Weapons home
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 |
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 |
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 |
TNT | 4d% | N/A | throw range + effect radius | area of effect | 1 | 1 |
|
50.00 |
Tightened Bow Strings | 1d8 | N/A | x1.25 | 0 | 0 | 0 | N/A | 10.00 |
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 |
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 |
Steel Spikes | 5 | N/A | 0 | 0 | 0 | |||
Steel Spikes | 5 | N/A | 0 | 0 | 0.3 | 0 |
|
3.13 |
Steel Marble | 4 | N/A | 0 | 0 | 0.2 | 0.1 | N/A | 1.57 |
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 Claws | 5 + 1d4 | N/A | 1 | 0 | 0.5 | 0 | can do slashing damage and slashing attacks and use slashing proficiency | 6.25 |
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 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 |
Standard Shotgun Rounds | 25 | N/A | N/A | N/A | 0.1 | 0.01 | N/A | 2.00 |
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 |
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 |
Spreading Disc | 10 + 1d20 per disc | N/A | throw range | +5 | 4 | 4 | Separates into 3 discs when thrown | 40.00 |
Spiked Knuckles | 8 | N/A | 1 | +2 | 0.6 | 0.5 | Piercing Damage: 10% to Vitality | 7.94 |
SpeedX Bolts | 18 | N/A | N/A | +2 | 0.1 | 0.1 | Does Piercing damage | 2.20 |
Smoke Bomb | 0 | N/A | throw range + effect radius | area of effect | 1 | 1 |
|
35 |
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 |
Slingshot | 4d4 | N/A | 1d20 | 0 | 0.6 | 0.5 | flammable | 1.88 |
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 |
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 |
Sight | 0 | N/A | +1 | +5 | 0 | 0 | Increase Hit Targeting by + 5. | 25.00 |
Shotgun Suppressor | N/A | N/A | -5 | -5 | 1 | 1 |
|
40.00 |
Runic-Teck Knuckles | 15 + 1d20 | N/A | 1 | 0 | 5 | 2 | Adds runic energy and elemental attack to your punching attack. | 15.00 |
Runic 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 |
Runic Gauntlet | 20 + 2d12 | 10 | 1 | 0 | 4 | 5 |
|
125.00 |