Sunday 31 March 2013

Matinia


Goddess of Birth


Matinia is the goddess of Birth and she is one of the five prime gods of Ascendes. As her title suggests, Matinia is responsible for creating new life. Actually Matinia does not directly create new life. Instead she recycles souls of the dead and passes them as new life force to Mundus and Ascendes. The presence of this life force then allows new life to be born on those two planes. On Acernos Morte god of Death takes care of creating this life force instead of Matinia. Also on Ascendes, Matinia takes care of collecting the souls of the dead.

Matinia is a peace loving, gentle and patient goddess. Her avatar is often portrayed as a motherly looking and curvy middle aged woman. Gods rarely take physical form and Matinia is not an exception. However, Matinia almost always takes physical form when she talks to her lords and ladies. Unlike Matinia, most gods prefer to telepathically communicate with their lords.

Her three sub gods represent Love, Lineage and Sex. Almost all ten prime gods have chosen their sub gods to represent facets of their nature. Gods usually use their sub gods to clarify their essential elements or elements that do not become apparent from their own title. One of the latter types of gods is Libera goddess of Freedom, more about her next week.

See you next Sunday!

Sunday 24 March 2013

Gods


Introduction to Gods


During the next ten weeks we will shortly introduce our ten prime gods. In Mundus RPG a year has ten months and each month is dedicated to a prime god. We will introduce the gods in the calendar order starting with Matinia goddess of Birth and ending with Morte god of Death.

We will shortly introduce each god’s “jobs” and tell a bit about their personality. Each god also has three sub gods and we’ll talk a bit more about the ones we have already designed to a sufficient degree.

See you next Sunday!

Sunday 17 March 2013

Ritualism


Enchantments


Equipment in Mundus RPG can be enchanted. We have so called “Main enchantments” and “Secondary enchantments”. Each piece of equipment can be enchanted with a single main enchantment and weapons can have multiple secondary enchantments. High level ritualists can enchant a single piece of equipment with two main enchantments and skilled smiths can imbue weapons with single main enchantment during smithing. Thus weapons can hold up to three main enchantments and multiple secondary enchantments and armor or high quality clothing can have two main enchantments.

Unlike all of those “Flaming Sword +1”s, enchanted weapons in Mundus RPG have special abilities besides just doing more damage. Enchantments in our game should be seen similarly to traits and perks characters can have. For example, enchantment called “Veil” grants the weapon the ability to turn into a silky cloth. In addition the weapon causes paralyze effect, ignores some armor and gains more speed.

Each enchantment has a difficulty value. When enchanting a weapon difficulty values from each enchantment are added together. This value is the target number for the enchanting roll. Naturally higher target numbers require more skilled enchanters. Some secondary enchantments give weapons negative traits which make enchanting easier. And of course characters cannot enchant weapons which are already enchanted.

See you next Sunday!

Sunday 10 March 2013

Equipment



Armor

In Mundus RPG we have divided our armor to four classes. These classes are clothing, light-, medium- and heavy armor. Clothing is different from the other armor classes because it almost never has any armor values and it is rarely craftable. The only craftable type of clothing is leather armor and rare and expensive special silk can be used to give low armor values to any clothes.

Armor values are presented similarly to physical damage types. This means each armor gives resistance against piercing, slashing and blunt damage. When a hit connects to armored location armor’s armor value is subtracted from the incoming damage. The remaining damage is then dealt to the hit location.

Crafting can be used to improve armor’s armor values and to reduce armor’s weight. Special materials may also give bonuses or special attributes to armor. Armor’s weight is counted towards character’s equipment encumbrance value. This value also includes weapon’s weight. When character’s equipment encumbrance value exceeds certain threshold values equipment starts to hinder character’s movements.

See you next Sunday!

Sunday 3 March 2013

Equipment



Weapons


In Mundus RPG weapons are divided into seven separate categories, these are Sword-, Staff-, Axe-, Martial Art -, Throwing-, Archery- and Shield Weapons. Each weapon has three damage types (Piercing, Slashing and Blunt) and a “speed” value. The “speed” is a game mechanical representation of how agile and maneuverable the weapon is. Character’s weapon skill limits the maximum of this value, only a master can fully utilize the “speed” of a well forged weapon.

Weapons can be made out of different materials and they can be forged to different levels of perfection. Materials and the quality of the weapon affect the properties of the weapon including “speed” and damage values.

See you next Sunday!