Elementum

A fantasy roleplay based around an original idea.
 
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 Weapons, Armor, Potions, and Poisons

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Razgriz
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PostSubject: Weapons, Armor, Potions, and Poisons   Tue Oct 15, 2013 6:14 pm

Weapons and Armor

In Elementum, weapons and armor come in different varieties, both in materials (however leather does not make a weapon obviously) and in styles.

Weapons

These are the different types of weapons available, both melee and ranged.

Knives

Daggers

Shortswords

Longswords

Axes

Spears

Greatswords

Battle axes

War hammers

Bows and arrows

Materials for weapons tend to fall into different categories, depending on the weapon. For bows, arrows, staves, and spears, it comes down to the wood used, and the metal for the weapon tip.
Nearly all other weapons are made from either iron, steel, crystal, or obsidian. The last two can only be made in the worlds that have that exact material, along with the right blacksmiths to shape it. Add to it, magic becomes a factor in shaping it to make it more durable and less brittle. Crystal is found in the world of Terra, mined by the Golems, while Obsidian is found in Ignis, which the Basilisks mine from areas around volcanos.
However, certain races use exotic or unique weapons.

The Merfolk, generally fighting underwater, use spears, tridents, barbed nets, and knives. For some of their weapons they use steel forged safely in their cities, but the highest ranking in their society wield weapons made from Leviathan teeth.

Sidhe still use swords, bows and arrows. But they also use certain exotic weapons, such as chakrams or deer horn knives. These are unique in that the weapons are enchanted, though it is less an aggressive enchantment and more of a, what can be called a "boomerang" enchantment. Thrown chakrams or deer horn knives will always return to their owners, making them valuable ranged weapons for Sidhe on the fly. Another type of weapons are chain based weapons, such as rope darts, chain whips, and meteor hammers (however the meteor hammers will have a lighter head, to make them lighter to carry for flying Sidhe.)

Basilisks, who are all about power, forge large, intimidating weapons to use. Swords and axes, including their greater versions are standard for their armies, however they also use weapons based around chains, to symbolize the submission they intend to put into lesser races. Be they regular chains or blade or hammer ended, they will use them to great affect. Other times they use weapons similar to deer horn knives, but larger, and with the blades pointed more outward and straight. Add to this that they will also use blade gauntlets (think Predator but non retractable)

Golems use heavy weapons, such as greatswords, battle axes, and warhammers. The fun bit is that to them, such weapons would be a longsword or simple axe. All their weapons are forged out of crystals mined within their kingdom, reshaped and honed into weapons through a combination of expert black smithing, and magic enchantments. Golems also do not use armor, relying on their own thick rock skin to deflect blows

The Lupine, not having a true army, do not forge powerful weapons though they have learned, through interaction with other races, how to forge weapons. Before they could use (and still use) bows and arrows, knives, and spears. Recently they've learned how to make swords, and mine for metals and then refine them into steel. However, they have always been mobile in terms of how they fight, and a true longsword would slow them down. So instead they use shortswords, daggers, and tomahawks.

With a full Mage, one who devotes themselves to magic, magic tends to be there weapon. However, most wizards use staves, both as a focus and as a close range weapon. A typical staff does not have to look ornate (in this instance have a giant crystal on the top or some fancy woodwork) however, like most focus items, runes must be carved into the staff and magic poured into them to allow it to channel magic safely. Also, the quality of wood chosen for the staff matters.

Armor

Armor is split into three types: Light, Medium, and Heavy.

Light armor is made of durable, yet very lightweight materials such as wood, animal hide, leather, and on occasion rare materials such as Dragon or Salamander hide (wings or skin beneath the scales)

Medium armor is meant to be a healthy mix between both types, offering protection but better movement. Not as strong or durable as heavy armor, it makes up for it with allowing the wearer to move faster than when wearing heavy. Materials include iron, steel, crystal, and when able, dragon scales.

Heavy armor offers the most protection in a fight, but due to the weight, it restricts movements the most, and only the strongest can wear it. Typically it is reserved for those that serve as the heavies of an army, those who can wield greatswords, battle axes, and warhammers, and wade into enemy front lines. Materials include iron, steel, crystal, and on rare, expensive occasion with the right materials, dragon scales.

Potions

While magic is capable of healing, there are a number of limitations: apart from the Sidhe and Merfolk, magic is rare among individuals, and healing itself is taxing on the user. So to make up for this, many of the races have turned to herbal remedies. Most times they are either a drinkable potion for internal injuries or to revitalize the body, a poultice that is applied to afflicted areas like cuts and bruises, or salves used for burns. The proper ingredients must be gathered and mixed properly, though they all require the same thing: a base. The base is what determines whether it will be a potion, a poultice, or a salve. When combining magic with the ingredients, the effects become more enhanced, and their uses become wider. For example, a wizard can channel magic into a potion to serve as a short term enhancement for their own reserves of magic, or a salve to be smeared around the eyes to allow them to see things that are hidden. And when used in healing, it can greatly increase the speed at which injuries are healed. How much it can do depends on how much magic can be poured in without causing the potion to explode.

Poisons

Poisons work in much the same way. Gather the right ingredients, mix properly with a base, and use from there. It can be drunk, smeared over a weapon, or for the clever few swapped with a healing Poultice and let a healer accidentally kill their patient. It is also one of the few moments where magic does not need to be applied, since any proper combination of ingredients for a poison, will have in some ways a more thorough effect than magic.
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