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- Dagger
- +5 Speed
- +5 Damage
- Shortsword
- +10 Block
- +5 Damage
- Rapier
- +5 speed
- +5 to hit
- you may flood one die from the river to treat an opponent as having -5 Block
- Saber
- +5 To Hit
- +5 Damage
- Hand Axe(treat as Saber in fighting styles)
- +10 damage
- +10 to applicable survival checks
- -5 to enemy block
- Mace
- +10 damage
- +10 to applicable might Checks
- -5 to enemy block (double if enemy has no shield)
- Longsword
- +5 block
- +5 damage
- Great-Sword
- +10 Damage
- +5 Block
- Titan Blade
- +20 damage
- -5 footwork
- One-Handed Spear
- +5 to hit
- +5 to block
- you may flood one die from the river to make an attack against a target in an adjacent zone
- Polearm
- +5 Damage
- +5 to Hit
- +5 Block
- you may flood one die from the river to make an attack against a target in an adjacent zone
- Great Hammer
- +15 to damage
- +15 to Might Checks in Combat(within reason)
- -5 to enemy block (double if enemy has no shield)
- -10 footwork
- Recurve Bow
- +10 to hit
- +5 damage
- can make attacks into adjacent zones, or further with GM approval
- Crossbow
- +20 damage
- can make attacks into adjacent zones, or further with GM approval
- can only be fired every second round
- Wand
- +10 to spell-casting
- Staff
- +5 to hit
- +5 to block
- +10 to cast spells of it's chosen school
- =============
- ===SHIELDS===
- =============
- Buckler
- +5 to block Physical attacks
- does not use up a hand
- Targe
- +10 to Block
- +5 additional Block against Projectiles
- Kite Shield
- +10 block
- +5 additional Block while mounted
- Square Shield
- +15 Block
- -5 Footwork
- Shield Catalyst
- +10 Block versus magic
- Tower Shield
- +20 Block
- can be set in place
- +5 to resist Knockbacks
- -15 Footwork
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