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Posted: Tue Nov 22, 2005 8:36 pm
Weapons
Prices: Per 1D Wood 5GP Per 1D Metal 15GP Gemmed/stones +1000GP plus price of gems Masterwork +1000GP Exotic Materials +50GP; Material Bonus +20GP per bonus point Crude -50GP;
Weapon Categories Mundane 0D - 4D Minor 5D - 14D Major 15D - 25D Major x2 26D + Exotic materials, masterwork, and energy based , spike/blade additions increase weapon by one category
Swords Wooden Sword -5D, non-lethal, 10 D if two handed Short Sword- 10D Long sword (Katana. Tai Chi)- 10D, 15D if 2-handed Machetes (Chinese)- 15D Scimitar (Saber, cutlass)- 15D Rapiers (Fencing swords)- 15D, armor penetrating x1 Broad Sword (Hand and a half sword, b*****d sword)- 25D Two-Handed Sword- 30D, requires two hands Zanbattou (cavalry cutters)- 40D Requires two hands +2 pen.
Knives Pocket Knife-2D, Strait Razor- 5D, slashing only Combat Knife-5D, Hunting Knife-7D Bucher Knife (cleaver)-10D Punching Dagger- thrust 10D armor piercing x1, slashing 7D Claws- 10 D , can be retractable Dagger-5D Sai-5D
Axes Hatchet-5D Wood axe-10D requires Two hands Sickle- 7D Tomahawk- 5D Pick Axe-10D, armor piercing x1 Battle Axe-10D Double Sided axe-15D Battle Scythe -20D, requires two hands Two handed Axe-30D, requires two hands +1 pen.
Pole Arms Bo (quarter staff)-5D, non-lethal 7D if metal Spear-10D Javelin- 10D, Naginata-10D, may be swung or thrust Pike-15D, requires two hands Halberd-20D, requires two hands
Maces, Fails, and Hammers Mace (ball and chain)-15D +5D for each additional ball Mace (ball and handle)-15D, Flail-20D War flail -25D, requires two hands Hammer-10D Great Mace- 25D two hands only War Hammer-25D, requires two hands Great Warhammer-30D, requires two hands +2 pen.
Whips and Chains (All are flexible) Short Whip-10D, melee non-lethal short Whip-15D, non-lethal Chain -10D, short Kunai on Chain -15D short Grappling Hook-10D Whip Sword -10D, melee 15D if used as sword Whip dagger-5D melee 5D if used as dagger Mono-filament wire- 15D armor penetrating x2 (melee only)
Archery Short Bow-5D, short range Long Bow-10D, long range Light Crossbow-10D, short range Crossbow-15D, armor penetrating x1 mid range Heavy Crossbow-20D, armor penetrating x1 mid range, slow
Throwing Weapons Dagger-5D Star-2D Chakrams-10D, returns Boomerang-10D, non lethal, returns Bladed Boomerang-15D, returns Glaive (blade 2 throwing weapon)- 15D, returns Giant Boomerang-30D, returns +2 pen. Bladed Giant Boomerang- 45D, returns +4 pen.
Firearms Light Semi Auto Pistol -7D Heavy Semi Auto Pistol - 10D, armor penetrating x1 Submachine gun-10D auto-fire, inaccurate Revolver-15D, armor penetrating x1, 6 shot Rifle-15D, armor penetrating x1, 6 shot per reload long range Assault Rilfe-15D Armor Pen. x1, auto-fire, long range Sniper Rifle- 20D Accurate x2, slow, 1 shot per reloads, long range armor pen x1 Shotgun - 5D per pellet, auto fire. 20D for slug , inaccurate spreading with shot, short range, one shot per reload. Double Barrel Shotgun - 15D auto fire limit 2 , 2 shot per reload , inaccurate + spreading if shot Musket-20D, slow Hand cannon- 30D, requires two hands, armor pen x2, slow
Miscellaneous Nunchaku -5D wood 7D metal, non-lethal BB Gun- 1D Brass Knuckles - 5D Chainsaw - 15D Flamethrower - 10D, burning Power drill - 10D Armor pen. x1 Cutting Torch - 15D armor pen x1 burning Electric Stun Gun - 5D stun armor pen x1 Dart Gun - 1D low pen. (slow burning , stun, incapacitate) Spray gun - 5D toxic (slow burn, stun, incapacitate) Tonfa - 10D wood 15D metal, non-lethal unless bladed Battle Fan - 5D wooden 10D metal Blowgun - 2D, concealable, quite, non-lethal Sling - rock 2D, bullet 5D, concealable, quiet, non-lethal Club(2x4, baseball bat, large branch) -15D Battle Yoyo- 2D wood 5D metal non lethal
Improvised Weapons - 2D per pound wood 5D per pound glass or similar 7D per pound metal +5D for sharp edges/spikes. All improvised weapons give a +2 penalty , unless appropriate skill is taken.
Explosive/Trap Rocket Launcher- 30D 10ft radius (can be homing -treat as Masterwork) Grenade Launcher- Dmg. as grenade, indirect fire ,short range Grenade -incendiary- 10D fast burn 5ft radius Grenade - Chaff- ECM (sensors/surveillance) no damage 10ft Grenade- Concussion- 10D 5ft radius Grenade-Flash Bang - no damage Flare 30ft radius Grenade-Flack- 10D armor penetrating x1 10 ft radius Satchel Charge- 25D melee trap 10ft radius Alchemist fire-15D fast burn 2ft radius Oil slick-5 ft radius, +3 penalty to all actions involving movement for 5 rounds ,water walk not affected Caltrops- 3D , 5ft radius, Trap +3 penalty to all actions involving movement or concentration for next 5 rounds +2 penalty to attacks Smoke Bomb-5ft no radius damage Toxic (flare [vision] , slow burn, stun, incap.) Mine- 10 ft radius 20D ,armor penetrating x1 25D if "bouncing betty" Tangle Foot Bag- Tangle , 30HP
BFW (Big Freaking Weapons) (Requires 2 hands , must have Super strength lv1 to use) BFS-50D, armor piercing x1 BFA-50D, armor piercing x2 BFG-50D, armor piercing x2 BFH-50D, Stun BFC (ballista)-50D armor piercing x2
Curatives Potion/Med patch pack- 6 uses , heals 10HP per use Antidote- 6 uses. cures disease and poisons. # doses based level of ailment attribute Elixir/E-pill- 6 uses, restores 10EP per use Ability Potions- Emulates level one of ability for ten rounds/60s. Multiple doses stack in duration and intensity to a max of level 3 for 30 rounds/3min. Energy Stone- Each stone contains 20EP that can be used up. Can be recharged by expending 30EP from character
Currency Platinum =1000 gold Gold =100 silver Silver =100 bronze Bronze =100 copper Copper =100 stone Credit =1 silver
Modifiers: Non-lethal damage heals 1D per round Poison is treated as Slow Burn, can be stacked for higher damage +5D for each gem in the gems element +5D to wooden weapons for addition of blades/spikes +5D to bows/crossbows for re-curve +5D to one handed weapons that are wielded with two hands, does not apply to Knives/ small weapons Exotic materials as listed -50%D to anything crudely made rusted or worn if bow or gun add unreliable defect +1 penalty to attack/defense +25%D rounded down for masterwork Weapons can be modified to increase damage by no more than 15D and clip size to no more than 3X original. Item automatically becomes major
Additives Energy stones and Gems can be added to any Masterwork Item. It increases the item one category. The item then gains the benefit of the stone or gem . Energy stone rules apply for recharging. The stones cost 2000GP each. Max 3 per weapon or armor piece.
Energy Based Items Any weapon can be energy based. Weapons may be magical or mechanical/electronic in nature Bladed weapons gain armor & Force field penetration x1. Blunt and flexible weapons gain Stun ability . Energy based explosives get an additional 10ft radius. Non- magical energy based weapons can be detonated as grenade. Treat as masterwork.
Throwing Items Any item can be thrown. bladed objects deal damage equal to their normal damage blunt objects deal half their damage but gain stun ability Improvised weapons deal half damage regardless if sharp or not. Energy based thrown objects are treated as improvised unless activated (swords) then treated as thrown bladed weapon. Thrown guns, projectile weapons, armor pieces are treated as Improvised.
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Posted: Tue Nov 22, 2005 8:41 pm
[ Message temporarily off-line ]
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Posted: Tue Nov 22, 2005 8:46 pm
Gems/Material Bonuses
Gems Type Cost Bonus Type Diamond 1000GP Damage (2x effective) Pearl 100GP Holy Onyx 150GP Dark Turquoise 100GP Water Ruby 200GP Fire Amethyst 175GP Sonic Emerald 200GP Poison Amber 225GP Lightning Moonstone 175GP Energy Tiger Eye -Brown 110GP Earth -Red 225GP Fire -Blue 250GP Ice
Standard Materials (Bonuses and penalties apply to armor defense p/section , weapon damage, ; multiple materials are averaged up) Metals Aluminum -2 Tin -2 Copper +0 Bronze +1 Brass +0 Steel +2 Stainless Steel +3 Gold -1 Silver +2 Sterling +3 Platinum +5 Titanium +7 Leathers Sheep -1 Cow +0 Deer +2 Elk +3 Boiled +2 Cloth Silk -1 Cotton +0 Wool +1 Fur +2 Nylon +3 Woods Maple +0 Cedar +1 Oak +2 Pine +3 Cherry +5 Other Replaces Chitin +0 (hide, wood, armor only) Bone +0 (metals and woods) Straw +0 (cloth) Glass +0 (metals and woods) Terra Cotta +0 (metals, armor only) Lizard Scale +1 (hide, scale mail) Crystalline +3 (metals weapons only)
Exotic Materials Metals Special Mythril +3 1/3 weight, +1 appearance Adamantine +5 Arm. pen x1 , opt. vs. melee Mage steel +3 optimized vs. magic Orichalcum +7 30EP pool Hirikane +7 optimized vs. fire Abotakara +7 optimized vs. cold Hachigane +7 optimized vs. electricity Woods Treated +1 optimized vs. melee Blessed +2 holy Dark +2 dark Petrified +3 optimized vs. magic Leather Demon hide +2 Dark Griffon Hide +3 optimized vs. melee Dragon Hide +5 optimized vs. Fire Cloth Shadow Cloth +1 Dark Angel Down +1 holy Asian Silk -1 +1 Appearance +1 seduction Mage Cloth +0 optimized vs. magic Demon Fur +3 dark
Other Replaces War Glass +3 (metals) Kevlar +3 (leather, cloth armor only) Dragon Scale +5 (metals, armor only) Dragon Bone +5 (wood, metals) Demon Bone +3 (wood, metals) Griffon Bone +3 (wood, metals)
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Posted: Thu Nov 24, 2005 11:16 am
These are rather interesting assessments... But should we really make it this complicated?? It's supposed to be a really simple game...
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Posted: Thu Nov 24, 2005 11:36 am
OPTIONAL razz
its mainly for the first post..for all the weapons not originaly listed in the main core rulebook
the armour thign is simpler than it sounds
the third post is entirely optional
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Posted: Sun Nov 27, 2005 12:28 pm
Bagel san OPTIONAL razz its mainly for the first post..for all the weapons not originaly listed in the main core rulebook the armour thign is simpler than it sounds the third post is entirely optional so what are we gonna do with the personal gear attribute then? It seems like we may have to replace it with the wealthy attribute eh?
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Posted: Mon Nov 28, 2005 6:08 am
You can keep both as personal gear is much simpler and more specific.
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Posted: Tue Nov 29, 2005 5:29 pm
I agree with Bahamut! And the rest of the assessments should be bought with the Item of Power attribute.
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Posted: Sun Dec 04, 2005 3:38 pm
You know, you may wanna rewrite these assessments... I've checked most of your listings and I'm not sure about some of them, especially since you sorta undid the other damage score system modifiers actually given IN the book. You may want to recheck your assesssments is basically all I'm saying! No worries!
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Posted: Sun Jan 15, 2006 5:07 pm
Grokk You know, you may wanna rewrite these assessments... I've checked most of your listings and I'm not sure about some of them, especially since you sorta undid the other damage score system modifiers actually given IN the book. You may want to recheck your assesssments is basically all I'm saying! No worries! ya i kinda did rewrite it a little..... what ya mean by " damage score system modifiers "? the books listing of personal gear and weapons is well rahter bland in my opinion.... i tried not to overpower thigns to much..and after makign my wepons list..i figured why not make an armour system to coenside wiht the weapons.... and if ya sit down and work it out it makes sense, well to me anyways,,,, its all rahter untested still..... i hae an alternate list of stuff that soemone else wrote up that follows the besm system with a few minor tweaks
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Posted: Sun Jan 15, 2006 9:54 pm
Bagel san Grokk You know, you may wanna rewrite these assessments... I've checked most of your listings and I'm not sure about some of them, especially since you sorta undid the other damage score system modifiers actually given IN the book. You may want to recheck your assesssments is basically all I'm saying! No worries! ya i kinda did rewrite it a little..... what ya mean by " damage score system modifiers "? the books listing of personal gear and weapons is well rahter bland in my opinion.... i tried not to overpower thigns to much..and after makign my wepons list..i figured why not make an armour system to coenside wiht the weapons.... and if ya sit down and work it out it makes sense, well to me anyways,,,, its all rahter untested still..... i hae an alternate list of stuff that soemone else wrote up that follows the besm system with a few minor tweaks What?? Flowers? For me??? wow, thanks, no one ever gives me flowers... lol! Do the other one too! even the the two handed sword is redundant because of the longsword. And a few minor tweaks never hurt anyone, unless their yours with a higher damage rating than would be neccessary... I mean, a 30D Zanbattou in a one handed situation? that shoud only be as high as 20 with two hands... 15 if one handed... that's what I did with the lightsaber in my starwars rpg. I mean without defects and attributes the blaster is at 15D right?? that counts as how all major Items would if they were like that, at least in my opinion...
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Posted: Mon Jan 16, 2006 7:31 pm
differnces,,,
a long sword is a 4-5 foot long sword with a handle designed for use with one hand, two hands are possible for better stability
a two handed sword is larger than 5 foot long and is almost impossible to properly wield one handed without some aid of super strenght or insane training..
an zanbatto is a 6 foot bladewitha three foot handle designed to take out calvary units... it wighed more than the average asian person..so thats why its so powerful,,and stillgets a +2 penalty no matte rwhat due to its akaward size and it always requires two hands..unless you have at least one level of akward size and one level of superstrenght (like your a frickin ogre sized dude or something)
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Posted: Mon Jan 16, 2006 7:37 pm
[ Message temporarily off-line ]
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Posted: Sun May 14, 2006 4:01 pm
Cool! Thanks for explaining!
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