End of Legends: Character creation guide.

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Crystal weapons add 1/3 of your learning Stat to your Speed,  Power, and  Recovery. 
Crystal weapons also come with an extra attack.  This attack is called “Adamant Edge”. Adamant edge is a three stage move.  Must sacrifice move points to execute. 
Stage 1:  3 move points.  You are able to add An extra effect to your attack. Chosen from the secondary effects of any alchemy you have in your spell affinity types. 
Stage2:  5 move points. Edge is sharp,  ignores ½ enemy armor. 
Weapon Mods
Weapons can be modified in a variety of ways.  These weapon mods can be useful to some while being a hindrance to  others. Mod Weapons can still however offer certain options in combat that might help you survive an ambush or monster attack. 
After finding your preferred base type,  you can mod your weapon in the following ways. 
Keen weapon: Your weapon has been sharpened and polished to legendary levels. Those who use keen blades have been said to be able to split stone. Your weapon us made for offense and lacks certain defense qualities.  It also gives the ability to build a Keen Attack : This attack allows you to build a melee attack like a spell. Boosts your skill by 1/3, ands ½ of your power directly to your attack. -1/4 in defense. 
Power:  Power mods make your weapons heavier,  and grant them the ability to pass a certain amount of damage through even magic shields,  and none magic shields.  This weapon mod increases the density of your weapon by compressing mass.  It will also allow you better defense.  Adds Deflect to your basic moves.
Deflect: Stops an enemy attack and remove a move point from their turn. 
Deflect Bullet: You have a chance to use a non shield weapon to stop a bullet at the cost of move points.
1/6 of your damage,  unless your damage is overpowered. 

Mechanical: Mechanical weapons can be complicated devices,  but useful when able to punch enemies for their mistakes.  These weapons can be constructed in a variety of ways. 
•Your weapon  can be made to change between two listed weapons,  and access their secret moves. 
Mechanical Cont… 
•Your weapon can cause multiple hits within a single moment of contact.  Determine by a dice roll. (Roll dice to determine how many hits,  roll a dice to determine what fraction of your total damage it does. Of 6/6)
•Custom machine. 
Magic: Magic or Enchanted weapons,  are useful to those who could use some extra casting power.  These weapons have an abundance of options in augments when it comes to their capabilities.  They act as an extra magic affinity slot and can build and cast spells while also making melee attacks,  or use the power of a spell as a melee attack.  These weapons however are restricted in their magic options and do not react well to being augmented with other magic (will reduce overall power of mixed spells)  can be enchanted with custom elements.  Your weapons attack strength is determined by your magic and magic Resistance instead of skill and physical Resistance .  Or you can replace the power of your melee with spell damage. 
Anti Magic: Weapons halfway between enchanted and mechanical.  These weapons are the only known weapons able to de power magic weapons or objects.  These weapons are said to be made from an ancient human magic,  or technology far more advanced then most understand. Only a few know the true nature of these weapons. (Builds an attack that can remove enchantments buffs,  and reduce spells.)  Replaced Phis Resistance with Learning stat when calculating damage.   They boost the power of alchemy by 1/3.
Singing Weapon: These weapons are an odd sort,  these weapons gain power from certain words said in conversations.  They retain this power so long as they are not removed from their owners grip,  or debuffed by using antonym of the word on the weapon in a sentence. They cannot be debuffed otherwise.  The word written on a weapon is the trigger word,  and can be used singularly,  but  will boost power by triple if used in a sentence. Instead of power,  this weapons damage calculation is determined by speech instead of power. The more letters the word has the more damage it gains when the word is said.  +1/6.
Gun mods
Besides Hex Cannons, fire arms have become a mainstay in many of the arsenal used by many skilled warriors. These weapons have changed the honorable nature of what was once Warfare,  and created something much worse in terms of conflict decision making and tactics.  There are a few weapon modifications that can be made your non main fire arms,  in order to make them more proficient in battle. Use these at the cost to your own honor. 
Bayonet: Your gun has a relatively sized blade affixed to barrel like a knife,  or to the handle like an axe or scythe. It is now doubles as a melee weapon,  but at the cost of maneuverability.  Adds Mark lvl damage,  but at the cost of adding +1/2 a move to your draw and sheath. 
Super Barrel: This mod can be combined with other mods.  This heavy reinforced barrel is combine with a thick iron rod for more stable firing and melee weapon defense.  You can now block with your gun weapon,  and use it to Parry.  Parry: Blocks an attack and adds a move to your option during your defense.  Has a 1/3 chance of success. 
Super Barrel: Triple action weapons have an auto reload function which reduces your reload cast by 1/2. However these guns can break or overheat when used to often.  Every time triple action is used to reload after the first time,  your weapon adds a 1/6 chance of breaking. 
Music Gun: Your gun does not shoot bullets,  but concentrated notes of sound.  These notes have a lvl one Pierce effect. But your gun can only be reloaded with a conversation. 
scroll Gun: Your gun no loner takes regular ammunition, but can only be reloaded with an item known as magic scroll.  Your weapon now only does critical magic damage
Chemical Gun: Your gun fires crystallized chemicals through chemical reactions. The do damage over time,  but 5 hits on a single target will cause an alchemy explosion.  Reduces
Armor
With so many deadly options for weapons and magic,  the necessity of defense has also grown into something to reflect  the notion of war.  Armor is essential to any warriors survival as it protects you from even the most advanced of weaponry. Certain classes and skills benefit from strategic use of certain armor,  but these come in a variety of  choices. 
Armor can be classed into Six different and important pieces. These are Head,  Body, shoulder,  legs,  Hands,  and Feet.  Armor can be mixed any way you see fit to survive a hale of blades and gunfire.  As it stands,  each class has an armor type that is recommended to them.  There are certain advantages you can gain from your recommended armor class,  but who knows what you can achieve from a custom armor set up. 
Each armor type comes with three levels of functionality. These are:
Light Armor: Comes with a speed enhancement,  but does not resist damage well,  it is however highly enchant able.   +4 points to speed per piece.  +6 per piece in skill,  +6 physical Resistance per piece, +12 in magic per piece.   Holds 4 enchantments per piece. 
Medium Armor: does not enhance speed,  but does allow for longer combos,  and enhanced skills +10 Skill per piece. +12 physical Resistance per piece, +8 magic Resistance per piece.  3 enchantment slots per piece.  +1 combo slot per piece. 
Heavy Armor: Heavy armor reduces speed. -2 per piece. But is highly resistant to physical damage.  It also improves your overall melee damage the most and adds extra weapon slots. +5 boost in skill per piece.  +10 boost in power per piece,  +15 boost in physical resistance.  2 enchantments per piece. 

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⏰ Last updated: Jun 06, 2019 ⏰

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