As I mentioned in Shape Shifting, I spent a lot of years playing in and GMing Amber. When the new rules were made, based on Amber, it meant that players were more free in battle (not having to roll dice among other things) but the question of damage became a problem. There were four levels, basically, in Amber: Normal, Double, Deadly, and Destructive Force. There were other minor things, but they really only applied to Amber and her settings. To alleviate this problem, I came up with the system you see here. You get better quality weapons and armor, with extra bits and bobs here and there that protect you better and let you fight better. With your skills, talents, and stats, it all works together to give an idea of how much hurt you can take and dish out. So far, I'm very pleased with the results.
Most of this is taken straight from Skyrim with bits of World of Warcraft mixed in and a few of my own ideas.
Tools, weapons, nifty gadgets, robots, bombs and more; the
Engineer loves to create and to use their creations to take things apart to
learn to make more things to take things apart.
Primary Stats: Strength
15, Constitution 15 required.
Bonus to Skill Checks:
Appraise
Basic Abilities
Opening this talent tree grants you the following powers and
abilities.
Basic Smithing: This allows you create a basic piece of armor, weapon, or ammunition of your choosing. The creation is sturdy and solid, but has no special quality or enhancement. You are also able to mine, smelt, and refine Copper, Tin, Bronze, and Silver as well as create Leather for your creations. You must either purchase or mine the materials needed to create the item, and use a forge and smith to create the item. The amount of time it takes and the quality of the weapon depend on your Strength and Constitution.
Basic Smithing: This allows you create a basic piece of armor, weapon, or ammunition of your choosing. The creation is sturdy and solid, but has no special quality or enhancement. You are also able to mine, smelt, and refine Copper, Tin, Bronze, and Silver as well as create Leather for your creations. You must either purchase or mine the materials needed to create the item, and use a forge and smith to create the item. The amount of time it takes and the quality of the weapon depend on your Strength and Constitution.
Mastery: Mastery
is a measure of your overall power and ability in a given talent branch. Each
rank raises your ability a bit higher, and grants you greater power and access
to more abilities further down the line. You must purchase each rank in order.
Each rank is explained in detail below.
Rank 1: Your
ability is slightly enhanced and your products are of a slightly higher
quality. 10 points.
Rank 2: Your
ability is slightly enhanced and your products are of a slightly higher
quality. You get more raw material from refining ores that you mine or purchase
and from pelts that you skin or purchase. 20 points.
Rank 3: Your
ability is enhance and your products are of a higher quality. You can now
enhance and refine already made weapons and armor as well as enhance and refine
armor that is enchanted or magical. You gain a +2 to Strength and Constitution.
30 points.
Rank 4: Your
ability is greatly enhanced and your products are of a very fine quality. You
have a sense and can now “feel” where minerals might be if they’re close by,
finding them much more easily. You can create things with fewer raw materials
and still create excellent products. 40 points.
Rank 5: Your
ability is so great, and your products of such rare and fine quality that you
have gained some renown for your skills. Your mining and smelting processes are
of such skill that you gain much more raw material of a much better quality
from the same amount of ore and your technique is prized by others. At this
level, using the same amount of ore it would have taken you to create one suit
of armor, you can create up to 3 of the same or better quality. You are a
master smith. You gain a +3 to Strength and Constitution. 50 points.
Whet Stone: You
can create a small stone that allows you to give a bladed weapon a slightly
sharper edge to do slightly better damage. 10 points.
Serrated: This
allows you to give your weapon a special edge that causes a bit more damage. It
bites into things with a bit more ferocity causing slightly more damage and
causes the wound to bleed a bit more. 10 points.
Hardened: Armor
that you make is of a slightly higher quality than others of its kind. It can
take more damage and offers slightly better protection than others. Requires
Mastery Rank 1 and 15 points.
Leather and Hide:
You can create slightly tougher armor in the form of toughened leather or hide
armor. The armor is more lightweight than other armor, quieter than metallic
armors, and allows freedom of movement, as well as being reasonably resilient
and tough enough to withstand minimal damage. Requires Mastery Rank 1 and 20
points.
Chainmail and Scale
Armor: You can now create shirts of chainmail or scaled armor. These are
much tougher than leather or hide while still being reasonably light. Requires
Leather and Hide Smithing and 15 points.
Balanced: You
create a weapon with extra special balance, making it fit you and your fighting
style perfectly allowing you strike with greater accuracy and lethality.
Requires Mastery Rank 2 and 10 points.
Heavy: You weigh
the blade in a specific manner, allowing you to swing it with greater heft to
deal a heavier, more lethal blow. Requires Mastery Rank 2 and 15 points.
Extra-Fine Edge:
You enhance an edged weapon, giving it a sharper blade that allows it to cut
more easily through tougher material. Requires Mastery Rank 2 and 15 points.
Steel and Iron Smithing:
You can now smelt and refine iron and steel, using various techniques to fold
the metal and create better quality items. Requires Mastery Rank 2 and 20
points.
Elven Smithing:
You incorporate the lightweight and delicate weavings of the elves into your
armor, making it slightly more resilient and tougher than normal armor, as well
as making it quieter and a bit more light weight. You can enhance one handed
weapons, bows, and arrows to make them much more effective and accurate. Requires
Mastery Rank 2 and 20 points.
Elven Accuracy:
You can make incredibly delicate and powerful bows that shoot farther than
normal and have greater accuracy with the same amount of pull. You can enhance
one-handed swords to an incredible sharpness. You can create arrows that are
incredibly thin and light, but can pierce through many types of armor, even at
a distance. Requires Elven Smithing and 25 points.
Jewelcrafting:
You can use various types of precious metal and jewels to create intricate and
delicate pieces of jewelry good for selling, or for enchanting with power. You
could also enhance the aesthetic value of armors or weapons, or make them more
readily able to absorb an enchantment. The price of something you make will
always be greater than the sum of its components allowing you to make a profit
and have a nice profession. Requires Mastery Rank 3 and 15 points.
Long Range: You
are able to create a ranged weapon that can shoot farther than normal,
extending the range and accuracy. This distance and accuracy is exchanged for
decreased damage. Requires Mastery Rank 3 and 20 points.
Dwarven Smithing:
You know the secrets of the dwarven forges, and you can make use of their
techniques. You can enhance and refine armors that are already created to make
them tougher and more resilient, as well creating your own armor and improving
on it. You can also enhance one and two-handed weapons. You gain a +1 bonus to
Strength. Requires Mastery Rank 3 and 25 points.
Dwarven Tough: You
use the solid and simple methods of the dwarves to make better, more accurate
and deadly mauls, warhammers, and maces. So long as you have created or
enhanced one of these weapons and you are using it, you gain a +1 bonus to
Strength and Constitution. In addition, if you have a world that allows such
items, you can now create shotguns, bullets, and gunpowder. Requires Dwarven
Smithing and 25 points.
Gold, Mithril, and
Thorium Smithing: You can now smelt and refine gold, mithril, and thorium.
Gold isn’t very good for any weapons or armor, but is perfect for
jewelcrafting. Mithril is tough and lightweight, while thorium is heavy but
exceedingly resilient. Thorium is better for weapons, as the armor made from it
can be very heavy, while mithril is more flexible and not as good for weapons. Requires
Steel and Iron Smithing and 25 points.
Plate Armor: The
heaviest, but one of the strongest armors. Highly resilient, it can take a lot
of damage before it lets anything through. Requires Chainmail and Scale
Smithing and 20 points.
Draconic Smithing:
The dragons know secrets that no other race knows about smithing, and they have
shared their wisdom with you. You can now enhance and refine armors and weapons
greatly. Using Draconic Smithing with any metal smelting allows you to create a
higher quality metal, resulting in higher quality items. You gain a +2 bonus to
Strength and Constitution. Requires Mastery Rank 4 and 35 points.
Obsidium and Titanium
Smithing: You can now smelt and refine obsidium and titanium. Obsidium is a
dark, dense metal that is very difficult to work with, but is incredibly tough
and resilient, though heavy. It makes incredibly sturdy armor and can be worked
to enhance most types of armor, even leather and hide without hindering the
wearer. Titanium is lighter weight, but equally dense, and while it makes a
fine armor, it carries an edge far better than almost any other metal. It makes
the finest and deadliest weapons. Requires Gold, Mithril, and Thorium Smithing
and 35 points.
Anvil of the Ancients:
You have delved deep and discovered the secrets of the very first smiths, long
thought to be lost. You can greatly enhance any weapon or piece of armor, and
create the toughest, sharpest, sturdiest weapons and armor the world has ever
seen. It is said that there might even be some magic in this type of smithing,
allowing you to grant small bonuses to stats. You cannot enhance the same stat
with more than two items. You cannot enhance the stat more than 4 points. You
must wear the item, or wield the item to gain the stat bonus. The points that
would go into the item translates into the number of days it takes to create.
You gain a +3 bonus to Strength. Requires all other types of Smithing, Mastery
Rank 5, and 50 points.
Vorpal Edge: You
can now enhance all edged weapons to make give them a vorpal edge. Vorpal
blades never dull and can cut through virtually anything. Requires Anvil of the
Ancients and 25 points.
One-Ton Sledge: A
secret and ancient dwarven technique allows you to make blunt and smashing
weapons incredibly heavy, but only when you use them on enemies, granting you
an incredibly lethal attack that can be almost earthquake devastating. Requires
Anvil of the Ancients and 25 points.
Adamantite and Ghost
Iron Smithing: You can now smelt and refine adamantite and ghost iron.
Adamantite is the toughest of all known metals. It is relatively light weight,
and can make a plate armor that is as heavy and as quiet as scale armor, but
much, much tougher. Adamantite also makes sturdy, solid bashing weapons. While
slightly less resilient and tough than adamantite, ghost iron is much lighter.
A plate suit made of ghost iron weighs as much as leather armor, is equally as
silent, and almost as tough as adamantite. It makes suberb edged weapons that
are light weight and highly balanced. Requires Obsidium and Titanium Smithing
and 35 points.
Secret of the Metal
Cloth: You have learned the ancient secret of making metal cloth; or metal
armor so light that it feels as light as cloth, but retains all of its protective
properties. It is silent and loses no quality of protection and can be worn by
anyone. Requires Anvil of the Ancients and 50 points.
Star Metal Smithing:
That rarest and most potent of all metals, star metal, is now yours to use when
you find it. Nothing cuts like a star metal blade, nothing protects like star
metal armor, and it even has magical properties that align to the wielder.
Incredibly difficult to find, but highly worthwhile, star metal is the best of
the best of all metals. The magical property of star metal will always be
determined by the Game Master, but will always be favorable to the character.
Requires Adamantite and Ghost Iron Smithing and 50 points.
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