Weapons
Your fighting style encompasses the weapons you are trained with. Whether you favor the spear, sword, or bow, taking care of your weapon is essentiel.
Using Weapons
Many factors can change how you Strike with a weapon your holding. Each weapon is quickly described by these parameters:
Damage
How much damage the weapon deals on a hit. You add your STR to the damage rolls of melee strikes and your AGI to the damage rolls of ranged strikes.
Reach / Range
This parameter describes how far away an attacker can be from their target in meters.
Reach. Melee attacks use reach, which describes the maximum distance between the attacker and target.
Range (x/y). Ranged attacks use range, with x being a weapon's normal range and y the long range. Ranged strikes made against a target within its long range suffer a -5 penalty.
Hands
The amount of hands required to Strike with the weapon. Weapons with 1.5H are versatile and can be used with one or two hands. When wielding such a weapon with 2H, use the damage die described in parenthesis.
A character can only dual-wield using 1H weapons, not 1.5H weapons.
Bulk
The amount of Bulk the item uses of your carrying capacity.
Cost
The weapon's base cost in galleons. When upgrading your weapon with better materials, use the cost multiplier on this number.
Traits
All weapon traits are described here in alphabetical order:
Ammunition
The weapon requires ammunition. To determine which kind of ammunition is needed, consult the weapon's description. To load the ammunition into the weapon, you need a free hand.
Complex
You can't use your free speed when reloading this weapon on your turn.
Damaged X
The weapon is damaged and deals X less damage on a hit. If the weapon is damaged to such an extend that it wouldn't be able to deal any damage, even with the highest roll, it breaks.Â
This trait stacks if a weapon has been damaged from multiple sources. Any smith can fix a broken weapon for the cost of (10 x the weapon's degree of damage) in galleons.
Entangling
An entangling weapon can't be blocked or parried but also can't be used to parry. A character hit by an entangling weapon is immediately knocked prone and has it's speed reduced to 0, until it is freed of the entanglement. As an action, a character can use a weapon that deals slashing damage to free the target, destroying the weapon. Depending on the weapon's material, fire can also be used (GM's discretion).Â
Alternatively, it can use an action attempt a -5 Athletics test to break free.
Exposing
Successful hits with this weapon reduce the target's armor class by one. For example, hits against heavy armored targets treat the target is if it were only light armored. Light armored targets are considered to be unarmored.
Guarding
Passing a Fighting Style test made to Parry with this weapon, grants the wielder +2 Successes.
Heavy
Creatures that are Small or smaller, suffer bane on all Fighting Style tests made with this weapon. You can also use the weapon to perform the Bash maneuver.
Impaling
Succeeding on an opportunity attack with this weapon, reduces the target's speed to 0. An affected creature can at most be one size Larger than you.
Mounted
When wielding this weapon while mounted, it only requires 1.5H.
Primitive
The weapon is made poorly. When you roll damage, roll twice and use the lesser result.
Reload X
You must use an action to reload the weapon after a number of shots equal to X. If the trait doesn't indicate an X value, you must reload it after every shot.
Runic
Holding this weapon doesn't count towards occupied hands for the purposes of spell failure.
Silvered
The weapon is layed with flakes of silver. Certain creature are vulnerable to damage from silvered weapons.
Superior
The weapon is made with excellent craftsmanship. When you roll damage, roll twice and use the higher result.
Small
The weapon is small and easy to handle. As an action, the wielder can attempt a Sleight of Hand test to hide it on their person.
Special
The weapon has some sort of special trait. Read more in the weapon's description.
Thrown X/Y
The weapon can be thrown, acting like a ranged Strike. The values X/Y indicate its range increments.
Unpredictable
The weapon acts unpredictable. The weapon can't be Blocked or Parried, but also can't be used to Parry.
Weapons
Melee Weapons
Ranged Weapons
Weapon Materials
You can choose to upgrade a weapon's material for better quality, as per the table below.