Void Walker Equipment

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Firearms & Bayonets

A relatively recent addition (early prototypes first appeared in to the battlefields of Corranth's Cup, firearms are powerful and easy to learn, but difficult to master and ill-suited to the needs of great champions. Firearms are very slow to reload, most of them being single-shot weapons that require a half-minute (five rounds) to reload even for a trained soldier. Guns are also very loud, and the damage output of a rifle is often less than that of a good bow, not to mention that many models are prone to catastrophic malfunction. For this reason, firearms are most often issued to rank and file soldiers, to whom the firearms' ability to ignore many forms of damage reduction can become invaluable.

Weapon Descriptions

Table: Simple Guns
Light Weapons Cost Damage (S) Damage (M) Critical Range Increment Weight Type
Wheellock Pistol 3cp N/A 1d6 18-20x4 30' 1lb Piercing
Snaphance Pistol 6cp N/A 1d6 x3 40' 1lb Piercing
Matchlock Pistol, Karuuvian 2½cp N/A 1d8 16-20x3 30' 2lb Piercing
One-Handed Weapons
Pistol Butt N/A N/A 1d4 x2 N/A N/A Bludgeoning
Bayonet ½cp N/A 1d6 x2 N/A ½lb Piercing
Two-Handed Weapons
Gonne 4sp N/A 4d10 x3 80' 10lb Bludgeoning
Wheellock Rifle 5cp N/A 1d8 x3 60' 3lb Piercing
Snaphance Rifle 8cp N/A 1d10 x3 100' 3lb Piercing
Matchlock Rifle, Karuuvian 4cp N/A 1d12 16-20x3 60' 5lb Piercing


Table: Martial Guns
Light Guns Cost Damage (S) Damage (M) Critical Range Increment Weight Type
Flintlock Pistol 1sp N/A 1d8 17-20x3 50' ½lb Piercing
Light Bayonet 1cp N/A 1d4 19-20x2 N/A ½lb Piercing
Micquelet Pistol 2sp N/A 1d6 18-20x4 60' ½lb Piercing
Percussion Cap Pistol 3sp 6cp +1 2d4 19-20x4 60' ½lb Piercing
One-Handed Weapons
Axe-Bayonet 2cp N/A 1d8 x3 N/A 1lb Slashing
Blade-Bayonet 4cp N/A 1d8 19-20x2 N/A 1lb Slashing
Long Bayonet 4cp N/A 1d8 x3 N/A 1lb Piercing
Two-Handed Weapons
Blunderbuss 4sp N/A 1d20 Special 40' 6lb Piercing & Slashing
Flintlock Rifle 1sp 2cp N/A 3d6 17-20x3 120' 4lb Piercing
Lever-Action Rifle 6gp N/A 1d12 18-20x3 120' 3lb Piercing
Micquelet Rifle 2sp 4cp N/A 2d6 18-20x4 140' 4lb Piercing
Percussion Cap Rifle 3sp 6cp N/A 4d4 19-20x4 160' 3lb Piercing


Table: Exotic Guns
Light Guns Cost Damage (S) Damage (M) Critical Range Increment Weight Type
Mithral Revolver 120gp N/A 2d6 18-20x3 80' 1lb Piercing
Elven Gunblade 16gp 1d6 1d8 18-20x2 60' 1lb Piercing
Settran Shortstock 4gp N/A 1d12 Special 40' 2lb Piercing & Slashing
One-Handed Weapons
Revolver 3gp N/A 3d6 18-20x3 80' 2lb Piercing
Elven Gunblade, long 20gp 1d8 1d10 18-20x2 60' 2lb Piercing or Slashing
Revolver, large bore 5gp N/A 2d10 18-20x4 60' 4lb Piercing
Revolver Rifle 5gp N/A 4d6 18-20x3 120' 4lb Piercing
Elven Sniper Rifle, Karuuvian 250gp N/A 2d10 16-20x4 200' 8lb Piercing
Shotgun, Dragonbore 400gp N/A 4d10 Special 50' 6lb Piercing, Slashing
Dwarven Gunblade 20gp 1d12 2d6 19-20x3 60' 4lb Piercing or Slashing


Other Weapons

Weapon Descriptions

Table: Simple Weapons
Light Weapons Cost Damage (S) Damage (M) Critical Range Increment Weight Type Special
Knife 2cp 1d3 1d4 x2 10' 1lb Piercing or Slashing -
Cosh - 1d3 1d4 x2 10' 1lb Bludgeoning -
Brass Knuckles 2cp 1d2 1d3 x2 - 1lb Bludgeoning -
One-Handed Weapons
Bludgeon, Simple - 1d6 1d8 x2 - 2lb Bludgeoning or Piercing -
Spear, Short 3cp 1d4 1d6 x3 20' 2lb Piercing Brace
Two-Handed Weapons
Staff - 1d6 1d8 x2 - 10lb Bludgeoning -
Spear 3cp 1d8 1d8 x2 - 8lb Piercing Brace, See text
Bludgeon, Great - 1d10 1d12 x2 - 8lb Bludgeoning -
Ranged Weapons
Crossbow, light 5sp 1d6 1d8 x3 80' 10lb Piercing -
Crossbow, Heavy 8sp 1d8 1d10 x3 110' 8lb Piercing -
Dart 1cp 1d3 1d4 x2 20' 8lb Piercing -
Javelin 3cp 1d4 1d6 x3 30' 8lb Piercing -
Rock - 1d3 1d4 x2 10' ½lb Bludgeoning -
Sling, Toy - 1d4 1d6 x2 40' 8lb Bludgeoning -


Table: Martial Weapons
Light Weapons Cost Damage (S) Damage (M) Critical Range Increment Weight Type
Dagger 1sp 1d3 1d4 18-20x2 10' 1lb Slashing or Piercing See Text
Sap 1sp 1d3 1d4 x2 - 1lb Bludgeoning See Text
Sword, Short 4sp 1d3 1d4 18-20x2 - 1lb Slashing or Piercing See Text
One-Handed Weapons
Sword, Long 8sp 1d6 1d8 19-20x2 - 2lb Slashing or Piercing See Text
Bludgeon, Complex 2sp 1d6 1d10 x2 - 2lb Bludgeoning & Piercing See Text
Two-Handed Weapons
Staff, Fighting 2sp 1d6/1d6 1d8/1d8 x2 - 10lb Bludgeoning Trip
Polearm 6sp 1d10 1d12 x3 - 10lb Slashing or Piercing Trip, Brace, See Text
Sword, Great 1gp 1d10 2d6 19-20x2 - 8lb Slashing -
Axe, Great 6cp 1d10 2d6 x3 - 12lb Slashing -
Horse Breaker 1gp, 5sp 2d6 2d8 x2 - 22lb Slashing & Bludgeoning -
Ranged Weapons
Arbalest 2gp 1d10 1d12 x3 150' 10lb Piercing See Text
Bow 6cp 1d6 1d8 x3 100' 10lb Piercing -
Bow, Composite 8sp 1d6 1d8 x3 110' 10lb Piercing See Text
Sling, War 4cp 1d6 1d8 x2 100' 22lb Varies See text


Table: Exotic Weapons
Light Weapons Cost Damage (S) Damage (M) Critical Range Increment Weight Type
Yankblade 1gp 1d3 1d4 18-20x3 - 2lb Piercing & Slashing
Tonfa 5cp 1d6 1d8 x2 - 4lb Special
Caturan Joy Buzzer 300gp 1d2 1d3 - - 2 lb Special
One-Handed Weapons
Melon Hammer 1sp 1d8 1d10 x3 - 6lbs Bludgeoning
Flanged Mace 6cp 1d8 1d10 19-20x3 - 8lbs Bludgeoning & Slashing or Piercing
Hammer Gauntlet 1sp 1d6 1d8 x3 - 4lbs Blunt or Piercing
Two-Handed Weapons
Yankspear 1gp 1d6 1d8 18-20x3 10' 5lbs Piercing & Slashing
Gatling Bow 10gp 1d8 1d10 16-20x3 120' 11lb Piercing


Armour

Armour Descriptions

Table: Armour
Light Armour Cost AC Bonus Max Dex Armour Check Penalty Spell Failure Speed Weight
Cloth Armour 200gp 1 - -2 0% - -
Quilted Armour 100gp 2 6 -4 5% - -
Leather Jerkin N/A 2 - - 0% - -
Leather Laminar N/A 3 6 -4 10% - -
Silk Armour N/A 4 8 -4 0% - -
Coat of Plates N/A 5 5 -4 20% - -
Maille Robe N/A 5 5 -4 20% - -
Medium Armour
Leather Lamellar 50gp 6 6 x2 40% - -
Ring Mail 50gp 7 3 x2 45% - -
Haubergeon 50gp 8 4 x2 50% - -
Chain Mail 50gp 9 5 x2 50% - -
Metal Laminar 50gp 10 4 x2 60% - -
Heavy Armour
Magelord's Cuirass N/A 12 0 -8 0% - -
Field Plate 100gp 12 3 -8 80% - -
Full Plate 100gp 13 2 -6 90% - -
Fluted Plate N/A 14 2 -8 90% - -
Jousting Plate N/A 16 0 -10 95% - -


Other Gear

Misc Descriptions

Table: Talismans
Item Unit Cost Weight Craft Skill Craft DC
Luck Charm N/A N/A 1d8 16-20x3 School Focus 4 Piercing
Talisman of Resistance 200gp N/A 1d6 18-20x4 50' 2lb Piercing
Talisman of Spellpower 100gp N/A 1d6 x3 Essential Arcana 4 Piercing
Talisman of Physical Prowess N/A N/A 1d8 16-20x3 School Focus 4 Piercing
Talisman of Mental Prowess N/A N/A 1d8 16-20x3 School Focus 4 Piercing
Talisman of Divine Intervention N/A N/A 1d8 16-20x3 School Focus 4 Piercing
Talisman of Dumb Luck N/A N/A 1d8 16-20x3 School Focus 4 Piercing
One-Handed Weapons
Melon Hammer N/A N/A 1d8 16-20x3 School Focus 4 Piercing
Flanged Mace N/A N/A 1d8 16-20x3 School Focus 4 Piercing
Two-Handed Weapons


Table: Alchemical Items
Item Unit Cost Weight Craft Skill Craft DC
Gunpowder 200gp N/A 1d6 Alchemy 50' 2lb Piercing
Breath Pellet 100gp N/A 1d6 Alchemy Essential Arcana 4 Piercing
Flashpowder 200gp N/A 1d6 Alchemy 50' 2lb Piercing
Flashpowder 200gp N/A 1d6 Alchemy 50' 2lb Piercing
Two-Handed Weapons


Table: Drugs
Item Cost Time Modifier Craft Skill Craft DC
Fairy Dust 200gp N/A 1d6 Alchemy 50' 2lb Piercing
Dragon Pellets 100gp N/A 1d6 Pharmacy  ?
Catseye N/A N/A 1d8 Pharmacy School Focus 4 Piercing
Pink Froth N/A N/A 1d8 Pharmacy School Focus 4 Piercing
Witchsight N/A N/A 1d8 Pharmacy School Focus 4 Piercing
Firecap Mushroom N/A N/A 1d8 Pharmacy School Focus 4 Piercing
Steelhide Broth N/A N/A 1d8 Pharmacy School Focus 4 Piercing
Two-Handed Weapons



Trade Goods

Treasure & Trade Goods

Special Materials

Though rare and often ridiculously expensive, there are many exotic (and sometimes even magical) materials that can be used to enhance weapons, armours and other equipment. Enhancement bonuses from special materials stack with Enhancement bonuses from enchantments, spells (including spell-like abilities and such) and/or masterwork items, up to a maximum of +5 damage/to hit. Enhancement bonuses from special materials do not count toward the +10 maximum enchantment bonus on items. When magically enhancing items of a special material, use the rules for adding enchantments (e.g. a +3 enchantment on an elemental steel weapon costs as much as a +3 enchantment minus the cost for a +2 enchantment).

Special materials are priced per pound. Crafting a weapon or a set of armour out of a special material requires as many pounds of the material as the item weighs (with no exceptions, though it does not cost anything extra to have the haft of a weapon made out of the same material as the head). Crafting ammunition out of a special material requires one pound of material for every 40 pieces of ammunition. Note that the base costs for weapons and armour above is for items made from iron unless otherwise specified. Items that are already specifically made from another substance (such as the mithral revolver) have the price of the material and forging included in their cost.

Weapons made out of these materials are not considered magical unless otherwise noted.


Steel

Prime quality steel is not always easy to come by, though it can be produced with relative reliability by a craftsman with the requisite skills. Lighter and more durable than iron, as well as less prone to rusting, steel outperforms its lesser cousin in virtually all areas. Its one drawback is that it does not possess iron's ability to ignore the damage reduction of Fey creatures.

Steel arms and armour have a +1 enhancement bonus to attack and damage or armour class. Firearms made out of steel decrease their critical miss range by 1, to a minimum of 1.

Steel costs 2 silver pieces per pound.

Adamantite

A pitch black, rough metal that is rumoured to have its origin somewhere in the darkness of the void, adamantite is famous for being nearly indestructible, as well as being terribly difficult to shape. Adamantite is also substantially heavier than iron or steel, capable of smashing through armour with relative ease.

Adamantite arms and armour have a +3 enhancement bonus to attack and damage or armour class. Adamantite items ignore any hardness lower than their own when used to attack, and cannot be damaged by weapons with a lower hardness than their own. The DC of the strength check to break an item made of adamantite is double that of a normal item of its type. Firearms made out of adamantite are never destroyed or disabled by a misfire, but can still jam (treat any result of disabled, destroyed or explodes as a dud).

Adamantite costs 110 gold coins per pound.


Mithral

A viridian metal found deep beneath the earth and occasionally in the core of earth elementals, mithral is to steel what steel is to stone. Lighter, harder and more flexible than practically any other metal, mithral is highly sought after both as a status symbol and for weapon-making.

Mithral arms and armour have a +3 enhancement bonus to attack and damage or armour class, and count as silver. Mithral armour has its armour check penalties reduced by 3. Firearms made out of Mithral decrease their critical miss range by 3, to a minimum of 1.

Mithral costs 75 gold coins per pound.


Sunstone

This pale yellow stone comes from the sun itself, granted by Corrand to his most loyal and powerful followers. Utterly indestructible, sunstone cannot be forged or shaped, even magically, and can only be fashioned into the crudest of weapons - and even that is assuming that a piece of the appropriate shape and size is found. The substance does not register as magical before any supernatural senses, and the only way to identify it is with a knowledge (religion) check. The only way to permanently destroy sunstone is with a grand ritual in a powerful temple. When used as a weapon, sunstone inflicts horrifying, agonizing wounds, searing and shredding flesh, and cancelling out the magic of other gods where it strikes. There have been no reported sightings of sunstone armour.

Sunstone arms have a +5 enhancement bonus to attack and damage, and deal +1d6 fire damage on each attack. Sunstone weapons count as magical and cannot be damaged (other than by divine intervention).

Sunstone cannot be bought anywhere, and any merchants who could afford it know to give the stuff a wide berth.


Elemental Steel

Elemental steel is an alloy of carbon and certain substances found in earth elementals of various kinds. The metal is obviously magical - even a casual observer can see shifting hues of grey swirl across its surface, and anyone touching the metal will find it tepid. Furthermore, elemental steel armour is softer and more comfortable to wear than other types.

Elemental steel arms and armour have a +2 enhancement bonus to attack and damage or armour class, and count as magical. Elemental steel armour has a +1 to its maximum dexterity bonus.


Moon Rock

Moon rock is a white mineral with a grainy or powdery surface, and is often granted to (and sometimes sold by) powerful champions of Hades and Morgana. In the hands of a devout smith, moon rock allows itself to be easily shaped even without the heat of a forge, hardening only once the smith is satisfied. When used to make arms and armour, the resulting gear will be pale white and immensely powerful.

Moon rock arms and armour have a +4 enhancement bonus to attack and damage or armour class, and count as magical. Additionally, they have the Holy (Hades, Morgana, Aaron) quality.


Heartwood

Found in many plant creatures, certain ancient trees and (in large quantities) in treants, heartwood is a solid, bright white substance that assumes an almost supernatural hardness once it has been boiled and shaped. Heartwood can be shaped into any kind of weapon or armour - it is resilient enough to hold an edge, and can even be used to construct firearms.

Heartwood arms and armour have a +2 enhancement bonus to attack and damage or armour class.


White Cherry

White Cherry arms and armour have a +1 enhancement bonus to attack and damage or armour class.


Rubber

Made from the sap and bark of the flexible Settran rubber tree, this elastic substance has become something of a commodity in the civilized world. Though it is mostly used for toys and insulation, certain "blends" have recently become popular among law enforcers and bounty hunters who prefer nonlethal methods.

Weapons made of rubber do nonlethal, bludgeoning damage. Armour cannot be made out of rubber.


Singing Quartz A bright teal crystal found in caves deep underground, and sometimes growing on the backs of powerful earth elementals, singing quartz crystals vibrate like tuning forks when struck.

Singing Quartz arms and armour have a +2 enhancement bonus to attack and damage or armour class.