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Battle System Tests


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You don't know the old Phoenix as well as you might think you do. As for my removing things(anything really), I do that a lot. If I find something useless, I get rid of it. When, where, and how are my business.

So to summarize that post.

"You don't know me! Don't judge me!"

Is pretty much all you wanted to say....:/ *yawn*

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You're keeping the brickwall in check? XD Not sure how you're doing it, but I wouldn't believe everything he tells you. Dumb bird has a habit of saying one thing to your face, and then doing something completely different behind your back. :P

Haven't seen this "odd" system in a few months, but if it resembles anything from a few months ago it's overloaded crap which would pretty well in a game, not so well in a manually calculated RP.

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So to summarize that post.

"You don't know me! Don't judge me!"

Is pretty much all you wanted to say....:/ *yawn*

No not at all. Judge me all you want, just stop being surprised when I'm not doing what you expected.

Bah...I'm keeping him in check Kanami.

... interesting wording you chose here.

You're keeping the brickwall in check? XD Not sure how you're doing it, but I wouldn't believe everything he tells you. Dumb bird has a habit of saying one thing to your face, and then doing something completely different behind your back. :P

Oh the context you're missing :lol:

Haven't seen this "odd" system in a few months, but if it resembles anything from a few months ago it's overloaded crap which would pretty well in a game, not so well in a manually calculated RP.

Odd ...

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No not at all. Judge me all you want, just stop being surprised when I'm not doing what you expected.
Surprised isn't quite the term I would have used.... unless snorting, and rolling ones eyes is a sign of being surprised.
Oh the context you're missing :lol:
Thank you for your unintelligent response, it would be appreciated though, if you could actually enter a proper point into your comment next time. Not all this remark dodging and vague "wooo I'm mysterious, you don't know what goes in my mind" bullshit :/
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Thank you for your unintelligent response, it would be appreciated though, if you could actually enter a proper point into your comment next time. Not all this remark dodging and vague "wooo I'm mysterious, you don't know what goes in my mind" bullshit :/

I have to really care first, which I don't. To be honest, I'm not really interested in continuing the discussion since it's really not about testing systems or the system in question. Unless you're planning on getting involved to some extent, probably best we just end here.

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  • 7 months later...

Fighting Fantasy Style Stat RP of Generic Fantasy

d6 = six-sided die

Xd6 = roll X number of six-sided die

Starting stats:

Character has 12 Stat points. Character can trade 3 Stat points for 1 extra pick for Abbilities.

Skill = 6 +1 per 1 stat point, when it reaches 10, +1 per 2 stat points. Max 12 Skill

Stamina = 12 +2 per 1 stat point, when it reaches 20, +1 per 1 stat points. Max 24 Stamina

Luck = 6 +1 per 1 stat point, when it reaches 11, +1 per 2 stat points. Max 12 Luck

Magic = 6 +2 per 1 stat point, Max 18 Magic

Starting items:

Gold: 100

Provisions: Basic Provisions x 4

Item: Dagger x1

Equipment: 50 Gold to spend on equipments only +30 Gold per weapon proficiency user has(this can only be spent on weapons). Excess of this disappears if unused.

Calculations:

Attack roll = 2d6 + Current Skill + (Current Stamina)/(6 for Humans or 4 for Weak Monsters)

Damage = Weapon damage + (Attacker Attack roll Defender Attack roll)/3 + Bonus from effects

Spellcasting Check = 3d6 =< (Current Skill + Current Magic) = Success

Test Skill = 2d6 =< (Current Skill) = Success

Test Luck = 2d6 =< (Current Luck) = Success, Luck reduced by 1 per use irregardless of outcome

Test Stamina = 4d6 =< (Current Stamina) = Success, Stamina reduced by 1 per use irregardless of outcome

Weapon Proficiency:

A Character using a weapon that the character is not proficient in will have their roll with the weapon penalised by 2. Each character starts with Weapon proficiency for Dagger for free and 3 extra weapon proficiency for any other weapon. The character may sacrifice any 2 weapon proficiency(including the dagger) to gain a Weapon Specialisation or Improved Critical abbility for free for the remaining weapon the character is proficient at. Or the character may sacrifice any 3 weapon proficiency(including the dagger) to gain a Weapon Specialisation or Improved Critical abbility for free for the remaining weapon the character is proficient at and gains 1 additional pick for Abbilities.

Characters that choose the Spellcasting abbility must sacrifice 2 Weapon proficiencies if they pick Anima, Dark or Light magic. The character may then sacrifice 2 more Weapon proficiencies to learn Staff proficiency or gain one extra pick or 1 weapon proficiency to learn a Weapon Specialisation or Improved Critical abbility for free.

If Staff magic was chosen, the character need not sacrifice any Weapon Proficiency, but cannot gain the use of Anima, Dark or Light magic.

Weapon damage Table:

Die roll(1d6) 1 2 3 4 5 6

Sword 2 4 4 4 4 6

Axe 2 2 2 2 8 8

Spear 2 2 4 4 6 6

Mace 4 4 4 4 4 4

Dagger 2 2 4 4 4 4

Bow 4 4 4 6 6 6

Crossbow 2 4 4 6 6 8

Fist 1 1 1 1 2 2

Fist(mastery) 2 2 4 4 4 6

Weapon Triangle:

Sword > Axe > Spear > Sword. All other weapons are Weapon triangle neutral(WTN). When the Attacker's weapon has Weapon triangle advantage(WTA) over the Defender's weapon in combat, the Attacker adds 1 to the attack roll for every weapon proficiency they have that is part of the Weapon Triangle, while the Defender does the opposite.When the Attacker's weapon has Weapon triangle disadvantage(WTD) over the Defender's weapon in combat, the Attacker subtracts 1 to the attack roll for every weapon proficiency they have that is part of the Weapon Triangle, while the Defender does the opposite.

Proper Rules:

COMBAT:

Battle is broken down into Rounds split into 3 Phases, Player Phase, Enemy Phase and Neutral Phase. The battle runs according to the order of the mentioned Phases. Players act during the Player Phase until GM declares the Phase has ended, which starts the Enemy phase followed by the Neutral Phase for NPCs. After the Neutral Phase ends, the Round is ended and a new Round begins with a new Player Phase.

During the Phase the corresponding character can take actions, a character can Attack, Defend, Use Items, Cast Spells, Perform a Ranged Attack, Switch weapons or other special actions. After performing the chosen action, the Character can no longer take any other actions until the Round changes.

Shields must be declared as shielding or not shielding the character at start of character's turn and end of the character's turn. If the character is not declared using the shield at end of turn, it is assumed that the shield is not blocking any attacks.

Unarmed combat, unless character has the Fist Mastery abbility, causes the character to lose 1 Stamina per hit done to the enemy. This damage cannot be reduced in any way.

STATUS AILMENT:

    • STUN: Stunned characters cannot take any actions and attacks against them never miss. Stun effects lasts until the start of the stunner's next round.
    • POISON: Character loses 1 Stamina per rounds for 5 rounds. Stamina lost in this way cannot be reduced.
    • SLEEP: Character is considered Out of Combat and cannot take any actions while it lasts. Character becomes vulnerable to Sneak Attacks. Lasts until hit or usually the stated ammount of rounds. If a character was able to sleep for the full duration, the character recovers 2 Stamina.

BATTLE TEAMS:

    • Characters in battle are always split into teams of 1~3, sometimes more for special situations such as when a mounted character switches into a team in the middle of combat.
    • Characters of a team can only engage in combat with characters from the enemy team they attack initially.
    • Eg: Team A member 1 attacks Team B member 2. Hence all other members of Team A can only attack members of Team B and any spell or abbility performed by members of Team A that targets 'members of the team engaged' will target all members of Team B. Consquently, members of Team B cannot attack members from any other team since they are already locked in combat with Team A. To attack members of another team, Team A or Team B has to completely incapacitate all members of one side or another Team comes in and engages that Team, hence freeing up one team from being locked in the fight.
    • Battle Teams are established at the start of battle based on the first 3 characters to attack a particular established enemy team or if a group of Rpers already decided on being a team before the battle.
    • Members of the same Battle Team can use items on each other as well as target each other with spells or abbilities such as heals or buffs. Characters cannot make characters of other teams the target of their abbilities or items unless members of those teams are engaging the same target as them.
    • Mounted characters will have the benefit of being able to change teams in the heat of battle.

MELEE ATTACKING:

    • Character attacking is Labeled as the Attacker while the target of their Attack is Labeled as the Defender. The Attack rolls for both Attacker and Defender are rolled and compared after adding any extra effects from weather, buffs etc.
    • If the Attacker's Attack roll is Higher or Equal to the Defender's Attack roll, the Attacker hits and is allowed to roll for Damage. Else the Attacker misses.
    • Damage from Weapons are based on rolling a 6 sided Dice and consulting the Weapon Damage table for the corresponding damage done. For example a roll of '5' for a Spear type weapon deals 2 Weapon Damage.
    • Additional damage is done for every 3 the Attacker's roll beats the Defender's roll, the Attacker deals 1 Additional damage. Example if the Spear user from earlier had an Attack Roll of 12 while the Defender had an Attack Roll of 7. The Attacker exceeds the Defender's Attck roll by 5, hence the Damage done would be '2' from the weapon and '1' from the good roll, resulting in '3' damage being directed at the Defender.
    • Assuming the Defender has a Wooden Shield and a Leather Armour and is using the shield to block, the Damage done by the Spear user would be reduced by '1' by the enemy shield, resulting in only 2 damage going through and the Shield will have it's number of uses reduced by 1. As Damage is split between being dealt to the target's Stamina and Armour, 1 damage will be done to the target's Stamina and '1' damage will be done to the Armour.
    • The Attacker may choose to perform a Critical attack to bolster his/her damage. In the case of the Spear user, he/she will need to do a Test Luck check. If it suceeds, The resulting damage done to Stamina is doubled, thus the 1 Damage that is dealt to the Stamina becomes 2. If the Test fails, the damage is instead halved, resulting in 0 as all decimals are rounded down, resulting in no loss of Stamina of the target. The Luck score of the Attacker is thus reduced by 1 for being used.

RANGED COMBAT:

    • Can only be done Out of Combat. Meaning when engaged in melee combat, the character cannot perform ranged attacks. Hence a character Defended by another character is able to perform Ranged attacks.
    • Performing a Ranged attack requires a Test Skill check to determine hitting or missing. No rolls for the enemy are required.
    • Assuming the character with a Skill of '10' is using a Crossbow and attacking the enemy, the character needs to roll 2 six-sided dice and the total must be equal or less than '10' to hit the enemy.
    • If the enemy is hit, damage is rolled and determined similar to melee combats.

    • If a character attempts to perform a Ranged attack against anyone while engaged in melee combat, they receive a free normal attack from the enemies engaging them before rolling for their test Skill check. They receive +X to their Test Skill rolls where X is the sum of damage they received from their enemies in this way.
    • Throwing attacks are considered Ranged attacks that disarm the user. Throwing a weapon on an opponent requires a Test Skill check with +3 to the die roll. Daggers and small weapons such as arrows incur +1 instead.
    • Ranged attacks can usually target characters Out of Combat. Except Thrown attacks.

USING ITEMS IN COMBAT:

    • Only one item can be used in combat. Using items prevent character's from Attacking or Defending or Performing other actions unless the item use is a Free Action.
    • Changing weapons is considered Using Items in Combat.
    • Items can still be used Out of Combat, unless that character is rendered unable to perform ANY actions.

DEFENDING OTHERS:

    • Characters can sacrifice their Attack Action to Defend another character that has NOT performed an attack for that round. When a character is Defended by another character, the Defending character will be the target of enemy attacks that target the character they are Defending, effectively making them the Defender instead.
    • Characters Defended by other characters cannot perform melee attacks as they are considered Out of Combat. It also means they are not engaged in combat with anyone.

SPELLCASTING IN COMBAT:

    • Spells and Magic items consume Magic points based on the Spell Scroll or Item. Spellcasting can only be performed Out of Combat. Spell Scrolls are consumed after use irregardless or successful casting or failure.
    • If a character attempts to Cast a Spell while engaged in combat, they receive a free normal attack from the enemies engaging them before rolling for their Spellcasting check. They receive +X to their Spellcasting Check rolls where X is the sum of damage they received from their enemies in this way.
    • To cast spells user needs the corresponding Spell Scroll and perform a Spellcasting Check. If Successful the spell takes effect. If not the scroll and action is wasted and no spell is cast.
    • Durations noted on the spells indicating number of Rounds are counted at the beginning of the Phase of combat that the character is in.
    • Magical Damage ignores AP and goes directly to Stamina.
    • Magic Damage is reduced by 1 for every 3 Max Magic the target has beyond 6 Magic.
    • Spells to cannot perform a critical attack unless specifically stated.
    • Spellcasting can be done through a Tome, Staff, Scroll of some Magic Items. Spells cast through Scrolls cost only half as much Magic, rounded up. Tomes or Staves need to be equiped on one hand as if it were a one-handed weapon in order to use them and have infinite uses while the spells cast through them cost the same Magic as the listed one.
    • Spells can generally target characters Out of Combat

ARMOUR:

  • Armours have special values called Armour points, AP that differ between armours. AP can be viewed in the item list.
  • Stamina is reduced based on resulting damage received. If terget is wearing armour, half the damage goes to the armour AP instead. The remainder also goes to AP. When AP drops to 0, all damage goes to Stamina.
  • Lost AP do not replenish unless repaired with Repair abbility or Blacksmiths. Mythril armour AP recovers by ΒΌ of its Max AP per day on its own.
  • Lost Weapon uses do not replenish unless repaired with Repair abbility or Blacksmiths. Weapons with 0 uses cannot be used.
  • Lost Shield uses do not replenish unless repaired with Repair abbility or Blacksmiths. Shields with 0 uses can no longer block.
  • Does not apply to Magical attacks or damage.

EATING AND RESTING:

  • EATING and Starvation:
    • Characters are able to eat one meal anytime they are not in a battle and are limited to only 3 major meals a day, Breakfast, Lunch and Dinner. In those 3 instances, when meals are eaten, the character is able to recover the full value of Stamina from the Food or Provisions.
    • Everytime the character 'rests' for a meal, the character recovers 2 Luck.
    • Food maybe also be eaten at other periods other than the 3 major ones. Food eaten at those times only recover half the Stamina it normally would and the character do not receive any bonus effects from the food or provisions.
    • If a character misses eating a meal, they start starving and suffer a cumulative temporary loss of 2 Skill and 4 Stamina. The stats lost this way cannot be recovered until the character eats a proper meal, in which case all the stats lost in this way are recovered.

  • RESTING:

    • When a character sleeps for a healthy ammount of time, the character recovers ΒΌ of their Max Stamina and Max Magic and All their Luck.
    • If a character did not sleep for an entire day, the character is considered Fatigued and suffer from -3 to Skill for the entire day until the character gets a proper sleep. Characters affected by the Sleep spell do not count towards recovering from Fatigue.

USES OF LUCK:

  • Luck can be used in Test Luck attempts to determine the success or failure of a Critical attack or enable the character to make a reroll for non-Test Luck attempts.

CRAFTING:

  • Crafting items consume Materials and Stamina. Tools are required and there will be a Crafting Difficulity, CD, value that needs to be overcomed or equaled by a roll of 2d6 + Skill to successfully make or Stamina and Materials are wasted.
  • CRAFTING TABLE:
    • Ammunition: Require Shaper tool
      1. [Arrows x 3], Requires: Wood x 1. Stamina Cost: 1. CD: 9.
      2. [Mythril Arrows x 3], Requires: Wood x 1, Mythril x 1. Stamina Cost: 3. CD 12.
      3. [Crossbow Bolts x 3], Requires: Wood x 1. Stamina Cost: 1. CD: 9.
      4. [Mythril Crossbow Bolts x 3], Requires: Wood x 1, Mythril x 1. Stamina Cost 3. CD 12.
      5. [Darts x 3], Requires: Wood x 1. Stamina Cost: 1. CD: 9.
      6. [spikeballs x 3], Requires: Iron x 1, Wood x 1. Stamina Cost: 2. CD: 12.
      7. [shuriken x 3], Requires: Steel x 1, Wood x 1. Stamina Cost: 2. CD: 14.
      8. [Javelin x 3], Requires: Wood x 6. Stamina Cost: 5. CD 13.
      9. [Hand Axe x 3], Requires: Wood x 2, Iron x 2. Stamina Cost 6. CD 13.
      10. [stun bomb x 1], Requires: Vial x 1, Flashpowder x 1. Stamina Cost 6. CD 14.
      11. [Fire bomb x 1], Requires: Vial x 1, Flashpowder x 3, Oil x1. Stamina Cost 6. CD 15.

    [*]Potions: Require Portable Lab tool

    1. [Potion of Stamina x 1], Requires: Vial x 1, Herb x 1. Stamina Cost: 8. CD: 14.
    2. [Potion of Luck x 1], Requires: Vial x 1, Rabbitfoot x 1. Stamina Cost: 8. CD: 16.
    3. [Potion of Magic x 1], Requires: Vial x 1, Mana stone x 1. Stamina Cost: 8. CD: 16.
    4. [Antidote x 1], Requires: Vial x 1, Herb x 1. Stamina Cost: 8. CD: 14.
    5. [Purewater x 1], Requires: Vial x 1, Pegasus tear x 1. Stamina Cost: 8. CD: 15.
    6. [Venom Coating x 1], Requires: Vial x 1, Poison Mushroom x 1. Stamina Cost 9. CD: 16.
    7. [sleep Coating x 1], Requires: Vial x 1, Sleep Mushroom x 1. Stamina Cost 9. CD: 16.
    8. [Portable Mine x 1], Requires: Vial x 1, Flashpowder x 3, Wood x 1. Stamina Cost 6. CD 15.

MOUNTS:
  • Characters need at least 18 Stamina to have a Wyvern, 9 Luck and Female to have a Pegasus
  • Needs to be fed food depending on it's type. Horses and Pegasus generally can graze to feed itself, Wyverns may hunt on its own.
  • Cannot be used indoors or small cramp places.
  • Mount granted abbilites can only be used when mounted.
  • Flight abbility of Wyverns and Pegasus: When a character uses Flight abbility, the mount will fly up with their riders and the character is then considered Out of Combat while granting the use of special abbilities. This causes characters with melee weapons to be unable to target them, at the same time, riders cannot attack with melee attacks. Ranged attacks can be done while in flight, but with the extra penalty stated under the Mount Abbility section. Ranged attacks and Spells can still target and hit the riders and their mounts, arrows and crossbow bolts dealing double weapon damage against characters under the effect of Flight. Using the Flight abbility takes up a normal action. Landing takes another action.

ITEM SLOTS & EQUIPING ITEMS:

  • Characters have 1 Item slot per 4 Stamina above 12 Stamina.
  • RP-wise, the character may bring more items with them that do not count towards Stat Battles. As long as those items are not large objects such as extra armour, weapons...etc.
  • Item slots are increased by equiping bags.
  • Characters can equip items on themselves, and items equiped do not count towards the Item Slot limit.
  • Penalties and benefits from bags are suffered or benefited from as long as the character is equiping the bag. When not in combat, the character can remove the bags and no longer suffer penalties, especially useful for crafters with Large Bags.
  • Characters can equip one one-handed weapon per hand or one two-handed weapon or one one-handed weapon and one shield, one armour, one bag, three accessories.
  • Mounts can also equip bags to carry items. Horses and Pegasi can equip 1 bag, Wyverns can equip 2 bags. The user still benefits from the buffs and penalties of the items equiped on to their mounts when applicable.
  • Non-equiped items in bags take up space as stated here:
    • One-handed weapons, non-Tower shields, Tomes, Staves, Empty Bags take up 2 Slots.
    • Armours take up 4 Slots
    • Tower Shields cannot be kept in a Bag, but can be carried by mounts occupying 10 Slots.
    • Two-handed weapons, Crafting tools take up 3 Slot
    • Spell Scrolls, Ammunition, Consumable Potions, Accessories take up minimum 1 Slot, but up to 5 of such items can occupy 1 Slot.
    • Provisions and Materials take up a minimum of 1 Slot, but up to 15 of such items can occupy 1 Slot.

Abbilities (Choose 3, Spellcasting or Fist Mastery counts as 2):

Weapon Specialisation(Choose one: Sword, Spear, Axe, Mace, Dagger, Bow, Crossbow):

Effect only applies when using the chosen weapon. The character must have Proficiency in the chosen weapon to select this abbility.

  • Sword: 2 to roll to Test Luck to perform a critical attack with a Sword
  • Spear: Can still perform melee attacks when Defended or Defending but only deal half weapon damage.
  • Axe: On a roll to Test Luck to perform a critical attack with an Axe, instead deal x3 damage on success
  • Mace: When able to deal x2 damage on a successful Test Luck, can instead Stun enemy
  • Dagger: Get +2 to First Attack Roll of the First Round of combat
  • Bow: Able to fire an additional Arrow if (Skill Test Skill Roll) > 3. Cumulative +2 to each subsequent Test Skill roll made on the same round with this abbility.
  • Crossbow: Deal Extra damage based on (Skill Test Skill Roll, minimum 0)

Spellcasting:

3 Attack roll. +3 to Test Skill check rolls for non-magical Ranged combat. Able to use Magic Scrolls. Character needs to choose one of the following magic type, Anima, Dark, Light or Staff. Spells with the specific type can only be used by characters with the corresponding proficiency. The rest can be used by any type of Spellcaster. Character gains a Fire, Wind, Lightning, Light or Dark Tome or Heal Staff for free at the start in exchange for no bonus gold to buy equipments.

Survivalist:

Able to use items once per round as a free action. Gain +2 Stamina. Halves stat loss from Starvations and Fatigue. Start with +4 Provisions.

Sneak Attack:

Deal Extra (2 + Current Luck/3) Damage on the First Attack on the First Round of combat. If the First Attack misses, the bonus damage is wasted. Bonus damage can be added when performing a free attack against targets performing a Ranged attack or Spellcasting in combat. Only applies to main-hand weapon. Bonus damage is fixed and cannot be increased with Test Luck attempts.

Dual Wield:

Able to wield one additional melee weapon in off-hand. Enables character to perform an extra attack with off-hand weapon. The extra attack is made with a -1 penalty to attack rolls with daggers or other light weapons as off-hand. Penalty is -3 for other weapons as off-hand. Extra attack does not benefit from any abbilities.

Swift Strike:

The First attack made by the character for the First Round of combat never misses and deals extra (Current Skill)/3 damage. Only applies to main-hand weapon. Bonus damage is fixed and cannot be increased with Test Luck attempts. Ignores Armour.

Improved Critical(Choose one: Sword, Spear, Axe, Mace, Dagger, Bow, Crossbow):

When performing a Test Luck to deal Critical damage with the chosen weapon, user may reduce the roll result by 1. Stacks with Weapon Specialisation(Sword) bonus. Choosing this abbility again does not stack with itself, instead character needs to chose a different weapon. Character must have proficiency in the chosen weapon to select this abbility. Gain 60 extra Gold at start that can be spent to buy a weapon corresponding to the chosen weapon for this abbility, applies for each time this abbility is chosen. Extra Gold disappears if not spent.

Sniper:

-2 on rolls to Test Skill checks to hit with a Ranged attack.

Shieldmaster:

While equiping a shield on one hand and using it to block, may roll 1d6 for each non-magical combat attacks directed at character that character can block. A roll of 6 results in the corresponding attack being blocked completely and deal no damage but reduces durability of the character accordingly. Tower Shield users may roll 2d6 instead and ignore the result of one die. Does not apply to massive attacks such as boulders, balista shots, etc. Gain 40 Gold at start that can be spent on Shields only, if it is not spent, the gold disappears.

Deathblow:

Character may declare to be using Deathblow abbility against a particular target within their enemy team before performing any actions at the start of their round. The character will then have to wait for 3 rounds of not taking any actions, the character may perform an attack with +2 to their attack roll or -2 to the roll for a Test Skill check if using a ranged attack. If the attack hits, the character rolls 2d6 + Current Skill. If the result equals or exceeds the target's Current Stamina, the target dies immediately. If the results are lower, damage is dealt normally as if it were a normal attack. Irregardless of whether the attack hits or succeeds, the character can no longer perform the Deathblow abbility anymore in combat. The attack might not work against certain 'bosses', strong opponents such as Dragons or creatures without discernable organs or weakness such as Undead, Oozes or Elementals.

Fortunate:

+1 Luck. 1 to rolls for Test Luck for Rerolls. Start with 50 extra Gold.

Master Defender:

Reduce Skill loss penalty from equiping Armours and Shields by 1. Start with 70 extra Gold that can only be spent on Armours and Shields, if it is not spent, it disappears.

Repair:

Allows character to repair equipments. Repairing equipments cannot be done in battle and costs consumable materials and 1 Stamina per 5 uses or 4 AP restored. Requires a Hammer as a tool which is under the Item > Weapons section.

Fist Mastery:

Damage done changes to the ones under Fist(mastery) and no longer loses Stamina when hitting targets. As long as both hands are not equiping weapons, the character automatically recieves the benefit of Dual Wield abbility and off-hand attacks do not have reduced attack rolls penalty. Instead of doing x2 damage to enemies with a Test Luck check, character stuns them. Fists are treated as Mythril weapons with unlimited uses.

Crafter:

Able to use materials and tools to create other objects. Items craftable will have a material and Stamina cost, difficulity value that the Crafter needs to roll 2d6 + Skill and beat that value to craft successfully. The values are listed on a Craft Table.

Nialpian Mounted Archery(Nialp nationality only):

When performing a Ranged attack while on a Horse, reduce the Ranged attack roll by 2.

Letamite Craftsmanship(Letam nationality only):

When repairing an item, increase the Ap recovery of the item by an extra 2 per material that do not count towards additional Stamina cost, increase the Use recovery of the item by an extra 2 per material that do not count towards additional Stamina cost. Add 1 to the roll to overcome the Crafting Difficulity to craft ammunitions.

Aesian Weathermaster(Aes nationality only):

Reduce penalties of fighting in bad weather by half and reduce wind or lightning damage done to the character by 2.

Rekamite Faith(Rekam nationality only):

Character recovers 2 extra Stamina when healed through magic by whoever they believe is Rekamite and they heal others by 2 extra Stamina through magic. They take 1 less damage from all kinds of magic.

Tsaen Focused Mastery(Tsae nationality only):

Choose one (Dagger, Sword, Spear, Axe, Mace, Bow, Crossbow, Fist, Fire, Wind, Lightning, Light, Dark or Staff) Gain +2 attack rolls, -2 Ranged attack rolls and -2 Spellcasting roll with the chosen proficiency. They receive a penalty of 1 with any action taken when using the unchosen proficiency.

Emocnian Spellmastery(Emocni nationality only):

Character gains a Magic proficiency for free and -1 to attack rolls and +1 to non-magical Ranged attack rolls. Penalties do not apply if the character has the Spellcasting abbility. This proficiency will cost a weapon proficiency if it is Anima, Light or Dark type magic, and none if it is Staff type magic. The character can ONLY cast spells of those types through this abbility. This abbility does not grant the user the abbility to use magic of Neutral types. Character starts with 50 extra Gold that can be spent on buying scrolls only, if not used up, the remaining extra Gold disappears.

Yracian Berserker spirit(Yrac nationality only):

Character may choose to activate Berserk effect that lasts for one round as a free action. While under the effect of Berserk, the character recieves +2 to attack rolls as the Attacker and -2 to attack rolls as the Defender. Does not grant bonus to Ranged attacks or Spellcasting.

Mount(Horse mount costs 1 Pick, Wyvern or Pegasus Mount costs 2 Picks):

Able to own a mount for RP purposes and gains special abbilities in combat. Consult the rules section for more indepth rules on mounts and their costs. These are the effects of having a mount used in battle:

  • Horses(Are able to switch to other combat teams to engage other targets as a normal action):
    • Melee attacks: Characters can perform a Charging Attack. This attack causes the character to deal x2 weapon damage on their next attack at -3 attack roll. This puts the character Out of Combat for 1 round.
    • Ranged attacks: Character is able to use Mount as a Defender when performing a Ranged attack, thus not granting free attackings to enemies engaging character in combat. Attacking in this way causes the character receive a +3 penalty to Ranged attack rolls.
    • Spellcasting: Character is able to use Mount as a Defender when casting a Spell, thus not granting free attackings to enemies engaging character in combat. Casting a spell in this way causes the character to require rolling an additional 1d6 to Spellcasting checks to determine success or failure of the spell.

  • Wyvern(Are able to switch to other combat teams to engage other targets or defend characters of other teams as a free action once per round and has the abbility Flight):

    • Melee weapons: Character can perform a Diving Attack. This attack causes the character's attack to deal additional (3 + ΒΌ Current Stamina) physical damage and doubles the weapon damage with +3 to attack rolls for the attack. The character can only perform 1 attack in this way irregardless how many weapons the character wields or uses a Brave weapon or any other effects that allow additional attacks. The character loses ΒΌ of current Stamina after performing this special attack which cannot be reduced or increased and character is no longer under the effect of Flight and loses 1 round of action. Character is required to be in Flight before being able to perform this special attack. Considered a massive attack, hence it negates Shieldmaster abbility.
    • Ranged weapons: Same as Ranged attacks on Horse. Ranged attacks while under the effect of Flight require rolling an additional 1d6 to Test Skill checks for Ranged attacks.

    • Spellcasting: Same as Spellcasting on Horse but requires additional roll of 2d6 instead while under the effect of Flight, unless using Staff magic, which cannot be cast while in Flight.

  • Pegasus(Are able to switch to other combat teams to engage other targets or defend characters of other teams as a free action once per round and has the abbility Flight):

    • Melee weapons: Character can perform a Sweeping Attack. This attack causes the character to be able to swoop down and perform an attack against all enemies in the chosen enemy combat team one after another. Each attack recieves a cumulative -2 to attack rolls against the target per enemy attacked beyond the first target. Character is required to be in Flight before being able to perform this special attack. After the attack, the character is no longer under the effect of Flight and loses 1 round of action.
    • Ranged weapons: Same as Ranged attacks on Horse. Ranged attacks while under the effect of Flight require rolling an additional 1d6 to Test Skill checks for Ranged attacks.

    • Spellcasting: Same as Spellcasting on Horse but requires additional roll of 2d6 instead while under the effect of Flight, unless using Staff magic, which cannot be cast while in Flight.

Spells:

Fire(Anima): Costs 2 Magic

Deal 6 fire damage to all enemies, requires Test Skill check to hit each individual enemy as it is considered a Ranged attack. Can instead be used to coat one weapon with flames causing it to deal 2 extra fire damage per hit for 4 hits. Can instead be used to create a light source for 6 hours, which can be released to deal damage equal to 6 hours used as light source to a single target as a normal action that requires a Ranged attack roll, and only one can be sustained at anytime. Costs 2 Magic.

Wind(Anima): Costs 2 Magic

Deal 5 wind damage to a single target and reduces the target's Skill by 1 for 5 rounds and gains the effect of 'Bow Specialisation' allowing the caster to perform extra attacks that can target diferent or the same targets up to 4 attacks, each subsequent attack deals 1 less damage, requires Test Skill check to hit the enemy as it is considered a Ranged attack. Can instead be used to push obstacles away or blow out room-sized fire. Can instead be used to create a protective barrier around a target that absorbs up to 8 damage of any kind which lasts for 5 rounds. Costs 2 Magic.

Lightning(Anima): Costs 2 Magic

Deal 10 lightning damage to a single target, requires Test Skill check to hit the enemy as it is considered a Ranged attack. Can instead be used to stun up to 3 targets, requires Test Skill check to hit each individual enemy as it is considered a Ranged attack. Can instead be used create a magnetic field around a character or place to attract metallic objects towards it, enabling caster to reduce attack roll or increase Ranged attack roll of characters attacking caster's entire team with weapons using metal by 2 for 5 rounds or do the reverse for a single target for 5 rounds. Costs 2 Magic.

Shine(Light): Costs 2 Magic

Deal 7 light damage to a single target that can perform a Critical attack, requires Test Skill check to hit the enemy as it is considered a Ranged attack with -1 to the roll. Can instead be used to reduce the Skill of another target by 4 for the target's next Attack roll or Ranged attack, lasts for 3 rounds or until the target is forced to make the roll. Can instead be used to create a magical weapon of force that acts like any melee weapon of the users choice. Threat the weapon as if it was an Iron version of the chosen weapon that deals physical damage and only lasts for 5 hits or 7 rounds. Costs 2 Magic.

Nosferatu(Dark): Costs 3 Magic and 3 Stamina

Deal 12 dark damage to a single target, recover Stamina equal to half the damage dealt, requires Test Skill check to hit the enemy as it is considered a Ranged attack with +1 to the roll. Can instead be used to create a shroud of darkness around the caster, causing attacks against the caster to add 2 to Ranged attack rolls or -2 to Attack rolls. Lasts for 3 rounds. Can instead be used to Transfer 6 Stamina from target ally to caster or vice versa. Costs 3 Magic and 3 Stamina.

Blessing: Costs 2 Magic

Restores target's Luck by ΒΌ it's maximum value. Costs 2 Magic.

Strengthen: Costs 1 Magic

Increase target's attack rolls by 3 and damage inflicted by weapons by 1 for 5 rounds. Cost 1 Magic.

Weaken: Costs 1 Magic

Decrease target's attack rolls by 3 and damage inflicted by weapons by 1 for 5 rounds. Cost 1 Magic.

Blind: Costs 1 Magic

Reduces target's Skill by 4 for 5 rounds. Cost 1 Magic.

Stun: Costs 2 Magic

Stuns up to 3 enemies. Lasts for 1 round. Costs 2 Magic.

Heal(Staff): Costs 1 Magic

Restores target's Stamina by 6. Cost 1 Magic.

Shield(Light): Costs 1 Magic

Creates a shield around target that reduces all incoming damage of any kind by 1. Lasts for 5 rounds. Cost 1 Magic

Barrier(Staff): Costs 2 Magic

Creates a barrier that absorbs up to 12 magic damage. Lasts for 5 rounds. Costs 2 Magic.

Wall: Costs 3 Magic

Creates a wall with 12 Stamina to Defend one target. Target is considered Defended by the wall and is thus Out of Combat. Wall lasts for 3 rounds. Cost 3 Magic.

Armour: Costs 2 Magic

Creates a barrier that absorbs up to 9 physical damage. Lasts for 5 rounds. Costs 2 Magic.

Thorn: Costs 3 Magic

Coats a target in Thorns. Characters that deal non-Ranged damage to the target recieves half the unreduced damage they would inflict to the target, not counting damage reductions based on shield, spells etc. The returned damage is reduced based on the attacking character's shield, spells etc. Thorn lasts for 3 rounds. Costs 3 Magic.

Conjure Provision: Costs 2 Magic

Creates 4 Provisions. Costs 2 Magic

Illusion: Costs Variable Magic. In combat Costs 3/5/5 Magic based on type of use.

Creates illusions that fool the senses. Costs X x Y magic, where X is the number of senses fooled and Y is the number of targets the spell is to affect. In combat, it can be used to serve in three ways. First is to trick the enemy into seeing a particular enemy as you, hence causing them to attack that opponent for 3 rounds costing 3 Magic. The Second is to make a target invisible to enemies, making the target 'untargetable' until the target attack anyone. The target can also be considered Out of Combat in this way and the target's next attack is able to benefit from Sneak Attack bonus if they have the abbility. This lasts for up to 5 rounds costing 5 Magic. The final possible use of this spell in combat is to create the image of something the target fears appear to attack the target. The target is rendered unable to attack anyone else and suffer -3 to their attack rolls for 3 rounds. This use costs 5 Magic.

Poison(Dark): Costs 2 Magic and 2 Stamina

Causes target to lose 2 Stamina per round for 5 Rounds. This loss of Stamina cannot be reduced or increased. Does not stack with itself. Costs 2 Magic and 2 Stamina.

Telepathy: Costs 3 Magic

Enables target to read the minds of target. Also grants caster +3 to attack rolls against the target for 5 rounds. Costs 3 Magic.

Stoneskin: Costs 3 Magic

Reduces Skill and all incoming damage to target by 3. Target is also immune to Critical damage from Test Luck attempts and Stuns. Lasts for 5 rounds. Costs 3 Magic.

Farsight: Costs 2 Magic

Enables character to see far objects, reduce rolls for Test Skill checks to performs Ranged attacks or spot objects by 1. Lasts for 7 Rounds. Costs 2 Magic.

Nightvision: Costs 1 Magic

Enables character to see in the dark and suffer no penalty for fighting in the dark. Lasts for 10 rounds. Cost 1 Magic.

Sleep: Costs 2 Magic

Causes up to 3 targets to sleep, lasts for 4 rounds or until woken up. Targets affected by Sleep spell are immune to it for the rest of the battle. Costs 2 Magic

Dispel: Costs 3 Magic

Removes all magical effects on target. Costs 3 Magic

Curse(Dark): Costs 5 Magic and 5 Stamina

50% chance to reduce target's Skill by 4, damage dealt to others by half and increase damage received by target by 50%. Target always fails on Test Luck attempts. Lasts until end of battle, might not affect bosses or powerful opponents, or durations might be dropped to only 5 rounds. Costs 5 Magic and 5 Stamina.

Recover(Staff): Costs 1 Magic

Removes debuffs from target. Cost 1 Magic.

Mend(Staff): Costs 4 Magic

Recovers target's Stamina by (ΒΌ of target's max Stamina + 8). Costs 4 Magic

Stasis(Dark): Costs 4 Magic and 5 Stamina

Causes the target to be Out of Combat and unable to take any actions. The target cannot be affected by anything except Dispel magic. Lasts for 8 rounds. Costs 4 Magic and 5 Stamina.

Items:

Weapon(type of weapon applicable):

Basic(Melee): Cost 70 Gold

Does not ignore damage reductions. 30 uses.

Great(Melee): Cost 85 Gold

Reduce Skill by 1, increase weapon damage by 50% round up. Weapons with the Great trait require 2 hands to wield. 30 uses.

Expert(Weapon Triangle only): Cost 85 Gold

Does not ignore damage reduction. Doubles WTA bonus and WTD penalty of user. 30 uses.

Bow/Crossbow(Ranged): Cost 40 Gold

Two-handed weapon. Does not ignore damage reductions and act normally. Infinite uses.

Great Bow/Heavy Crossbow(Ranged): Cost 200 Gold

Two-handed weapon. Ignores damage reduction from Bucklers, Wooden and Iron Shields by 1. Ignores damage reduction to AP by Medium Armour by 1. Infinite uses.

Mighty Bow/Arbalest(Ranged): Cost 450 Gold

Two-handed weapon. Ignores damage reduction of non-Mythril Shields and Bucklers by 2 and Mythril Shields and Mythril Bucklers by 1. Ignores damage reduction to AP by Heavy and Mythril Armour by 1. Infinite uses. Requires Mythril tip arrows or crossbow bolts to ignore damage reduction of Mythril type Shields or Armours. Infinite uses.

Short Bow/Hand Crossbow(Ranged): Cost 35 Gold

Short bow is a two-handed weapon while Hand crossbow is a one-handed weapon and a light weapon. Shortbow deals 1 less weapon damage as ordinary bows. Hand crossbow deals 2 less weapon damage as ordinary crossbows. Does not ignore damage reductions and can be used in combat to perform Melee attacks without benefiting from Weapon Specialisation abbilities. Reduce Ranged attack rolls when attacking while mounted by 1. Infinite uses.

Quarterstaff(Spear/Mace/Staff): Cost 30 Gold

Does not ignore damage reductions. Can be wielded with both hands to enable the user to perform extra attacks with the dual wield abbility as if the user was equiping two different weapons, if wielded this way, it is considered a light weapon. Is considered a Spear and a Mace, thus benefits from abbilities that improve both weapons and the character is considred proficient in it if the character has proficiency in either Spear or Mace or Staff. Deals 3 damage on hit. 20 uses.

Rapier(Sword): Cost 60 Gold

Deals 2 less damage but increases attack roll by 1 when attacking with it. 20 uses.

Twinblades(Sword): Cost 95 Gold

Is a two-handed weapon but is actually a pair of swords that are wielded in both hands, hence it benefits from Dual Wield abbility. When attacking with the off-hand part of the sword, the character deals Sword damage but the penalty to attack rolls is -1 as if wielding a dagger instead. 30 uses.

Lance(Spear): Cost 85 Gold

Is a two-handed weapon. May be equiped as a one-handed weapon when mounted. When using a special Melee attack while mounted, increase weapon damage by 50% and +1 to all Attack rolls with the melee special attack. Cannot be thrown. 30 uses.

Armourslayer(Mace): Cost 85 Gold

Is a two-handed weapon. Damage done to Armour AP is tripled. 30 uses.

Poleaxe(Axe/Spear): Cost 95 Gold

Is a two-handed weapon. Considered both a Spear and an Axe, hence proficiency in one type enables the character to use it and it benefits from specialisation in both weapon types. Deals double weapon damage against Horse mounted enemies. 30 uses.

Hammer(Mace): Cost 70 Gold

Acts like a Mace that deals 1 less weapon damage. Is required for the Repair abbility. Can be wielded in the off-hand when using the dual wield abbility at -1 attack roll instead of the usual -3. 30 uses.

Steel Hammer(Mace): Cost 130 Gold

Acts like a Hammer with Steel weapon benefits. 60 uses.

Mythril Hammer(Mace): Cost 500 Gold

Acts like a Hammer with Mythril weapon benefits. Infinites uses.

Weapon Material types for Melee weapons:

Iron: Cost Base Gold

The most basic form of weapon.

Steel: Cost (Base x 3 - 10) Gold

Ignores damage reduction from Bucklers, Wooden and Iron Shields by 1. Ignores damage reduction to AP by Medium Armour by 1. +10 uses.

Mythril: Cost (Base x 21) Gold

Ignores damage reduction of non-Mythril Shields and Bucklers by 2 and Mythril Shields and Mythril Bucklers by 1. Ignores damage reduction to AP by Medium, Heavy, Mythril Armour by 1. Infinite uses.

Armour:

Light Armour: Cost 40 Gold

8AP. +1 to rolls for Spellcasting Check. Requires 16 Stamina to equip effectively. For every 1 Stamina the user has short of the required one, the character recieves a -1 penalty to Skill, maximum Skill reduction 6.

Medium Armour: Cost 70 Gold

12AP. Reduce Skill by 1. Reduce incoming Physical damage done to AP by 1 while AP is not 0. +2 to rolls for Spellcasting Check. Requires 18 Stamina to equip effectively. For every 1 Stamina the user has short of the required one, the character recieves a -1 penalty to Skill, maximum Skill reduction 7.

Heavy Armour: Cost 180 Gold

16AP. Reduce Skill by 2. Reduce incoming Physical damage done to AP by 2 while AP is not 0. +3 to rolls for Spellcasting Check. Requires 20 Stamina to equip effectively. For every 1 Stamina the user has short of the required one, the character recieves a -1 penalty to Skill, maximum Skill reduction 9.

Mythril Plate: Cost 4000 Gold

20AP. Reduce Skill by 1. Reduce incoming Physical damage done to AP by 2 while AP is not 0. +2 to rolls for Spellcasting Check. Requires 20 Stamina to equip effectively. For every 1 Stamina the user has short of the required one, the character recieves a -1 penalty to Skill, maximum Skill reduction 8.

Shield(Tower Shields reduce user's Skill by 1, all damage reduced are physical damage):

Buckler: Cost 40 Gold

50% chance to reduce incoming damage by 1. +1 to rolls for Spellcasting Check Lasts for 15 uses. Able to be equiped on a hand that is equiping a weapon, but that hand suffers -1 Skill.

Mythril Buckler: Cost 2000 Gold

50% chance to reduce incoming damage by 1. +1 to rolls for Spellcasting Check Lasts for infinite uses. Able to be equiped on a hand that is equiping a weapon, but that hand suffers -1 Skill.

Wooden Shield: Cost 20 Gold

Reduces incoming damage by 1. +1 to rolls for Spellcasting Check Lasts for 15 uses.

Iron Shield: Cost 50 Gold

Reduces incoming damage by 1. +2 to rolls for Spellcasting Check Lasts for 20 uses.

Steel Shield: Cost 180 Gold

Reduces incoming damage by 1. +3 to rolls for Spellcasting Check Lasts for 25 uses.

Mythril Shield: Cost 2500 Gold

Reduces incoming damage by 1. +2 to rolls for Spellcasting Check Lasts for infinite uses.

Iron Tower Shield: Cost 80 Gold

Reduces incoming damage by 2. +3 to rolls for Spellcasting Check Lasts for 25 uses.

Steel Tower Shield: Cost 200 Gold

Reduces incoming damage by 2. +4 to rolls for Spellcasting Check Lasts for 30 uses.

Mythril Tower Shield: Cost 3000 Gold

Reduces incoming damage by 2. +3 to rolls for Spellcasting Check Lasts for infinite uses.

Accessory(Ring, Amulet, Necklace, Belt):

of Protection: Cost 300 Gold

Renders user immune to Critical atacks and Stuns.

of Warding: Cost 300 Gold

+2 to Attack rolls made as Defender

of Striking: Cost 300 Gold

+2 to Attack rolls made as Attacker

of Precision: Cost 300 Gold

-1 to Ranged attack Test Skill rolls

of Fire/Wind/Lightning/Light/Dark Resistance: Cost 500 Gold

Halves damage recieved of the corresponding type

of Fortune: Cost 800 Gold

-1 to Test Luck rolls for rerolls

of Healing: Cost 1000 Gold

Increases Stamina recovered and Stamina user recovers self or others by any spell or potions

of Fire/Wind/Lightning/Light/Dark aura: Cost 700 Gold

Deals 2 magical damage of the corresponding type to enemies engaged in combat with the user as well as make the user's weapon damage be of the corresponding elemental type, but is still physical damage.

Bags:

Normal: Cost 5 Gold

12 Item Slots.

Large: Cost 12 Gold

15 Item Slots, reduce Skill of user by 1 while equiped.

Pouch: Cost 18 Gold

8 Item Slots, grants user the abbility to use as item such as potions, coatings or throwing weapons like shurikens as a free action once per round. Stacks with Survivalist abbility.

Battle: Cost 20 Gold

10 Item Slots, can be swung as a one-handed mace at -2 Attack roll to deal physical damage based on half the ammount of Item Slots filled up.

Crafter: Cost 15 Gold

8 Item Slots, extra 8 Item slots can be used for Materials. Tools only take up 1 Item Slot in this bag.

Consumables:

Potion of Stamina: Cost 50 Gold

Recovers (ΒΌ of Max Stamina + 4) Stamina of user or target.

Potion of Luck: Cost 80 Gold

Recovers 4 Luck of user or target.

Antidote: Cost 50 Gold

Removes poison effects.

Potion of Magic: Cost 150 Gold

Recovers (ΒΌ of Max Magic + 2) Magic of user or target.

Pure water: Cost 100 Gold

Makes user immune to the next Spell targetting them. Lasts for 5 rounds.

Basic Provisions: Cost 5 Gold

Recovers 4 Stamina.

Elixer: Costs 100 Gold

Revives a defeated target, leaving the target with 1 Stamina.

Stimulant: Cost 60 Gold

Increase physical damage user does by 1 per use. Lasts for 5 Rounds starting from the round the consumable was used. Stacks with itself, but each stack is affected by a separate duration. Has 3 uses.

Painkiller: Cost 60 Gold

Reduce all damage done to user's Stamina by 1 per use. Lasts for 5 Rounds starting from the round the consumable was used. Stacks with itself, but each stack is affected by a separate duration. Has 3 uses.

Clear Liquid: Cost 90 Gold

Increases the attack roll of the user for 2 rounds by 2 per use. Has 3 uses.

Venom Coating: Cost 60 Gold

Used to coat weapon or ammunition, causing the next hit from the weapon done to Stamina to cause Poison effect on the victim. The coating lasts for 3 rounds or until the weapon strikes the target. Ammunition that misses wastes the effect. Has 3 uses.

Sleep Coating: Cost 60 Gold

Used to coat weapon or ammunition, causing the next hit from the weapon done to Stamina to cause Sleep effect on the victim. The coating lasts for 3 rounds or until the weapon strikes the target. Ammunition that misses wastes the effect. Has 3 uses.

Portable Mine: Cost 70 Gold

The next enemy that attacks the user in Melee combat recieves 4 fire damage per attack attempted before attack rolls are made. If the damage received is more than half the enemy's current Stamina, the enemy is Stunned, thus cancelling the attack.

Ammunition:

Dart: Cost 15 Gold

Used as a Thrown weapon that acts like Iron dagger but deal 1 damage on impact. Ignores Armour. Considered a dagger and thus benefits from abbilities that improve daggers. Using this weapon is considered using an Item and an Attack, thus recieves penalties and bonuses from effects that affect both types of situations. Comes in stacks of 3.

Spikeballs: Cost 30 Gold

Used as a Thrown weapon that acts like Iron daggers but deal 3 damage on impact. Considered a dagger and thus benefits from abbilities that improve daggers. Using this weapon is considered using an Item and an Attack, thus recieves penalties and bonuses from effects that affect both types of situations. Comes in stacks of 3.

Shuriken: Cost 50 Gold

Used as a Thrown weapon that acts like Steel daggers but deal 4 damage on impact. Considered a dagger and thus benefits from abbilities that improve daggers. Using this weapon is considered using an Item and an Attack, thus recieves penalties and bonuses from effects that affect both types of situations. Comes in stacks of 3.

Javelin: Cost 60 Gold

Used as a Thrown weapon that acts like a Iron Spears but deal 4 damage on impact. The penalty to Ranged rolls with Javelins are reduced by 1. Considered a spear and thus benefits from abbilities that improve spears. Comes in stacks of 3.

Hand Axe: Cost 60 Gold

Used as a Thrown weapon that acts like a Iron Axes but deal 1d6+1 damage on impact(Basically you roll 1d6 add 1 and deal exactly that ammount of damage). The penalty to Ranged rolls with Hand axes are reduced by 1. Considered an axe and thus benefits from abbilities that improve axe. Comes in stacks of 3.

Arrow: Cost 15 Gold

Ammunition used by Bows. Deals 1 damage when thrown. Comes in stacks of 3.

Crossbow Bolt: Cost 15 Gold

Ammunition used by Crossbows. Deals 1 damage when thrown Comes in stacks of 3.

Mythril Arrow: Cost 200 Gold

Ammunition used by Bows. Deals 1 Additional damage to AP. Deals 1 damage when thrown. Comes in stacks of 3.

Mythril Corssbow Bolt: Cost 200 Gold

Ammunition used by Crossbows. Deals 1 Additional damage to AP. Deals 1 damage when thrown. Comes in stacks of 3.

Stun bomb: Cost 50 Gold

Used as a Thrown weapon or Item. Considered a light weapon. Deals 2 physical damage to target and user has to roll 2d6+ User's Max Luck. If the roll is equal or higher than the target's current Stamina, the target is Stunned.

Fire bomb: Cost 80 Gold

Used as a Thrown weapon or Item. Considered a light weapon. Deals 3 Physical damage and 3 Fire damage to all enemies. Each enemy is subject to a separate Ranged attack roll to hit.

Materials:

Wood: Cost 5 Gold

Used to recover 4 Ap or 5 Weapon/Shield uses for Wood items. Does not work on Mythril items.

Iron: Cost 10 Gold

Used to recover 8 Ap or 5 Weapon/Shield uses for Iron items. Does not work on Mythril items.

Steel: Cost 20 Gold

Used to recover 12 Ap or 5 Weapon/Shield uses for Steel items. Does not work on Mythril items.

Mythril:Cost 300 Gold

Used for crafting some materials or 12 AP for Mythril Items.

Herb: Cost 15 Gold

Used for crafting potions. Can be consumed raw to recover 2 Stamina.

Mana stone: Cost 80 Gold

Used for crafting potions. Can be consumed raw to recover 1 Magic.

Rabbitfoot: Cost 30 Gold

Used for crafting potions. Can be cooked to consume to recover 2 Stamina and 1 Luck.

Pegasus tear: Cost 60 Gold

Used for crafting potion. Can be drunk to reduce the damage of the next spell targeted at user by 2.

Vial: Cost 20 Gold

Used for crafting potions.

Poison Mushroom: Cost 25 Gold

Used for crafting potions. Poisons anyone who consumes it.

Sleep Mushroom: Cost 25 Gold

Used for crafting potions. Puts those who consume it to Sleep.

Flashpowder: Cost 10 Gold

Used for crafting bombs and mines.

Oil: Cost 15 Gold

Used for crafting bombs and mines

Enchanted Effects(Effects that can be added to equipments, also increases their uses by 10):

Flame(Lesser, Normal, Greater): Cost Gold

Enchanted weapon deals +1,3,5 Fire damage

Gale(Lesser, Normal, Greater): Cost Gold

Enchanted weapon deals +1,3,5 Wind damage

Shock(Lesser, Normal, Greater): Cost Gold

Enchanted weapon deals +1,3,5 Lightning damage

Radiant(Lesser, Normal, Greater): Cost Gold

Enchanted weapon deals +1,3,5 Light damage

Shadow(Lesser, Normal, Greater): Cost Gold

Enchanted weapon deals +1,3,5 Dark damage

Killer(Lesser, Normal, Greater): Cost Gold

Enchanted weapon has -1,2,3 to Test Luck rolls to perform a critical attack, stacks with other similar benefits apart from itself

Blood: Cost Gold

Enchanted weapon deals (User's Max Stamina User's Current Stamina)/3 additional magic damage. Can only be applied onto melee weapons.

Defending(Lesser, Normal, Greater): Cost Gold

Enchanted weapon grants user +1,2,3 to attack roll as a Defender when defending another character.

Vigour: Cost Gold

Enchanted weapon deals (Users Max Stamina - 12)/2 additional physical damage.

Brave: Cost Gold

Enchanted weapon allows user to perform 1 additional attack with that weapon only, weapon specialisation abbilities do not apply to the extra attack.

Vampiric: Cost Gold

Enchanted weapon allows user to recover Stamina based on half resulting damage done to enemy Stamina with enchanted weapon.

Sacred(Lesser, Normal, Greater): Cost Gold

Enchanted armour or shield recovers user's stamina by 2,4,6 at start of round after the user successfully takes a hit from Defending another character.

Devil: Cost Gold

Enchanted weapon's weapon damage is doubled and grants the user +3 to attack roll as an Attacker. User loses 5 Stamina per hit unless they succeed on a Test Luck check to ignore the Stamina loss.

Rune(Lesser, Normal Greater): Cost Gold

An element must be chosen by the GM. Enchanted weapon gains a special attack that requires an action to activate and consumes 2 Magic per use. This special attack is not considered a Spellcasting attempt or Ranged attack or Melee attack but can hit any target Spell attacks can hit. Special attack deals 3,6,9 magic damage of the chosen element to a target. A roll of 2d6 under (user's Current Magic) to hit. Cannot be used by characters with the Spellcasting abbility.

Imbued: Cost Gold

Deals extra magical damage based on (Character's Max Magic)/2. Cannot be used by characters with the Spellcasting abbility.

Returning: Cost Gold

Weapon always returns to owners open hand at end of turn on command unless held by others. Effect is to be placed on non-Thrown type melee weapons.

Magic Items:

Fire Tome: Cost 500 Gold

Allows the user to cast Fire Spell as long as the user can pay the Magic cost.

Wind Tome: Cost 500 Gold

Allows the user to cast Wind Spell as long as the user can pay the Magic cost.

Lightning Tome: Cost 500 Gold

Allows the user to cast Lightning Spell as long as the user can pay the Magic cost.

Shine Tome: Cost 500 Gold

Allows the user to cast Shine Spell as long as the user can pay the Magic cost.

Nosferatu Tome: Cost 700 Gold

Allows the user to cast Nosferatu Spell as long as the user can pay the Magic and Stamina cost.

Heal Staff: Cost 400 Gold

Allows the user to cast Heal Spell as long as the user can pay the Magic cost.

Poison Tome: Cost 700 Gold

Allows the user to cast Poison Spell as long as the user can pay the Magic and Stamina cost.

Recover Staff: Cost 400 Gold

Allows the user to cast Recover Spell as long as the user can pay the Magic cost.

Scrolls(Spells cast through scrolls consume the scrolls when used but cost only half Magic):

Fire(Anima) Scroll: Cost 25 Gold

Wind(Anima) Scroll: Cost 25 Gold

Lightning(Anima) Scroll: Cost 25 Gold

Shine(Light) Scroll: Cost 25 Gold

Nosferatu(Dark) Scroll: Cost 45 Gold

Blessing Scroll: Cost 30 Gold

Strengthen Scroll: Cost 30 Gold

Weaken Scroll: Cost 30 Gold

Blind Scroll: Cost 30 Gold

Stun Scroll: Cost 35 Gold

Heal(Staff) Scroll: Cost 25 Gold

Shield(Light) Scroll: Cost 30 Gold

Barrier(Staff) Scroll: Cost 40 Gold

Wall Scroll: Cost 60 Gold

Armour Scroll: Cost 40 Gold

Thorn Scroll: Cost 50 Gold

Conjure Provision Scroll: Cost 20 Gold

Illusion Scroll: Cost 60 Gold

Poison(Dark) Scroll: Cost 35 Gold

Telepathy Scroll: Cost 120 Gold

Stoneskin Scroll: Cost 80 Gold

Farsight Scroll: Cost 70 Gold

Nightvision Scroll: Cost 60 Gold

Sleep Scroll: Cost 50 Gold

Dispel Scroll: Cost 60 Gold

Curse(Dark) Scroll: Cost 350 Gold (Generally not sold)

Recover(Staff) Scroll: Cost 35 Gold

Mend Scroll(Staff): Cost 70 Gold

Stasis(Dark) Scroll: Cost 350 Gold (generally not sold)

Tools:

Shaper: Cost 20 Gold

Required for making Ammunition. 30 uses.

Master Shaper: Cost 65 Gold

Acts like a Shaper but with +1 to rolls to equal or overcome CD. 10 uses.

Legendary Shaper: Cost 85 Gold

Acts like a Shaper but with +2 to rolls to equal or overcome CD. 5 uses.

Portable Lab: Cost 30 Gold

Required for making Potions. 30 uses.

Master Portable Lab: Cost 70 Gold

Acts like a Portable Lab but with +1 to rolls to equal or overcome CD. 10 uses.

Legendary Portable Lab: Cost 100 Gold

Acts like a Portable Lab but with +2 to rolls to equal or overcome CD. 5 uses.

Edited by Rothkitty
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