SOME GUY ON THE INTERNET
presents...
ORBA: ROLEPLAYING GAME SYSTEM

Another questionable thing by Robert Aronson, vespinfeebler at gmail dot com
 

Chapter 3
Weapons and Armor


Each weapon and piece of armor comes with a tier rating. There can be as many tiers as the GM likes. Each tier can represent a new material or higher quality of a previous material.

The first weapon tier for a one-handed weapon comes with a rating of 10. Each tier thereafter comes with an additional +5. Therefore tier 1 is 10, tier 2 is 15, tier 3 is 20, tier 4 is 25, etc.

For two-handed weapons it works the same, but tier 1 gets an additional +3 over the usual 10, and each tier after that gets an additional +1 over the usual +5. For example, tier 1 is 13, tier 2 is 19, tier 3 is 25, tier 4 is 31, etc. The increased weapon rating reflects a stronger hit and also makes up for the lack of a shield.

Tier 1 of armor is as follows:

Head
Body
Hands
Feet
Shield
Total
2
3
1
1
3
10

Thereafter, each tier increases the armor bonus of each piece by 1. For example:

 
Head
Body
Hands
Feet
Shield
Total
Tier 2
3
4
2
2
4
15
Tier 3
4
5
3
3
5
20
Tier 4
5
6
4
4
6
25

Of course, individual pieces of armor worn by a hero can be different tiers!

For how weapons and armor work in battle, see chapter 4.


Ranged Weapon Impact

If a ranged weapon doesn't make any real use of a hero's strength (such as a gun or crossbow), then it will have a permanent Impact rank from 0 to 7. This Impact rank is used in place of a hero's STR in determining their Base Attack.


Enchanted Gear

Some weapons and armor may be enchanted with one or more supernatural blessings and/or curses. Such enchantments are reflected through adding a Positive or Negative Feature (as appropriate) to their user.

If you're using the optional Status Effect rules, then any enhancements or inflictions gained from Effects stack with those from enchanted gear.

 

© Copyright by Robert Aronson, all rights reserved