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weird-wizard:weapons [2025/12/16 22:21] lwelykweird-wizard:weapons [2026/02/16 16:28] (current) lwelyk
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 If an effect would enable to use an attribute other than the one normally required by the weapon to make the attack, you use the score of the new attribute instead for the purpose of determining whether you meet the weapon's requirements. If an effect would enable to use an attribute other than the one normally required by the weapon to make the attack, you use the score of the new attribute instead for the purpose of determining whether you meet the weapon's requirements.
  
-===== Traits ===== 
-==== Ammunition ==== 
-You must have at least one piece of ammunition of the indicated kind to attack with this weapon. Ammunition, and a container to hold it is included in the weapon's price. You can recover spent ammunition after combat and make replacements while you rest. 
- 
-==== Bludgeoning ==== 
-When you attack with this weapon and get a critical success, the target becomes vulnerable until the end of your next turn.  
- 
- 
-==== Brutal ==== 
-When rolling damage for an attack made using this weapon, you can reroll each die that comes up as 1 once. You must use the new number rolled, even if it is another 1.  
- 
-==== Disarming ==== 
-You ignore the bane imposed on your roll when you use this weapon to disarm. 
- 
-==== Firearm ==== 
-Attacks you make with this weapon create a loud noise. If the weapon becomes submerged in water, you must dry and clean it before you can make ranged attacks with it. Cleaning the weapon takes 1 hour of work using a tool kit and a pint of oil. It takes 1 minute to load this weapon. If you do something else during this time, you must start over from the beginning.  
- 
-==== Large ==== 
-The result of your roll to attack with this weapon while squeezing or while you are mounted result in an automatic failure.  
- 
-==== Light ==== 
- 
-When you would add Bonus Damage to an attack made using this weapon, you add one fewer die (minimum +1d6).  
- 
-==== Long ==== 
- 
-When you attack with this weapon, increase your reach by 1 for the purpose of choosing targets.  
- 
-==== Misfire ==== 
- 
-When you get a critical failure on an attack with this weapon, the weapon misfires. Make a luck roll. On a success, you need only reload the weapon before you can attack with it again. On a failure, the weapon is ruined until repaired, which takes 1 hour, a tool kit, and spare parts whose value equals half the selling price of the weapon.  
- 
-==== Nimble ==== 
- 
-When you attack with this weapon, you can use Agility in place of Strength for the roll.  
- 
-==== Piercing ==== 
- 
-When you attack with this weapon and get a critical success, the target becomes weakened until the end of your next turn.  
- 
-==== Range ==== 
- 
-You select the target for your ranged attacks with this weapon from those within the listed number of yards.  
- 
-==== Reload ==== 
-You must load this weapon before you can make ranged attacks with it. You can use an action to load the weapon or, if you are capable of moving and you have a Speed of 2 or higher, you can give up your move to load the weapon.  
- 
-==== Slashing ==== 
- 
-When you attack with this weapon and get a critical success, the target takes an extra 1d6 damage.  
- 
-==== Slow ==== 
-You can attack with this weapon just once per round.  
- 
-==== Special ==== 
-This weapon has special rules detailed in its description.  
- 
-==== Thrown ==== 
- 
-You can make a ranged attack with this weapon by throwing it. You use Strength for the roll unless the weapon also has the Nimble trait. You choose your target from among those within the listed number of yards. If the attack results in a success, the weapon either sticks in the target’s body or falls to its feet. If the attack results in a failure, the weapon lands 1d6 yards behind the target.  
- 
-==== Versatile ==== 
-When you wield this weapon with both hands, the weapon’s damage increases by 1d6. 
 ===== Weapon Tables ===== ===== Weapon Tables =====
  
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 === Melee Weapons - Off Hand === === Melee Weapons - Off Hand ===
 +
 +<div table-wrapper>
 ^Name^Rarity^Price^Requirement^Damage^Traits^ ^Name^Rarity^Price^Requirement^Damage^Traits^
 |Dagger|Common|5 cp|—|1d6|Light, Nimble, Thrown 5| |Dagger|Common|5 cp|—|1d6|Light, Nimble, Thrown 5|
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 |Whip|Common|5 cp|Agility 11|0|Long, Nimble, Slow,Special| |Whip|Common|5 cp|Agility 11|0|Long, Nimble, Slow,Special|
 |Scourge|Uncommon|5 cp|Agility 12|1d6|Light, Nimble, Special| |Scourge|Uncommon|5 cp|Agility 12|1d6|Light, Nimble, Special|
 +</div>
  
 //**Knuckledusters**// A set of fused rings worn over the fingers. Wearing knuckledusters prevents you from wielding another weapon or using an object in that hand. //**Knuckledusters**// A set of fused rings worn over the fingers. Wearing knuckledusters prevents you from wielding another weapon or using an object in that hand.
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 === Melee Weapons - One Hand === === Melee Weapons - One Hand ===
 +
 +<div table-wrapper>
 ^ Name ^ Rarity ^ Price ^ Requirement ^ Damage ^ Traits ^ ^ Name ^ Rarity ^ Price ^ Requirement ^ Damage ^ Traits ^
 | Club | Common | 3 cp | — | 2d6 | — | | Club | Common | 3 cp | — | 2d6 | — |
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 | Rapier | Uncommon | 1 gp | Agility 12 | 2d6 | Nimble, Piercing | | Rapier | Uncommon | 1 gp | Agility 12 | 2d6 | Nimble, Piercing |
 | War hammer | Uncommon | 1 gp | Strength 12 | 2d6 | Bludgeoning, Slow, Versatile | | War hammer | Uncommon | 1 gp | Strength 12 | 2d6 | Bludgeoning, Slow, Versatile |
 +</div>
  
 === Melee Weapons - Two Hands === === Melee Weapons - Two Hands ===
 +
 +<div table-wrapper>
 ^ Name ^ Rarity ^ Price ^ Requirement ^ Damage ^ Traits ^ ^ Name ^ Rarity ^ Price ^ Requirement ^ Damage ^ Traits ^
 | Axe | Common | 2 sp | Strength 12 | 3d6 | Brutal, Large, Slow | | Axe | Common | 2 sp | Strength 12 | 3d6 | Brutal, Large, Slow |
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 | Great Hammer | Rare | 1 gp | Strength 14 | 4d6 | Bludgeoning, Large, Slow | | Great Hammer | Rare | 1 gp | Strength 14 | 4d6 | Bludgeoning, Large, Slow |
 | Great Sword | Rare | 1 gp | Strength 14 | 4d6 | Large, Slashing, Slow | | Great Sword | Rare | 1 gp | Strength 14 | 4d6 | Large, Slashing, Slow |
 +</div>
  
 //**Lance or Pike**// A lance or pike is a long, heavy spear. You can wield a lance or pike in one hand without penalty while you ride a mount. In addition, when you get a success on a roll to attack while riding a mount and the mount ran before the attack, the attack deals an extra 2d6 damage. //**Lance or Pike**// A lance or pike is a long, heavy spear. You can wield a lance or pike in one hand without penalty while you ride a mount. In addition, when you get a success on a roll to attack while riding a mount and the mount ran before the attack, the attack deals an extra 2d6 damage.
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 === Ranged Weapons - Two Hands === === Ranged Weapons - Two Hands ===
 +
 +<div table-wrapper>
 ^Name^Rarity^Price^Requirement^Damage^Range^Traits^ ^Name^Rarity^Price^Requirement^Damage^Range^Traits^
 | Bow | Common | 1 sp | — | 2d6 | 20 | Ammunition (Arrow), Large, Light | | Bow | Common | 1 sp | — | 2d6 | 20 | Ammunition (Arrow), Large, Light |
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 | Crossbow | Rare | 1 gp | — | 2d6 | 20 | Ammunition (Bolt), Brutal, Reload | | Crossbow | Rare | 1 gp | — | 2d6 | 20 | Ammunition (Bolt), Brutal, Reload |
 | Musket | Exotic | 10 gp | Agility 12 | 6d6 | 20 | Ammunition (Ball), Brutal, Firearm, Misfire | | Musket | Exotic | 10 gp | Agility 12 | 6d6 | 20 | Ammunition (Ball), Brutal, Firearm, Misfire |
 +</div>
 +
 +===== Traits =====
 +==== Ammunition ====
 +You must have at least one piece of ammunition of the indicated kind to attack with this weapon. Ammunition, and a container to hold it is included in the weapon's price. You can recover spent ammunition after combat and make replacements while you rest.
 +
 +==== Bludgeoning ====
 +When you attack with this weapon and get a critical success, the target becomes vulnerable until the end of your next turn. 
 +
 +
 +==== Brutal ====
 +When rolling damage for an attack made using this weapon, you can reroll each die that comes up as 1 once. You must use the new number rolled, even if it is another 1. 
 +
 +==== Disarming ====
 +You ignore the bane imposed on your roll when you use this weapon to disarm.
 +
 +==== Firearm ====
 +Attacks you make with this weapon create a loud noise. If the weapon becomes submerged in water, you must dry and clean it before you can make ranged attacks with it. Cleaning the weapon takes 1 hour of work using a tool kit and a pint of oil. It takes 1 minute to load this weapon. If you do something else during this time, you must start over from the beginning. 
 +
 +==== Large ====
 +The result of your roll to attack with this weapon while squeezing or while you are mounted result in an automatic failure. 
 +
 +==== Light ====
 +
 +When you would add Bonus Damage to an attack made using this weapon, you add one fewer die (minimum +1d6). 
 +
 +==== Long ====
 +
 +When you attack with this weapon, increase your reach by 1 for the purpose of choosing targets. 
 +
 +==== Misfire ====
 +
 +When you get a critical failure on an attack with this weapon, the weapon misfires. Make a luck roll. On a success, you need only reload the weapon before you can attack with it again. On a failure, the weapon is ruined until repaired, which takes 1 hour, a tool kit, and spare parts whose value equals half the selling price of the weapon. 
 +
 +==== Nimble ====
 +
 +When you attack with this weapon, you can use Agility in place of Strength for the roll. 
 +
 +==== Piercing ====
 +
 +When you attack with this weapon and get a critical success, the target becomes weakened until the end of your next turn. 
 +
 +==== Range ====
 +
 +You select the target for your ranged attacks with this weapon from those within the listed number of yards. 
 +
 +==== Reload ====
 +You must load this weapon before you can make ranged attacks with it. You can use an action to load the weapon or, if you are capable of moving and you have a Speed of 2 or higher, you can give up your move to load the weapon. 
 +
 +==== Slashing ====
 +
 +When you attack with this weapon and get a critical success, the target takes an extra 1d6 damage. 
 +
 +==== Slow ====
 +You can attack with this weapon just once per round. 
 +
 +==== Special ====
 +This weapon has special rules detailed in its description. 
 +
 +==== Thrown ====
 +
 +You can make a ranged attack with this weapon by throwing it. You use Strength for the roll unless the weapon also has the Nimble trait. You choose your target from among those within the listed number of yards. If the attack results in a success, the weapon either sticks in the target’s body or falls to its feet. If the attack results in a failure, the weapon lands 1d6 yards behind the target. 
 +
 +==== Versatile ====
 +When you wield this weapon with both hands, the weapon’s damage increases by 1d6.