Equipment: Difference between revisions

From Brilliance and Shadow Wiki
Jump to navigation Jump to search
mNo edit summary
Line 131: Line 131:
===Ignore Dodge===
===Ignore Dodge===
Weapons with this attribute ignore a number of points of their target’s dodge equal to their Ignore Dodge value. This does not apply to other attackers, or count towards making the target [[Conditions#Flatfooted|Flatfooted]].
Weapons with this attribute ignore a number of points of their target’s dodge equal to their Ignore Dodge value. This does not apply to other attackers, or count towards making the target [[Conditions#Flatfooted|Flatfooted]].
===Martial Weapons===
{| class="wikitable"
!Weapon Type !!Examples !! Base Cost !!Hands !!Damage !!Special Attributes !!Required Strength !!Uses Stat
|-
| Tiny Thrown (Piercing) ||Throwing Knife, Shuriken, Kunai ||x||1 ||1 ||+1 Armor Piercing, May '''only''' be thrown, Range increments of 5/10/15 ||1 Strength ||Strength or Dexterity
|-
| Tiny Thrown (Crushing) ||Throwing Stone ||x||1 ||1 ||May '''only''' be thrown, Range increments of 5/10/15 ||1 Strength ||Strength or Dexterity
|-
| Small (Piercing, Slashing)||Dagger, Poniard ||x||1 ||1 ||+1 Armor Piercing, May be thrown, Range increments of 5/10/15 ||1 Strength ||Strength or Dexterity
|-
| Small (Crushing)||Throwing Hammer ||x||1 ||2 ||May be thrown, Range increments of 5/10/15 ||2 Strength ||Strength or Dexterity
|-
| Medium (Piercing, Slashing) ||Shortsword, Rapier, Spear, Javelin ||x||1 || 2 ||+1 Armor Piercing. Javelins may be thrown, Range increments of 10/15/20. ||2 Strength ||Strength or Dexterity
|-
| Large (Piercing, Slashing, Crushing) ||Longsword, Flail, Warhammer, Mace, Axe ||x||1 ||3 || N/A ||2 Strength ||Strength
|-
| Two Handed Slashing ||Greataxe, Greatsword, Polearm ||x||2 ||5 || N/A ||3 Strength ||Strength
|-
| Two Handed Piercing ||Long Spear, Lance ||x||2 ||4 ||+1 Armor Piercing, May be wielded 1H while mounted ||2 Strength ||Strength or Dexterity
|-
| Two Handed Crushing ||Maul, Greatclub ||x||2 || 3 || Successful attacks deal an additional point of non-lethal damage. ||3 Strength ||Strength
|-
| Staves ||Staff ||x||2 ||2 ||Non-Lethal Damage ||2 Strength ||Strength or Dexterity
|-
| Tiny Ranged ||Hand Crossbow ||x ||1 ||1 ||+1 Armor Piercing, Fast action to reload, Range increments: 10/15/20||1 Strength ||Dexterity
|-
| Small Ranged ||Short Bow; Light Crossbow ||x ||2 ||2 ||+1 Armor Piercing, Move action to reload, Range increments: 15/25/35. ||1 Strength ||Dexterity
|-
| Large Ranged ||Longbow; Medium Crossbow ||x ||2 ||2 ||+2 Armor Piercing, Move action to reload, Range increments: 20/40/60. ||2 Strength ||Dexterity
|-
| Heavy Ranged ||Heavy Crossbow ||x||2 ||3 ||+3 Armor Piercing, Full round action to reload, Range increments: 20/40/60. ||1 Strength (winch) ||Dexterity
|}
===Uncommon Weapons===
Uncommon Weapons function similarly to Martial Weapons, but may be made of uncommon materials, offer additional bonuses, or are only available in particular areas.
{| class="wikitable"
!Weapon Name !!Hands !!Damage !!Special Attributes !!Required Strength !!Uses Stat !!Description
|-
|Ice Axe
||1
||2
||+1 Armor Piercing, +1 Athletics (Climb)
||1 Strength
||Strength or Dexterity
||A combination weapon/tool, the traditional Svaald Ice Axe has a long spike or hook on the rear of the weapon used to drive into ice to aid in climbing. The front edge is wedgelike and can shear through ice as well as flesh.
|-
|Fighting Gloves
||2
||2
||Unarmed Combat rolls deal Lethal damage.
||2 Strength
||Strength or Dexterity
||These metal studded gloves are designed to turn a simple punch into a deadly weapon. They are frequently worn by the Koolongi fighting monks when they need to defend themselves on long travels.
|-
|Alloy Bow
||2
||3
||+2 Armor Piercing, Range increments are 15/25/35.
||3 Strength
||Dexterity
||The extreme cold of the Northern Wastes, and the lack of wood, made traditional bows impossible to construct; however, the Svaald's skill in metalworking crafted an alloy flexible enough to be used for a short bow, and fine quicksilver wires for string. The resulting bows are difficult to draw, but pack a substantial punch.
|-
|Elven Thinblade
||1
||2
||+1 Armor Piercing
||1 Strength
||Strength or Dexterity
||This one-handed weapon of elvish design mixes the longsword and the rapier into a narrow edged blade with a piercing point. The weapon may be used to make Piercing or Slashing attacks with equal benefit.
|-
|Magitech Pistol
||1
||2
||Ignores Dodge, 2 charge maximum, Full Round Action to reload both charges at the cost of 1 Mana, Range increments are 15/35/55.
||1 Strength
||Dexterity
||This expensive weapon is found only in specific regions in the world (e.g. Devin). It uses a magical charge to fire deadly bolts, but must be recharged with the wielder's own energy.
|-
|Magitech Rifle
||2
||4
||Ignores Dodge, 1 charge maximum, Full Round Action to reload charges at the cost of 1 Mana, Range increments are 20/40/60.
||2 Strength
||Dexterity
||This expensive weapon is found only in specific regions in the world (e.g. Devin). It uses a magical charge to fire deadly bolts, but must be recharged with the wielder's own energy.
|}
===Exotic Weapons===
Exotic Weapons are substantially different to wield than normal weapons and require special training. Each Exotic Weapon has its own [[Exotic_Weapons_Skill|Exotic Weapons Skill]] which needs to be learned independently.
{| class="wikitable"
!Weapon Name !!Hands !!Damage !!Special Attributes !!Required Strength !!Uses Stat !!Description
|-
|Chakram
||1
||2
||+1 Armor Piercing. May be thrown, Range increments are 10/15/20.
||2 Strength
||Strength or Dexterity
||This exotic medium weapon is most commonly used by Wild Elves and Feran in their native jungles and forests. It can be used as both a melee weapon and a thrown weapon using the Exotic Weapons Skill for both types of attack.
|-
|Whip
||1
||2
||2 yard range
||2 Strength
||Dexterity
||This exotic medium weapon is seen most often used by the nomadic Feran of Vicisi.
|-
|Ultra-Greatsword
||2
||6
||-1 Dodge
||4 Strength
||Strength
||An extremely rare weapon, the Ultra-Greatsword is large and heavy, requiring extreme strength to wield effectively. Even when the wielder is strong enough to swing the weapon, it drags their body reducing their ability to defend themselves. The choice for attackers willing to give up defenses for the maximum in offense.
|-
|Claw Gauntlets
||2
||2
||+1 Armor Piercing, Allows use of the Natural Weapons Fighting Style.
||2 Strength
||Strength or Dexterity
||These gloves or wristguards are mounted with razor sharp metal claws. Originally created in Koolong as a homage to the Feran fighters who saved their homeland, they are most commonly associated with the [[Rei-Shaad_Monks|Rei-shaad Monks]].
|-
|Spiked Chain
||2
||2
||Reach, allows Grapple attempts with Melee Weapons skill instead of Unarmed Combat
||2 Strength
||Strength or Dexterity
||The spiked chain may include a variety attachments on the end, such as a dagger (thrown weapon with 1 yard range which can be retrieved with the chain), or kama (a medium melee weapon which can be dual wielded with the chain itself).
|-
|Elven Longblade
||2
||5
|| +1 Ignore Dodge (Quicksilver)
||2 Strength
||Strength or Dexterity
||This gently curved two-handed weapon of elvish design uses the light weight of quicksilver to make an extremely agile two-handed sword which can be wielded with Dexterity or Strength.
|}


==Special Materials==
==Special Materials==

Revision as of 19:51, 14 April 2024

Starting Equipment

Characters begin play only with basic equipment:

  • 1 Large or Two-Handed Martial or Exotic Weapon (mundane materials only) OR 2 Medium or Smaller Weapons. A light shield or bracer of 6x tiny weapons can be substituted for a Medium weapon.
  • Light or Medium Armor
  • Travel Pack (5 days of food, bedroll)
  • Change of clothes (Common Quality)
  • 10 Gold

Additional equipment, including heavy armor, improved materials (quicksilver, adamantine, ironwood), substantial supplies, mounts, etc may be obtained using the Improved Background Benefit.

Purchasing Additional Equipment

Players may wish to acquire equipment (e.g. armor and weaponry) that they do not currently own. Whether such items are available for players to purchase (or someone is available to craft them) is left to the discretion of the Storyteller.

Equipment Crafting

Generally, the price of custom items may be determined by adding together a Labor Cost (how much it costs to have someone craft the item) with a Material Cost (the value of the materials used to craft an item). Labor cost begins with a base Labor Value which is multiplied by the desired item's unmodified Strength Requirement and also a Specialist Modifier (if working the chosen material would require a specialist craftsman). Material Cost includes a base Material Value, which is multiplied by the desired item's unmodified Strength Requirement (representative of the volume of material needed) and its Regional Rarity multiplier.

Of note, if a player has the necessary materials in their possession, they may bypass the Material Cost of creating the desired item, but still need to pay the Labor Cost. The reverse is also true - if a player has the skill to make something or wishes to purchase an existing item, they may only need to pay the Material Cost with storyteller approval.

This pricing system does not currently apply to Magic or Magitech Items, as they are much more rare and precious.

Pricing Components
Labor Cost Material Cost
(Labor Value x Item Str Req) x Specialist (Material Value x Item Str Req) x Rarity
Labor
Item Labor Value
Simple / Martial Weapon 20g
Uncommon Weapon 50g
Exotic Weapon 100g
Shield 20g
Light Armor 15g
Medium Armor 25g
Heavy Armor 35g
Materials
Item Example Material Value Specialist Multiplier
Basic Material Iron, Steel, Wood 2g N/A
Fine Metal Silver, Gold, Ebony 10g N/A
Special Material Quicksilver, Adamantine, Ironwood 200g 1.5
Draconic Material Drakescale, Dragonbone 1000g 2
Regional Rarity
Rarity Multiplier
Common 1
Uncommon 2
Rare 5
Legendary 10
Mythic 15

Weapons and Armor

Armor & Shields

Armor Value & Shield Bonuses

All armor has an Armor Value which is added to your character's available Dodge and any applicable Shield Bonus for a combined Physical Defense value while equipped. Physical defense determines the number of dice removed from incoming attacks' dice pools. Unlike Dodge, Armor Value is not reduced by each incoming attack during a round. However, the defense that armor provides may be partially or completely bypassed by weapons or skills with the “Armor Piercing” ability.

Shields provide a Shield Bonus. Just like Armor Value, the Shield Bonus may be considered as a part of the character's overall Physical Defense. Shield Bonuses are not affected by Armor Piercing, however a Shield Bonus may only be applied when the shield user is not flat-footed.

Enhancement

Magical Enhancement bonuses to Armor Value do not stack with magical Enhancement to Shield Bonuses. Whichever Enhancement bonus is higher (armor Enhancement OR shield Enhancement) is added to the character's Physical Defense.

Damage Reduction

Medium and Heavy forms of armor provide a trait called Damage Reduction (also known as D.R.), 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. Damage Reduction may be bypassed by weapons or skills with the "Armor Piercing" ability.

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 Armor, Heavy Armor, and Heavy Shields are more difficult to move with. They apply a penalty that reduces the wearer's Speed, jump distance (to a minimum of 1 yard), as well as their Acrobatics, Athletics, Stealth, and Swim skills. The Heavy Armor Training Benefit can reduce the Speed penalty applied by Medium or Heavy Armor, but not the skill penalty.

Armor

Armor Type Examples Base Cost Armor Value Damage Reduction Max Dodge Armor Check Penalty Required Strength
Light Studded Leather, Chain Shirt x 1 - Unlimited - 1
Medium Chainmail, Scale Mail x 2 1 3 1 2
Heavy Full Plate x 3 2 1 2 3

Shields

Full shields do not provide a shield bonus, instead providing partial cover (-4 to enemy attacks) in the direction they are positioned. Changing the position is a Fast Action.

Shield Type Examples Base Cost Shield Bonus Armor Check Penalty Required Strength
Light Buckler, Hoplon x 1 - 2
Heavy Heater Shield, Kite Shield x 2 1 3
Full Tower Shield x - 3 3

Weapons

Armor Piercing

Weapons with this attribute ignore a number of points of their target’s Armor Value equal to their Armor Piercing value. Armor Piercing (AP) penetrates Armor bonuses only, not Shield bonuses. AP does not penetrate Magical Armor such as that provided by the Force Armor or Spectral Armor spells. If a weapon's Armor Piercing value equals or exceeds the Armor Value AND any Enhancement values of the target's armor, then any Damage Reduction is also ignored.

Example 1: Mar is wearing a chainmail shirt (2 Armor, 1 DR) and a guard fires a Medium Crossbow (2 damage, +2 AP) at him. Neither have Enhancement bonuses. The guard's crossbow reduces Mar's Armor to 0, which causes his attack to ignore the chainmail Damage Reduction.

Example 2: Captain Myana is wearing a chainmail shirt which contains an Imbued Shaman Spirit offering a +1 Enhancement Bonus. The same guard firing a Medium Crossbow at her would reduce the Armor by 2 (+2 AP), but because he does not have an equal or higher Enhancement Bonus on his weapon, would not ignore her Damage Reduction.

Ignore Dodge

Weapons with this attribute ignore a number of points of their target’s dodge equal to their Ignore Dodge value. This does not apply to other attackers, or count towards making the target Flatfooted.

Special Materials

Weapon Special Materials

Material Weapon Type Required Strength Equipment Bonus Description
Quicksilver All Melee -1 +1 Ignore Dodge This lightweight, silvery metal is easy to use, and makes for fine weapons that whip through the air at speed.
Adamantine All Melee +1 +1 Armor Piercing Weapons made of Adamantine weigh more, which gives them more heft and momentum.
Glass-Steel All Melee -1 -1 Stealth This flashy material created with magic is both lightweight and durable, but not at all subtle.
Ironwood All Ranged +1 +1 Damage, +1 Armor Piercing This dark wood is of exceptional quality.
Emberstone All Melee N/A Applies Burning on hit.* A durable planar material native to Pandemonium, it is extremely difficult to acquire.

* Emberstone must be activated with Shock or Fire to ignite for 5 rounds.

Armor Special Materials

Material Armor Type Required Strength Armor Check Equipment Bonus Description
Quicksilver Light, Medium, Heavy -1 -1 +2 Maximum Dodge
Adamantine Medium, Heavy +1 +1 +1 Armor, +1 Damage Reduction
Ironwood Heavy +1 +1
Drakescale Medium, Heavy N/A N/A +2 Magic Defense
Dragonscale Medium, Heavy N/A N/A +3 Magic Defense

Consumables

Consumable items are single-use items, such as potions and poultices, poisons, and alchemy or crafting components, which are destroyed upon use.

Potions & Poultices

Potions and poultices are consumable items that have a variety of generally positive healing effects. The main difference between the two is that Potions must be drunk, whereas poultices may be applied topically as ointments. Some poultices may also be safely consumed.

Poisons

Poisons are consumable items that can either ingested or applied to weaponry. They may be found available for purchase at suitable locations throughout Lorithandar, such as an apothecary shop.

Spellpaper

Spellpaper is a component used in the crafting of spell scrolls. Inscribed Spellpaper can be purchased directly at some mage consortiums, or a mage can purchase some Blank Spellpaper and try to inscribe it herself for a reduced cost.

Other Supplies

Name Description Notes Weight Cost
Torch A portable source of light. When lit, provides bright light for 5 yd., and low light for an additional 5 yd. 2 lb. 8s
Rope Hemp rope. Can be bought in 20 yard increments of length, and can suspend up to 800 lb. weight 1 lb. 1g
Climber's Kit Contains 10 pitons and a small hammer. +1 to Athletics checks when attempting to climb with some rope. 5 lb. 5s
First Aid Kit A basic first aid kit containing bandages and gauze, herbal poultice. Utilizing this kit when attempting a Medicine Skill check provides +1 Proficiency bonus and consumes the kit. 0.5 lb. 5s
Field Triage Kit A first aid kit equipped for emergencies. Bandages, sterile needle and thread, compresses. Utilizing this kit when attempting a Medicine Skill check increases the action required from a Standard to Full Action but provides a +2 Proficiency bonus and consumes the kit. 0.8 lb. 5g
Physician's Bag A bag stocked with a variety of medical equipment. Utilizing this kit when attempting a Medicine Skill check increases the action required from a Standard to Full Action but provides a +2 Proficiency bonus. This bag stores enough equipment for 5 uses, and may be replenished in town for 4g per use. 4 lb. 40g
Lockpicking Set A basic set of lockpicks Using this comprehensive set of lockpicks provides a +1 Proficiency bonus to Pick Lock Skill 0.5 lb. 2g


Mounts and Transportation

Various creatures throughout Lorithandar have been domesticated for use as transportation. The most commonplace mounts are horses, which are purchaseable, however some other animals able to be trained as mounts may be encountered through gameplay.

Rentals

Method Description Passengers Cost
Rental Horse A standard horse and tack suitable for travel. 1 medium creature 20g
Rental Cart 2-4 medium creatures 30g
Rental Wagon 5-8 medium creatures 50g