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Arm Armor : Full Leather A leather sleeve that goes over the arms and is attached by a buckle and strap.DU 10 (-4 damage, 25 hp) | No | | DU (Durability): +10 | Deflect: -1 Hit: -1 |
Arm Armor : Full Metal Metal sleeves with elbow joints for both arms and connected by a leather harness.DU 20 (-14 damage, 30 hp) | No | | DU (Durability): +20 | Avoid: -4 Deflect: -5 Hit: -2 Initiative: -1 |
Arm Armor : Full Splint Leather arms with wooden splints tied to the shoulders and wooden vambrances.DU 13 (-7 damage, 20 HP) | No | | DU (Durability): +13 | Avoid: -4 Deflect: +4 Hit: -2 |
Arm Armor : Leather Bracers Leather armor around the lower arms that aids in defending one's self. | No | | | Deflect: +1 |
Arm Armor : Leather Spiked Bracers Leather armor around the lower arms that aids in defending one's self as well as causing pain in hand to hand combat. | No | 1d4 | | Deflect: +1 |
Arm Armor : Leather Vambrances Like bracers, but thicker and they only cover the outside of the arm. | No | | | Deflect: +2 |
Arm Armor : Metal Bracers Metal armor around the lower arms that aids in defending one's self. | No | | | Deflect: +4 Hit: -1 |
Arm Armor : Metal Spiked Bracers Metal armor around the lower arms that aids in defending one's self as well as causing pain in hand to hand combat. | No | 1d5 | | Deflect: +4 |
Arm Armor : Metal Vambrances like metal bracers, but they only cover the outer side of the arm and are a bit thicker and more durable. | No | | | Deflect: +5 |
Arrow : Arrow Your basic arrow that does standard damage according to bow type. | No | | | |
Arrow : Barbed Adds +d4 damage and causes internal bleeding. | No | 1d4 | | |
Arrow : Flare Another arrow that is useful for alerting allies and surprising enemies, a magical enchantment is upon the tip, causing the arrow to flash like a bright beacon when it makes contact with it's target. The becon lasts for 5 rounds. | No | | | |
Arrow : Flight An arrow made for flying further than normal arrows. Adds 100 feet. | No | | | |
Arrow : Heavy A thicker arrow that has more impact. +d6 damage at a loss of 100 feet. | No | 1d6 | | |
Arrow : Screaming An interesting arrow, much like a flare, that because of it's tip, whistles noisely at a high pitch sound. Good for alerting allies or surprising enemies. Also, the tip causes d4 damage due to suction when pulled out. | No | 1d4 | | |
Arrow : Shattering Arrow An arrow that is specifically made to shrapnel upon impact, causing agitating flakes of itself to fly into the eyes and mouth of an opponent, caused by a special magical dust on the tip. Enemies struck by this arrow are at a -5 H/A/D for 2 rounds. | No | | | |
Axe : Double Axe A sturdy staff with axe blades on either end, good at pole fighting. Can be used in a double attack. | YES | 1d8 | | |
Axe : Double Bladed A heavy axe with two blades on one end of a pole. | YES | 2d7 | | Hit: -2 |
Axe : Hand Axe a one handed axe | YES | 1d5 | | |
Axe : Hatchet A quick axe that can be used as a hand axe or thrown extremely quickly | YES | 1d4 | | Hit: +2 |
Axe : Heavy Axe A two-handed weapon. | YES | 2d6 | | |
Axe : Throwing A smaller axe that was made for throwing | YES | 1d6 | | |
Body Armor : Breast Plate A frontal metal Brest plate that is attached by straps on the back.DU 15 (-9 damage, 20 hp) | No | | | Avoid: -1 Deflect: -1 |
Boomerang : Bladed A specialized metal boomerang with a wooden center that has bladed edges. Due to the edges, a full fingered guantlet is required to handed this weapon and if succefully hit into an enemy, sticks like an arrow until pulled out, causing extra aggrivated damage. Finding a weapon like this is hard as not many are apt to teach it's use. | YES | 2d6 | | |
Boomerang : Metal A piece of curved metal with a wooden center that returns to the thrower due to the magic of the wood that is inside the metal itself. Using such a weapon as the metal boomerang requires a guantlet of some type to protect the fingers. | YES | 2d5 | | |
Boomerang : Wooden A curved piece of wood with two to four ends. When thrown, the boomerang returns to it's thrower regardless if it hits or not, due to the magic of the wood. | YES | 2d4 | | |
Bow : Composite Damage is per arrow/bolt. Certain types of arrows or bolts may add or subtract damage. Range is roughly 500 ft. But because of the pulley system, a ST bonus is not applicable. | No | 3d4 | | |
Bow: Long Damage is per arrow/bolt. Certain types of arrows or bolts may add or subtract damage. Range is roughly 600 ft. | YES | 3d5 | | |
Bow: Short Damage is per arrow/bolt. Certain types of arrows or bolts may add or subtract damage. Range is roughly 300 ft. | YES | 2d5 | | |
Chain : Ball and Chain A metal ball at the end of a length of chain. | YES | 2d6 | | |
Chain : Chain and Sickle Like the chain and Weight, the chain and Sickle can be used as a long range bladed weapon, a chain weapon, or a short range blade. | YES | 1d6 | | Deflect: +2 |
Chain : Chain and Weight a length of chain with a weight at the end, usually used for wrapping or slamming into someone's face or chest, or possibly disarming. Can be swung as a slight sheild. | YES | 1d8 | | Deflect: +2 |
Chain : Double Chain and Sickle a chain and sickle weapon with two sickles, one on either end of the chain. Can be used as a double weapon for twice the damage, or as a normal chain and sickle at d6 per attack. | YES | 2d6 | | Hit: +1 |
Chain : Flail two sticks, a long and short one, with a bit of chain between them. The short end is usually capped with metal and sometimes decorated with spikes. | YES | 2d7 | | |
Chain : Holy Flail A basic ball and chain save the ball is hollow and dipped, usually in holy water, and spiked at the tips, mingling the blood of the enemies with the waters of the pure. (Additional d6 damage to vampires due to holy water and must be submerged every 10 rounds of use) | YES | 2d6 | | |
Chain : Nunchaku two Nuncha on a chain that can be flung around in a variety of ways. The speed of their use is what causes the most damage, giving a bonus d3. The wildness does make them harder use, and at the same time, making one harder to hit. | YES | 1d7 | | Deflect: +2 Hit: -2 |
Chain : Spiked Ball and Chain a chain with a spiked ball on the end, giving and additional +2 damage | No | 2d6 | | |
Claws : Wrist Blades Like claws, but a single blade is attached at the wrist and goes over the top of the hand. | YES | 2d6 | | Deflect: +2 |
Claws: Large The claws that Dragons possess, or those weilded by the Wolverine sorts. | YES | 3d5 | | |
Claws: Medium The claws that might be present on most knuckle-blades, or that are present on most larger animals such as lions or gryphons. Talons, really. | YES | 2d5 | | |
Claws: Small Small, animal-like claws. The claws that a cougar or a panther might have. | YES | 1d8 | | |
Dragons : Acid Breath a nasty stomach regurgitation that will eat through armor at times. Acid does double damage to armor when applied. | No | 2d10 | | |
Dragons : Bite The clamp of dragon like jaws on your body. Ouch. | YES | 3d5 | | |
Dragons : Cold Breath usually possessed only by dragons and magical creatures of the icy wilderness | No | 2d10 | | |
Dragons : Fire Breath Usually only possessed by dragons. | No | 2d10 | | |
Dragons : Lightening Breathe usually only possessed by dragons. Double damage to targets in full metal armor of any type. (Plate, half plate, chain, ring) | No | 2d10 | | |
Dragons : Tail Swipe the swipe of a dragon's tail | YES | 3d6 | | Hit: -3 |
Dragons : Wing Swat When a dragon knocks you away with it's wing. Knockdown is automatic if successful. | YES | 2d8 | | |
Elbow An elbow | YES | 2d3 | | |
Full Body Armor : Half Plate This is the kinda armor you see alot of adventures wear, mostly a breastplate, lower arm and lower leg guards. The armor is durable, and allows movement, but is only protective of those areas. DU of 26 (-20 damage, has 15 HP per arm and leg, while the breastplate has a HP of 40) | No | | | Avoid: -1 Deflect: +2 Hit: -2 Initiative: -1 |
Full Body Armor : Ring Mail A heavier form of Chain Mail that is a little tougher.DU of 14 (-8 damage, armor has 60 hit points; however blunt damage does half damage direct to the wearer) | No | | | Avoid: -2 Deflect: -2 Hit: -2 |
Full Body Armor : Splint Mail Armor that is basically rows of wood tied together upon leather or cloth clothing. (Think slightly samurai in appearance)DU of 13, with slight deflection bonus.(-7 damage, 50 HP) | No | | | Deflect: +5 |
Full Body Armor: Chain Mail Offers just about the best mix of toughness and maneuverability.DU of 16 (-10 damage, armor has 50 hit points; however blunt damage does half damage direct to the wearer) | No | | | Avoid: -2 Deflect: -2 Hit: -2 |
Full Body Armor: Leather A full body hide made of thick leather.The armor has a DU of 10, but no movement or HAD penalty.(-4 damage, armor has 30 hit points) | No | | | |
Full Body Armor: Plate Mail This is similar to the full-metal suits of armor worn by knights. Very bulky, very limiting in movement, but also very durable. Can only be worn by people with a ST of 6 or higher.DU of 26 (-20 damage, has 90 HP) | No | | | Avoid: -5 Deflect: -5 Hit: -5 Initiative: -2 |
Gauntlets : Heavy Hard leather guantlets that are fingerless past the first knuckle. +2 damage with hand to hand fighting. | No | | | Deflect: +5 Hit: -2 |
Gauntlets : Leather Wrist and hand guards composed of leather. Helpful in deflecting blows, but not by much, from the hands and wrists. | No | | | Deflect: +1 Hit: -1 |
Gauntlets : Metal Wrist and hand protectors of a chain and metal combination, allowing better protection and +2 damage to punches. | No | | | Deflect: +3 Hit: -2 |
Gauntlets : Spiked Metal gauntlets with spikes on the knuckles. The deflection bonus is lower because of the reinforcement in the hands to keep the metal from breaking. Adds +4 damage to punches. | No | | | Deflect: -5 Hit: -2 |
Gauntlets : Studded Leather gauntlets with studs on the back of the fist. +3 damage. | No | | | Hit: +2 |
Grenade Packaged black powder; damage is less as distance increases. Like guns, they are VERY rare in this world.10d5 damage if it is in close range.5d5 damage from a short distance away.2d5 damage from the outer reaches. | No | 10d5 | | |
Gun: revolver Like the old west six-shooters. Very rare in the world, and considered not very useful considering how difficult ammunition is to come by. | No | 2d7 | | |
Headbutt Headbutt | YES | 1d5 | | |
Helmet : Leather Cap a simple leather cap that protects user's head from weather and slight blunt traumaDU is 5 (HP is 20) | No | | | |
Helmet : Leather Full Face A leather cap with a mask over the face, giving that executioner look, hiding the wearer's identity and muffling the voice.DU 8 (-2 damage, 15HP) | No | | | Hit: -1 |
Helmet : Leather Half Face A leather cap with a mask over the eyes and nose, hiding the wearer's identity.DU 8 (-2 damage, 10HP) | No | | | |
Helmet : Metal Cap A metal helmet that protects the head from impactsDU is 10 (-4 damage, 20 HP) | No | | | |
Helmet : Metal Full Face A metal helmet that completely protects the face from direct impacts. The insides are padded.DU is 14 (-8 damage, 20 HP) | No | | | Hit: -3 |
Helmet : Metal Half face A metal helmet that protects the upper face from direct impacts. The insides are padded.DU is 12 (-6 damage, 20 HP) | No | | | Hit: -1 |
Helmet : Wood Full Face A wooden helmet that completely protects the face from direct impacts. The insides are padded.DU is 11 (-5 damage, 15 HP) | No | | | Hit: -3 |
Helmet : Wooden Cap A padded wooden cap, but not as strong as the metal cap.DU 8 (-2 damage, 20 HP) | No | | | |
Helmet : Wooden Half Face A metal helmet that protects the upper face from direct impacts. The insides are padded.DU is 10 (-4 damage, 15 HP) | No | | | Hit: -1 |
Kick unskilled | YES | 1d5 | | |
Kick Skilled | YES | 1d8 | | |
Knee Knee | YES | 2d4 | | |
Knife : Machette A universal tracking blade, good for hacking at bushes or the occasional animal. Not the best at being thrown unless properly trained. | YES | 1d6 | | |
Knife : Dagger A dagger. | YES | 1d8 | | |
Knife : Dirk A shorter and more accurate throwning knife. | YES | 1d4 | | Hit: +2 |
Knife : Parrying Dagger A dagger that splits at the sides or near the hilt so that other blades may be deflected and or broken. | No | 1d4 | | Deflect: +3 |
Knife : Sai A type of parrying dagger that can also be thrown with deadly accuracy. Weapons deflected with a sai can be pulled out of opponents hand with a ST competition (after a successful deflect, opponents roll against their ST's and the lowest number wins) | YES | 1d6 | | |
Knife : Shruiken small pointed stars from 3 to as many as 12 tipped edges. | YES | 1d4 | | |
Knife: Throwing Usual knife damage when handled, more when thrown. Designed to penetrate skin with the point, digging deeper and doing more damage. | YES | 1d10 | | |
Leg Armor : Leather Shin Guard Leather shin guards for the lower legs.DU 10 (-4 damage, 10 hp) | No | | | |
Leg Armor : Metal Shin Guard Metal shin guards for the lower legs.DU 18 (-12 damage, 15 hp) | No | | | Avoid: -3 Initiative: -2 |
Leg Armor : Splint Shin Guard A leather and wooden slat combination for the legs, that is light weight.DU 13 (-7 damage, 10 hp) | No | | | Avoid: -2 |
Leg Armor : Studded Shin Guard A leather shin guard with metal studs along the leg, giving a bit more protection and +1 damage to kicks.DU 11 (-5 damage, 5 hp) | No | | | Avoid: -1 Deflect: +1 |
Leg Armor : Studded Shin Guard A leather shin guard with metal studs along the leg, giving a bit more protection and +1 damage to kicks.DU 11 (-5 damage, 5 hp) | No | | | Avoid: -1 Deflect: +1 |
Mace : Maul Similar to a battle axe, but with a huge hammer on the end, good for the smashing of the oppressors. Must have an ST of 7 to use. | YES | 3d7 | | |
Mace : Club Any medium sized blunt weapon, similar to a baseball bat | YES | 1d8 | | |
Mace : Mace a short stick with a heavy ball on the end. | YES | 1d8 | | Hit: -1 |
Mace : Morning Star A spiked mace with a blade at the tip, giving extra d2 damage if thrusted. | YES | 1d6 | | |
Mace : Spiked Mace A mace with spikes on the tip | YES | 1d9 | | Hit: -1 |
Mace : War Hammer A large hammer that can be thrown like a throwing axe but heavier, thus more damage. | YES | 1d8 | | |
Neck Armor : Leather collar a thick leather gorget styled armor that keeps blows to the neck from being serious for a whileDU 10 (-4 damage, HP 10) | No | | | Deflect: +2 |
Neck Armor : Metal Collar a sturdy piece of metal that is helpful for preventing one's head from being chopped off.DU of 15 (-9 damage, 10 hp) | No | | | Deflect: +3 |
Poison: deadly Made from various deadly plant extracts found in Dark Pines. Damage is done for 3 rounds. If ingested, the poison is twice as deadly (double damage) due to the violent regurgitation that ensues, often times rupturing the victim's throat and causing massive internal damage, and occasionally, suffocating to death. | No | 5d3 | | |
Poison: paralyze If this is coated on a blade and damage is done, or if the poison is ingested, the individual will suffer from muscle spasms. | No | | | Avoid: -5 Deflect: -5 Hit: -5 |
Pole Arm : Berdiche A long pole with a long axe blade on the end. | YES | 1d12 | | |
Pole Arm : Fork A two or three pronged, even four, tip on a long pole, used for capturing someone or pinning down. | YES | 1d8 | | |
Pole Arm : Halberd a heavy blade with another small blade on the other side to counter balance. Sometimes there are studs near the blade for extra damage when swinging. Must have a ST of 6 to use. | YES | 2d9 | | |
Pole Arm : Lance A long pointed or blunt staff that increases in girth as it goes from tip to handle. Usually used when attacking from horseback, but lances have been used to take down large beasts as well. And ST of 6 is required to use this weapon.Special Note: If used on a horse while charging, and extra 2d4 damage is applicable, at a -4 to hit. | YES | 3d5 | | |
Pole Arm : Pike A long blade on the end of a long pole used for stabbing the enemy from a good distance away. Must have an ST of 6 to use. | YES | 1d12 | | |
Pole Arm : Voulge A blade on the end of a long pole that can also be effectively used while on horseback for charging. Must have an ST of 7 to use. | YES | 2d9 | | |
Punch unskilled | YES | 1d4 | | |
Punch skilled | YES | 1d6 | | |
Rock A rock. | YES | 3d3 | | |
Shield : Buckler a small sheild that can be worn on the wrists and is good at parrying attacks or ranged weapons.DU 9 (-3 damage, 10 hp) | No | | | Avoid: -1 Deflect: +2 |
Shield : Large Steel (requires ST of 6 to use): 80 HP/DU of 21 (-15 damage) | No | | | |
Shield : Large Wooden 70 hp, DU of 13 (-6 damage) | No | | | |
Shield : Medium Steel 50 HP/DU of 16 (-10 damage) | No | | | |
Shield : Medium Wooden 40 HP, DU of 13 (-6 damage) | No | | | |
Shield : Small Steel 30 HP/DU of 16 (-10 damage) | No | | | |
Shield : Small Wooden 20 HP, DU of 13 (-6 damage) | No | | | |
Sling : Explosive Ammo Small pellets, smaller than grenades, that are used to cause loud bangs and start fires. Another rare weapon due to the fact that the pellets must be lit and then thrown within a round. | No | 3d8 | | |
Sling : Leather Sling a patch of leather on a string that can be used to throw rocks, darts, pellets, and even grenades a farther distance. Damage is 1d5 plus ammo. | YES | 1d5 | | |
Sling : Pellet Ammo small metal balls | No | 1d4 | | |
Sling : Rock Ammo pebbles used in a sling. | No | 1d3 | | |
Sling : Sling Shot Like a sling, but the ST bonus is not applicable because of the stretchy material used to launch the projectile. Shot are more accurate with a sling shot. Damage is 1d6 + ammo | No | 1d6 | | Hit: +4 |
Spear : Javelin A spear that is inbetween the short and long spear and can be used in short or long range, but has a slight arc when thrown. Good for 25 to 75 feet. | YES | 1d7 | | |
Spear : Long Spear A spear almost twice the size of the short spear and can be thrown for larger distances. Usually these weapons are arced at an enemy instead of thrown straight at them. Good to a distance of 50 to 150 feet. | YES | 1d8 | | |
Spear : Short Spear a relatively short pole with a sharpened tip, effectively used in hunting or capturing a running subject. Good for a distance of 2 to 50 feet. | YES | 1d6 | | |
Staff : Bladed Staff a long staff about four feet or longer with blades attached at the end. | YES | 1d8 | | |
Staff : Bladed Tonfa Like tonfa, but instead of rods, blades are in the rods placed. Damage is an additonal d3, and deflection bonuses are lowered. | YES | 1d6 | | Deflect: +3 Hit: +1 |
Staff : Heavy Staff A wooden with either a metal encased tip or sometimes a rock carved tip, capable of breaking through most wooden objects. | YES | 2d6 | | Deflect: -2 Hit: -2 |
Staff : Long Staff A longer staff that is usually between 6 to 10 feet long. Bo staffs are concidered long staffs, but are the longest of the long staffs. Because of the length, deflection of large weapons is possible. | YES | 2d5 | | Avoid: -2 Deflect: +2 Hit: -2 |
Staff : Nuncha Two smaller short staffs,usually 3 feet long, that are cured and sometimes capped at the ends. These are the shorter sticks in stick fighting and can damage with incredibly fast moves and offer a higher deflection bonus. Also, a hit bonus because the sticks are not neccessarily needing a specific part to hit the person since it's a blunt object. Usually come in pairs. | YES | 1d7 | | Deflect: +2 Hit: +1 |
Staff : Short Staff a small length of cured wood, useful for walking and fending off attacks. This is your average staff. Can be used as a double attack. | YES | 1d7 | | |
Staff : Sickle A curved blade at the end of a long staff, typically used for the reaping of wheat or grain. When used as a weapon the effects can be deadly. Of course, a weaponized version is smaller, and there for does less damage, than a traditional sickle. | YES | 4d3 | | |
Staff : Spiked Tonfa like normal Tonfa, but has spikes at either end of the rods, doing an extra 1 damage when thrusted at someone. | YES | 1d7 | | Deflect: +5 Hit: +2 |
Staff : Tonfa Like nuncha, tonfa are short staves, but they have the additional benefit of being carried along the arm, and great for parrying. There is an extra small handle so that they may also used as thrusting weapons or spun across across someone's face. | YES | 1d7 | | Deflect: +5 Hit: +2 |
Stake This weapon is only good for stabbing/puncturing. Its use is primarily for killing vampires, but in a pinch it can be used against others. | YES | 1d6 | | |
Sword : Bastard Long/Bastard (requires a PS of 6 or better to use without penalty; anyone with lower strength suffers -1 Hit/Avoid/Deflect for every point of strength below 6) | YES | 3d5 | | |
Sword : Broadsword A heavy sword that a person must have a ST of 6 to handle. It's not as sharp as some others but it is good at deflecting blows. | YES | 2d6 | | Deflect: +3 |
Sword : Cutlass The standard sword that most people feel pirates have. It's got a hand guard that does +1 damage to punch attacks. | YES | 2d5 | | |
Sword : Flamberge A very large and serated edge blade with a reinforced hilt. An ST of 8 is required to weild it, 14 if one handed. | YES | 3d6 | | |
Sword : Heavy Blade A two handed sword that is extremely large and heavy, much like a claymore, but with a broader blade. A person must have a strength of 9 to weild it with two hands, and 15 with one hand. | YES | 4d5 | | Hit: -3 |
Sword : Katana A medium styled sword with a reinforced back and sharp angled edge. | YES | 2d5 | | Hit: +1 |
Sword : Medium a medium ranged sword. | YES | 2d6 | | |
Sword : Rapier A sword that is good for stabbing and slashing, but a reasonbly thinner blade than your standard sword. | YES | 2d4 | | |
Sword : Short a short sword | YES | 1d10 | | |
Sword : Twin Swords These specially designed swords were made to fight together, allowing a bonus to defense as well as a full strength bonus to each blade. (each blade does 1d6, but ST bonus for using both is only applicable if the skill : Combat Related : Duel weapon is chosen) | YES | 2d6 | | Avoid: +1 Deflect: +3 |
Whip : Chain A chain whip used to strike people with the tip or tie up or bind. Deflecting with a whip is extremely hard and only the skilled should attempt. | YES | 1d8 | | |
Whip : Chain Sword a specialized whip, like the spiked whip, save that the spikes are composed of a blade that can be drawn taught and used like a normal sword. | YES | 1d8 | | |
Whip : Leather A leather whip used to strike people with the tip or tie up or bind. Deflecting with a whip is extremely hard and only the skilled should attempt. | YES | 1d6 | | Deflect: -4 Hit: +1 |
Whip : Spiked A leather or chain whip used to strike people with the tip or tie up or bind. Throughout the length, spikes are sewn or welded to the whip itself, causing extra damage. Deflecting with a whip is extremely hard and only the skilled should attempt. | No | 2d4 | | |