Weapons

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Revision as of 16:18, 2 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 Resistant protection 2 PD/1 ED (6 DEF, 6 BODY) (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".

Also note that you may purchase a lifetime supply of special ammunition for an existing weapon. The cost of the ammunition is just the cost of the abilities added onto it. Each time you stop at the adventurer's guild, your special ammunition will be replenished to 16 charges. Quickness may not be added to ammunition.

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).