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Table of Contents
Custom Weapons
The rules for creating weapons are fairly straightforward. To begin with, choose the skill with which the weapon is wielded. Then based on that skill, choose the damage type inflicted by the weapon.
Skill | Damage Types |
---|---|
Blades | Impaling or Slashing |
Blunt Weapons | Blunt |
Bows | Blunt or Impaling |
Polearms | Blunt, Impaling or Slashing |
Thrown Weapons | Blunt, Impaling or Slashing |
Unarmed Combat | Blunt, Impaling or Slashing |
Unbalanced Weapons | Blunt, Impaling or Slashing |
Weight
Light weapons make excellent back-up weapons, but they are also ideal for wielding in your off hand. A light weapon has a base cost of 10 silver pennies, and a base d6 damage die. A standard attack with a Light weapon requires two seconds.
Medium weapons are still quite light, and can be wielded easily in one hand, though not in the off hand. They have a base cost of 15 silver pennies, and a base d8 damage die. A standard attack with a Medium weapon requires three seconds.
Heavy weapons hit the hardest, but are a bit unwieldy. A character using a heavy weapon may not have a weapon in their off hand, though they can wield a shield in the off hand. They have a base cost of 20 silver pennies, and a base d10 damage die. A standard attack with a Heavy weapon requires four seconds.
Grip
A weapon that requires two hands to wield will be larger and heavier. A light weapon cannot be made two-handed; only a medium or heavy weapon can select this option. If made two-handed, the weapon will cost 5sp more, and its damage die will be increased one step (from d8 to d10, or from d10 to d12).
Any weapon that is wielded in two hands inflicts +1[W] damage, as you can put more strength behind the weapon. However, one-handed weapons must have the Hafted or Ricasso properties to be wielded in two hands. Making a basic attack with a two-handed weapon requires one additional second.
Note that most ranged weapons are considered one-handed, as the bulk of the weight rests in one hand.
Properties
Every weapon selects one property from the list below.
Advanced
The weapon requires remarkable training and expertise to use, and is difficult to manufacture as well, but is considerably more powerful as a result. Increase the cost of the weapon by 5sp, and choose two additional weapon properties for the weapon. Attempts to wield the weapon suffer a -1 penalty, and you cannot use the properties attached to the Advanced property at all if not trained in its skill. Attempts to Craft the weapon suffer slight.
Braced
This may only be selected for a melee weapon. If you perform a Charge with this weapon, you inflict +1 damage per die of damage inflicted by the weapon.
Brutal
Any damage dice rolled for the weapon that come up showing a one are re-rolled, until they no longer show a one.
Center Grip
This option may only be placed on medium two-handed melee weapons. The weapon can be wielded effectively in a single hand by gripping it in the middle. However, when used in this manner, one loses a lot of leverage. The weapon's damage die when used in one hand is a d6, and you lose the extra +1[W] for wielding the weapon in two hands. Switching grips on the weapon is a quick action.
Cheap
Reduce the cost of the weapon by 5sp. Because that's all this property does, the weapon will be somewhat worse than others.
Complex
The weapon has two different striking surfaces, or two different shapes that it can switch between. Choose two different properties from this list, except for Complex or Thrown. You can swap which of these two properties is active as a quick action. Increase the cost of the weapon by 10sp.
Flexible
The weapon has a flexible portion that will allow it to wrap around defences. Attacks made with this weapon ignore the Defensive property of the target's weapon, as well as any benefit granted by their shield.
Hafted
This property may be added only to a one-handed weapon that is medium or heavy. The weapon may be wielded in either one or two hands. When wielded in two hands, you inflict +1[W] damage on a hit. Switching grips between one- and two-handed is a quick action.
Non-Lethal
The weapon can never inflict hit points of damage. This makes it good for taking people alive. Reduce the cost of the weapon by 5sp, and choose another feature. If that feature also reduces the price, the lowest price a weapon can sell for is 1sp.
Penetrating
The weapon can penetrate through armour. It must inflict Impaling damage. Reduce the Resistance provided by your foe's armour by one point.
Ranged
The weapon propels ammunition. This must be added to a one-handed weapon, which now requires two hands to operate, though only one to hold. Choose one of the following sub-properties:
- Cheap Ammo: The weapon uses a lower-cost ammunition. Reduce its damage die by one step.
- Standard Ammo: The weapon uses standard ammo.
- Reload: The weapon uses standard ammo, and must be Reloaded between attacks. Reloading is a quick action. Increase its damage die by one step.
Ricasso
This property may be added only to a one-handed medium weapon. The weapon may be wielded in either one or two hands. When wielded in two hands, you inflict +1[W] damage on a hit. Increase the cost of the weapon by 5sp. Switching grips between one- and two-handed is a free action.
Thrown
The weapon is designed to be hurled at a foe. Reduce its damage die by one step. Decrease its cost by 5sp.
Trip
The weapon can be used to attempt to Trip a foe, without needing a free hand.
Versatile
The weapon can inflict two different damage types. Both damage types must be legal for the weapon's skill, so you can't use this on a weapon that uses the Blunt skill.