Weapons home
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
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 |
Ringed Knuckles | 5 | N/A | 1 | +2 | 0.65 | 0.5 | N/A | 6.57 |
Spiked Knuckles | 8 | N/A | 1 | +2 | 0.6 | 0.5 | Piercing Damage: 10% to Vitality | 7.94 |
Aurum Claws | 3 + 1d4 | N/A | 1 | +5 if wielded by one who is of the life element | 0.5 | 0 |
|
9.38 |
Aurum Spikes | 3 | N/A | 0 | +5 if wielded by one who is of the life element | 0.3 | 0 |
|
5.00 |
Argentum Claws | 5 + 1d4 | N/A | 1 | +5 against undead | 0.5 | 0 |
|
7.04 |
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 |
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 Spikes | 5 | N/A | 0 | 0 | 0 | |||
Steel Spikes | 5 | N/A | 0 | 0 | 0.3 | 0 |
|
3.13 |
Argentum Spikes | 4 | N/A | 0 | +5 against undead | 0.3 | 0 |
|
3.88 |
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 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 |
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 |
Recoil Dampener | N/A | N/A | -2 | N/A | 4 | 0 | Reduces Hit Chance penalty per additional shot by half. | 80.00 |
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 |
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 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 |
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 |
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 |
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 |
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 |
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 |
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 |