Shades of Shadora
Weapons and Armor in Shadora
Finding High Quality Equipment
While it is possible to buy higher quality equipment, the odds of finding it in a shop of some kind are fairly low. In a large city you may (1-2 in d6) be able to find Fine equipment in a specialty shop. Superb or Silver gear could be created by hiring a rare (1 in d10) craft master to spend a season making it for you. Masterwork items are one of a kind and are usually only found in the possession of private collectors that are very unlikely (1 in d100) to want to part with it. Lastly, Runes may be enchanted into weapons and armor by rare temple rune smiths (1 in d10) to provide a small bit of divine favor that can be used to strike down a gods foes or protect their worshipers from evil.
Weapon Quality Modifiers
|Fine||x3||+1 Dam||+1 Parry||T: +1/2/4
|Superb||x10|| +1 Dam
|+1 Parry||T: +2/4/8
|Master- work||x100||+2 Dam
|+2 Parry||T: +4/8/16
|Silver||x10||see the Silver Rule below||+25%||- 2|
|see the Silver Rule below||As base||+2|
Some magical creatures, like hosts, chaotic horrors and elementals, can only be struck with a rune weapon. Divine craftsmen called rune smiths may inscribe a fine, superb or masterwork weapon with runes of power. A weapon may carry at most two runes and they must be compatible elements. E.g. darkness and earth is ok but darkness and fire is not possible. A rune weapon can strike a magical being if it opposes at least one of the elements inscribed on the weapon. Thus a dark-earth sword could strike magical fire, air, or water creatures. All Rune weapons can strike magical creatures of Chaos as all elements oppose them equally. A weapon with a magic spell cast on it such as Smite, True Weapon or Fire Weapon can also strike magical creatures.
It costs 10x the normal purchase price of the weapon to add each rune. The buyer must also be at least an initiate of their cult in good standing intending to use the weapon for personal use. Cults go to great lengths to retrieve rune weapons of fallen heroes so these weapons rarely come up for sale in the secular market. The ritual takes one week per rune. Upon making Rune Master, the hero may take the initiate edge for cults of associated elements, opening the path for getting the second rune on a weapon.
Rune melee weapons can strike magical creatures that are opposed to the rune. Rune shields and armor each add +1 Arcane Resistance against creatures that are opposed to the rune (max +2). The ammo from Rune range weapons can strike magical creatures that are opposed to the rune.
The Silver Rule
When a sorcerer attains the Apprentice rank his attunement to the world’s natural mana flow, from which he draws his power, becomes more refined and much more sensitive via the Apprentice Bonding ritual. Bronze, as an alloy, is an impure metal and interferes with the sorcerer’s mana manipulations. The universities have discovered that silver is the only metal which will not interfere with the flow of mana. A sorcerer of Apprentice rank or higher may carry only Strength pounds of non-silver metal without impairing his skills. Every Strength pounds beyond this (round up) inflicts a -2 Sorcery skill modifier.
Silver is much heavier for use in weapons and armor, but it is able to strike any magical creature.
Shadoran Armor and Shields
|Leather||+1||n/a||15||50||Covers all locations|
|Chain||+2||n/a||25||300||Covers all locations|
|Plate||+3||n/a||45||900||Covers all locations|
|Mount Barding||By Type||n/a||x2||x2||Covers all locations|
|Add Spikes||Plate Only||n/a||+ 5||+100T||May knee/shoulder/etc. for Str +d4, Grapple forces foe onto spikes for Strength damage, critical failure means you are stuck and must roll Strength to free yourself|
|Medium Shield||+2 vs. Missiles||+2||12||50|
|Large Shield||+2 vs. Missiles||+3||20||200|
Shadoran Ranged Weapons
|Banger||Throw||5/10/20||3d6||1||500||Terali Grenade. Med Burst Template|
|Blunderbuss||Shoot||Cone||3/2/1d6||12||300||Terali Firearm. 2 actions to reload, Ammo 5T/Shot,
Cone: 3d6 first 4", 2d6 next 4", 1d6 in last 1 inch.
|Bola||Throw||4/8/16||Special||0.3||70||Agility Trick using Throw skill. Success: Target -2 Parry. Raise: Target falls prone, has -2 Parry and is Shaken.|
|Bow||Shoot||12/24/48||2d6||3||250||No Lir, STR: d6|
|Crossbow||Shoot||15/30/60||2d6||10||500||AP 2, 1 action to reload, Ammo: 2T/Quarrel, STR:d6|
|Hand Crossbow||Shoot||6/12/24||2d4||3||200||AP 1, Ammo: 1T/Quarrel, STR:d4|
|Perali Bow||Shoot||20/40/80||2d6+2||1||Grown||1 Season to grow, Can move and still use Marksman edge, Perali Only|
|Lir Bow||Shoot||10/20/40||2d4||1||200||Short bow developed by the Lir, Lir Only|
|Pistol||Shoot||5/10/20||2d6+2||3||150||Terali flintlock Firearm. 2 actions to reload|
|Rifle||Shoot||10/20/40||2d8+2||15||300||Terali flintlock Firearm. Two Handed, 2 actions to reload|
|Net||Throw||2/4/8||Special||3||100||Agility Trick using Throw skill. Entangled as spell, Size 1 max|
|Repeater||Shoot||15/30/60||2d6||10||1000||Terali Crossbow. AP2, 2 action to reload clip of 12|
|Shuriken||Throw||4/8/16||Str||0.1||5||May Auto fire 3/round (-2/att w/o Rock & Roll edge) e.g. can roll 3 att + the wild die with a -2 penalty for auto-fire. Can hit multiple targets.|
|Short Spear||Throw||3/6/12||Str+d6||3||100||Includes Javelins|
|Wetbow||Shoot||10/20/40||2d6||10||500||Agualan Crossbow. Works in air and water, 1 action to reload|
|Ammo||Shoot||0.1||1||Arrow, Bolt, Stone, or Bullet, May be Silver for 10x price|
|Man Killer||Shoot||+1||0.1||10||Arrow or Bolt Only, May be Silver for 10x price|
|Mawla Killer||Shoot||+2, AP 2||0.2||25||Arrow or Bolt Only, May be Silver for 10x price|
Although great progress has been made in the manufacture of firearms, they are still unreliable weapons. Whenever a natural 1 is rolled on a Shooting roll, regardless of Wild Die results, roll 1d20 and consult the following misfires table.
- 1–3 Kaboom! Weapon explodes dealing normal damage to wielder. The weapon is destroyed in the process.
- 4–8 Fouled: The barrel becomes fouled. You must spend an hour cleaning it out before it can be fired again.
- 9–12 Jammed: The firing mechanism jams. Clearing the jam requires 3 actions of work. May fire the round after clearing it.
- 13–16 Weak Charge: You used too little powder to prime the weapon so the shot was fired to no effect.
- 17+ Failed Ignition: Either the firing mechanism fails to produce a spark or the powder fails to ignite. The weapon doesn’t go off, but it can be fired again next round.
Shadoran Melee Weapons
|Ball and Chain (2H)||Str+d10||8||150||Ignore Shield Parry & Cover bonus, AP 1 vs. Plate,
2 hands, Reach 1, 1 on Fighting die = hit self
|Fighting Claw||Str+d4||3||100||Considered to be Unarmed Attacker. If a martial artist,
adds +1 to Unarmed Combat damage in place of the d4 damage.
|Flail||Str+d6||8||200||Ignores Shield Parry and Cover bonus|
|Garrote (2H)||Str+d4||1||90||Must make Grappling attack at -4 to hit the throat.
If successful, grappler gains a +4 Strength for opposed rolls for duration of grapple.
Targets of a garrote must make a Vigor roll at -4 to be able to speak; yelling requires Raise.
If it is not a wire garrote, damage is Str. 2 hands
|Great Axe (2H)||Str+d10||15||500||AP 1, Parry -1|
|Great Sword (2H)||Str+d10||12||400||Parry -1|
|Halberd (2H)||Str+d8||15||250||Reach 1|
|Long Spear (2H)||Str+d6||5||100||Parry +1, Reach 1|
|Long Sword||Str+d8||8||300||Includes scimitars and broadswords|
|Mace||Str+d6||6||20||AP 1 vs. Plate armor|
|Maul (2H)||Str+d8||20||400||AP 2 vs. Plate armor, Parry -1|
|Mounted Lance||Str+d8||10||300||AP 2 when charging, Reach 2|
|Nata (2H)||Str+d8||10||110||Reach 1, 2 hands, Perali pole arm|
|Chaku||Str+d6||2||50||Ignore Shield Parry and Cover bonus|
|Pike (2H)||Str+d8||25||400||Reach 2|
|Short Spear||Str+d6||3||100||Parry +1, May be Thrown|
|Short Sword||Str+d6||4||200||Includes cavalry sabers and Fel Sashi|
|Staff (2H)||Str+d4||8||10||Parry +1, Reach 1|
|Trident||Str+d6||6||100||Parry +1, Disarm +1, May be thrown like a short spear|
|War Hammer||Str+d6||8||250||AP 1 vs. Plate armor|