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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
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
Oak Barbed Head Arrow 4 + 1d8 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.33 0.1
  • flammable
  • Luck Chance to cause Bleeding Out damage of 1d4
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
  • flammable
  • 20% Piercing damage to Vitality against chain and plate armor
0.65
Oak Boomerang 4 + 2d8 N/A throw range + 1d10 +5 1.24 2
  • when thrown returns to user
  • hits every target it path when thrown and returning to user
  • returning throw arc is 3 spaces left or right of intended target
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
  • flammable
  • 25% chance to stun target 1 round
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
  • flammable
  • 20% Piercing damage to Vitality against leather and scale armored targets
0.94
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
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
  • Reduces gun firing noise by 99%.
  • Reduce Rate of Fire by 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 Gauntlet 20 + 2d12 10 1 0 4 5
  • Special gauntlet that contains an embedded crystal and connects to the user's veins;
  • allows the user to more safely use magic by increasing the Stable Magic Casting % by 20 points;
  • wearing 2 runic gauntlets does not increase the effect.
  • Adds Runic Energy and Elemental Effect to any melee attack with that hand
  • Increases magic crit by 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:

  • apply double the elemental effects against the element you are strong against when casting magic
  • decrease spell casting speed by 1
750.00
Runic-Teck Knuckles 15 + 1d20 N/A 1 0 5 2 Adds runic energy and elemental attack to your punching attack. 15.00
Shotgun Suppressor N/A N/A -5 -5 1 1
  • Reduces shotgun firing noise by 75%.
  • Reduced Rate of Fire by 1
40.00
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

  • 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
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
  • Explodes covering a 4x4 space area with thick smoke
  • Anyone in area is considered blind
  • Smoke lasts for 3 rounds or 6 minutes
  • Explodes on impact
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