Erandor Armor and Weaponry
- 1 Armor
- 2 Weaponry
- 3 Special Metals of Erandor
- 4 Notes
Armor is a piece of equipment like any other. If it makes sense your character should have it, you might simply mark it down on your character sheet. However, some GMs might want to see that your character has the Resources to afford it. If you want medium or heavy armor, ask the GM if they agree it makes sense for your character to have it.
Armor is described with aspects. You might describe your armor with a great deal of fantastical/artistic license, but when it comes down to it, you should assume it fits under one of the following categories. Selecting armor does not require you to devote an aspect slot to describing, unless you wish to purchase a special masterwork or magical set of armor with extras.
When you wish to have the benefit of armor, you invoke it. Light armor can be invoked once per session for free, medium armor can be invoked twice for free, and heavy armor can be invoked three times per session for free. After that, the armor isn’t destroyed; you can spend a fate point to continue to invoke it for defense. Also, when you have time and assuming you have tools, you can use Crafts to make “repairs” on your armor in order to regain one or two free invokes.
This type of armor includes padded armor and leather armor types. As long as you are wearing it, you can invoke it once for free per session. A GM can compel it against you when you try to hide the armor, are soaked, or if heat could be a problem.
Examples include: padded armor, leather armor, studded leather armor and boiled leather armor. Using heavier armor that covers only certain areas might downgrade the armor to "light". For example, wearing only a steel breastplate and no other armor might cause it to be considered to be "light". Wearing pieces of plate on head, arms and lower legs provides only light armor, unless perhaps you carry a large shield to protect your body, thus improving it to "medium" classification.
This type of armor includes mail armor, ring armor, scale armor and lamellar armor. Because it’s denser and heavier than light armor, the GM may compel this aspect for any of the reasons under light armor, as well as when stealth is important, you try to swim in it, or if you attempt a long run in it.
Examples include: chain mail, ring armor, scale armore, lamellar armor. Wearing a plate breastplate and light armor for extremities could be considered medium armor.
Plate armor is the ultimate expression of this kind of armor. Although it provides impressive protection, the GM can compel it in any situation that might apply to medium armor, as well as whenever standing out might inhibit the character, or when you might need to move quickly.
Examples include: full-body plate armor of any metal is considered heavy armor. Some metals are logically heavier than others, so in those cases you might expect the GM to compel the plate armor more often.
Shields are a very handy type of armor that is quite versatile. A shield provides an aspect that can be invoked for defense for free once every scene. The GM can compel the aspect should you need both hands, or if you need to do something with your off hand.
Any player may decide their character has a primary weapon and one or two backup weapons. Simply jot down on your character sheet what she has.
Weapons come in several “classifications”, depending on how they are designed.
These weapons are designed for use with brute strength and included weapons like broadswords, axes, clubs, maces and spears all describe hand weapons. They generally require just one hand. When you wield a hand weapon, you gain +1 stress to add to damage if you successfully attack someone.
These weapons are more about balance, speed and precision. These include daggers, scimitars, rapiers, whips and exotic weapons like hooked chains or silk ribbons. Whenever you attempt create an advantage actions with these weapons, you gain a +1 bonus to the roll.
These are large weapons that require two hands to wield and include such things as great axes, pole arms and great swords. When you successfully attack with a massive weapon, you gain +2 stress to add to damage. However, you must go last in a round and you cannot use a shield or wield any other weapon.
Missile weapons include things like slings, bows, and crossbows. They use the Shoot skill instead of the Fight skill all other weapons use. You can use these weapons to attack any zone, not just the zone the character is in.
Thrown weapons include things like javelins, knives, axes or spears, and similar muscle-powered weapons that can be thrown. They use the Shoot skill instead of the Fight skill all other weapons use. You can use these weapons to attack any zone, not just the zone the character is in, but a target gets a +1 bonus to defend per zone distant. So throwing a knife at someone two zones away will award the target +2 to their defend action. If the target is stationary, then the difficulty is Fair (+2).
Crossing Weapons Classifications
These classifications are guide, not a law. Some weapons might cross boundaries. For example, a bastard sword might be wielded one handed like a martial weapon, or two handed like a heavy weapon. A dagger might be used as a finesse weapon, then thrown as a ranged weapon. The only limitation here is to just use one category per exchange. So, you can use your dagger as a finesse weapon and then throw it in the same exchange.
Special Metals of Erandor
There are three metals that appear to have supernatural properties in Erandor: Adamant, mythral, and orichalc. The first two are said to appear naturally, while the third is actually an alloy whose precise composition is a carefully held secret.
Adamant is an incredibly hard metal that dwarves have found deep beneath their mountain homes. It's rare in the extreme and the secret to working it is carefully guarded. It is known that it must be melted and impurities removed, a process that requires as much heat as it takes to melt iron. However, when it hardened, it can no longer be worked, so it must be carefully poured into exactly whatever shape it will thereafter take forever. It's weight is similar to that of iron.
Adamantine plates that can be stitched to strong, flexible backings is the most common use of the metal, although blades that never dull have also been made. It absorbs magic well and so can be readily enchanted, but shares in common with the other magical metals an troubling tendency to pick up unexpected magics over time.
No material can cut or break an adamantine item, except perhaps another adamantine item. An item made of refined adamant shines like white gold and does not tarnish.
Any enchantment might be applied to an adamantine item. In addition, the natural tendencies of the metal provide the following stunt:
- If the item is armor, you can invoke the armor an additional time per session, though shields gain no extra bonus (it is felt that adamantine shields are far too heavy to wield effectively). Weapons cannot be broken, nor can devices, except by another adamant tool or weapon.
Called mythrial by most dwarves, this is an extremely rare metal found in the deepest mines. To the dwarves of Darrok and old Charr, the location of where it might be found has been lost to history. These days, the only mythral to be found is in ancient items that were made from it. This includes rare items crafted by elvish artisans from Shadaar. The fact that the dwarves believe the elves of Shadaar know where to mine it and the fact that they aren't telling, is a point of some strife between them. Mythral is very light and strong. In addition to being capable of readily absorbing enchantments, it also has benefits of its own.
Mythral shines like polished silver but never tarnishes.
- Armor made of mythral compels as if it were one step lower that it is. So, heavy armor made of mythral can only be compelled as if it were light or medium armor. Medium armor made of mythral can be compelled only as if it were light armor. Light armor has no compel at all. However mythral armor has the aspect, Gleam of Mythral which can be compelled when anyone sees it for the first time. It makes you stand out and be instantly memorable as a person who wears a kingdom's fortune on his back...
- Weapons of mythral are especially light and well-balanced. Martial weapons gain the benefits of finesse weapons (+1 to create an advantage rolls using Fight with the weapon in hand). Finesse weapons gain the benefits that martial weapons have (+1 stress is done after a successful attack roll).
This is a special alloy that mixes parts of mythral, copper, zinc, gold, and several other metals in very specific portions known only to the alchemists of Avongate. This makes it almost as resilient and strong as good quality steel, but very readily able to absorb enchantments. It has a red-gold luster.
Any orichalcum item has the following stunt.
- The item readily accepts enchantment. Lower the difficulty of placing any enchantment in the item by 1. If you are creating the metal, you can infuse the magic as part of the process and lower the difficulty two steps. Any spell-like effect an orichalcum item possesses in which some type of casting roll is needed has it's difficulty to cast reduced by 1.
Power Begets Power
These three metals have one trait in common: they all absorb magic over time. Since Erandor has always been a world full of magic, it is inevitable that a magic item will slowly grow in power. Left on its own, such items tend to change little, except after many hundreds or thousands of years. But they can indeed acquire magical traits they did not originally have.
But items made of these metals evolve far more rapidly when put in regular use by someone who as attuned to it. Attuning is simply a matter of personally investing time and attention as well as using the item. Thus an Orichalcum Sword of Flame may start out with just an aspect that can be invoked to ignite the blade, but in time it can develop many more powers via stunts. It may even "awaken", gaining sentience of its own and be capable of offering skills or assisting with skills.
What this means in an Erandor game is that you begin by attuning to one of these items. This involves either spending your aspect slot from Extras to describe your new acquisition or changing one of your character aspects to reflect that you have this item. From there, you can expand the powers of your weapon by spending stunts or skill points on it if you desire. This reflects uncovering secret or ancient powers it has had but were locked until your character reached the proper level of attuning. Sometimes the GM may have a guideline planned for what kinds of things the item can eventually do, but usually the player and GM work together to decide how the magic item grows with the character.
- It might be occasionally pointed out to dwarves irritated that night elves have this metal that they simply have acquired a stockpile of it rather than have access to the original mines. That idea usually only launches them into a tirade about "thieving night elf scoundrels".