DESIGNING RARE WEAPONS
Weapons are the most complex rare items to design — but this also makes them one of the more unique and satisfying rewards to give!
- Choose an existing basic weapon from the list on pages 130 and 131. Ignore the unarmed strike, improvised (melee), and improvised (ranged) weapons.
- By default, weapons deal physical damage. If you want your weapon to deal damage of another type (air, bolt, dark, earth, fire, ice, light, poison), increase its cost by 100 zenit.
- Finally, you may give the weapon a single Quality chosen from the list on the right or use the sample abilities as a guideline to come up with a custom effect. This increases the final cost of the item by a variable amount.
Applying Changes
You may apply any of the following changes:
- If the weapon is a two-handed weapon, you may turn it into a one-handed weapon. If you do, reduce its damage by 4.
- If the weapon is a one-handed weapon and it does not belong to the brawling, dagger, or thrown categories, you may turn it into a two-handed weapon. If you do, increase its damage by 4.
- You may add a +1 bonus to the weapon's Accuracy Check. If you do, increase its cost by 100 zenit. You cannot add this bonus if the weapon already grants a bonus of +1 or higher to Accuracy Checks.
- You may increase the weapon's damage by 4. If you do, increase its cost by 200 zenit.
- You may modify the Attributes required by the Accuracy Check, but tread carefully: much of a weapon Category's "feel" and balance comes from the Attributes it relies on. Accuracy Checks relying on a single Attribute are worth 50 more zenit than those relying on two different Attributes.
Note: If a weapon has a final damage modifier of +10 or higher, that weapon automatically becomes a martial weapon (E).
Philip Forlenza (Order #)