Equipment and Technology
Introduction
In order to successfully adventure, a character
needs to be equipped so that they may perform
their skills (if equipment is needed). In
some cases, equipment can aid a skill due
to the quality of the equipment..This chapter
will help you to design any necessary equipment
for your game. The development of equipment
also relies upon the creativity and level
of technology present in your game world.
This chapter also discusses the basic level
of technology and skills and abilities related
to it.
Acquiring Equipment
While playing the game you will eventually
need to determine whether someone can get
hold of a piece of equipment or not. To do
this you will need to either decide that
the object is so common that it would obviously
be available (determine the cost of the equipment
according to the system below), that the
object sought is so rare that there is no
chance of just finding it (that further investigation
or adventuring is required to locate it),
or you must roll against the industrial capability
of the nation to have it on-hand (at the
price indicated below). That latter option
is explained in more detail in the Game Master's
Guide to Borigon.
Weapons
Weapons are an important part of most role-playing
games. This section will describe how to
develop weapons for your game.
Melee Weapons
Developing melee weapons works as follows:
- Describe the physical appearance of the weapon
including size and weight. The Cost Factor
will be based on the size and weight of the
weapon. The base Cost Factor is calculated
as if the size of the weapon were in the
normal scale. Begin at zero. For every half-meter
of length or less along its longest direction
add one. If the object is a half meter long
or more in either of the other two directions
add another one for every half meter length
or fraction in either or both. For every
kilogram of weight or less add one. For example,
a 22 centimeter dagger that weighs 200 grams
will have a Cost Factor of 2 while a meter-long
sword that weights three kilograms will have
a Cost Factor of 7.
- Weapons can be of better than average quality.
For each +1 to hit that a weapon has due
to quality, increase the cost of the weapon
by a multiple of its cost factor. For example,
if the dagger above is +5 then the new cost
would be +10 (+5 x 2 for the cost factor)
for a new cost of 12.
- Base Damage is based upon the size of the
weapon as if it were in normal scale. Any
weapon a few centimeters (though less than
half a meter) in length will do Light Damage.
Any weapon between half a meter and a meter
in length will do Medium Damage. Any weapon
from a meter up to a meter and a half in
length will do Heavy Damage. Any weapon from
a meter and a half to three meters in length
will do Extreme Damage. Any weapon up to
six meters in length will do Great Damage.
Any weapon longer than that will do Tremendous
Damage. Choose the mode of attack that makes
the most sense for the weapon (Strike, Cut,
or Thrust). There may be other factors that
can add damage: If the weapon has spikes
or flanges (+1 or +2 damage and cost factor),
the weapon is heavy for its size (+1 to +2
to damage and cost factor), the weapon is
light for its size (-1 to -2 the damage and
cost factor), the weapon extends from a chain
or cord of some kind (+2 to +4 damage and
+1 or +2 to cost factor), the weapon consists
of many elements (like a double-bladed dagger,
or a many headed flail; +1 to +3 to damage
and cost factor), or the weapon is made out
of a very hard material (+2 to +4 to damage
and cost factor). Here are two examples:
A dagger is eight inches long (around 22
centimeters) and thus is graded as light
thrusting damage, a sword is serrated and
four feet long (a little over a meter) and
is thus graded as heavy cutting damage with
+1 for the serrated blade (and a total cost
factor of 8).
- The length of time to make an attack or parry
will be determined by the size of the weapon
in relation to the size of the race wielding
it. Divide the Base Cost factor by the Damage
Capacity of whomever is wielding the weapon.
This is the number of seconds required to
make an attack with the weapon. If you chose
the weapon to be heavy for its size, treat
the weapon as though its Base Cost were increased
by 1 or 2, dependeing on the damage increase
chosen. The time to attack can be reduced
by half by making the weapon well balanced,
this will increase the cost by half. For
example, the dagger specified above is used
by a race having a Damage Capacity of 3,
this gives a result of 2/3 or 0.66 seconds
(or 1 attack per second) while the sword
gives a result of 8/3 or 2.66 seconds (1
attack every three seconds). Say the dagger
is well balanced, this makes the attack length
0.33 seconds (3 attacks per second) and the
cost becomes 3.
- Think about the length of time required to
make the weapon. This is a matter of choice,
some weapons are simple and can be made in
less than a day, others can take a year or
more to make. Make the choice based on the
size of the weapon, the damage it does, and
the level of technology available to make
it (an Iron-Age society will take several
days to make a decent sword, where a technology
with matter fabricators might be able to
turn them out by the dozen every minute).
The cost of the weapon is modified by the
time it takes to make; for every day the
daily salary of the weapon-crafter must be
added to the cost of the weapon. The time
is increased by a number of days equal to
any quality above average. For example, the
dagger is judged to take twenty days to make
(due to its balance and quality) while the
sword takes the same length of time due to
the special nature of its blade. The weaponsmith
making these items makes a silver coin each
day, so the length of time adds 20 silver
coins for the dagger and 20 silver coins
for the sword. The dagger now has a cost
of 42 silver coins and the sword 28 silver
coins.
- Assign a difficulty to make the weapon based
on the damage done by the weapon and modified
by the base cost factor. Light damage adds
nothing to difficulty, Medium damage adds
1, Heavy damage adds 2, Extreme damage adds
4, Great damage adds 8, and Tremendous damage
adds 16. All damage adds from step 3 increase
the difficulty by the damage increase. The
difficulty is also increased by half if the
weapon is well balanced from step 4. This
number is directly reduced by the time it
takes to make the weapon in days (the difficulty
can never be easier than 0). The difficulty
can also be reduced by increasing the cost
of the weapon by two for every point of difficulty
reduced. For example, the dagger costs 42
coins and has no difficulty factor while
the sword costs 18 coins and has a difficulty
of 4 for heavy damage and +1 for the serrated
blade for a total of 5. This is further reduced
by the ten days required to make the sword,
for a difficulty of 0.
Ranged Weapons
Developing ranged weapons works as follows
(again assuming normal scale):
- Describe the physical appearance of the weapon,
including size and weight. The Cost Factor
will be based on the size, weight, and mechanical
complexity of the weapon. The base Cost Factor
is calculated as if the size of the weapon
were in the normal scale. For every half
meter of length or less add one. For every
kilogram of weight or less add one. For every
set of ten separate parts add one. A 24 centimeter
throwing knife that weighs 150 grams will
have a Cost Factor of 2, a two meter long
bow that weights one half kilogram has a
Cost Factor of 5, and the arrows are a meter
long and the Cost Factor is 3.
- Weapons can be of better than average quality.
For each +1 to hit increase the cost of the
weapon by a multiple of its cost factor.
- The range of the weapon is determined by
the method for projecting the weapon. If
the weapon is a missile propelled by being
thrown then the maximum effective range will
be 2 x Damage Capacity of the thrower x (1
+ PF of the character), thus the effective
throwing range for each individual will be
different. If the weapon is a sling-type
then the range will be 25 x length of the
weapon in meters. If the weapon is of any
other kind, just state the range in meters.
For every 100 meters of effective range add
(to a minimum of 100 meters) one to the Cost
Factor of the weapon. For example, a Borigonian
using the throwing dagger can throw it effectively
out to 12 meters (approximately 43 feet),
this adds 1 to the Cost Factor for a new
total of 3; while the long bow can loft an
arrow out to 300 meters and the Cost Factor
for the bow is now 8.
- Base Damage of a missile that is neither
spring nor explosively propelled is based
upon the length of the projectile: a few
centimeters (though less than half a meter)
and/or much less than a kilogram does Light
Damage, a projectile up to half a meter in
length and/or up to a quarter of a kilogram
does Medium Damage, a projectile up to a
meter in length and/or up to a half a kilogram
does Heavy Damage, a projectile up to 3 meters
in length and/or up to a kilogram does Extreme
Damage, a projectile up to 5 meters in length
and/or up to 2 kilograms does Great Damage,
and a projectile more than 5 meters in length
or more than 2 kilograms does Tremendous
Damage. Now choose the mode of attack which
makes the most sense for the projectile (Strike,
Cut, or Thrust). If the missile is spring
propelled use the above guidance, but add
+1 to the damage for every 10 meters of maximum
range (with the damage dropping by a grade
out to 75% of the maximum range). If the
missile is explosively propelled the damage
should be chosen in a reasonable way (a small
handgun might be rated as doing Heavy Damage).
If the weapon is directed energy, choose
whatever you want the damage to be. The example
of the throwing knife does Light Thrusting
damage, while a meter-long arrow from the
long bow does Heavy Thrusting Damage +30
(this becomes Great Damage out to 200 meters
and Extreme Damage out to 300 meters). The
dagger is judged to be balanced
- The length of time required to make an attack
for a non-explosively propelled missile weapon
will be determined by the length of the weapon
in relation to the length of the limb wielding
it. The time to attack with a thrown weapon
can be reduced by half by making the weapon
well balanced, this will increase the cost
by half. Divide the length of the weapon
(in meters) by the Damage Capacity of the
character, round to the nearest half, and
then multiply by ten. This is the number
of seconds required to make an attack. For
example, the Borigonian dagger above is 0.2
meters long and the average Damage Capacity
is 3, this gives us 0.066 which rounds to
0.5 seconds, this is further reduced by half
since the weapon is judged to be well balanced
so the time to throw the dagger becomes 0.25
seconds. The Borigonian bow has a length
of 2 meters, thus average Borigonian gets
2/3 or 0.66 rounding to 1, thus it takes
10 seconds to launch an arrow. If the weapon
needs to be loaded each time it is used (such
as a thrown weapon or a bow), then add two
seconds to the time; thus the time to use
the dagger becomes 2.25 seconds and the bow
becomes 12 seconds. Explosively-propelled
missile weapons have a rate of fire that
is reasonable (a modern revolver could probably
get one shot per second, while a submachingeun
could get 5 or 6 per second). Energy weapons
should also be chosen within reason, determined
by your theory of their operation.
- Think about the length of time required to
make the weapon. This is a matter of choice,
some weapons are simple and can be made in
less than a day, others can take a year or
more to make. Make the choice based on the
size of the weapon, the damage it does, and
the level of technology available to make
it (an Iron-Age society will take months
to make a decent long bow, where a technology
with matter fabricators can turn them out
by the dozen every minute). The cost of the
weapon is modified by the time it takes to
make; for every day the daily salary of the
weapon-crafter must be paid. The time is
increased by a number of days equal to any
quality above average. Let us say that the
throwing dagger requires ten days to make
due to the balance of the blade; at a silver
coin per day this adds 10 silver coins to
the cost of the dagger is now 13 silver coins.
The bow takes a day to cut the twelve layers
of the bow, then another fifty days to treat
the layers, then each layer must be glued
together over another twenty four days, then
the string must be placed and stretched for
another ten days for a total of eighty five
days for a total cost of 93 silver coins.
A batch of 40 arrows could be made in a day,
the cost of each arrow is 3 silver coins.
- Assign a difficulty to make the weapon based
on the damage done by the weapon and modified
by the base cost factor. Light damage adds
nothing to difficulty, Medium damage adds
1, Heavy damage adds 2, Extreme damage adds
4, Great damage adds 8, and Tremendous damage
adds 16. All damage adds from step 3 increase
the difficulty by the damage increase. The
difficulty is also increased by half if the
weapon is well balanced from step 4. This
number is directly reduced by the time it
takes to make the weapon in days (the difficulty
can never be easier than 0). The difficulty
can also be reduced by increasing the cost
of the weapon by two for every point of difficulty
reduced. For example, the dagger costs 13
coins and has no difficulty factor while
the bow costs 93 coins and has a difficulty
of 8 for great damage and has no difficulty
factor.
Armor
Developing armor or shields works as follows
(again assuming normal scale):
- Describe the physical appearance of the armor
or shield, including size and weight. The
Cost Factor will be based on the size, weight,
and mechanical complexity of the armor. The
base Cost Factor is calculated as if the
size of the armor were in the normal scale.
For every half meter or less of length, width,
and height add one. For every kilogram or
less of weight add one. For every set of
ten separate parts add one. A one meter diameter
circular shield that weighs 2 kilograms will
have a Cost Factor of 4. A shirt of chainmail
one meter long, a half meter wide, and a
third of a meter in depth weighing 5 kilograms
will have a Cost Factor due to size of 8,
since a mail shirt consists of hundreds of
chain links we will consider it as having
thirty parts adding three for a new cost
factor of 11.
- Base Protection of flexible armor is Light
and rigid armor is Medium. If the armor is
made of metal flexible armor becomes Medium
and rigid metal armor is Heavy protection.
You can increase the Protection of armor
by one grade for each multiple of the Cost
Factor. The chainmail from the previous example
would have a protection of Medium, this can
be increased to Extreme (two increases) for
an additional 22 Cost, thus the new cost
factor is 33. Significant numbers of plates
increase the protection by one grade (Light
to Medium, Medium to Heavy, etc.) for each
multiple of the Cost Factor.
- The parry bonus for a shield is a base of
5, +5 for every additional meter (based on
the normal scale) of size. The shield above
has a parry bonus of 5.
- The length of time required to make a parry
will be determined by the size of the shield
in relation to the size of the race wielding
it. Divide the Base Cost factor by Damage
Capacity of whomever is wielding the shield.
This is the number of seconds required to
make a parry with the shield. For example,
the shield specified above is used by a race
having a Damage Capacity of 3, this gives
a result of 4/3 or 1.33 seconds (or 5 parries
per three seconds).
- Think about the length of time required to
make the armor. This is a matter of choice,
some armor or shields are simple and can
be made in less than a day, others can take
a long time as layer after layer of wood
is glued together. Make the choice based
on the size of the armor, the damage it absorbs,
and the level of technology available to
make it (an Iron-Age society will take months
to make a decent suit of chainmail, where
a technology with matter fabricators can
turn them out by the dozen every minute).
The cost of the armor is modified by the
time it takes to make; for every day the
daily salary of the armor-crafter must be
paid. Let us say that the shield listed above
requires a day to make; at a silver coin
per day this adds 1 silver coin to the cost
of the shield, this is now 5 silver coins.
The chainmail takes thirty days to make for
a total cost of 63 silver coins.
- Assign a difficulty to make the armor based
on the protection provided by the weapon
and modified by the cost factor. Light protection
or a base parry modifier adds nothing to
difficulty, Medium protection or a +1 parry
modifier adds 1, Heavy protection or a +2
parry modifier adds 2, Extreme protection
or a +4 parry modifier adds 4, Great damage
or a +8 parry modifier adds 8, and Tremendous
damage or a +16 parry modifier adds 16. The
result is directly reduced by the time it
takes to make the weapon in days (the difficulty
can never be easier than 0). The difficulty
can also be reduced by increasing the cost
of the weapon by two for every point of difficulty
reduced. For example, the shield costs 5
coins and has no difficulty factor while
the chainmail costs 63 coins and has a difficulty
of 4 for extreme protection and has no difficulty
factor.
Other Equipment
Developing equipment works as follows (again
assuming normal scale):
- Describe the physical appearance of the equipment,
including size and weight. The Cost Factor
will be based on the size, weight, and complexity
of the equipment. The base Cost Factor is
calculated as if the size of the equipment
were in the normal scale. For every half
meter or less of length, width, and height
add one. For every kilogram or less of weight
add one. For every set of ten separate parts
add one. A twenty centimeter hammer, weighing
3 kg, and having two parts will have a Cost
Factor of 5. A three meter long, meter and
a half tall, two meter wide wagon, weighing
200 kilograms with twenty parts will have
a Cost Factor 212. A high speed computer
one half meter tall, one quarter meter long,
and ten centimeters wide, weighing five kilograms,
and having two hundred parts will have a
Cost Factor of 28.
- For every addition to the purpose of the
equipment, add a multiple of its cost factor.
If the hammer above is judged to be so well
balanced that it adds a +1 to any Craftsman
rolls, the new CF is 10. If the wagon is
so well built that it adds +2 to Animal Driven
Carts rolls then the new CF is 636. If the
computer has software that adds +2 to a skill
roll, the new CF is 84.
- Think about the time it takes to make the
equipment. This will depend heavily on the
technological level of the society you have
developed. An iron-age society will be able
to make the hammer in a day and the wagon
in ten days, adding 1 and 10 to their respective
CFs; while the computer is impossible. In
a high-tech world all of the equipment can
be made in a day, and so they add 1 to the
CFs.
Inventing New Equipment and Making Modifications
If a character has Craft skills or similar
abilities, they might be able to modify or
invent new equipment. Modification of existing
equipment is always at least a challenging
task. It may take days to years in order
to modify something; that decision will be
up to the GM. Modifying equipment will require
some sort of skill roll, the result will
be the equivalent of 1/3 HPs for the skill
attempt being modified. For example, a success
of three would increase your chance to hit
with a modified sword by +1.
Inventing new equipment is also at least
challenging, and usually takes at least several
days. A good way to approach invention is
to require a roll every week during the invention
process, the result will be the number of
elements of the design that the inventor
has figures out less one (that one will be
a design flaw that the GM decides on the
spot). Design flaws can be discovered if
the inventor chooses, without being told,
to spend one of more of their design elements
to find them. It consts one design element
to find one flaw. In the first design attempt
no elements can be used to locate flaws.
To return to the Borigon home page.