White Shadow Organization

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White Shadow Organization

Home of the White Shadow Organization Roleplaying guild.


    Character's Gear

    Phantom
    Phantom
    Administrator


    Posts : 182
    Join date : 2014-10-28

    Character's Gear Empty Character's Gear

    Post by Phantom Sun Nov 02, 2014 9:56 pm

    Armor


















    [th]Type[/th][th]Passive Defense[/th][th]Damage Resistance[/th][th]Cost[/th][th]Weight[/th]
    Ordinary Clothing00Varies1
    Padded Cloth Armor11$18014
    Leather Jacket11$504
    Light Leather Armor11$21010
    Heavy Leather Armor22$35020
    Chainmail34$55045
    Scale Armor34$75050
    Half Plate45$2,00070
    Light Plate46$4,00090
    Heavy Plate47$6,000110
    Flak Jacket23$22017
    Kevlar (Light)24$2205
    Kevlar (Heavy)27$4209
    Light Body Armor35$27022
    Medium Body Armor47$1,52032
    Heavy Body Armor510$2,52052
    Phantom
    Phantom
    Administrator


    Posts : 182
    Join date : 2014-10-28

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    Post by Phantom Sun Nov 02, 2014 9:57 pm

    Shields

    [th]Type[/th][th]Passive Defense[/th][th]Cost[/th][th]Weight[/th]
    Buckler1$252
    Small2$408
    Medium3$6015
    Large4$9025
    Phantom
    Phantom
    Administrator


    Posts : 182
    Join date : 2014-10-28

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    Post by Phantom Sun Nov 02, 2014 9:58 pm

    Damage Types and Damage Bonuses

    [th]Strength[/th][th]Thrusting[/th][th]Swinging[/th]
    4 or less00
    51d-51d-5
    61d-41d-4
    71d-31d-3
    81d-31d-2
    91d-21d-1
    101d-21d
    111d-11d+1
    121d-11d+2
    131d2d-1
    141d2d
    151d+12d+1
    161d+12d+2
    171d+23d-1
    181d+23d
    192d-13d+1
    202d-13d+2

    Thrusting Weapons: When you hit with an impaling weapon, the damage that gets through the armor is doubled.
    Cutting Weapons: When you hit with a cutting weapon, the damage that gets through the armor is increased by 50%, rounded down
    Crushing Weapons: They score no bonus damage
    Minimum Damage: All weapons do at least 1 point of damage, even if the result of the roll ends up being less than 1
    Phantom
    Phantom
    Administrator


    Posts : 182
    Join date : 2014-10-28

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    Post by Phantom Sun Nov 02, 2014 9:58 pm

    Hand Weapons

    [th]Weapon[/th][th]Type[/th][th]Damage[/th][th]Reach[/th][th]Cost[/th][th]Weight[/th][th]Minimum Strength[/th][th]Special Notes[/th]
    Axe (DX-5)cutsw+21$504121 turn to ready
    Mace (DX-5)crsw+31$505121 turn to ready
    Blackjack or Sap (DX-4)crthrC$2017May not Parry
    Broadsword(DX-5)cutsw+11$500310
    crthr+11Standard broadsword has a blunt point
    Light Club (DX-5)crsw+11$10310
    Smallsword (DX-5)impthr+11$4001--Maximum Damage 1d+1
    Rapier (DX-5)impthr+11,2$5001 1/2--Maximum Damage 1d+1
    Saber (DX-5)cutsw1$70027
    impthr+11Maximum Damage 1d+2
    Morningstar (DX-6)crsw+31$806121 turn to ready
    Flail (DX-6)crsw+41,2$1008132 handed; 1 turn to ready
    Large Knife (DX-4)cutsw-2C, 1$4061Maximum Damage 1d+2
    impsw+4CThrowable; Maximum damage 1d+2
    Small Knife (DX-4)cutsw-3C,1$301/2--Maximum damage 1d+1
    impthr-1CThrowable;Maximum damage 1d+1
    Dagger (DX-4)impthr-1C$201/4--Maximum damage 1d
    Glaive (DX-5)cutsw+32,3$100811112 turns to ready
    impthr+31-31 turn to ready after thrust
    Poleaxe (DX-5cut or crsw+42,3$12010122 turns to ready after swing
    Halberd (DX-5)cutsw+42,3$15012132 turns to ready after swing
    impsw+42,32 turns to ready after swing. May get stuck
    impthr+31-31 turn to ready after thrust
    Shortsword (DX-5)cutsw1$40027Sabers can be used with Shortsword skill
    impthr1
    Baton (DX-5)crsw1$20117A short, well balanced club
    crthr1
    Javelin (DX-5)impthr+11$302Primarily for throwing
    Spear (DX-5)impthr+21$4049Used 1 handed; Throwable
    thr+31,2Same spear used 2-handed
    Quarterstaff (DX-5)crsw+21, 2$1046Parry is 2/3 Staff skill
    crthr+21, 2
    Great Axe (DX-5)cutsw+21, 2$1008131 turn to ready
    Maul (DX-5)crsw+41,2$8012141 turn to ready
    Greatsword (DX-5)cutsw+31, 2$800712Usually has blunt point
    crthr+22


    DX checks listed are if one doesn't possess the appropriate skill.
    Broadswords and Light clubs can handled with the shortsword skill -2, or the Force sword skill -3 as well.
    Shortswords and Batons can handled with the broadsword skill -2, or the Force sword skill as well.
    Javelins and Spears can be handled with the Staff skill -2 as well.
    Quarterstaffs can be handled with the Spear skill -2 as well
    Two handed swords can be handled with the Force Sword skill -3 as well.
    Phantom
    Phantom
    Administrator


    Posts : 182
    Join date : 2014-10-28

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    Post by Phantom Sun Nov 02, 2014 9:58 pm

    Ranged Weapons

    [th]Weapon[/th][th]Type[/th][th]Damage[/th][th]Max. Range (in Yards)[/th][th]Cost[/th][th]Weight[/th][th]Minimum Strength[/th][th]Special Notes[/th][th]Small Knife (DX-4)[/th][th]imp[/th][th]thr-1[/th][th]ST[/th][th]$30[/th][th]1/2[/th][th]--[/th][th]Max Damage 1d+1[/th][th]Dagger (DX-4)[/th][th]imp[/th][th]thr-1[/th][th]ST[/th][th]$20[/th][th]1/4[/th][th]--[/th][th]Max Damage 1d[/th][th]Sling (DX-6)[/th][th]cr[/th][th]sw[/th][th]ST x 10[/th][th]$10[/th][th]1/2[/th][th]--[/th][th]Fires Rocks[/th][th]Staff Sling (DX-6)[/th][th]cr[/th][th]sw+1[/th][th]ST x 15[/th][th]$20[/th][th]2[/th][th]--[/th][th]Fires Rocks[/th][th]Javelin (DX-4)[/th][th]imp[/th][th]thr+1[/th][th]ST x 2 1/2[/th][th]$30[/th][th]2[/th][th]7[/th][th][/th][th]Spear (DX-4)[/th][th]imp[/th][th]thr+1[/th][th]ST x 1 1/2[/th][th]$40[/th][th]4[/th][th]9[/th][th][/th][th]Rock[/th][th]cr[/th][th]thr-1[/th][th]ST x 3 1/2[/th][th]--[/th][th]1[/th][th]--[/th][th][/th]
    Throwing Ax (DX-4)cutsw+2ST x 1 1/2$60411
    Shortbow (DX-6)impthrST x 5$5027Max. Damage 1d+3
    Regular Bow (DX-6)impthr+1ST x 20$100210Max Damage 1d+4
    Longbow (DX-6)impthr+2St x 20$200311Max Damage 1d+4
    Composite Bow (DX-6)impthr+3ST x 25$9004101d+4
    Crossbow (DX-4)impthr+4ST x 25$15067Max Damage 2d
    Prodd (DX-4)crthr+4ST x 25$15067Fires lead Pellets
    Large Knife (DX-4)impthrST+5$401--Max Damage 1d+2

    All bows require 2 hands to fire and take 2 turns to ready
    Crossbows and Prodds require 2 hands to fire and 4 turns to ready (8 if ST is greater than yours)
    Slings and Staff Slings require 2 hands to load, 1 hand to fire, and 2 turns to ready
    Quivers cost $10 and can hold 10 arrows/bolts
    Phantom
    Phantom
    Administrator


    Posts : 182
    Join date : 2014-10-28

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    Post by Phantom Sun Nov 02, 2014 9:59 pm

    Firearms

    [th]Weapon[/th][th]Type[/th][th]Damage[/th][th]Weight[/th][th]Rate of Fire[/th][th]Shots[/th][th]Minimum Strength[/th][th]Cost[/th]
    .38 Special (Pistol)cr1d-12368$20
    Luger (Pistol)cr1d+22.75369$25
    Colt .45 (Pistol)cr1d2.753710$30
    Walther PPK (Pistol)cr1d-11.25378$75
    .44 magnum Revolver (Pistol)cr2d3.253611$100
    Glock 17 (Pistol)crd+223179$450
    Remington 12G (Shotgun)cr3d83512$235
    Winchester .44-40 (Rifle)cr2d7.12610$40
    Winchester .30-30 (Rifle)cr2d+272610$475
    Lee-Enfield .303 (Rifle)cr3d10.211012$130
    M1 Garand .30-06(Rifle)cr3d+2103812$590
    AR-15 .223 (Rifle)cr2d+283209$540
    Laser Pistol (Beam Weapon)imp1d2420--$1,000
    Laser Rifle (Beam Weapon)imp2d5312--$2,000
    Blaster (Beam Weapon)imp2d23208$2,000
    Blaster Rifle (Beam Weapon)imp3d103129$3,000

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