59 lines
2.1 KiB
HTML
59 lines
2.1 KiB
HTML
<h2>DESIGNING RARE WEAPONS</h2>
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<p>
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Weapons are the most complex rare items to design — but this also makes them
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one of the more unique and satisfying rewards to give!
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</p>
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<ol>
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<li>
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Choose an existing basic weapon from the list on pages 130 and 131 —ignore
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the unarmed strike, improvised (melee), and improvised (ranged) weapons.
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</li>
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<li>
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By default, weapons deal physical damage. If you want your weapon to deal
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damage of another type (air, bolt, dark, earth, fire, ice, light, poison),
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increase its cost by 100 zenit.
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</li>
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<li>
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You may apply any of the following changes:
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<ul>
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<li>
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If the weapon is a two-handed weapon, you may turn it into a one-handed
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weapon. If you do, reduce its damage by 4.
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</li>
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<li>
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If the weapon is a one-handed weapon and it does not belong to the
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brawling, dagger, or thrown categories, you may turn it into a
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two-handed weapon. If you do, increase its damage by 4.
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</li>
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<li>
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You may add a +1 bonus to the weapon's Accuracy Check. If you do,
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increase its cost by 100 zenit. You cannot add this bonus if the weapon
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already grants a bonus of +1 or higher to Accuracy Checks.
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</li>
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<li>
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You may increase the weapon's damage by 4. If you do, increase its cost
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by 200 zenit.
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</li>
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<li>
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You may modify the Attributes required by the Accuracy Check, but tread
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carefully: much of a weapon Category's "feel" and balance comes from the
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Attributes it relies on. Accuracy Checks relying on a single Attribute
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are worth 50 more zenit than those relying on two different Attributes.
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</li>
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</ul>
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</li>
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<li>
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Finally, you may give the weapon a single Quality chosen from the list on
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the right or use the sample abilities as a guideline to come up with a
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custom effect. This increases the final cost of the item by a variable
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amount.
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</li>
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</ol>
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<p>
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If a weapon has a final damage modifier of +10 or higher, that weapon
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automatically becomes a martial weapon (E).
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</p>
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