|
|
Weapons System
Six types of attack attributes:
Pierce - Penetrating armor, doors, etc
Cleave - Removing limbs, etc
Cut - Lacerations
Shock - Stunning effect
Parry - Guarding and returning
Bash - Blunt attacks
Stats for attack attributes:
-3 - Low, not meant for this use
5+ - Medium Low, can do the job slightly, but not well
8+ - Medium, can do the job for said stat normally
10+ - Medium High, Meant mostly for this use
14+ - High, specialized weapon for this use
~~~~~
Weight Class
Light - Daggers and such, small weapons that are wielded with little to no trouble.
Medium Light - About the weight of a normal small sword
Medium - About normal axe weight. Can be wielded by anyone generally fit and healthy.
Medium Large - Battle Axe/Hammer size. Can be wielded by anyone generally fit with two hands.
Large - War Hammer heavy. This will knock a generally fit person on their ass with just one swing.
Extremely Large - Things like cannons, gate crashers, and the like. Scares generally fit people by size alone.
~~~~~
Makeshift weapons have 9 points to stats
Standard weapons have 13 points to stats
Enhanced and Refined weapons have 14 points to stats
Enchanted weapons have 18 points to stats
Masterwork weapons have 20 points to stats
God-Gift weapons have no stat point limit, plot device/plot reward only
~~~~~
Five Threat Ranges:
1 - Personal - Ex: Daggers, Fists - Range: 1-2 ft.
2 - Medium - Ex: Short sword, Flails - Range: 3-4 ft.
3 - Long - Ex: Claymore, Chains - Range: 3-7 ft.
4 - Far - Ex: Thrown, wrist bows - Range: 3-10 ft.
5 - Distant - Ex: Guns - Range: 5-100 ft.
~~~~~
Error Range:
1- Often, causes: Bad weapon condition, lack of skill, reacting to an unexpected action, lack of focus
2- Common, causes: Lack of skill, reacting to an unexpected action, lack of focus
3- Normal, causes: Reacting to an unexpected action, lack of focus
4- Rare, Reacting to an unexpected action
Critical Hit Percent
25% - Normal
30% - Obtained with excellent weapon condition
35% - Obtained with previous conditions and experience with weapon
40% - Obtained with previous conditions and elemental advantage
50% - Obtained with previous conditions and Enhanced or higher grade weapons
~~~~~
Weapon Levels, from low to high
Makeshift - Standard - Enhanced - Refined - Enchanted - Masterwork - God-Gift
~~~~~
Weapon Level descriptions
Makeshift - Not even a weapon, often just a part of the scenery grabbed and wielded to attack, such as a sharp stick, broken bottle, rocks (Note: there can never be a "Makeshift" gun, and most Makeshift have no other weapon grades, ie, no Masterwork Broken Bottle of Jack Daniels)
Standard - Off the factory line normal. Nothing special, though better than a makeshift.
Enhanced - A standard with something added to give benefits, like a sword with an adjusted handle for better grip and reflexes, or a gun with a larger clip size
Refined - Almost totally remade, usually slightly heavier than a standard, and requires less maintenance
Enchanted - Exactly what it says on the tin, a weapon enchanted by magic to perform better than it normally would
Masterwork - The top grade of all weapons, most powerful yet often heavy. Some bladed weapons do not require maintenance if they are Masterwork
God-Gift - Top of the top, best of the best. Doesn't have to be God sent in order to be God-Gift level, just made of extraordinary craftsmanship or situations. Examples: Made of 1000 Souls, 1000 year old holy wood, blacksmith literally put his soul in the weapon, etc.
~~~~~
Maintenance Requirements
Bladed weapons - Unless Masterwork grade, often used blades must always require sharpening after heavy use or suffer from reduced attack capabilities
Blunt weapons - Little to none for most weapons in this class. But maintenance is required if the weapon is wooden, even if Masterwork grade. When in bad condition, weapon not only suffers from a reduced attack, but every time used the wielder chances a one in ten chance of breaking the weapon.
Guns - Even at Masterwork grade, all levels of all guns require maintenance in that of their type, semi-auto or automatic, and constantly used weapons of high caliber require maintenance more often.
Thrown - Unless the thrown weapon has the magic attribute of Return, most thrown weapons lack need of maintenance due to their one time use. Weapons that possess Return or are recovered count as a smaller version of what they are, such as a dagger counts as Bladed, and a wooden dart counts as Makeshift unless noted to be a higher grade.
Relay - Requires near constant maintenance to be effective, such as strengthening or replacing rusty chains on flails and such, and reinforcing or replacing the ropes of a roped harpoon.
~~~~~
Weapon Types
Note that some weapons count as several types, such as a spear. While stabbing them with the end of the blade is obviously Bladed, if one was to attack with the other end of the weapon, it would count as Blunt, while if you threw it, it would be Thrown for the initial impact, and Bladed for the impalement. Use your common sense with these.
Blade - Obviously, things like swords, axes, and the like. Often the most common weapon, but also the weapon has the second highest maintenance need, due to constantly dulling edges. Standard, and has balanced stats.
Blunt - Things like staffs, maces, and hammers. Wooden weapons often come into this category. Excels mostly in Bash stat. This category is tricky. Most Blunt weapon types require little to no maintenance, though wooden weapons require the most maintenance of all weapons to keep them effective.
Guns - At first thought of as superior to many of the weapons, guns showed only use to those who were not only trained in their use, but capable of affording the actual bullets. To make up for this, guns of all sorts now use a form of crystal that shatter bones on unarmored targets on a direct hit, but don't puncture skin. Guns are preferred for damaging targets at a distance over actual killing, unless the gun is of Enchanted or higher class.
Thrown - Thrown weapons are not something considered as constant for fighting, more as a distraction, or something to damage from a distance. Thrown weapons that are used for mainstay fighting are usually of high grade, and have Return attribute in some way.
Relay - These are some of the oddest weapons. These weapons are usually ones that include the use of some way to put a hurting on something in the distance, and also have a way of returning to the user naturally, such as roped spears, roped arrows, and other like things.
~~~~~
Attributes, Both Magical and Not
Magic Return - Automatic, thrown weapon comes back when it hits something or is called back by thrower
Non-Magic Return - Things like Roped Spears, or boomerangs. If a throw is bad or good for a boomerang, the user must spent the next turn gathering it, or go without it. Roped weapons, if the user has high enough skill to roll for the chance, can be pulled back in the same turn as the throw. If not, the user must pull the roped weapon back on he next turn or become Unarmed.
Light Weight - A lighter version of a weapon, ie Light Axe. Weighs less to keep from getting in the way of guarding, running, general movement. In so, unless Light Weight is added through magic, a Light Weight attributed weapon suffers from loss of Bash and Cleave stats. Naturally given to weapons made with light materials.
Heavy Weight - Opposite of Light Weight. Boosted stats in Bash and Cleave, though heavy losses in the stats of Parry and movement speed. Naturally given to weapons made with heavy materials, but can be achieved with no drawbacks via magic.
Berserker Aura - Present only in Enchanted or God-Gift Sword and Blunt type weapons, causes wielder of blade to go into berserker like fury when blade is in their hands. Takes down a point in Parry for every point user wishes to put into Bash or Cleave while under the effect of Berserker Aura.
Monk's Aura - Present only in Enchanted non-Blade/non-Gun type weapons. Causes user to go into a calmed, focused state when weapon is in hand. Takes down a point in Bash, Cleave, Cut, and Pierce to add into Parry, max being 20 Parry. Should a weapon's stat in Bash, Cleave, Cut, or Pierce reach 0 before the user of Monk's Aura run out of stat points for any other of said stats, it stays at zero, and cannot go negative.
Sentience - Weapon can speak and think on it's own, though intelligence levels vary. If the sentience is Lawful, fifty percent chance of the weapon also having Monk's Aura attribute, if Chaotic, fifty percent chance of Berserker Aura, and if Neutral, twenty five percent chance of either, though impossible to have both.
Keen Blade - Present only in Masterwork or God-Gift grade Blade types (Swords, spear heads, etc). Upon the forging of the weapon of the appropriate grades, there is a forty percent chance to obtain Keen Blade. Constantly sharp with no need for maintenance, and has a greater chance for critical strikes.
Down to the Last Bullet - Gun only attribute, only present in Enhanced, Enchanted and God-Gift grades. When on the last bullet of a clip or magazine for the weapon, the weapon begins charging force on the tip of the round, adding to as much as +3 Pierce if the last round isn't fired for two turns.
Double Down - Gun only attribute, can only be present in weapons that use magazines. There is a second magazine attached to the current magazine, for when the first magazine empties, the wielder can pull it out, flip it, and insert the other magazine. Allows to skip any delay for reloading, in return for having their next reload delay doubled in time consumption.
Dirty Dozen - Throwing/Gun with Refined or higher grade. Quick succession of twelve projectiles, either of twelve small objects or a shotgun like shell. The shell's pellets are specially cased in a heating agent that cause the bullet to disintegrate on contact, but leave extreme burns, a la napalm. On the thrown objects, each dart is liberally covered in a solution that causes forced vomiting. Note, in guns, this requires a entirely separate container for the napalm shells, as opposed to sharing one with the gun's regular ammunition.
Snake Wrap - Chain/Rope weapon attribute, Enhanced or higher grade. This activates when the rope or chain comes in contact with desired opponent, causing it to instantly wrap itself around the target in an attempt to disable.
Give'em the Hook - Should a weapon have a barb or hook located on it, it gives the wielder +1 Pierce if he/she swings it in the direction of the barb/hook's point. Should this swing make contact with a target's chest, shoulder, or leg, the target must either successfully roll on removing the hook/barb from their body, or spend the next turn having it removed forcibly by their attacker.
This Juuust Might Work - If the user is able to use "Thoughtful Improvisation," and creates a Makeshift weapon, the user can reroll the stats for two of the attack attributes for their Makeshift weapon with 1d6.
It's Like a Brother - Should a player carry a weapon long enough (Old training sword, master's old dueling sword), it becomes a grade higher, and the wielder may re-stat two stats and use the gained points on anything they wish. Weapon still retains its old durability and maintenance requirements. Any weapon type other than makeshift can become God-Gift if held for 50% of the wielder's race's life expectancy. Example: Samson the Normal, a human, uses the same sword for 50 years. Samson's Sword adapts the name Blade of Normalcy, and gains the Sentience attribute, with the intelligence and wisdom of an old monk. Samson now has a weapon of Godly qualities, even if he is too old to use it. His adventurous grandson who inherited the Blade of Normalcy after Samson's death, however, isn't.
Tooth Fairy on Speed-Dial - Available only in Blunt weapons of Enhanced or higher grade, or weapons with a Bash stat of 14 or higher. Capable of instant knock-out hits 10% of the time. Every 5 Bash points after 15 add 5% to this chance.
!~~~~~~!
Character/weapon examples
#1
Name: Speedy the Blue
Experiences: Blade type
Error Ranges:
* Blade - 3
* Blunt - 3
* Gun - 1
* Thrown - 2
* Relay - 1
~~~
Weapons: Sword of Oak
Sword of Oak:
Grade: God-Gift
Threat Range: Medium
Weight Class: Medium-Light
Stats:
* Pierce - 13
* Cleave - 9
* Cut - 20
* Shock - 5
* Parry - 18
* Bash - 5
Attributes: Monk's Aura, Sentience
Total Crit. Chance: 50%
#2
Name: Red the Strong
Experiences: Blunt type
Error Ranges:
* Blade - 1
* Blunt - 4
* Gun - 1
* Thrown - 1
* Relay - 1
~~~
Weapons: Fists of the Ancients
Fists of the Ancients:
Grade: God-Gift
Range of Threat: Personal
Weight Class: Light
Stats:
* Pierce - 5
* Cleave - 0
* Cut - 0
* Shock - 20
* Parry - 15
* Bash - 50
Attributes: Berserker's Aura, Tooth Fairy on Speed-Dial (45% Chance)
Total Crit. Chance: 50%
|
|
Comments