Difference between revisions of "NWoD Fantasy:weapons and armor"

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<b><u>Ranged Weapon Properties</b></u>
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<b><u>Ranged Weapon Properties</u></b>
  
 
'''Slow'''- Requires a move action to reload
 
'''Slow'''- Requires a move action to reload

Revision as of 21:16, 5 October 2009

Melee Weapons

Type

Damage

Size

Property

Cost

Staff

3(B)

2


1gp

Sap

1(B)

1

Stun (stamina)

3gp

Club

2(B)

2


1gp

Dagger

1(L)

1

Light, Throwing

2gp

Sword, short

2(L)

1

Light

10gp

Longsword

3(L)

2


15gp

Rapier

2(L)

1

Armor piercing 1

20gp

Bastard sword

4(L)

3

Heavy

35gp

Greatsword*

4(L)

3


50gp

Two-bladed, Sword/Axe

3(L)

4

Double weapon

100gp

Morning star

2(B/L)

1

Variable damage, Light

8gp

Mace or Hammer

3(B/L)

2

Variable damage

10gp

Flail*

5(B/L)

3

Variable damage, Heavy

15gp

Warhammer

4(B/L)

3

Variable damage, Heavy

12gp

Hand Axe

2(L)

1

Light, Throwing

6gp

Great Axe*

5(L)

4

9 again, Heavy

20gp

Battleaxe

3(L)

2


10gp

Halberd*

4(L)

4

Reach, Trip attack

10gp

Spear*

3(L)

2

Throwing +10

2gp

Spear, short

2(L)

2

Throwing +10

1gp

Longspear*

3(L)

3

Reach, Throwing

5gp

Lance*

3(L)

3

Reach, Lance

10gp

Exotic Weapons

Katana

4(L)

2

Sharp

200gp

Grimm's Scythe*

5(L)

4

9 again

80gp

Sickle

1(L)

2

8 again

50gp

Sword Breaker*

2(L)

3

**

30gp

Katar

2(L)

1

***, light

15gp

Whip

1(B)

1

Whip

3gp

*- This weapon requires two hands. If used one-handed, the Strength requirement increases by one.
**- This weapon bypasses durability on weapons and deals 5(L) with 9 again on sunder attacks.
***- When two of these weapons are dual wielded they each gain +2(L) damage.
Size- Weapons over size 3 cannot be hidden, size also represents the strength required to wield the weapon. A wielder with lower strength suffers a -1 penalty on attack rolls.


Melee Weapon Properties

Double weapon- When this weapon is used with the dual wielding merit, it imposes no penalty.

Heavy- Wielding this weapon imposes a -1 defense and speed penalty

Lance- When used on the back of a charging horse, a lance gains the 8 again trait. Additionally, a lance may be used 1 handed whilst on a mount allowing the use of a shield or even another weapon.

Light- Can be dual wielded at no penalty and has a +2 for concealment rolls.

Masterwork- Masterwork weapons cost +150gp and decrease the size/strength requirement by 1.

Reach- This weapon has a range of 5 yards giving +1 defense, but at close quarters (1 yard) it suffers a -2 damage penalty and gives no defense.

Sharp- When used as part of an all-out-attack, this weapon deals +4 damage instead of +2.

Stun- if the damage caused by the attack meets or exceeds the target’s Stamina (not Size), the target loses her next action.

Throwing- This weapon has a minimum throwing range of 10/20/30 (+10 increases range by ten yards each step) Otherwise, normal throwing range rules can be used if resulted range is higher.

Trip attack- The target makes a contested Dex+Athletics roll VS the attackers normal attack minus the victim's defense. If the opponent fails, she falls and takes a single point of bashing damage.

Variable Damage- When the weapon is crafted it can be made to do bashing or lethal damage. Additionally, the weapons damage type may be substituted on the fly to its non-crafted means, but at a -1 damage penalty.

Whip- Whips have a reach of 5 yards and can disarm an opponent. Targeting the weapon is a Dex-based attack roll at a -3, if successful the opponent makes a Strength + Stamina (minus the attacker’s Dexterity) to keep her grip. The weapon lands a number of yard away equal to the successes gained by the attacker.

Ranged Weapons

Type

Damage

Size

Range

Property

Cost

Shortbow, composite

1(L)

1

30/50/90


30gp

Shortbow, composite

1(L)

1

40/80/160


75gp

Longbow

2(L)

2

35/70/140


75gp

Longbow, composite

3(L)

2

50/100/200


100gp

Arrows (20)

-

-

-

-

1gp

Hand crossbow

2(L)

1

30/60/120

Slow

100gp

Light crossbow

3(L)

2

40/80/160

Slow

35gp

Heavy crossbow

4(L)

3

50/100/200

Slow

50gp

Repeating crossbow

2(L)

3

35/70/140


250gp

Wrist crossbow

1(L)

1

20/40/60

Slow, Concealable

80gp

Bolts (5)

-

-

-

-

1gp

Bolas

1(B)

1

10/20/30

Trip, Exotic

5gp

Shuriken (5)

1(L)

1

10/20/30

Concealable

1gp


Ranged Weapon Properties

Slow- Requires a move action to reload

Concealable- +4 to concealment

Trip- Opponent makes a Dex+Athletics VS attack roll to escape, otherwise prone.

Exotic- Must have the appropriate exotic weapons feat in order to use.