Philsys equipment list

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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
Trazhe (L) 5,7,8 +1/-1 *
A standard knife. Recommended only for last-resort.
Zaima Trazhe (L) 6,8,10 +1/-1 0.3
A combat-grade knife. Good for many uses.
Katiri (L) 7,10,X +1/-1 0.8
In between a knife and a sword. Sharp, but very thin.
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
Varizhin (L) 9,11,13 -1/0 1.9
A thin, single-edged Valthi sword with a barbed blade. Hurts more when torn out.
Cutlass 8,11,15 -1/0 1.5
Sabre 7,9,12 0/0 2
Longsword 10,14,17 -1/0 2 +1
Akaruve 9,14,18 -1/0 2 +1
A double-edged Valthi sword designed for both cutting and stabbing. Generally useful.
Sirukai 12,17,X -1/0 2.5 +1
A single-edged Valthi sword with a very thin, sharp cutting edge.
Marikeve 13,17,20 -1/-1 3.5 +3
A heavy single-edged Valthi sword. Particularly good for cutting.
Bastard Sword 12,17,21 -1/-1 4 +3
Two-Hander (2H) 13,19,25 -2/-1 6 +4
Zakimise (2H) 15,22,27 -2/-2 8 +4
An unwieldy and very heavy sword. Can only be used in two hands.
Varukize (2H) X,31,43 -4/-4 18 +6
A massive two-handed sword with a thick blade. Few can use it properly.
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
Traidam (2H) 12,18,23 -1/-1 3.6 +2
A Valthi polearm with a single-edged blade. Not good at stabbing.
Halberd (2H) 15,20,26 -2/-1 5.5 +3
Vakuanze* (2H) 16,20,25 -2/-2 7.2 +4
A long polearm from Valth with a double-edged pointed blade. Unwieldy.
*Can hit targets up to the equal of one hex away, can't hit adjacent targets.
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) 15,18,30 -2/0 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) 6,10,14 +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
Mikabe (L) 6,9,13 0/0 1.7
A metal baton used by the police.
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/+1 7 1
Small Shield 13 0/+2 15 2 -1
Large Shield 20 0/+4 20 4 +1 -3
Body Shield 28 -2/+4 30 6 +3 -6

The durability of armor is functionally its HP. Damage against a specific armor is reduced by that armor's AC. The table assumes shields made out of steel; subtract 5 for shields made out of wood, increase it appropriately for other, more durable materials.

The AC of gloves and the like only applies to strikes against the appropriate part of the body.

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.
VCEDs Acronym for Valthi Combat Enhancement Drugs, these powerful stimulants are often taken via inhalation. Though they have a profound effect partially through triggering a massive adrenaline output, one's facilities of reason and fine control are inhibited in the process. When taken, the recipient takes a temporary +2 bonus to STR, AGI, and STA, but simultaneously takes a -2 penalty to INT, WIS, and DEX. Additionally, the user must make a TD (20 + total number of uses) STA and COU check after the effects end--failure results in physical and mental addiction and withdrawal symptoms occurring, respectively.

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.

Any absurdly incredible magical item is probably an artifact.