Sunday, June 4, 2017

AGE of Tamriel - Special Materials

Been spending the last few days going over the rules for special materials, not to mention which materials from the Elder Scrolls games I wanted to include. Initially, I tried to give flat modifiers, but with how minimal Fantasy AGE details arms and armor, I found it quite difficult to make each material feel unique. After some time thinking (and looking into FA's magic rules), I decided to try to connect each material to a combat stunt, leaving flat bonuses to those the most powerful, or I didn't have a good idea for.

With all that said, here is what I have currently settled for:



Special Materials


The Elder Scrolls setting has several unique materials in which arms, armor, and other items can be crafted from. These special materials can be used to create Masterwork items, items that are superior to your everyday items.
Special materials come in four grades; Common, Uncommon, Rare, and Legendary. An item's grade determines how hard it is to craft, a character must have an equivalent degree in the Master Crafter talent to work with the material. The only Legendary material is Daedric, it cannot normally be crafted by characters, it is included here for completeness. Outside of crafting, Uncommon and higher Masterwork items should be acquired as loot during adventures, or as rewards.



Adamantine [Rare]

Adamantine is a rare, lustrous gray or green metal used for making valuable armor and weapons. The ore is very heavy and can also be used in alchemy.

Armor: +1 bonus to Armor Rating. Opponents must spend +1 SP when using the Pierce Armor combat stunt against you.
Shields: +1 bonus to Defense and Armor Rating.
Weapons: +1 bonus to attack and damage rolls, and can perform the Lethal Blow combat stunt for 4 SP, instead of the usual 5 SP.
Tools: +2 bonus to tests tied to the appropriate ability focus.

Daedric [Legendary]

Daedric items are magical items crafted from ebony by the denizens of Oblivion. As true magical items, daedric items can be used effectively against creatures that ignore most mundane, non-magical materials, like spectres. However, daedric items can only be created by a creature from Oblivion, it cannot normally be created by characters. It is included here for the sake of completeness.

Armor: +3 bonus to Armor Rating.
Shields: +3 bonus to Defense.
Weapons: +3 bonus to attack and damage rolls.
Tools: +3 bonus to tests tied to the appropriate ability focus.
Magical: All daedric items are magical. And as such, daedric items can be used effectively against creatures that ignore most mundane, non-magical materials, like spectres.

Draconic [Rare]

Crafted from the hide, scales, and bones of a dragon, draconic items are rare indeed.

Armor: +2 bonus to Armor Rating, +4 against dragons.
Shields: +2 bonus to Defense and to ability tests to resist special attacks/abilities of dragons.
Weapons: +1 bonus to attack and damage. Against dragons, +2 bonus to attack and damage rolls, deals +1d6 damage, and can perform the Mighty Blow and Pierce Armor combat stunts for 1 SP.
Tools: +2 bonus to tests tied to the appropriate ability focus.

Dwarven Iron [Uncommon]

Dwarven iron is a heavy, exotic metal that used primarily by the Dwemer. The metal itself is rare and precious, and can only be obtained by melting down Dwemer relics recovered from Dwarven ruins.

Armor: +1 bonus to Armor Rating and Defense.
Shields: +1 bonus to Armor Rating.
Weapons: +1 bonus to attack and damage rolls, can perform the Lethal Blow combat stunt for 4 SP, instead of the usual 5 SP.
Tools: +1 bonus to tests tied to the appropriate ability focus.

Ebony [Rare]

A rare volcanic glass that is extremely hard and durable. It is often said to be the crystallized blood of a god or gods.

Armor: +2 bonus to Armor Rating.
Shields: +2 bonus to Defense.
Weapons: +2 bonus to attack and damage rolls.
Tools: +2 bonus to tests tied to the appropriate ability focus.

Elven Steel [Common]

Elven steel is a lighter form of steel crafted by the high elves.

Armor: +1 bonus to Defense, Armor Penalty reduced by 1.
Shields: Can perform the Defensive Stance combat stunt for 1 SP, instead of the usual 2 SP.
Weapons: Can perform the Lightning Attack combat stunt for 2 SP, instead of the usual 3 SP.
Tools: +1 bonus to tests tied to the appropriate ability focus.

Lunar Steel [Common]

Created at a lunar forge, the properties of lunar steel become apparent under the light of Tamriel's moons.

Armor: At night, +1 bonus to Armor Rating and melee attackers automatically take 2 penetrating fire damage.
Shields: At night, +1 bonus to Defense.
Weapons: At night, +1 bonus to attack and damage rolls and you can perform a unique combat stunt, Lunar Strike!. For 3 SP, your attack deals +1d6 fire damage.
Tools: At night, +1 bonus to tests tied to the appropriate ability focus.
Magical: All lunar steel items become magical at night. And as such, lunar steel items can be used effectively against creatures that ignore most mundane, non-magical materials, like spectres.

Malachite [Uncommon]

Sometimes referred to as “glass” due to its appearance, malachite is a rare, semi-translucent green volcanic crystal.

Armor: +1 bonus to Armor Rating.
Shields: +1 bonus to Defense.
Weapons: +1 bonus to attack and damage rolls.
Tools: +1 bonus to tests tied to the appropriate ability focus.

Orichalcum [Common]

This is a grey-green ore melded with iron and used primarily by the Orsimer.

Armor: Opponents must spend an extra 1 SP to use the Skirmish and Knock Prone combat stunts against you.
Shields: When attacking with a shield, you can perform the Knock Prone combat stunt 1 SP, instead of the usual 2 SP.
Weapons: You can perform the Knock Prone combat stunt for 1 SP, instead of the usual 2 SP.
Tools: +1 bonus to tests tied to the appropriate ability focus.

Silver [Common]

Bonded to iron or steel, silver arms and armor is commonly used against the undead and lycanthropes do to their vulnerability to it.

Armor: Undead and lycanthropes who attack in melee automatically take 2 penetrating damage.
Shields: +1 bonus to Defense against undead and lycanthropes.
Weapons: Against undead and lycanthropes, you deal +1d6 damage and can perform the Mighty Blow and Pierce Armor combat stunts for 1 SP, instead of the usual 2 SP.
Tools: +1 bonus to tests tied to the appropriate ability focus.

Skyforge Steel [Uncommon]

Skyforged steel is a lighter, stronger steel created at a skyforge. However, they cannot be created by characters outside of a skyforge.

Armor: +1 bonus to Armor Rating.
Shields: +1 bonus to Defense.
Weapons: +1 bonus to attack and damage rolls.
Tools: +1 bonus to tests tied to the appropriate ability focus.
Magical: All skyforge steel items become magical. And as such, skyforge steel items can be used effectively against creatures that ignore most mundane, non-magical materials, like spectres.

Stalhrim [Rare]

Also known as “enchanted ice”, stalhrim is a rock-like material that was used by ancient Nords and Atmorans in their burial rituals. Stalhrim was also crafted into armor, shields, and weapons. However, it cannot be found outside of Solstheim.

Armor: +1 bonus to Armor Rating, +2 Armor Rating against frost damage.
Shields: +1 bonus to Defense and to ability tests to resist frost effects/hazards.
Weapons: +1 bonus to attack and damage rolls, deals +1d6 frost damage.
Tools: +1 bonus to tests tied to the appropriate ability focus.
Magical: All stalhrim items become magical. And as such, stalhrim items can be used effectively against creatures that ignore most mundane, non-magical materials, like spectres.

Starmetal [Uncommon]

Another name for meteoric iron, Starmetal is very rare and only found from impact craters.

Armor: +2 bonus to Armor Rating.
Shields: +2 bonus to Defense.
Weapons: +2 bonus to attack and damage rolls.
Tools: +2 bonus to tests tied to the appropriate ability focus.
Magical: All starmetal items become magical. And as such, starmetal steel items can be used effectively against creatures that ignore most mundane, non-magical materials, like spectres.

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