hardness of tin.
  190. [/list]
  191.  
  192. [B]Engine[/B]
  193. Tin can be converted into tractor engines through the science of eldrikinetics.
  194. [I]Alkahest:[/I] The engine can be fuelled by metal as though it was clay of the same weight.
  195.  
  196. [B]Pole[/B]
  197. The practices of geoccultism can use tin poles to generate plains and grasslands.
  198. [I]Alkahest:[/I] Making a grassland pole from alkahest causes multiple effects
  199. [list]
  200. [*]Additional mass added to the pole takes only 1 minute to be subsumed rather than 10 minutes.
  201. [*]*Acid Rain*
  202. [/list]
  203.  
  204. [B]Rods[/B]
  205. Tin rods can be modified through diventropy to observe entropy.
  206. [I]Alkahest:[/I] ?
  207.  
  208. [B]Shields[/B]
  209. Using unmodified density and hardness; arcane casting failure is reduced by 25%, armour penalty is reduced by 1, maximum dexterity bonus is increased by 1, and grants an armour class bonus 3 lower than it normally would.
  210. [I]Alkahest:[/I] Shields made from alkahest makes its wearer immune to the effects of sovereign glue and tanglefoot bags while they are not flat-footed.
  211.  
  212. [B]Transformers[/B]
  213. Tin can be modified into acid-conversion transformers through the principles of arcanodynamics.
  214. [I]Alkahest:[/I] If the alkahest transformer is broken down into a liquid it continues to function and counts as being in contact with any other transformers immersed the liquid, the range of it's bubble doubles, and the transformer's bubble becomes limited to the volume of the liquid.
  215.  
  216. [B]Weapons[/B]
  217. Using unmodified density and hardness, tin weapons have a -3 penalty to attack and damage rolls and the fragile trait.
  218. [I]Alkahest:[/I] Water acts as acid to the weapon, except the damage is typeless and bypasses hardness.
  219. [/SPOILER]
  220.  
  221. [SPOILER]
  222. Acid
  223. Alchemists Fire
  224. Bone
  225. Chitin
  226. Wood
  227. Ice
  228. Cloth
  229. Copper
  230. Lead
  231. Mercury
  232. Iron
  233. Silver
  234. Gold
  235. Platinum
  236. Glass
  237. Crystal
  238. Blood
  239. Cold Iron
  240. Thinaun
  241. Adamantine
  242. Riverine
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