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Fiberglass Skinny Arrow 4 + 1d10 N/A N/A N/A 0.1 0.1
  • Does Piercing damage
  • 25% Piercing damage
1.85
CR Type 2 Fire 40 N/A N/A N/A 0.1 0.01
  • Does 4d20 + runic energy damage
  • Inflicts 2d20 burn damage
4.00
CR Type 2 Lightening 40 N/A N/A N/A 0.1 0.01
  • Deals 5d20 + runic energy damage
  • 10% chance to stun target 1 round
4.00
CR Type 1 Stun Bullet 15 N/A N/A N/A 0.1 0.01
  • Dazes target 1d4 rounds
  • 15% chance to stun target 1 round
3.00
Pipe Bomb 1d6 number of percent dice N/A throw range + effect radius area of effect 1 1
  • Crude explosive, attack value is a random amount of percentile dice
  • explodes spreading nail shrapnel affecting a 1d6 x 1d6 space area
  • deals explosive and piercing damage - 20% piercing

Explosive Triggers Can Be:

  • fuse - comes with pipe bomb
  • pressure plate to explode on impact: costs 20.00
  • remote link to trigger with smart phone: costs 60.00
80.00
Steel Spikes 5 N/A 0 0 0.3 0
  • can't be used with claws
  • Piercing Damage: 10% to Vitality
3.13
Bone Barbed Head Arrow 5 + 1d10 N/A  With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.17 0.1
  • always crit (hit and magic) if wielded by a death element
  • Luck Chance to cause Bleeding Out damage of 1d4
1.20
Bone Forked Head Arrows 2 + 1d10 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.18 0.1
  • always crit (hit and magic) if wielded by a death element
  • 25% chance to stun target 1 round
1.39
Bone Bodkin Arrows 4 + 1d10 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.17 0.1
  • always crit (hit and magic) if wielded by a death element
  • 20% Piercing damage to HP against chain and plate armored targets
1.14
Bone Swallowtail Arrows 5 + 1d10 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.22 0.1
  • always crit (hit and magic) if wielded by a death element
  • 20% piercing damage straight to Vitality against leather and scale armor targets
1.56
CR 3 Revolver 90 N/A 8 -1, hit chance decreases by 5 per additional shot 14 5
  • Rate of Fire: up to 6 per action
  • Must be reloaded after 6th shot
  • 10% chance of jamming
  • If unarmored, bullet will pass through target to next target behind it within range
600
CR Overwatch 70 N/A 18 0, hit chance decreases by 4 per shot 18 18
  • Rate of Fire: up to 6 per action; reaction checks can interrupt
  • Must be reloaded after 6th shot.
375.00
Got-Xen Xeno Striker 40 N/A 15 -5; hit chance decreases by 5 per shot 40 20
  • Rate of Fire: up to 12 per action, reaction checks possible every other shot
  • Must be reloaded after 12th shot
  • 20% chance of jamming each shot
  • 15% chance of backfire for 1d10 HP damage to user
400.00
Got-Xen Rabid Wolf 65 N/A 12 -10 25 18
  • Rate of Fire: 1 to 2 per action
  • Must be reloaded after the 2nd shot.
250.00
Got-Xen Xeno Sweeper 40 N/A 15 -1; hit chance decreases by 3 per shot 30 18
  • Rate of Fire: Up to 5 per action, no reaction chances
  • Must be reloaded after 5th shot.
700.00
Dart 3 + 1d4 N/A throw range x 2 +5 0.12
  • Piercing Damage: 50% to Vitality
  • can be dipped with offensive potions
0.97
Argentum Spikes 4 N/A 0 +5 against undead 0.3 0
  • Piercing Damage: 10% to Vitality
  • weapon attack value to increase by x 1.5 against the undead
  • can't be used with claws
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 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
Spiked Knuckles 8 N/A 1 +2 0.6 0.5 Piercing Damage: 10% to Vitality 7.94
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:

  • Sight: increase Hit Chance and Hit Targeting by +5, costs 25.00
  • Bolt Loader: able to preload up to 4 bolts so that you don't need to reload until after the 4th shot, costs 30.00
180.00
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

  • Gun Sights: increases the Hit Chance by 5 and the Range by 2, costs 25.00
  • Recoil Dampener: reduces recoil penalty by half, costs 40.00
  • Stock Pad: removes recoil damage to weilder, costs 25.00
  • 12-Shell Clip: Allows for preloading 12 shells so that you do not have to spend a support action to reload between 12 shells, costs 100.00
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

  • Gun Sights: increases the Hit Chance by 5 and the Range by 2, costs 25.00
  • Recoil Dampener: reduces recoil penalty by half, costs 40.00
  • Stock Pad: removes recoil damage to weilder, costs 25.00
  • 12-Shell Clip: Allows for preloading 12 shells so that you do not have to spend a support action to reload between 12 shells, costs 100.00
350.00
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:

  • apply double the elemental effects against the element you are strong against when casting magic
  • decrease spell casting speed by 1
750.00
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:

  • Standard Limbs: standard configuration, comes with bow
  • Recurve Limbs: +5 to range, +1d12 to attack, 30.00 cost
  • Short Limbs: -5 to range, +5 to Hit Chance, 30.00 cost
  • Decurve Limbs: -5 to attack, 30.00 cost
120.00
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:

  • Carbon Fiber Strings: Increased durability by +500, cost 25.00
  • Peep Sight: increase Hit Chance by +3, cost 20.00
  • Arrow Loader: Places spots to preload up to 5 arrows for quicker arrow loading, removing the support action to load to 1 support action per 5 arrows, cost 20.00
200.00
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:

  • Sight: increase Hit Chance and Hit Targeting by +5, costs 25.00
150.00
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
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
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