Weapons: A-Z Index
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
Aurum Marble | 3 | N/A | 0 | 0 | 0.2 | 0.1 | Seems to resonate with those of the life element. This increases the weapon's attack value by x 1.5. | 2.82 |
A
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
Argentum Claws | 5 + 1d4 | N/A | 1 | +5 against undead | 0.5 | 0 |
|
7.04 |
Argentum Edged | x 1.5 against undead | N/A | 0 | +5 against undead | 0 | 0 | This coats the edge of the blade in pure silver, which seem to affect the undead more than normal metal. This causes the weapon attack value to increase by x 1.5 against the undead. This is for all undead, including spirits. | 7.00 |
Argentum Marble | 4 | N/A | 0 | 0 | 0.2 | 0.1 | increased damage against undead and spirits by 20% | 1.88 |
Argentum Spikes | 4 | N/A | 0 | +5 against undead | 0.3 | 0 |
|
3.88 |
Aurum Claws | 3 + 1d4 | N/A | 1 | +5 if wielded by one who is of the life element | 0.5 | 0 |
|
9.38 |
Aurum Edged | x 1.5 if wielded by one who is of the life element | x 1.25 if wielded by one who is of the life element | 0 | +5 if wielded by one who is of the life element | 0 | 0 | This coats the edge of the blade in pure gold, which seems to resonate with those of the life element. This increases the weapon's attack value by x 1.5, the weapon's parry value by x 1.25 | 10.00 |
Aurum Spikes | 3 | N/A | 0 | +5 if wielded by one who is of the life element | 0.3 | 0 |
|
5.00 |
B
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
Battle Bow | 4 + 2d8 | N/A | shooting range of 1d12 + 2; must be at least 2 spaces away to use | +5 | 1.75 | 10 | flammable | 121.49 |
Blast Focus | +5 | N/A | +5 | +5 | N/A | N/A | N/A | 75.00 |
Bloodsport Crossbow Bolt | 15 | N/A | N/A | N/A | 0.1 | 0.1 |
|
2.50 |
Bone Barbed Head Arrow | 5 + 1d10 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.17 | 0.1 |
|
1.20 |
Bone Bodkin Arrows | 4 + 1d10 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.17 | 0.1 |
|
1.14 |
Bone Boomerang | 5 + 1d10 + 1d8 | N/A | throw range + 1d10 | +5 | 0.64 | 2 |
|
16.30 |
Bone Forked Head Arrows | 2 + 1d10 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.18 | 0.1 |
|
1.39 |
Bone Swallowtail Arrows | 5 + 1d10 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.22 | 0.1 |
|
1.56 |
C
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
Carbon Fiber Broadhead Arrow | 5 + 1d10 | N/A | N/A | N/A | 0.15 | 0.1 |
|
2.00 |
Chain Gloves | 6 | 4 | 1 | +2 | 1 | 2 |
Can apply the following enhancement to the weapon: Reinforced: Increases Attack and Parry by x 1.25, increasing the cost by x 1.5. |
9.32 |
Competition Crossbow | 4 + 2d8 | N/A | shooting range of 1d12 + 4; must be at least 2 spaces away to use | +5 | 2.5 | 8 |
Modifications you can apply:
|
150.00 |
Composite Recurve Bow | 5 + 1d12 | N/A | shooting range of 2d8 + 6; must be at least 3 spaces away to use | +5 | 0.8 | 10 | Modern take on the traditional bow, fires a single arrow. | 125.00 |
Compound Bow | 6 + 1d20 | N/A | shooting range of 1d20 + 4; must be at least 1 space away to use | +8 | 1.5 | 12 |
A compound bow is a bow that uses a levering system, usually of cables and pulleys, to bend the limbs. Improvements that can be applied:
|
200.00 |
CR 1 Revolver | 20 | N/A | 10 | +5, decrease by 5 per each additional shot due to recoil | 8 | 5 |
Rate of Fire: up to 6 per action Must be reloaded after every 6th shot |
100.00 |
CR 2 Revolver | 40 | N/A | 10 | +5, decrease by 5 per each additional shot due to recoil | 12 | 5 |
Rate of Fire: up to 6 per action Must be reloaded after 6th shot |
300.00 |
CR 3 Revolver | 90 | N/A | 8 | -1, hit chance decreases by 5 per additional shot | 14 | 5 |
|
600 |
CR Gladiator | 20 | N/A | 8 | -2, hit chance decreases by 3 per additional shot | 10 | 20 |
|
260.00 |
CR Overwatch | 70 | N/A | 18 | 0, hit chance decreases by 4 per shot | 18 | 18 |
|
375.00 |
CR Type 1 | 20 | N/A | N/A | N/A | 0.1 | 0.01 | N/A | 1.50 |
CR Type 1 Armor Piercing | 20 | N/A | N/A | N/A | 0.1 | 0.01 | Ignores 50% of target's armor. | 4.00 |
CR Type 1 Stun Bullet | 15 | N/A | N/A | N/A | 0.1 | 0.01 |
|
3.00 |
CR Type 2 | 30 | N/A | N/A | N/A | 0.1 | 0.01 | N/A | 2.00 |
CR Type 2 Fire | 40 | N/A | N/A | N/A | 0.1 | 0.01 |
|
4.00 |
CR Type 2 Lightening | 40 | N/A | N/A | N/A | 0.1 | 0.01 |
|
4.00 |
CR Type 3 | 40 | N/A | N/A | N/A | 0.1 | 0.01 | N/A | 2.50 |
CR Type 3 Scatter Shot | 30 | N/A | N/A | N/A | 0.1 | 0.01 | Scatters shot so that it affects target and 1x1 space area around target. | 2.75 |
CR Type 4 | 45 | N/A | N/A | N/A | 0.1 | 0.01 | N/A | 2.75 |
D
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
Dart | 3 + 1d4 | N/A | throw range x 2 | +5 | 0.12 |
|
0.97 | |
Dart Shooter | 2d8 | N/A | 1d20 | 0 | 0.25 | 0.25 | flammable | 0.65 |
Double Barrel 12-Gauge Shotgun | 30 | N/A | 12 | -15 | 28 | 18 |
You can apply the following enhancements to your shotgun
|
650.00 |
Double Barrel 20-Gauge Shotgun | 20 | N/A | 12 | -15 | 28 | 18 |
You can apply the following enhancements to your shotgun
|
450.00 |
E
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
Electrified Net | 2d20 | N/A | throw range | +5 | 20 | 5 |
|
50.00 |
F
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
Fiberglass Explosive Arrow | 2 + 1d% | N/A | N/A | N/A | 0.15 | 0.1 |
|
2.50 |
Fiberglass Screamer Arrow | 4 + 1d10 | N/A | N/A | +5 | 0.1 | 0.1 |
|
2.25 |
Fiberglass Skinny Arrow | 4 + 1d10 | N/A | N/A | N/A | 0.1 | 0.1 |
|
1.85 |
Fire Bomb | 3d% | N/A | throw range + effect radius | area of effect | 1 | 1 |
|
60.00 |
Flash Bomb | 3d12 | N/A | throw range + effect radius | area of effect | 1 | 1 |
|
40.00 |
G
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
Gauntlets | 10 | 7 | 1 | +2 | 2 | 3 |
Can apply the following enhancement to the weapon: Reinforced: Increases Attack and Parry by x 1.25, increasing the cost by x 1.5. |
17.32 |
Got-Xen Rabid Wolf | 65 | N/A | 12 | -10 | 25 | 18 |
|
250.00 |
Got-Xen Xeno Striker | 40 | N/A | 15 | -5; hit chance decreases by 5 per shot | 40 | 20 |
|
400.00 |
Got-Xen Xeno Sweeper | 40 | N/A | 15 | -1; hit chance decreases by 3 per shot | 30 | 18 |
|
700.00 |
Gunblade Conversion | 24 (blade only) | N/A | 2 (blade range only) | -5 (gun firing only) | 15 (blade weight) | 15 | Adds rune stone slot for blade effect only. | 200.00 |
Gun Sights | N/A | N/A | +2 | +5 | +0.5 | 0 | N/A | 25.00 |
Gun Sights | N/A | N/A | +2 | +5 | +0.5 | 0 | N/A | 25.00 |
GX Shotgun Rounds | 35 | N/A | N/A | N/A | 0.1 | 0.01 | N/A | 3.25 |
GX Shotgun Special Rounds | 60 | N/A | N/A | N/A | 0.1 | 0.01 | N/A | 4.00 |
H
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
Hunting Bow | 4 + 1d12 | N/A | shooting range of 1d12 + 6; must be at least 3 spaces away to use | +5 | 1.5 | 10 | flammable | 108.60 |
I
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
Improved Runic Crystal | N/A | N/A | +5 | +5 | N/A | N/A | Increases the attack value of the runic blast by an additional 10% (x1.1). | 100.00 |
Incapacitator Crossbow Bolts | 12 | N/A | N/A | N/A | 0.1 | 0.1 |
|
2.75 |
L
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
Leather Gloves | 3 + 1d6 | 2 | 1 | +2 | 0.25 | 2 |
Can apply the following enhancement to the weapon: Belted: Increases Attack and Parry by x 1.25, increasing the cost by x 1.5. |
3.29 |
Lightning Bomb | 3d% | N/A | throw range + effect radius | area of effect | 1 | 1 |
|
70.00 |
Long Bow | 3 + 1d10 | N/A | shooting range of 1d12 + 10; must be at least 4 spaces away to use | +5 | 1.25 | 10 | flammable | 95.71 |
Long Runic Rifle | 22 | N/A | 20 | +10 | 18 | 20 | Shot value is increased depending upon the level purity of the applied rune stone. For every 2 Soul applied to the blast, the blast is increased by 4%. At least 20% of the Soul must come from the rune stone, and once empty the rune stone will need to be replaced. The rune stone can of course be recharged, as long as it remains a rune stone. | 700.00 |
O
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
Oak Barbed Head Arrow | 4 + 1d8 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.33 | 0.1 |
|
0.73 |
Oak Bodkin Arrows | 3 + 1d8 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.32 | 0.1 |
|
0.65 |
Oak Boomerang | 4 + 2d8 | N/A | throw range + 1d10 | +5 | 1.24 | 2 |
|
14.13 |
Oak Forked Head Arrows | 2 + 1d8 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.35 | 0.1 |
|
0.89 |
Oak Swallowtail Arrows | 4 + 1d8 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.42 | 0.1 |
|
0.94 |
P
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
Pipe Bomb | 1d6 number of percent dice | N/A | throw range + effect radius | area of effect | 1 | 1 |
Explosive Triggers Can Be:
|
80.00 |
R
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
Recoil Dampener | N/A | N/A | -2 | N/A | 4 | 0 | Reduces Hit Chance penalty per additional shot by half. | 80.00 |
Recoil Dampener | N/A | N/A | -2 | N/A | 4 | 0 | Reduces Hit Chance penalty per additional shot by half. | 80.00 |
Reinforced Bow | 1d8 | N/A | 0 | 0 | 0.5 | 0 | Removes flammability from bow | 5.00 |
Revolver Suppressor | N/A | N/A | -5 | -5 | 0.5 | 1 |
Decreases firing noise by 90%, making it hard to hear unless the area is quiet. Reduces Rate of Fire by 1. |
20.00 |
Rifle Suppressor | N/A | N/A | -5 | -5 | 1 | 1 |
|
40.00 |
Ringed Knuckles | 5 | N/A | 1 | +2 | 0.65 | 0.5 | N/A | 6.57 |
Rune Stone Slot | N/A | N/A | N/A | N/A | N/A | N/A | Adds a slot for a second rune stone that can be used to apply weapon effects when acquired like with any traditional weapon. | 20.00 |
Runic-Teck Knuckles | 15 + 1d20 | N/A | 1 | 0 | 5 | 2 | Adds runic energy and elemental attack to your punching attack. | 15.00 |
Runic Gauntlet | 20 + 2d12 | 10 | 1 | 0 | 4 | 5 |
|
125.00 |
Runic Staff Rifle | 10 (melee); 15 (energy) | N/A | 2 (staff); 8 (blast) | 0 (staff), +5 (blast) | 15 | 18 |
Shot value is increased depending upon the level purity of the applied rune stone. For every 2 Soul applied to the blast, the blast is increased by 4%. At least 20% of the Soul must come from the rune stone, and once empty the rune stone will need to be replaced. The rune stone can of course be recharged, as long as it remains a rune stone. This is actually a runic rifle designed to look like a staff. It is more popular among those who want the power of a runic rifle but don't want to advertise that they are carrying one around. Given its more slender shape, it isn't as powerful as traditional runic rifles, however it has the unique advantage of being able to be used like a wizard staff. Staff Special Effects:
|
750.00 |
S
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
Shotgun Suppressor | N/A | N/A | -5 | -5 | 1 | 1 |
|
40.00 |
Sight | 0 | N/A | +1 | +5 | 0 | 0 | Increase Hit Targeting by + 5. | 25.00 |
Single Barrel 12-Gauge Shotgun | 30 | N/A | 12 | -10 | 25 | 18 |
Shotguns come with a recoil penalty that reduces Hit Targeting by 10 and causes 1d20 damage to wielder You can apply the following enhancements to your shotgun
|
550.00 |
Single Barrel 20-Gauge Shotgun | 20 | N/A | 12 | -10 | 20 | 18 |
Shotguns come with a recoil penalty that reduces Hit Targeting by 10 and causes 1d10 damage to wielder You can apply the following enhancements to your shotgun
|
350.00 |
Slingshot | 4d4 | N/A | 1d20 | 0 | 0.6 | 0.5 | flammable | 1.88 |
Small Bow | 3 + 1d8 | N/A | shooting range of 1d12 + 2; must be at least 2 spaces away to use | +5 | 0.75 | 8 | flammable | 63.68 |
Smoke Bomb | 0 | N/A | throw range + effect radius | area of effect | 1 | 1 |
|
35 |
SpeedX Bolts | 18 | N/A | N/A | +2 | 0.1 | 0.1 | Does Piercing damage | 2.20 |
Spiked Knuckles | 8 | N/A | 1 | +2 | 0.6 | 0.5 | Piercing Damage: 10% to Vitality | 7.94 |
Spreading Disc | 10 + 1d20 per disc | N/A | throw range | +5 | 4 | 4 | Separates into 3 discs when thrown | 40.00 |
Spring Loaded Weapon | 0 | N/A | 0 | 0 | 0.5 | 0.5 | A special spring loaded shaft on the top of your glove where you can insert a small weapon such as a knife or dagger. The weapon can be retracted to expose a portion of the blade. A special pully is attached to the ring finger of the glove allowing the stored weapon to be exposed and retracted quickly. Glove attack value is added to exposed weapon's attack value. This enhancement is for both gloves and you must supply your own small weapon. Small weapons can include daggers, arrows, darts, spear heads, and anything else small enough as determined by the GM. | 10.00 |
Standard Runic Rifle | 25 | N/A | 10 | +10 | 14 | 20 | Shot value is increased depending upon the level purity of the applied rune stone. For every 2 Soul applied to the blast, the blast is increased by 4%. At least 20% of the Soul must come from the rune stone, and once empty the rune stone will need to be replaced. The rune stone can of course be recharged, as long as it remains a rune stone. | 550.00 |
Standard Shotgun Rounds | 25 | N/A | N/A | N/A | 0.1 | 0.01 | N/A | 2.00 |
Steel Barbed Head Arrow | 9 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.2 | 0.1 | Luck Chance to cause Bleeding Out damage of 1d4 | 1.69 |
Steel Bodkin Arrows | 8 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.1 | 0.1 | 20% Piercing damage to Vitality against chain and plate armored targets | 1.55 |
Steel Claws | 5 + 1d4 | N/A | 1 | 0 | 0.5 | 0 | can do slashing damage and slashing attacks and use slashing proficiency | 6.25 |
Steel Forked Head Arrows | 5 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.21 | 0.1 | 25% chance to stun target 1 round | 1.89 |
Steel Marble | 4 | N/A | 0 | 0 | 0.2 | 0.1 | N/A | 1.57 |
Steel Spikes | 5 | N/A | 0 | 0 | 0.3 | 0 |
|
3.13 |
Steel Spikes | 5 | N/A | 0 | 0 | 0 | |||
Steel Swallowtail Arrows | 12 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.25 | 0.1 | 20% Piercing damage to Vitality against leather and scale armored targets | 2.13 |
T
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
Takedown Bow | 4 + 1d12 | N/A | shooting range of 1d12 + 6; must be at least 3 spaces away to use | +5 | 1.0 | 4 taken down; 10 assembled |
A takedown bow is a bow assembled out of a riser and two limbs to make a working bow when strung. The primary advantage of the takedown design is that it can be transported in a much shorter case when disassembled. The secondary advantage is that an archer can change bow configuration by changing limbs. The limbs all can be purchased seperately. Limbs To Use:
|
120.00 |
Tightened Bow Strings | 1d8 | N/A | x1.25 | 0 | 0 | 0 | N/A | 10.00 |
TNT | 4d% | N/A | throw range + effect radius | area of effect | 1 | 1 |
|
50.00 |
Trapping Net | 1d10 + 1d8 | N/A | throw range | +5 | 10 | 5 | Expands and traps targets underneath them, targets must make a strength check to get free. | 28.00 |
Trigger Action Hunting Crossbow | 4 + 2d6 | N/A | shooting range of 1d10 + 4; must be at least 2 spaces away to use | +5, decrease by 2 per each additional shot | 4 | 8 |
When equipped with the bolt loader, you can shoot up to 4 shots per action, though anything after the 2nd shot will require a react check. Modifications you can apply:
|
180.00 |
W
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
Weighted Net | 2d12 + 2d6 | N/A | throw range - 1 | +3 | 40 | 8 | Traps enemies, enemies must make a strength check with a 1d20 penalty to get free. | 35.00 |
1
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
12 Gauge Shell | 2d20 | N/A | N/A | N/A | 0.12 | 0.01 | Once you reach 10 spaces, the pellets spread to affect the spaces on the left and right. This results in the damage being divided by 3 and given to each target. If there isn't a target in that space, or spaces, the shell damage is still divided by 3. After the maximum range of the shot gun is reached, the shell damage is divided by 5. It has a 50% chance of still affecting targets for up to 5 more spaces before failing. | 2.25 |
2
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
20 Gauge Shell | 1d20 | N/A | N/A | N/A | 0.02 | 0.01 | Once you reach 10 spaces, the pellets spread to affect the spaces on the left and right. This results in the damage being divided by 3 and given to each target. If there isn't a target in that space, or spaces, the shell damage is still divided by 3. After the maximum range of the shot gun is reached, the shell damage is divided by 5. It has a 50% chance of still affecting targets for up to 3 more spaces before failing. | 1.25 |