Given the positive reception towards my Weird & Wonderful Weapon Hack, I've decided to make a new version! This version contains new Qualities unique to the Phantasmos setting, but I'm also changing a few rules from the original hack. I think many of the Phantasmos-specific Qualities could be re-worded to be more generic, but many of the new Qualities are generic and mundane. For the Phantasmos-specific Qualities, some good points of reference would be the Materials, Character Classes, and Crafted Items tables.
Also, I've beefed up the auto-generators! In addition to randomly generating a base form or a single quality, there is now a generator to generate a full weapon with a random base form and any number of Qualities of each cost! It still needs more work (which will hopefully be in the 3.0 version), but for now I think it's pretty cool!
EDIT: I recently posted a table of 20 Unique Weapons, generated using this hack! Each weapon additionally has a plot hook written for it, the idea being that any of these weapons could have a whole adventure told around them!
Rule Changes
- Ranged Qualities separated and rules changed.
- Renamed or reworked some of the original Qualities.
- Added a bunch of new Qualities!
Auto-Generators
Select individual qualities:
Generate Full Weapon
NOTE1: Meridian Metal and Sentient Qualities removed since they have variable costs and other considerations.
NOTE2: Currently will only sample any given Quality once, so Qualities that can be stacked would need to be done manually.
NOTE3: Currently does not account for Qualities that have prereqs, so either ignore or manually replace.
NOTE4: I'm sure there are some bugs, so please let me know if you find any!
Number of 0 Cost Qualities:
Number of 1 Cost Qualities
Number of 2 Cost Qualities
Number of 3 Cost Qualities
NOTE: Currently the only 3 Cost Quality is Siege
Tables
D3 | Base Form | Base Qualities |
---|---|---|
1 | Light | 1d4, +1 AB, One-handed, Concealable as free Quality |
2 | Medium | 1d6, One-handed |
3 | Heavy | 1d8, Two-handed |
D100 | Qualities List | Description | Cost |
---|---|---|---|
1 | Animal | Made of or contains elements of animal life (e.g. bone, teeth, blood, skin or muscle tissue) or is a living animal. | 0 |
2 | Anthropomorphic | Has features vaguely reminiscent of a humanoid face or humanoid body part. | 0 |
3 | Bronze | Made of bronze. On a critical fail (natural 1 on 1d20) against stronger metals (such as iron or steel), it breaks. | 0 |
4 | Carbon | Made of a carbon. | 0 |
5 | Colorful | Is an unusual color. | 0 |
6 | Cooking | Designed in some way for cooking (e.g. butcher knife, paring knife). | 0 |
7 | Crafting | Designed in some way for carpentry and other crafting (e.g. screwdriver, saw) | 0 |
8 | Devil-Water | Requires devil-water. | 0 |
9 | Edible | Can be eaten. | 0 |
10 | Electrical | Requires electricity. | 0 |
11 | Farming | Designed in some way for farming (e.g. rake, spade, shovel). | 0 |
12 | Fragrant | Smells good. | 0 |
13 | Fungal | Made of or contains elements of fungal life or is a living fungus. | 0 |
14 | Glass | Made of glass. On critical fail (natural 1 on 1d20) it shatters. Against any surface harder than a human body, this increases to 1-4 on a 1d20. | 0 |
15 | Greasy | Is always greasy. On critical fail (natural 1 on 1d20), is dropped. | 0 |
16 | Iron | Made of iron. | 0 |
17 | Laser | Made of hard light or projects beams of light. | 0 |
18 | Loud | Produces annoying noises when carried; painfully loud when used. | 0 |
19 | Ornamental | As Stylish or Unique Appearance, but not designed for practical use. On critical fail (natural 1 on 1d20), it shatters or breaks. | 0 |
20 | Plant | Made of or contains elements of plant life or is a living plant (excludes normal Wood). | 0 |
21 | Plastic | Made of hard plastic. | 0 |
22 | Reflective | Reflects light and can be used as a mirror. | 0 |
23 | Singing | Softly hums or unintelligibly sings. The tune never gets old. Knows when to be quiet... usually... | 0 |
24 | Sonic | Made of hard sound or projects bursts of sound (not the same as Loud). | 0 |
25 | Static Charge | Often builds up a mildly painful static charge (not the same as Electric). | 0 |
26 | Steam-Powered | Requires steam. | 0 |
27 | Steel | Made of steel. | 0 |
28 | Sticky | Is always sticky. | 0 |
29 | Stinky | Smells bad. | 0 |
30 | Stone | Made of generic gray stone. On a critical fail (natural 1 on 1d20) against metals, it breaks. | 0 |
31 | Tasty | Fun to lick. | 0 |
32 | Ugly | Has an especially unattractive or even gross appearance. | 0 |
33 | Unpalatable | Tastes especially bad. | 0 |
34 | Weird | Has weird properties or a weird appearance (can be anything appearance-based on the table, or something not on the table). | 0 |
35 | Whispering | Whispers unintelligibly when brought close to the ear. | 0 |
36 | Wood | Made of wood (not the same as Elemental: Wood). Lightweight (half encumberance), but generally not good for cutting. | 0 |
37 | Attached | Attached to gauntlet or armor, leaving hand free. | 1 |
38 | Bonded | Weapon only usable by owner, cannot be removed from person without consent. | 1 |
39 | Breaking | Can be used to target and break objects at no disadvantage. | 1 |
40 | Chainsaw | Prereq: Devil-Water, Electrical, Steam-Powered, or Wavepunk. Has fast-moving serrations along a chain. As Breaking against anything softer than iron (or relative to what it's made from). | 1 |
41 | Cold Iron | Made of Cold Iron. +1 AB and +1 DMG against Fey. | 1 |
42 | Concealable | Can be hidden from view. | 1 |
43 | Concussive | Creates a burst of sound or light on impact to deafen/blind/temporarily stun. | 1 |
44 | Electric | Generates electricity. | 1 |
45 | Elemental: Air | Has properties related to air (e.g. can subtly manipulate winds, harness electricity). | 1 |
46 | Elemental: Earth | Has properties related to earth (e.g. benefits to mining). | 1 |
47 | Elemental: Fire | Has properties related to fire (e.g. produces heat/light, can cause burning). | 1 |
48 | Elemental: Metal | Has properties related to metal (e.g. benefits to blacksmithing). | 1 |
49 | Elemental: Water | Has properties related to water (e.g. can extinguish fires). | 1 |
50 | Elemental: Wood | Has properties related to wood/plants (e.g. benefits to gardening, nature traversal). | 1 |
51 | Flexible | Whip or whip-like; Range (close), AoE (close), Stunning (binding), Unwieldy (-2 AB). | 1 |
52 | Focused Area | AoE can be focused in a line, cone, etc. Each upgrade allows a different option. | 1 |
53 | Focused Damage | AoE can be focused to only target specific creatures or objects. Each upgrade allows greater flexibility. | 1 |
54 | Glowing | Can be used to provide illumination (as torch). | 1 |
55 | Impacting | Each upgrade increases range of knockback (close, short, medium, long). | 1 |
56 | Intoxicating | Eating or even tasting it can cause intoxication (poison saving throw). | 1 |
57 | Invisible | Cannot be seen (even by owner/wielder). | 1 |
58 | Large | Designed for large-sized creatures. Medium-sized creatures take -1 AB, small- creatures cannot use this weapon. | 1 |
59 | Long Range | Can attack targets up to long range, -2 AB at close range. | 1 |
60 | Magical | Has general magical properties. | 1 |
61 | Medium Range | Can attack targets up to medium range, -1 AB at close range. | 1 |
62 | Mobile | Can (slowly/clumsily) move autonomously when not in use. | 1 |
63 | Multi-Colored | Is multiple unusual colors. | 1 |
64 | Mutilating | Serration or other features cause sustained wounds and mutilation. | 1 |
65 | Obsidian | Made of obsidian. As Glass, but +1 damage. | 1 |
66 | Phlogisten | Glowing-hot from red to violet or white. Incredibly hot, but must be fed hot materials once a day or it will dissolve. | 1 |
67 | Poisonous | Can cause poisoning. | 1 |
68 | Prasium Crystal | Has a neon green crystal which emits small amounts of impossible light radiation. | 1 |
69 | Reach | Can be used at close range or thrown at no disadvantage. | 1 |
70 | Short Range | Can attack targets up to short range with no disadvantage at close range. | 1 |
71 | Silenced | The weapon produces little to no sound on projection or impact. | 1 |
72 | Small | Designed for small-sized creatures. Medium-sized creatures take -1 AB, large+ creatures cannot use this weapon. | 1 |
73 | Stunning | Can be used non-lethally to incapacitate at no disadvantage. | 1 |
74 | Stylish | Looks especially cool. | 1 |
75 | Suppressing | Creates an obstacle to those in weapon range. -2 AB to anyone in range. | 1 |
76 | Unique Appearance | May be a well known item or associated with a well-known person or faction. | 1 |
77 | Aether Metal | A softly glowing and humming white metal. Detritus levitates around it. Does not count towards encumberance. Utilized by aether dragoons. | 2 |
78 | Area of effect | May hit all targets in close range. | 2 |
79 | Astrium | Prereq: Edged weapon. Can be used to access/enter the astral plane. Utilized by mystics and psycho-knights. | 2 |
80 | Byzma Metal | While wearing Byzma metal armor, the weapon can be thrown/projected and will behave in a programmed way (e.g. boomerang) | 2 |
81 | Deadly | Each upgrade increase attack die (up to d10). | 2 |
82 | Elementa: Liquid Starfire | Has properties related to liquid starfire. Successful hit lowers target Dexterity by X for 1dX minutes (where X = number of applications of this quality). | 2 |
83 | Elemental: Absolute Solid | Has properties related to absolute solid. Successful hit lowers target Charisma by X for 1dX minutes (where X = number of applications of this quality). | 2 |
84 | Elemental: Anti-Information | Has properties related to anti-information. Successful hit lowers target Intelligence by X for 1dX minutes (where X = number of applications of this quality). | 2 |
85 | Elemental: Impossible Light | Has properties related to impossible light. Successful hit lowers target Wisdom by X for 1dX minutes (where X = number of applications of this quality). | 2 |
86 | Elemental: Null | Not is. Successful hit lowers target Strength by X for 1dX minutes (where X = number of applications of this quality). | 2 |
87 | Fuchsia Phosphene Crystal | Can produce fuchsia light, which can be utilized by Fuchsia Phosphenomenologists. | 2 |
88 | IFOD | Prereq: Light base form. Can be used as a wind instrument to produce inverse-frequency noise. Utilized by jammers. | 2 |
89 | Impossigen | Filled with super-cold, lightweight impossigen. In normal physics -2 AB, under a-logical physics +2 AB. | 2 |
90 | Masterwork | Each upgrade +1 AB. | 2 |
91 | Nanotube Steel | Made of nanotube steel. This is an ancient, lost technique. As Masterwork 1, Deadly 1. | 2 |
92 | Noxium | Filled with noxium gas. If punctured/released, +2 damage and 1 in 100 chance to induce anti-mutation. Starting ammo 10. | 2 |
93 | Penetrating | Ignore armor. With second upgrade, ignore shields. AC otherwise still applies. | 2 |
94 | Radio Transmission | Can be used as a radio. Utilized by priests of Lamarr and materialists to control ancient electronic devices and robots. | 2 |
95 | Shoglite | Is actually a mimic. Can shapeshift into other items of a similar size. Treat additionally as Bonded. | 2 |
96 | Spellbreaking | Can silence spells/spellcasters on successful attack. | 2 |
97 | Wavepunk | Has keys, gears, knobs, and chains arranged and moving paradoxically. Utilized by materialists, zoomers, and phreakers to access wavespace. | 2 |
98 | Siege | Can be used to break open structures. | 3 |
99 | Meridian Metal | A soft metal, not good for attacking, but channels phreaking magic (contains a spell as a wand). | spell level |
100 | Sentient | Has some degree of sentience (cost 1 = impressionistic/animal-like, cost 2 = human-like, cost 3 = superhuman). | varies |
Picture Source: https://www.deviantart.com/dinmoney/art/monster-hunter-great-sword-157770412
Whoa! This is great. I didn't even know you could insert this sort of code within Blogger. Are you using something specific or is Blogger just naturally offering it and I am just not seeing people using it?
ReplyDeleteWhen you're writing a blogger blog post, you should see a tab near the top left that has compose on one side and HTML on the other. If you switch to the HTML tab, you can insert HTML/css/java code. So for instance, this code below is for the input box for zero-cost qualities:
DeleteThen I create a variable based on that input value, and in a loop sample zero-cost qualities by that value:
var zeroidx = document.getElementById("zeroQual").value;
That's truncated, there's some stuff in between, but that's generally the way it works. I'm still fairly new to HTML/css/java but if you have other questions let me know!
Woops, I made the code comments and then most of it didn't show up haha, but when I tried posting the code in there, it wouldn't work because blogger limits what code can be run through comments. Anyway, ya if you have questions let me know and I can send you the HTML file or something like that...
Delete