Colossus, your turn!
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Thundermatts wrote:
Items available:
Steel Sword (2) *2 – roll a six or better to connect, does three damage. Cost: 10 points
Rapier (1) *1 – Roll an eleven or better to connect. Does four damage, is automatically swung twice, regardless of whether the first blow was a hit, the second swing also takes an eleven to connect with four damage, unless previous blow hit, then it's five damage. Cost: 30 points.
Health Potion (10) *1 – restores ten hit points when used. Automatically taken, but is used in place of an attack. Cost- 5 points per bottle
Mace (1) *2 – Roll a ten or better to connect, does five damage. Rolling an 18, 19, or 20 does fifteen damage. - 25 points
Bow (1) *1 When the character posses arrows, a roll of 5-12 will do 3 damage. 13-15 will do 5 damage and 16-19 will do 7 damage. A roll of 20 will do ten damage. Cost- 15 points
Quiver (2) *2 – A standard quiver that can hold 15 arrows. Comes with 15 arrows. Arrows are able to be picked up after a battle. A 20 sided die will be rolled in place of an attack (or after a battle when the player wishes.) The number on the die is the number of salvageable arrows up to the number of arrows shot. Cost- 10 points
Magic potion – (5) *1 – works the same as hit points but for the mage's magic points. - five points per bottle
Magic Torch – (1) *1 – A torch that lights when instructed, and extinguishes when instructed. Cannot be put out other wise. Cost – 20 points
Shield – (2) *2 – a person who owns a shield will automatically roll when a hit against them is landed, fifteen or higher will block the attack (unless attack is unblockable) – Cost- 20 points
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