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Posted: Thu Sep 09, 2010 9:45 pm
This thread is dedicated to the listing of all the equipment (save for unique items that are already owned.) Simple as that.
You start with a knife and one melee weapon and a ranged weapon you meet the requirements for. Alternatively, one can choose two weapons of the same variety. This does not instill the user with dual-wielding powers, however.
[b]Name: [/b] [b]Type: [/b] [b]Description: [/b] [b]In-Game Stats: [/b] [b]Damage: [/b] [b]Requirements: [/b] [b]Special: [/b] [b]Owner: [/b] (unique items only)
Dual Wielding
When two one-handed weapons (this includes two-handed weapons for which the one-handed requirement is met [1.5x the STR requirement]) are possessed, the survivor can dual wield them, increasing his offensive capabilities, or his defensive, should he choose to block with them.
First off, any user that wishes to duel wield must have at least 100 points of skill in the appropriate skill for that weapon. No exceptions.
Second, anyone who wishes to duel wield gains 1 additional attack turn per post, regardless of level, at the expense of a -10 to their DB and Reflex save.
Third, when you do a double attack, it counts as one post. Meaning if you type something like "...brings both blades down to slash across his chest..." that would count for one attack. Damage for this is calculated as adding the damage for both weapons and multiplying the min and max by 1.4. The answers you get are what go into the min and max. However, if you do this, you lose the extra attack turn for that post. Also, you lose one more attack turn for that post for every 2 times you do this sort of attack. Meaning, if you have 6 attack turns, duel wielding will grant you an additional one meaning you have 7. But if you decide to double attack as stated above, you loose that extra attack. Further, if you do a double attack 2 more times, you loose one of your natural attack turns for that post meaning you can only do a maximum of 5 actions in that post instead of 6. Do another 2 double attacks and you are finished as that will mean your natural attack turns has dropped to 4 for that turn.
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Blocking is altogether a task in itself, but is infinitely useful at preventing an unwanted trip to the So you're infected thread. By stating your intent to block, you can add your entire attack roll to your dodge bonus or reflex roll, and should it surpass your opponent's attack roll, you will redirect the damage to the weapon or shield that you used to block. Should the HP of the equipment be reduced to zero, it will be broken, and useless.
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Ammunition will be found during the course of normal searches, which will be discussed in a different thread. However, on beginning the game, a character starts with either two 'clips' of ammo or ten 'rounds' of ammunition, whichever is higher. In the case of weapons that require a minimum quality of ammunition, an exception will be made. For instance, should you begin with a compound bow (go you), you will not receive 10 steel arrows, you will receive 10 arrows with identical stats to the wooden arrows, save that they will not shatter upon being fired. Basically, you're getting plastic arrows that are identical to wooden arrows.
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Posted: Thu Sep 09, 2010 9:54 pm
Melee Weapons
Name: Knife Type: starting weapon Description: Commonly pronounced 'kuh-nife,' this is the starting weapon for EVERYONE. That's right. You get this for FREE. Consequently, it sucks so much that most people's first post involves them throwing it away. However, it is unbreakable, believe it or not, and it will almost always turn up somewhere if you get rid of it. (Meaning you can find it on ANY search roll, should you want it, unless you roll a 1, in which case you're screwed.) Damage: 1-4 + Str. mod + 0-1 per ten in bladed weapons + 3-4 per ten in knife Requirements: Yeah, right. Special: unbreakable, semi-auto-locatable.
Name: Baseball bat Type: sporting goods Description: A good old baseball bat In-Game Stats: 150 HP Damage: 1-8 + Str. Mod. + 1-2 per ten in bludgeoning weapons + 2-4 per ten in baseball bat Requirements: Special: Craft DC: 50
Name: Bo staff Type: bludgeoning Description: A Bo is basically a staff. The Bo is normally around 2m long or at the very least 6 inches longer than the person height for purposes of attacking and maneuverability. In-Game Stats: 150 HP Damage: 1 - 6 + Str. Mod. + 1-2 per ten in bludgeoning weapons + 2-4 per ten in bo staff Requirements: Special: Craft DC: 60
Name: Butterfly knife Type: piercing Description: The butterfly knife is a weapon used mostly for stealth purpose as well as showing off. The knife's ability to close and open hiding the knife inside the later to become handle make this 3 parts weapon a great choice when fighting in close quarters. In-Game Stats: Damage: 1 - 2 + str. mod. + 1-2 in bladed weapons + 2-4 in butterfly knife Requirements: Special: Can be hidden easily, can use a perform check to win a + 4 in attack rolls.
Name: butterfly sword Type: slashing Description: The butterfly sword is a short sword with a broad weapon that is mostly used in set of 2. "One in each hand" The sword main ability or combat style is based on the old saying "2 swords serve your lord better than one". On combat one sword would be use to parry enemy attacks while the other sword launch an attack to the enemy open spots. In-Game Stats: Damage: 1 - 4 + str. + 1-2 in bladed weapons + 2-4 in butterfly swords Requirements: Special: When fighting with 2 sword you can make an extra attack per turn with - 2 penalty. You can also chose not to you the second attack and win a + 2 in your dodge bonus for the next turn.
you only 50 in butterfly swords to dual wield, instead of 100
Name: sword Type: slashing/piercing Description: Any of a number of swords. In-Game Stats: 100 HP Damage: 1-10 + STR MOD + 1-2 per ten in slashing weapons + 2-4 in sword Requirements: Special: Craft DC: 50
Name: Tai chi Jian (straight sword) Type: piercing/slashing Description: An ancient weapon from old china, the jian is still used today in wu style taichi, it is often not your strength that determines your skill, but instead your finesse In-Game Stats: 50 HP Damage: 1-5 damage + DEX mod + 0-2 per ten in weapon (jian) Requirements: none Special: with a natural 20, tendons can be severed. This will reduce all rolls by the opponent by 5, until the tendon is repaired
Name: Tai chi fan Type: slashing/blunt + disarming Description: a metal fan, with cloth as a decorative cover to hide the metal arms. In-Game Stats: 100 HP no damage is taken on a successful disarm Damage: 1-4 damage +wis + 0-2 per ten in weapon (fan) Requirements: 20 WIS, 15 DEX Special: +weapon (fan) skill to disarm checks
Name: katana Type: slashing Description: The katana is the most artistic and well crafted sword in all the world. The curve of the katana's blade allows the user to draw the sword at faster speed than any other sword created by man, the sword itself is both hard and light and can cut through almost anything with ease. Unfortunately it is large and so is cumbersome to fight with in small rooms. In-Game Stats: 100 HP Damage: 1 - 10 + str. mod. + 1-1 per ten in slashing weapons + 3-5 per ten in katana Requirements: 15 DEX, 20 in slashing Special: An unskilled user will break a katana with an improper cut. until you have 30 points in katana, if you roll a 1, you automatically do as much damage as you would have done to your opponent, to your sword.
Name: spear Type: piercing Description: a simple spear. It can even be a simple long sharpened stick. In-Game Stats: 25 HP Damage: 10-15 + STR MOD + 1-2 per ten in bladed weapons Requirements: Special: can be mass-produced. Craft DC: 20 Roll a 1d20/2 in addition to your craft check, to determine how many you make.
can be used to counter-attack: by rolling an attack against your opponent, and beating it, you can stop their melee attack as if by a normal block, however, the spear takes no damage if your roll was above a natural 5, and you inflict damage normally, while taking none yourself. If the spear breaks, you still deal damage, but you receive it as well.
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Posted: Fri Sep 10, 2010 10:25 pm
Ranged Weapons
Note: Bows require one action to ready, and can fire one arrow per action. ( Meaning that with three actions, you could spend one action getting the bow out, and then fire two shots.)
Name: Bow Type: ranged, piercing Description: a simple bow. In-Game Stats: 30 HP Damage: 1-8 + Dex mod Requirements: 10 STR, 10 DEX Special: must have arrows to fire. Craft DC: 25
Name: Composite Bow Type: ranged, piercing Description: A bow with a much higher draw strength than a normal bow. This makes it much harder to draw, and it does not have a release point (a point when it gets easier to pull) This bow will fire both farther and more powerfully than a common bow. In-Game Stats: 60 HP Damage: 1-12 + 1/2 STR mod + 1/2 DEX mod + 1-2 per ten in ranged weapons + 2-4 per ten in bows Requirements: 20 STR, 15 DEX Special: must have arrows to fire. -4 to aimed shots (normally +10 at the cost of two turns) due to the incredible strength required to keep the bow drawn. Craft DC: 50
Name: Compound Bow Type: Ranged, piercing Description: A bow with a high draw strength and a high-end let-off. This can allow the user to more comfortably hold a very high draw strength, and allows for more powerful bows that are more accurate, due to the ease with which they can be held at the ready. In-Game Stats: 70 HP, but it explodes upon 'death', dealing 1-20 damage to all near. This is due to the massive tension in the bow due to its design. Damage: 1-15 + 1/2 STR mod + 1/2 DEX mod + 1-2 per ten in ranged weapons + 2-4 per ten in bows Requirements: 25 STR, 20 DEX Special: An arrow of greater quality than wooden must be fired. Should a wooden arrow be fired, it has a 5 in twenty chance to shatter, dealing only 1-5 damage to a target within melee range. Craft DC: 150, and an engineer's table, two vices, two pulleys and proper composite material-handling tools are required.
Arrow/bolt types for use with the Bow/composite bow/cross bow. (the damage would be added to the base damage of the bow type.) When crafting arrows, roll a 1d20 to determine the amount of arrows crafted. Crafting can only be done in non-combat time.
Wooden Arrow/Bolt: A common arrow/bolt with a pointed tip at the end of a shaft with fletching to make it fly straight, the basic arrow/bolt. Damage: +1-4 Craft DC: 10
Steel Arrow/Bolt: A more advanced arrow made of hallowed steel to make the arrow more damaging and durable. Damage: +2-7 Craft DC: 30
Razor Arrow/Bolt: Arrow/bolt whose head and entire body has been serrated to cause both piercing and tearing damage upon a target. Damage: +1-10 Craft DC: 25
Fire Arrow/Bolt: An ignition source of some kind is wrapped around the rear of the arrow/bolts tip and lit on fire before firing. Damage: +5-15 and 5 HP per turn until fire is put out if arrow/bolt is direct hit. Special: Can cause burns, or catch flammable material on fire, takes a additional attack to prep the fire *unless the arrow/bolt is fired threw a incendiary device (fire, sparks, something to catch it on fire) Craft DC: 50
Barbed Arrow: A common arrow usually only has barbs at the head. Yet this arrow has barbs all the way down the shaft almost to the fletch. This prevents removal without tearing flesh with it. Damage: +1-6 to arrow damage Requirements: Bow skill of 10+ to use Special: To remove it you will suffer a bit more damage of 5 HP unless arrow was a critical attack, meaning it went deeper, and thus you will suffer 10 HP for removal. Craft DC: 60
Name: Crossbow Type: ranged, piercing Description: A hybrid between a gun and a bow, the crossbow has a high accuracy, a very high strength, but is slow and hard to load. In-Game Stats: 50 HP Damage: 10-20 + Dex mod + 1-3 per ten in ranged weapons + 2-6 per ten in crossbows Requirements: 30 STR, 20 DEX Special: takes an entire action to load, and the weapon can be fired on the next action. This effectively cuts your actions in half, in return for the high damage. Can be stored loaded, ready to fire. Craft DC: 130
Note: Guns have an ammo capacity. Once this number has been reached, the gun needs to be reloaded. If you have an extra clip, this is a single action. If you do not have an extra clip, the current clip will need to be reloaded, consuming an entire post. If using a revolver, you will have a lower ammo capacity, but reloading without a speedloader will always only require three actions. WITH a speedloader, the revolver is loaded in a single action. That all said, bullets may be sparse in the future, so be careful.
When shooting a pistol, you can unload one bullet per action, but each shot beyond the first is at -2, so if firing six shots, you will incur penalties of -0/-2/-4/-6/-8/-10
Name: light, semi-automatic pistol Type: medium-ranged, piercing Description: a light, low-damage, low-recoil design for a semi-automatic pistol. This weapon is a good choice for the shooter on the go, light, easy to conceal, and low-maintenance. Often, though, these are cheap, and flimsier than a more powerful counterpart. caliber: .22 In-Game Stats: 50 HP Damage: 20-30 + DEX mod + 1-2 per ten in ranged weapons + 2-4 in pistols Requirements: 20 DEX Special: 13 shot clip size Can be stored loaded, ready to fire.
Name: heavy semi-automatic pistol Type: ranged, piercing Description: A heavier version of the pistol, caliber: .50 In-Game Stats: 100 HP Damage: 40-50 + DEX mod + 1-2 per ten in ranged weapons + 2-4 in pistols Requirements: 35 DEX, 20 in pistols Special: Can be stored loaded, ready to fire.
Name: heavy revolver Type: ranged, piercing Description: Caliber: .50 In-Game Stats: 130 HP Damage: 50-60 + DEX mod + 1-2 per ten in ranged weapons + 2-4 in pistols Requirements: 30 DEX, 15 in pistols Special: 6 shot clip size Can be stored loaded, ready to fire.
Name: light rifle Type: ranged, piercing Description: A low-caliber hunting rifle, commonly mistreated because of its small bullet-size, and misjudged by shooters. But make no mistake: It can be quite deadly. Caliber: .22 In-Game Stats: 200 HP Damage: 30-40 + DEX mod + 1-2 per ten in ranged weapons + 2-4 in rifles Requirements: 20 DEX Special: 1 shot clip size Can be stored loaded, ready to fire.
Name: heavy rifle Type: ranged, piercing Description: A high-caliber, long-ranged rifle, effective up to over a mile away in the hands of a skilled shooter. caliber: .50 In-Game Stats: 250 HP Damage: 60-70 + DEX mod + 1-2 per ten in ranged weapons + 2-4 in rifles Requirements: 40 DEX, 20 in rifles Special: 1 shot clip size Can be stored loaded, ready to fire.
Name: double-barrel shotgun Type: ranged, piercing Description: A double-barrel shotgun, capable of decimating a target at close range. If you save your shells (police your brass), you can later reload them if you locate a reloader and the proper materials, making it an invaluable tool due to this ease of locating ammunition. In-Game Stats: 100 HP Damage: 10-100 + DEX mod + 1-2 per ten in ranged weapons + 2-4 in shotguns Requirements: 15 STR Special: 2 shot clip size Can be stored loaded, ready to fire.
If used at melee range, deals *2 damage
Both barrels can be fired simultaneously, dealing *2 damage. (This means a point-blank, double barrel shot will deal *4 damage O.O)
You can conversely split the total damage evenly between the number of enemies in front of you.
Name: Pump Shotgun Type: ranged, piercing Description: A single-barrel shotgun, pumped inbetween each shot, capable of firing seven shots in rapid succession. In-Game Stats: 150 HP Damage: 5-50 + DEX mod + 1-2 per ten in ranged weapons + 2-4 in shotguns Requirements: 25 STR Special: 7 shot clip size Can be stored loaded, ready to fire.
If used at melee range, deals *2 damage
You can conversely split the total damage evenly between the number of enemies in front of you.
Takes four actions to reload, sadly.
Standard Bullet: Damage: +3-7
anti-personnel Bullet: Damage: +5-10
armor-piercing Bullet: Damage: +8-13
Shotgun shells:
buck shot: Damage: +1-20
Anti-personnel shells Damage: +1-30
Slug shot Damage: +20-30
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