Weapons and Armors
In this game you can use any weapon you want. Their damage will always be accordingly to its tier as seen below.
Melee Weapon
|
Ranged Weapon
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Tier
|
Small Weapon Damage
|
Large Weapon Damage
|
Small Weapon Damage
|
Large Weapon Damage
|
1
|
1d4
|
1d8
|
1d6
|
1d10
|
2
|
1d6
|
1d10
|
1d8
|
2d6
|
3
|
1d8
|
2d6
|
1d10
|
2d8
|
4
|
1d10
|
2d8
|
2d6
|
2d10
|
5
|
2d6
|
2d10
|
2d8
|
2d12
|
Small weapons can be dual wielded to make 2 attacks each turn, but they receive -3 in handicap on attack rolls.
Melee Weapons List:
Name:
|
Size:
|
Effect:
|
Long Blade
|
Small
|
n/a
|
Swords, Katanas, Rapiers, Falchions, Scimitars, Axes, Maces and such.
| ||
Small Blade
|
Small
|
n/a
|
Daggers, Knives, Claws, Katars, Sai, Sickles, Kamas, Knuckles, Gauntlets and such.
| ||
Long Weapon
|
Large
|
n/a
|
Spears, Scythes, Lances, Halberds, Naginatas, Glaives, Bo staves and such.
| ||
Giant Blade
|
Large
|
n/a
|
Greatswords, Battleaxes, Warhammers, Odachis and such.
| ||
Whip
|
Large
|
n/a
|
Ranged Weapons List:
Name:
|
Size:
|
Effect:
|
Long Range
|
Large
|
Can shoot up to 15 meters away.
|
Longbow & Crossbow
| ||
Handbow
|
Small
|
Can shoot up to 10 meters away.
|
Quivers
Quivers can be placed in the equipment's slot to boost damage of ranged weapons.
Players that have bows and crossbows use quivers to carry their arrows.
Quivers
| |
Tier
|
Damage Bonus
|
1
|
+1
|
2
|
+2
|
3
|
+3
|
4
|
+4
|
5
|
+5
|
Magic Weapons
Magic weapons work differently than Melee and Ranged Weapons. They are used to perform basic attack spells using a trivial amount of mana.
All magic weapons have a 10 meter range and the small weapons can be dual wielded with -2 on attack rolls.
Weapons:
|
Size
|
Effect:
|
Tier
|
Small Size
|
Large Size
|
Staff
|
Large
|
n/a
|
1
|
1d4
|
1d8
|
Scepter
|
Small
|
n/a
|
2
|
1d6
|
1d10
|
Wand
|
Small
|
n/a
|
3
|
1d8
|
2d6
|
| 4 |
1d10
|
2d8
| |||
Symbol
|
Small
|
Heals instead of dealing damage.
|
5
|
2d6
|
2d10
|
*When using the symbol to make heals on allies, the user must roll 6 or higher on a d20 to succeed. If being dual wielded, the user will need to roll 8 or higher. Precision does not affect this.
Armours and Shields:
Through the game the player can equip armours that will reduce the damage he takes. The same goes for shields, they can be equipped with any small weapons.
Tier:
|
Armour Bonus
|
Shield Bonus
|
1
|
2
|
1
|
2
|
4
|
2
|
3
|
6
|
3
|
4
|
8
|
4
|
5
|
10
|
5
|
Equipments and Bonuses:
Throughout the adventures you might come across certain items that can be equipped like necklaces, boots, rings, etc. This items will always have one or more specific bonuses.
You can equip 5 different equipments at one time, unused equipment can be kept in bag and can be switched anytime outside battle.
Armours, Shields and Weapons can also have specific bonuses. These bonuses are listed below:
Bonuses:
|
Effect:
|
Attack Bonus
|
Adds a bonus to the player’s attack rolls.
|
Defense Bonus
|
Adds a bonus to the player’s defense rolls.
|
Bonus Damage
|
Adds bonus damage to the player’s attack.
|
Critical Chance Bonus
|
Increase the chance of criting in attack rolls.
|
HP Increase
|
Increase the player’s maximum health.
|
MP Increase
|
Increase the player’s maximum mana.
|
Armor Bonus
|
Gives the player extra armor.
|
HP Regen
|
Recover a amount of HP each beginning of the player’s turn.
|
MP Regen
|
Recover a amount of MP each beginning of the player’s turn.
|
Extra Talent
|
Gives the player a nextra specific talent while equipped with the affected item.
|
Extra Skill / Spell
|
Gives the player a nextra specific skill while equipped with the affected item.
|
Special Effect
|
Gives the player a special effect created by the GM.
|
*The specific bonus values will be decided by the GM accordingly to the situation or the player’s level.
| |