60 lines
2.1 KiB
HTML
60 lines
2.1 KiB
HTML
<h1>DESIGNING RARE WEAPONS</h1>
|
|
<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>
|
|
|
|
<ol>
|
|
<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>
|
|
<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>
|
|
<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>
|
|
</ol>
|
|
|
|
<h2>Applying Changes</h2>
|
|
<p>You may apply any of the following changes:</p>
|
|
<ul>
|
|
<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>
|
|
<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>
|
|
<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>
|
|
<li>
|
|
You may increase the weapon's damage by 4. If you do, increase its cost by
|
|
200 zenit.
|
|
</li>
|
|
<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>
|
|
</ul>
|
|
|
|
<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>
|