Weapons

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Revision as of 20:30, 1 March 2021 by Bart (talk | contribs) (→‎Hamakita)
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Hamakita

Cost Name Notes Description Endurance Cost
$36 Odachi Odachi: Killing Attack - Hand-To-Hand (5 DEF, 7 BODY, Weight 3.5, **Cost: 36**) 2d6 (Length M), Side Effect, -1 OCV; Always On (+1/4), Reduced Endurance (0 END; +1/2); OAF (-1), STR Minimum 17 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 0
$28 Katana Katana: Killing Attack - Hand-To-Hand (5 DEF, 6 BODY, Weight 1.7, **Cost: 28.0**) 1 1/2d6 (Length M), Reduced Endurance (0 END; +1/2); OAF (-1), STR Minimum 13 (-1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) 0
$24 Wakizashi Wakizashi: Killing Attack - Hand-To-Hand (5 DEF, 5 BODY, Weight 1.2, **Cost: 24.0**) 1d6+1 (Length M), Reduced Endurance (0 END; +1/2); OAF (-1), STR Minimum 12 (-1/2), Real Weapon (-1/4), Required Hands One-Handed (-0) 0
$16 Tanto Tanto: Killing Attack - Hand-To-Hand (5 DEF, 5 BODY, Weight 1.1, **Cost: 16.0**) 1d6 (Length M), Reduced Endurance (0 END; +1/2); OAF (-1), STR Minimum 10 (-1/2), Real Weapon (-1/4), Required Hands One-Handed (-0) 0
$35 Naginata Set Naginata: Killing Attack - Hand-To-Hand (3 DEF, 6 BODY, Weight 2.1, **Cost: 35.0**) 2d6+1 (Length L), Stretching 2m (+1/4), Reduced Endurance (0 END; +1/2); OAF (-1), STR Minimum 16 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 0
$28 War Fan (Total: 36 Active Cost, 14 Real Cost) Killing Attack - Hand-To-Hand 1d6+1, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), STR Minimum 9-13 (10; -1/2), Real Weapon (-1/4) (Real Cost: 11) plus Resistant Protection (2 PD/1 ED) (6 Active Points); OAF (-1), Real Armor (-1/4) (Real Cost: 3) 0
$23 Kusarigama Kusarigama (Flail): Killing Attack - Hand-To-Hand (4 DEF, 4 BODY, Weight 2.0, **Cost: 23.0**, Flail) 1d6+1 (Length M), Indirect (Source Point is the same for every use, path is from Source Point to target; +1/4), Reduced Endurance (0 END; +1/2); OAF (-1), STR Minimum 13 (-1/2), Real Weapon (-1/4), Required Hands One-Handed (-0) 0
$2 Quarterstaff Quarterstaff: Hand-To-Hand Attack (3 DEF, 4 BODY, Weight 1.0, **Cost: 2.0**) +4d6 (Length M), Side Effect, +1 OCV; Always On (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), STR Minimum 10 (-1/2), Hand-To-Hand Attack (-1/4), Real Weapon (-1/4) 0

Enchantments and Infusions

Notes:

The Kitsune blacksmith at the adventurer's guild is able to custom-build magic weapons, for the costs indicated here, plus some agreed-upon focus or ingredient that is consumed when the weapon is created. These abilities stack and may be applied multiple times, although if they get out of hand I reserve the right to nerf them and refund you the cost. :)

Weapons created this way should have an interesting flavor and description, and not just be like "longsword +1".

Example: Sakura's War Fans

Mitsune Sakura's War Fans are made of mithril with intricate gold inlays depicting a shrine with a mountainous landscape in the background. They ignite into flame when opened.

Abilities

  • War Fan (1d6+1 HKA) ($28)
  • Keen Edge +1d6 KHA (+$16)
  • Elemental Infusion: Fire (flames when fans are open) (+$1)
  • Elemental Burst +3d6 (+$16)
  • Elemental Blast w/ variable area of effect (9d6) (12 END) (+$72)
  • Quickness (x2)
  • Total cost = (28 + 16 + 1 + 16 + 72) * 2 = $266

Stats

  • Sakura's War Fans: (Total: 236 Active Cost, 87 Real Cost) Weapon Damage: Killing Attack - Hand-To-Hand 2d6+1, Autofire (2 shots; (2nd attack uses endurance); +1/4), Reduced Endurance (0 END; +1) (79 Active Points); OAF (-1), STR Minimum 9-13 (10; -1/2), Real Weapon (-1/4), Linked (Flame Burst; -1/4) (Real Cost: 26) plus Flame Burst: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Linked (Weapon Damage; -1/2), Hand-To-Hand Attack (-1/4), Real Weapon (-1/4) (Real Cost: 7) plus Blast 9d6, Area Of Effect (16m Line; 16m line, 8m cone, 4m radius; +1/4), Variable Advantage (+1/4 Advantages; Limited Group of Advantages; Area of effect: 16m line, 8m cone, or 4m radius; +1/2), Autofire (2 shots; +1 1/4) (135 Active Points); OAF (-1), No Range (-1/2), Real Weapon (-1/4) (Real Cost: 49)
Cost Name Notes
+$16 Keen Edge Adds +1d6 killing damage.
+$1 Elemental Infusion Add an elemental effect to the weapon, without increasing damage. Examples: Fire, Ice, Water, Wind, Earth, Electricity, Earth, Light, Darkness, etc. Causes the weapon to take on a distinctive appearance based on the element.
+$16 Elemental Burst Adds +3d6 damage of the type of the infused element when the weapon hits
+$13 Drain Adds +1d6 of stat drain. Note that the die roll determines the cost in character points of the drained stat, so DEX and resistant defense are drained at 1/2 of the roll (rounded up), and SPD is drained at 1/5 of the roll, etc.
+$16 or +$24 Elemental Blast For $16, allows the user to channel 4 points of endurance through the weapon to do a 3d6 elemental blast effect in a 4m radius, 8m cone, or 16m line. This is an alternate attack mode and can't be activated at the same time as a normal attack (that is, you can't hit something and activate Elemental Blast at the same time; use Elemental Burst for that). For +$24, the user may choose the area of effect when they use the attack.
x2 Quickness The user may make a second attack with the weapon against the same target or use Elemental Blast twice, paying the endurance cost for that attack (normally standard weapon attacks cost no END).