Sky Arch

Would you like to react to this message? Create an account in a few clicks or log in to continue.

A homebrew tabletop forum


    Weapons

    avatar
    Admin
    Admin


    Posts : 112
    Join date : 2018-09-12

      Weapons   Empty Weapons

    Post by Admin Fri Sep 21, 2018 2:49 pm

    Each weapon a made of a certain material, this material determines what improvemtnes can be applied to it. https://skyarch.forumotion.com/t87-material-qualities#96


    Keep in mind that all damage has your strength behind it.

    One Handed Weapons

    Broadsword. Slashing
    6 Damage. +0 Attack. +1 Defense. 1 Length. 20 Gold

    Short Sword. Slashing
    5 Damage. +0 Attack. +2 Defense. 1 Length. 10 Gold

    Dagger. Piercing
    2 Damage. +1 Attack. +0 Defense. 1 Length. 5 Gold

    Axe. Slash
    7 Damage. +0 Attack. -1 Defense. 1 Length. 6 Gold

    Hatchet. Slash
    5 Damage. +1 Attack. +0 Defense. 1 Length. 5 Gold

    Short Spear. Piercing
    3 Damage. +2 Attack. +0 Defense. 2 Length. 5 Gold

    Club. Bludgeon
    3 Damage. +0 Attack. +0 Defense. 1 Length. Free

    Mace. Bludgeon
    5 Damage. +0 Attack. +0 Defense. 1 Length. 12 Gold

    War-Hammer. Bludgeon/Piercing, Armor piercing.
    7 Damage. -1 Defense. 1 Length. 20 Gold

    Two Handed Weapons

    Spear. Piercing
    3 Damage. +0 Attack. +2 Defense. -2 Defense on Target. 4 Length. 5 Gold

    Great Sword. Slash
    9 Damage. +1 Attack. +2 Defense. -1 Defense on Target. 3 Length. 25 Gold

    Morningstar. Piercing, Bludgeon
    6 Damage. +1 Attack. -2 Defense. +2 Attack vs shields. 2 Length. 16 Gold

    Flail. Bludgeon
    5 Damage. +1 Attack. -2 Defense. May roll for damage twice on hit. 3 Length. 8 Gold

    Quarterstaff. Bludgeon
    2 Damage +2 Attack. +3 Defense. 4 Length. 5 Gold

    Pike. Piercing
    4 Damage. +1 Attack. +3 Defense. 6 Length. 10 Gold


    Maul. Bludgeon
    9 Damage. +0 Attack. -1 Defense. 3 Length. 15 Gold

    Special Weapons

    Lance. Piercing.
    6 Damage. +1 Attack. 4 length. Can only be used once. 10 Gold
    When used by a mounted user the lance gains a charge bonus, the charge damage depended on combat movement(warhorses have 60ft maximum) and speed(knights are size 3). The bonus damage is limited to half the STR of the charging man.

    Bows

    Long Bow. Piercing.
    12 Damage. Range 40. 12 ammunition. 75 Gold. 15 gold for 10 ammo. 1/3rd of STR + 1/3RD of DEX is added to the base 12 damage.

    Short Bow. Piercing.
    9 Damage. Range 30. 12 ammunition. 30 Gold. 15 gold for 10 ammo. 1/3rd of STR + 1/3RD of DEX is added to the base 9 damage.

    Crossbow. Piercing, Armor piercing.
    11 damage. Range 35. +2 Precision. 12 ammunition. 25 Gold. 20 gold for 10 ammo. Neither STR or DEX improves crossbow damage.

    Thrown

    Javelin. Piercing. 2 Damage. Range STR. -2 Precision. 2 ammunition. 5 Gold.

    Bola. Bludgeon. 3 Damage. Range STR. Can only be used once. Target makes STR check to break out. 5 gold

    Net. Special. Can only be used once. Target makes STR check to break out. 2 Gold

    Thrown Axe. Slashing 5. Range STR. -2 Precision. 2 ammunition. 5 Gold

    Harpoon. Piercing 3. Range STR. -4 Precision. 1 Ammunition. 2 Gold

    Discus. Bludgeon 6. Range STR. -3 Precision. 4 Ammunition. 1 Gold

    Shuriken. Damage 1. Range STR. Hits Twice. 4 Ammunition. 2 Gold


    Last edited by Admin on Sun Jun 02, 2019 11:36 am; edited 6 times in total
    avatar
    Admin
    Admin


    Posts : 112
    Join date : 2018-09-12

      Weapons   Empty Re: Weapons

    Post by Admin Mon Apr 29, 2019 8:12 pm

    Upgrading weapons.

    Based on the material, https://skyarch.forumotion.com/t87-material-qualities#96 , every weapon has slots.

    What are these slots?
    Material. This can be from Wood to Dragon Bone
    Upgrade. Upgrading a weapon means its Damage, Attack Skill, and Defense Skill are all raised by 1.
    Enchantment. Imbuing a weapon with magic to improve its effectiveness.
    Embellishment. Embellishments allow you to turn gold into skill buffs.

    Applying a single one of these requires a smith, be they hired by the Guild or elsewhere.

    The cost of an improvement is:
    [Original cost]*2


    Every subsequent improvement is double the cost of the previous improvement. The base cost of the weapon is what the first improvement are based on. With exception to enchantments, which have their own prices.

    Example:

    Dagger. 2 Damage. +1 Attack. +0 Defense. 5 Gold
    ->
    Dagger. 2 Damage. +1 Attack. +0 Defense. 5 Gold
    Iron--- +1 to Stealth. 10 Gold
    ->
    Dagger +1. 3 Damage. +2 Attack. +1 Defense. 10 Gold.
    Iron--- +1 to Stealth. 10 Gold
    ->
    Dagger +2. 4 Damage. +3 Attack. +2 Defense. 20 Gold.
    Iron--- +2 to Stealth. 20 Gold

      Current date/time is Sun May 19, 2024 3:34 am