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Dusty's Weapon Crafting/Upgrade Sheet

Aug 13th, 2015
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  1. Dusty's Weapon Splat
  2.  
  3. Part 1. Weapons
  4. Part 2. Armor and Equipment
  5.  
  6.  
  7. Part 1. Weapons
  8. These are the weapons capable of being made in AltG2 by the blacksmith accompanying the party or in stores in town and on the road. Prices are representative of effort and cost of acquiring materials.
  9. Weapons are sorted thusly:
  10. --Swords
  11. --Spears
  12. --Gauntlets and Shields
  13. --Clubs, Staffs, Rods
  14. --Ranged Weapons
  15. --Exotic Weapons
  16.  
  17. --Swords
  18. Sword
  19. Crafting Cost- 100 Gold
  20. Effects- Single- N/A
  21.  
  22. Twin Swords
  23. Crafting Cost- 200 Gold, 2 Swords
  24. Effects- Dual- N/A
  25.  
  26. Great Sword
  27. Crafting Cost- 200 Gold, 2 Swords
  28. Effects- Great- N/A
  29.  
  30. Mega Sword
  31. Crafting Cost- 400 Gold, 2 Great Swords
  32. Effects- Great- +1 to attack and Cleave, -1 Crit Range(unless wielding with a shield), additional +1 and -1 when wielded by Knight and/or Paladin
  33.  
  34. Giant Sword
  35. Crafting Cost- 800 Gold, 2 Mega Swords
  36. Effects- Great- +1 to attack and Cleave, -1 Crit Range, -2 Critfail Range(unless wielding with a shield), additional +1, -1, -1 when wielded by Knight and/or Paladin
  37.  
  38. Scimitar
  39. Crafting Cost- 100 Gold, 1 Sword
  40. Effects- Single/Dual- Can be used as a Dual weapon with another Scimitar; impresses desert dwellers
  41.  
  42. Katana
  43. Crafting Cost- 150 Gold, 1 Sword, Fine Steel
  44. Effects- Single- +2 when wielded by Samurai class characters
  45.  
  46. Rapier
  47. Crafting Cost- 175 Gold, 1 Sword, 1 Dirk
  48. Effects- Single- +1 when fighting an enemy 1-on-1, can be Dual-Wielded with a Dirk.
  49.  
  50. Executioner Sword
  51. Crafting Cost- 250 Gold, 1 Great Sword
  52. Effects- Great- When attacking an enemy at 20% or less of its total H/W, it is killed automatically.
  53.  
  54. --Spears
  55. Spear
  56. Crafting Cost- 90 Gold
  57. Effects- Single- N/A
  58.  
  59. Bident
  60. Crafting Cost- 120 Gold, 2 Spears
  61. Effects- Single- +1 against Holy-type enemies, negates Protect/Guardian effects
  62.  
  63. Trident
  64. Crafting Cost- 120 Gold, 3 Spears
  65. Effects- Single- +1 against Aquatic enemies
  66.  
  67. Naginata
  68. Crafting Cost- 150 Gold, 1 Spear, 1 Katana
  69. Effects- Single- +1 when being wielded by Monk classes
  70.  
  71. Gae Bolga
  72. Crafting Cost- 300 Gold, 1 Spear
  73. Effects- Single- When attacking an enemy that has been previously been hit by a Natural Crit in combat, this weapon does a Wound's worth of damage in addition to normal damage.
  74.  
  75. Lance
  76. Crafting Cost- 200 Gold, 1 Spear, 1 Great Sword
  77. Effects- Great- Attacking a single enemy for more than one turn grants +1 on successive turns- this effect goes away when the target dies, leaves combat, or you change targets.
  78.  
  79. Horse-Hacking Halberd
  80. Crafting Cost- 200 Gold, 2 Spear, 2 Knife
  81. Effects- Great- +1 against grounded Ponies, Donkeys, Buffalo, Goats, Griffons, Zebras, Sheep, Deer, and Changelings
  82.  
  83. Pike
  84. Crafting Cost- 100 Gold, 2 Spear
  85. Effects- Single- Can be wielded at the same time as a Shield is equipped. Other allies with pikes get +1 to attack, and +1 DC to be hit by non-magical attacks.
  86.  
  87. Ranseur
  88. Crafting Cost- 100 Gold, 1 Spear
  89. Effects- Single- +1 Hits when dealing Counterattack damage
  90.  
  91. --Axes
  92. Axe
  93. Crafting Cost- 50 Gold
  94. Effects- Single- N/A
  95.  
  96. Tomahawk
  97. Crafting Cost- 50 Gold, Axe
  98. Effects- Ranged- +1 against Flying targets
  99.  
  100. Double-headed Axe
  101. Crafting Cost- 100 Gold, 2 Axes
  102. Effects- Single/Dual- N/A
  103.  
  104. Chain Tomahawk
  105. Crafting Cost- 100 Gold, 2 Tomahawks, 1 Chain Whip
  106. Effects- Ranged/Great- After rolling a successful Cleave, you can roll again for +1 Critfail Range
  107.  
  108. Mace-tipped Chain Tomahawk
  109. Crafting Cost- 200 Gold, 1 Chain Tomahawk, 1 Mace
  110. Effects- Ranged/Great- After rolling a successful Cleave, you can roll again for +1 Critfail Range; deal 2 extra hits of damage to targets with shields/armor
  111.  
  112. --Knives
  113. Knife
  114. Crafting Cost- 50 Gold
  115. Effects- Single- N/A
  116.  
  117. Dagger
  118. Crafting Cost- 60 Gold, 1 Knife
  119. Effects- Single- +1 Hits when counterattacking
  120.  
  121. Double Daggers
  122. Crafting Cost- 120 Gold, 2 Dagger
  123. Effects- Dual- +2 Hits while counterattacking
  124.  
  125. Dirk
  126. Crafting Cost- 60 Gold, 1 Knife
  127. Effects- Single(By itself), Dual(when wielded with Rapier)- +1 Hits when counterattacking; counterattacking when wielding with a Rapier gets +2 Hits and is treated as an Instant/Automatic action
  128.  
  129. Hidden Blade
  130. Crafting Cost- 100 Gold, 1 Knife
  131. Effects- Single- The first time this weapon is used in combat, it has a crit range of 8.
  132.  
  133. --Gauntlets and Shields
  134. Gauntlets
  135. Crafting Cost- 75 gold
  136. Effects- Unarmed- Gives +1 to Unarmed attacks and +1 Hit to H/W
  137.  
  138. Launcher Gauntlets
  139. Crafting Cost- 200 Gold, 1 Gauntlets
  140. Effects- Unarmed/Ranged- Gives +1 to Unarmed Attacks and +1 Hit to H/W
  141.  
  142. Mega Fist
  143. Crafting Cost- 300 Gold, 2 Gauntlets
  144. Effects- Unarmed/Great- +1 to Unarmed Attacks and +1 Hit to H/W
  145.  
  146. Spiked Gauntlets
  147. Crafting Cost- 150 Gold, Gauntlets
  148. Effects- Unarmed- Gives +1 to Unarmed Attacks, lowers Crit range by 1, adds +1 Hit to H/W
  149.  
  150. Hidden Blade Gauntlets
  151. Crafting Cost- 250 gold, 1 Gauntlets, 2 Knives
  152. Effects- Unarmed- Gives +1 to Unarmed attacks and +1 Hit to H/W; Once per combat, after a successful attack roll, you may declare that the crit range is 8.
  153.  
  154. Shield
  155. Crafting Cost- 100 Gold
  156. Effects- Shield- N/A
  157.  
  158. Dual Shields
  159. Crafting Cost- 200 Gold, 2 Shields
  160. Effects- Shield/Dual- Gives +2 Hits; option to roll once for both attacks
  161.  
  162. Yo-Yo Shield
  163. Crafting Cost- 250 Gold, 1 Shield
  164. Effects- Shield/Ranged- N/A
  165.  
  166. Massive Shield
  167. Crafting Cost- 300 Gold, 3 Shields
  168. Effects- Shield/Great- Gives +3 Hits
  169.  
  170. Dual Yo-Yo Shields
  171. Crafting Cost- 450 Gold, 1 Dual Shields, 2 Sawblade Shields
  172. Effects- Shield/Dual/Ranged- Gives +2 Hits; option to roll once for both attacks
  173.  
  174. Massive Yo-Yo Shield
  175. Crafting Cost- 500 Gold, 1 Massive Shield, 1 Sawblade Shields
  176. Effects- Shield/Great/Ranged- Gives +3 Hits; Upon a successful Ranged attack, the target receives 1 hit per round until Helpless or Healed
  177.  
  178. Massive Dual Shields
  179. Crafting Cost- 500 Gold, 1 Massive Shield, 2 Dual Shields
  180. Effects- Shield/Dual/Great- Gives +3 Hits; option to roll once for both attacks
  181.  
  182. Massive Dual Yo-Yo Shield
  183. Crafting Cost- 800 Gold, 1 Dual Shields, 2 Massive Shields, 2 Sawblade Shields
  184. Effects- Shield/Great/Ranged/Dual- Gives +3 Hits; option to roll once for both attacks
  185.  
  186. --Clubs, Staffs, Rods
  187. Club
  188. Crafting Cost- 20 Gold
  189. Effects- Single- N/A
  190.  
  191. Blackjack
  192. Crafting Cost- 10 Gold, Club
  193. Effects- Single- -1 Crit Range when wielded by Rogues
  194.  
  195. Spiked Club
  196. Crafting Cost- 40 Gold, Club
  197. Effects- Single- Add +1 Hit on a successful attack.
  198.  
  199. Staff
  200. Crafting Cost- 20 Gold
  201. Effects- Single- N/A
  202.  
  203. Nunchaku
  204. Crafting Cost- 40 Gold, 2 Staffs
  205. Effects- Dual- -1 DC when used by Monks
  206.  
  207. Rod
  208. Crafting Cost- 50 Gold
  209. Effects- Single- N/A
  210.  
  211. Magic Rod
  212. Crafting Cost- 100 Gold, 1 Rod
  213. Effects- Single(Catalyst)(Socketed)- -1 DC to cast Spells
  214.  
  215. Magic Staff
  216. Crafting Cost- 200 Gold, 1 Magic Rod, 1 Staff
  217. Effects- Single(Catalyst)(Socketed)- -1 DC to cast Spells, -1 Crit Range on spells
  218.  
  219. Hammer
  220. Crafting Cost- 50 Gold
  221. Effects- Single- N/A
  222.  
  223. Mace
  224. Crafting Cost- 100 Gold, 1 Hammer, 1 Rod
  225. Effects- Single- Deal an extra hit of damage to targets with shields/armor
  226.  
  227. Flail
  228. Crafting Cost- 200 Gold, Mace
  229. Effects- Single- Deal 2 extra hits of damage to targets with shields/armor
  230.  
  231. --Ranged Weapons
  232. Bow
  233. Crafting Cost- 30 Gold
  234. Effects- Ranged- N/A
  235.  
  236. Twin Bow
  237. Crafting Cost- 60 Gold, 1 Bow
  238. Effects- Dual/Ranged- N/A
  239.  
  240. Great Bow
  241. Crafting Cost- 90 Gold, 1 Bow
  242. Effects- Great/Ranged- N/A
  243.  
  244. Gun
  245. Crafting Cost- 80 Gold
  246. Effects- Ranged- N/A
  247.  
  248. Shotgun
  249. Crafting Cost- 160 Gold, Gun
  250. Effects- Ranged/Great- N/A
  251.  
  252. Bayonetted Rifle
  253. Crafting Cost- 160 Gold, Gun, Knife
  254. Effects- Ranged/Single- After rolling a successful Melee attack, you can roll an Instant attack on the same target.
  255.  
  256. --Exotic Weapons
  257.  
  258. Whip
  259. Crafting Cost- 50 Gold
  260. Effects- Single- After rolling 9 or higher on an attack, enemies in Melee Range will not attack you for 1 turn
  261.  
  262. Chain Whip
  263. Crafting Cost- 75 Gold, Whip
  264. Effects- Single- After rolling 8 or higher on an attack, enemies in Melee Range will not attack you for 1 turn
  265.  
  266. Blade-tipped Chain Whip
  267. Crafting Cost- 150 Gold, Chain Whip
  268. Effects- Single- +1 to attack; +1 to Intimidation; After rolling 7 or higher on an attack, enemies in Melee Range will not attack you for 1 turn
  269.  
  270. Sword Whip
  271. Crafting Cost- 300 Gold, Blade-tipped Chain Whip, 2 Swords
  272. Effects- Single/Ranged- Can switch between Single and Ranged tags; +1 to attack; +1 to Intimidation; +1 to Grappling, deal +1 hit every successful grappling roll; After rolling 7 or higher on an attack, enemies will not attack you for 1 turn
  273.  
  274. Scythe
  275. Crafting Cost- 200 Gold, Staff
  276. Effects- Single- +1 to attack/weapon skills while wielded by Necromancers
  277.  
  278. Blowgun
  279. Crafting Cost- 20 Gold
  280. Effects- Ranged- When used on a target out of battle, the first successful attack is not noticed.
  281.  
  282. Blowgun Flute
  283. Crafting Cost- 50 Gold, Blowgun
  284. Effects- Ranged- When used on a target out of battle, the first successful attack is not noticed; can be used as an Instant attack by Bards on the same turn they use Inspire.
  285.  
  286. Guitar
  287. Crafting Cost- 50 Gold
  288. Effects- Single- Speech-related skills and rolls get -1 DC.
  289.  
  290. Electric Guitar
  291. Crafting Cost- 120 Gold, Guitar
  292. Effects- Single- Speech-related skills and rolls get -1 DC and -1 Crit Range
  293.  
  294. Lute
  295. Crafting Cost- 120 Gold, Guitar
  296. Effects- N/A- Speech-related skills and rolls get -1 DC; when fighting a single monster, the user may attempt to lull it to sleep.
  297.  
  298. Speakers
  299. Crafting Cost- 200 Gold
  300. Effects- Great- When equipped with an Electric Guitar, Speech-related skills and rolls get -1 DC and -1 Crit Range, and can be used as a Great Weapon; Inspire deals damage upon succeeding.
  301.  
  302. Yo-Yo
  303. Crafting Cost- 10 Gold
  304. Effects- Single/Ranged- N/A
  305.  
  306. Spinning Top
  307. Crafting Cost- 10 Gold
  308. Effects- Single- After a successful roll, this weapon deals 1 hit per round for x Rounds, where x is how many numbers over the DC the initial roll succeeded on. This effect can be cancelled by an Instant action made by the target. Recharge 1 after effect ends, max 3 at once. Ineffective against flying or swimming targets.
  309.  
  310. Lantern
  311. Crafting Cost- 40 Gold
  312. Effects- Single- Can be wielded as a Single Weapon, or with a Rapier. When wielded with a Rapier in a duel, you can make an Instant roll to negate an enemy's Attack roll.
  313.  
  314. Net
  315. Crafting Cost- 15 Gold
  316. Effects- Non-tagged- Can be thrown at an enemy in Melee Range; enemy becomes Helpless, DC3. Net is destroyed after the enemy recovers.
  317.  
  318. Chain Net
  319. Crafting Cost- 75 Gold
  320. Effects- Non-tagged- Can be thrown at an enemy in Melee Range; enemy becomes Helpless, DC5.
  321.  
  322. Combat Fishing Rod
  323. Crafting Cost- 100 Gold
  324. Effects- Single- Can be used to fish with; an enemy caught while fishing is rendered Helpless.
  325.  
  326.  
  327. Special Materials
  328. These are materials that can be added in while crafting weapons for bonus effects. Crafting cost changes if you have the material or not. For example, Gold Leaf costs an additional 20 Gold to add to a weapon if you have Gold Leaf with you at the time of crafting. If you do not, then it costs 75 Gold. These qualities can be carried over if the weapon is used to forge a new weapon. Special Materials may also be applied to equipment and other items.
  329.  
  330. Gold Leaf
  331. Crafting Cost- +20 Gold/+170 Gold
  332. Effect- Charisma checks get +1 to roll and -1 DC
  333.  
  334. Holy Water
  335. Crafting Cost- +50 Gold/+70 Gold
  336. Effect- Weapon does +2 hits against Unholy-type targets(Demons, Possessed, Evil Cultists, Vampires); cannot be added to a weapon with Demon's Blood already applied.
  337.  
  338. Demon's Blood
  339. Crafting Cost- +75 Gold/ +325 Gold
  340. Effect- Weapon does +2 hits against Holy-type(Angels, Clerics and Paladins aligned with Good gods, spirits, demigods) targets; cannot be added to a weapon with Holy Water already applied.
  341.  
  342. Gem Socket
  343. Crafting Cost- +150 Gold/+300 Gold, +150+50x for every extra socket
  344. Effect- Weapon becomes capable of holding magic gems and becomes a Catalyst, automatically adding the gem's quality to spells cast using it as a Catalyst. If a weapon has a Gem Socket naturally(e.g. Magic Rod, Magic Staff), it does not add to the cost of additional sockets.
  345.  
  346. Silver Edging
  347. Crafting Cost- +150 Gold/+205 Gold
  348. Effect- Damage dealt by this weapon cannot be recovered from until the end of combat.
  349.  
  350. Cold Iron
  351. Crafting Cost- +150 Gold/+250 Gold
  352. Effect- Dispels magic effects on the target's equipment temporarily, based on how well the roll against the target succeeds.
  353.  
  354. Special Qualities
  355. These are techniques, methods, and magic that can be applied to a weapon at the time of crafting. There are two categories- Techniques and Enchantments. Techniques cannot be carried over if the weapon is used to create a new weapon.
  356.  
  357. Catalyst Weapon
  358. Cost- +50 Gold
  359. Effect- Technique- Makes the weapon capable of being used to cast spells.
  360.  
  361. Glow
  362. Cost- +75 Gold
  363. Effect- Enchantment- Allows the weapon to glow at the user's will, emitting a light colored by the user's will for 10
  364. feet.
  365.  
  366. Damage Protection
  367. Cost- +75 Gold
  368. Effect- Technique- Prevents the weapon from being affected by rust or chipping as the result of magic or rolling critfails.
  369.  
  370. Serrated Edge
  371. Cost- +100 Gold
  372. Effect- Technique- Applicable to bladed weapons, only. Adds a serrated edge to the weapon. After a successful hit, the target takes 1 hit every turn until Healed or Helpless.
  373.  
  374. Shrinking
  375. Cost- +200 Gold
  376. Effect- Enchantment- Allows the weapon to shrink to 1/10th its normal size, then grow back as an Instant Automatic action.
  377.  
  378. Drinking
  379. Cost- +200 Gold
  380. Effect- Enchantment- Allows the weapon to magically absorb a fluid it is covered in, up to 1000 gallons' worth. The user may then command the fluid to be released as an Instant Automatic action.
  381.  
  382. Anarchy
  383. Cost- +300 Gold
  384. Effect- Enchantment- Seals chaotic energies into the weapon, giving it +2 against Lawful-aligned characters. Casting or forging a weapon with this quality into a weapon with the Axiom quality causes the weapon to explode.
  385.  
  386. Axiom
  387. Cost- +300 Gold
  388. Effect- Enchantment- Seals lawful energies into the weapon, giving it +2 against Lawful-aligned characters. Casting or forging a weapon with this quality into a weapon with the Anarchy quality causes the weapon to explode.
  389.  
  390. Serpent
  391. Cost- +300 Gold
  392. Effect- Enchantment- Allows the weapon to turn into a 15/0 poisonous snake of indeterminate species. This counts as a Minion, and reverts to the weapon after rolling a critfail or having a critical success rolled against it.
  393.  
  394. Earthchantment
  395. Cost- +350 Gold
  396. Effect- Enchantment- Gives the user +1 to attack with this weapon when in natural environments.
  397.  
  398. Blood Link
  399. Cost- +500 Gold
  400. Effect- Enchantment- At the beginning of combat, select an ally. On a turn that ally is injured, this weapon deals the damage inflicted on that ally in addition to normal damage from a successful roll.
  401.  
  402. Ethereal
  403. Cost- +500 Gold
  404. Effect- Enchantment- Allows the weapon to attack intangible or ghostly targets(ghosts, Astral Projectors, spirits)
  405.  
  406. Draining
  407. Cost- +500 Gold
  408. Effect- Enchantment- When attacking an enemy, the user may select a skill or action (Unarmed Attack, Attacking with X, Spell Y, Spell Z) and give it a -1 modifier. The same skill or action can be targeted multiple times, but the maximum -1 modifiers that can be applied is 5. All modifiers become undone when the target dies or leaves combat, or when the user rolls a critfail while using a weapon with this enchantment.
  409.  
  410. Undead Creator
  411. Cost- +500 Gold
  412. Effect- Enchantment- Upon killing a target, it automatically becomes an Undead Minion for the user.
  413.  
  414. Animation
  415. Cost- +500 Gold
  416. Effect- Enchantment- Allows a weapon to come to life at the user's will, acting as a Minion.
  417.  
  418.  
  419. Part 2. Armor and Equipment
  420. These are various armors and wearable equipment that can be crafted by the blacksmith accompanying the party or purchased at stores in town or on the road.
  421.  
  422. Cloak
  423. Cost- 30 Gold
  424. Effect- Allows the user to ignore effects of negative weather.
  425.  
  426. Stealth Cloak
  427. Cost- 150 Gold
  428. Effect- +1 to Stealth/hiding
  429.  
  430. Extra-Strength Arm Bands
  431. Cost- 200 Gold
  432. Effect- Allows the user to do one of the following at a time- Use 2 Single Weapons as Dual Weapons; Use Great Weapons to full effect while using a Shield; +1 to oppose an enemy roll while Unarmed.
  433.  
  434. Quilted Armor
  435. Cost- 300 Gold
  436. Effect- +1H, allows the user to ignore effects of negative weather.
  437.  
  438. Leather Armor
  439. Cost- 800 Gold
  440. Effect- +1W
  441.  
  442. Chainmail Armor
  443. Cost- 1200 Gold
  444. Effect- +2H/+1W
  445.  
  446. Plate Armor
  447. Cost- 1800 Gold
  448. Effect- +2H/+2W
  449.  
  450. Woodbark Armor
  451. Cost- 1000 Gold
  452. Effect- +1H/+1W, grants +1 to Shaman skills.
  453.  
  454. Dragon Armor
  455. Cost- 1600 Gold
  456. Effect- +2H/+1W, gives the user the Dragon Scales racial while wearing it.
  457.  
  458. Aquatic Armor
  459. Cost- 1100 gold
  460. Effect- +1H/+1W, gives the user +1 to attack/Weapon skills while underwater.
  461.  
  462. Flight Armor
  463. Cost- 1300 Gold
  464. Effect- +1H/+1W, grants the user Flight.
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