More Weapons (SirAston)

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NAME ATK DUR ACC DAMAGE HANDS
Ball & Chain +1 +0 2 Blunt 2
Épée +0 -1 4 Piercing 1
Magic Book -2 +2 2 Blunt 1
Portable Cannon +2 -2 -1 Piercing 2
Seed Shooter -1 +2 3 Blunt 2
Tornarang +1 -2 4 Piercing 2


NOTE, Magic Book: Magic Books count as Rods for all purposes.
NOTE, Portable Cannon: Attacks using the Shoot Arrow action, but it consumes Cannonballs instead (see Rebuild the Wild, Page 38). When attacking, add the fired Cannonball's Rank to the Hand Cannon's ACC.
NOTE, Seed Shooter: Seed Shooters count as Bows/Crossbows for all purposes. Seed Shooters use Seeds as ammunition instead of Arrows. Seeds are like Arrows and have the same types avaible, but are crafted by using Monster Parts, Food or Ancient Material instead and the Market Price for the Seed versions of "Arrows" and "Hammerhead Arrows" are swapped.
NOTE, Tornarang: Tornarangs count as Boomerangs for all purposes. When used as a Melee weapon, it deals Blunt damage instead of Piercing damage.

Seed Name Conversion Suggestions:
Hammerhead Arrows = Seeds
Arrows = Pine Seeds
Broadhead Arrows = Leaf Seeds
Bomb Arrows = Bomb Flower Seeds
Elemental Arrows = Seasonal Seeds
Showstopper Arrows = Grass Whistle Seeds
Snag Arrows = Sprout Seeds
Guardian Arrows = Ancient Scrap Seeds
Silver Arrows = Sunburst Seeds

New Feats

Cannon Chemist
3 Tokens
Trait Requirement: Mechanics 3
Effect: While you have a Portable Cannon equipped, you may use Elixirs from your belt on targets by using the Shoot Arrow Basic Attack with that Elixir. This causes no damage to the target, and merely uses the Elixir on them as if they were in melee range of you. You have +3 Accuracy when using Elixirs that way (Remember, targets may always choose to get hit without rolling if they wish so)

Elixir Grenadier
3 Tokens
Trait Requirement: Cannon Chemist, Mechanics 6
Effect: When using the Shoot Arrow Basic Attack to use an Elixir, you may replace the Elixir's usual effect with the following effects if you hit:

  • Boosted Trait: Target is Distracted by you for (Point Value / 6) turns.
  • Combat Prowess: Inflict Slowed for (Point Value / 6) turns.
  • Resist Damage: Inflict Cursed (Darkness), Frozen (Ice), Oil-Soaked (Earth), On Fire (Fire), Off-Balance (Light), Sand-Covered (Shock) or Soaked (Water) and deal Weapon + (Point Value / 3) damage of the same Element. All listed status effects last until the end of the target's next turn, in addition to all other methods of removing these.
  • Restorative: Deal Weapon + Combat + (Point Value / 3) damage.
  • Temp Pool: Deal Weapon + (Point Value / 3) Piercing damage in a Burst 1 area around the target, the area includes the target.

Tornarang Expert
3 Tokens
Trait Requirement: Accuracy 3
Effect: You now throw Tornarangs as if they were one-handed (practically increasing their throwing range). They still count as a two-handed weapon for all purposes.