Manly Man
2012-06-24, 06:33 PM
For those of you who are veterans of decent experience with the Dragon Quest/Warrior series, you will all know what exactly I'm talking about. For those of you who don't, here's a quick read. (http://dragonquest.wikia.com/wiki/Liquid_metal_slime)
One of the main reoccurring gear themes in the series is the Metal Babble (or, in more recent translations, 'Liquid Metal') material, something described as unbelievably hard. However, depending on what piece of equipment it's used to make, it has slightly different qualities, such as the shields casting Snub when used as an item, and Metal Babble Armor cutting all breath weapons' damage in half, which can make the innate properties of the material itself hard to determine, other than the fact that they're very strong.
So, what I've been thinking, is to have a bit of a brainstorm on what exactly the material should do, and ideas on what it should cost, etcetera. What I figure should be done for the straight material itself is that it should be treated, for the most part, like adamantine, but it has little quirks when it gets enchanted.
For example, a weapon made out of metal babble would do something like ignore three points of damage reduction of any kind, even if it's a non-epic weapon for DR X/epic, or DR X/-, for each point of enhancement bonus it has, i.e. a +1 metal babble sword would bypass three points, +2 would bypass six points, +3 for nine, and so on.
What I've been considering with armor and shields made with it is that, if you make it normally, it's treated just like adamantine, but when you're still forging the stuff, if you have it available, you can temper it with other special materials. Looking at the effects metal babble armor and metal babble shields have in the Dragon Quest games, I need to come up with something that would make sense in either reducing the damage from breath weapons or negating spells. The breath-reducing one might go something like having a few drops of blood, saliva, or any other body fluid from a creature that has a breath weapon, and it protects you from breath weapons of the same energy as whatever creature you got it from. That means you could get the blood of a brass dragon, and it would add defensive capabilities against not just brass dragons, but red and gold dragons, pyrohydras, magma mephits and such. You can put in more than one kind of tempering material, adding things like cryohydra blood, water mephit ichor, and blue dragon blood would all add into the protection, adding the same protection as the brass dragon blood, but with all corresponding elements. Maybe for each element that you add into it, you have to also add another two thousand gold pieces or something. The stuff going into the material has no effect until it's magical though, and what I figure should be the effect is that for each point in enhancement bonuses the armor or shield has, that number is multiplied by the amount of dice used for rolling the breath weapon's damage. Again with dragons as an example, a +1 metal babble shield/armor would take twenty points of damage off of an ancient blue dragon's breath, +2 would take forty, etcetera, so that it scales. This also applies only to damage, not breath weapons with alternate effects, like sleeping or paralyzing gas.
I'm not sure what to have as the necessary tempering material for the other effect, but I know what particular effect I'm thinking of. While it's still nonmagical, the equipment is treated like adamantine, but when it's given an enhancement bonus, for each point it has, you can, as an immediate action negate one spell or effect that has you as a target, although it only works when you are specified as a target, or spells that divide the number of monsters effected by their Hit Dice or hit points, like Power Word: Kill, Circle of Death or Sleep. You can only do that once per day for each point of enhancement bonus the equipment has.
These are just a few ideas, and I'd like to hear your thoughts on them. Tell me if you like them or not, what can be done to fix them, or throw in your own suggestions entirely. Anything constructive is welcome!
One of the main reoccurring gear themes in the series is the Metal Babble (or, in more recent translations, 'Liquid Metal') material, something described as unbelievably hard. However, depending on what piece of equipment it's used to make, it has slightly different qualities, such as the shields casting Snub when used as an item, and Metal Babble Armor cutting all breath weapons' damage in half, which can make the innate properties of the material itself hard to determine, other than the fact that they're very strong.
So, what I've been thinking, is to have a bit of a brainstorm on what exactly the material should do, and ideas on what it should cost, etcetera. What I figure should be done for the straight material itself is that it should be treated, for the most part, like adamantine, but it has little quirks when it gets enchanted.
For example, a weapon made out of metal babble would do something like ignore three points of damage reduction of any kind, even if it's a non-epic weapon for DR X/epic, or DR X/-, for each point of enhancement bonus it has, i.e. a +1 metal babble sword would bypass three points, +2 would bypass six points, +3 for nine, and so on.
What I've been considering with armor and shields made with it is that, if you make it normally, it's treated just like adamantine, but when you're still forging the stuff, if you have it available, you can temper it with other special materials. Looking at the effects metal babble armor and metal babble shields have in the Dragon Quest games, I need to come up with something that would make sense in either reducing the damage from breath weapons or negating spells. The breath-reducing one might go something like having a few drops of blood, saliva, or any other body fluid from a creature that has a breath weapon, and it protects you from breath weapons of the same energy as whatever creature you got it from. That means you could get the blood of a brass dragon, and it would add defensive capabilities against not just brass dragons, but red and gold dragons, pyrohydras, magma mephits and such. You can put in more than one kind of tempering material, adding things like cryohydra blood, water mephit ichor, and blue dragon blood would all add into the protection, adding the same protection as the brass dragon blood, but with all corresponding elements. Maybe for each element that you add into it, you have to also add another two thousand gold pieces or something. The stuff going into the material has no effect until it's magical though, and what I figure should be the effect is that for each point in enhancement bonuses the armor or shield has, that number is multiplied by the amount of dice used for rolling the breath weapon's damage. Again with dragons as an example, a +1 metal babble shield/armor would take twenty points of damage off of an ancient blue dragon's breath, +2 would take forty, etcetera, so that it scales. This also applies only to damage, not breath weapons with alternate effects, like sleeping or paralyzing gas.
I'm not sure what to have as the necessary tempering material for the other effect, but I know what particular effect I'm thinking of. While it's still nonmagical, the equipment is treated like adamantine, but when it's given an enhancement bonus, for each point it has, you can, as an immediate action negate one spell or effect that has you as a target, although it only works when you are specified as a target, or spells that divide the number of monsters effected by their Hit Dice or hit points, like Power Word: Kill, Circle of Death or Sleep. You can only do that once per day for each point of enhancement bonus the equipment has.
These are just a few ideas, and I'd like to hear your thoughts on them. Tell me if you like them or not, what can be done to fix them, or throw in your own suggestions entirely. Anything constructive is welcome!