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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
Aurum Claws 3 + 1d4 N/A 1 +5 if wielded by one who is of the life element 0.5 0
  • ncreases the weapon's attack value by x 1.5, if the wielder is of the life element
  • can do slashing damage and slashing attacks and using slashing proficiency
9.38
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
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
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
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
Blast Focus +5 N/A +5 +5 N/A N/A N/A 75.00
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
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
Lightning Bomb 3d% N/A throw range + effect radius area of effect 1 1
  • Explodes  like a tesla coil with lightning radiating outwards as a sphere covering a 3x3 space area
  • Dazes targets affected for 1d4 rounds
  • 30% chance to stun affected targets for 1 round
  • Explodes on impact
70.00
Spiked Knuckles 8 N/A 1 +2 0.6 0.5 Piercing Damage: 10% to Vitality 7.94
Argentum Claws 5 + 1d4 N/A 1 +5 against undead 0.5 0
  • weapon attack value to increase by x 1.5 against the undead
  • can do slashing damage and slashing attacks and use slashing proficiency
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
Double Barrel 12-Gauge Shotgun 30 N/A 12 -15 28 18
  • You can load and shoot 2 shells with one attack
  • Shotguns come with a recoil penalty that reduces Hit Targeting by 15 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
650.00
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
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
Fire Bomb 3d% N/A throw range + effect radius area of effect 1 1
  • explosion of fire affecting a 3x3 space area
  • burn damage to affected of 1d12 per round until healed
  • explodes upon impact
60.00
Ringed Knuckles 5 N/A 1 +2 0.65 0.5 N/A 6.57
Steel Claws 5 + 1d4 N/A 1 0 0.5 0 can do slashing damage and slashing attacks and use slashing proficiency 6.25
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
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
Electrified Net 2d20 N/A throw range +5 20 5
  • Traps enemies, enemies must make strength check to escape.
  • Shocks enemies for 5d12 life magic damage per round trapped, including right when trapped
  • 40% chance to daze target for 1 round, 20% chance to stun target for 1 round; chances are each time shocked
50.00
TNT 4d% N/A throw range + effect radius area of effect 1 1
  • Explodes affecting a 3x3 space area
  • Uses a fuse to explode
  • Roll 1d3 upon explosion, multiply damage by whats on the 1d3.
50.00
Aurum Spikes 3 N/A 0 +5 if wielded by one who is of the life element 0.3 0
  • increases the weapon's attack value by x 1.5, if the wielder is of the life element
  • can't be used with claws
  • Piercing Damage: 10% to Vitality
5.00
Reinforced Bow 1d8 N/A 0 0 0.5 0 Removes flammability from bow 5.00
Double Barrel 20-Gauge Shotgun 20 N/A 12 -15 28 18
  • You can load and shoot up to 2 shells in a single attack
  • Shotguns come with a recoil penalty that reduces Hit Targeting by 15 and causes 1d12 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
450.00
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
Shotgun Suppressor N/A N/A -5 -5 1 1
  • Reduces shotgun firing noise by 75%.
  • Reduced Rate of Fire by 1
40.00
Rifle Suppressor N/A N/A -5 -5 1 1
  • Reduces gun firing noise by 99%.
  • Reduce Rate of Fire by 1
40.00