Newpark Games
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Wondrous Arms

It's often said that a soldier is only as good as his weapon. While there's much more to a hero than the blade they wield, having a stronger weapon does improve one's odds of victory when going up against the worst monsters the Sphere has to offer. Enchanted weapons can give adventurers an edge (quite literally) in the heat of combat, granting bonuses to one's combat ability and opening up new tactical possibilities through special attacks. These weapons are nigh unbreakable and never rust, tarnish, or fade like ordinary weapons. They even grow or shrink proportionally to match the size of their wielder (up to one size category in either direction).

Upgrading Weapons

Picture
Enchanted weapons can be improved by any character with the Craft Asset. Upgrading a weapon takes several days of work and can only be done in the downtime between adventures, assuming the character has access to adequate tools or a workshop of some sort during this time.

Every weapon offers a number of Upgrades, some of which can be taken multiple times for a cumulative effect. Each Upgrade has a monetary and material cost in terms of Crowns for assorted materials, both magical and mundane, and Augem (an enchanted dust used by Runeweavers)

​Be advised that increasing an weapon's Rank by 1 also increases its Attunement cost by 1. Players should be careful not to upgrade a weapon beyond what they can accommodate in terms of Attunement.
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affliction

Common weapon ​valued at 100 Crowns | 1 Attunement
This weapon can be any melee or ranged weapon
In just the right light, you can see what looks like a skull emblazoned on this weapon's grip. It grins at you in in cruel recognition.
Melee or Ranged +1 per Rank
​Base Damage +1 per Rank
(Rank) times per day, you may cause a creature hit by this weapon to suffer a negative status effect. Roll 1d6 to determine which: 
  1. The target is Slowed (Save ends)
  2. The target is Weakened (Save ends)
  3. The target is Staggered (Save ends)
  4. The target is Dazed (Save ends)
  5. The target is Silenced (Save ends)
  6. The target is Stunned (Save ends)

BLAZE

Uncommon weapon ​valued at 250 Crowns | 2 Attunement
This weapon can be any melee weapon
When the passions of the wielder are awakened, the weapon's magical runes blaze into life, setting it alight with magical fire.
Melee +1 per Rank
​Base Damage +1 per Rank
You can spend up to (Rank) Focus when attacking with this weapon. For each Focus spent in this manner, the attack deals an additional 1d8 Elemental damage. After performing this action, the weapon remains ignited for the rest of the Scene, dealing an extra (Rank) Elemental damage each time it hits with an attack.
Picture

BLADE OF COURAGE

Uncommon weapon ​valued at 250 Crowns | 2 Attunement
This weapon can be any sword
A gleaming blade whose silver and golden hilt is emblazoned with the image of a roaring lion. You feel braver just holding it.
Melee +1 per Rank
Base damage +1 per Rank
​
This weapon always has a bonus to melee and base damage equal to the Level difference between you and a higher Level enemy (you do not get a bonus against enemies of lower Level than you).

SEEKER ARROWHEAD

Uncommon ammunition ​valued at 10 Crowns | 0 Attunement
This is ammunition for a ranged weapon
These arrowheads are hand-crafted from obsidian and infused with magic that lets them seek out their target, changing direction mid-flight.
So long as you can see your target, a ranged attack that uses this ammunition will hit its mark, guaranteed. Roll to hit when you fire this arrowhead - the target cannot roll their Defense in response. If you do not roll Bumps any of your own, the attack still hits with just 1 automatic Bump.

NAME

Rarity weapon ​valued at XXX Crowns | X Attunement
This weapon can be any 
Description
Melee +
Ranged +
​Base Damage +

Effect
ARCANUM
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  • Main
  • Sphere
    • How to Play >
      • Game Flow
      • Actions
      • Task Resolution
      • Your Character Sheet
      • Combat
      • Movement
      • Health and Status
      • Destiny
      • Running the Game
    • Setting
    • Worlds >
      • Arcadia >
        • Mara
      • Helios
      • Thera
    • Character >
      • Race
      • Arcanum
      • The Mystery >
        • Rotes
        • Abjuration
        • Animancy
        • Artifice
        • Augury
        • Confluence
        • Conjuration
        • Ecologism
        • Glamour
        • Thaumaturgy
        • Transmutation
      • Features
      • Background
      • Assets
      • BASIC and Stats
      • Character Growth >
        • Keys
    • Wonders Great and Small >
      • Armaments
      • Supplies
      • Services
      • Wonders
      • Real Estate
    • Adventure >
      • The Journey
      • Encounters
      • NPCs
      • Monsters
      • Other Dangers >
        • Disease
      • Rewards
  • Madness
  • Dungeon Storm
  • R3L1C