Armor & Weapons (MARS)

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Armor

Light Armor

Cost: 15 silver
Protection: +2
Defense: +0

Light armor is not supposed to stop attacks, only to help mitigate what damage is taken. It provides less damage resistance than heavy armor, but allows for more freedom of movement. It is typically made from flexible materials like leather.

Features

Camouflaged 10 silver coins
Drab, nondescript colors and a deep hood that help mask the wearer. +5 when stealthing.

 

Studs 15 silver coins
Small metal studs that increase the effectiveness of the armor. +1 Protection.

Heavy Armor

Cost: 40 silver
Protection: +8
Defense: -3

Heavy armor is often cumbersome and restrictive, but made to take hits and keep the wearer fighting. It has strong damage resistance, but will slow the wearer down. It is most often made from metal.

Features

Nonmetal 5 silver coins
The armour is made of a nonmetal substance, making it impervious to rust or strong magnetic forces at the cost of being slightly less durable. -1 Protection.

Shield

Cost: 10 silver
Protection: +2
Defense: +0

Shields block and lessen blows, but are too bulky to be used with a two-handed weapon. Anyone holding a shield can only use one-handed weapons.

Features

Mirrored 10 silver coins
The surface of the shield is polished and clear enough to provide a reflection. +2 Protection against ray-form spells.

Magic

Cost: 250 silver (enchantment only)

Armor that is enchanted or otherwise magical in nature - perhaps made using unorthodox materials, or inhabited by the spirit of one's great ancestor - can do a great deal more than mundane armor. Simply being magic gives it an inherent edge, but it can also have strange and unique properties.

Features

Ethereal 100 silver coins
The armor is weightless and formless, protecting the body without restricting it. +2 Defense, with no Defense penalty if heavy armor.

Weapons

Melee

Cost: 6 silver (one-handed), 8 silver (two-handed)
Range: Close

Melee weapons are anything used in close combat to physically attack: swords, shields, axes, clubs, hammers, gauntlets, knives, umbrellas, whips, and so on. They are not supposed to be used at range - thrown weapons, like throwing knives or shurikens, are classed a ranged. However, all melee weapons can be thrown a short distance, though it is typically a much less efficient use.

Features

Crushing 9 silver coins
This weapon can shatter bone if used correctly. +3 armor piercing.

 

Defensive 7 silver coins
With this weapon, you can more accurately deflect or parry incoming attacks. +2 Defense.

 

Flexible 4 silver coins
This weapon is made using a long chain or cord, or is split into jointed segments. +5 to grapple attacks using this weapon.

 

Heavy 6 silver coins
This weapon is powerful enough to knock back its targets. Causes instability on hit.

 

Long 4 silver coins
Very large in size, practically as tall as the wielder when held upright. Must be two-handed. Can be used as a pole for acrobatic moves.

 

Small 4 silver coins
Easily hidden, just the thing for surprise attacks or sneaking past guards. Must be one-handed. +10 to concealing the weapon.

 

Vicious 8 silver coins
A sharp edge or wicked spike can open up deep wounds. Causes bleed on hit.

 

Worn 5 silver coins
This weapon is attached to the body, rather than gripped. Must be one-handed. Cannot be removed or disarmed easily.

Ranged

Cost: 9 silver (one-handed), 12 silver (two-handed)
Range: Far

Ranged weapons are anything that can allow the wielder to attack from a distance: bows, firearms, slings, crossbows, boomerangs, and so on. They are typically not viable in close combat due to the proximity of the target who will most likely also be trying to kill you. However, they can be used as improvised melee weapons in such a situation.

Features

Ballistic 7 silver coins
The force of the projectile is enough to stagger one's target. Causes instability on hit.

 

Piercing 6 silver coins
The projectile can penetrate well through armor or thick hide. +2 armor piercing.

 

Sharp 10 silver coins
The projectile bites deeply into the target. Causes bleed on hit.

 

Silent 4 silver coins
No noise is made when the projectile is loosed at the target. Wielder stays hidden when attacking with the weapon while hidden.

 

Sniping 12 silver coins
The projectile travels further than it otherwise would. Must be two-handed. Increased range to allow for distant targets.

Magic

Cost: 250 silver (enchantment only)

Weapons that are enchanted or otherwise magical in nature - perhaps made using unorthodox materials, or inhabited by the spirit of one's great ancestor - can do a great deal more than mundane weapons. Simply being magic gives them an inherent edge, but they can also have strange and unique properties.

Features

Elemental 55 silver coins
The weapon is charged with one of the primal forces. Deals element-based damage, element chosen on enchantment.