Flails
All flails wrap around shields, meaning that if you attack an enemy with a shield, they're treated as if they have no shield.
Damage: 1 to Health and 1 to Spirit.
Special: This is easily concealed and ignores shields. If chance is the decisive factor, and the fudge die is negative, you hit yourself. If positive, it automatically hits.
Damage: Lower of Strength or 1d6.
Special: This ignores shields. If luck is the decisive factor, and the fudge die is negative, you hit yourself. If positive, it automatically hits.
Damage: Strength plus 1d6.
Special: This ignores shields. If luck is the decisive factor, and the fudge die is negative, you hit yourself. If positive, it automatically hits.
Whip
1-handed, 2 aquills x qualityDamage: 1 to Health and 1 to Spirit.
Special: This is easily concealed and ignores shields. If chance is the decisive factor, and the fudge die is negative, you hit yourself. If positive, it automatically hits.
Flail
1-handed, 5 aquills x qualityDamage: Lower of Strength or 1d6.
Special: This ignores shields. If luck is the decisive factor, and the fudge die is negative, you hit yourself. If positive, it automatically hits.
Wrecking Ball
2-handed, 8 aquills x qualityDamage: Strength plus 1d6.
Special: This ignores shields. If luck is the decisive factor, and the fudge die is negative, you hit yourself. If positive, it automatically hits.
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