Difference between revisions of "Tower of Shadows: Equipment"

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* '''Superior:''' - This modification can be applied to any suit of armor or weapon.
 
* '''Superior:''' - This modification can be applied to any suit of armor or weapon.
 
* '''Inferior:''' - This Modification can be applied to any suit of armor or weapon.
 
* '''Inferior:''' - This Modification can be applied to any suit of armor or weapon.
 +
** Inferior Weapons apply a Setback Die to any Check made involving them (Combat or otherwise). However it reduces the Rarity of the Weapon by 1, to a minimum of 1, and reduces the Cost by
 
'''Hilts and Hafts:''' - A Weapon may have no more than 2 Selections from this Group.
 
'''Hilts and Hafts:''' - A Weapon may have no more than 2 Selections from this Group.
 
* '''Well Balanced:'''
 
* '''Well Balanced:'''

Revision as of 22:44, 30 November 2016

Weapons

Qualities of Note

  • Limited Ammo 1 You may only fire this weapon a single time before it must be reloaded. This requires a Maneuver to draw an additional projectile. In addition, the Narrator may spend Threat generated on an attack made with this weapon to cause the fired projectile to become permanently lost - reducing the number your character possesses by the Threat Spent. This is how I will manage ammunition
  • Fast (New Quality) If the target of your attack has not acted in this Combat Round - you gain a Boost Die to your attack.
  • Slow (New Quality) If the target of your attack has not already gone in this Combat Round - you suffer a Setback die to your attack.
  • Sunder You may spend ONE Advantage to cause a one level of damage to a weapon, armor or accessible item carried by the target of your attack - this is in addition to the damage dealt.
  • Prepare X You must take the a number of Maneuvers to draw, pull. ready or otherwise make the weapon ready to fire. This is in addition to the Maneuver required to draw another projectile.

Melee and Brawl Weapons

Weapon Skill Damage Crit Rating Qualities Encum Rarity Cost
Knucklers Brawl +1 4 Fast 0 3 15
Punch Dagger Brawl +1 3 Pierce 1 1 5 35
Vambrace Brawl +0 5 Defensive 1 0 3 25
Axe Melee +2 2 Vicious 1 3 2 75
Baton Melee +1 4 Disorient 2 1 4 50
Blade Breaker Melee +0 4 Defensive 2, Pierce 1, Sunder 1 7 100
Buckler Melee +0 5 Defensive 2 1 5 50
Club Melee +1 4 Disorient 1, Knockdown 2 1 15
Dagger Melee +1 4 Accurate 1, Pierce 1 1 1 25
Dueling Blade Melee +2 4 Accurate 1, Defensive 1, Piece 1 2 8 275
Greataxe Melee +4 2 Cumbersome 4, Vicious 2, Slow, Sunder 4 6 200
Greatsword Melee +4 3 Cumbersome 4, Defensive 1, Sunder, Vicious 1 4 6 350
Great Shield Melee +0 5 Cumbersome 4, Defensive 2, Deflection 2, Disorient 1, Knockdown 5 6 125
Hammer Melee +2 4 Disorient 2, Knockdown 3 6 50
Hatchet Melee +1 2 None 2 1 15
Longblade Melee +2 3 Defensive 1, Vicious 1 3 6 250
Maul Melee +5 4 Concussive, Cumbersome 4, Disorient 2, Knockdown, Slow 5 5 225
Parry Dagger Melee +1 3 Defensive 1 1 8 75
Shield Melee +0 5 Cumbersome 3, Defensive 2, Deflection 1, Disorient 1, Knockdown 2 4 75
Shortblade Melee +1 3 Defensive 1 1 4 25
Spear Melee +3 3 Pierce 3, Unwieldly 3 4 4 150
Staff Melee +2 4 Defensive 1, Disorient 3, Unwieldly 3 3 3 45

Bows and Crossbows

Weapon Skill Damage Crit Rating Range Qualities Encum Rarity Cost
Heavy Crossbow Ranged-Archaic 7 3 Long Cumbersome 4, Limited Ammo 1, Pierce 2, Prepare 3 4 8 275
Light Crowssbow Ranged-Archaic 5 3 Medium Limited Ammo 1, Pierce 1, Prepare 2 3 6 75
Long Bow Ranged-Archaic +3 3 Long Cumbersome 3, Limited Ammo 1, Prepare 1 2 6 125
Short Bow Ranged-Archaic +1 3 Medium Limited Ammo 1, Prepare 2 1 3 30
Throwing Knives Ranged-Archaic +0 4 Short Fast, Limited Ammo 1 0 2 20 (for five)
Bolts/Arrows NA +0 +0 NA Count as Edged Weapons 1 4 30 (for 25)

Rare Materials

Note: A single item may not be made from more than one of these materials.

  • Hell-wrought Steel:
  • Black Iron:
  • Silversteel:
  • Airstone Ash:
  • Everliving Elm:

Personalizations and Modifications

  • Superior: - This modification can be applied to any suit of armor or weapon.
  • Inferior: - This Modification can be applied to any suit of armor or weapon.
    • Inferior Weapons apply a Setback Die to any Check made involving them (Combat or otherwise). However it reduces the Rarity of the Weapon by 1, to a minimum of 1, and reduces the Cost by

Hilts and Hafts: - A Weapon may have no more than 2 Selections from this Group.

  • Well Balanced:
  • Custom Grip:
  • Ornate:
  • Paired Weapons:
  • Extended Grip:

Edges and Heads: - A Weapon may have no more than 1 Selection from this Group.

  • Poison Reservoir:
  • Honed Edge:
  • Serrated Edge:
  • Weighted Head:
  • Spiked Head:

Armor

Gear