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10Armor_&_Weapons

valzi edited this page Jan 31, 2019 · 1 revision

Armor and Weapons

Unless noted otherwise, every class is trained in the use of light armor and daggers.

Armor

Maximum Defense is 18, regardless of armor.

Armor beyond light is usually funded or partially funded by a faction and marked by their logo. Wearing faction armor can have dangerous social consequences, especially if it's acquired unofficially.

Armor Types

[Text inside of brackets only applies to characters who have relevant training.]

Type Defense Slots Used Initiative Penalty DEX Banes Effects Cost
Shield +1 1 - - [You may sacrifice your shield to cancel all damage from a single attack.] 40
Padding +1 3 - - Padding can be used in addition to other armor. 100
Light +2 [+3] 2 [1] +1 [0] 1 [0] 500
Medium +4 [+5] 3 [2] +3 [0] 2 [0] 1 Bane to Stealth. 1 Bane to all rolls when swimming. 1200
Heavy +5 [+6] 5 [4] +5 [+1] 3 [1] 1 Bane to Stealth. 1 Bane to all rolls when swimming. 5000

Weapons

Dual Wielding

Each round when Dual Wielding, choose which weapon you attack with. You obtain the benefits of a [reactive] or [close] weapon even if you did not attack with it.

Silver weapons cost 10x the normal price and are Fragile.

Melee Weapons

Melee weapons cause 1D6 Damage + the player's Melee Damage score.

Name Traits Cost
1 slot, 1 hand 5
Dagger, bagh naka, brass knuckles [close]
Sickle
Garrote (not usable in combat) [close]
Staff [+1 DEF]
Sap [subdual], [shock]
2 slots, 1 hand 10
Spear [reach]
Sword [finesse]
Mace [crushing]
Axe [overpowering]
Flail [entangling]
3 slots, 2 hands 20
Halberd [reach] [heavy]
War Hammer, Maul [crushing] [heavy]
Long Sword [deadly] [heavy]
Battle Axe [overpowering] [heavy]

Ranged Weapons

On a successful hit, ranged weapons cause 1D6 Damage.

May be shot up to double their range, with a Bane to the ATK roll.

Useless in melee.

Crossbow note: Reload costs 1 Standard Turn.

Name Tags Range Cost
Bow 60' 15
Longbow [heavy] 60' 20
Crossbow [heavy] x2 damage 100' 60
Quiver (ammo included) 15
Throwing Knife**, **Tomahawk [reactive] [thrown] 20' 5
Barbed net [reactive] [entangling] [light] No damage 10' 15

Firearms

Require a powder horn or flask.

When hit by a firearm, Save or lose your action(s) on the next combat round.

3 rounds to reload.

Don't track plentiful ammo, only rare stuff. However, if something happens that would deplete/damage a lot of standard ammo at once, roll 1D6: on a 5-6, it's gone. On a 4, there's one shot left. On a 1-3, don't worry about it.

Consider making ammo charges (combined shot and powder.)

Name Tags Range Cost
Blunderbuss [accurate] [deadly] [reactive] melee N/A
Derringer [deadly] [reactive] melee N/A
Musket [heavy] [deadly] [reactive] 100' N/A
Pistol [deadly] [reactive] 30' N/A

Grenades

Fragmentation

Each victim Saves instead of rolling ATK or DEF. Damage: 1D6 twice, keep higher. Damage up to 3-6 targets depending on grenade type, stopping when any target succeeds at a Save.

Smoke

20 foot diameter area; save or be unable to attack for 1d4+1 rounds.

Tar

10 foot diameter area. Save or feet entangled for 1d4+1 rounds.

Ancient Lasers

A cartridge holds 6 shots and uses one inventory slot.

Name Traits Range Cost
Laser Pistol [Accurate] [Deadly] 1D6+2 DMG. 100' --
Laser Rifle [Accurate] [Deadly] 1D6+6 DMG. 100' --

Weapon Tags

[accurate]

  • Instead of the attacker rolling ATK or the defender rolling DEF, the defender must Save against Paralysis. (Against a laser, a character must spend an entire round to attempt the save.)
  • If there are multiple attackers, the save is normal versus the first, at -4 versus the second and so on.

[heavy]

  • Requires 2 hands.
  • Roll 2D6 and keep the higher result for damage. (Crossbows deal 1D6*2 damage.)
  • A non-martial character wielding a heavy weapon goes last in combat.
  • Wielding [heavy] weapons without training penalizes Initiative by +1.

[close]

  • Can be used while grappling. They also grant +1 to Attack when in the off-hand.

[crushing]

  • When attacking foes in heavy armor, a [crushing] weapon reduces the enemy to a maximum of 5 DEF.

[deadly]

  • On a Damage roll of 6, roll again and add the damage. This continues until a number that is not 6 is rolled. Now any ammo in the weapon is depleted.

[entangling]

  • Grants -1 to Initiative.

[finesse]

Allows a choice between

  • normal combat
  • offensive combat (+2 ATK/-2 DEF)
  • defensive combat (+2 DEF/-2 ATK)

[light]

Roll 2D6 and keep the lower result for damage.

[Improvised]

  • Roll 3D6 and keep lowest result for damage.
  • (Hands are [improvised] weapons.)

[overpowering]

  • A killing blow allows an additional attack against a nearby opponent.

[reach]

  • Can be used from the second rank of combat.
  • May be 'set' to give up an attack action but allow a [reactive] attack that does 2x Damage to the first charging attacker.

[reactive]

  • When attacked while wielding a [reactive] weapon the defender will receive an automatic, additional attack before the attacker can complete their own attack.

[shock]

  • On a roll of maximum damage, the target falls unconscious.
  • (Targets with equal or greater hit dice can make a Saving Throw versus death to avoid being knocked out.)

[subdual]

  • Does disabling (nonfatal) damage.

[thrown]

  • [Reactive] and [reach] when thrown. [Light] when used as a melee weapon.
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