Equipment: Difference between revisions

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Weapons with this attribute ignore a number of points of their target’s dodge equal to their Ignore Dodge value.
Weapons with this attribute ignore a number of points of their target’s dodge equal to their Ignore Dodge value.


'''Weapons'''
===Weapons===
{| class="wikitable"
{| class="wikitable"
!Weapon Type
!Weapon Type
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'''Exotic Weapons'''
===Exotic Weapons===
Exotic Weapons are uncommon and require additional training to use without penalty. Wielders of exotic weapons must have a minimum of Rank 3 in the required Weaponry skill or suffer a -1 penalty.
Exotic Weapons are uncommon and require additional training to use without penalty. Wielders of exotic weapons must have a minimum of Rank 3 in the required Weaponry skill or suffer a -1 penalty.



Revision as of 11:36, 28 October 2016

Equipment

Starting Equipment

Characters begin play only with basic equipment:

  • 1 Martial 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.

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.

Armor Check Penalty

Medium and Heavy armor is more difficult to move in than light or no armor reducing the wearer's Speed, and Climb, Swim, Acrobatics, Stealth skills. The Heavy Armor Training Benefit can reduce the Speed penalty, but not the skill penalty.

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 Slashing Greataxe, Greatsword,Polearm 2 5 - 3 Strength
Two Handed Piercing Spear 2 4 +1 Armor Piercing, Light 2 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)

Exotic Weapons

Exotic Weapons are uncommon and require additional training to use without penalty. Wielders of exotic weapons must have a minimum of Rank 3 in the required Weaponry skill or suffer a -1 penalty.

Weapon Name Hands Damage Special Attributes Required Strength Description
Ice Axe 1 2 +1 Armor Piercing, Light, +1 Climb 1 Strength 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.
Ultra-Greatsword 2 6 -1 Dodge 4 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.
Alloy Bow 2 3 +2 Armor Piercing, Ranged 3 Strength 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 bow, and fine quicksilver wires for string. The resulting bows are difficult to draw, but pack a substantial punch.

Special Materials

Weapon Special Materials

Weapon Material Weapon Size Equipment Bonus
Quicksilver All Melee -1 Strength requirement +1 Ignore Dodge
Adamantine Small, Medium, Large +1 Strength requirement +1 Armor Piercing
Adamantine Two-Handed +1 Strength requirement +1 Armor Piercing
Ironwood All Ranged +1 Strength requirement +1 Damage, +1 Armor Piercing

Armor Special Materials

Armor Material Armor Size Equipment Bonus
Quicksilver Light, Medium, Heavy -1 Strength requirement +2 Maximum Dodge -1 Armor Penalty
Adamantine Medium +1 Strength requirement +1 Armor Piercing Reduction +1 Damage Reduction -1 Speed
Adamantine Heavy +1 Strength requirement +1 Armor Piercing Reduction +1 Damage Reduction -1 Speed
Ironwood Heavy -
Drakescale Medium, Heavy +2 Magic Defense
Dragonscale Medium, Heavy +3 Magic Defense

Poisons

Injury Poisons

Rank Name Potency Damage / Effect Duration Interval Cost
1 Adder Venom 8d10 1 Lethal 2 rounds 1 round 10g
1 Centipede Poison 8d10 -2 Speed, -2 Perception 1 Hour - 10g
2 Giant Wasp Poison 9d10 1 Lethal 4 rounds 1 round 30g
2 Bloodroot Seeds 9d10 -2 Skills 1 Hour - 30g
3 Viper Venom 10d10 1 Lethal 6 rounds 1 round 75g
3 Arrow Frog 10d10 Target only succeeds on rolls of 9 or 10 for the duration of the effect. 1 Hour - 75g
4 Bebelith Venom 11d10 1 Lethal 8 rounds 1 round 100g
4 Shadow Essence 11d10 Unconsciousness 1 Hour - 100g
5 Lotus Venom 12d10 1 Lethal, -2 Skills 10 rounds 1 round 500g
5 Mysterious Powder 14d10 Target may not use any spells, or abilities that require mana. 10 rounds - 10,000g

Ingested Poisons

Rank Name Potency Damage / Effect Duration Interval Cost
1 Toadstool 8d10 x x x 5g
1 Id Moss 8d10 x x x 5g
2 Belladonna 9d10 x x x 15g
2 Taggit Oil 9d10 x x x 15g
3 Hemlock 10d10 x x x 45g
3 Arsenic 10d10 x x x 45g
4 King’s Sleep 11d10 x x x 50g
4 Grave Dust 11d10 x x x 50g
5 Tears of Death 12d10 x x x 200g