SamSuka
Quests Of Change
Quests Of Change

patreon


Beginner's Gear (Alpha 0.1)

The following are many of the most basic types of weapons and armor that adventurers may start their adventures with.

Weapon Types:

Every class is adept with different types of weaponry. When you gain a class, you become adept with one weapon type of the class’s weapon list. Weapons appear in several tiers and a character must be adept with weapons of a given tier in order to properly wield them. Weapons that are magical and non-magical alike can appear in a variety of tiers. 

Weapons Deal their assigned damage and utilize their corresponding accuracy die.

Critical potential: Some weapons have critical potential. If an attack with a weapon with critical potential connects, roll 1d10. On a 10 that attack deals twice as much damage and you may push the target one space away from you.

Base Class Weapon Types:

Lance

Shortsword

Longsword

Greatsword

Saber

Axe
Hammer

Dagger

Shortbow

Greatbow

Whip

Staff

Wand


Weapon Tiers:

Bronze

Silver

Gold

Platinum


Basic Shortsword:

Rank: Bronze

One-Handed

Range: 1

Accuracy: 2d4 + Finesse

Damage: 1d6 + Strength

Critical Potential: No


Basic Longsword:

Rank: Bronze

One-Handed

Range: 1

Accuracy: 1d6 + Finesse

Damage: 2d4 + Strength

Critical Potential: No


Basic Greatsword

Rank: Bronze

Two-Handed

Range: 1

Accuracy: 1d4 + Finesse

Damage: 4d4 + Strength

Critical Potential: Yes


Basic Saber

Rank: Bronze

One-Handed

Range: 1

Accuracy: 1d6 + Finesse. If wielder has higher speed than the target, +1.

Damage: 1d6 + Strength If wielder has higher speed than the target, +1.

Critical Potential: Yes


Basic Axe

Rank: Bronze

Two-Handed

Range: 1

Accuracy: 1d4 + finesse

Damage: 3d6 + Strength

Critical Potential: Yes


Basic Lance

Rank: Bronze

One-Handed

Range: 1-2

Accuracy: 1d8 + finesse

Damage: 1d8 + Strength

Critical Potential: No


Basic Hammer:

Rank: Bronze

Two-Handed

Range: 1

Accuracy: 1d4 + finesse

Damage: 2d8 + Strength +2 Pure

Critical Potential: Yes


Basic Dagger

Rank: Bronze

One-Handed

Range: 1-2

Accuracy: 2d4 + finesse

Damage: 1d4 + Strength

Critical Potential: Yes


Basic Shortbow

Rank: Bronze

Two-Handed

Range: 2-7

Accuracy: 1d10 + Finesse

Damage: 2d4 + Strength

Critical Potential: Yes


Basic Greatbow

Rank: Bronze

Two-Handed

Range: 2-10

Accuracy: 1d8 + Finesse

Damage: 2d6 + Strength

Critical Potential: No


Basic Staff

Rank: Bronze

One-Handed

Range: 1

Accuracy 1d8 + Finesse

Damage: 1d4 + Strength

Critical Potential: No

Magic Channeling: Once per turn, you can cast a one-handed spell out of this weapon. If you do, add +1 to your finesse and mind while casting that spell.


Basic Wand

Rank: Bronze

One-Handed

Range: 0

Accuracy 0

Damage: 0

Critical Potential: No

Magic Channeling: Once per turn, you can cast a one-handed spell out of this weapon. If you do, add 1d4 to your mind while casting that spell.


Basic Whip

Rank: Bronze

Two-Handed

Range: 2 (hits three horizontally adjacent spaces that are two spaces from the attacker)

Accuracy: 1d6 + Finesse (roll individually for each target)

Damage: 1d4 + Strength

Critical Potential: No


Basic Armor:

Basic Light Armor: Defense +1

Basic Medium Armor: Defense +3, Speed -2

Basic Heavy Armor: Defense +5, Speed -5, Movement -1

Shield: Consumes The Use Of One Hand. Defense +3

Apprentice’s Robes: Resolve +3, Restore 1 MP every turn

Holy Garb: Resolve +2, +1 to all healing, -3 damage from Dark and Psychic sources

Arcanist's Robes: Resolve +2, all Dark spells you cast deal an additional +1 damage, -3 damage from Light sources.


Additional Gear:

Band of Aggression: If you've used all of your movement this turn (must have moved at least one space), add +2 to your Strength until the end of the turn.

Band of Calm: At the beginning of your turn, you may reduce your movement to 0 until the end of the turn. If you do, add +2 to your Finesse until the beginning of your next turn.

Tropical Clothes: You do not suffer the effects of extreme heat. While fighting in extreme heat, add +1 to your Finesse. Additionally, your movement in water increases by +1.

Warm Clothes: You do not suffer the effects of extreme cold. While fighting in extreme cold, add +1 to your Finesse. Additionally, your movement is not slowed by snow or ice.


More Creators