Difference between revisions of "Islander:Items"

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|Axe||2||2||Medium. Exotic.
 
|Axe||2||2||Medium. Exotic.
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|Claws||1||3||Small. Exotic. No Initiative penalty to draw or change to.
 
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'''Arm Guards''' add 1 to Defence. Medium. Exotic.
 
'''Arm Guards''' add 1 to Defence. Medium. Exotic.
 
  
 
== Magic ==
 
== Magic ==

Revision as of 00:25, 24 August 2006

Encumberance

A character can carry 6 + Strength points of items. Large items are worth 4 points, Medium are worth 1 point, and Small ones are negligable.

For every point over this, they temporarily lose 1 point of Stealth.

Weapons & Armour

Weapon Speed Attack Notes
Knife 1 -1 Small. No Initiative penalty to draw or change to.
Spear 1 2 Medium. May be thrown for +2 Speed and +2 Attack.
Club 0 2 Medium.
War Club 0 3 Large.
Sling 4 0 Small, Small ammunition.
Kylie 0 1 Medium. May be thrown for +4 Speed and +1 Attack.
Woomera 3 2 Medium, Medium ammunition.
Taiaha 1 3 Large.
Musket 0 2 Large. Small ammunition. Exotic.
Pistol 4 2 Medium, Small ammunition. Cannot be reloaded in combat. Exotic.
Axe 2 2 Medium. Exotic.
Claws 1 3 Small. Exotic. No Initiative penalty to draw or change to.

Muskets may be Fired for +4 Speed and +3 Attack. To Fire again, it must be Reloaded: this requires a Difficulty 17 check or takes up the entire round. Musket Fire ignores Shields.

Bonuses replace rather than stack.

Sheilds add 2 to Defence, but cannot be used in conjuction with a Large weapon or when casting a Spell. Medium.

Breastplates add 1 to Defence. Medium. Exotic.

Arm Guards add 1 to Defence. Medium. Exotic.

Magic

Swiftness Potion adds 2 to Speed for one combat. Small.

Power Potion adds 4 to Attack Rolls for one Spell. Small.

Healing Potion allows a Wounded character to resume fighting.

Blessed Sand allow a +5 Speed +5 Attack attempt to destroy any Risen or Infernal target.

Torque adds 2 to Resistance. Medium. Exotic.

Crown adds 1 to Resistance. Medium. Exotic.

Red/White Banner adds 2 to all Spell Speeds. Large. Exotic.