lunedì 30 ottobre 2023

individual weapon effects for Odd games and hacks



1. Battle axe, hefty, d8. Can forgo damage to attempt a shield strip, target gets a STR save.

2. Club, light, d6. Rolls of 5+ stun on a wound. Stun: opponent can't act next round.

3. Crossbow, long, slow, d8. Ignores armor.

4. Dagger, light, d6. Throwable, usable while grappled.

5. Flail, hefty, d8. Ignores shields.

6. Greatsword, long, d10. Rolls of 8+ become blast attacks

7. Handaxe, light, d6. Throwable. If you didn't move yet, you can throw at target, run up to them, pick it up and attack them again.

8. Polearm, long, reach, d10. Nominated adjacent ally has +1 armor.

9. Poleaxe, long, d10. Ignores armor.

10. Javelin, hefty, d8. Throwable.

11. Longbow, long, d8: +d6 for each round you forgo movement to aim.

12. Mace, hefty, d8. On a roll of 7+, target's armor gets damaged or destroyed: -1 armor.

13. Quarterstaff, long, d6. +d6 against opponent who charged you last round.

14. Shortbow, long, d6. You can fire during movement. In practice, this grants you an extra move while attacking.

15. Shortsword, light, d6. Can parry* as a reaction, up to 2 dice per round.

16. Sling, d6. Can be used to throw stuff other than rocks. Bombs, mudballs, baby armadillos, you name it.

17. Spear, hefty, d8. You can choose to hold your attack until someone charges at you. Roll damage against them. On a roll of 7+ their attack is negated, on top of the damage received.

18. Sword, hefty, reach, d8. Can parry* as a reaction, once per round.

19. Two-handed axe, long, d10. Your attacks get +d10. Opponents' attacks get +d6 against you.

20. Warhammer, long, d10. On a roll of 7+, opponent makes a STR save or is pushed away.


*Parry: As a reaction, you can momentarily expose yourself to remove one of the dice from your opponent's attack, if you roll higher with your weapon's die. If you remove all of their dice, your opponent is exposed next round. You can't parry if you were already exposed.

Tags:
+d: roll all dice, only the highest counts as damage
Charge: closing the distance to make a melee attack
Exposed: someone is exposed when they're left with 0 HP
Hefty: if you're handling 2 hefty items, their damage die are one size lower (d8->d6). Shields are hefty items
Light: can be used together with another weapon without disadvantages
Long: impaired in narrow spaces (e.g. corridors), needs 2 hands
Reach: allow you to attack from 2nd rank and out of reach of other melee weapons
Slow: either move or attack
Wound: an attack that dealt STR damage

Stolen from Luke Gearing https://lukegearing.blot.im/odandd-reference-document
Tags from the Mythic Bastionland preview https://bastionland.substack.com/p/play-mythic-bastionland-for-free

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