Weapons

With all the different, unique weapons to pick and choose from, it’s no surprise that we’d need a way to categorize them all! Not all weapons are made equal, however! Some weapons have special Attributes that set them apart from your usual sword or spear.

## Types of Weapons

**Base Attributes** are characteristics that ALL of a certain weapon type have. For example, every dagger -regardless of specific type - has an increased crit chance. And of course, not all weapons have a Base Attribute. If you want to play it simple, basic versions of each weapon exist in shops and in loot for your choosing.

### Daggers

**Daggers** are any bladed weapon that’s small, handheld, and easily concealable! There are two ways to attack when using a dagger. Fast and easy to control, using the dagger allows for better precision and increases the chance of a crit from the usual 6% to 10%.

* **Slash** - A simple slashing motion. With a dagger, it’s an attack that has 60 power.

* **Stab** - A stabbing motion. With the dagger, it also has 60 power, but with an attack bonus of 1.1x if the opponent is armored.

Examples:

* Flamberge/Kris Dagger (Base Attribute: Has a 45% chance of imparting the Bleed Effect.)
* Poignard (Base Attribute: Stabbing Attack only. Buff of +5% damage against armor)

### Blades

**Blades** are any edged weapons that don’t fit into the exact category that daggers, swords, or polearms do. Blades can either slash, stab, or both.

* **Slash** - Has 75 Power.

* **Stab** - Has 70 power. A 1.1x attack bonus if the opponent is armored.

Examples:

* War Fans (Base Attribute: When held, Fire and Poison Type moves gain an attack boost of 1.1x.)
* Deer Horn Knives (Base Attribute: Has a 50% chance of ensnaring the opponent every attack.)
* Roman Scissor (Base Attribute: Has a 40% chance of ensnaring the opponent every attack.)

### Swords

**Swords** are a versatile, basic weapon. Like many other weapons, it has a slash and a stabbing attack.

* **Slash** - Slashes from a sword have 85 power normally.

* **Stab** - Stabs from swords have 80 power, but a buff 1.1x against armored opponents.

Examples:

* Butterfly Swords
* Katana (Base Attribute: Does 1.25x more damage when slashing.)
* Gladius (Base Attribute: Does 1.1x more damage when stabbing.)
* Xiphos
* Rapier (Base Attribute: Does 1.25x more damage when stabbing.)
* Claymore (Base Attribute: Can use a charged attack with 110 power, but needs one turn to recover.)
* Longsword
* Armorslayer Sword (Base Attribute: 1.1x more damage, no matter the attack.)
* Executioner Sword (Base Attribute: Slashing Attack only. 15% chance to crit.)
* Nodachi (Base Attribute: Does 1.5x more damage when slashing.)
* Tuning Fork Sword (Base Attribute: Can launch a ranged sound attack with 25 power, with a 60% chance of imparting the paralysis effect on its target.)

### Spears/Polearms

**Spears/Polearms** are weapons affixed to a large shaft ( ͡° ͜ʖ ͡°) that are tipped with either a point, an edge, or both. As such, depending on the type of spear or polearm, you will receive an attack buff when slashing or stabbing, depending on what you choose.

* **Slash** - A slash from a spear has 75 power.

* **Stab** - A stab from a spear has 85 power. Stabs have a base attack buff of 1.25% against armored opponents.

Examples:

* Naginata (Base Attribute: 1.25x attack buff when slashing)
* Poleaxe (Base Attribute: 1.1x Attack buff on armored opponents regardless of slash or stab.)
* Battle Axe (Base Attribute: Cannot Stab. 1.25x Attack Buff on armored opponents.)
* Hatchet  (Base Attribute: Cannot Stab. Can be thrown without a Strength Roll, if retrieved next turn.)
* Partisan (Base Attribute: 35% chance to ensnare; prevents the opponent from attacking next turn.)
* Pilum (Base Attribute: Can be thrown for a ranged attack, using the power of a stab, but needs to be retrieved next turn.)
* Yari
* Halberd
* Shortspear (Base Attribute: The Stab bonus is no longer exclusive to armored enemies.)
* Fire Lance (Base Attribute: Can fire tip for a ranged attack of 90 power, but the user must carry more than one tip to use as a spear. Reloading takes up a turn.)

### Bludgeoning Weapons

**Bludgeoning Weapons** are weapons that use sheer impact, trauma, or force to damage their targets. This can range from the obvious, such as hammers and cudgels to more exotic ones, such as war yoyos or gauntlets. All bludgeoning weapons have an 1.5x attack buff against armored opponents.

* **Basic Attack** - 95 power.

* **Heavy/Charged** - 115 power. Takes a turn to charge before use.

Examples:

* Club
* War Club
* Hammer
* Spade
* Yoyo (Base Attribute: Ranged Attacks)
* Gauntlets (Base Attribute: Heavy attacks have a 65% chance to ensnare the opponent.)

### Ranged Weapons

**Ranged Weapons** are weapons that use projectiles. Due to their variety, they have many different attack powers.

Examples:

* Longbow (Base Attribute: 1.1x Attack Bonus if an opponent is armored.)

     **Quick Shot** - 70 power.

     **Charged Shot** - 90 power, but takes a turn to charge.

* Shortbow

     **Quick Shot** - 55 power.

     **Successive Shot** - Roll a d4 to see how many times you will fire. Each shot has 30 power.

* Musket - 120 power. (Base Attribute: Has a 50% chance of hitting its target. Must take another turn to reload.)
* Slingshot/Sling - 20 power for basic ammo. (Base Attribute: Can launch bombs or special items in inventory. Unlimited Ammunition. [Tell me one place you can’t find a rock.]
* R o c k - 10 power.
* Light Crossbow - 30 power. (Base Attribute: Can be fired before a Move or Weapon Attack in the same turn.)
* Two-Handed Crossbow - 50 power.
* Repeating Crossbow - Roll a d10 to see how many bolts you fire. 10 power per shot.
* Steam Powered Crossbow - 75 power. (Base Attribute: Can punch through shields, bypassing the damage reduction.)
* Elemental Pistol - (N/A) 70 power. (Base Attribute: Can be loaded with elemental ammunition, if available.)
* Submachine Gun - (N/A)
* Rocket Launcher - (N/A) 200 power. (Base Attribute:20% chance of hitting.)
* Machine Gun - (N/A)

### Miscellaneous

**Miscellaneous** weapons are weapons that don’t easily fit any of the above categories, due to special base attributes, morphology and/or abilities. (If you wish to create a new one, throw out the idea and we can all work on it!)

Examples:

* Staff

**Successive Hits** - Roll a d5 to see how many times you can hit in a turn. Each attack has 20 power.

Heavy Bash - Has 60 power consistently.

* Shield - Halves all physical damage. **Shield Ram** - Has 35 power.
* Shield (Special) - Halves all special damage.
* Battle Umbrella - Quarters all physical damage when used in Shield Form.

             **Stab** - Has 70 Power.

* War Rake

**Slash** - Has 80 Power. (Base Attribute: Has a 20% chance to add the Bleed Effect for 3 turns.)

### Natural Weapons

**Natural Weapons** are weapons almost every living thing has. Bites, clawing, punching, kicking; these weapons don’t take up inventory space! (For obvious reasons.) Use your common sense to determine what your player or npc will be able to use! A Kecleon may be able to bite, but it doesn’t have claws so it won’t be able to use Claws. On the other hand, a quadruped might be able to Claw or bite, but they won’t be able to Punch or Slap. Another warning: Like other weapons, natural weapons can be infused— but only with the user’s type(s). To add a type other than the user’s own, you must use the moves like Fire Punch or Dragon Claw; or have a Skill/Characteristic that allows you to do so.

#### Examples:

* Bite - Has 60 power.
* Claw - Has 65 power.
* Slap - 5 power.
* Punch - 40 power.
* Kick - 45 power.
* POUNCE - 55 power.

## Attack Effects

Like in real life, weapons have the ability to impart status ailments onto their enemies - just like moves. Aside from the base ones from the game, I’ve made some specific status ailments for weapons specifically. Moves can occasionally use these as well!

* **Bleeding Effect** - The opponent takes damage equal to 1/18th of their HP for three turns.
* **Ensnared/Trapped** - The opponent is ensnared/trapped for their next turn. When an enemy is ensnared, they cannot move or attack. Allies or the user can take this chance to perform an extra attack.

## Combining Weapons with Moves

It’s not uncommon to use moves along with weapons for a little extra oomph. The advantage it gives in battle is remarkable, and so the capacity to do so is limited. Unless one finds a special weapon or gains a special skill that allows them to do so? It is a rare sight to see.

Combined or Infused attacks allow those who attack with a weapon to gain type advantage.

## Armor

Armor in RPV works by taking away a certain percentage of the total damage received from a move. For example, An attack that does 100 damage against someone wearing Armor with 1.25x damage reduction (¼) will change the damage received to 75.