One way that characters can distinguish themselves from others in combat is their choice in weapons. Remembering that inventory space is relatively small, and every weapon impacts their Menace score, this should be a careful consideration.
Each weapon description in this chapter will have four sections.
1. General Description—A brief summary of the look and feel of the weapon.
2. Wielding Requirements—This will include how many hands it takes to hold the weapon, the weapon’s equipped Encumbrance, and the minimum number of actions it requires to attack with.
3. Weapon Statistics—Range, damage, specialties, and any applied conditions or status effects. Damage dice are applied for each successful hit, and surging is absolutely possible here. There are weapons that may fire multiple projectiles or attack multiple times during a single action—each requires its own attack roll; these are called Specialties. For each successful hit, the damage shown for the weapon is applied, as well as any respective condition or status effect the weapon causes.
4. Logistical Data—Crafting requirements, recommended price in Gold, and the era for which the weapon belongs to.
Era
Era is an important field as some game worlds may require only medieval style weapons, or perhaps only modern style weapons. Just because a weapon is in a particular Era doesn’t mean that it can’t be used in others; the responsibility to dictate that resides with the GM.
Specialties
Specialties are weapon-specific capabilities that make the choice to use the weapon unique. Not all weapons will have unique Specialties.
Note: Damage is usually scaled as a 1d6, 2d6, or 3d6 with a couple of exceptions. 1d6 damage is usually reserved for lighter or one-handed weapons. 2d6 is usually reserved for two-handed weapons or weapons that are more robust. 3d6 weapons are far and few between, and usually are heavy weapons. Lighter weapons often provide unique specializations that are more versatile in combat, and heavier weapons offer less versatility but are more likely to surge on damage rolls (because more dice equals more chances). How to balance your character's combat abilities are a combination of your skills, attributes, and the equipment (weapons) you choose, leading to near limitless possibilities and uniqueness among them.
Battle Axe, Broadsword, Club, Dagger, Estoc, Flail, Greatsword, Halberd, Lance, Mace, Pike, Quarterstaff, Scythe, Shortsword, Sickle, Spear | Javelin, Spellstaff, Swordstaff, Warhammer
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