Additional modifiers.
Weapons
DF8 (p.33)
- Poisonwood: impaling wooden weapons gain follow-up poison damage (5m delay, HT+2 resist, 1 toxic and 1 FP damage per hour for 6 cycles). +9 CF
- Dragonbone: any wooden weapon or haft; as orichalcum. +24 CF
- Tempered Glass: cutting or impaling weapons get +1 damage/die; resistant to acid and electricity. +29 CF.
- Poison Metal: as poisonwood but for metal weapons. Bearer must resist HT-2 weekly or lose 1 HT. +49 CF
DFT 1 (p.20)
- Sawtooth Blades: increase injury (after DR and wounding modifier) from cutting weapons by 1 HP. +1 CF
- Doublehard Glass: as tempered glass but adds armor divisor (2) to impaling attacks. +59 CF
DFT 2 (p.5)
- Platinum Coated: any metal weapon gains +2 DR vs corrosion. +29 CF
Armor
DF8 (p.35)
- Highly Articulated: any armor; provides 2/3 DR against chinks in armor. +19 CF
- Dragonbone: scale or steel laminate; reduces weight to 1/3 and has full DR vs lightning and electrical attacks. +24 CF
- Living Armor: leather and scale; after any cutting, impaling, or piercing injury to armored area, roll 3d; on 15 or less, automatically gain benefits of bandaging after the battle (p.E63); gives +1 bonus to HT roll for crippling injury duration for armored limbs. +29 CF.
Shields
DF8 (p.35)
- Throwing: small shield; thr+2 cr, Acc 2, range x1/x3, ST 8, bulk -4. +3 CF
- Blade-Edged: user can attack at Shield-1 for sw-2 cut; if throwing shield, does cut instead of cr; metallic shield +14 CF. nonmetallic shield +29 CF
- Cloaks may be blade-edged
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