Equipment: Difference between revisions

From Brilliance and Shadow Wiki
Jump to navigation Jump to search
Line 15: Line 15:
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.
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.


===Shields===
===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.
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.


Line 76: Line 76:
|| 3
|| 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'''
{| class="wikitable"
!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
||Greataxe, Greatsword,Polearm
||2
||5
|| -
||3 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)
|}
==Special Materials==

Revision as of 17:06, 3 February 2015

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.

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 Greataxe, Greatsword,Polearm 2 5 - 3 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)

Special Materials