Equipment

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Weapons

Weapon in the system of Amorphous are extremely varied. Often only mass produced items (such as for military use) look similar. Weapon Types are therefore categorized based on how they are used rather than a specific weapon (Light blade vs Gladius). Also note that there is no ammunition; magical energy is used in its place (a gun won't use bullets but rather its barrel helps direct energy blasts). All weapons thrown will return to the thrower if they want them to at the start of their next turn and any following turn.
Weapons are made in whole or in parts from nillstone and magic is channeled through them when attacking. The damage values presented in the table below represent the damage from the channeled magic in addition to or in place of any physical damage caused by that weapon. This allows all weapons to be used at range or in melee to variable effectiveness. This damage is always kinetic damage unless otherwise stated (like when using an ability, or poison).
A character can holster several weapons by placing them on a belt,on a sash, on the arm (via bracer or wrist guards; for hidden blades only), or on the back (via baldric). Some weapons cannot be holstered and town guards may require such weapons be put away. If a weapon provides bonuses those bonuses only apply when the weapon is being used in an action or ability. For example, a character may have two one-handed weapons held but choose to use only one of those weapons during a basic attack so that character receives the bonuses of the weapon chosen and not the other held weapon.
Two handed weapons need both hands to attack but otherwise may be held with only one hand. This leaves your off-hand free to draw a potion, poison, or similar item. Two handed weapons do not have sheaths.

One Handed Weapon Types
Money Name Short Description (Examples) Weight Melee Damage Reach Ranged Damage Range Critical Range Sigil Slots Special
Unarmed Your upper or front appendages. 1d6 for each hand 1 1d6 for each hand 5 20 0
10 Hidden Blade Relatively small blade that typically remains hidden until used. Might be capable of cutting but mainly used to stab or pierce. (Dagger, Knives, Kunai) 1 lb 2d4 1 2d4 10 18-20 1 Sheath this weapon as a swift action and Draw it as a free action. Gain the Catch Off-Guard ability when you start an encounter with the weapon sheathed. Can be used in the off hand without penalty.
15 Light Blade Relatively short or skinny blade used to pierce. (Scimitar, Rapier, Gladius) 1-2 lbs 2d6 1 2d4 5 19-20 1
25 Long Blade Relatively long blade that is light enough to be used effectively with one hand or requires one hand to use. Used to slash or pierce opponents. (Bastard sword, Katana, Spatha) 3-4 lbs 2d8 1 2d4 5 20 1 If the hilt of the weapon allows two handed use then add 2 to the melee and ranged damage dice when the weapon is wielded with two hands.
10 Short Axe Lightweight battleaxe wielded with one hand used to cut and might be thrown. (Francisca, Labrys) 1-3 lbs 2d6 1 2d4 10 20 1
10 Club Bludgeoning tool sometimes balanced for throwing. (War hammer, Mace, Club) 2-4 lbs 2d8 1 2d6 5 20 1
15 Focus Tool used to focus magical energy. (Wand, Handgun, Religious Symbol) 1-4 lbs 2d8 1 2d8 15 20 2 You cannot threaten any squares with this weapon.
Two Handed Weapon Types
Money Name Short Description (Examples) Weight Melee Damage Reach Ranged Damage Range Critical Range Sigil Slots Special
40 Heavy Blade Large flat blade meant to slash or bludgeon opponents. (Longsword, Claymore, Zweihänder) 4+ lbs 2d10 1 2d4 6 20 2 Must be holstered on the back of a baldric.
20 Axe Battleaxe wielded with two hands used to cut or bludgeon. (Labrys, Splitting maul, Scythe) 4+lbs 2d8 1 2d6 6 19-20 2 Must be holstered on the back of a baldric.
35 Hammer Heavy bludgeoning weapon. (Maul, Sledgehammer) 5+ lbs 2d10 1 2d4 6 20 2 Must be holstered on the back of a baldric.
20 Polearm Long handled piercing or slashing weapon with great reach. (Spear, Halberd, War scythe) 4+ lbs 2d8 2 2d8 8 19-20 2 This weapon cannot be holstered.
20 Precision Focus Tool used to direct and pinpoint magical energy from long range. (Orb, Rifle, Bow, Crossbow) 2-4 lbs 2d4 1 2d10 30 19-20 2 Must be holstered on the back of a baldric.
50 Wizard Staff Iconic mage staff used to focus a great deal of magic energy. 4+ lbs 2d10 1 2d10 15 15 3 You cannot threaten any squares with this weapon. This weapon cannot be holstered.

Dual Wielding

Any weapon that you can wield with one hand may also be wielded in the off-hand and used in a weapon attack for increased damage. This incurs a penalty unless the weapon is designed for use in the off-hand or you have an ability that negates the penalties. Make your attack rolls as though you are at a disadvantage and use only half of the weapon damage from the weapon in the off-hand (this includes unarmed). Having a weapon in your off-hand incurs no penalty if you do not use it in your attacks. Having a weapon held in your off-hand will prevent you from using that hand for other things (such as drinking a potion or applying poison).

Armor and Accessories

Armor and Accessories can be equipped in the following slots:

  • Head
  • Neck
  • Back
  • Arms
  • Body
  • Belt
  • Feet
  • Ring1
  • Ring2


Sigils

Weapon Sigils

Armor Sigils

Potions and Poisons




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