Weapon masteries
From slicers, poisons, spears to large boulders. Anything Midrastians can wield, they will use to overcome their adversaries.Weapons of Midrast Wain are heavily favored towards melee items that give the individual in question something that their race lacks. For smaller races it is reach, for bigger races, it could be stealth or silent disposal of enemies and for adept fliers, it represents things that help them make the lives of those on the ground miserable and short. Additionally, each starting Background can choose one Weapon mastery skill (with the exception of Clawstopper and Ember Wielder) Table of Contents
History
Most of the weapons in current age have been invented far before the age of Dragons or Gryphons. The two species merely adopted them for their own use, yet improved upon the design with their Dreams. Something that no species before them managed to accomplish, a very skilled Purveyors were able to create objects that would capture the attention of a wandering Dream of one of their ancestor and thus enhance the weapon or armor in a way that would seem almost unnatural. Why would a Dream of an ancestor wish to inhabit a weapon or armor? Especially if the Purveyor may decide to sell it off to someone else? There are many discussions lead about this but nobody knows for certain.Artifice
The act of enchanting a weapon with the Dream of an individual living or dead is called Artifice. What the dragons and gryphons may lack in their range of physical motion, they make up for their Artificing. The process of Artificing is described by those who perform it as a coma-like state in which even the smallest break in concentration may interrupt it or worse - make the item in question cursed by the previously benevolent Dream. The specific details on how to Artifice an item differs and many Purveyors have different habits or ways to make it easier for them. Some seek out wilderness and loneliness, others make a show out of it and present their skill as would an actor in a theatre and some claim that their Gods lead their claws. Note that for each 25 gems worth of price, you get to roll 1 quality check on your weapon or armor. If your weapon costs less than 25 gems, you "can" roll Quality check but at a disadvantage. DM may incur additional penalties. For more details about Roleplay mechanics around Artifice and Crafting, see Advanced roleplaying rules.Spears
by Danero
Weapon mastery skills:
Third Claws
Offensive gauntlet-weapon of choice for races with short claws. It is only as effective as the claws worn. Most commonly found amongst Mud dragons, Water dragons and Nocturnal Gryphons. Equipping Third Claws grants you Gauntletwielder. As long as you are Gauntletwielder, you get -2 to defense. Gauntletwielders with Third claws roll an additional dice when using Standard attack and choose the highest two values for their attack.Gauntletwielders with advantage roll 4 dice and choose two highest values.
Gauntletwielders with disadvantage roll 3 dice and choose two lowest values.
Weapon mastery skills:
Throwing weapons
Throwing weapons generally used as means to attack enemies from Air onto Earth and some even in Water environments. While it is extremely easy to find a boulder, they are heavy and take up each an inventory slot. Other weapons on the other hand are much lighter and can be stacked up to 3 for one inventory slot but they don't deal that much damage and tend to be more expensive. Equipping Throwing weapons makes it harder to attack in melee and gives you Ranged. When you are Ranged, you lose the access to the bonus action Retaliate and your Charge action deals -2 damage. Additionally, keep in mind that most throwing weapons (including the starting javelins) do not work when in Water environments.Weapon mastery skills:
Slicers
Similar in design to Third claws, Slicers are sharp half-discs located on the outer edges of a gauntlet, protruding near knuckles and claws of the wielder. Slicers are made out of Sheetstone ensuring they remain flexible, aerodynamic and great at cutting through opponents, causing severe bleeding or potentially loss of limbs. Commonly used by Fire dragons, Mud dragons and Nobles of all kind. These discs are great at hit and run tactic, or for chasing down escaping opponents. Equipping Slicers grants you Gauntletwielder. As long as you are Gauntletwielder, you get -2 to defense. Gauntletwielders with Slicers reduce target's Reduction by 1 with each Standard attack hit.Weapon mastery skills:
Poisons
Poisons are not a weapon by themselves but they can be applied on any weapon or one's claws to amplify their lethality. Commonly used by Hunters, Scouts, Mud dragons, Gryphons and Jungle dragons. Due to its nature, poisons cannot be normally acquired from vendors. At least, not legally and as such, costs are not listed. Warning: Coating a weapon in poison or talking openly about purchasing poison in plain sight is in most tribes not allowed - such individuals may find themselves arrested by Clawstoppers. Basilisk - deals 2 elemental damage. Target rolls Resistance check DC 14. If fail, they don't get to act their next turn.Greater basilisk - deals 3 elemental damage. Target rolls Resistance check DC 19. If fail, they don't get to act their next turn.
Wyvern - deals 1d4 elemental damage. Target rolls Resistance check DC 18. If fail, they are diseased. Diseased target can't regain any Scratch points until they are cured.
Manta - deals 3 elemental damage.
Potosh - deals 3 elemental damage. Target rolls Resistance check DC 19. If fail, they don't get to act their next turn.
Witless - Target rolls Fate check DC based on damage sustained. If fail, they are infected with Witlessness. Only works if the blood is relatively fresh.
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