Difference between revisions of "Book:Equipment"
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====Action Points==== | ====Action Points==== | ||
+ | This details the number of Action Points necessary to use the weapon. | ||
+ | |||
====Parry==== | ====Parry==== | ||
+ | The bonus the weapon grants the character on a [[Defense Roll]] when the weapon is used to parry an attack. | ||
+ | |||
====Hurt==== | ====Hurt==== | ||
+ | The amount of damage the weapon does on its own, which is factored into the [[Attack Roll]]. | ||
+ | |||
====Type==== | ====Type==== | ||
+ | The type of Hurt the weapon inflicts. Either Slashing, Bludgeoning, or Piercing. Certain spells, items and armor protect better against certain types of Hurt. | ||
+ | |||
====Notes==== | ====Notes==== | ||
+ | Any relevant notes about the weapon. | ||
===''Blades''=== | ===''Blades''=== |
Revision as of 19:15, 8 April 2010
Every adventurer needs stuff. Whether it be weapons and armor for waging war, horses and wagons for cross-country traveling, food and shelter for surviving in the wilderness, or specialized gear for pulling off whatever feats your character aspires to, there is one place to find everything your character might need: right here.
Contents
Wealth
Wealth in the Elysium RPG is measured in Sovereigns (𝕤), which are also commonly called "crowns", with both terms stemming from the common practice of minting coins with popular current and past rulers or heroes on one face.
Starting characters begin the game with 500𝕤 unless they have purchased the Wealth trump.
Clothing
Name | Penalty | Cost |
---|---|---|
Royal Clothes | 0 | 500𝕤 |
Noble Court Clothes | 1 | 300𝕤 |
Cold Weather Clothes | 2 | 100𝕤 |
Woodsman's Clothes | 1 | 50𝕤 |
Peasant Clothes | 2 | 5𝕤 |
Wanderer's Clothes | 1 | 25𝕤 |
Fashionable Clothes | 0 | 400𝕤 |
Weapons
Action Points
This details the number of Action Points necessary to use the weapon.
Parry
The bonus the weapon grants the character on a Defense Roll when the weapon is used to parry an attack.
Hurt
The amount of damage the weapon does on its own, which is factored into the Attack Roll.
Type
The type of Hurt the weapon inflicts. Either Slashing, Bludgeoning, or Piercing. Certain spells, items and armor protect better against certain types of Hurt.
Notes
Any relevant notes about the weapon.
Blades
Name | AP | Parry | Hurt | Type | Notes | Cost |
---|---|---|---|---|---|---|
Dagger/Knife | 2 | −2 | 2 | P, S | 25𝕤 | |
Short Sword/Gladius | 3 | 0 | 4 | P, S | 100𝕤 | |
Longsword | 4 | +1 | 5 | S, P | 250𝕤 | |
Bastard Sword 1h | 4 | −1 | 7 | S, P | 600𝕤 | |
Bastard Sword 2h | 5 | 0 | 8 | S, P | 2handed, +1 vs Disarm | 600𝕤 |
Greatsword | 5 | 0 | 9 | S, P | 2handed, +1 vs Disarm | 550𝕤 |
Rapier | 2 | +2 | 3 | P, S | +1 vs Disarm | 250𝕤 |
Axes
Name | AP | Parry | Hurt | Type | Notes | Cost |
---|---|---|---|---|---|---|
Throwing/Tomahawk | 2 | −2 | 2 | S | 75𝕤 | |
Hatchet/Hand Axe | 2 | −2 | 3 | S | 55𝕤 | |
Berserker Axe | 4 | −1 | 5 | S | 175𝕤 | |
War Axe | 5 | −1 | 8 | S+B | 2handed, +2 vs Disarm | 350𝕤 |
Executioner/Great Axe | 6 | −2 | 10 | S+B | 2handed, +2 vs Disarm | 450𝕤 |
Polearms
Name | AP | Parry | Hurt | Type | Notes | Cost |
---|---|---|---|---|---|---|
Javelin/Pilum (melee) | 2 | 0 | 2 | P | 10𝕤 | |
Javelin/Pilum (thrown) | 3 | NA | 4 | P | Thrown | |
Infantry Spear | 3 | 0 | 4 | P | 75𝕤 | |
Trident | 3 | +1 | 4 | P | 125𝕤 | |
Boar Spear/Hunting Spear | 4 | +1 | 7 | P | 2handed, +2 vs Disarm | 100𝕤 |
Pike | 6 | −3 | 10 | P | 2handed, +2 vs Disarm | 200𝕤 |
Halberd | 5 | 0 | 9 | P, S | 2handed, +2 vs Disarm | 325𝕤 |
Glaive | 5 | 0 | 9 | S, P | 2handed, +2 vs Disarm | 325𝕤 |
Lance (mounted weapon) | 6 | −3 | 8 | P | Charge= 2x dmg | 150𝕤 |
Bludgeons
Name | AP | Parry | Hurt | Type | Notes | Cost |
---|---|---|---|---|---|---|
Hand-to-hand | 2 | 0 | 1 | B | NA | |
Sap | 2 | NA | 1 | B | 20𝕤 | |
Wooden Club | 3 | 0 | 3 | B | 10𝕤 | |
Warhammer | 3 | 0 | 4 | B | 250𝕤 | |
Mace | 4 | 0 | 5 | B | 125𝕤 | |
Morningstar/Spiked Mace | 4 | 0 | 6 | B+P | 175𝕤 | |
Ball & Chain | 5 | −2 | 7 | B | +2 vs Parry | 200𝕤 |
Quarterstaff | 3 | +2 | 3 | B | 2handed, +2 vs Disarm | 100𝕤 |
Sledgehammer | 6 | −3 | 8 | B | 2handed, +2 vs Disarm | 50𝕤 |
Flail | 5 | −2 | 9 | B | 2handed, +2 vs Disarm, +2 vs Parry | 300𝕤 |
Ranged
Name | AP | Parry | Hurt | Type | Notes | Cost |
---|---|---|---|---|---|---|
Blowgun | 2 | NA | NA | P | No Damage, Reload = 1AP | 25𝕤 |
Dart | 2 | NA | 1 | P | Thrown | 5𝕤 |
Shuriken | 2 | NA | 2 | P, S | Thrown | 15𝕤 |
Throwing Knife | 3 | −2 | 3 | P, S | Thrown | 20𝕤 |
Short Bow | 4 | −2 | 10 | P | 2handed, +1 vs Disarm, Reload = 2AP | 175𝕤 |
Longbow | 5 | −1 | 12 | P | 2handed, +1 vs Disarm, Reload = 2AP | 225𝕤 |
Crossbow | 4 | −2 | 12 | P | 2handed, +1 vs Disarm, Reload = 3AP | 400𝕤 |
Repeating Crossbow (4 Bolt "clip") | 3 | −2 | 10 | P | 2handed, +1 vs Disarm, Reload clip = 6 AP | 1000𝕤 |
Hand Crossbow | 3 | NA | 6 | P | Reload = 2AP | 600𝕤 |
Heavy Crossbow | 6 | −2 | 14 | P | 2handed, +1 vs Disarm, Reload = 4AP | 550𝕤 |
Exotics
Name | AP | Parry | Hurt | Type | Notes | Cost |
---|---|---|---|---|---|---|
Net | 5 | −4 | NA | NA | No damage; Entangle +5 | 50𝕤 |
Bullwhip | 4 | −5 | 2 | S | Entangle & Disarm +3, +1 vs Parry | 110𝕤 |
Studded/Spiked Whip | 4 | −5 | 3 | S | Entangle & Disarm +3, +1 vs Parry | 150𝕤 |
Claws | 2 | −2 | 3 | S | 125𝕤 | |
Sai | 2 | +2 | 1 | P | Disarm +2 | 85𝕤 |
Kusari-Gama (chain) | 3 | −5 | 3 | B | Entangle & Disarm +3, +1 vs Parry | 200𝕤 |
Nunchaku | 3 | 0 | 3 | B | Entangle & Disarm +1 | 100𝕤 |
Katana 1h | 3 | 0 | 5 | S, P | 1000𝕤 | |
Katana 2h | 4 | 0 | 8 | S, P | 2handed, +1 vs Disarm |
Shields
Name | AP | Parry | Hurt | Type | Notes | Cost |
---|---|---|---|---|---|---|
Light shield | 2 | +2 | 2 | B | ||
Heavy shield | 4 | +4 | 4 | B |
Sized Weapons
Armor
Sometimes the only thing between you and the business end of a nasty pig-sticker is a few scant pieces of leather and metal.
Name | Bonus | Notes | Hindrance | Cost |
---|---|---|---|---|
Padded | 1 | 0 | 50𝕤 | |
Leather | 2 | 0 | 150𝕤 | |
Reinforced Leather | 3 | 0 | 250𝕤 | |
Half-Chain | 4 | 0 | 600𝕤 | |
Breastplate | 5 | 0 | 800𝕤 | |
Chain Mail | 6 | 1 | 1100𝕤 | |
Scale Mail | 7 | 2 | 1,600𝕤 | |
Half Plate | 8 | 3 | 3,500𝕤 | |
Field Plate | 9 | 4 | 8,000𝕤 |
A combatant wearing armor with a score greater than 5 (being anything above breastplate) will take a minus to his or her Dodge skill in the Defense Roll. A character wearing chain mail will take a −1, scale will take a −2 and so on. The GM might also require that such an armored character would take this penalty to physical skill checks such as Climb, Swim, Athletics, Gymnastics, Sneak, and perhaps even Spot (if wearing a fully-enclosed helm).
Characters that use shields don't actually receive any sort of armor bonus. Instead, they use the shield for parrying during their Defense Roll.