April 4th, 2010

Weapons

Weapons come in three different sizes, small, medium, and large. Small weapons are always wielded using one hand, medium weapons may be wielded using one or two hands, and large weapons are always wielded using two hands (see Damage for more information).

When a weapon attack critically fails, or a weapon succesfully parries an attack, or is parried, or blocked, the weapon has to take a durability check to see if it can shrug off the damage, or be damaged (or broken if it was already damaged). Weapon durability check uses the following formula:

Weapon durability check: D6 > 1 + Critical Failure Modifier

Weapon Special Rules

    Special rules with a chance component use a D6 to determine whether the effect takes place or not. If a rule says that an effect takes place on a roll of 5+, it takes place on a D6 roll of a 5 or 6.

    Conduit

      Allows the wielder to re-roll failed spell to-hit checks.

    Crushing

      Halves target creature's physical resistance on a roll of 5+.

    Durable

      Allows the weapon to re-roll failed durability checks.

    Flailing

      Ignores target creature's block or parry modifier on a roll of 5+.

    Piercing

      Ignores target creature's physical resistance on a roll of 6+

    Polearm

      Allows the wielder to perform melee attacks against creatures within two spaces instead of creatures within one space.

    Slashing

      Doubles weapon's base damage on a roll of 5+ against creatures that have lower physical resistance value than the attacker's uncapped damage modifier divided by 2.

    Slow

      Slow weapons must be rearmed before they can be used again. This can be done by resting while having a slow weapon equipped.


Melee Weapons

Melee weapons are weapons that can be used in close combat. All melee weapons can be thrown but they count as rocks unless they are specified as thrown. Melee weapons use strength modifier for to-hit and damage. Small weapons, and medium weapons that are used two-handedly, can use agility modifier instead of strength modifier for to-hit and damage, depending which is better.

Dagger

    Damage: D3+1
    Type: Small/Melee
    Special Rules: Piercing
    Max Parry Modifier: +2
    Cost: 25 gold coins

 


Talon

    Damage: D3+1
    Type: Small/Melee
    Special Rules: Piercing
    Max Parry Modifier: +3
    Cost: 50 gold coins

 


Sword

    Damage: D6
    Type: Medium/Melee
    Special Rules: Slashing
    Max Parry Modifier: +2
    Cost: 75 gold coins

 


Claw

    Damage: D6
    Type: Small/Medium/Melee
    Special Rules: Piercing
    Max Parry Modifier: +3
    Cost: 100 gold coins

 


Hatchet

    Damage: D3+1
    Type: Small/Melee/Thrown
    Special Rules: Crushing
    Max Parry Modifier: +1
    Cost: 25 gold coins

 


Axe

    Damage: D6
    Type: Medium/Melee
    Special Rules: Crushing
    Max Parry Modifier: +1
    Cost: 50 gold coins

 


Club

    Damage: D3
    Type: Medium/Melee
    Special Rules: Crushing
    Max Parry Modifier: +1
    Cost: 10 gold coins

 


Mace

    Damage: D6
    Type: Medium/Melee
    Special Rules:
          Crushing
          Durable
    Cost: 50 gold coins

 


Hammer

    Damage: D6+1
    Type: Medium/Melee
    Special Rules:
          Crushing
          Durable
    Cost: 100 gold coins

 


Flail

    Damage: D6
    Type: Medium/Melee
    Special Rules:
          Crushing
          Flailing
    Cost: 75 gold coins

 


Staff

    Damage: D6
    Type: Large/Melee
    Special Rules:
          Conduit
          Polearm
    Cost: 25 gold coins

 


Spear

    Damage: D6+1
    Type: Large/Melee/Thrown
    Special Rules:
          Piercing
          Polearm
    Cost: 50 gold coins

 


Mangler

    Damage: D6+D3
    Type: Large/Melee
    Special Rules:
          Slashing
          Durable
    Cost: 100 gold coins

 


Chopper

    Damage: D6+D3
    Type: Large/Melee
    Special Rules:
          Crushing
          Durable
    Cost: 75 gold coins

 


Crusher

    Damage: D6+D3
    Type: Large/Melee
    Special Rules:
          Crushing
          Durable
    Cost: 75 gold coins

 


Digger

    Damage: D6+D3
    Type: Large/Melee
    Special Rules:
          Piercing
          Durable
    Cost: 75 gold coins

 



Ranged Weapons

Ranged weapons can be used to shoot at range. Ranged weapons require ammunition, or projectiles, in order to work. Projectile damage is added to the damage of the weapon. Ranged weapons use agility modifier for to-hit and damage.

Branch

    Damage: D2
    Type: Medium/Ranged
    Cost: 20 gold coins

 


Bow

    Damage: D3
    Type: Medium/Ranged
    Cost: 40 gold coins

 


Recurve

    Damage: D3+1
    Type: Medium/Ranged
    Cost: 60 gold coins

 


Crossbow

    Damage: 2D3
    Type: Large/Ranged
    Special Rules: Slow
    Cost: 50 gold coins

 


Repeater

    Damage: 2D3
    Type: Large/Ranged
    Cost: 100 gold coins

 



Thrown Weapons

Thrown weapons are weapons that can only be used by throwing them. Thrown weapons are not equipped like other weapons, and instead of equipping them, they are thrown directly from the backpack. Unless specified otherwise, thrown weapons use agility modifier for to-hit and strength modifier for damage.

Rock

    Damage: 1
    Type: Thrown
    Cost: 1 gold coin

 

    This rock looks fancier and rests more fittingly in your palm than many other rocks.

Throwing Knife

    Damage: D3
    Type: Thrown
    Cost: 10 gold coins

 


Throwing Star

    Damage: D3
    Type: Thrown
    Cost: 20 gold coins

 



Projectiles

Stick

    Damage: 1
    Stack Size: 12
    Cost: 1 gold coin per stick

 


Arrow

    Damage: D3
    Stack Size: 12
    Special Rules: Piercing
    Cost: 2 gold coins per arrow

 


Arrow

    Damage: D3+1
    Stack Size: 12
    Special Rules: Piercing
    Cost: 4 gold coins per arrow

 


Bolt

    Damage: D3
    Stack Size: 12
    Special Rules: Piercing
    Cost: 2 gold coin per bolt

 


Bolt

    Damage: D3+1
    Stack Size: 12
    Special Rules: Piercing
    Cost: 4 gold coins per bolt