fix: Format weapons, armor, shields tables
This commit is contained in:
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.gitignore
vendored
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@@ -44,3 +44,6 @@ Thumbs.db
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.idea/
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*.swp
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*.swo
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# TODO(DWM): Temporary fix
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pdf/Fabula-Ultima-TTRPG
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@@ -1,4 +1,57 @@
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Group Check (<a href="/books/core/#page-50">page 50</a>), and the character who
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performs the Ritual will act as Group Check (<a href="/books/core/#page-50"
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>page 50</a
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>), and the character who performs the Ritual will act as
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<div>
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<h2>RITUALS AS GROUP CHECKS</h2>
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<p>
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When a character attempts a Ritual, other characters can help (even if they
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have no ability to perform Rituals themselves). The Magic Check will become
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a Group Check (<a href="/books/core/#page-50">page 50</a>), and the
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character who performs the Ritual will act as the leader.
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</p>
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</div>
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<div>
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<h2>REDUCING THE COST OF A RITUAL</h2>
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<p>
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It is easy to notice that the MP cost of Rituals can be rather high. In
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order to reduce this cost, the spellcaster may provide an especially rare or
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powerful ingredient; doing so will cut the MP cost in half.
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</p>
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<ul>
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<li>
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This can only be done once per Ritual, and the Game Master should
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determine the nature of the ingredient — finding it should be its own
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adventure.
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</li>
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<li>
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If there is no time to prepare and the Ritual is urgent, an item or
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ingredient the GM deems suitable can be sacrificed to allow the Ritual to
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take place.
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</li>
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</ul>
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</div>
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<div>
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<h2>SAMPLE RITUALS</h2>
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<p>Use these examples as guidelines when adjudicating Rituals.</p>
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<p class="example">
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Summoning a great globe made of fire and using it to destroy the engine of
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an airship is an Elementalism Ritual of major potency targeting a small area
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(80 MP, DL 13). If this Ritual fails, you might trigger a devastating
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firestorm.
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</p>
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<p class="example">
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Sensing whether a person is hostile is a Spiritism Ritual of minor potency
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affecting an individual area (20 MP, DL 7). On a failure, you might
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accidentally instill strong negative emotions inside them, with
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unpredictable consequences.
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</p>
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<p class="example">
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Erecting a barrier of energy to shield a castle from an avalanche is a
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Ritualism Ritual of extreme potency targeting a huge area (200 MP, DL 16).
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If the Ritual fails, you might cause a burst of uncontrolled magical force
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and trigger a supernatural cataclysm.
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</p>
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<p class="example">
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Altering the flow of time to briefly restore the functions of a damaged
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device is an Entropism Ritual of medium potency affecting an individual area
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(30 MP, DL 10). On a failure, the mechanism and some of the nearby objects
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might rapidly age before your eyes and crumble to dust.
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</p>
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</div>
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@@ -1,55 +1,63 @@
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<div>
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<h1>ECONOMY AND ITEMS</h1>
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<p>
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Regardless of which fantastic world your adventures take place in, your heroes
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will likely find themselves purchasing and selling items. This section covers
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the basics of the economy and provides you with useful lists of items and
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prices.
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Regardless of which fantastic world your adventures take place in, your
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heroes will likely find themselves purchasing and selling items. This
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section covers the basics of the economy and provides you with useful lists
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of items and prices.
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</p>
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<div>
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<h2>ZENIT</h2>
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<p>
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The common currency of all Fabula Ultima worlds is zenit, a gold coin whose
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shape and size may vary from region to region. While prices may rise and fall
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depending on where you are, zenit is universally accepted.
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The common currency of all Fabula Ultima worlds is zenit, a gold coin
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whose shape and size may vary from region to region. While prices may rise
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and fall depending on where you are, zenit is universally accepted.
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</p>
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<p>
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On average, 5 z pays for a decent meal, 10 z will be enough to rent a room for
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the night in town, and 100 z can fetch you a bronze shield.
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On average, 5 z pays for a decent meal, 10 z will be enough to rent a room
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for the night in town, and 100 z can fetch you a bronze shield.
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</p>
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</div>
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<div>
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<h2>EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK</h2>
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<p>
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As shown on the character sheet, a Player Character can equip a limited number
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of items on their body:
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As shown on the character sheet, a Player Character can equip a limited
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number of items on their body:
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</p>
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<ul>
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<li>You have one equipment slot for your armor.</li>
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<li>
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You have a main hand equipment slot, where you can equip a one-handed weapon
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or a two-handed weapon. While you have a two-handed weapon equipped here,
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that weapon will also take up your off-hand slot (see below).
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You have a main hand equipment slot, where you can equip a one-handed
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weapon or a two-handed weapon. While you have a two-handed weapon
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equipped here, that weapon will also take up your off-hand slot (see
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below).
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</li>
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<li>
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You have an off-hand equipment slot, where you can equip a one-handed weapon
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or a shield.
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You have an off-hand equipment slot, where you can equip a one-handed
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weapon or a shield.
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</li>
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<li>You have one equipment slot for your accessory.</li>
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</ul>
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<p>
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Any item you have that is not equipped goes in your backpack. There is no set
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limit to how many items you can carry this way, as long as it makes sense. The
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Game Master has final say on what you can and cannot carry this way.
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Any item you have that is not equipped goes in your backpack. There is no
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set limit to how many items you can carry this way, as long as it makes
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sense. The Game Master has final say on what you can and cannot carry this
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way.
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</p>
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<p>
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If you ever find yourself in need of transporting large and heavy items over
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long distances, consider purchasing a transport (see
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If you ever find yourself in need of transporting large and heavy items
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over long distances, consider purchasing a transport (see
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<a href="/books/core/#page-125">page 125</a>).
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</p>
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<p>
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It takes a few moments to find items stored inside a backpack: during a
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conflict, for example, you will need to spend an action searching for them. On
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the other hand, items you have equipped are readily accessible, but also more
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exposed to the risk of being damaged or stolen.
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conflict, for example, you will need to spend an action searching for
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them. On the other hand, items you have equipped are readily accessible,
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but also more exposed to the risk of being damaged or stolen.
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</p>
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<p>
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An item stored in your backpack does not grant you any of its properties. If
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you want it to “work”, you must equip it!
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An item stored in your backpack does not grant you any of its properties.
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If you want it to “work”, you must equip it!
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</p>
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<h2>ECONOMY AND ITEMS</h2>
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</div>
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</div>
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@@ -1,14 +1,14 @@
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<h1>22GAME RULES</h1>
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<div>
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<h2>HOW TO GET NEW ITEMS</h2>
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<p>
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There are plenty of occasions for characters to acquire gear and equipment:
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villages and towns will always have one or more stores dedicated to weapons,
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armor, and useful accessories. This doesn’t mean a character can simply walk
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into a shop in the middle of nowhere and expect to purchase a magical
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crossbow, however: while basic weapons, armor, and shields should be available
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in most settlements, rare items should only be found in unique stores, hidden
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within the most dangerous of ruins, guarded by powerful monsters or offered as
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a reward for heroic deeds.
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crossbow, however: while basic weapons, armor, and shields should be
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available in most settlements, rare items should only be found in unique
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stores, hidden within the most dangerous of ruins, guarded by powerful
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monsters or offered as a reward for heroic deeds.
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</p>
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<p>
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If you are the Game Master, see
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@@ -17,25 +17,30 @@
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basic items can be found starting on
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<a href="/books/core/#page-130">page 130</a>.
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</p>
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</div>
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<div>
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<h2>REWARDS</h2>
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<p>
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There are three main ways treasure and magical items can be handled during a
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Fabula Ultima campaign.
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</p>
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<p>
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When you start playing, you should discuss which of the methods below you want
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to adopt; you can always change your decision later on after a few sessions.
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When you start playing, you should discuss which of the methods below you
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want to adopt; you can always change your decision later on after a few
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sessions.
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</p>
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<h3>Methods for Handling Treasure</h3>
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<ul>
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<li>
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<strong>Classic.</strong> The GM hands out rewards as they see fit. This is
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probably the most common solution, but it puts a lot of responsibility on
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the GM's shoulders.
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<strong>Classic.</strong> The GM hands out rewards as they see fit. This
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is probably the most common solution, but it puts a lot of responsibility
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on the GM's shoulders.
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</li>
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<li>
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<strong>Survey.</strong> The Game Master asks everyone about the kind of
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items they'd like their characters to find or use — perhaps the ninja would
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like to wear an intimidating han'nya mask (<a href="/books/core/#page-286"
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items they'd like their characters to find or use — perhaps the ninja
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would like to wear an intimidating han'nya mask (<a
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href="/books/core/#page-286"
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>page 286</a
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>), or the brawler can't wait to get her hands on a pair of fuel knuckles
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(<a href="/books/core/#page-272">page 272</a>). Using this method, the GM
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@@ -44,11 +49,12 @@
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<li>
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<strong>Wishlist.</strong> This is an uncommon approach, but it can be
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interesting. Each Player writes a list of items they would like their
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character to find over the course of their career — these can be chosen from
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the lists of rare items in the Game Master chapter, or designed from scratch
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following the guidelines presented there. Then, whenever the group finds
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some kind of treasure or receives a reward, the Players themselves can pick
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from those lists and narrate what the item is — as well as why it was there.
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character to find over the course of their career — these can be chosen
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from the lists of rare items in the Game Master chapter, or designed from
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scratch following the guidelines presented there. Then, whenever the group
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finds some kind of treasure or receives a reward, the Players themselves
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can pick from those lists and narrate what the item is — as well as why it
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was there.
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</li>
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</ul>
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<h2>REWARDS</h2>
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</div>
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@@ -1,15 +1,18 @@
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<div>
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<h2>Selling Items</h2>
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<p>
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Provided you can find someone willing to buy it, an item will sell for roughly
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half its original price. This amount may be modified by the item’s quality and
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condition: none will want the rusted, mud-caked axes picked up in the old
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tunnels.
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Provided you can find someone willing to buy it, an item will sell for
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roughly half its original price. This amount may be modified by the item’s
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quality and condition: none will want the rusted, mud-caked axes picked up
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in the old tunnels.
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</p>
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<p>
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The Game Master always has final say on whether you are able to sell a given
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item and how many zenit you can make from it; sometimes it will also be
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possible to barter or carry out duties in exchange for goods.
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</p>
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</div>
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<div>
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<h2>Artifacts</h2>
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<p>
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Player Characters will sometimes come into possession of incredibly powerful
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@@ -18,27 +21,25 @@
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should never be purchased or sold: no amount of riches can do them justice.
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Entire kingdoms could go to war for a chance to obtain them.
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</p>
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</div>
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<div>
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<h2>Services and Transports</h2>
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<p>
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Prices and availability for animals, vehicles, lodging, and such may vary
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depending on your game world. The following lists are meant to be a guideline
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for the Game Master when establishing prices.
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depending on your game world. The following lists are meant to be a
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guideline for the Game Master when establishing prices.
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</p>
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<p>
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When it comes to transports, the list includes generic entries for mounts,
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cars, vessels, airships and such. Each transport can carry a certain number of
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passengers and increases the distance you can cover within a single travel
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day.
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cars, vessels, airships and such. Each transport can carry a certain number
|
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of passengers and increases the distance you can cover within a single
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travel day.
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</p>
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<h3>Transport Rules</h3>
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<ul>
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<li>Terrestrial transports can only travel on land.</li>
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<li>Aquatic transports can travel on water surfaces.</li>
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<li>Submarine transports can travel above and underwater.</li>
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<li>Flying transports can travel in the skies.</li>
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</ul>
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<p><strong>Vehicle Costs:</strong></p>
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<ul>
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<li>
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If you purchase a vehicle hauled by animals, their cost is included in its
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price.
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@@ -50,3 +51,4 @@
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Companion (<a href="/books/core/#page-217">page 217</a>).
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</li>
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</ul>
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</div>
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@@ -1,46 +1,111 @@
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<h2>SERVICE COST DESCRIPTION</h2>
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<h3>Town Services</h3>
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<p>
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<strong>Recharge Inventory</strong> 10 z: Recharges a character's Inventory
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Points by one.
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</p>
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<p>
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<strong>Full Rest (village)</strong> 5 z: Allows one person to rest for one
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night.
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</p>
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<p>
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<strong>Full Rest (town)</strong> 10 z: Allows one person to rest for one
|
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night.
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</p>
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<p>
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<strong>Full Rest (city)</strong> 20 z: Allows one person to rest for one
|
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night.
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</p>
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<h3>Travel Services</h3>
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<p>
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<strong>Land Transportation</strong> 10 z: Allows one person to travel for one
|
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day.
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</p>
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<p>
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<strong>Water Transportation</strong> 20 z: Allows one person to travel for
|
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one day.
|
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</p>
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<p>
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<strong>Air Transportation</strong> 40 z: Allows one person to travel for one
|
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day.
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</p>
|
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<h2>TRANSPORT COST PASSENGERS DISTANCE</h2>
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<h3>Mounts</h3>
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<ul>
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<li><strong>Terrestrial</strong> 200 z: One or two ×2</li>
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<li><strong>Aquatic</strong> 500 z: Approximately six ×2</li>
|
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<li><strong>Submarine</strong> 1000 z: Approximately six ×2</li>
|
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<li><strong>Flying</strong> 2000 z: Approximately six ×3</li>
|
||||
</ul>
|
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<h3>Vehicles</h3>
|
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<ul>
|
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<li><strong>Terrestrial</strong> 600 z: Approximately six ×2</li>
|
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<li><strong>Aquatic</strong> 2000 z: Approximately ten ×2</li>
|
||||
<li><strong>Submarine</strong> 4000 z: Approximately ten ×2</li>
|
||||
<li><strong>Flying</strong> 8000 z: Approximately twenty ×3</li>
|
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</ul>
|
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<div>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Service</th>
|
||||
<th>Cost</th>
|
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<th>Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<th colspan="3">Town Services</th>
|
||||
</tr>
|
||||
<tr>
|
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<td>Recharge Inventory</td>
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<td>10 z</td>
|
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<td>Recharges a character's Inventory Points by one.</td>
|
||||
</tr>
|
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<tr>
|
||||
<td>Full Rest (village)</td>
|
||||
<td>5 z</td>
|
||||
<td>Allows one person to rest for one night.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Full Rest (town)</td>
|
||||
<td>10 z</td>
|
||||
<td>Allows one person to rest for one night.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Full Rest (city)</td>
|
||||
<td>20 z</td>
|
||||
<td>Allows one person to rest for one night.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<th colspan="3">Travel Services</th>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Land Transportation</td>
|
||||
<td>10 z</td>
|
||||
<td>Allows one person to travel for one day.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Water Transportation</td>
|
||||
<td>20 z</td>
|
||||
<td>Allows one person to travel for one day.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Air Transportation</td>
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||||
<td>40 z</td>
|
||||
<td>Allows one person to travel for one day.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Service</th>
|
||||
<th>Cost</th>
|
||||
<th>Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<th colspan="3">Mounts</th>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Terrestrial</td>
|
||||
<td>200 z</td>
|
||||
<td>One or two ×2</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Aquatic</td>
|
||||
<td>500 z</td>
|
||||
<td>Approximately six ×2</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Submarine</td>
|
||||
<td>1000 z</td>
|
||||
<td>Approximately six ×2</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Flying</td>
|
||||
<td>2000 z</td>
|
||||
<td>Approximately six ×3</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<th colspan="3">Vehicles</th>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Terrestrial</td>
|
||||
<td>600 z</td>
|
||||
<td>Approximately six ×2</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Aquatic</td>
|
||||
<td>2000 z</td>
|
||||
<td>Approximately ten ×2</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Submarine</td>
|
||||
<td>4000 z</td>
|
||||
<td>Approximately ten ×2</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Flying</td>
|
||||
<td>8000 z</td>
|
||||
<td>Approximately twenty ×3</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
</div>
|
||||
|
||||
@@ -1,8 +1,11 @@
|
||||
<h1>EQUIPMENT</h1>
|
||||
|
||||
<p>
|
||||
There are four categories of items that can be equipped: accessories, armors,
|
||||
shields and weapons. Each item can be basic or rare (with the exception of
|
||||
accessories, which are always rare).
|
||||
</p>
|
||||
<div>
|
||||
<h2>MARTIAL ITEMS (E)</h2>
|
||||
<p>
|
||||
Items marked with the (E) symbol can only be equipped by characters who have
|
||||
@@ -14,39 +17,54 @@
|
||||
martial armor.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Fury</strong> allows you to equip martial melee weapons and martial
|
||||
armor.
|
||||
<strong>Fury</strong> allows you to equip martial melee weapons and
|
||||
martial armor.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Guardian</strong> allows you to equip martial armor and martial
|
||||
shields.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Sharpshooter</strong> allows you to equip martial ranged weapons and
|
||||
martial shields.
|
||||
<strong>Sharpshooter</strong> allows you to equip martial ranged weapons
|
||||
and martial shields.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Weaponmaster</strong> allows you to equip martial melee weapons and
|
||||
martial shields.
|
||||
<strong>Weaponmaster</strong> allows you to equip martial melee weapons
|
||||
and martial shields.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
Characters who do not have the appropriate Classes can still carry a martial
|
||||
item, but they are unable to equip it and enjoy its benefits.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h2>ACCESSORIES</h2>
|
||||
<p>
|
||||
Accessories are useful magical items that bestow special abilities upon those
|
||||
who wear them. Accessories are always considered rare items.
|
||||
Accessories are useful magical items that bestow special abilities upon
|
||||
those who wear them. Accessories are always considered rare items.
|
||||
</p>
|
||||
<p>
|
||||
Each accessory entry uses the format below and contains a variety of
|
||||
information:
|
||||
</p>
|
||||
<h3>ACCESSORY COST</h3>
|
||||
<strong>Crested Helm</strong> 1000 z
|
||||
<p>You gain a +1 bonus to your Accuracy Checks.</p>
|
||||
<p>The general structure includes:</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Accessory</th>
|
||||
<th>Cost</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td><strong>Crested Helm</strong></td>
|
||||
<td>1000 z</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="2">You gain a +1 bonus to your Accuracy Checks.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<ul>
|
||||
<li>The accessory's name.</li>
|
||||
<li>The accessory's cost in zenit.</li>
|
||||
@@ -56,3 +74,4 @@
|
||||
The Game Master can find a list of sample accessories starting on
|
||||
<a href="/books/core/#page-285">page 285</a>.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
@@ -1,13 +1,43 @@
|
||||
<h1>ARMORS</h1>
|
||||
<div>
|
||||
<h2>ARMORS</h2>
|
||||
<p>Armor offers improved protection to its wearer.</p>
|
||||
<h2>Armor Entry Format</h2>
|
||||
<p>
|
||||
Each armor entry uses the format below and contains a variety of information:
|
||||
Each armor entry uses the format below and contains a variety of
|
||||
information:
|
||||
</p>
|
||||
<p><strong>Example Structure:</strong></p>
|
||||
<p><em>Sage Robe</em> | 200 z | DEX die +1 | INS die +2 -2 | No Quality.</p>
|
||||
<p><em>Brigandine E</em> | 150 z | 10 | INS die -2 | No Quality.</p>
|
||||
<h2>Field Descriptions</h2>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Armor</th>
|
||||
<th>Cost</th>
|
||||
<th>Defense</th>
|
||||
<th>M. Defense</th>
|
||||
<th>Initiative</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Sage Robe</td>
|
||||
<td>200 z</td>
|
||||
<td>DEX die + 1</td>
|
||||
<td>INS die + 2</td>
|
||||
<td>-2</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="5">No Quality.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Brigandine (E)</td>
|
||||
<td>150 z</td>
|
||||
<td>10</td>
|
||||
<td>INS die</td>
|
||||
<td>-2</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="5">No Quality.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>The Name and Type:</strong> The armor's name, and whether it is a
|
||||
@@ -20,26 +50,27 @@
|
||||
fixed number, such as 10 for the Brigandine above, or a bonus that must be
|
||||
added to your current Dexterity die size (for Defense) or Insight die size
|
||||
(for Magic Defense). For instance, if you have a Dexterity of d8 and an
|
||||
Insight of d10, wearing a sage robe will give you a Defense score of 9 and a
|
||||
Magic Defense score of 12.
|
||||
Insight of d10, wearing a sage robe will give you a Defense score of 9 and
|
||||
a Magic Defense score of 12.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Base Stats Rule:</strong> If you are not wearing any armor at all,
|
||||
your Defense will simply be equal to your Dexterity die size and your Magic
|
||||
Defense will simply be equal to your Insight die size.
|
||||
your Defense will simply be equal to your Dexterity die size and your
|
||||
Magic Defense will simply be equal to your Insight die size.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Initiative Penalty:</strong> The penalty to Initiative Group Checks
|
||||
caused by the armor. Martial armors usually impose heavier penalties. If you
|
||||
are not wearing any armor at all, your Initiative will suffer no penalty.
|
||||
<strong>Initiative Penalty:</strong> The penalty to Initiative Group
|
||||
Checks caused by the armor. Martial armors usually impose heavier
|
||||
penalties. If you are not wearing any armor at all, your Initiative will
|
||||
suffer no penalty.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Special Abilities:</strong> Any special abilities the item bestows
|
||||
while equipped.
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Examples</h3>
|
||||
<p>
|
||||
For a list of all the basic armors available in the game, see
|
||||
<a href="/books/core/#page-132">page 132</a>.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
@@ -1,37 +1,58 @@
|
||||
<h2>W SHIELDS</h2>
|
||||
<div>
|
||||
<h2>SHIELDS</h2>
|
||||
<p>
|
||||
Shields must be equipped in a character's off-hand slot and further enhance
|
||||
defenses.
|
||||
</p>
|
||||
<p>
|
||||
Each shield entry uses the format below and contains a variety of information:
|
||||
Each shield entry uses the format below and contains a variety of
|
||||
information:
|
||||
</p>
|
||||
<ul>
|
||||
<li><strong>SHIELD COST DEFENSE M. DEFENSE INITIATIVE</strong></li>
|
||||
<li>Runic Shield E 150 z +2 +2 -</li>
|
||||
</ul>
|
||||
<p>No Quality.</p>
|
||||
<h3>Understanding Shield Information</h3>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Shield</th>
|
||||
<th>Cost</th>
|
||||
<th>Defense</th>
|
||||
<th>M. Defense</th>
|
||||
<th>Initiative</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Runic Shield (E)</td>
|
||||
<td>150 z</td>
|
||||
<td>+2</td>
|
||||
<td>+2</td>
|
||||
<td>-</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="5">No Quality.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<ul>
|
||||
<li>The shield's name, and whether it is a martial shield (E).</li>
|
||||
<li>The shield's cost in zenit.</li>
|
||||
<li>
|
||||
The increase to Defense and Magic Defense granted by the shield. This is in
|
||||
addition to any benefits granted by the armor you may have equipped.
|
||||
The increase to Defense and Magic Defense granted by the shield. This is
|
||||
in addition to any benefits granted by the armor you may have equipped.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
For a list of all the basic shields available in the game, see
|
||||
<a href="/books/core/#page-133">page 133</a>.
|
||||
</p>
|
||||
<h2>Armor Concepts</h2>
|
||||
</div>
|
||||
<div>
|
||||
<h2>ARMOR AND DEFENSES</h2>
|
||||
<p>
|
||||
Martial and non-martial armors influence a character's Defense and Magic
|
||||
Defense scores in different ways.
|
||||
</p>
|
||||
<p>
|
||||
Remember that regardless of which armor you are wearing, shields always add to
|
||||
it — if you have a free slot, it's never a bad idea to equip a shield.
|
||||
Remember that regardless of which armor you are wearing, shields always add
|
||||
to it — if you have a free slot, it's never a bad idea to equip a shield.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
@@ -46,4 +67,4 @@
|
||||
protection, but also take a heavy toll on your Initiative.
|
||||
</li>
|
||||
</ul>
|
||||
<h2>ARMOR AND DEFENSES</h2>
|
||||
</div>
|
||||
|
||||
@@ -1,28 +1,54 @@
|
||||
<header><h1>WEAPONS</h1></header>
|
||||
<div>
|
||||
<blockquote>
|
||||
Legends tell of a sword capable of striking fear in the hearts of Dragons
|
||||
and Wyrms.
|
||||
</blockquote>
|
||||
</div>
|
||||
<div>
|
||||
<h2>WEAPONS</h2>
|
||||
<p>
|
||||
Weapons are divided into ten Categories: arcane, bow, brawling, dagger,
|
||||
firearm, flail, heavy, spear, sword, and thrown.
|
||||
</p>
|
||||
<h2>Weapon Entry Format</h2>
|
||||
<p>
|
||||
Each weapon entry uses the format below and contains a variety of information:
|
||||
Each weapon entry uses the format below and contains a variety of
|
||||
information:
|
||||
</p>
|
||||
<div role="description"><strong>WEAPON COST ACCURACY DAMAGE</strong></div>
|
||||
<p>Example: Rapier E 200 z 【DEX + INS】 +1 【HR + 6】 physical</p>
|
||||
<p>One-handed w Melee w No Quality.</p>
|
||||
<h3>Components Explained</h3>
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Weapon</th>
|
||||
<th>Cost</th>
|
||||
<th>Accuracy</th>
|
||||
<th>Damage</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Rapier (E)</td>
|
||||
<td>200 z</td>
|
||||
<td>【DEX + INS】 +1</td>
|
||||
<td>【HR + 6】 physical</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">One-handed - Melee - No Quality.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
<ul>
|
||||
<li>The weapon’s name, and whether it is a martial weapon (E).</li>
|
||||
<li>The weapon’s cost in zenit.</li>
|
||||
<li>
|
||||
The Attributes and formula used for Accuracy Checks when performing attacks
|
||||
with the weapon.
|
||||
The Attributes and formula used for Accuracy Checks when performing
|
||||
attacks with the weapon.
|
||||
</li>
|
||||
<li>
|
||||
The formula used to calculate damage dealt by the weapon, and the type of
|
||||
damage it deals — generally physical, but rare weapons might deal special
|
||||
types of damage such as fire or dark. Remember that HR stands for High Roll
|
||||
— the highest of the two dice you rolled during the Accuracy Check.
|
||||
types of damage such as fire or dark. Remember that HR stands for High
|
||||
Roll — the highest of the two dice you rolled during the Accuracy Check.
|
||||
</li>
|
||||
<li>
|
||||
Whether the weapon requires one hand or two hands; if you can equip the
|
||||
@@ -38,16 +64,15 @@
|
||||
fight with.
|
||||
</p>
|
||||
<p>
|
||||
For a list of all the basic weapons available in the game, see the next page.
|
||||
For a list of all the basic weapons available in the game, see the next
|
||||
page.
|
||||
</p>
|
||||
<h2>A NOTE ON UNARMED STRIKES</h2>
|
||||
<h3>A NOTE ON UNARMED STRIKES</h3>
|
||||
<p>
|
||||
Among the various weapons available in the game, one is the unarmed strike
|
||||
(see next page). These are the character's empty hands, and while they do
|
||||
count as one-handed weapons, they are automatically "equipped" whenever a hand
|
||||
slot is empty. Basically, an empty hand slot also counts as an unarmed strike.
|
||||
</p>
|
||||
<p>
|
||||
Legends tell of a sword capable of striking fear in the hearts of Dragons and
|
||||
Wyrms.
|
||||
count as one-handed weapons, they are automatically "equipped" whenever a
|
||||
hand slot is empty. Basically, an empty hand slot also counts as an unarmed
|
||||
strike.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
@@ -1,87 +1,151 @@
|
||||
<section aria-labelledby="weapon-listings">
|
||||
<h1>WEAPON LISTINGS</h1>
|
||||
<p><em>(Metadata: Cost | Accuracy | Damage)</em></p>
|
||||
<div class="category-section">
|
||||
<h2>Staff Category</h2>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Staff</strong> <span>100 z</span>
|
||||
<span aria-label="Stats details">[WLP + WLP] [HR + 6] physical</span>
|
||||
<p>Two-handed w Melee w No Quality.</p>
|
||||
</li>
|
||||
<li>
|
||||
<strong>Tome</strong> <span>100 z</span>
|
||||
<span aria-label="Stats details">[INS + INS] [HR + 6] physical</span>
|
||||
<p>Two-handed w Melee w No Quality.</p>
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="category-section">
|
||||
<h2>Bow Category</h2>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Crossbow</strong> <span>150 z</span>
|
||||
<span aria-label="Stats details">[DEX + INS] [HR + 8] physical</span>
|
||||
<p>Two-handed w Ranged w No Quality.</p>
|
||||
</li>
|
||||
<li>
|
||||
<strong>Shortbow</strong> <span>200 z</span>
|
||||
<span aria-label="Stats details">[DEX + DEX] [HR + 8] physical</span>
|
||||
<p>Two-handed w Ranged w No Quality.</p>
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="category-section">
|
||||
<h2>Brawling Category</h2>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Unarmed Strike</strong>
|
||||
<span>[DEX + MIG] [HR + 0] physical</span>
|
||||
<p>
|
||||
<div>
|
||||
<h1>Basic Weapons</h1>
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Name</th>
|
||||
<th>Cost</th>
|
||||
<th>Accuracy</th>
|
||||
<th>Damage</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<th colspan="4">Arcane Category</th>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Staff</strong></td>
|
||||
<td>100 z</td>
|
||||
<td>【WLP + WLP】</td>
|
||||
<td>【HR + 6】 physical</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td colspan="4">Two-handed w Melee w No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Tome</strong></td>
|
||||
<td>100 z</td>
|
||||
<td>【INS + INS】</td>
|
||||
<td>【HR + 6】 physical</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td colspan="4">Two-handed w Melee w No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<th colspan="4">Bow Category</th>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Crossbow</strong></td>
|
||||
<td>150 z</td>
|
||||
<td>【DEX + INS】</td>
|
||||
<td>【HR + 8】 physical</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td colspan="4">Two-handed w Ranged w No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Shortbow</strong></td>
|
||||
<td>200 z</td>
|
||||
<td>【DEX + DEX】</td>
|
||||
<td>【HR + 8】 physical</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td colspan="4">Two-handed w Ranged w No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<th colspan="4">Brawling Category</th>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Unarmed Strike</strong></td>
|
||||
<td>-</td>
|
||||
<td>【DEX + MIG】</td>
|
||||
<td>【HR + 0】 physical</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
One-handed w Melee w Automatically equipped in each empty hand slot.
|
||||
</p>
|
||||
</li>
|
||||
<li>
|
||||
<strong>Improvised (Melee)</strong>
|
||||
<span>[DEX + MIG] [HR + 2] physical</span>
|
||||
<p>One-handed w Melee w Breaks after the attack.</p>
|
||||
</li>
|
||||
<li>
|
||||
<strong>Iron Knuckle</strong> <span>150 z</span>
|
||||
<span aria-label="Stats details">[DEX + MIG] [HR + 6] physical</span>
|
||||
<p>One-handed w Melee w No Quality.</p>
|
||||
</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Improvised (Melee)</strong></td>
|
||||
<td>-</td>
|
||||
<td>【DEX + MIG】</td>
|
||||
<td>【HR + 2】 physical</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td colspan="4">One-handed w Melee w Breaks after the attack.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Iron Knuckle</strong></td>
|
||||
<td>150 z</td>
|
||||
<td>【DEX + MIG】</td>
|
||||
<td>【HR + 6】 physical</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td colspan="4">One-handed w Melee w No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<th colspan="4">Dagger Category</th>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Steel Dagger</strong></td>
|
||||
<td>150 z</td>
|
||||
<td>【DEX + INS】 +1</td>
|
||||
<td>【HR + 4】 physical</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td colspan="4">One-handed w Melee w No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<th colspan="4">Firearm Category</th>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Pistol (E)</strong></td>
|
||||
<td>250 z</td>
|
||||
<td>【DEX + INS】</td>
|
||||
<td>【HR + 8】 physical</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td colspan="4">One-handed w Ranged w No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<th colspan="4">Flail Category</th>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Chain Whip</strong></td>
|
||||
<td>150 z</td>
|
||||
<td>【DEX + DEX】</td>
|
||||
<td>【HR + 8】 physical</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td colspan="4">Two-handed w Melee w No Quality.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
</div>
|
||||
<div class="category-section">
|
||||
<h2>Dagger Category</h2>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Steel Dagger</strong> <span>150 z</span>
|
||||
<span aria-label="Stats details">[DEX + INS] +1 [HR + 4] physical</span>
|
||||
<p>One-handed w Melee w No Quality.</p>
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="category-section">
|
||||
<h2>Firearm Category</h2>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Pistol E</strong> <span>250 z</span>
|
||||
<span aria-label="Stats details">[DEX + INS] [HR + 8] physical</span>
|
||||
<p>One-handed w Ranged w No Quality.</p>
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="category-section">
|
||||
<h2>Flail Category</h2>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Chain Whip</strong> <span>150 z</span>
|
||||
<span aria-label="Stats details">[DEX + DEX] [HR + 8] physical</span>
|
||||
<p>Two-handed w Melee w No Quality.</p>
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
<h2>BASIC WEAPONS</h2>
|
||||
</section>
|
||||
|
||||
@@ -1,60 +1,136 @@
|
||||
<h1>22GAME RULES</h1>
|
||||
<h2>Heavy Category</h2>
|
||||
<section>
|
||||
<h3>Iron Hammer</h3>
|
||||
<p><strong>Stats:</strong> 200 z 【MIG + MIG】 【HR + 6】 physical</p>
|
||||
<p>One-handed w Melee w No Quality.</p>
|
||||
</section>
|
||||
<section>
|
||||
<h3>Broadaxe E</h3>
|
||||
<p><strong>Stats:</strong> 250 z 【MIG + MIG】 【HR + 10】 physical</p>
|
||||
<p>One-handed w Melee w No Quality.</p>
|
||||
</section>
|
||||
<section>
|
||||
<h3>Waraxe E</h3>
|
||||
<p><strong>Stats:</strong> 250 z 【MIG + MIG】 【HR + 14】 physical</p>
|
||||
<p>Two-handed w Melee w No Quality.</p>
|
||||
</section>
|
||||
<h2>Spear Category</h2>
|
||||
<section>
|
||||
<h3>Light Spear E</h3>
|
||||
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 【HR + 8】 physical</p>
|
||||
<p>One-handed w Melee w No Quality.</p>
|
||||
</section>
|
||||
<section>
|
||||
<h3>Heavy Spear E</h3>
|
||||
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 【HR + 12】 physical</p>
|
||||
<p>Two-handed w Melee w No Quality.</p>
|
||||
</section>
|
||||
<h2>Sword Category</h2>
|
||||
<section>
|
||||
<h3>Bronze Sword E</h3>
|
||||
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 +1 【HR + 6】 physical</p>
|
||||
<p>One-handed w Melee w No Quality.</p>
|
||||
</section>
|
||||
<section>
|
||||
<h3>Greatsword E</h3>
|
||||
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 +1 【HR + 10】 physical</p>
|
||||
<p>Two-handed w Melee w No Quality.</p>
|
||||
</section>
|
||||
<section>
|
||||
<h3>Katana E</h3>
|
||||
<p><strong>Stats:</strong> 200 z 【DEX + INS】 +1 【HR + 10】 physical</p>
|
||||
<p>Two-handed w Melee w No Quality.</p>
|
||||
</section>
|
||||
<section>
|
||||
<h3>Rapier E</h3>
|
||||
<p><strong>Stats:</strong> 200 z 【DEX + INS】 +1 【HR + 6】 physical</p>
|
||||
<p>One-handed w Melee w No Quality.</p>
|
||||
</section>
|
||||
<h2>Thrown Category</h2>
|
||||
<section>
|
||||
<h3>Improvised (Ranged)</h3>
|
||||
<p><strong>Stats:</strong> 【DEX + MIG】 【HR + 2】 physical</p>
|
||||
<p>One-handed w Ranged w Breaks after the attack.</p>
|
||||
</section>
|
||||
<section>
|
||||
<h3>Shuriken</h3>
|
||||
<p><strong>Stats:</strong> 150 z 【DEX + INS】 【HR + 4】 physical</p>
|
||||
<p>One-handed w Ranged w No Quality.</p>
|
||||
</section>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Name</th>
|
||||
<th>Cost</th>
|
||||
<th>Accuracy</th>
|
||||
<th>Damage</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<th colspan="4">Heavy Category</th>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Iron Hammer</strong></td>
|
||||
<td>200 z</td>
|
||||
<td>【MIG + MIG】</td>
|
||||
<td>【HR + 6】 physical</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">One-handed w Melee w No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Broadaxe (E)</strong></td>
|
||||
<td>250 z</td>
|
||||
<td>【MIG + MIG】</td>
|
||||
<td>【HR + 10】 physical</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">One-handed w Melee w No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Waraxe (E)</strong></td>
|
||||
<td>250 z</td>
|
||||
<td>【MIG + MIG】</td>
|
||||
<td>【HR + 14】 physical</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">Two-handed w Melee w No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<th colspan="4">Spear Category</th>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Light Spear (E)</strong></td>
|
||||
<td>200 z</td>
|
||||
<td>【DEX + MIG】</td>
|
||||
<td>【HR + 8】 physical</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">One-handed w Melee w No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Heavy Spear (E)</strong></td>
|
||||
<td>200 z</td>
|
||||
<td>【DEX + MIG】 【HR + 12】 physical</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">Two-handed w Melee w No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<th colspan="4">Sword Category</th>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Bronze Sword (E)</strong></td>
|
||||
<td>200 z</td>
|
||||
<td>【DEX + MIG】 +1</td>
|
||||
<td>【HR + 6】 physical</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">One-handed w Melee w No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Greatsword (E)</strong></td>
|
||||
<td>200 z</td>
|
||||
<td>【DEX + MIG】 +1</td>
|
||||
<td>【HR + 10】 physical</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">Two-handed w Melee w No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Katana (E)</strong></td>
|
||||
<td>200 z</td>
|
||||
<td>【DEX + INS】 +1</td>
|
||||
<td>【HR + 10】 physical</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">Two-handed w Melee w No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Rapier (E)</strong></td>
|
||||
<td>200 z</td>
|
||||
<td>【DEX + INS】 +1</td>
|
||||
<td>【HR + 6】 physical</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">One-handed w Melee w No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<th colspan="4">Thrown Category</th>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Improvised (Ranged)</strong></td>
|
||||
<td>-</td>
|
||||
<td>【DEX + MIG】</td>
|
||||
<td>【HR + 2】 physical</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">One-handed w Ranged w Breaks after the attack.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Shuriken</strong></td>
|
||||
<td>150 z</td>
|
||||
<td>【DEX + INS】</td>
|
||||
<td>【HR + 4】 physical</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">One-handed w Ranged w No Quality.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
Reference in New Issue
Block a user