Philsys equipment list
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 | 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 | Accuracy | Damage | 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 | Accuracy | Damage | 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
Alchemical Wonders
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 MP |
Stamina Potion | 5+1d10 TP |
Generic Antitoxin | Removes three levels of poisoning. May not be effective against rarer toxins. |
Venom Concentrate | This is usually applied to a weapon rather than consumed. Adds a level 5 poison effect unless the victim succeeds a TD 20 STA check. It must be taken orally or through a wound that breaks the skin. |
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. |
Anti-gravity Solution | When smeared on an object or person, it allows the subject to move through air as though it were as dense as water. The duration of effect can vary depending on the strength of the potion. |
Arcane Polish | Improves the AC of an armor (or even clothing) by 10. It lasts for a few hours if used to polish armor, but its duration is less if applied to fabric. |
Drinking a potion that is not already in the user's hand sacrifices the user's opportunity to attack for the round. Applying a potion to an object takes at least one turn. 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 and similar items 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.
Sample Magical Items
Name | Item Strength | Effect |
---|---|---|
Angelic Robes | Minor | AC 5. Reduces damage from shadow elemental attacks by 10. |
Crown of Combat | Minor | +1 to all weapon skills when worn. |
Ethan Crown | Minor | +1 to PA when worn. Allows the wearer to strike incorporeal beings. |
Ring of Lore | Minor | Gives the wearer a 10% chance to automatically identify any magical item that they touch. No retries are allowed. |
Runeripper | Minor | Heavy dagger. Normal damage. +4 AT and +2 damage against spellcasters only. |
Bracer of Shielding | Minor | Provides 1 AC. Stacks with any other armor. |
Celestial Tiara | Moderate | Adds +5 damage to any holy spell cast by the wearer. It also adds +5 holy damage to all of the wearer's physical attacks. |
Nikumu's Sigil | Moderate | Ring. Increases the MAttack of all shadow elemental spells by +4 and adds +5 to their damage. |
Staff of the Wyrm | Moderate | Quarterstaff. Damage +2, +2/+2 AT/PA. Can cast Fire 2 for 36+2d6 damage twice per day. |
Pendant of Knowledge | Moderate | Provides a +1 WIS bonus when worn. |
Stubborn Greaves | Moderate | Greaves. If the wearer clicks his heels together (a free action), they provide a +3 STR bonus for 5 minutes if he succeeds a TD 30 COU check. The greaves may only be used once per day. |
Death's Bane | Moderate | Longsword. Normal damage, +1/+2 AT/PA. Deals +2d6 damage to undead. Provides +4 on all attempts to resist shadow elemental magic. Turns yellow whenever undead are nearby. |
Steelcutter Bardiche | Moderate | Halberd. Damage +2, +2/+2 AT/PA. Ignores up to 10 points of AC as long as that AC is provided by metal armor. Ignores the hardness of metals; it can chop through solid steel as though it were wood. |
Field Medic's Gauntlets | Moderate | Chain gloves, AC 6. On command, they become as soft as silk, but in this form they provide no AC. Also provide a +8 resistance to disease. |
Wraithslayer Blade | Major | Longsword. Normal damage, +1/+1 AT/PA. +8 AT against incorporeal undead. Always hits for maximum damage against incorporeal undead. |
Xenobane Dagger | Major | Heavy dagger. Normal damage. +6 AT and damage against elementals, celestials, demons, and dragons. |
Dagger of the Cosmos | Incredible | Heavy dagger. Damage 8/11/14, +1/+1 AT/PA. Casts Reverse Gravity on a successful hit 1/6 of the time with an effective MAttack of 30. |
Wand of Soul Harvest | Incredible | As the spell, caster rank 18. Slays a mortal target instantly. One charge, non-rechargeable. |
Most new characters will not have magical items of any sort, though there can be exceptions in certain cases. This list mostly exists as a set of samples for GMs wishing to create magical items and distribute them as treasure during RPs.