lots of changes nearly done

This commit is contained in:
Nanashi Kokoro 2025-02-25 16:59:21 -05:00
parent 38468ba75f
commit d90098d558
Signed by: nanashi
SSH key fingerprint: SHA256:XBqhcjlnAw2CyXVnPgyW1hdqY8CaKW32Mk/P2jREepQ
179 changed files with 10332 additions and 6971 deletions

View file

@ -1,5 +1,6 @@
In-Game currency = Z (*pronounced zee*)
Hand crafted coins made of sea salt metal, infused with raw Mana, and coated in volcanic zinc / nickel, in denominations of 1, 5, 10, 20, 50, and 100
# In-Game currency = Z (*pronounced zee*)
Coins are hand crafted from sea salt metal, infused with raw Mana, and coated in volcano zinc / nickel
- Currency references what MP it would be worth if it was used normally
Weapons
@ -49,15 +50,19 @@ Potions sell for 10z per size, regardless of the type
- SML = 10z
- MED = 20z
- LRG = 30z
-----
Banded Ring
- Sells for 50z, buys for 25z
- Costs 50z, sells for 25z
Mana Shield
- Sells for 100z, buys for 50z
- Costs 100z, sells for 50z
War Banner
- Sells for 50z, buys for 25z
- Costs 50z, sells for 25z
-----
Housing
- Apartments have 2 bed 1 bath max and go for 250z a month
@ -66,13 +71,25 @@ Housing
- Gated residences have as many bed & bath as needed and go for 1,000z a month
-----
Vehicles
Vehicles with engines require 1 MANA to start, as they do not use other fuel sources. And until you turn that vehicle off, it runs indefinitely.
Bikes cost 50z to own for single seater and 75z for two seater
Bikes are 100z regardless of type (3HP)
Motorcycles are 5,000z to own or 100z a month, and can be a rent-to-own after 5 years at this rate
Motorcycles are 5,000z to own or 250z a month, and can be a rent-to-own after 3 years at this rate (5HP)
2 or 4 seater cars, trucks, and jeeps are 25,000z to own or 500z a month to rent, and can be a rent-to-own after 5 years at this rate
2 or 4 seater cars, trucks, and jeeps are 20,000z to own or 400z a month to rent, and can be a rent-to-own after 5 years at this rate (10HP)
6-seater vans are 37,500z to own or 750z a month to rent, and can be a rent-to-own after 5 years at this rate
6-seater vans are 37,500z to own or 750z a month to rent, and can be a rent-to-own after 5 years at this rate (10HP)
- While riding in a vehicle, you may use the vehicle as a weapon for your ATTACK action, and use DRIVE to determine HIT/MISS/MATCH, dealing 3DMG on a HIT. If the vehicle is used for an ATTACK action, it also takes 1DMG on a HIT/MATCH
- The vehicle itself has 3HP if a bike, 5HP if a motorcycle, or 10HP if a car, and if it hits 0HP, it is now broken & unusable
- While riding in a vehicle, your opponent may choose to attack you OR the vehicle, or if using anything that can hit multiple targets, it will hit both. You MUST use DRIVE to dodge any incoming attacks instead of ATHLETICS or STEALTH
- If multiple people are in the vehicle, whomever is driving must make the DODGE roll (using DRIVE) for any of them on their behalf, and that applies singularly OR as a group
- While riding in a car SPECIFICALLY, you cannot use any FIGHT weapons, unless they have the THROWING or REACH property

View file

@ -1,91 +1,75 @@
# In-Game currency = Z (*pronounced zee*)
Coins are hand crafted from sea salt metal, infused with raw Mana, and coated in volcano zinc / nickel
- Currency references what MP it would be worth if it was used normally
AMMUNITION
Firearms are an integral part of this game and consume ALOT of ammunition to use properly. From bows to guns, from standard bullets to explosive, different weapons have different ammo needs.
Ammo is labeled generically. A weapon that does 2DMG will simply have 2DMG ammo, for the sake of simplicity. There are different subtypes:
BASIC ammo is used across almost every projectile
PIERCE is used for weapons designed to hit multiple targets in a line
SPREAD is used when your weapon shoots shrapnel at people in a line
EXPLOSIVE is when the weapon is expected to go BOOM on impact
ARMOR
A simple armor plate holder (military grade) is what most people here will use. The holder itself is relatively cheap, but the armor plates it holds may not be.
One Armor Plate per holder
Armor plates can absorb 2 non-Magic non-Pierce DMG before breaking
Replacing a plate during combat is an ITEM Action
If you are HIT by PIERCE weapons, the PIERCE rating is reduced by 1
GRENADES
These throwable explosives are a great way to take down multiple people in one fell swoop. Best of all, despite technically being a weapon, you use them with your ITEM Action!
All characters in a 2x2 grid of your choosing will be dealt 3DMG on a HIT
This uses your FIGHT, SHOOT, or STEALTH to determine HIT/MATCH/MISS
Banded Ring
A magically infused ring available in 12 different colors
Wearer becomes immune to one STATUS
STATUS immunity matches color of ring / magic
## Weapons average 10z x base DMG *when bought from shop*
- 1DMG = 10z, 2DMG = 40z, 3DMG = 90z, 4DMG = 160z, 5DMG = 250z
- Selling to shop divides sale price by base DMG
## Potions average 50z per size, regardless of the type
- SML potions = 25z, MED potions = 50z, LRG potions = 75z
- Selling to shop reduces price by 1/2
# Banded Ring
## A magically infused ring available in 12 different colors
- *Wearer becomes immune to one STATUS*
- *STATUS immunity matches color of ring / magic*
# Mana Shield
Mana Shield
A gold arm bar strapped in at both ends of the forearm, with an MP potion slot near the elbow
- Casts a REACTIVE only variant of GOLD spells, fueled by an equal number of MP
Casts a REACTIVE only variant of GOLD spells, fueled by an equal number of MP
## HP Potions (clear liquid)
- SML heals 5HP
- MED heals 10HP
- LRG heals 15HP
HP Potions (clear liquid)
SML heals 5HP
MED heals 10HP
LRG heals 15HP
## MP Potions (pearlescent)
- SML recovers 5MP
- MED recovers 10MP
- LRG recovers 15MP
MP Potions (pearlescent)
SML recovers 5MP
MED recovers 10MP
LRG recovers 15MP
## Element potions (misc color)
- SML deals 1 DMG + STATUS when thrown / reduces ELE DMG by 1 for 3 rounds + removes STATUS when drank
- MED deals 3 DMG + STATUS when thrown / reduces ELE DMG by 2 for 3 rounds + removes STATUS when drank
- LRG deals 5 DMG + STATUS when thrown / reduces ELE DMG by 3 for 3 rounds + removes STATUS when drank
WEAPONS
Weapons do anywhere from 1-5 DMG
- Weapons can be IMPROVED to gain +1 DMG
DUAL-WEILD
- HIT with weapon 1 = weapon 2 ATK at DISADV (roll twice, take lower roll)
- MISS with weapon 1 = weapon 2 ATK at ADV (roll twice, take higher roll)
FLEXIBLE
- These weapons can be used one-handed for normal DMG, or two-handed for +1 DMG)
REACH
- These weapons have the option to attack one zone away as a one-handed weapon
RELOAD
- To use weapon again once ammo is empty, sacrifice MVMT for the turn to reload with more ammo
THROWABLE
- Weapon can be thrown using either SHOOT or PHYSIQUE to do same DMG on HIT
- Can only be thrown into one ZONE away
TWO-HANDED
- Can only use one at a time and must hold it in both hands
## 1DMG
Chains (dual-weild, reach)
Daggers (throwable, dual-weild)
Rocks (throwable)
Slingshot (SHOOT, reload)
Metal Pipe (dual-weild)
Baseball Bat (dual-weild)
## 2DMG
Gauntlets (Dual-Weild)
Handaxes (throwable, dual-weild)
Swords (dual-weild)
Basic pistols (dual-weild)
Light crossbows (reload)
Whips (Reach)
Polearms (reach) (flexible)
## 3DMG
Long swords (two-handed)
Shotguns (two-handed, reload)
Long bows (reload, two-handed)
## 4DMG
**Broadswords** (two-handed)
**Grenade launcher** (two-handed, reload)
**Heavy crossbow** (two-handed, reload)
## 5DMG
**Rocket launcher** (two-handed)
**Zanbatou** (two handed)
Elemental (color) potions (misc color)
SML deals 1 DMG + STATUS when thrown
- Reduces (color) DMG by 1 for 3 rounds + removes STATUS when drank
MED deals 3 DMG + STATUS when thrown
- Reduces (color) DMG by 2 for 3 rounds + removes STATUS when drank
LRG deals 5 DMG + STATUS when thrown
- Reduces (color) DMG by 3 for 3 rounds + removes STATUS when drank
WAR BANNERS
An unusual item composed of thread interwoven with raw MANA, this item is used to give a small boost to one skill score and help make the difference in battle.
It is a one-time-use ITEM that is placed on the BATTLEZONE, and when you do so, you choose a grid of four ZONES in a 2x2 formation. While in these ZONES, one SKILL is given a +1 for three rounds, so long as it does not cause that SKILL to exceed a total of +5.
After those three rounds, the banner is destroyed.
Banner of Courage
+1 to all FIGHT rolls
Banner of Precision
+1 to all SHOOT rolls
Banner of Acrobatics
+1 to all ATHLETICS rolls
Banner of Mysticism
+1 to all ACADEMICS rolls

View file

@ -82,8 +82,8 @@ LV3 spell: FIREBALL
LV4 spell: TAVROS
(bull) RESIST Fire, WEAK Water
Level 5 spell: PHOENIX
(firebird) IMMUNE Fire
Level 5 spell: BASILISK
(reptilian bird) IMMUNE Fire
CALAMITY : VOLCANO
- TARGET(s) take FIRE DMG equal to MP spent across all TARGETS + AFTERBURN
@ -102,11 +102,11 @@ LV2 spell: TIME STREAM
LV3 spell: TIMEZONE
LV4 spell: YO'LBARS
(tiger) RESIST Time, WEAK Space
LV4 spell: SMILODON
(sabertooth tiger) RESIST Time, WEAK Space
LV5 spell: SMILODON
(sabertooth) IMMUNE Time
LV5 spell: BAIHU
(guardian tiger) IMMUNE Time
CALAMITY : TIME STOP
- (Can be cast as REACTION)
@ -131,8 +131,8 @@ LV3 spell: SHIMMER BURST
LV4 spell: AILBHEAN
(elephant) RESIST Light, WEAK Dark
LV5 spell: MELISSAE
(honeybee goddess) IMMUNE: Light
LV5 spell: AH-MUZEN-CAB
(bee god) IMMUNE: Light
CALAMITY : SMITE
- TARGET(s) take 1 LIGHT DMG per 2MP spent + RADIANT + all weapons & worn items are destroyed (except REGALIA & INVENTORY items)
@ -152,11 +152,11 @@ LV2 spell: DOWNBURST
LV3 spell: TORNADO
LV4 spell: BAO DOM
(jaguar) RESIST Wind, WEAK Earth
LV4 spell: MALFINI
(eagle) RESIST Wind, WEAK Earth
LV5 spell: QUETZALCOATL
(winged serpent) IMMUNE Wind
LV5 spell: MIXCOATL
(cloud serpent) IMMUNE Wind
CALAMITY : HURRICANE
- TARGET(s) take 1 WIND DMG per 2MP spent + LIFTOFF + all characters lifted and dropped into random zones, then take 1DMG upon landing
@ -179,7 +179,7 @@ LV3 spell: GEYSER
LV4 spell: IHLENGESI
(dolphin) RESIST Water, WEAK Fire
LV5 spell: DAKUWANGA
LV5 spell: UKUPANIPO
(shark god) IMMUNE Water
CALAMITY : TSUNAMI
@ -194,7 +194,7 @@ On an ENEMY: Caster heals own HP equal to highest DMG dealt among ENEMIES
Level 0 spell: CURE
LV1 spell: HARMONY
LV1 spell: HARMONIZE
LV2 spell: RESTORE
@ -203,8 +203,8 @@ LV3 spell: MIRACLE
LV4 spell: HAZON'AINA
(tree of life) RESIST Life, WEAK Death
LV5 spell: TU'ER YE
(moon rabbit god) IMMUNE Life
LV5 spell: NANABOZHO
(the great rabbit) IMMUNE Life
CALAMITY : REBIRTH
- ENEMY TARGET(s) lose 1HP per 2MP spent
@ -220,19 +220,19 @@ TARGET must ATTACK CASTER next turn
Level 0 spell: STELLAR
LV1 spell: ASTEROID
LV1 spell: METEOROID
LV2 spell: STAR SHOWER
LV3 spell: GRAVITY WELL
LV4 spell: CON SU TU
(lion) RESIST Space, WEAK Time
LV5 spell: GRYPHUS
(gryphon) IMMUNE Space
CALAMITY: METEOR STRIKE
CALAMITY: ASTEROID
- TARGET(s) take 1 SPACE DMG per 2MP spent + STARSTRUCK + each ENEMY can only use ONE A.I.M. action per turn for rest of fight
-----
@ -252,8 +252,8 @@ LV3 spell: HAILSTORM
LV4 spell: BELIY MEDVED
(polar bear) RESIST Ice, WEAK Lightning
LV5 spell: CERNUNNOS
(stag man god) IMMUNE Ice
LV5 spell: FURFUR
(winged deer) IMMUNE Ice
CALAMITY: AVALANCHE
- TARGET(s) take 1 ICE DMG per 2MP spent + FROZEN + cannot use MVMT next turn
@ -323,8 +323,8 @@ LV3 spell: BLACKOUT
LV4 spell: PILINDIR
(tarantula) RESIST Dark, WEAK Light
LV5 spell: KUROGITSUNE
(Black fox demon) IMMUNE Dark
LV5 spell: ABADDON
(formless dark entity) IMMUNE Dark
CALAMITY : VOID
- TARGET(s) take 1 DARKNESS DMG per 2MP spent + HOLLOW + must attack each other for 1 round

View file

@ -1,164 +1,181 @@
REGALIA are unique weapons or worn items that, while equipped or wielded, grants a STATUS on top of any HIT or MATCH dealt with any weapon, spell, or thrown item, including potions
REGALIA are unique weapons or worn items that, while equipped or wielded, grants a STATUS on top of any HIT or MATCH dealt with any weapon, spell, or thrown item, including potions
In addition, every Regalia possesses a ONCE PER FIGHT spell called an INVOCATION that lasts three rounds, and activating it counts as an ITEM action.
REGARDLESS OF THE TYPE, YOU MAY ONLY HAVE ONE REGALIA EQUIPPED AT A TIME
IF YOU TRADE OUT THE REGALIA, THE INVOCATION IMMEDIATELY ENDS
-------------------------
Flint Flamberge (4DMG) (Heft)
In addition, every Regalia possesses a ONCE PER FIGHT spell called an INVOCATION that lasts three rounds, and activating it counts as an ITEM action.
REGARDLESS OF THE TYPE, YOU MAY ONLY HAVE ONE REGALIA EQUIPPED AT A TIME
IF YOU TRADE OUT THE REGALIA, THE INVOCATION IMMEDIATELY ENDS
-------------------------
Flint Flamberge (5DMG) (Heft) (Two-Handed)
A six foot long two-handed long-sword with a wavy blade that narrows as it reaches the tip, the blade in multiple colors ascending from white to blue, to yellow, to orange, to red. The grip bears a feathered imprint pattern, it has a pair of yellow metal bird claws designed to be "gripping" the base of the blade & attaching it to the pommel, and a Phoenix head at the very end. Also comes with an intricately designed scabbard skin in a Phoenix feather pattern, meant to look like the bird tail
While equipped, you gain AFTERBURN
INVOCATION : FURIOUS BURNOUT
While active, the BATTLEFIELD suddenly becomes surrounded in a pillar of flame, hot as the fires of the strongest volcano. For three rounds:
- Any non-ALLY that ends their turn in any of the outermost 12 ZONES will take FIRE DMG equal to their player LV
-----
Regalia: Sanskrit Chronicle (Empty Handed)
An awkward looking chunk of orange marble in the shape of a buckler shield, it weighs very little and is surprisingly durable, which may be thanks to the mystic inscriptions found all over the stone face. There also appear to be feline claw marks etched into the back, right above the golden handle grip
While equipped, you gain DESYNC
INVOCATION : CURIOUS THOUGHT
While active, the BATTLEZONE becomes filled in a thin misting of bright orange sand, causing a mirage-like environment. For the next three rounds:
- You & all ALLIES gain one additional REACTION per round
- The caster may use their REACTION to force an opponent to retake their entire turn ONCE PER ROUND (including once their turn is over)
- During this retake, that character must make a different action, whether it be MOVE, ITEM, or any FIGHT action, and all values are returned to their prior state
-----
Regalia: Nova Knuckles (Empty Handed)
A pair of cestus cleverly designed as a pir of large honeybees, they slide onto the sides of the arm and strap down by a trio of wraparound buckles. The elbows each possess a black jutting spearhead for elbow jabs, and the heads carry a pair of mandible-like knuckle blades.
While equipped, you gain RADIANT
INVOCATION : DELIGHTFUL DEXTERITY
While active, the gauntlets will glow a vibrant yellow, then shift straight down, giving you a duplicate set of energy arms just below your normal set, and they are just as dexterous as your own. For three rounds:
- If you perform an ITEM action during your turn, you can perform two instead
- If you perform an ATTACK action during your turn, you can perform two instead
A six foot long two-handed long-sword with a wavy blade that narrows as it reaches the tip, the blade in multiple colors ascending from white to blue, to yellow, to orange, to red. The grip bears a feathered imprint pattern, it has a pair of yellow metal bird claws designed to be "gripping" the base of the blade & attaching it to the pommel, and a Phoenix head at the very end. Also comes with an intricately designed scabbard skin in a Phoenix feather pattern, meant to look like the bird tail
While equipped, you gain AFTERBURN
INVOCATION : WRATH ARENA
While active, the BATTLEFIELD suddenly becomes surrounded in a pillar of flame, hot as the fires of the strongest volcano. For three rounds:
- Any non-ALLY that ends their turn in any of the outermost 12 ZONES will take FIRE DMG equal to their player LV
-----
Regalia: Zeph Arcus (3 DMG) (SHOOT) (Two-Handed)
This strangely patterned Aztec-inspired 5 foot long war bow bears a pair of small wings on the far ends where the bow meets its golden string, and upon pulling said string, it magically generates its own arrows comprised entirely of a swirling green vortex of energy.
While equipped, you gain LIFTOFF
INVOCATION : SERENE STEPS
While active, the BATTLEFIELD is encircled by a calming wind that guides your steps and flows through your bows. For three rounds:
- You can now move anywhere on the BATTLEFIELD per point of MVMT
- You & your ALLIES have ADV with SHOOT weapons
- Your ENEMIES have DISADV with SHOOT weapons
Sanskrit Chronicle (Empty Handed) (Guard)
An awkward looking chunk of orange marble in the shape of a buckler shield, it weighs very little and is surprisingly durable, which may be thanks to the mystic inscriptions found all over the stone face. There also appear to be feline claw marks etched into the back, right above the golden handle grip
While equipped, you gain DESYNC
INVOCATION : CURIOUS THOUGHT
While active, the BATTLEZONE becomes filled in a thin misting of bright orange sand, causing a mirage-like environment. For the next three rounds:
- You & all ALLIES gain one additional REACTION per round
- The caster may use their REACTION to force an opponent to retake their entire turn ONCE PER ROUND (including once their turn is over)
- During this retake, that character must make a different action, whether it be MOVE, ITEM, or any FIGHT action, and all values are returned to their prior state
-----
Regalia: Tide Turner (2 DMG) (Flexible) (Reach) (Thrown)
This ominous looking harpoon is carefully crafted with an image of a shark embedded in the two hand grips along its body, with the head engraved with multiple gold triangular divots in the shapes of shark teeth.
While equipped, you gain RIPTIDE
INVOCATION : MOROSE MAELSTROM
While active, the BATTLEZONE is suddenly enveloped by a violent storm, filled with bustling wind and heavy rainfall. For three rounds:
- You & your ALLIES have ADV with THROWN weapons or items
- You can now THROW weapons/items to any ZONE no different than SHOOT weapons, and if the weapon or item is not one-time-use, it returns to your hand at EOT
-----
Regalia: Chrys Cross (Empty Handed)
This six inch violet ankh-shaped pendant bears a small metal sculpture of a golden sleeping bunny surrounded by darker purple chrysanthemums, and comes pre-bound to a piece of old fashioned bailing twine as a necklace string
While equipped, you gain VITAL
INVOCATION : COMPASSIONATE ATMOSPHERE
While active, the BATTLEZONE suddenly becomes engulfed in a field of the most gorgeous flowers any of you have ever witnessed. For three rounds:
- You and all ALLIES recover 1HP per LV at the start of your turn(s)
- If you HEAL your allies (outside this spell), the highest HP they recover gives you an equal amount, as though they were enemies affected by VITAL
-----
Regalia: Star Scourge (2 DMG) (Reach)
This is an old-fashioned hand-woven black leather whip with a bright pink handle, gold endcaps on either end, and a group of pink star-shaped strike pieces, giving it the appearance of a long range cat-o-nine-tails
While equipped, you gain STARSTRUCK
INVOCATION : AMOROUS ALIGNMENT
While active, the sky above the BATTLEZONE suddenly becomes a clear night sky with direct view of the Gryphem constellation. For three rounds:
- Any ATTACKS you or your allies make with REACH weapons gain ADV
- You can pay 1 MVMT to swap positions with any character or distinguishable whole item (ONCE/TURN)
- *THIS CAN BE DONE AS A REACTION FOR FREE*
- *If this action would interrupt a FIGHT action that TARGETS another player, that attack will automatically target the new person*
-----
Regalia: Mokha Verglas (2 DMG) (Dual-Weild)
This intricately crafted snowflake patterned & colored Ninjato shortsword can be attached at the hip or back with its uniquely flexible golden clasp loop, and its enchanted blade with a permafrost pattern is the perfect compliment for ice cold strikes
While equipped, you gain FROZEN
INVOCATION : TREPIDATION TUNDRA
While active, a sudden blizzard encompasses the BATTLEZONE, causing the ground beneath you to freeze over in moments. For three rounds:
- Upon casting, the caster chooses a plus sign of spaces (1-3-1) that, if an ENEMY ends their turn in, becomes encased in a snowman until their next EOT. That ENEMY cannot use REACTION, ATHLETICS, or MVMT, and the next ATK against them HITS without a roll. (This counts as an ICE ITEM)
-----
Regalia: Rai Revolver x2 (2DMG) (Dual Weild) (Reload 6)
These blocky semi-auto pistols are covered with circular rings of black and silver all along the top of the units aiming toward the end of the gold tipped muzzle. When the guns are aimed down, these rings begin collecting charge within, acting as electromagnetic pathways and accelerators, much like handheld railguns.
While equipped, you gain CONDUIT
INVOCATION : TESLA'S TEMPERANCE
While active, the sky over the BATTLEZONE suddenly darkens and turns into a dangerous thunderstorm, the area becoming electrically charged and collecting into your weapons. For three rounds:
- Any HIT or MATCH with your or any ALLY's weapon adds 1 LIGHTNING DMG, as though that ATK was a CRIT
- Any CRIT HIT with your or any ALLY's weapon adds LIGHTNING DMG equal to the DMG inflicted, instead of the normal CRIT bonus
-----
Regalia: Grimm Requiem (3 DMG) (Reach)
This morbid scythe is uncomfortably old fashioned by design, but the blade itself is attached to the handle by a long wolf skull running along the top of the blade
While equipped, you gain DREAD
INVOCATION : REAPER'S ANGUISH
Nova Knuckles x2 (Empty Handed) x2 (Guard) x2 (Unnatural weapon (+1DMG)) x2
A pair of cestus cleverly designed as a pir of large honeybees, they slide onto the sides of the arm and strap down by a trio of wraparound buckles. The elbows each possess a black jutting spearhead for elbow jabs, and the heads carry a pair of mandible-like knuckle blades.
While equipped, you gain RADIANT
INVOCATION : DELIGHTFUL DEXTERITY
While active, the gauntlets will glow a vibrant yellow, then shift straight down, giving you a duplicate set of energy arms just below your normal set, and they are just as dexterous as your own. For three rounds:
- If you perform an ITEM action during your turn, you can perform two instead
- If you perform an ATTACK action during your turn, you can perform two instead
-----
Zeph Arcus (4 DMG) (SHOOT) (Two-Handed)
This strangely patterned Aztec-inspired 5 foot long war bow bears a pair of small green wings where the bow meets its golden string, and upon pulling said string, it magically generates its own arrows comprised entirely of a swirling green vortex of energy.
While equipped, you gain LIFTOFF
INVOCATION : SERENE STEPS
While active, the BATTLEFIELD is encircled by a calming wind that guides your steps and flows through your bows. For three rounds:
- You can now move anywhere on the BATTLEFIELD per point of MVMT
- You & your ALLIES have ADV with SHOOT weapons
- Your ENEMIES have DISADV with SHOOT weapons
-----
Tide Turner (2 DMG) (Flexible) (Reach) (Throwable)
This ominous looking harpoon is carefully crafted with an image of a shark embedded in the two hand grips along its body, with the head engraved with multiple gold triangular divots in the shapes of shark teeth.
While equipped, you gain RIPTIDE
INVOCATION : MOROSE MAELSTROM
While active, the BATTLEZONE is suddenly enveloped by a violent storm, filled with bustling wind and heavy rainfall. For three rounds:
- You & your ALLIES have ADV with THROWN weapons or items
- You can now throw THROWABLE weapons/items to any ZONE no different than SHOOT weapons, and if the weapon/item is not one-time-use, it returns to your hand at EOT
-----
Chrys Cross (Empty Handed)
This six inch violet ankh-shaped pendant bears a small metal sculpture of a golden sleeping bunny surrounded by darker purple chrysanthemums, and comes pre-bound to a piece of old fashioned twine as a necklace string
While equipped, you gain VITAL
INVOCATION : COMPASSIONATE ATMOSPHERE
While active, the BATTLEZONE suddenly becomes engulfed in a field of the most gorgeous flowers any of you have ever witnessed. For three rounds:
- You and all ALLIES recover 1HP per your character's LV at the start of your turn(s)
- All ALLIES gain HP equal to any you gain from any use of VITAL
-----
Star Scourge (1 DMG) (Reach) (Disarm)
This is an old-fashioned hand-woven black leather whip with a bright pink handle, a gold gryphon head endcap, and a group of pink star-shaped strike pieces, giving it the appearance of a long range cat-o-nine-tails
While equipped, you gain STARSTRUCK
INVOCATION : AMOROUS ALIGNMENT
While active, the sky above the BATTLEZONE suddenly becomes a clear night sky with direct view of the Gryphem constellation. For three rounds:
- Any ATTACKS you or your allies make with REACH weapons gain ADV
- You can pay 1 MVMT to swap positions with any character or distinguishable whole item (ONCE/TURN)
- *THIS CAN BE DONE AS A REACTION FOR FREE*
- *If this action would interrupt a FIGHT action that TARGETS another player, that attack will automatically target the new person*
-----
Mokha Verglas (1 DMG) (Dual-Weild)
This intricately crafted snowflake patterned & colored Kodachi shortsword can be attached at the hip or back with its uniquely flexible golden clasp loop, and its enchanted blade with a permafrost pattern is the perfect compliment for ice cold strikes
While equipped, you gain FROZEN
INVOCATION : TREPIDATION TUNDRA
While active, a sudden blizzard encompasses the BATTLEZONE, causing the ground beneath you to freeze over in moments. For three rounds:
- Upon casting, the caster chooses a plus sign of spaces (1-3-1) that, if an ENEMY ends their turn in, becomes encased in a snowman until their next EOT.
- That ENEMY cannot use REACTION, ATHLETICS, or MVMT, and the next ATK against them HITS without a roll. (This counts as an ICE ITEM)
-----
Rai Revolver x2 (2DMG) (Dual Weild) (Reload 6)
These blocky semi-auto pistols are covered with circular rings of black and silver all along the top of the units aiming toward the end of the gold tipped muzzle. When the guns are aimed down, these rings begin collecting charge within, acting as electromagnetic pathways and accelerators, much like handheld railguns.
While equipped, you gain CONDUIT
INVOCATION : THUNDEROUS TEMPERANCE
While active, the sky over the BATTLEZONE suddenly darkens and turns into a dangerous thunderstorm, the area becoming electrically charged and collecting into your weapons. For three rounds:
- Any HIT or MATCH with your or any ALLY's weapon adds 1 DMG, as though that ATK was a CRIT
- Any CRIT HIT with your or any ALLY's weapon adds DMG equal to the DMG inflicted, instead of the normal CRIT bonus
-----
Grimm Requiem (3 DMG) (Two-Handed) (Reach)
This morbid scythe is uncomfortably old fashioned by design, the long arm intricately designed to resemble a running pack of wolves, and the blade is attached by a long wolf skull running along the top of the blade
While equipped, you gain DREAD
INVOCATION : REAPER'S ANGUISH
While active, the BATTLEZONE becomes surrounded by a dreary gray mist, tombstones appearing in the distance in massive rows. For three rounds:
- All ENEMY ATTACK ACTIONs are made at -1
- Any ENEMY MISSES or MATCHES deal 1 DEATH DMG per miss to that enemy
-----
Regalia: Dusk Kris (2 DMG) (Dual-Weild)
- If an ENEMY makes an ATTACK that results in a MISS/MATCH against you or your ALLIES, that enemy takes 1DMG per MISS/MATCH
- This includes attacks affecting 2+ players
-----
Dusk Kris (1 DMG) (Dual-Weild)
This black handled dagger with a surprisingly festive black fox tail hanging from it by a gold chain carries a wavy vantablack blade, so dark it almost appears to erase the light around its curved edges
This black handled dagger with a surprisingly festive black fox tail hanging from it by a gold chain carries a wavy vantablack blade, so dark it almost appears to erase the light around its curved edges
While equipped, you gain HOLLOW
While equipped, you gain HOLLOW
INVOCATION : BARREN FEAST
While active, every player suddenly becomes engulfed in their own shadow, chilling them to the bone. For three rounds:
- You & all ALLIES are IMMUNE to all STATUS effects, instead being "eaten" by (collected in) the dagger (these STATUS do not dissipate once the effect wears off)
- On the next HIT with that dagger, all "eaten" STATUS will be afflicted onto that target, including STACKED STATUS
-----
Cliff Breaker (4DMG) (Heft) (Two-Handed)
For all intents and purposes, it looks like someone jammed a tree limb into a rock and called it a GreatHammer. But it has also clearly been magically enhanced with bizarre runes that, in the most rudimentary language imaginable, barely translate to "break," "smash," "crush," and "pain"
While equipped, you gain HEAVY
INVOCATION : ROCK-RIB VALLEY
While active, the BATTLEZONE begins to rumble and crumble around you, becoming an unstable terrain. For three rounds:
- When you or an ally ATTACKs with MELEE, it becomes an AOE MELEE attack against all enemies in that ZONE (strikes the ground)
- This ATK will still use the same roll, DMG, and bonuses, and will also apply any STATUS it normally would on a HIT/MATCH
INVOCATION : BARREN FEAST
-----
While active, every player suddenly becomes engulfed in their own shadow, chilling them to the bone. For three rounds:
- You & all ALLIES are IMMUNE to all STATUS effects, instead being "eaten" by the dagger (these STATUS do not dissipate once the effect wears off)
- On the next HIT with that dagger, all "eaten" STATUS will be afflicted onto that target, including STACKED STATUS
-----
Regalia: Cliff Breaker (4 DMG) (Heft) (Two-Handed)
Diadem of Zeroth
For all intents and purposes, it looks like someone jammed a tree limb into a rock and called it a Warhammer. But it has also clearly been magically enhanced with bizarre runes that, in the most rudimentary language imaginable, barely translate to "break," "smash," "crush," and "pain"
This island-sized crown houses twelve equally massive magic gems, each of which contains a subdimension (demense) of an unending vastness, protected by a guardian (master) with their own unique representative Regalia.
While equipped, you gain HEAVY
While equipped, you gain ANTI MAGIC
- Any & all DMG you do drain an equal amount of MANA from your ENEMY'S Mana bar
INVOCATION : ROCK-RIB VALLEY
While active, the BATTLEZONE begins to rumble and crumble around you, becoming an unstable terrain. For three rounds:
- When you or an ally ATTACKs with MELEE, it becomes an AOE MELEE attack against all enemies in that ZONE (strikes the ground)
- This ATK will still use the same roll, DMG, and bonuses, and will also apply any STATUS it normally would on a HIT/MATCH
INVOCATION: I CHALLENGE THEE
While active, a golden magic barrier appears around any challenger possessing a Regalia, expanding 50 feet around & toward any potential opponents. Until a victor is determined:
- Noone may enter or exit this barrier, except a demense master with their rightful Regalia in hand OR the current owner of this Regalia
- The barrier will only disappear once a victory is decided, and/or any opposition is either no longer fit for battle or dead

View file

@ -1,183 +1,240 @@
Skills are what make your character perform their actions.
There are nineteen different skills used in this game.
Some of these skills also come with Skill-Based Combat-only Stunts at certain PLUS
Skills are what make your character perform their actions.
There are nineteen different skills used in this game.
Some of these skills also come with Skill-Based Combat-only Stunts at certain PLUS
-----
ACADEMICS
Your ability to know & cast spells
+1 | You have ALL 12 Level 0 Infusion Spells and a single LV1 spell
+2 | Gain another LV1 spell and your first LV2 spell
+3 | Gain another LV1 & LV2 spell and your first LV3 spell
+4 | Gain another LV1, LV2, & LV3 spell, and your first LV4 spell
+5 | Gain another LV1, LV2, LV3, & LV4 spell, and your only LV5 spell
Mundane, everyday human knowledge and education, including history, sciences, and medicine. Academics stunts often refer to specialized areas of knowledge and medical skills.
-----
In this game, it's your ability to know & cast spells
+1 | You have ALL 12 Infusion Spells and a single LV1 spell
+2 | Gain another LV1 spell and your first LV2 spell
+3 | Gain another LV1 & LV2 spell and your first LV3 spell
+4 | Gain another LV1, LV2, & LV3 spell, and your first LV4 spell
+5 | Gain another LV1, LV2, LV3, & LV4 spell, and your only LV5 spell
-----
ATHLETICS
Your ability to dodge incoming ATTACKS and other hazards
A measurement of physical potential. Athletics stunts focus on movement—running, jumping, parkour—and dodging attacks.
In this game, it's how flexible you are at dodging all hazards
- No additional bonuses at plus, just makes you better at dodging things
-----
-----
BURGLARY
Your ability to steal from ACTIVE scenarios
Knowledge of and ability to bypass security systems, pick pockets, and generally commit crimes. Burglary stunts give bonuses to the various stages of committing a crime, from the planning to the execution and escape.
In this game, it's used to hide and steal from ACTIVE scenarios
+2 | Deft Theft
Once/Fight : Pay 1 MVMT : BURGLARY roll vs ENEMY NOTICE roll to steal a random ITEM from that ENEMY in your ZONE
+4 | You can use Deft Theft TWICE per fight
-----
-----
CONTACTS
Your ability to recall information about people, places, and things
Knowledge of the right people and connections that can help you. Contacts stunts give you ready allies and an information network wherever you go in the world.
In this game, it lets you find & recall story relevant information
- No additional bonuses at plus, just makes you better at remembering relevant information about your story
-----
-----
CRAFTS
Your ability to make anything you want or need
CRAFTS
- No additional bonuses at plus, just lets you make things based on the available situation
Ability to make or break machinery, build contraptions, and pull off MacGyver-esque feats of ingenuity. Crafts stunts let you have the gizmo on hand, and gives bonuses to building, breaking, & repairing things.
-----
In this game, it also represents how dexterous your fingers are
+2 | Nice Try
ONCE/FIGHT, On an opponent's THROWN attack/item roll VS you and/or a ZONE you are in (except POTIONS):
- REACTION : CRAFTS roll vs THROWN weapon/item roll; on HIT, cancel action & add it to INVENTORY
- (If GRENADE, item is DISARMED as well)
+4 | Return to Sender
ONCE/FIGHT, On an opponent's THROWN attack/item roll VS you and/or a ZONE you are in (except POTIONS):
- REACTION : CRAFTS roll vs THROWN weapon/item roll; on HIT, that weapon/item is caught and thrown back as a new ATTACK/ITEM action with the thrower and/or ZONE(s) they are in as the new TARGET
- This ATTACK action uses that CRAFT roll to determine the HIT/MATCH/MISS
-----
DECEIVE
Your ability to fool other people based on the scenario
Ability to lie and cheat convincingly and with aplomb. Deceive stunts might improve your ability to tell a particular breed of lie or help invent false identities.
In this game, it lets you fool other people based on the scenario
- No additional bonuses at plus, just makes you really good at lying
-----
-----
DRIVE
Your ability to physically move across the board during combat
- You also need this to operate vehicles
+2 | Can move up to 2 ZONES per turn during combat
- (Not a STUNT, just a metric mark)
Controlling vehicles under the most grueling circumstances, pulling wicked maneuvers, and simply getting the most out of your ride. Drive stunts can be signature maneuvers, a special vehicle of your own, or even movement in general.
+4 | Can move up to 3 ZONES per turn during combat
- (Not a STUNT, just a metric mark)
In this game, it also controls how much YOU move in battle
-----
+2 | Can move up to 2 ZONES per turn in combat
+4 | Can move up to 3 ZONES per turn in combat
- You can split your movement and do MVMT first, then ATTACK/ITEM, then use the rest of your MVMT
-----
EMPATHY
Your ability to show you care, and recognize dishonesty
- You also need this to counter DECEIVE attempts
Ability to accurately judge someones mood and intentions. Empathy stunts can be about judging a crowd, picking up on lies, or helping others recover from mental consequences.
In this game, it also helps you beat DECEIVE rolls
- No additional bonuses at plus, just lets you know when people change or lie
-----
-----
FIGHT
Your ability to use any & all MELEE weapons
- Can also be used for THROWING weapons/items
Ability to excel at hand-to-hand combat, whether with weapons or fists. Fight stunts include signature weapons and special techniques.
In this game, it can also be used for THROWING weapons/items
+4 | Second Swing
You can now attack TWICE per turn with any one 4/5DMG FIGHT weapon, but the second ATTACK is made at DISADV
-----
-----
INVESTIGATE
Your ability to see and understand scenarios ACTIVELY
+3 | Inventory Insight
Start Of Fight: INVESTIGATE roll to see what unique items/weapons your enemies are carrying
Deliberate, careful study and puzzling out mysteries. Use this to piece together clues or reconstruct a crime scene. Investigate stunts help you form brilliant deductions or piece together information more quickly.
-----
In this game, it helps you see and understand scenarios ACTIVELY
MANA (originally LORE)
Your ability to pay for your spells
- No additional bonuses at plus, just makes you really good at looking for things you are TRYING to find
Every PLUS in this score equals 10 Mana Points
- (Not a STUNT, just a metric mark)
-----
-----
MANA
This skill was originally called LORE
Specialized, arcane knowledge that falls outside of the scope of Academics, including supernatural topics of one sort or another. This is where the weird stuff happens. Lore stunts often support practical applications of your arcane knowledge, such as casting spells.
In this game, it tracks your "payment" for spells via Mana Points
+? | Every PLUS equals 10 Mana Points
-----
NOTICE
Your ability to see and understand scenarios PASSIVELY
- Also used to counter BURGLARY attempts
Ability to pick up details in the moment, spot trouble before it happens, and generally be perceptive. Notice stunts sharpen your senses, improve your reaction time, or make you harder to sneak up on.
In this game, it also helps you counter BURGLARY attempts
+2 | Advanced Awareness
During INITIATIVE rolls, you can turn one MINUS to a PLUS
+4 | You can use Advanced Awareness TWICE per INITIATIVE roll
-----
-----
PHYSIQUE
Your ability to be hit by incoming attacks and survive
- Also used to mark how physically strong you are as a whole
- Every PLUS in this score equals 5 Hit Points in addition to your 10 Hit Point minimum
- (Not a STUNT, just a metric mark)
Raw power and durability. Physique stunts let you perform superhuman feats of strength, throw your weight around while wrestling, and shrug off physical stress or consequences.
In this game, it also tracks your Hit Point maximum
- Every PLUS equals 5 additional Hit Points
+3 | Burly Brawler
Can dual-wield 3DMG TWO-HANDED & FLEXIBLE FIGHT weapons
Can dual-wield 3DMG TWO-HANDED FIGHT weapons
- Each weapon is treated as one-handed and gains DUAL-WIELD
-----
-----
PROVOKE
Your ability to be distracting and irritating
Ability to push people to act the way you want them to. Its coarse and manipulative, not a positive interaction. Provoke stunts let you push opponents into foolhardy action, draw aggression toward you, or scare enemies (assuming they can feel fear).
In this game, it's used to be distracting and irritating.
+2 | Tactical Taunt
REACTION : Once/Enemy, if an ALLY in your ZONE is targeted for an ATTACK, before rolling; PROVOKE roll vs ENEMY WILL roll to redirect attack to YOU
REACTION : Once/Enemy, if an ALLY in your ZONE is targeted for an ATTACK, *before rolling*; PROVOKE roll vs ENEMY WILL roll to redirect attack to YOU
- Any HIT/MATCH you receive from this will deal you +2DMG
-----
-----
RAPPORT
Your ability to be liked, charming, and trustworthy
# RAPPORT
### *Building connections with others and working together. Where Provoke is manipulation, Rapport is sincerity, trust, and goodwill. Rapport stunts let you sway the crowd, improve relationships, or build contacts.*
## In this game, it's basically your *charisma.*
+2 | Helping Hand
Once/Round: REACTION : You can turn one MINUS on an ALLY's roll in the same ZONE to a BLANK
REACTION : You can turn one MINUS on an ALLY's roll in the same ZONE to a BLANK, or a BLANK to a PLUS
+4 | Got Your Back
Once/Round: REACTION : You can turn one MINUS on an ALLY's roll in the same ZONE to a PLUS
REACTION : You can turn one MINUS on an ALLY's roll in the same ZONE to a PLUS
-----
-----
RESOURCES
Your ability to gain and maintain your wealth and supplies
+2 | Scrambles
Once/Turn: Pay 1 MVMT; RESOURCES roll to loot for money, potions, weapons, or other relevant items from Defeated Enemy in same ZONE
Access to material things, not just money or direct ownership. It might reflect your ability to borrow from friends or dip into an organizations armory. Resources stunts let you better quality and/or quantity on things you buy and/or gather.
-----
In this game, it also dictates how well you gather money & supplies
- No additional bonus at PLUS, just makes you better at keeping your inventory full
-----
SHOOT
Your ability to use guns, bows, and other RANGED weapons
- Can also be used for THROWING weapons/items
All forms of ranged combat, whether guns, throwing knives, or bow and arrow. Shoot stunts let you make called shots, quick-draw, or always have a gun handy.
In this game, it can also be used for THROWING weapons/items
- No additional bonuses at plus, just lets you handle guns, bows, and other projectiles
-----
-----
STEALTH
Your ability to be unseen when moving, attacking, or evading
- This can be used in place of ATHLETICS, FIGHT, and SHOOT
- Can only use ONE-HANDED ITEM/WEAPON in COMBAT
- Can also be used for throwing WEAPONS/ITEMS
Staying unseen or unheard and escaping when you need to hide. Stealth stunts let you vanish in plain sight, blend into crowds, or advance through shadows unseen.
In this game, it is a tactical low-damage all-in-one combat skill
- It can be used in place of ATHLETICS, FIGHT, and SHOOT
- You can only use a single ONE-HANDED or FLEXIBLE weapon*
- It can also be used for THROWING weapons/items
+2 | Shadow Strike
Any STEALTH HIT with a WEAPON will make the TARGET unable to ATTACK you on their next turn, but you also cannot ATTACK that TARGET on your next turn
Any STEALTH HIT with a WEAPON will make the TARGET unable to ATTACK you on *their* next turn, but you also cannot ATTACK that TARGET on *your* next turn
+4 | Assassination
You do DOUBLE DMG on a STEALTH CRIT HIT with a WEAPON
-----
-----
WILL
Your ability to fortify yourself physically AND mentally
- Also lets you resist certain types of DMG
- Every PLUS lets you pick one MAGIC type to RESIST
(RESIST = -1 DMG + IMMUNE to STATUS of Magic Type/Color)
Mental fortitude, the ability to overcome temptation, and to withstand trauma. Will stunts let you ignore mental consequences, withstand the mental agony of strange powers, and hold steady against enemies who provoke you.
+3 | One RESIST becomes IMMUNE (NO DMG + NO STATUS)
In this game, it also lets you resist magic effects
+? | Every PLUS lets you pick one Magic Type/Color to RESIST (-1DMG + IMMUNE to its STATUS)
+3 | One RESIST becomes IMMUNE (NO DMG + NO STATUS of that Magic Type/Color)
-----

159
Mechanics/Weapons.txt Normal file
View file

@ -0,0 +1,159 @@
WEAPONS
Most weapons are fairly self-explanatory, but some have specialized subtypes for unique advantages in combat.
DUAL-WEILD
You can carry a dual-weild weapon in each hand, *they DO NOT need to be the SAME weapon*, and can attack twice per ATTACK action
- If FIRST roll HITS, the second is made at DISADV
- If FIRST roll MATCHES, the second is made NORMAL
- If FIRST roll MISSES, the second is made at ADV
EMPTY HANDED
Even while holding this, you can still hold other weapons or items
HEFT
This weapon is two-handed and REQUIRES +3 *PHYSIQUE* to use
- This can **NEVER be dual-wielded**, even with a STUNT
TWO-HANDED
This weapon DEMANDS both hands to be used, and you cannot actively carry other weapons
-----
- FIGHT Weapons -
These weapons require a FIGHT roll to ATTACK with, and only hit a TARGET in the same ZONE
FLEXIBLE
This can be used one-handed for normal DMG, or two-handed for +1 DMG
- You CAN Dual-Weild 2DMG or less FLEXIBLE weapons as one-handed
GUARD
This weapon is designed to be more defensive than other weapons
- REACTION : Your ATHLETICS/STEALTH roll against a FIGHT/SHOOT roll is increased by 1 (PER WEAPON/ITEM with this trait)
REACH
This weapon can attack one zone away from your character *like THROWING weapons*
THROWABLE
This weapon can be thrown one ZONE away, and uses a FIGHT/SHOOT/STEALTH roll to ATTACK with in this context, *but you will need to retrieve it by going to the ZONE it landed in if you want to use it again*
===== ===== ===== ===== =====
SHOOT Weapons
These weapons require a SHOOT roll to ATTACK with, use consumable projectiles/ammo (arrows, bullets, etc), and can TARGET anyone in any ZONE
- AMMUNITION Types -
Some weapons can use multiple different types of ammo
BASIC
This is ammo that ONLY hits one TARGET per attempt
EXPLOSIVE (?x?)
This ammo can hit everyone in a set number of directly connected ZONES (no diagonals)
PIERCE-?
This ammo can hit one TARGET per ZONE in a straight line of ZONES, up to its PIERCE rating
SPREAD (?x?)
This ammo can hit everyone in a set number of directly connected ZONES (including diagonals)
-----
SOFT RELOAD-?
This weapon uses one piece of ammo each time you use it, but its RELOAD is part of the motion for using it
RELOAD-?
This weapon has a limited number of uses, and requires you to sacrifice 1 MVMT for the turn to reload it during COMBAT.
HARD RELOAD-?
This weapon has a limited number of uses, and requires your ITEM Action to reload it during COMBAT.
-----
AUTO-FIRE
This can fire UP TO five times per ATTACK action, but weakens every shot beyond the first.
- One roll applies across all five shots, but each shot beyond the first gains a -1, then -2, then -3, then -4 (Just like recoil)
- Cannot be used during an ATTACK action you used DUAL-WEILD
PIERCE-RAMP
This ammo can hit one TARGET per ZONE in a straight line of ZONES, up to its PIERCE rating, and goes down per TARGET hit
- This weapon's DMG on a HIT is instead equal to the PIERCE rating of said ammo
- *EXAMPLE: If you use PIERCE-3 on a PIERCE-RAMP weapon, the DMG will be 3 on the first hit, then 2 on the second, and 1 on the last, regardless of the weapon's base DMG*
===== ===== ===== ===== =====
LIST OF WEAPONS #
- This is only a generalized list of what is currently available
- *It can and will be expanded over time*
1DMG #
__Fight Weapons__
Chain | Dual-Wield | Reach | Throwable
Dagger | Dual-Wield | Throwable
Fist / Foot | Dual-Wield | Empty-Handed
Senbon | Dual-Weild | Throwable
__SHOOT Weapons__
Slingshot | Basic | Soft Reload | Two-Handed
2DMG #
__FIGHT Weapons__
Baseball Bat | Dual-Wield | Flexible
Club | Dual-Wield
Gauntlet | Dual-Wield
Handaxes | Dual-Wield | Throwable
Kunai & Chain | Flexible | Reach
Mace | Dual-Wield
Metal Pipe | Dual-Wield | Throwable
Polearm | Flexible | Reach
Spear | Flexible | Throwing
Sickle | Dual-Wield
Steel Chair | Dual-Wield | Flexible
Sword | Dual-Wield | Flexible
Tonfa | Dual-Wield | Guard
Whip | Dual-Wield | Flexible | Reach
__SHOOT Weapons__
Blunderbuss | Spread 1x4 | Hard Reload-2 | Two-Handed
Light crossbow | Basic | Dual-Wield | Reload-1
Machinegun | Basic | Auto-Fire | Reload-100 | Two-Handed
Pistols | Basic | Dual-Wield | Reload-10
Revolver | Basic | Auto-Fire | Dual-Wield | Reload-6
Sniper Rifle | Basic OR Pierce-Ramp | Reload-1 | Two-Handed
3DMG #
__FIGHT Weapons__
Battleaxe | Two-Handed
Longsword | Two-Handed
Spiked Mace | Two-Handed
Sledgehammer | Two-Handed
__SHOOT Weapons__
Bow | Basic | Soft Reload-1 | Two-Handed
Crossbow | Basic | Reload-1 | Two-Handed
Rifle | Basic | Reload-10 | Two-Handed
Shotgun | Basic OR Spread 1x4 | Reload-2 | Two-Handed
4DMG #
__FIGHT Weapons__
Broadsword | Heft | Two-Handed
Morningstar | Heft | Two-Handed
Giant Axe | Heft | Two-Handed
Great Hammer | Heft | Two-Handed
__SHOOT Weapons__
Bazooka | Explosive 1x1 | Heft | Reload-1 | Two-Handed
Heavy Crossbow | Basic OR Pierce-2 | Hard Reload-1 | Heft | Two-Handed
Long Bow | Basic | Soft Reload-1 | Two-Handed
5DMG #
__FIGHT Weapons__
War Axe | Heft | Two-Handed
War Club | Heft | Two-Handed
War Hammer | Heft | Two-Handed
Zanbatou | Heft | Reach | Two-Handed
__SHOOT Weapons__
Rampart Crossbow | Pierce-2 | Hard Reload-1 | Heft | Two-Handed
Rocket Launcher | Explosive 2x2 | Heft | Reload-1 | Two-Handed
War Bow | Basic or Pierce-2 | Soft Reload-1 | Two-Handed