bug: Pages numbered correctly in books/core
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<link rel="stylesheet" href="/css/book-page.css">
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<link rel="stylesheet" href="/css/book-page.css">
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<h1>DESIGNING RARE WEAPONS</h1>
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<p>Weapons are the most complex rare items to design — but this also makes them one of the more unique and satisfying rewards to give!</p>
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<h1>44GAME MASTER</h1>
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<h2>QUALITY COST EFFECT</h2>
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<ol>
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<li>Choose an existing basic weapon from the list on pages 130 and 131. Ignore the unarmed strike, improvised (melee), and improvised (ranged) weapons.</li>
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<li>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.</li>
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<li>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.</li>
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</ol>
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<section>
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<h2>Defensive Qualities</h2>
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<ul>
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<li><strong>Antistatus</strong> +500 z: You are immune to a single status effect.</li>
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<li><strong>Resistance</strong> +700 z: You have Resistance to a single damage type (not physical damage).</li>
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<li><strong>Amulet</strong> +800 z: You gain a +1 bonus to Magic Defense.</li>
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<li><strong>Bulwark</strong> +800 z: You gain a +1 bonus to Defense.</li>
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<li><strong>Dual Resistance</strong> +1000 z: You have Resistance to two damage types (not physical damage).</li>
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<li><strong>Swordbreaker</strong> +1000 z: You have Resistance to physical damage.</li>
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<li><strong>Immunity</strong> +1500 z: You have Immunity to a single damage type (not physical damage).</li>
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<li><strong>Omnishield</strong> +2000 z: You gain a +1 bonus to Defense and Magic Defense.</li>
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<li><strong>Perfect Health</strong> +2000 z: You are immune to all status effects.</li>
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</ul>
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</section>
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<h2>Applying Changes</h2>
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<p>You may apply any of the following changes:</p>
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<ul>
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<li>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.</li>
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<li>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.</li>
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<li>You may add a <strong dir="ltr">+1</strong> 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 <strong dir="ltr">+1</strong> or higher to Accuracy Checks.</li>
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<li>You may increase the weapon's damage by 4. If you do, increase its cost by 200 zenit.</li>
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<li>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.</li>
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</ul>
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<section>
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<h2>Offensive Qualities</h2>
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<ul>
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<li><strong>Magical</strong> +100 z: The weapon targets Magic Defense instead of Defense.</li>
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<li><strong>Hunter</strong> +300 z: The weapon deals 5 extra damage to creatures of a particular Species.</li>
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<li><strong>Piercing</strong> +400 z: Damage dealt by the weapon ignores Resistances.</li>
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<li><strong>Dual Hunter</strong> +500 z: The weapon deals 5 extra damage to creatures belonging to one of two particular Species.</li>
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<li><strong>Multi</strong> +1000 z: Attacks with the weapon have multi (2).</li>
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<li><strong>Status</strong> +1500 z: Each target hit by the weapon suffers (choose one: dazed, shaken, slow, weak).</li>
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<li><strong>Status Plus</strong> +2000 z: Each target hit by the weapon suffers (choose one: enraged, poisoned).</li>
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</ul>
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</section>
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<p><strong>Note:</strong> If a weapon has a final damage modifier of <strong dir="ltr">+10</strong> or higher, that weapon automatically becomes a martial weapon (E).</p>
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<p class="signature">Philip Forlenza (Order #)</p>
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<p>The Elves at Smolderheart Peak are rumored to craft weapons capable of banishing demons.</p>
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<p>Philip Forlenza (Order #)</p>
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