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PostPosted: Mon Apr 01, 2013 5:09 pm 

Joined: Tue Nov 20, 2012 6:27 pm
Posts: 165
Location: Wharton, TX
1 - After purchasing one from the Blacksmiths, or having yours sharpened, you must always indicate what weapon you are currently holding by typing the weapon name, or putting the weapon in your description. Any weapon NOT indicated will not be valid.
    Heroh types " : holds a sword in her paws. "
    Heroh gets " Heroh holds a sword in her paws. "

2 - You find the strength of your weapon AT THE BLACKSMITHS at the time of purchase, the blacksmith will tell you the weapon strength.

3 - To fight with your weapon, you must type +(number of added attack points) into your initial attack.
    Heroh types " roll 1d100+15 to slash at TheArcane with her sword "
    Heroh gets " Heroh rolls 1d100+15 to slash at TheArcane with her sword and gets a 95. "
    TheArcane would then have to counter the attack because Heroh scored over 30.

4 - If the furre does NOT make the counter (doesnt meet or exceed the attack roll) and has to roll for damage, the roll of the dice is 1d20 +(number of attack points from the weapon)
    TheArcane rolls 1d100 and gets 18.
    TheArcane did not make the counter and must roll for damage against Heroh's sword swipe. TheArcane types " roll 1d20+15 to find his damage from the slash "
    TheArcane gets " TheArcane rolls 1d20+15 to find his damage from the slash and gets 25. "
    TheArcane has taken 25 points of damage, to be subtracted from his HP.


5 - If, by accident, you forget to put +(#) on your attack roll that is too bad. The victim will NOT have to add the +(#) into the damage roll. The damage roll must always match the attack roll.

6 - Though you may use a weapon in any capacity, weapon strength may only be added to the attack and damage. You cannot add weapon strength to a defensive move.

7 - Any furre found with a weapon from the smithy, when a blacksmith has not sold them one, may be charged with theft and promptly arrested (IC concequences).

8 - One-handed weapons may be used alongside a Shield (see the defense items page). There is currently no way to dual weild, a character may not use two one handed weapons. Rules for this may be added in the future.

All weapons must be purchased from the Blacksmith. The blacksmith may slightly adjust weapon prices (either lower or higher), but their usual price is listed below. The purchaser must transfer the appropriate funds into the account of the blacksmith before the weapon is handed over.

You do not have to purchase a weapon each time you enter Atas`Cosita, but you must pay to have your weapon repaired/sharpened each time you enter the dream by the blacksmith if you wish to use the weapon. The blacksmith sets the price for sharpening/repairing. You may add your weapon and weapon strength to your description if you so desire. A weapons strength does not change. Strength of the weapon can be found to the right of the weapon in blue font.

General Weapons or Bows will not be sold to Sorcerer, Psion and Wizard class characters. These particular classes may only purchase Staffs


General Weapon
Strength
Cost
Hands
Shovel+251
HanBo+582
Dagger / Throwing Knives+5101
Spear+6122
Pick Axe+6151
Mace / Cudgel+8152
Black Dagger+8201
Battle Axe+10252
Rapier / Epee+10351
Sword+15502


Bow
Strength
Cost
Hands
Long Bow+5 (+15 Sneak Attack)252
Cross Bow+10 (+20 Sneak Attack)502


Staff
Strength
Cost
Description
Decorative Staff+510None
Snakewood Staff+1050None
Garnet Encrusted Staff+570Adds +30 HP to character when honed.
Sapphire Crowned Staff+570Adds +30 MP to a character when honed.
Amber Forged Staff+570Adds +30 ST to a character when honed.
Hemlock Root Staff+570Inflicts poison upon anybody successfully attacked with the staff (Poison only works against a furr once a night, ie If he is cured he cannot be poisoned by the same staff).
Magnet Embossed Staff+570Adds +10 to Pickpocket skill when honed.
Moonstone Staff+5100Eerie white staff gives a magical +20 defense when fighting against unholy furres. (vampire, were, demon, dark paladin).
Bloodstone Staff+5100Ominous black staff with red veins. Gives a +20 defense to holder when fighting against holy furres (cleric, druid, light paladin).
Profane / Exalted Staff+5150Incredibly potent magic staff gives +10 to casting of all magic spells and effects of all spells when honed.


Enchanted Weapons

Enchanted weapons are allowed within Atas`Cosita. They are strictly controlled however.
An enchanted weapon gets an additional +6 to its modifer against all classes, as well as a class-specific damage bonus. Enchancing Enchantments (jewels sold by the merchants) work differently, and do not receive these bonuses
If you have the correct enchantment, serious damage can be done to the right enemy.

An enchantment does not stay on the weapon. You must have your enchantment renewed each time you wish to use one. All enchantments must be purchased. The purchaser must transfer the appropriate funds into the account of the enchanting mage.

A mage in the guild who casts an enchantment gains 15 exp points for each enchantment, to be recorded on the form. ONLY one enchantment per weapon, per night. Permanent ENHANCED weapons cannot have another enchantment cast over them. Enhancing a perm weapon is PERMANENT. A new weapon must be purchased if another enchantment is desired.
    Seal of Silver 2d20 damage to Were-Creatures
    Forged of Fire 2d20 damage to Vampires
    Primes of Purity 2d20 damage to Demons
    Cry of Nareetha 2d20 damage to Fae
    Dragon Doom 2d20 damage to Dragons
    Wrath of the Unholy 2d20 damage to Paladins
    Unharmonious Discord 2d20 damage to Monks
    Unholy Blight 2d20 damage to Clerics
    Enhancing Enchantment (Stone purchased from Merchant, weapon from Smithy, Enchantment from Mages) Bonus depends on Stone (see Merchant list for details)


The formula for an enchanted weapon attack is DIEROLL(attack)+STRENGTH(weapon)+ENCHANTMENT=ATTACK.
    Heroh is carrying an enchanted sword
    Heroh's sword strength is 15
    Heroh gets into a fight and uses her sword
    Heroh types :roll 1d100+21 (15+6) to slash with her enchanted sword
    Heroh would get "Heroh rolls 1d100+21 (15+6) to slash with her enchanted sword and gets 89
    The 1d100 is the weapon strength, the +15 is her weapon strength and the +6 is the enchantment.

Rolls must be 1d100+21.... and NOT 1d100+15+6. Furcadia doesnt allow for TWO mods.


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