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Author Topic: Mythruna RP Item and equipment list  (Read 6238 times)
Rayblon
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« on: March 14, 2015, 11:01:45 PM »

This is a database for items in Mythruna pencil and paper RPs. This is an eternal work in progress, and will be added to for as long as people roleplay off my guidebook. Click here for part 2


Weapon types
  • (dual) Daggers, sai, shortswords, dirk: Deals only blade damage, chance to inflict bleed. Best against unarmored enemies. Leather armor blocks %30 extra damage from these weapons, and metal armor can cause the weapon to ricochet, halving your odds of evading any attack during the enemy's next turn. Crit hits with daggers on armor will inflict massive damage, up to 250% max damage, as well as inflicting cripple.
    Moveset: Slash, stab, evasion stance
  • Rapier, Espada Ropera, foil, sabre: Tailored for stabbing and lunging attacks, these weapons can pierce any armor if you have enough dexterity to hit the niche's. Although the base damage is low, it has a high chance of inflicting bleed, and a critical hit to the chest has the chance of inflicting doom on leather armored and unarmored opponents(Meaning you pierced a vital organ). These weapons are very light and easy to maneuver with, but are very susceptible to damage from medium weight and higher weapons. However, these are also quite resistant to sword breaker parries.
    Moveset: Stab, lunge, evasion stance, parry stance
  • Broadsword, longsword, falchion: Deals both blunt(30%) and blade(70%) damage, best against light or medium armor, small chance to inflict bleed or break. Against metal armor, a critical hit has a %50 chance to inflict break.
    Moveset: Slash, stab, parry stance
  • Scimitars, ōdachis, katanas, tantōs, nagamakis, sickles:  A class of relatively light weapons that deal 100% sharp damage. They are most effective when slashing, but can only damage metal armored opponents with lunges or stabs, which deal medium-to-high armor damage(The sickle, however, cannot do this).
    Moveset: Slash, stab, lunge, parry stance(Sickle is highly effective), evasion stance(Tantō is highly effective)
  • Bastard sword, greatsword, breaker: Deals mostly blunt(70%) damage, and a little blade(30%) damage. Against light armor, 30% chance of a critical hit to inflict bleed. Against heavy armor, 70% chance to inflict either break or stun with a crit hit.
    Moveset: Slash, meteor strike, guard shift
  • Halberd, spear, trident, pike, naginata: Great against most opponents for their long range, low weight, and high precision. Deals 100% blade damage to unarmored opponents, 70% blade damage to leather armored opponents, and 70% blunt damage to metal armored opponents. Limited movesets and a tiny sweet spot makes them hard to use with low dexterity. Critical hits against metal armor will have a %50 chance to break off that piece of the armor.
    Moveset: Stab, deflection stance, hack(Halberd/naginata only)
  • Hatchets, battleaxes, scythes: Potentially devastating weapons with small sweet spots. 50% blunt damage and 50% blade damage makes them balanced against any opponent. There is a 50% chance of only inflicting blunt damage, which can be offset with high dexterity and luck. Critical hits have a %50 chance to inflict bleed, break off, or cripple.
    Moveset: Hack, meteor smash, jab
  • Warhammers, cudgels, maces: Potentially devastating weapons that may have sweet spots. Dealing only blunt damage, they are less effective against leather armored opponents, but are very effective against unarmored or metal armored opponents. Critical hits have a 50% chance to inflict break or stun, and a 10% chance to instantly kill an opponent with metal armor if the base attack of the weapon is greater than or equal to 20% of the opponent's max health.
    Moveset: Meteor smash, jab
  • Whips, flails, morning stars, Mancatchers: Brutal weapons that are used less for killing and more to cause unimaginable suffering. These weapons are diverse and may inflict a combination of pain, blunt, and blade damage. In addition, critical hits have a chance to inflict the punish debuff. Many of there weapons are effective only in specific situations, but are also quite compact.
    Moveset: Varies
  • Sword breakers, hook swords: Sword breakers are low damage weapons that can easily snap a blade in two when in parry stance. This weapon can often be easily damaged by blunt, or otherwise non-bladed weapons. However, sword breakers come in a variety of forms, and can be tailored to fit nearly any build. Heavy sword breakers, like a sword breaker lantern shield or sword breaker breaker blade are far more resilient than medium-to-light sword breakers, but are still more easily damaged. Hook swords are less effective sword breakers, but have the advantage of being far sturdier and more maneuverable, as well as having the chance of disarming instead of breaking the weapon. Dual wielding hook swords allows for a special long range attack, at the risk of losing a blade to a parry. Hook swords also cannot be used for lunging or stabbing, however, they can be used for a special defensive punch attack(The hook sword guards are bladed). Only sword breakers have a critical hit chance.
    Moveset: Varies, parry stance, guard shift(hook swords only), Fist attacks(Hook sword only)
  • Hachiwara: Weapons specially designed to unhook pieces of armor and cut straps on opponents. Most often found in the form of shortswords. They are sturdy weapons, but deal low damage and have no critical hit chance. Be prepared to use this as a sidearm.
    Moveset: Deshell, armor snare, slash, lunge, stab
  • Spring loaded daggers, Kunai, needles, manrikigusari, garrote, chain and sickle : Ranged and hybrid weapons best used against light to medium armored opponents. Spring loaded daggers, needles, manrikigusari and kunai are optional consumables that can be retrieved after defeating the opponent they were used on. Most, if not all the weapons in this category have unique abilities. Spring loaded daggers can be used like normal daggers, but can be fired when you perform a stab to guarantee a critical hit. Needles are short ranged projectiles; up to twelve can be fired at once at unarmored opponents; they can be used alongside a normal attack. Kunai function like daggers that can be thrown, and also function as utility knives. Manrikigusari are weighted chains that can be thrown to inflict cripple for two turns. Garrotes and manrikigusaris can both be used to perform stealth kills, but the garrote is a near weightless item. The chain and sickle is a hybrid between a scythe and ranged weapon.
    Moveset: Varies
  • kakute, nekote,  brass knuckles, shuko, tekken, iron fan: Unarmed weapons that deal blunt and bladed damage depending on your strength. Ineffective against leather, and liable to get you hurt against metal armor. These weapons have the advantage of being weightless and can be laced with poison at a very low cost. However, they deal low base damage and the poison effect is removed from the weapon after one successful attack. Can't be used with metal gauntlets, but can be equipped regardless of whether both your hands have something equipped. Shuko are glove-like weapons that featured claws on the palm and back of the hand, which could be used to tear the flesh of unarmored areas. Tekken are bracelets that, when the need arises, can be used like brass knuckles to deal bone breaking blows. The iron fan is an incognito weapon that deals bladed damage when open and club damage when closed; it can also be used to defend against projectiles.
  • Shortbow, longbow, recurve bow: These medium to long range projectile weapons are powerful weapons for pre-emptive strikes. Shortbows and recurve bows have the advantage of being the easiest to aim. Longbows, on the other hand, are difficult to aim.Shortbows are the weakest bows, whereas longbows are mid-strength, though less powerful than recurve bows. However, most bows bows are fragile, and while a longbow and shortbow can be obtained cheaply, a recurve bow is a bit of a luxury. All bows use arrows, ranging from short shaft arrows to long shaft arrows, may be constructed out of different materials. Arrows can have poisons applied to them or be enchanted by the firer, at the cost of being possibly unable to retrieve the arrowheads, if arrowheads were used.
    Moveset: Nock, steady, arrow rain(Longbow only), evasion stance
  • Bo staff, knobbed staff, quarterstaff, marotte, splitting staff: Blunt and pain damage weapons that are both maneuverable and fast. Fairly durable and well rounded for both defense and offense, these weapons are powerful allies. A notably useful weapon is the splitting staff, which can be split into two smaller weapons for even greater speed, but at a loss of base damage.
    Moveset: Slash, jab, guard shift, parry stance, evasion stance, meteor strike, leaping strike, sweep
  • Spellblade: Not literally a blade used to cast spells. A spellblade is a weapon with a hollow ceramic cylinder with many holes in it as a blade. The hollow area inside of a spellblade has a fuel cell that interfaces with the hilt and can be socketed with small gems to release  energy as needed. Without a working fuel source, the weapon will be easily broken. The ceramic fuel cells will have to be recharged regularly, but a perfect fuel cell, that is, a crystal large enough to occupy the entire blade, wouldn't need to be recharged for years(However, perfect fuel cells are also excruciatingly expensive, and, while they are potentially more powerful than the average fuel cells, attempting to release too much energy will cause heat damage). Spellblades are quite expensive, but will never take damage in combat as long as they are charged. They deal exclusively magic damage, but the damage is calculated like sword damage. PEople with low magic skill can still effectively wield spellblades. It is not uncommon for spellblades to have special features, like circuitry designed to cast specific 'spells', aside from the normal energy release. Most spellblade models are able to cast different levels of wardward, a defensive spell, at the cost of higher energy depletion(1 EPT[Energy Per Turn] for ward I, 4 for ward II, 9 for ward III, 16 for ward IV, 25 for ward V). Spellblades aren't designed to accept magic energy from the user, so the gems have to be charged or you'll end up breaking it.
    Moveset: Slash, jab, element blast, ward(I-V)
  • Handcannon, arquebus, blunderbuss, fire lance: Lethal weapons that can kill most opponents in a single shot. Rather expensive, and occasionally heavy, these weapons need frequent upkeep and can generally only be used once per battle due to the time it takes to reload them. They also have specific ammunition needs and you'll likely be making the ammo yourself due to their relative rarity.
    Moveset: Fire!, Take aim
  • Wands: Magic weapons that draw directly on the life force of its' user. Free to use, but not really. You'll probably end up hurting yourself after a while without high enthal. The good news is, you can get a wand for a fairly low price. Depending on the material and design, the wand may have minor bonuses to efficiency or have quick spells available. Overexertion may cause cramping, headaches, fatigue, nausea, and exploding wand syndrome.
    Moveset: Blast, Ward(I-III), spray, bolt
  • Orbs: Refined energy crystals, often in a conductive cage to protect the user from excessive energy radiation. Great for those with low enthal, as it delivers AoE attacks well. The orb, however, is generally not as efficient at enthal attacks(Meaning bolts are a no-go unless the cage is modified to facilitate it). It will occasionally need recharging, but generally won't degrade, so breaking isn't an issue, nor is exploding wand syndrome.
    Moveset: Blast, spray, ward(I-V), radiate, element bomb
  • Socket staves, gem staves, gem scepters, living staves: Weapons that can be socketed with energy crystals, and may even generate energy over time like the living staves. They are generally fairly sturdy, and are well rounded magic and dexterity weapons. Unlike spellblades, the hands-free approach doesn't work so well. Magic staff users have to manipulate the fields their staves facilitate on their own, so a fairly high magic skill is needed. Living staves are a bit different in that they give bonuses to magic skill(And are thus easier to use even with a low magic skill) as well as dexterity, but are also relatively weak compared to normal staves in terms of magic power. Living staves need to be tended to regularly and aren't just simple weapons. Lastly, living staves are able to regenerate and can recover from being broken if quickly mended.

Continued in part 2
« Last Edit: May 18, 2015, 02:04:41 AM by Rayblon » Logged

ebag51
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« Reply #1 on: March 15, 2015, 09:23:51 AM »

 Shocked This is an amazing collection Rayblon, good work
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ebag51
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« Reply #2 on: March 15, 2015, 09:26:35 AM »

After reading this I can see you put more effort into your weapons than DnD does. Tongue
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Rayblon
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Hmmm...


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« Reply #3 on: May 17, 2015, 11:53:57 PM »

Added the first legendary weapon to the list. The "crushing stars" are a force to be reckoned with, if you can bear the sacrifice.

EDIT: Moved legendaries to their own thread.


Darn character limits!
« Last Edit: May 18, 2015, 02:19:33 AM by Rayblon » Logged

Duff_Beer
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« Reply #4 on: June 26, 2015, 03:51:57 AM »

I noticed that in the list of bows, crossbows were not mentioned. Unless they were mentioned later in a different list. 
There was a lot of stuff there so I admittedly just skimmed.
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