Weapons & Armour: Item PDC / Enhanced Items

 
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Item PDC

Weapons and armour have the equivalent of PDC in that it takes a certain amount of damage to destroy them. However, very few events actually cause damage to these items.

Base PDC for weapons is their MPD. For armour, it’s five times their DR vs. sharp rating. If the item is made from a more durable substance, or enhanced, there may be bonuses that increase their PDC.

Enhanced Items

Some weapons or armour may have been enhanced permanently by using the Spheres. Some add to the damage, some to the skill, and some to both. The first number next to a weapon indicates the amount of additional damage they inflict. This could be a percentage of the MPD added to the resulting damage, as with sharpness, or a flat number from an Effect. The second number, if there is one, indicates the percentage of the existing skill that is added when using the weapon. If only one or the other of these enhancements are present, a ‘D’ or damage or ‘S’ for skill will be present to clarify. In addition to being inflicted on the target, the extra damage is inflicted on the armour or defensive item used.

Example:

The Swift Sword of Sharpness: MPD 60 [10% + 20%] means 60 plus 10 percent is the MPD (66) and if the character’s skill is 40 then they can check 48 when using this weapon (40 + 20%).

A katana of flame: MPD 80 [D10] means that after the character checks their skill and determines the damage caused by their attack with the katana, then they also inflict 10 points of flame damage. There is no skill bonus.

With enhanced armour, the number indicates the additional percentage (times 10) of damage absorbed. Other enhancements resist or cause specific Effects such as Fire, Ice, Acid, etc. If present, these would be specifically indicated. In both cases, the bonus also applies toward item damage checks.

Example:

Cloak +2: Normal DR is 0/1; enhanced DR is 2/3.

Cloak of resist cold (+3); Normal DR is 0/1; enhanced DR is 0/1, but it also resists 30% of cold damage.

Mail +1 of resist flame (+1): Normal DR is 2/4; enhanced DR is 3/5 and it resists 10% of all flame damage.

Enhancements allow for the equivalent of more than 90 points in a Skill. If a Skill were near or at 90 and the bonus would make the total go over, then 10% of the number indicating the enhancement is the number over and above 90 that can be rolled and still hit, keeping in mind that 96-100 is always a miss.

It should be noted that, although using an enhanced weapon makes hitting easier, only a roll of less than the actual Skill counts towards improvement when practicing or training. In fact, it is best for the character to train with a normal weapon so that they do not rely strictly on the enhancement.

 

 


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