Difference between revisions of "Philsys equipment list"
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|Arcanagesic || Eliminates all but the most severe aches and pains.<br>It also makes the imbiber temporarily resistant to future pain, adding +2 to STA for the purpose, which also grants the user 10 temporary bonus HP. | |Arcanagesic || Eliminates all but the most severe aches and pains.<br>It also makes the imbiber temporarily resistant to future pain, adding +2 to STA for the purpose, which also grants the user 10 temporary bonus HP. | ||
+ | |- | ||
+ | |Willow Tea || A liquid that helps relieve minor aches. Acts as an anti-inflammatory.<br>Comprised of all-natural ingredients, it is slow-acting but effective. | ||
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Only creatures with physical bodies can use potions, but a creature does not have to drink a potion orally for it to be effective. In dire circumstances, a potion may be poured over an unconscious character. | Only creatures with physical bodies can use potions, but a creature does not have to drink a potion orally for it to be effective. In dire circumstances, a potion may be poured over an unconscious character. | ||
+ | |||
+ | Potions can be concocted by characters with appropriate skills, such as Alchemy. Most potions are magical in nature, but some are comprised of purely mundane ingredients and have no need for an arcane infusion. The more powerful a potion's effect, the more likely that it is magical. | ||
[[Category:Philsys]] | [[Category:Philsys]] |
Revision as of 18:03, 22 March 2006
Contents
Weapons
KNIVES & DAGGERS | ||||
Name | Light/Medium/Heavy damage |
AT/PA Modifier | Weight | Strength Requirement |
---|---|---|---|---|
Knife (L) | 2,4,6 | +1/-2 | * | |
Dagger (L) | 4,7,9 | +1/-1 | 0.25 | |
Heavy Dagger (L) | 5,8,11 | +1/-1 | 0.5 | |
Parrying Dagger (L) | 4,7,X | -1/+1 | 0.25 | |
Sai (L) | 4,5,X | -1/+1 | 0.5 | |
SWORDS | ||||
Name | Light/Medium/Heavy damage |
AT/PA Modifier | Weight | Strength Requirement |
Foil (L) | 6,8,X | +1/-1 | 1 | |
Short Sword (L) | 7,10,13 | 0/0 | 0.75 | |
Rapier (L) | 8,10,X | +1/-1 | 1.5 | |
Cutlass | 8,11,15 | -1/0 | 1.5 | |
Sabre | 7,9,12 | 0/0 | 2 | |
Longsword | 10,14,17 | -1/0 | 2 | +1 |
Bastard Sword (2H) | 12,17,21 | -1/-1 | 4 | +3 |
Two-Hander (2H) | 13,19,25 | -2/-1 | 6 | +4 |
POLEARMS | ||||
Name | Light/Medium/Heavy damage |
AT/PA Modifier | Weight | Strength Requirement |
Quarterstaff (2H) | 3,5,8 | -2/+2 | 1 | +1 |
Trident (2H) | 7,9,12 | -1/+2 | 2 | +2 |
Spear (2H) | 10,14,20 | -1/+1 | 2.5 | +2 |
Glaive (2H) | 13,17,22 | -1/-1 | 2 | +2 |
Halberd (2H) | 15,20,26 | -2/-1 | 5.5 | +3 |
AXES | ||||
Name | Light/Medium/Heavy damage |
AT/PA Modifier | Weight | Strength Requirement |
Sickle (L) | 4,7,10 | 0/-1 | 0.75 | |
Hand Axe | 6,8,14 | -1/0 | 2 | |
Hatchet | 9,12,18 | -1/-1 | 3 | +1 |
Orkish Hook | 10,13,19 | -1/-1 | 3.5 | +2 |
Scythe (2H) | 12,16,24 | -2/-1 | 3 | +2 |
Battleaxe (2H) | X,22,34 | -2/-2 | 11 | +5 |
FLAILS | ||||
Name | Light/Medium/Heavy damage |
AT/PA Modifier | Weight | Strength Requirement |
Whip (L) | 4,7,10 | +1/-1 | 0.75 | |
Grain Flail | 14,18,24 | 0/-3 | 3 | +2 |
Iron Flail (2H) | 16,21,27 | 0/-3 | 3 | +3 |
Goupillion (2H) | X,30,40 | 0/-5 | 11 | +5 |
Morningstar | X,20,26 | 0/-4 | 4 | +2 |
Nunchaku (L) | 8,11,15 | +1/-1 | 0.5 | |
BLUNT WEAPONS | ||||
Name | Light/Medium/Heavy damage |
AT/PA Modifier | Weight | Strength Requirement |
Cudgel (L) | 4,6,10 | 0/0 | 1 | |
Mace | 6,10,18 | 0/-1 | 3 | +1 |
Bec de Corbin | X,13,21 | -1/-1 | 4 | +2 |
Warhammer | X,17,26 | -1/-2 | 9 | +2 |
Giant Warhammer (2H) | X,27,34 | -2/-3 | 14 | +4 |
KNUCKLES & CLAWS | ||||
Name | Damage Bonus | |||
Brass Knuckles | +4 punching damage | |||
Light Claws | +2 punching damage | |||
Heavy Claws | +4 punching damage | |||
Razor Claws | +6 punching damage | |||
(2H) - Two Handed, (L) - Light |
Natural claws will also add their bonus to kicking damage.
When creating alternative weapons, existing weapons can often be used as a guideline. Katanas, for instance, would be equivalent to longswords, scimitars equivalent to sabres, and so forth.
THROWING WEAPONS | ||||
Name | Damage | Accuracy | Weight | Strength Requirement |
---|---|---|---|---|
Dart | Agi+Dex*2 +1 | 5+Str+1d4 | 0.5 | |
Throwing Knife | Agi+Dex*2 -1 | 8+Str+2d4 | 2.5 | |
Hawk Hatchet | Agi+Dex*2 -2 | 18+Str*2+1d8 | 2 | +1 |
Throwing Spear | Agi+Dex*2 -1 | 12+Str*2+2d8 | 2 | +2 |
Shuriken | Agi+Dex*2 +2 | 3+Dex*2+2d4 | 0.5 |
Other weapons can be thrown, but unless designed for throwing, they are at -4 accuracy, possibly more in the case of particularly cumbersome weapons.
PROJECTIVE WEAPONS | ||||
Name | Damage | Accuracy | Weight | Strength Requirement |
---|---|---|---|---|
Blowgun | Int+Dex*2 +2 | 6+1d4 | 0.25 | |
Shortbow (2H) | Str+Dex*2 +2 | 16+Str+1d6 | 1 | |
Longbow (2H) | Str+Dex*2 +2 | 18+Str+1d6 | 1 | +2 |
Recurve Bow (2H) | Str+Dex*2 +2 | 18+Str*2+1d6 | 1 | +4 |
Hand Crossbow | Int+Dex*2 +0 | 8+2d4 | 2 | |
Light Crossbow (2H) | Int+Dex*2 +2 | 22+2d4 | 5 | +1 |
Heavy Crossbow (2H) | Int+Dex*2 +2 | 28+2d4 | 8 | +3 |
Sample Ammunition
Fire arrow | Deals +1d6 fire damage |
Blessed arrow | Deals +2d6 damage against undead and other creatures with a shadow affinity |
Sleeping dart | Anyone damaged must make a Sta check at 18 difficulty, or be rendered unconscious for d6 rounds. |
Poison dart | Bestows variable levels of poison depending on potency |
Armor
Name | AC | Mods | Durability | Weight | Strength Requirement |
Casting Penalty |
---|---|---|---|---|---|---|
Heavy Robes | 2 | 0/0 | 10 | 1 | ||
Winter Coat | 3 | 0/0 | 12 | 2 | ||
Quilted Leather | 4 | 0/-1 | 12 | 3 | -2 | |
Studded Leather | 6 | 0/-1 | 15 | 4 | -2 | |
Treated Leather | 7 | 0/-2 | 15 | 4 | -3 | |
Shielded Robe | 7 | 0/0 | 25 | 1 | ||
Hide Armor | 8 | 0/-2 | 20 | 6 | +1 | -3 |
Ring Mail | 9 | 0/-2 | 20 | 9 | +1 | -3 |
Chain Mail | 10 | 0/-3 | 28 | 10 | +2 | -4 |
Mythril Chain | 10 | 0/-1 | 50 | 6 | -2 | |
Banded Mail | 12 | -1/-3 | 30 | 11 | +2 | -5 |
Dycant Skin | 8 | 0/-1 | 1 | |||
Obsidian Skin | 10 | 0/0 | 2 | |||
Plate Mail | 18 | -2/-4 | 45 | 40 | +4 | -7 |
Full Plate | 25 | -3/-5 | 70 | 80 | +6 | -10 |
Mythril Plate | 25 | -1/-3 | 100 | 10 | +2 | -7 |
Dragonscale | 30 | -2/-4 | 100 | 15 | +4 | -7 |
Leather Bracers | 5 | 10 | 1.5 | |||
Chain Bracers | 8 | 15 | 2 | -1 | ||
Plate Bracers | 10 | 20 | 2.5 | +2 | -2 | |
Leather Helmet | 5 | 5 | 1 | |||
Pot Helmet | 8 | 10 | 2 | +1 | -1 | |
Masked Helmet | 10 | 15 | 3.5 | +1 | -3 | |
Buckler | 8 | 0/0 | 7 | 1 | ||
Small Shield | 13 | 0/+1 | 15 | 2 | -1 | |
Large Shield | 20 | 0/+2 | 20 | 4 | +1 | -3 |
Body Shield | 28 | -2/+3 | 30 | 6 | +3 | -6 |
The durability of armor is functionally its HP. This is rarely important except in the case of shields, which take damage instead of the wielder if the shield is used to block an attack and the damage exceeds the shield's AC.
Other Items
Potions
Name | Effect |
---|---|
Light Healing Potion | 10+1d10 HP |
Medium Healing Potion | 30+1d10 HP |
Strong Healing Potion | 60+2d10 HP |
Extreme Healing Potion | 100+4d10 HP |
Light Energy Potion | 10+1d10 MP |
Medium Energy Potion | 20+1d10 MP |
Strong Energy Potion | 50+2d10 HP |
Stamina Potion | 5+1d10 TP |
Generic Antitoxin | Removes three levels of poisoning. May not be effective against rarer toxins. |
Softening Agent | Cures most forms of petrification. Also moisturizes the skin from head to toe when taken orally. |
Muscle Relaxant | Cures most magical forms of paralysis. Can be abused for a thrill. |
Booster | Comes in many varieties; provides +1 to STR for a set duration. |
Alchemical Stimulant | Boosts INT, DEX and AGI by +1 for a short time by increasing reflexes and concentration ability. |
Fearless Elixer | Boosts COU by +2 for a few minutes. Sometimes used by Gunnir students delivering speeches. |
Arcanagesic | Eliminates all but the most severe aches and pains. It also makes the imbiber temporarily resistant to future pain, adding +2 to STA for the purpose, which also grants the user 10 temporary bonus HP. |
Willow Tea | A liquid that helps relieve minor aches. Acts as an anti-inflammatory. Comprised of all-natural ingredients, it is slow-acting but effective. |
Drinking a potion that is not already in the user's hand sacrifices the user's opportunity to attack for the round. If the potion is incredibly close at hand, the GM may rule that the action takes less time. Most potions are vials or bottles of liquid containing a couple ounces of fluid at most, which makes drinking a potion more akin to taking a shot than consuming an actual beverage.
Only creatures with physical bodies can use potions, but a creature does not have to drink a potion orally for it to be effective. In dire circumstances, a potion may be poured over an unconscious character.
Potions can be concocted by characters with appropriate skills, such as Alchemy. Most potions are magical in nature, but some are comprised of purely mundane ingredients and have no need for an arcane infusion. The more powerful a potion's effect, the more likely that it is magical.