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weird-wizard:weapons [2025/12/16 18:36] – created 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.
 +
 +===== Weapon Tables =====
 +
 +==== Melee Weapons ====
 +
 +=== Melee Weapons - Off Hand ===
 +
 +<div table-wrapper>
 +^Name^Rarity^Price^Requirement^Damage^Traits^
 +|Dagger|Common|5 cp|—|1d6|Light, Nimble, Thrown 5|
 +|Hammer|Common|5 cp|—|1d6|Bludgeoning, Light, Thrown 5|
 +|Hatchet|Common|5 cp|—|1d6|Brutal, Light, Thrown 5|
 +|Knuckledusters|Common|2 cp|—|1d6|Special|
 +|Shortsword|Common|1 sp|—|1d6|Nimble, Piercing|
 +|Whip|Common|5 cp|Agility 11|0|Long, Nimble, Slow,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.
 +
 +//**Whip**// A long, braided length of leather cord extending from a stout handle. Some have a metal cap or hook at the end to tear at the skin. You can use the whip to [[disarm]], [[grab]], [[drag]], and [[trip]]. When you attack with the whip and get a critical success, the target takes 1d6 damage. Attacks using a whip derive no benefit from bonus or extra damage.
 +
 +//**Scourge**// A scourge has several metal-tipped cords extending from a handle. When you attack a flesh and blood target with a scourge and the result of your roll is a critical success, the target makes a Will roll. On a failure, the target becomes weakened until the end of your next turn.
 +
 +=== Melee Weapons - One Hand ===
 +
 +<div table-wrapper>
 +^ Name ^ Rarity ^ Price ^ Requirement ^ Damage ^ Traits ^
 +| Club | Common | 3 cp | — | 2d6 | — |
 +| Javelin | Common | 5 cp | — | 1d6 | Thrown 10 |
 +| Mace | Common | 2 sp | Strength 11 | 2d6 | Bludgeoning |
 +| Saber | Common | 3 sp | Agility 11 | 2d6 | Disarming, Nimble |
 +| Spear | Common | 5 cp | — | 2d6 | Thrown 5 |
 +| Sword | Common | 2 sp | — | 2d6 | Slashing |
 +| Battle Axe | Uncommon | 5 sp | Strength 12 | 2d6 | Brutal, Slow, Versatile |
 +| Bident/Trident | Uncommon | 5 sp | Strength 12 | 2d6 | Nimble, Slow, Versatile |
 +| Flail | Uncommon | 5 sp | Strength 12 | 2d6 | Bludgeoning, Disarming, Slow |
 +| Long Sword | Uncommon | 1 gp | Strength 12 | 2d6 | Slashing, Slow, Versatile |
 +| Rapier | Uncommon | 1 gp | Agility 12 | 2d6 | Nimble, Piercing |
 +| War hammer | Uncommon | 1 gp | Strength 12 | 2d6 | Bludgeoning, Slow, Versatile |
 +</div>
 +
 +=== Melee Weapons - Two Hands ===
 +
 +<div table-wrapper>
 +^ Name ^ Rarity ^ Price ^ Requirement ^ Damage ^ Traits ^
 +| Axe | Common | 2 sp | Strength 12 | 3d6 | Brutal, Large, Slow |
 +| Lance/Pike | Common | 2 sp | Strength 11 | 2d6 | Long, Special |
 +| Mattock | Common | 2 sp | Strength 13 | 3d6 | Large, Piercing, Slow |
 +| Maul | Common | 2 sp | Strength 13 | 3d6 | Bludgeoning, Large, Slow |
 +| Quarterstaff | Common | 4 cp | — | 1d6 | Light, Nimble |
 +| Polearm | Uncommon | 1 gp | Strength 12 | 3d6 | Long, Slow |
 +| Chain Knife | Rare | 1 gp | Agility 13 | 1d6 | Disarming, Long, Nimble |
 +| Great Axe | Rare | 1 gp | Strength 14 | 4d6 | Brutal, Large, Slow |
 +| Great Hammer | Rare | 1 gp | Strength 14 | 4d6 | Bludgeoning, Large, 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.
 +
 +==== Ranged Weapons ====
 +=== Ranged Weapons - Off Hand ===
 +^Name^Rarity^Price^Requirement^Damage^Range^Traits^
 +| Crossbow pistol | Rare | 1 gp | Agility 11 | 1d6 | 10 | Ammunition (Bolt), Light, Reload |
 +| Pistol | Exotic | 5 gp | Agility 11 | 3d6 | 5 | Ammunition (Ball), Brutal, Firearm, Misfire |
 +
 +=== Ranged Weapons - One Hand ===
 +^Name^Rarity^Price^Requirement^Damage^Range^Traits^
 +| Sling | Common | 1 cp | — | 1d6 | 15 | Ammunition (Stone), Bludgeoning, Light, Slow, Special |
 +
 +//**Sling**// In lieu of a stone, you can load an item in to the sling that can be held in one closed hand, such as a potion or a grenade.
 +
 +=== Ranged Weapons - Two Hands ===
 +
 +<div table-wrapper>
 +^Name^Rarity^Price^Requirement^Damage^Range^Traits^
 +| Bow | Common | 1 sp | — | 2d6 | 20 | Ammunition (Arrow), Large, Light |
 +| Longbow | Uncommon | 1 gp | Strength 12 | 2d6 | 30 | Ammunition (Arrow), Large |
 +| Shortbow | Uncommon | 5 sp | Agility 12 | 2d6 | 20 | Ammunition (Arrow), Light |
 +| Crossbow | Rare | 1 gp | — | 2d6 | 20 | Ammunition (Bolt), Brutal, Reload |
 +| Musket | Exotic | 10 gp | Agility 12 | 6d6 | 20 | Ammunition (Ball), Brutal, Firearm, Misfire |
 +</div>
  
 ===== Traits ===== ===== Traits =====
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 ==== Versatile ==== ==== Versatile ====
 When you wield this weapon with both hands, the weapon’s damage increases by 1d6. When you wield this weapon with both hands, the weapon’s damage increases by 1d6.
-===== Weapon Tables ===== 
  
-==== Melee Weapons - Off Hand ==== 
-^Name^Rarity^Price^Requirement^Damage^Traits^ 
-|Dagger|Common|5 cp|—|1d6|Light, Nimble, Thrown 5| 
-|Hammer|Common|5 cp|—|1d6|Bludgeoning, Light, Thrown 5| 
-|Hatchet|Common|5 cp|—|1d6|Brutal, Light, Thrown 5| 
-|Knuckledusters|Common|2 cp|—|1d6|Special| 
-|Shortsword|Common|1 sp|—|1d6|Nimble, Piercing| 
-|Whip|Common|5 cp|Agility 11|0|Long, Nimble, Slow,Special| 
-|Scourge|Uncommon|5 cp|Agility 12|1d6|Light, Nimble, Special| 
- 
-//**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. 
- 
-//**Whip**// A long, braided length of leather cord extending from a stout handle. Some have a metal cap or hook at the end to tear at the skin. You can use the whip to [[disarm]], [[grab]], [[drag]], and [[trip]]. When you attack with the whip and get a critical success, the target takes 1d6 damage. Attacks using a whip derive no benefit from bonus or extra damage. 
- 
-//**Scourge**// A scourge has several metal-tipped cords extending from a handle. When you attack a flesh and blood target with a scourge and the result of your roll is a critical success, the target makes a Will roll. On a failure, the target becomes weakened until the end of your next turn.