Weapons

Blades Stocks Bows
Max Range Same Zone 2 Zones Away 3 Zones Away
Rating:1 Daggers
Rating:2 Single Handed Swords Hand Crossbows [-1 Range] Short Bows
Rating:3 Two Handed Swords [+1 Range] Longbows [+1 Range]
Rating:4 Heavy Crossbows
Rating:5 Repeating Crossbows [+1 Range]]
Rating:6 Cannons [+2 Range]

Usage Stipulations

May not attack targets in same zone Heavy Crossbows, Short Bows, Longbows, Repeating Crossbows
May not attack targets less than two zones away Cannons

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Damage Types

Weapons can deal three different types of damage: crushing, piercing and slashing. Weapons which have multiple types of damage listed may deal either type when used to attack. Fists, when used to strike, deal crushing damage. Damage done when grappling is considered untyped.

Weapon Properties
Accurate These weapons excel at distance and may be used to make attacks from up to 3 zones away. +1
Agile Weapons with this property are deft and difficult to parry. Maneuvers made to disarm or otherwise use this weapon against its wielder incur a -1. +1
Brutal Weapons with this property have jagged edges or keen blades which open minor wounds upon the target. After landing a successful attack, the attacker may choose to spend any number of shifts as a secondary action (the intent to cause bleeding must be declared before the attack) to make a secondary attack of that difficulty. The defender opposes this with their endurance. The aspect lasts for one round for each shift left over after the target’s failure. +1
Defensive Taking the full defense action with these weapons grants a +3 instead of a +2. +1
Hindering Weapons with this property have a whip or whip-like appendage that may be used to ensnare an enemy. After landing a successful attack, the attacker may choose to spend any number of shifts as a secondary action (the intent to hinder must be declared before the attack) to make a secondary attack of that difficulty. The defender opposes this with their might. The aspect lasts for one round for each shift left over after the target’s failure. +1
Impact Attacks from these weapons carry through even the toughest armor, ignoring half (rounded down) of all worn armor +2
Inaccurate These ranged weapons are unsuitable for long distance shots. They may only be fired from one zone away. -1
Penetrating These weapons pierce straight through armor, ignoring all worn armor. +3
Polearm Polearms include all weapons with lengthy hafts which extend their wielders effective reach. These weapons may be used to perform special maneuvers available only to polearms. +1
Thrown These weapons are light enough to be thrown and may be used to attack targets up to one zone away. They are generally too light to be used in melee. +1
Two-Handed These large weapons require two hands to be effectively wielded. Wielding these weapons one handed incurs a -1 penalty on the attack. -1
Unwieldy These weapons are either exceptionally slow or clumsy to wield. Maneuvers made to disarm or otherwise use this weapon against its wielder gain a +1. -1

Simple Weapons

Simple weapons are easy to use and can be found all around the world. Any character may pick up a simple weapon and use it proficiently.

Melee Damage Properties Slot Usage Region Cost
Club Crushing:0 0 N/A
Dirk Piercing:1 0 Joly Poor
Greatclub Crushing:1 Two-handed, Unwieldy 1 N/A
Mace Crushing:0 Impact 1 Mediocre
Morningstar Crushing:1 Impact, Two-handed 2 Kurt Average
Quarterstaff Crushing:1 Defensive, Two-handed 1 Mediocre
Small-Sword Slashing:0 Agile 1 Macnu Poor
Scythe Slashing:1 Polearm, Two-handed 2 Poor
Spear Piercing:0 Polearm 1 Poor
Ranged Damage Properties Slot Usage Region Cost
Arbalest Piercing:2 Loaded, Penetrating, Two-handed 2 Zirivly Fair
Hand Crossbow Piercing:1 Inaccurate, Penetrating 1 Exotic Average
Pilum Piercing:1 Thrown 4×1 Montiel Mediocre

Martial Weapons

Martial weapons are more powerful than simple weapons, but are more difficult to use. Using one of these weapons without sufficient familiarity incurs a -1 penalty.

Melee Damage Properties Slot Usage Region Cost
Arming Sword Piercing:0 Slashing:1 Agile 1 Zirivly Average
Axe Crushing:2 1 Macnu Mediocre
Falchion Slashing:2 Brutal, Two-Handed 2 Exotic Average
Flail Crushing:1 Hindering 1 Zirivly Mediocre
Glaive Slashing:2 Polearm, Reach 2 Montiel Fair
Handaxe Crushing:1 Thrown 5×1 Macnu Mediocre
Halberd Crushing:2 Polearm, Reach 2 Kurt Fair
Heavy Flail Crushing:2 Hindering, Two-Handed 2 Exotic Average
Kopesh Crushing:1 Slashing:1 1 Zirivly Average
Gisarme Piercing:2 Polearm, Reach 2 Joly Fair
Longsword Piercing:1 Slashing:2 1 Montiel Fair
Rapier Piercing:3 Agile, Brutal 1 Joly Fair
Maul Crushing:3 Impact, Two-Handed 2 Exotic Good
Scimitar Slashing:1 Brutal 1 Kurt Mediocre
Warhammer Crushing:2 Piercing:1 Impact 1 Kurt Good
Ranged Damage Properties Slot Usage Region Cost
Longbow Piercing:3 Accurate, Two-Handed 2 Montiel Fair
Shortbow Piercing:2 Two-Handed 1 Macnu Mediocre
Throwing Knives Piercing:1 Thrown 10×1 Joly Average

Weapons

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