Chat Rooms   Forums   Event Calendar   Dark Pines RPG   Help/FAQ   
Welcome Guest ( Login | Register )
    Search    
Home » Dark Pines RPG » Weapons/Armor/Shields
Dark Pines RPGExpand / Collapse
Create Character
My Characters
Welcome to Dark Pines
Glossary
Races
Stats
Attributes
Skills
Paths
Spells
Actions
Level Experience Points
Weapons/Armor/Shields

   
Weapons/Armor/ShieldsExpand / Collapse
In trying to keep with the elements of freeform, characters are allowed to choose their own equipment. The only things that a player might want to take into consideration when choosing equipment is realism, and consequence. For example, having a peasant start out with one million pieces of gold, or an entire armory of rifles and revolvers is a little ridiculous. First of all, where would they be stored? And secondly, a large part of roleplaying is earning the things you get.

Don't forget, experience points are required to level up your character, and the Game Masters will probably give more credit to a player who roleplayed a quest to get a decent sword, than a player who started their character out with some enchanted weapon from the get-go. That said, feel free to outfit your character with whatever you deem appropriate. Weapons, rope, clothing, money, anything you want.
WeaponST BonusDamageStat Modifer(s)Action Modifer(s)
Arm Armor : Full Leather
A leather sleeve that goes over the arms and is attached by a buckle and strap.DU 10 (-4 damage, 25 hp)
No  DU (Durability): +10 Deflect: -1
Hit: -1 
Arm Armor : Full Metal
Metal sleeves with elbow joints for both arms and connected by a leather harness.DU 20 (-14 damage, 30 hp)
No  DU (Durability): +20 Avoid: -4
Deflect: -5
Hit: -2
Initiative: -1 
Arm Armor : Full Splint
Leather arms with wooden splints tied to the shoulders and wooden vambrances.DU 13 (-7 damage, 20 HP)
No  DU (Durability): +13 Avoid: -4
Deflect: +4
Hit: -2 
Arm Armor : Leather Bracers
Leather armor around the lower arms that aids in defending one's self.
No   Deflect: +1 
Arm Armor : Leather Spiked Bracers
Leather armor around the lower arms that aids in defending one's self as well as causing pain in hand to hand combat.
No 1d4  Deflect: +1 
Arm Armor : Leather Vambrances
Like bracers, but thicker and they only cover the outside of the arm.
No   Deflect: +2 
Arm Armor : Metal Bracers
Metal armor around the lower arms that aids in defending one's self.
No   Deflect: +4
Hit: -1 
Arm Armor : Metal Spiked Bracers
Metal armor around the lower arms that aids in defending one's self as well as causing pain in hand to hand combat.
No 1d5  Deflect: +4 
Arm Armor : Metal Vambrances
like metal bracers, but they only cover the outer side of the arm and are a bit thicker and more durable.
No   Deflect: +5 
Arrow : Arrow
Your basic arrow that does standard damage according to bow type.
No    
Arrow : Barbed
Adds +d4 damage and causes internal bleeding.
No 1d4   
Arrow : Flare
Another arrow that is useful for alerting allies and surprising enemies, a magical enchantment is upon the tip, causing the arrow to flash like a bright beacon when it makes contact with it's target. The becon lasts for 5 rounds.
No    
Arrow : Flight
An arrow made for flying further than normal arrows. Adds 100 feet.
No    
Arrow : Heavy
A thicker arrow that has more impact. +d6 damage at a loss of 100 feet.
No 1d6   
Arrow : Screaming
An interesting arrow, much like a flare, that because of it's tip, whistles noisely at a high pitch sound. Good for alerting allies or surprising enemies. Also, the tip causes d4 damage due to suction when pulled out.
No 1d4   
Arrow : Shattering Arrow
An arrow that is specifically made to shrapnel upon impact, causing agitating flakes of itself to fly into the eyes and mouth of an opponent, caused by a special magical dust on the tip. Enemies struck by this arrow are at a -5 H/A/D for 2 rounds.
No    
Axe : Double Axe
A sturdy staff with axe blades on either end, good at pole fighting. Can be used in a double attack.
YES 1d8   
Axe : Double Bladed
A heavy axe with two blades on one end of a pole.
YES 2d7  Hit: -2 
Axe : Hand Axe
a one handed axe
YES 1d5   
Axe : Hatchet
A quick axe that can be used as a hand axe or thrown extremely quickly
YES 1d4  Hit: +2 
Axe : Heavy Axe
A two-handed weapon.
YES 2d6   
Axe : Throwing
A smaller axe that was made for throwing
YES 1d6   
Body Armor : Breast Plate
A frontal metal Brest plate that is attached by straps on the back.DU 15 (-9 damage, 20 hp)
No   Avoid: -1
Deflect: -1 
Boomerang : Bladed
A specialized metal boomerang with a wooden center that has bladed edges. Due to the edges, a full fingered guantlet is required to handed this weapon and if succefully hit into an enemy, sticks like an arrow until pulled out, causing extra aggrivated damage. Finding a weapon like this is hard as not many are apt to teach it's use.
YES 2d6   
Boomerang : Metal
A piece of curved metal with a wooden center that returns to the thrower due to the magic of the wood that is inside the metal itself. Using such a weapon as the metal boomerang requires a guantlet of some type to protect the fingers.
YES 2d5   
Boomerang : Wooden
A curved piece of wood with two to four ends. When thrown, the boomerang returns to it's thrower regardless if it hits or not, due to the magic of the wood.
YES 2d4   
Bow : Composite
Damage is per arrow/bolt. Certain types of arrows or bolts may add or subtract damage. Range is roughly 500 ft. But because of the pulley system, a ST bonus is not applicable.
No 3d4   
Bow: Long
Damage is per arrow/bolt. Certain types of arrows or bolts may add or subtract damage. Range is roughly 600 ft.
YES 3d5   
Bow: Short
Damage is per arrow/bolt. Certain types of arrows or bolts may add or subtract damage. Range is roughly 300 ft.
YES 2d5   
Chain : Ball and Chain
A metal ball at the end of a length of chain.
YES 2d6   
Chain : Chain and Sickle
Like the chain and Weight, the chain and Sickle can be used as a long range bladed weapon, a chain weapon, or a short range blade.
YES 1d6  Deflect: +2 
Chain : Chain and Weight
a length of chain with a weight at the end, usually used for wrapping or slamming into someone's face or chest, or possibly disarming. Can be swung as a slight sheild.
YES 1d8  Deflect: +2 
Chain : Double Chain and Sickle
a chain and sickle weapon with two sickles, one on either end of the chain. Can be used as a double weapon for twice the damage, or as a normal chain and sickle at d6 per attack.
YES 2d6  Hit: +1 
Chain : Flail
two sticks, a long and short one, with a bit of chain between them. The short end is usually capped with metal and sometimes decorated with spikes.
YES 2d7   
Chain : Holy Flail
A basic ball and chain save the ball is hollow and dipped, usually in holy water, and spiked at the tips, mingling the blood of the enemies with the waters of the pure. (Additional d6 damage to vampires due to holy water and must be submerged every 10 rounds of use)
YES 2d6   
Chain : Nunchaku
two Nuncha on a chain that can be flung around in a variety of ways. The speed of their use is what causes the most damage, giving a bonus d3. The wildness does make them harder use, and at the same time, making one harder to hit.
YES 1d7  Deflect: +2
Hit: -2 
Chain : Spiked Ball and Chain
a chain with a spiked ball on the end, giving and additional +2 damage
No 2d6   
Claws : Wrist Blades
Like claws, but a single blade is attached at the wrist and goes over the top of the hand.
YES 2d6  Deflect: +2 
Claws: Large
The claws that Dragons possess, or those weilded by the Wolverine sorts.
YES 3d5   
Claws: Medium
The claws that might be present on most knuckle-blades, or that are present on most larger animals such as lions or gryphons. Talons, really.
YES 2d5   
Claws: Small
Small, animal-like claws. The claws that a cougar or a panther might have.
YES 1d8   
Dragons : Acid Breath
a nasty stomach regurgitation that will eat through armor at times. Acid does double damage to armor when applied.
No 2d10   
Dragons : Bite
The clamp of dragon like jaws on your body. Ouch.
YES 3d5   
Dragons : Cold Breath
usually possessed only by dragons and magical creatures of the icy wilderness
No 2d10   
Dragons : Fire Breath
Usually only possessed by dragons.
No 2d10   
Dragons : Lightening Breathe
usually only possessed by dragons. Double damage to targets in full metal armor of any type. (Plate, half plate, chain, ring)
No 2d10   
Dragons : Tail Swipe
the swipe of a dragon's tail
YES 3d6  Hit: -3 
Dragons : Wing Swat
When a dragon knocks you away with it's wing. Knockdown is automatic if successful.
YES 2d8   
Elbow
An elbow
YES 2d3   
Full Body Armor : Half Plate
This is the kinda armor you see alot of adventures wear, mostly a breastplate, lower arm and lower leg guards. The armor is durable, and allows movement, but is only protective of those areas. DU of 26 (-20 damage, has 15 HP per arm and leg, while the breastplate has a HP of 40)
No   Avoid: -1
Deflect: +2
Hit: -2
Initiative: -1 
Full Body Armor : Ring Mail
A heavier form of Chain Mail that is a little tougher.DU of 14 (-8 damage, armor has 60 hit points; however blunt damage does half damage direct to the wearer)
No   Avoid: -2
Deflect: -2
Hit: -2 
Full Body Armor : Splint Mail
Armor that is basically rows of wood tied together upon leather or cloth clothing. (Think slightly samurai in appearance)DU of 13, with slight deflection bonus.(-7 damage, 50 HP)
No   Deflect: +5 
Full Body Armor: Chain Mail
Offers just about the best mix of toughness and maneuverability.DU of 16 (-10 damage, armor has 50 hit points; however blunt damage does half damage direct to the wearer)
No   Avoid: -2
Deflect: -2
Hit: -2 
Full Body Armor: Leather
A full body hide made of thick leather.The armor has a DU of 10, but no movement or HAD penalty.(-4 damage, armor has 30 hit points)
No    
Full Body Armor: Plate Mail
This is similar to the full-metal suits of armor worn by knights. Very bulky, very limiting in movement, but also very durable. Can only be worn by people with a ST of 6 or higher.DU of 26 (-20 damage, has 90 HP)
No   Avoid: -5
Deflect: -5
Hit: -5
Initiative: -2 
Gauntlets : Heavy
Hard leather guantlets that are fingerless past the first knuckle. +2 damage with hand to hand fighting.
No   Deflect: +5
Hit: -2 
Gauntlets : Leather
Wrist and hand guards composed of leather. Helpful in deflecting blows, but not by much, from the hands and wrists.
No   Deflect: +1
Hit: -1 
Gauntlets : Metal
Wrist and hand protectors of a chain and metal combination, allowing better protection and +2 damage to punches.
No   Deflect: +3
Hit: -2 
Gauntlets : Spiked
Metal gauntlets with spikes on the knuckles. The deflection bonus is lower because of the reinforcement in the hands to keep the metal from breaking. Adds +4 damage to punches.
No   Deflect: -5
Hit: -2 
Gauntlets : Studded
Leather gauntlets with studs on the back of the fist. +3 damage.
No   Hit: +2 
Grenade
Packaged black powder; damage is less as distance increases. Like guns, they are VERY rare in this world.10d5 damage if it is in close range.5d5 damage from a short distance away.2d5 damage from the outer reaches.
No 10d5   
Gun: revolver
Like the old west six-shooters. Very rare in the world, and considered not very useful considering how difficult ammunition is to come by.
No 2d7   
Headbutt
Headbutt
YES 1d5   
Helmet : Leather Cap
a simple leather cap that protects user's head from weather and slight blunt traumaDU is 5 (HP is 20)
No    
Helmet : Leather Full Face
A leather cap with a mask over the face, giving that executioner look, hiding the wearer's identity and muffling the voice.DU 8 (-2 damage, 15HP)
No   Hit: -1 
Helmet : Leather Half Face
A leather cap with a mask over the eyes and nose, hiding the wearer's identity.DU 8 (-2 damage, 10HP)
No    
Helmet : Metal Cap
A metal helmet that protects the head from impactsDU is 10 (-4 damage, 20 HP)
No    
Helmet : Metal Full Face
A metal helmet that completely protects the face from direct impacts. The insides are padded.DU is 14 (-8 damage, 20 HP)
No   Hit: -3 
Helmet : Metal Half face
A metal helmet that protects the upper face from direct impacts. The insides are padded.DU is 12 (-6 damage, 20 HP)
No   Hit: -1 
Helmet : Wood Full Face
A wooden helmet that completely protects the face from direct impacts. The insides are padded.DU is 11 (-5 damage, 15 HP)
No   Hit: -3 
Helmet : Wooden Cap
A padded wooden cap, but not as strong as the metal cap.DU 8 (-2 damage, 20 HP)
No    
Helmet : Wooden Half Face
A metal helmet that protects the upper face from direct impacts. The insides are padded.DU is 10 (-4 damage, 15 HP)
No   Hit: -1 
Kick
unskilled
YES 1d5   
Kick
Skilled
YES 1d8   
Knee
Knee
YES 2d4   
Knife : Machette
A universal tracking blade, good for hacking at bushes or the occasional animal. Not the best at being thrown unless properly trained.
YES 1d6   
Knife : Dagger
A dagger.
YES 1d8   
Knife : Dirk
A shorter and more accurate throwning knife.
YES 1d4  Hit: +2 
Knife : Parrying Dagger
A dagger that splits at the sides or near the hilt so that other blades may be deflected and or broken.
No 1d4  Deflect: +3 
Knife : Sai
A type of parrying dagger that can also be thrown with deadly accuracy. Weapons deflected with a sai can be pulled out of opponents hand with a ST competition (after a successful deflect, opponents roll against their ST's and the lowest number wins)
YES 1d6   
Knife : Shruiken
small pointed stars from 3 to as many as 12 tipped edges.
YES 1d4   
Knife: Throwing
Usual knife damage when handled, more when thrown. Designed to penetrate skin with the point, digging deeper and doing more damage.
YES 1d10   
Leg Armor : Leather Shin Guard
Leather shin guards for the lower legs.DU 10 (-4 damage, 10 hp)
No    
Leg Armor : Metal Shin Guard
Metal shin guards for the lower legs.DU 18 (-12 damage, 15 hp)
No   Avoid: -3
Initiative: -2 
Leg Armor : Splint Shin Guard
A leather and wooden slat combination for the legs, that is light weight.DU 13 (-7 damage, 10 hp)
No   Avoid: -2 
Leg Armor : Studded Shin Guard
A leather shin guard with metal studs along the leg, giving a bit more protection and +1 damage to kicks.DU 11 (-5 damage, 5 hp)
No   Avoid: -1
Deflect: +1 
Leg Armor : Studded Shin Guard
A leather shin guard with metal studs along the leg, giving a bit more protection and +1 damage to kicks.DU 11 (-5 damage, 5 hp)
No   Avoid: -1
Deflect: +1 
Mace : Maul
Similar to a battle axe, but with a huge hammer on the end, good for the smashing of the oppressors. Must have an ST of 7 to use.
YES 3d7   
Mace : Club
Any medium sized blunt weapon, similar to a baseball bat
YES 1d8   
Mace : Mace
a short stick with a heavy ball on the end.
YES 1d8  Hit: -1 
Mace : Morning Star
A spiked mace with a blade at the tip, giving extra d2 damage if thrusted.
YES 1d6   
Mace : Spiked Mace
A mace with spikes on the tip
YES 1d9  Hit: -1 
Mace : War Hammer
A large hammer that can be thrown like a throwing axe but heavier, thus more damage.
YES 1d8   
Neck Armor : Leather collar
a thick leather gorget styled armor that keeps blows to the neck from being serious for a whileDU 10 (-4 damage, HP 10)
No   Deflect: +2 
Neck Armor : Metal Collar
a sturdy piece of metal that is helpful for preventing one's head from being chopped off.DU of 15 (-9 damage, 10 hp)
No   Deflect: +3 
Poison: deadly
Made from various deadly plant extracts found in Dark Pines. Damage is done for 3 rounds. If ingested, the poison is twice as deadly (double damage) due to the violent regurgitation that ensues, often times rupturing the victim's throat and causing massive internal damage, and occasionally, suffocating to death.
No 5d3   
Poison: paralyze
If this is coated on a blade and damage is done, or if the poison is ingested, the individual will suffer from muscle spasms.
No   Avoid: -5
Deflect: -5
Hit: -5 
Pole Arm : Berdiche
A long pole with a long axe blade on the end.
YES 1d12   
Pole Arm : Fork
A two or three pronged, even four, tip on a long pole, used for capturing someone or pinning down.
YES 1d8   
Pole Arm : Halberd
a heavy blade with another small blade on the other side to counter balance. Sometimes there are studs near the blade for extra damage when swinging. Must have a ST of 6 to use.
YES 2d9   
Pole Arm : Lance
A long pointed or blunt staff that increases in girth as it goes from tip to handle. Usually used when attacking from horseback, but lances have been used to take down large beasts as well. And ST of 6 is required to use this weapon.Special Note: If used on a horse while charging, and extra 2d4 damage is applicable, at a -4 to hit.
YES 3d5   
Pole Arm : Pike
A long blade on the end of a long pole used for stabbing the enemy from a good distance away. Must have an ST of 6 to use.
YES 1d12   
Pole Arm : Voulge
A blade on the end of a long pole that can also be effectively used while on horseback for charging. Must have an ST of 7 to use.
YES 2d9   
Punch
unskilled
YES 1d4   
Punch
skilled
YES 1d6   
Rock
A rock.
YES 3d3   
Shield : Buckler
a small sheild that can be worn on the wrists and is good at parrying attacks or ranged weapons.DU 9 (-3 damage, 10 hp)
No   Avoid: -1
Deflect: +2 
Shield : Large Steel
(requires ST of 6 to use): 80 HP/DU of 21 (-15 damage)
No    
Shield : Large Wooden
70 hp, DU of 13 (-6 damage)
No    
Shield : Medium Steel
50 HP/DU of 16 (-10 damage)
No    
Shield : Medium Wooden
40 HP, DU of 13 (-6 damage)
No    
Shield : Small Steel
30 HP/DU of 16 (-10 damage)
No    
Shield : Small Wooden
20 HP, DU of 13 (-6 damage)
No    
Sling : Explosive Ammo
Small pellets, smaller than grenades, that are used to cause loud bangs and start fires. Another rare weapon due to the fact that the pellets must be lit and then thrown within a round.
No 3d8   
Sling : Leather Sling
a patch of leather on a string that can be used to throw rocks, darts, pellets, and even grenades a farther distance. Damage is 1d5 plus ammo.
YES 1d5   
Sling : Pellet Ammo
small metal balls
No 1d4   
Sling : Rock Ammo
pebbles used in a sling.
No 1d3   
Sling : Sling Shot
Like a sling, but the ST bonus is not applicable because of the stretchy material used to launch the projectile. Shot are more accurate with a sling shot. Damage is 1d6 + ammo
No 1d6  Hit: +4 
Spear : Javelin
A spear that is inbetween the short and long spear and can be used in short or long range, but has a slight arc when thrown. Good for 25 to 75 feet.
YES 1d7   
Spear : Long Spear
A spear almost twice the size of the short spear and can be thrown for larger distances. Usually these weapons are arced at an enemy instead of thrown straight at them. Good to a distance of 50 to 150 feet.
YES 1d8   
Spear : Short Spear
a relatively short pole with a sharpened tip, effectively used in hunting or capturing a running subject. Good for a distance of 2 to 50 feet.
YES 1d6   
Staff : Bladed Staff
a long staff about four feet or longer with blades attached at the end.
YES 1d8   
Staff : Bladed Tonfa
Like tonfa, but instead of rods, blades are in the rods placed. Damage is an additonal d3, and deflection bonuses are lowered.
YES 1d6  Deflect: +3
Hit: +1 
Staff : Heavy Staff
A wooden with either a metal encased tip or sometimes a rock carved tip, capable of breaking through most wooden objects.
YES 2d6  Deflect: -2
Hit: -2 
Staff : Long Staff
A longer staff that is usually between 6 to 10 feet long. Bo staffs are concidered long staffs, but are the longest of the long staffs. Because of the length, deflection of large weapons is possible.
YES 2d5  Avoid: -2
Deflect: +2
Hit: -2 
Staff : Nuncha
Two smaller short staffs,usually 3 feet long, that are cured and sometimes capped at the ends. These are the shorter sticks in stick fighting and can damage with incredibly fast moves and offer a higher deflection bonus. Also, a hit bonus because the sticks are not neccessarily needing a specific part to hit the person since it's a blunt object. Usually come in pairs.
YES 1d7  Deflect: +2
Hit: +1 
Staff : Short Staff
a small length of cured wood, useful for walking and fending off attacks. This is your average staff. Can be used as a double attack.
YES 1d7   
Staff : Sickle
A curved blade at the end of a long staff, typically used for the reaping of wheat or grain. When used as a weapon the effects can be deadly. Of course, a weaponized version is smaller, and there for does less damage, than a traditional sickle.
YES 4d3   
Staff : Spiked Tonfa
like normal Tonfa, but has spikes at either end of the rods, doing an extra 1 damage when thrusted at someone.
YES 1d7  Deflect: +5
Hit: +2 
Staff : Tonfa
Like nuncha, tonfa are short staves, but they have the additional benefit of being carried along the arm, and great for parrying. There is an extra small handle so that they may also used as thrusting weapons or spun across across someone's face.
YES 1d7  Deflect: +5
Hit: +2 
Stake
This weapon is only good for stabbing/puncturing. Its use is primarily for killing vampires, but in a pinch it can be used against others.
YES 1d6   
Sword : Bastard
Long/Bastard (requires a PS of 6 or better to use without penalty; anyone with lower strength suffers -1 Hit/Avoid/Deflect for every point of strength below 6)
YES 3d5   
Sword : Broadsword
A heavy sword that a person must have a ST of 6 to handle. It's not as sharp as some others but it is good at deflecting blows.
YES 2d6  Deflect: +3 
Sword : Cutlass
The standard sword that most people feel pirates have. It's got a hand guard that does +1 damage to punch attacks.
YES 2d5   
Sword : Flamberge
A very large and serated edge blade with a reinforced hilt. An ST of 8 is required to weild it, 14 if one handed.
YES 3d6   
Sword : Heavy Blade
A two handed sword that is extremely large and heavy, much like a claymore, but with a broader blade. A person must have a strength of 9 to weild it with two hands, and 15 with one hand.
YES 4d5  Hit: -3 
Sword : Katana
A medium styled sword with a reinforced back and sharp angled edge.
YES 2d5  Hit: +1 
Sword : Medium
a medium ranged sword.
YES 2d6   
Sword : Rapier
A sword that is good for stabbing and slashing, but a reasonbly thinner blade than your standard sword.
YES 2d4   
Sword : Short
a short sword
YES 1d10   
Sword : Twin Swords
These specially designed swords were made to fight together, allowing a bonus to defense as well as a full strength bonus to each blade. (each blade does 1d6, but ST bonus for using both is only applicable if the skill : Combat Related : Duel weapon is chosen)
YES 2d6  Avoid: +1
Deflect: +3 
Whip : Chain
A chain whip used to strike people with the tip or tie up or bind. Deflecting with a whip is extremely hard and only the skilled should attempt.
YES 1d8   
Whip : Chain Sword
a specialized whip, like the spiked whip, save that the spikes are composed of a blade that can be drawn taught and used like a normal sword.
YES 1d8   
Whip : Leather
A leather whip used to strike people with the tip or tie up or bind. Deflecting with a whip is extremely hard and only the skilled should attempt.
YES 1d6  Deflect: -4
Hit: +1 
Whip : Spiked
A leather or chain whip used to strike people with the tip or tie up or bind. Throughout the length, spikes are sewn or welded to the whip itself, causing extra damage. Deflecting with a whip is extremely hard and only the skilled should attempt.
No 2d4   

About Us | Contact Us | Link to Us! | Privacy Policy | Terms of Use & Rules | Pop-Up Free!
© 2001 - 2008 The Pork Community Inc.
Execution: 2.109. 126 queries. Compression Enabled.