Items in Solaris RPG may consist of anything of importance that a character carries around on his person. Items range from weapons and armor, shields, jewelry and runes, as well as things like gadgets and potions, bags and clothing, and pretty much anything that you can think of. Items in Solaris RPG are listed on the character page and given names, descriptions, and special attributes, if applicable.
Item Name
Every item should have a unique name, even if it is generic. When you gain a new item from a perk in the Level Guide, the new item should have some sort of unique signifier. The most general would be something like “Darrel’s Longsword” but many players love to come up with much more intricate names that give away a bit of the item’s individuality or begin to tell its story. Even when you buy an item, like a longsword, from the market, you should re-name it to something unique and give that new name when making your purchase on the forums.
Item Description
Like the name, an item should be described in some sort of unique way. If you gain an item from a perk in the Level Guide, maybe the description gives a little insight in how your character obtained it. Maybe he found it in the forest and polished it up. Maybe he asked the blacksmith for some time with the forge and made the item himself (bonus kudo points for actually contacting the blacksmith in a Role-Play Session). If you are just buying something from the market, it is a little harder to make a unique description, as it has no past or anything unique about it; however, some players have managed to come up with some interesting new descriptions for things that might seem mundane in the eyes of someone who is not trying to find anything unique.
When creating an item gained from a perk in the Level Guide, you are allowed to give it a few special properties that a normal item would not. Also, you can talk to several market classes in order to enhance your items with special abilities or qualities at any time. Make sure you describe these things so that others know the extent of the power of your item, or even the extent of how cool it looks. Your longsword might start off boring, but when you have the scientist file razor sharp teeth into one side and have the enchanter give it the ability to burst into flames at will, this gives you the opportunity to elaborate on your own, unique, creation.
Special Attributes
These include things like the class of weapons and armors, as well as the names of enhancements that can put on items from the different market classes. Special Attributes are listed in parenthesis at the end of an item, armor, or weapon's description. Most of them will just declare the "Class" of the item and some may show a special "Notes" section as well. When you first start with an weapon or armor it's attack and defense ratings will all be zero percent and when you start with any item the rest of its Special Attributes section will be slim until you go out and purchase some upgrades. While we once listed ATT, P-DEF, and F-DEF values on each individual weapon or armor they are now only listed on a character's Vital Stats page. Many items will have uses in or out of battle that are not enhancements listed in the market that you came up with on your own. Maybe your armor pulses with light when you are near another fire-user or maybe your weapon grants you a bonus once per battle after it tastes blood. These unique enhancements will not be listed in the Special Attributes section and are only seen in the description.
Weapons of Solaris RPG
One of the most common items for a new character to gain is his weapon. Weapons consist of pretty much anything the player can possibly imagine for their character. Your first weapon will likely be relatively mundane, but as your level, power, and influence improves, so will your weapons. Pretty much anything fits in this group except for guns (guns have been banned from Solaris RPG). Weapons ranged from melee weapons that are bladed (axes and daggers) or blunt (hammers and staves) to ranged weapons (bows and crossbows) and even weapons that are specifically designed to be thrown.
Like all items, weapons should have a unique name, description, and will have a special attributes section. Weapons, as described above, have an attack rating that determines how much damage it can inflict. See the Vital Stats Page for more information regarding a weapon’s attack rating. When a character gains a weapon, it will always start at zero percent attack rating.
Weapons have a maximum attack rating and a Base STR requirement, as shown in a chart in the Market Guide. These values are determined by the weapon’s class. A character must have a Base STR equal to or greater than the requirement in order to wield it in battle and must have double that requirement in order to throw it in combat.
Weapon Classes of Solaris RPG
Light – This weapon group consists of small, hand-held weapons, such as daggers, knives, brass knuckles, claws, and very short swords, usually with blades not much longer than 18 inches in length. These weapons are very portable and easily concealable, even under thin layers of clothing. Many job classes are able to wield light weapons, and although they are usually considered the weakest of weapons, they have no strength requirement to wield or throw, making them a good backup weapon to use in a bind for someone who wouldn’t usually resort to such tactics.
Medium – The weapon group consists of one-handed martial weapons, like swords, axes, maces, and so on. These are often times a favored tool for one who uses a main weapon and shield or a main weapon and parrying dagger. There are a few weapons, such as staves and spears that, while two-handed, are considered medium weapons due to their weight. While there is a strength requirement needed to wield such a weapon, its relatively low values allows for even casters to obtain the privilege to wield such a weapon with fairly minimal training.
Heavy – The weapon group consists of anything two-handed (minus the few exceptions listed as medium weapons), including massive swords, clubs, and great axes. They are usually described as over-sized versions of their medium brethren. Even races that are larger than humans must use two hands to wield a heavy weapon.
Ranged – This weapon group consists of bows and crossbows or anything that fires some sort of ammunition (remember, no guns in Solaris RPG). While they are only as potent as light weapons, the ability for a character to deal damage while out of harm’s way makes it a popular choice among many characters. A character with a ranged weapon is considered to be carrying come sort of quiver or equivalent that contains mundane ammo and is assumed to have enough for a battle and never run out. Characters that specialize in ranged combat may get an item that is a more elaborate quiver or some kind of special ammo.
Thrown* – While not specifically a weapon class, throwing weapons is commonplace in battle. Any melee weapon can be thrown, assuming the character has the strength requirement, and any thrown weapon deals just as much damage as if it were used in melee, although it will be a little less accurate.
Improvised - An improvised weapon is anything that you use as a weapon that does not have an attack rating. This can be something in your inventory (most usually a shield) or something on the ground (ranging from a tree limb to be used as a club to a stone to be thrown). While not extremely commonplace in battle, as many characters come to the field already with a weapon, the use of improvised weapons have turned the tides of great battles in the past. More information about these weapons can be found in the Battle Guide.
Double Weapon
(Pending...)
Armors of Solaris RPG
Many characters get some armor pretty early on. Even those who aren’t using it as a tool for battle still like to have a unique look. The variety of armor is just as vast as the variety of weaponry; it is all just a matter of one’s own creativity. Armors range from the simple arcane robe of a caster to the powerful and intimidating plate armor that covers all of a character except a small slit for the eyes.
Like all items, armors should have a unique name, description, and will have a special attributes section. Armors, as described before, have defense ratings – one rating to describe its resistance to physical blows and another to describe its resistance to force attacks. See the Vital Stats Page for more information regarding an armor’s defense ratings. When a character gains an armor, it will always start at zero percent for both defense ratings.
Armors have a maximum physical defense rating, maximum force defense rating, and a Base STR requirement, as shown in a chart in the market Guide. These values are determined by the armor’s class. A character must have a Base STR equal to or greater than the requirement in order to wear the armor in battle.
Armor Classes of Solaris RPG
Cloth – This armor group, if you can even call it armor, includes anything made of cloth, linen, cotton, silk, and so on. It can be used for shrouds, robes, shirts, hoods, and pretty much anything else out there. While not very physically strong, cloth armor is more agreeable for a craftsman to imbue with protection against force attacks. Keep in mind that a character can only have one piece of armor, but he may have a cloth garment that goes over his platemail for decoration or the like. This garment can be listed as a separate item (especially if it has some sort of special quality) but will not have defense ratings and will not defend against any type of attacks.
Light – This armor group consists mainly of animal hides but can even contain some very heavy robes and shrouds, if they are constructed in a way to make them more physically tough. Also, it wouldn’t be the first time if one with nature were to craft light armor out of vines and tree bark. A character must have a small amount of strength in order to done this armor in battle, otherwise, it would encumber him and turn him into a sitting duck for his opponent.
Medium – This armor group consists of chain mail, certain types of scale armors (like dragonhide), and partial armors, like breastplates and the like. Sometimes having an incomplete set of heavy armor might constitute as being medium armor. Often times, medium armor can come in several pieces, such as a chest piece, gauntlets, and greaves. These can be listed as one item or can be listed individually, noting that each piece is a part of the main armor. Only the main armor item will have the defense values of the armor as a whole.
Heavy – This group consists of plate armors and the like that cover a character from head to toe, usually including a helmet. Like medium armor, this armor can be listed all as one item or can be listed separately, noting that each piece is part of the main armor. There is a huge strength requirement for wearing such armor, as without proper and rigorous training, it is difficult to manage the weight of this armor and keep it from restricting movement.
Shields of Solaris RPG
A shield is something that can be held in one hand or strapped to the arm of a character and is used to deflect blows. Blocking with a shield works in exactly the same way as parrying with a weapon (more information can be found in the Battle Guide and the Battle Mechanics Guide) but some warriors prefer the use of a shield over the use of a parrying weapon. Unlike weapons and armor, shields do not have a class, meaning that its description needs to be very detailed about the size and shape of the shield for others to see, and shields do not have a rating, meaning that it does not work like a weapon to inflict blows or work like an armor in absorbing damage. Shields, however, can be used as improved weapons.
Jewelry of Solaris RPG
Jewelry is one of the most common “Other Items” that a character can have. In the past, jewelry used to serve the purpose of increasing a character’s level, but now-a-days, they have been demoted to smaller effects and enhancements. Some jewelry might give a character a bonus in battle or a capability to use offensively or defensively, but most is rather mundane and serve strictly role-playing benefits. Also note that jewelry makes a great gift for other characters.
Runes of Solaris RPG
A rune is an item that can be purchased from the Runecrafter’s Shop. Runes give a passive benefit to a character’s defenses or experience and credit gains for sessions. These handy little items cannot be stolen from another character, even if he kills you trying to get it.
Gadgets of Solaris RPG
The Solaris Central Laboratory has a small selection of mechanical devices that can be used in and out of combat. These gizmos usually provide an active component that can be used to produce a desired effect upon command. With the almost extinction of technology due to the time shifts at the time of the Second Flux and again at the Undoing, the only way to obtain such items in by a scientist.
Potions of Solaris RPG
Potions are obtained through the Alchemist Shop. Almost all of these are single-use items that must be imbibed in order to take effect. These effects last only as long as one role-play session or one battle.
Custom Items
A character receives custom items several times throughout his time on Solaris through perks in the Level Guide. As described there, a player can make (or find or whatever) a unique item for his character that asserts its individuality in some way. Also, a character may simply go to a market class with a design to upgrade a pre-existing item in some way that is not specifically mentioned as an available enhancement. All custom items and custom enhancements must be green-lighted by the staff before it can be used.
Special Items, Weapons, and Armors
Special equipment are items that have been around a significant period of time, are one of a kind, and very unique to all others. While not always, items of this nature tend to be incredibly powerful and wielded by the most powerful warriors of Solaris. Players can tell special items from others by the color of the items name. Items with a normal white name are considered lower level, regular items, even though they may be unique. Custom items may also appear as white until level ninety when they will then be noted as rare and unique in the world of Solaris RPG. The following is a list of the item types:
Unique Items - These appear as light blue on character profiles. These are items, weapons, or armors that have been created specifically for a character that reached level 86 or higher. They are typically very powerful.
Awarded Items - These appear as light green on character profiles. These are items, weapons, or armors that have been awarded to a character for participating in player versus player combat, the market may also have these types of items available in rare cases. They are typically very powerful, even at relatively lower levels.
Holiday Items - These appear as light purple, or pink, on character profiles. These are items that have been given to characters for participating in a holiday event. Certain holiday items are given to everyone while others may have a requirement of some sort. They are typically very useful.
Making Items
Certain job classes are allowed to create items, weapons, and armors in Solaris RPG. This means that at a certain point some players will be able to sale stat raising jewelry to other characters. Keep in mind that before any of these types of items can be sold they must be accepted by administration. Making items to sell in the Central Market is fairly simple and basically requires a few key pieces of information: name, description, creator, price, and its stats listing (if any). It's not that complicated and rather than go into extreme detail I'll leave it as is. Just remember that the description should always include all of the physical characteristics of the item/weapon/armor, a bit of history about it, and its primary uses. Administration will explain to you whats wrong if you want to create something and send us a bad item.
Disallowed Items
Basically, not everything is allowed in Solaris RPG. Due to problems that have occurred over the years and a lot of problematic situations, it has been decided that certain things will permanently be banned from the game. However, a certain times some players that prove responsible enough may have the permission to use a specific type temporarily for story purposes and such.
Spell Books - Basically, a spell book is any item that gives your character an ability. Some items may have some sort of activation that gives your character some sort of temporary boost, and that is fine, but a spell book essentially gives your character an 11-th ability slot, which is not allowed.
Guns - All types of firearms have been completely removed from Solaris RPG. This rule may change down the line, but the game has been plagued by poor usage of these types of weapons ever since the beginning.
Ridiculous Weaponry or Armors - It's happened! Sixteen foot swords are now completely banned. Actually, any item, armor, or weapon that an administrator feels is ridiculous and too far fetched simply won't be allowed anymore.
Near Copies - "But wait! That was my idea!" If anyone gets the distinct feeling that an item, weapon, or armor that they have thought up has been copied and the administrators decide that it is a copy, it will be removed or required to be changed NO QUESTIONS ASKED. Don't copy!
The above list will eventually grow as the game grows and progresses so new item types may be added later on.
Maximum Capacity
There has been a problems in the past with characters having too many items, and so therefore, there is enforcement on the number of items that one character can have at any point. Just like there is a maximum number of abilities, there too is a maximum for items. Unlike the ability limit, this rule is strictly OOC; meaning that it is possible for the rule to be 'temporarily broken' on certain, staff-approved instances.
Characters may have the following maximum of item types at a single point in time on their body:
Weapons - Characters may have up to, but no more than, two weapons (defined as any item with an ATT attribute) on their person at a time.
Armors/Shields - Characters may only have one armor. Remember that shields are not counted as armor, but a character may only have one shield.
Total Maximum Capacity - Characters may carry up to eight different items on his or her person at a single time. This includes all of the following: Weapons, Armors, Shields, Jewelry, Gadgets, and other accessories. Runes and clothing items do not count against your limit.
Potion Limit - You may only own two of the same types of potions from the Alchemist Shop and you my only carry five potions overall. This prevents players from stockpiling potions at lower levels and then using them at higher levels when they would be more potent.
If at any point a character is in breach of these rules, then it is the player's responsibility to fix the problem as soon as possible. If your character comes across a weapon on a quest and therefore has four, it is required that one of the weapons is gifted away to another, sold, or discarded. A character who is full of items can accept a gift from another character as long as the player has the intention of soon rectifying the problem.
