Post by ShadowTheBuu on Sept 24, 2018 21:17:49 GMT -5
Need weapons an armor, this is a place to go! Though they only sell weapons and armor with their most basic power, and don't offer any upgrade services.
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Melee weapons
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These are normal melee weapons that don't really have any special properties. They'll get the job done though! To figure out the kind of weapon you want, look at the figures below, add the costs together and that's how much it costs!
What type of handle?
1 handed: +50 damage, 100$
Hand and a half: +100 damage, 200$
Two handed: +150 damage, 300$
Shaft: +200 damage, 500$
What kind of damage you want?
Slashing: Good for cutting stuff, +100$
Bludgeoning: Good for crushing things, +100$
Piercing: Good for punching holes in skin, and maybe armor, +200$
Special stuff?
On a short chain: Good for more momentum and +5 to the damage. +500$
On a long chain: Good for wrapping around enemies or getting some extra reach. +500$
================================
Ranged weapons
================================
These are for more those who like to stick to the back.
What's it's size?
Small: Basically fits in your pocket or under your coat with ease. +100 damage. +100$
Medium: It's harder to hide, but it can be done like under a trench coat. +150 damage. +200$
Large: Don't try to conceal it, you'll just look silly. +200 damage. +300$
Extra large: This thing is basically a bazooka or flamethrower! +500 damage +600$
Is it mechanical or strength based?
Mechanical: Makes it to where the damage doesn't run off your strength stat, but you have to spend money to upgrade it. +500$
Strength based: Basically uses some strength to get some leverage, but means you get that much more damage. +500$
How many rounds can it fire before you need to reload?
100$ per clip size. (IE-Assault rifle, 100$= 50 shots before reloading)
What damage type is it?
Bludgeoning: Good for bashing damage, also you're less like to kill the person (unless it's a gun). +100$
Piercing: This will kill, flat out, if your opponent's HP reaches 0. +200$
Other: Depends on what you want- fire for flame throwers, energy for energy guns, etc. +400$
Explosive: Good for creating explosions, usually used for bazooka and grenade launchers. +500$
=====================================
Ammo
=====================================
*~Arrows~*
Arrows: Used for bows, comes in a set of 20 which is about about a 1/20th of a full quiver. +5 piercing
10$ for 20
Rope cutter arrows: A set of arrows with curved, crescent shaped heads for cutting rope, or targets. +5 slashing.
15$ for 20
Blunt arrows: Arrows that are more meant for bashing damage than arrows, won't cause death out right and good for knocking out targets. +5 Bashing
15$ for 20
Bodkin arrows: Arrows that are pointed and thinner, good for piercing damage and works good against metal armor. +10 piercing
20$ for 20
*~Sling ammo~*
Iron bearing- Basically iron balls that fit in to the sling which do slightly more damage then rocks.
5$ for 20
Liquid pellet- A pellet made out of durable glass that once hits releases liquid.
20$ for 20
Explosive pellet- A pellet made of durable glass with gunpowder inside to cause explosive damage. +50 explosive damage.
100$ for 20
*~Firearms ammo~*
Just add up what you want for your ammo, only one modifier type per ammo.
Weapon type
Handgun +200$ for 20
Shotgun +300$ for 20
SMG +200 for 50
Assault rifle +300$ for 50
Sniper rifle +500$ for 20
Energy gun +500$ for one battery
Chemical (IE Flame thrower) 800$ per gallon
Rocket launcher +1,000$ for 5
Ammo types
Tranquilizer- Non-lethal damage, knocking targets unconscious.
(50$)
Armor piercing- For those tougher, more armored enemies. Negates physical armor, but not magic or energy armor.
(500$)
Armor piercing Explosive- Has the same effect as regular armor piercing, but has an explosive effect when buried in to an enemy.
(1,000$)
Armor piercing incendiary- Armor piercing effect and includes fire damage.
(750$)
Caseless- No casing for bullet, the power is already in the bullet, making it to where you shoot 3 bullets in one turn.
(1000$)
Duplex- Two bullets molded in to one, making it to where it splits in mid flight. Two times the damage on hit.
(1000$)
Explosive- A hollow tipped bullet with the hollow filled with an explosive substance, causing a tiny explosion on contact with targets.
(750$)
Flechette- Basically arrows in a gun, the fletchette does piercing and cutting damage instead of the usual, and does x3 the damage of regular bullets.
(1,000$)
Glaser- Effectively a shotgun round for any other gun time, the projectile upon impact scatters in to pellets and does shotgun like damage. Damage x5. Does not work well on cover.
(1,000$)
Hollow point- Part of the rounds metal jacket had been stripped away, causing a mushroom effect on impact, doing x4 the damage.
(750$)
Improved Glaser Works just like Glaser, but also acts like piercing towards cover.
(1,500$)
Incendiary- Bullets that have a tiny amount of a flammable chemical which causes burning damage on impact.
(750$)
Poison- Bullets coated in poison, causing poison to an opponent.
(750$)
Rubber- Bullets that do the same amount of damage as normal bullets, but does not kill.
(500$)
Spent Uranium- heavier than lead, which makes it smaller while retaining the same weight, allowing you to fill a clip with twice the ammo.
(500$)
Tracer- A bullet that leaves a chemical trail that ignites as the bullet flies, creating a trail to follow the bullet more easily.
(750$)
Tumbler- Upon impact, the bullet ricochets inside the targets body, doing x d4 the damage.
(1,000$)
=====================================
Other weapons
=====================================
Grenades- Pull pin, throw. THE GRENADE, NOT TH-(BOOM)
1,000 force damage
(100$)
tranq bomb- Works by releasing anesthetic gas which knocks out targets save for robotic enemies or those with gas masks.
1,000 special power (sleep)
(150$)
EMP bomb- Works on mechanical enemies by frying their internal workings.
1,000 special power (Electric)
(200$)
=====================================
Armor
=====================================
This is for your protection from blows. The types of material is important as it adds more damage resistance, and it's also important to remember what part of the body it takes up.
What type of material is it?
Padded: Basically clothe that is layered to the point it reduces damage slightly. +5 armor. +100$
Leather: Slightly better than padded as far as defense, but it's slightly stiffer. +10 armor. +500$
Low-grade metal: This helps it to where it blocks more damage, but it's heavy. +15 armor. +1000$
Ceramic: Basically the stuff in bullet-proof vests. Stops bullets for a few shots. +20 armor. +5000$ (Chest and head only).
What part does it cover?
Arms: Can either protect just your hands, can go up to your elbows, or all the way to your shoulders. (+100 for one hand, +100 for one fore arm, +100 for one upper arm, +200 for whole arm)
Legs: They keep you up so why not protect them? +100 dollars feet/shins/legs. +200 for all three parts.
Waist: Mostly covers the hips, but you can make them go down to your knees or even your feet if you chose. (+100 for hips, +200 for down to legs, +300 all the way down to the ground)
Chest: Good to protect your vital organs. +500$
Head: protect your head meat! +300$
Shield: Good for blocking. +500$
==============================
Melee weapons
==============================
These are normal melee weapons that don't really have any special properties. They'll get the job done though! To figure out the kind of weapon you want, look at the figures below, add the costs together and that's how much it costs!
What type of handle?
1 handed: +50 damage, 100$
Hand and a half: +100 damage, 200$
Two handed: +150 damage, 300$
Shaft: +200 damage, 500$
What kind of damage you want?
Slashing: Good for cutting stuff, +100$
Bludgeoning: Good for crushing things, +100$
Piercing: Good for punching holes in skin, and maybe armor, +200$
Special stuff?
On a short chain: Good for more momentum and +5 to the damage. +500$
On a long chain: Good for wrapping around enemies or getting some extra reach. +500$
================================
Ranged weapons
================================
These are for more those who like to stick to the back.
What's it's size?
Small: Basically fits in your pocket or under your coat with ease. +100 damage. +100$
Medium: It's harder to hide, but it can be done like under a trench coat. +150 damage. +200$
Large: Don't try to conceal it, you'll just look silly. +200 damage. +300$
Extra large: This thing is basically a bazooka or flamethrower! +500 damage +600$
Is it mechanical or strength based?
Mechanical: Makes it to where the damage doesn't run off your strength stat, but you have to spend money to upgrade it. +500$
Strength based: Basically uses some strength to get some leverage, but means you get that much more damage. +500$
How many rounds can it fire before you need to reload?
100$ per clip size. (IE-Assault rifle, 100$= 50 shots before reloading)
What damage type is it?
Bludgeoning: Good for bashing damage, also you're less like to kill the person (unless it's a gun). +100$
Piercing: This will kill, flat out, if your opponent's HP reaches 0. +200$
Other: Depends on what you want- fire for flame throwers, energy for energy guns, etc. +400$
Explosive: Good for creating explosions, usually used for bazooka and grenade launchers. +500$
=====================================
Ammo
=====================================
*~Arrows~*
Arrows: Used for bows, comes in a set of 20 which is about about a 1/20th of a full quiver. +5 piercing
10$ for 20
Rope cutter arrows: A set of arrows with curved, crescent shaped heads for cutting rope, or targets. +5 slashing.
15$ for 20
Blunt arrows: Arrows that are more meant for bashing damage than arrows, won't cause death out right and good for knocking out targets. +5 Bashing
15$ for 20
Bodkin arrows: Arrows that are pointed and thinner, good for piercing damage and works good against metal armor. +10 piercing
20$ for 20
*~Sling ammo~*
Iron bearing- Basically iron balls that fit in to the sling which do slightly more damage then rocks.
5$ for 20
Liquid pellet- A pellet made out of durable glass that once hits releases liquid.
20$ for 20
Explosive pellet- A pellet made of durable glass with gunpowder inside to cause explosive damage. +50 explosive damage.
100$ for 20
*~Firearms ammo~*
Just add up what you want for your ammo, only one modifier type per ammo.
Weapon type
Handgun +200$ for 20
Shotgun +300$ for 20
SMG +200 for 50
Assault rifle +300$ for 50
Sniper rifle +500$ for 20
Energy gun +500$ for one battery
Chemical (IE Flame thrower) 800$ per gallon
Rocket launcher +1,000$ for 5
Ammo types
Tranquilizer- Non-lethal damage, knocking targets unconscious.
(50$)
Armor piercing- For those tougher, more armored enemies. Negates physical armor, but not magic or energy armor.
(500$)
Armor piercing Explosive- Has the same effect as regular armor piercing, but has an explosive effect when buried in to an enemy.
(1,000$)
Armor piercing incendiary- Armor piercing effect and includes fire damage.
(750$)
Caseless- No casing for bullet, the power is already in the bullet, making it to where you shoot 3 bullets in one turn.
(1000$)
Duplex- Two bullets molded in to one, making it to where it splits in mid flight. Two times the damage on hit.
(1000$)
Explosive- A hollow tipped bullet with the hollow filled with an explosive substance, causing a tiny explosion on contact with targets.
(750$)
Flechette- Basically arrows in a gun, the fletchette does piercing and cutting damage instead of the usual, and does x3 the damage of regular bullets.
(1,000$)
Glaser- Effectively a shotgun round for any other gun time, the projectile upon impact scatters in to pellets and does shotgun like damage. Damage x5. Does not work well on cover.
(1,000$)
Hollow point- Part of the rounds metal jacket had been stripped away, causing a mushroom effect on impact, doing x4 the damage.
(750$)
Improved Glaser Works just like Glaser, but also acts like piercing towards cover.
(1,500$)
Incendiary- Bullets that have a tiny amount of a flammable chemical which causes burning damage on impact.
(750$)
Poison- Bullets coated in poison, causing poison to an opponent.
(750$)
Rubber- Bullets that do the same amount of damage as normal bullets, but does not kill.
(500$)
Spent Uranium- heavier than lead, which makes it smaller while retaining the same weight, allowing you to fill a clip with twice the ammo.
(500$)
Tracer- A bullet that leaves a chemical trail that ignites as the bullet flies, creating a trail to follow the bullet more easily.
(750$)
Tumbler- Upon impact, the bullet ricochets inside the targets body, doing x d4 the damage.
(1,000$)
=====================================
Other weapons
=====================================
Grenades- Pull pin, throw. THE GRENADE, NOT TH-(BOOM)
1,000 force damage
(100$)
tranq bomb- Works by releasing anesthetic gas which knocks out targets save for robotic enemies or those with gas masks.
1,000 special power (sleep)
(150$)
EMP bomb- Works on mechanical enemies by frying their internal workings.
1,000 special power (Electric)
(200$)
=====================================
Armor
=====================================
This is for your protection from blows. The types of material is important as it adds more damage resistance, and it's also important to remember what part of the body it takes up.
What type of material is it?
Padded: Basically clothe that is layered to the point it reduces damage slightly. +5 armor. +100$
Leather: Slightly better than padded as far as defense, but it's slightly stiffer. +10 armor. +500$
Low-grade metal: This helps it to where it blocks more damage, but it's heavy. +15 armor. +1000$
Ceramic: Basically the stuff in bullet-proof vests. Stops bullets for a few shots. +20 armor. +5000$ (Chest and head only).
What part does it cover?
Arms: Can either protect just your hands, can go up to your elbows, or all the way to your shoulders. (+100 for one hand, +100 for one fore arm, +100 for one upper arm, +200 for whole arm)
Legs: They keep you up so why not protect them? +100 dollars feet/shins/legs. +200 for all three parts.
Waist: Mostly covers the hips, but you can make them go down to your knees or even your feet if you chose. (+100 for hips, +200 for down to legs, +300 all the way down to the ground)
Chest: Good to protect your vital organs. +500$
Head: protect your head meat! +300$
Shield: Good for blocking. +500$