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Author Topic: RP specifics  (Read 2412 times)
Marcus Kobra
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« on: February 03, 2007, 04:05:19 am »

Hmmm it seems I can't find were it is listed the authorized gear taht may be worn during RP.  what mods or enhancments are permitted for jewelry armor and weapons specifically interests me. I know that many mods on these items would not be aloud so i figure it would be simpler if someone directed me to waht IS aloud.

Thank

V/R Dyril Morvain
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Amy Marsteller
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« Reply #1 on: February 03, 2007, 04:45:25 am »

I think all is allowed is 35% Damage Increase on weapons, and luck on player made leather armour (I think) basically, nothing from monster loot, or enhanced items.
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Vince Valentine
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« Reply #2 on: February 03, 2007, 08:30:37 am »

No magical items of any kind whatsoever mate.

Gm crafted armour/weapons only.

Bows that are made of regular wood only
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Samuel West
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« Reply #3 on: February 03, 2007, 04:17:29 pm »

GM made goods most not use runic hammers, sew kits or other such tools.....
I think... could be wrong though
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Moraine DiGoraz
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« Reply #4 on: February 03, 2007, 11:18:19 pm »

This list is a compilation of what generally is allowed according to my own experience.
It is also the result of a comparison between the rules and available equipment.

Jewelry - only mod allowed is nightsight
Weapons - durability mods and a maximum of 35% damage increase
Armour - mage armour, self-repair, resists may not exceed that of the material used + exceptional bonus, no other mods (best stick to Gm crafted armour)

Shields - no mods other than resists (legacy shields sometimes have a total of 5% higher resist, they generally are allowed)

Wands - not allowed, with the exception of the fireworks wand
Ethereal Mounts - not allowed, never, not in any case, ever!

Darkglow / Luminescent fungus potions - not allowed
Orange petals (plant resource) - allowed but VERY much frowned upon
Enhanced bandages - allowed

Bone armour - allowed although the helmet may only be used by undead (skeleton) characters
Daemon bone armour - allowed although the helmet may only be worn by gargoyle characters, I reckon this would be subject to change when SA comes out

Potions :
Nightsight, greater strength/agility/cure/heal & total refresh - allowed
Lesser/normal poison - allowed if you have 70 or more poisoning skill
Greater poison - allowed if you have 80 or more poisoning skill (as you must be able to apply the poison yourself)
Deadly/Lethal poison - allowed if you are a CoRE approved assassin on an official assignment
Explosion - allowed if you have GM alchemy
Invisibility/Conflagration/Mass Confusion - allowed
Firebombs - allowed

When crafting items, keep in mind that you only use GM made or NPC bought tools.

That's the list, I think.
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Garak Nightchill
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« Reply #5 on: February 04, 2007, 12:36:41 am »

Where can info be found on the CoRE poison rules?  I've 70 poison on a char and can apply greater poison myself.  Under the new ruleset I don't see any restrictions other than applying it yourself.  Which is needed anyway by weapons other than shuriken (which require ninjitsu anyway).
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userjosh5368
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« Reply #6 on: February 04, 2007, 01:06:10 am »

Enchanced items depending on what they give for instance an anti-curse shield which has lower requiremnts is just like having a golden or dull copper shiled with better resists
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Marcus Kobra
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« Reply #7 on: February 04, 2007, 04:22:06 am »

Wow thanks for the help...  *is off to find a suitable waepon for his alt.*
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John Dell
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« Reply #8 on: February 04, 2007, 01:06:01 pm »

Where can info be found on the CoRE poison rules?  I've 70 poison on a char and can apply greater poison myself.  Under the new ruleset I don't see any restrictions other than applying it yourself.  Which is needed anyway by weapons other than shuriken (which require ninjitsu anyway).

Just follow the rules that BoC agreed on with the community. And unless we have our own rules in BoC which disallows it, then don't. But as far as I'm concerned, along with the community rules the blanks and loop holes left in there can be used freely.
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