WarQuest World: Gear and Crafting
WarQuest Campaign Setting Rules
I still owe people who hit “like” on the Rogue Genius Games Facebook page a microsetting of at least 1,100 words. That Microsetting is going to be the WarQuest World, a setting where players of a MMORPG get sucked into the online game-world, and must learn to survive and thrive there. Rather than wait until it’s all done, I’m putting some of it out in pieces.
The WarQuest World the players are stuck in has MMORPG-style rules that control equipment and crafting materials.
Level Requirements: You can’t use an item that costs more than 1/3 your Wealth By Level total, and you can’t equip more gear at once than the value of your total Wealth By Level. The rules of WarQuest World simply prevent such items from functioning.
Equipment Slots: You can have two held item, one item in each body item magic slot, and carry up to sixteen other pieces of equipment (regardless of weight or size, including vehicles and animals but not buildings) without being encumbered. Multiples of nonmagic things bought in sets of more than one (such as arrows) as well as food, count as a single object.
If you carry 17-20 items, you are in medium encumbrance. If you carry 21-24, you are in heavy encumbrance. Magic items designed to allow you to carry more items or weight add 4 slots to these totals (or, if they are ranked, 4 slots per rank – so a type 4 bag of holding adds 16 slots).
You can keep up to 64 more things in your bank, which you can access from any settlement.
You can carry an unlimited amount of money, though money you keep in your bank cannot be stolen.
Each PC gains one crafting ability. These can be defined however the player wishes (smithing, carving, leatherworking, tailoring, scribing, basket weaving – whatever). This allows you to make one kind of magic item (magic weapon, magic armor, rod, staff, wand, scroll, ring, or miscellaneous item). The item can be hand held or take one magic item body slot, and you define the item in a way that makes sense for your craft and the body slot. For example, if you are a scribe and you can make staves, they are most likely actually books of spells or pages of permanently empowered runes.
You can only make magic items with a cost no greater than 1/3 your wealth by level. To make a magic item, you inform your GM you are working on it. When you have earned treasure while adventuring equal to the item’s cost, you have crafted the item (you don’t actually spend any cost, you are assumed to gather the needed materials adventuring). A GM may inform you in advance that an adventure will be worth double value toward this, or half.
A GM can also allow you to create more powerful items than normal by completing specific quests, to gain are materials.
If you actually put skill ranks into your related craft, you can create one more type of magic item for every 2 ranks you invest. These are still themed to be appropriate to your craft skill.
You can craft mundane items this way, as well. No other method for crafting functions. If you would receive a bonus Craft feat as a class feature, you may pick one additional form of item to craft, as if you has 2 more ranks in your selected Craft skill.