Miridon Hunters RPG
 
 

Swords

Swords are the basic melee weapon. Their bonus to hit allows melee fighters to keep up with speedier characters.

Swords are [balanced] with shields. This is used to calculate the [weight] of wielding two weapons.

Table 6.1.1 - Swords:
Weapon NameWeapon WeightDamageTo Hit Bonus
Longsword21d6+1+1
Claymore (sword)42d6+2
Greatsword73d6+3
Grand Saber104d6+4
Monument Sword156d6+6

 

Shields

Shields are a basic defensive melee weapon. They are primarily designed to be used as a defensive weapon. When using a [Shield Block] action, the [Block], [Heavy Block], and [Super Block] abilities reduce additional damage. When used offensively, they deal a small amount of damage, but have a very large bonus to hit.

Shields are [balanced] with swords. This is used to calculate the [weight] of wielding two weapons.

[Block Bonus] - This additional damage is reduced from the damage the wielder takes from physical attacks when the wielder uses the [Block] action. This bonus is only applied if the wielder uses a [Shield Block] action.

[Heavy Block Bonus] - This additional damage is reduced from the damage the wielder takes from physical attacks when the wielder uses the [Heavy Block] action. This bonus is only applied if the wielder uses a [Shield Block] action.

[Super Block Bonus] - This additional damage is reduced from the damage the wielder takes from physical attacks when the wielder uses the [Super Block] action. This bonus is only applied if the wielder uses a [Shield Block] action.

Table 6.2.1 - Shields:
Weapon NameWeapon WeightDamageTo Hit BonusBlock BonusHeavy Block BonusSuper Block Bonus
Small Shield20+2+1+1+1
Large Shield41d6-1+4+2+4+6
Great Shield71d6+1+5+3+5+7
Grand Shield102d6+7+5+8+10
Monument Shield153d6+9+7+10+15

 

Drills

Drills are designed as an anti-mech unit. Their principal ability purpose is to break the defenses of an opponent. Every time they hit they reduce the physical damage reduction of their opponent for the the rest of the given round by a set amount (Physical Damage Reduction Damage for humans, Mech Physical Damage Reduction Damage for mechs). The physical damage reduction is restored at the beginning of the next round. If the wielder has the special ability of the "Techie" class "Mech Training", that skill is also added to the "Physical Damage Reduction Damage" and twice to the "Mech Physical Damage Reduction Damage".

[Physical Damage Reduction Damage] - This statistic is reduced from the target's "Physical Damage Reduction" talent for the duration of the current round. If the wielder is of the "Techie" class, then the ranks in their special ability "Mech Training" are also added to this statistic.

[Mech Physical Damage Reduction Damage] - While "Physical Damage Reduction Damage" works for humans, the effect is even stronger on mechs. This statistic is reduced from the target mech's "Physical Damage Reduction" talent for the duration of the current round. If the wielder is of the "Techie" class, then twice their ranks in their special ability "Mech Training" are also added to this statistic.

Table 6.3.1 - Drills:
Weapon NameWeapon WeightDamageTo Hit BonusPhysical Damage
Reduction Damage
Mech Physical
Damage Reduction
Damage
Hand Drill21d6+001
Arm Drill52d6+111
Power Drill73d6+212
Grand Drill104d6+313
Star Drill156d6+425
Heavenly Drill208d6+627

 

Hammers

Hammers are a weapon designed to control the battlefield. Hammers reduce a target's speed points for the remaining of the round.

[Speed Point Damage] - Any target hit with the hammer will have their remaining speed points for this round reduced by this number.

Table 6.4.1 - Hammers:
Weapon NameWeapon WeightDamageTo Hit BonusSpeed Point Damage
Hand hammer21d6+00
War Hammer63d6+11
Maul105d6+23
Great Maul158d6+34
The Crusher2010d6+55


Grappling Weapons


Grappling weapons are fast melee weapon that are worn on both hands (or are both hands). They get a bonus to the [Initiate Grapple] action, and the [Grapple Attack] action. They gain a bonus to [Grapple

[Grapple Attack Damage] - Increase the [Damage Dealt] of [Grapple Attack] by this stat.

[Grapple Speed Damage] - Increase the amount a target's [Current Speed Points] are reduced every round the target is [Grappled].

[Grapple To Hit Bonus] - Increase the [To Hit Bonus] of [Initiate Grapple] by this stat.

[Maximum Grapple Strength] - Increase the [Maximum Grapple Strength] for [Maintain Grapple] and [Break Grapple] by this stat.

Table 6.5.1 - Grappling Weapons:
Weapon NameWeapon WeightDamageTo Hit BonusGrapple
Attack Damage
Grapple
Speed Damage
Grapple
To Hit Bonus
Maximum Grapple
Strength
Unarmed01+003+00
Claw11d6-1+01d64+00
Gauntlet31d6+1+12d64+11
Clawed Gauntlet52d6-1+23d65+21
Heavy Gauntlet82d6+1+34d65+32
Giant Gauntlet103d6+35d66+32
King's Gauntlet164d6+46d67+43


Staves

Staves are magical melee weapon. They can store [Ghost Power] for use in spells. They can also decrease the [Strength Cost] of the [Cast Spell] action.

[Ghost Power Storage] - Outside of battle, a character can transfer their [Current Ghost Power] to the [Stave]. The maximum [Ghost Power] that can be stored is equal to this stat. When using the [Cast Spell] action, the character can use the [Ghost Power] of the [Stave] instead of their own [Current Ghost Power].

[Cast Spell Strength Cost] - This stat is used as the [Strength Cost] of [Cast Spell] instead of the default value.

Table 6.6.1 - Staves:

Weapon NameWeapon WeightDamageTo Hit BonusGhost Power
Storage
Cast Spell
Strength Cost
Short Staff41d6+0104
Medium Staff72d6+1254
Long Staff103d6+2403
Great Staff134d6+3603
Giant Staff175d6+4752