Equipment: Difference between revisions
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'''Exotic Weapons''' | '''Exotic Weapons''' | ||
Weapons | Exotic Weapons are uncommon and require additional training to use without penalty. Wielders of exotic weapons must have a minimum of Rank 3 in the required Weaponry skill or suffer a -1 penalty. | ||
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Revision as of 12:47, 13 September 2016
Equipment
Characters begin play only with basic equipment. This normally includes a weapon, light armor, rations, and travelling supplies. Additional equipment, including heavy armor, improved materials (quicksilver, adamantine, ironwood), substantial supplies, mounts, etc may be obtained using the Improved Background Benefit.
Armor & Shields
Armor Value
All armor has an armor value which is added to your available dodge bonus for a combined Physical Defense. This value is removed from the dice pools of incoming attacks. Unlike dodge, armor is not reduced after each incoming attack during the round. However, armor may be partially or completely bypassed by weapons or skills with the “Armor Piercing” ability.
Damage Reduction
Medium and Heavy forms of armor provide Damage Reduction, which reduces incoming lethal damage to non-lethal damage. Each point of Damage Reduction reduces a single point of Lethal damage per attack. Certain powers provide Damage Reduction which in some cases may stack with the benefit provided by armor. If a power indicates that it adds "+x Physical Damage Reduction" it stacks with the benefit from armor, while powers that say "x Physical Damage Reduction" do not stack, and the highest value is applied.
Max Dodge
All armor has a maximum dodge value it allows wearers to apply towards their defense. Some special materials or spells can improve this limit. A player’s dodge is equal to the average of their Dexterity and Intelligence rounded down.
Armor Check Penalty
Medium and Heavy armor is more difficult to move in than light or no armor reducing the wearer's Speed, and Climb, Swim, Acrobatics, Stealth skills. The Heavy Armor Training Benefit can reduce the Speed penalty, but not the skill penalty.
Shield Bonuses
Shields provide a Shield bonus to defense, and act to counter the Armor Piercing attribute. Both the defensive bonus, and the Armor Piercing Reduction may only be applied when the shield user is not flat-footed.
Armor
Armor Type | Examples | Armor Value | Damage Reduction | Max Dodge | Armor Check Penalty | Required Strength |
---|---|---|---|---|---|---|
Light | Studded Leather, Chain Shirt | 1 | - | 5 | - | 1 |
Medium | Chainmail, Scale Mail | 2 | 1 | 3 | 1 | 2 |
Heavy | Full Plate | 3 | 2 | 1 | 2 | 3 |
Shields
Shield Type | Examples | Armor Value | Armor Piercing Reduction | Armor Check Penalty | Required Strength |
---|---|---|---|---|---|
Light | Buckler, Hoplon | 1 | 1 | - | 2 |
Heavy | Heater Shield, Kite Shield | 2 | 1 | 1 | 3 |
Weapons
Light
Light weapons may use either Strength or Dexterity, whichever is higher.
Armor Piercing
Weapons with this attribute ignore a number of points of their target’s armor equal to their Armor Piercing value.
Ignore Dodge
Weapons with this attribute ignore a number of points of their target’s dodge equal to their Ignore Dodge value.
Weapons
Weapon Type | Examples | Hands | Damage | Special Attributes | Required Strength |
---|---|---|---|---|---|
Tiny | Knife | 1 | 1 | Light | 1 Strength |
Small | Dagger, Poniard | 1 | 1 | +1 Armor Piercing, Light | 1 Strength |
Medium | Shortsword, Morningstar, Rapier | 1 | 2 | +1 Armor Piercing, Light | 2 Strength |
Large | Longsword, Flail, Warhammer | 1 | 3 | - | 2 Strength |
Two Handed Slashing | Greataxe, Greatsword,Polearm | 2 | 5 | - | 3 Strength |
Two Handed Piercing | Spear | 2 | 4 | +1 Armor Piercing, Light | 2 Strength |
Tiny Ranged | Hand Crossbow | 1 | 1 | Uses Dexterity for attacks, Fast action to reload. | 1 Strength |
Small Ranged | Short Bow, Light Crossbow | 2 | 1 | +1 Armor Piercing, Uses Dexterity for attacks, Move action to reload. | 1 Strength |
Large Ranged | Longbow, Medium Crossbow | 2 | 2 | +2 Armor Piercing, Uses Dexterity for attacks, Move action to reload. | 2 Strength |
Heavy Ranged | Heavy Crossbow | 2 | 3 | +3 Armor Piercing, Uses Dexterity for attacks, Full round action to reload | 1 Strength (winch) |
Exotic Weapons Exotic Weapons are uncommon and require additional training to use without penalty. Wielders of exotic weapons must have a minimum of Rank 3 in the required Weaponry skill or suffer a -1 penalty.
Weapon Name | Hands | Damage | Special Attributes | Required Strength |
---|---|---|---|---|
Ice Axe | 1 | 2 | +1 Armor Piercing, Light, +1 Climb | 1 Strength |
Ultra-Greatsword | 2 | 6 | -1 Dodge | 4 Strength |
Special Materials
Weapon Special Materials
Weapon Material | Weapon Size | Equipment Bonus | |
---|---|---|---|
Quicksilver | All Melee | -1 Strength requirement | +1 Ignore Dodge |
Adamantine | Small, Medium, Large | +1 Strength requirement | +1 Armor Piercing |
Adamantine | Two-Handed | +1 Strength requirement | +1 Armor Piercing |
Ironwood | All Ranged | +1 Strength requirement | +1 Damage, +1 Armor Piercing |
Armor Special Materials
Armor Material | Armor Size | Equipment Bonus | |||
---|---|---|---|---|---|
Quicksilver | Light, Medium, Heavy | -1 Strength requirement | +2 Maximum Dodge | -1 Armor Penalty | |
Adamantine | Medium | +1 Strength requirement | +1 Armor Piercing Reduction | +1 Damage Reduction | -1 Speed |
Adamantine | Heavy | +1 Strength requirement | +1 Armor Piercing Reduction | +1 Damage Reduction | -1 Speed |
Ironwood | Heavy | - | |||
Drakescale | Medium, Heavy | +2 Magic Defense | |||
Dragonscale | Medium, Heavy | +3 Magic Defense |
Poisons
Injury Poisons
Rank | Name | Potency | Damage / Effect | Duration | Interval | Cost |
---|---|---|---|---|---|---|
1 | Adder Venom | 8d10 | 1 Lethal | 2 rounds | 1 round | 10g |
1 | Centipede Poison | 8d10 | -2 Speed, -2 Perception | 1 Hour | - | 10g |
2 | Giant Wasp Poison | 9d10 | 1 Lethal | 4 rounds | 1 round | 30g |
2 | Bloodroot Seeds | 9d10 | -2 Skills | 1 Hour | - | 30g |
3 | Viper Venom | 10d10 | 1 Lethal | 6 rounds | 1 round | 75g |
3 | Arrow Frog | 10d10 | Target only succeeds on rolls of 9 or 10 for the duration of the effect. | 1 Hour | - | 75g |
4 | Bebelith Venom | 11d10 | 1 Lethal | 8 rounds | 1 round | 100g |
4 | Shadow Essence | 11d10 | Unconsciousness | 1 Hour | - | 100g |
5 | Lotus Venom | 12d10 | 1 Lethal, -2 Skills | 10 rounds | 1 round | 500g |
5 | Mysterious Powder | 14d10 | Target may not use any spells, or abilities that require mana. | 10 rounds | - | 10,000g |
Ingested Poisons
Rank | Name | Potency | Damage / Effect | Duration | Interval | Cost |
---|---|---|---|---|---|---|
1 | Toadstool | 8d10 | x | x | x | 5g |
1 | Id Moss | 8d10 | x | x | x | 5g |
2 | Belladonna | 9d10 | x | x | x | 15g |
2 | Taggit Oil | 9d10 | x | x | x | 15g |
3 | Hemlock | 10d10 | x | x | x | 45g |
3 | Arsenic | 10d10 | x | x | x | 45g |
4 | King’s Sleep | 11d10 | x | x | x | 50g |
4 | Grave Dust | 11d10 | x | x | x | 50g |
5 | Tears of Death | 12d10 | x | x | x | 200g |