omonomous

Equipment

Feb 16th, 2020
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  1. Attacks
  2. Whenever you roll to hit, instead of rolling d20+Hit, you roll
  3. [Accuracy Dice] plus a dice of size equal to [Hit Score]
  4. For example, if your weapon's [Accuracy Dice] is d20 and your [Hit Score] is equal to 24, you roll d20+d24 on attempted hits.
  5. If the roll is higher than the target's AC, then the attack potentially hits.
  6.  
  7. As a response to a potential hit, the target may pay [02MV] to attempt a dodge.
  8. For an attempted dodge, roll a dice of size equal to your Dodge Score and add that result to your AC.
  9. If your dodge roll exceeds the attack roll, then you avoid the hit.
  10. You may not attempt a dodge if flat footed.
  11.  
  12. Critical Threat is determined by the [Accuracy Dice] roll
  13. You must roll to hit in order to confirm a threat.
  14. The confirmation roll is checked against the target's dodge roll.
  15. If no dodge roll was checked, then it is confirmed against their base AC.
  16.  
  17. Hit Score is equal to
  18. Physical: [Weapon Accuracy] x ([Martial Modifier] + [Martial Level])
  19. Magical: [Spell Accuracy] x ([Caster Modifier] + [Caster Level])
  20. *Martial Modifier is strength for most melee weapons and dexterity for most ranged weapons
  21. *Caster Modifier is based on Intelligence for most Black Magic and Wisdom for most White Magic
  22.  
  23. Dodge Score is equal to
  24. (5 + [Martial Level] - [Armor Penalty]) x ([Dodge Modifier] + [Martial Level])
  25.  
  26. Armor Class is equal to
  27. 10 + Armor Bonus
  28.  
  29. ---------------------------------------------------------------------------------------------
  30.  
  31. Light Armor: +1 Armor Bonus, No Armor Penalty
  32. Medium Armor: +2 Armor Bonus, -2 Armor Penalty
  33. Heavy Armor: +5 Armor Bonus, -5 Armor Penalty
  34.  
  35. Shield: Grants 4 + (STR_mod) defense when you pay the AP cost. Takes your off-hand equip.
  36.  
  37. ---------------------------------------------------------------------------------------------
  38.  
  39. Light Weapons
  40. -3 -2 -1 0 +1 +2 +3 +4 +5
  41. Dagger P/S d1 d2 d3 d4 d5 d6 d7 d8 d9
  42. Accuracy Dice: d16 Weapon Accuracy: 4
  43. Critical Threat: 16 Effect: Damage x1.5 and gain 3AP
  44. Special: If target is flanked or flat-footed, Accuracy Dice is d24 and Weapon Accuracy is 6
  45.  
  46. -3 -2 -1 0 +1 +2 +3 +4 +5
  47. Shortsword P d1 d3 d5 d7 d7+1 d8+1 d8+2 d9+2 d9+3
  48. Accuracy Dice: d20 Weapon Accuracy: 5
  49. Critical Threat: 19 Effect: Damage x1.5
  50.  
  51. -3 -2 -1 0 +1 +2 +3 +4 +5
  52. Javelin P d1 d3 d5 d6 d7 d9 d10 d11 d13
  53. Accuracy Dice: d20 Weapon Accuracy: 5
  54. Critical Threat: None Effect: Special
  55. Special: Can be used as a ranged weapon with an effective range of 10ft to 30ft. Critical threat is 17 when thrown and a critical strike impales the target, dealing 1 damage per [02MV] used by the target. A javelin can be removed with a successful heal check. A failed heal check or forced removal deals damage equal to the initial hit's damage.
  56.  
  57. One-Handed Weapons
  58. -3 -2 -1 0 +1 +2 +3 +4 +5
  59. Battleaxe S N/A N/A d12 d17-1 d22-2 d27-3 d32-4 d37-5 d42-6
  60. Accuracy Dice: d16 Weapon Accuracy: 4
  61. Critical Threat: 16 Effect: Damage x1.5 and gain 05TP
  62. Special: If the target is helpless, Accuracy Dice is d20
  63.  
  64. -3 -2 -1 0 +1 +2 +3 +4 +5
  65. Longsword S N/A N/A 2d4 2d5 2d6 2d7 2d8+1 2d9+1 2d10+1
  66. Accuracy Dice: d20 Weapon Accuracy: 5
  67. Critical Threat: 19 Effect: Damage x1.5
  68.  
  69. -3 -2 -1 0 +1 +2 +3 +4 +5
  70. Warhammer B N/A N/A d9 d10 d11+1 d11+2 d12+3 d12+4 d13+5
  71. Accuracy Dice: d16 Weapon Accuracy: 4
  72. Critical Threat: 16 Effect: Target incurs a -10 penalty to AC until your next turn
  73. Special: Against targets with heavy armor or natural armor, Accuracy Dice is d20 and Weapon Accuracy is 5
  74.  
  75. Two-Handed Weapons
  76. -3 -2 -1 0 +1 +2 +3 +4 +5
  77. Greataxe S N/A N/A d15 d21-2 d30-4 d38-6 d45-8 d53-10 d60-12
  78. Weapon Accuracy: 8
  79. Critical Threat: 75 Effect: Damage x1.5 and gain 05TP
  80. Special: Unless the target is helpless, you roll d80 instead of d100 to hit.
  81. You may choose to forgo to the hit penalty; if you do, you provoke attacks of opportunity if you miss.
  82.  
  83. -3 -2 -1 0 +1 +2 +3 +4 +5
  84. Greatsword S N/A N/A 3d2+d3 3d3+d3 3d4+d3 3d5+d3 3d6+d4 3d7+d4 3d8+d4
  85. Accuracy Dice: d20 Weapon Accuracy: 5
  86. Critical Threat: 19 Effect: Damage x1.5
  87.  
  88. -3 -2 -1 0 +1 +2 +3 +4 +5
  89. Lance P N/A N/A d6+d2 d7+d3 d8+d4 d10+d5 d11+d6 d13+d7 d14+d8
  90. Accuracy Dice: d20 Weapon Accuracy: 5
  91. Critical Threat: 19 Effect: Damage x1.5
  92. Special: Your melee reach is 10ft instead of 5ft.
  93. If your target is within 5ft, Accuracy Dice is d16 and Weapon Accuracy is 4.
  94. You roll both damage dice if the target is at 10ft.
  95. If the target is within 5ft, you only roll the smaller damage dice and the hit is considered bludgeoning.
  96.  
  97. Ranged Weapons
  98. -3 -2 -1 0 +1 +2 +3 +4 +5
  99. Shortbow P N/A N/A 3d4-2 3d5-2 3d6-2 3d7-2 3d8-2 3d9-2 3d10-2
  100. Accuracy Dice: d20 Weapon Accuracy: 4
  101. Critical Threat: 19 Effect: Damage x1.5 and target loses [06MV] on their next turn
  102. Special:
  103. Effective range of 10ft to 40ft.
  104.  
  105. -3 -2 -1 0 +1 +2 +3 +4 +5
  106. Longbow P N/A N/A 2d7-d2 2d7 2d8+d2 2d9+d3 2d10+d3 2d11+d4 2d12+d5
  107. Accuracy Dice: d16 Weapon Accuracy: 4
  108. Critical Threat: 16 Effect: Damage x1.5 and target loses [06MV] on their next turn
  109. Special:
  110. Effective range of 30ft to 80ft.
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