Alternate Materials
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Alternate Materials
A character can choose to make items out of specific materials. These materials adjust the Cost of the item being Crafted, and may adjust the Difficulty as well depending on the hardness of the material versus the Hardness of the item normally. A number of special materials are offered for the character to use. Wooden items that is being replaced with metal gain an additional +1 to Cost and to Bulk.
Vulnerability
Some materials have the Vulnerability trait. this type of material does increased damage against opponents of a specific Race. The item increases the amount of Damage it inflicts against the indicated Race by half the item's bulk.
Adamas
Adamas is a black metal unique to Rym and is sometimes called Adamantine. This metal is rare, and quite heavy and dense. Adamas is created by the City Mind of Rym, and is used in constructing the Machines found in Rym. Machines which have been destroyed are sometimes stripped for parts, used to create new equipment for the survivors. Only the skole really know how to shape Adamas.
Properties
- Cost: +9
- Bulk: +2
- Hardness: 15
- Weapons: +2 Damage, +1 weight class
- Armour: +4 Soak, +1 weight class
- Shields: +2 Defence Bonus, +1 weight class
- Notes: Wearing Adamas grants the character protection from Spells, reducing the Potency of any Spell that includes the character as part of the area of effect by half the bulk of all Adamas worn. If this reduces the Spell potency to 0, the Spell is cancelled and causes Sorcery which can Botch to do so Immediately.
Astral Iron
Astral iron can only be found within the border realms between the physical world and the other planes. In rare places which overlap multiple worlds, astral steel can be found. Astral iron has the Hardness of normal iron but has a little more weight to it. The special property that Astral Iron is known for is that intangible entities can not pass through it.
Properties
- Cost: +3
- Bulk: +1
- Hardness: 7
- Armour: Reduces Potency of damaging Spells used against the character by the armour's Soak. If this reduces the Spells Potency to 0, the character is not harmed by the spell.
- Shields: May declare Active Defence against a Spell being cast at the character. Increases the Difficulty of the Spell by the shield's Defence Bonus.
- Weapons: Can strike intangeble and incorporeal entities. Can also be used to break spells. Attacking an object with a spell upon it will weaken the Spells Potency by the amount of wounds inflicted. If this refuces the Spells Potency to 0, the Spell effect permanently ends.
- Notes: Astral Iron responds well to Psionic Imbuing. A character attempting to place a Psionic Gift or use Psionic Imbuing (See Kithain) into an Astral Iron Item reduces the Difficulty by 2, and the DP Cost by 1 per Gift (or Power) being Imbued into the item.
Cold Iron
Cold Iron is functionally the same as normal Iron, but is not heat-treated and processed. While not as hard as Steel, Cold Iron is effective at disrupting glamour and faerie magic. Wearing cold iron in the presence of the fae is considered a grievous insult.
Properties
- Cost: +0
- Bulk: +1
- Hardness: 7
- Weapons: Faeries have Vulnerability to Cold Iron.
- Shields: Increase the Difficulty of all Path of Veil Spells or Fearies Powers and Merits used against the character by the shield's Defence Bonus.
- Armour: Reduce Potency of Path of Veil Spells or Fearie Powers and Merits used against the character by the armour's Soak. If this reduces the Spell or Power Potency to 0, the character is not affected.
Dark Wood
Dark wood is a special form of tree found within Shademire and R’Tal, touched by the darkness of the land, and discovered only recently. Dark wood can be used for shields and for wooden weapons, as well as for wooden items. It has a dark, almost black sheen to it when polished and worked properly.
Properties
- Cost: +2
- Bulk: –1
- Hardness: 6
Demon Hide
Demon hide is a rare form of leather created from the hides of slain demonic beasts. Demon hide is effective against other demons, but holds other risks for the user. Depending on where the character is and if the leather is recognized, the character’s reputation may become very good – or the character may be hunted on sight.
Properties
- Cost: +4
- Bulk: –1
- Hardness: 5
- Weapons: +1 Damage, Infernal have Vulnerability to Demon hide weaponry.
- Armour: +2 Armour Soak. Reduces Potency of Spiral Path Spells or Infernal Powers and Merits used against the character by the Armor's Soak. If this reduces the Spell or Power Potency to 0, the character is not affected.
- Shields: +1 defence Bonus. Increase the Difficulty of all Spiral Path Spells or Infernal Powers and Merits used against the character by the shield's Defence Bonus.
- Notes: Equipping demon hide gear marks the character as Infernal against any effects where Rave is important (such as items that Infernal creatures are Vulnerably to). The trait bonuses for this equipment are negated against Divine opponents or Divine attacks.
Dragon Hide
Dragon hide is a rare form of leather created from the hides of slain dragons. Dragon hide is effective against other dragons. Depending on where the character is and if the leather is recognized, the character’s reputation may become very good – or the character may be hunted on sight.
Properties
- Cost: +3
- Bulk: +1
- Hardness: 6
- Weapons: +1 Damage. Dragons have Vulnerability to Dragon hide weaponry.
- Armour: +2 Armour Soak. Reduces Potency of Azure Path Spells or Draconic Powers and Merits used against the character by the Armor's Soak. If this reduces the Spell or Power Potency to 0, the character is not affected.
- Shields: +1 defence Bonus. Increase the Difficulty of all Azure Path Spells or Draconic Powers and Merits used against the character by the shield's Defence Bonus.
- Notes: ???
Entropic Iron
Entropic iron is only found in hell-pits, places so corrupted by the Infernal Realms, that they have become partial gates to the demon realms themselves. In these rare places, entropic iron can be found. Entropic iron is a dull grey metal, shifting and flowing slightly and never keeping the same shape. Entropic iron is sometimes called quick iron or living steel. Entropic iron is cold to the touch.
Properties
- Cost: +5
- Bulk: +1
- Hardness: 8
- Armour: -1 Weight Class.
- Shields: An Astral Iron shield adds its Defence to Soak when used for Active Defence.
- Weapons: Flexible Weapons gain +2 Additional success on Attack Rolls.
- Notes: Entropic Iron responds well to artificing. A character using Entropic Iron for artificing gains +2 additional successes if the artificing involves the artifact changing form.
Escudo
Escudo is a blue-white crystal that comes from the mines of R’Tal, though it can sometimes be found in the eastern-most region of what was once Cordona. The crystals are sacred to the Mysteries, and radiate a holy energy. Escudo is sometimes called ‘mana crystals’ or ‘The Tears of Mana’. Escudo can be ground into a powder and blended with metal as part of the forging process. The properties of the crystal will become part of the item being crafted. Alternative uses are to place escudo in pendants, rings, or amulets.
Properties
- Cost: +3
- Bulk: +0
- Hardness: 5
- Armour: Armour with Escudo implanted into it reduces the Potency of all Ashen Path and Spiral Path Spells, as well as Infernal and Undead Powers and Merits used against the character by the armour's bulk. If this reduces the Spell or Power Potency to 0, the character is not affected.
- Sheild: Shields with Escudo implanted into it increase the Diffuculty of all Ashen Path and Spiral Path Spells as well as Infernal and Undead Powers and Merits used against the character by the shields bulk.
- Weapon: Infernal and Undead have Vulnerability to Escudo Laced Weaponry.
- Notes:By spending 1 Essence as a Free Action, the character can cause the Escudo to glow with a Radius of (bulk+5) yards for the Scene. This light is considered Sacred, causing any Infernal or Undead in the light to suffer +(Bulk) difficulty increase to all rolls while within the light. In addition, the Potency of Touch of Death, when applied to the character Wearing Escudo, is reduced by the Escudo's Bulk. If this reduces the Potency to 0, then character is unaffected. Finally, a character wishing to perform a Miracle can attempt to augment thier chances using escudo. Escudo is counted as Equipment whenever it is used to augment Miracle, Granting an amount of bonus Dice equal to the Escudo's bulk.
Glass Steel
Created using an Alchemical process, a character can learn how to create Glass Steel items if they have Artificing and Craft (Glass Steel). The crafted item must be metal-based, and the benefits do not combine with other magical materials or with White Steel. Glass Steel requires the expenditure of 1 DP to make, per item.
Properties
- Cost: +4
- Bulk: -2
- Hardness: -1
- Weapon: +1 Damage
Immaculate
Created by using elemental magic from the Realm of Fortuna, equipment modified by this procedure turn silver but lose none of the inherent properties to the item. It costs nothing to get an item to become Immaculate, but it is difficult to get to the Realm as it is not a place known to the population of Kith Kanaan. The Item can not become stained, chipped, or nicked. In addition, a person who is rendered Immaculate gains Approximately +25% to their Weight(+1 size), Hardness 10, and their normal Physical Attribute instead becomes Minimum Successes on all Soak Rolls. Instead the character rolls theirs Hardness rather then their Physical Attribute for Innate Soak. Impact Weapons however ignore this soak, as the Immaculate's condition does not cancel the Kinetic force of an Impact weapon from Spreading into the body, it simply Prevents the body from Opening. In addition the unarmed attack gains +2 Damage.
Properties
- Cost: +12
- Bulk: +1
- Hardness: +10
- Armour: Armour Soak becomes Minimum successes on all soak rolls instead. Physical Attacks which Bypass armour soak do not ignore this Bonus.
- Shield: +5 defence Bonus. an Immaculate Shield adds their Defence Bonus to Armour Soak when used for Active Defence.
- Weapon: Ignore Armour Soak equal to Weapon Damage.
Mithral
Mithral is a blue-silver metal, and is sometimes called True Silver. The mithral mines are often found in the Northern Wilds, and sometimes up in Aregon or the island of D’Remes, making them quite difficult to find and exploit. The followers of Mana consider mithral to be the blessing of their Goddess, and often protect new mines from being stripped by the greedy. Mithral is also found in meteor strikes, which is called star metal, and the Mysteries are said to be able to predict when a meteor is to strike, sending the Emerald Adepts to prepare for the impending impact, so that the mithral can be claimed before anyone else does. Mithral is incredibly light.
Properties
- Cost: +4
- Bulk: –1
- Weapons: +1 additional Success on all skill rolls involving the item crafted. +1 defence when used for Active Defence, -1 weight class
- Armour: +1 Armour Soak. -1 Weight Class
- Shields: +1 Defence Bonus, -1 weight class
- Notes: Divine and Fearie have a Vulnerability to Mithral weaponry.
Orichalcum
Orichalcum is a deep golden metal, almost tan, and is sometimes called True Gold. The orichalcum mines are often found within the Anansie Desert and in The Ajani Plains. Orichalcum is often used by the Joshuite faith for their holy symbols and is considered a blessing from Joshua. The Arin faith considers orichalcum to be a blessing of Arion. Orichalcum, once purified and forged, is an incredibly dense material which can withstand considerable punishment.
Properties
- Cost: +5
- Bulk: +2
- Weapons: +2 Damage, +1 weight class
- Armour: +4 Armour soak. +1 Weight Class
- Shields: +2 Defence bonus, +1 weight class
- Notes: Infernal and Undead have a Vulnerability to Oricalcum Weaponry. Holy Symbols made of Oricalcum become Damage (bulk) Weapons against Infernal and Undead Opponents.
Moon Stone
Moon Stone is a rare type of rock found in D’Remes, and in the New World. The stone reacts to the presence of the moon, glowing with an incandescent blue-white light when exposed to the light of the moon or in the presence of faith. Primitive tribes have used moon stone for weapons and for building temples.
Properties
- Cost: +3
- Bulk: +1
- Hardness: +2 Hardness in moonlight or if someone with Faith stands within a number of yards equal to the (bulk or Size) of the Stone.
- Weapons: -2 Damage
- Armour: -4 Armour soak
- Shield: -2 Defence Bonus
- Notes: Moon Stone illuminates a number of feet equal to twice the higher of bulk or size. Performing a Miracle while touching Moon Stone grants the person a number of Additional Successes Equal to the Chracter's Might. Infernal and Undead cannot enter the light of cast by Moon Stone, and being forced into the light inflist one wound per Round whish is soaked by the Victim's Spiritual Attribute.
White Steel
Created using an Alchemical process, a character can learn how to create White Steel items if they have Artificing and Craft (White Steel). The crafted Item must be Metal-Based, and the benefits can be combined with other Magical Materials. white Steel Requires the Expenditure of 1 DP to Make, per Item.
Properties
- Cost: +2
- Bulk: -1
- Hardness: +1
- Armour: +1 Armour Soak
- shield: +1 Defence Bonus, +1 Skill Bonus to the shield Skill.
- Weapon: +1 Damage, +1 skill Bonus to the Appropriate Weapon skill.
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