Wednesday, October 10, 2012

Fantasy Core RPG--Weapons and Armor

FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)



Exchange Value
100 Copper Pieces
= 10 Silver Pieces
= 1 Gold Piece
= 1/10 Platinum Piece

Ranged Weapon Max Combat Distances
Short Range, within 50 yards
Medium Range, within 100 yards
Long Range, outside of 100 yards

Simple Weapons
(Users may be self-taught or used with minimal instruction.)

Unarmed Strike
1d2
Gauntlet, spiked 5 gp
1d4
Dagger 2 gp
1d4, throw 10 ft.
Club 0 gp
1d6
Will break when max damage is scored 
Mace 12 gp
1d6
50% likely to break when max damage is scored
Morningstar 8 gp
1d8
50% likely to break when max damage is scored
Quarterstaff 1 gp
1d6, two handed weapon
Will break after max damage is scored
May also be used for subdual.  On a non-lethal hit, the opponent must roll DC 12 Ref Sv or be Knocked Down
Spear 2 gp
1d8, two handed weapon, Reach +5', throw Short range
Will break after max damage is scored in melee.  Will always break if used successfully against a charge or for a charge.  Note that Magic Spears are not subject to breakage. 

Crossbow, hand 100 gp
1d4, Short range
Crossbow, light 35 gp
1d8, Med range
Crossbow, heavy 50 gp
1d10, Long range
+1 Str to use freehand, no qualifications to use if it is mounted or braced
Loading a heavy crossbow is a full-round action and requires two hands.
Bolts, crossbow (10) 1 gp
Bolts come in a wooden case that holds 10 bolts (or 6, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Dart 5 sp
1d4 each, May throw 2/rd in the same attack, Short range.  A dart that hits is destroyed, one that misses may be recovered.
Javelin 1 gp
1d6, Throw Short range
Will break when max damage is scored
Sling
1d4, Short range
Bullets, sling (10) 1 sp
Bullets come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost

Martial Weapons
(Note that these weapons usually require training from a master, but would not be difficult to obtain.)

Sword, Short or Scimitar 10 gp
1d6
Rapier 20 gp
1d6, Attacker adds Dex bonus to hit and damage instead of Str
Longsword 15 gp
1d8, +1 Str to use two handed, +2 one handed
Sword, Bastard 35 gp
1d10, +1 Str to use two handed, +2 Str one handed
Greatsword 50 gp
2d6, +2 Str to use two handed
Elvish Longsword not typically for sale, very rare
1d8, can be used one handed, usually enchanted +1 to +4
Battleaxe 10 gp
1d8, +1 Str to use two handed, +2 one handed
Greataxe 20 gp
1d12, +2 Str to use two handed
Warhammer 12 gp
1d8, +1 Str to use two handed, +2 one handed
Greatclub 5 gp
1d10, +2 Str to use two handed
50% likely to break when max damage is scored
Trident 15 gp
1d8, two handed, Reach 5’, Thrown Short range
Pike 5 gp
1d8, +1 Str to use two handed, Reach 7’
Will break if used to successfully stop a charge
Halberd 10 gp
1d10, +1 Str to use two handed, Reach 5'
50% likely to break if used successfully against a charge
Lance 10 gp
1d8, +1 Str to use, two handed in melee, one handed for a charge, Reach +5'
50% likely to break if used for a successful charge.  Note that magic lances are not subject to breakage.

Shortbow 30 gp
1d6, Med range
Longbow 75 gp
1d8, +1 Str to use, Long range
Elvish Longbow not typically for sale, very rare
1d8, usually enchanted +1 to +4, Long range
Arrows (20)1 gp
Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Crossbow, Repeating Light 250 gp, Rare item
1d8, Med range, may be fired twice in a rd 
Crossbow, Repeating Heavy 400 gp, Rare item
1d10, Long range, may be fired twice in a rd
+1 Str to use freehand, no qualifications to use mounted
The repeating crossbow holds 6 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever.  Loading a new case of 6 bolts is a full-round action that requires both hands.  The heavy repeating crossbow is typically vehicle mounted or in an emplacement.  +2 Str to use free hand. 

Exotic Weapons
(Note that these weapons require special training from a master, often hard to find, or are typically only available in an Oriental setting.)

Wakizashi 30 gp 
1d8, +1 Str to use one handed
Katana 70 gp
1d10, +1 Str to use one handed
Nunchaku 2 gp
1d6, on a successful attack with a Natural hit, a humanish opponent must make a DC 12 Fort Sv or be knocked out for 1 turn.  Nunchaku can also disarm an opponent with a Natural hit, opponent must make a DC 12 Ref Sv.  The user must announce which type of attack they are attempting before rolling.
Sai (2, Normally used as a pair) 2 gp
1d4, Parry attack on a missed attack by the user and the first missed melee attack by an opponent in a rd (0 BAB, but Str bonus still applies). 
Whip 1 gp
1d3, on a Natural hit in combat, a humanish opponent must make a DC 12 Ref Sv or be knocked to the ground.  Can disarm an opponent on a Natural hit, opponent must make a DC 12 Ref Sv.  The user must announce which type of attack they are attempting before rolling.  Reach +10'
A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. 
Chain, Spiked 25 gp
2d4, on a Natural hit in combat, a humanish opponent must make a DC 12 Ref Sv or be knocked to the ground.  Can disarm an opponent on a Natural hit, opponent must make a DC 12 Ref Sv.  The user must announce which type of attack they are attempting before rolling.  Reach +10'
Bolas 5 gp
1d4, Short range. A successful attack also knocks the opponent to the ground with a Natural hit, opponent must make a DC 12 Ref Sv.
Net 20 gp
Short range, a net is used to entangle enemies.  They cannot move or attack while entangled.  An entangled creature can escape in 4 rds.  If the target has the Escape Artist skill, it is a DC 12 check break free immediately.  A DC 12 Str check can also free the target.
Shuriken (5) 1 gp
1d2, Short range, may be thrown 3 at a time in one attack.  They may always be recovered and reused.


Light Armor
No restrictions to use
Padded 5 gp
+1 AC
Light Animal Hide 5 gp
+2 AC
(Note that this armor will smell and look bad, especially when wet.)
Leather 10 gp
+2 AC
Elvish Chain Mail not typically for sale, very rare
+2 AC Shirt only, +4 AC Full outfit
Both types are usually also enchanted +1 to +4 AC, may also be camouflaged, +2 to Stealth

Medium Armor
Cannot use Stealth skills.  Those with enhanced Dex bonus (+3 or +4) no longer have automatic initiative in combat and must roll as normal.
Rough Hide 15 gp
+3 AC, +1 Str, Con to use
(Note that this armor will smell and look bad, especially when wet.)
Chainmail 150 gp
+4 AC, +1 Str, Con to use
Breastplate 200 gp
+5 AC, +1 Str, Con to use
Requires help to be put on/off, 2 rds

Heavy Armor
Cannot use Stealth skills.  Dex bonus to AC and for initiative is negated.  Requires help to be put on/off (1 turn) and cannot be slept in.
Splint Mail 200 gp
+6 AC, Requires +2 Str, Con to use
Half-Plate 600 gp
+7 AC, Requires +2 Str, Con to use
Full Plate 1,500 gp
+8 AC, Requires +3 Str, Con to use
Armor Spikes +50 gp
1d3, Spikes added to heavy armor, causes automatic damage against a successful grapple attack.

Shields
Shield, Light Wooden 3 gp
+1 AC, +1 Str to use
Broken on any max dam melee attack
Shield, Light Steel 9 gp
+1 AC, +1 Str to use
Shield, Heavy Wooden 7 gp
+2 AC, +1 Str to use
50% likely to be broken after a max dam melee attack
Shield, Heavy Steel 20 gp
+2 AC, +2 Str to use
Shield, Tower 30 gp
+4 AC, +2 Str to use
Shield Spikes +10 gp
1d3 if used as a weapon






No comments:

Post a Comment