Combat Skills and Equipment
For (mostly) non-combat skills and point levels, go here
Some weapons will be listed in multiple skill categories below. In these cases, you must decide which skill you are using the weapon with. When you decide, you use the stats from the weapon in the chosen skills list.
Cheap: Weapon has -1 damage, -1 to effective skill, and -1 to Acc if it can be thrown. Base cost is 40% of listed price. It cannot be Improved.
Improvements:
Holy Symbol: This symbol engraved into the weapon. It is very obvious to anyone who can see you that this you follow the Celestial the symbol belongs to (or took the weapon from someone who did). Each level of Holy Symbol acts exactly as if it were the same Holy Symbol for the Celestial. The symbol will glow whenever using an ability or casting a spell while using it, but you are not required to have a Holy Symbol in your hand while you do so. This cannot be placed on Ethereal Silver weapons.
Material:
Bow Modifications
[1] A bolt's base cost is 2 Copper Pieces ($2)
[2] A slurbow's dart costs half a Copper Piece ($0.50)
[3] A pistol crossbow dart costs 1 Copper Piece ($1)
[4] These are metal crossbows.
[5] Multiply effective ST by 1.5. Half this value to determine Range
[6] Multiply effective ST by 2. Half this value to determine Range
[7] Multiply effective ST by 3. Half this value to determine Range
Crossbow Modifications
[1] Uses Guns (Pistol) skill. Base cost of Shot is $1.2 (note: this is for finding price of unique ammo or if the GM asks you to keep track of base ammo). If used with two hands, it counts as Braced (+1 to skill).
[2] Uses Guns (Rifle) skill. Base cost of Shot is $1.2 (note: this is for finding price of unique ammo or if the GM asks you to keep track of base ammo). If used prone or resting on something, it counts as Braced (+1 to skill).
[3] Uses Guns (Shotgun) skill. Base cost of Shot is $2 (note: this is for finding price of unique ammo or if the GM asks you to keep track of base ammo). For how shotguns work, go here (link to scattershot rules whenever they are ready)
[4] Uses Guns (Musket) skill. Base cost of Shot is $3 (note: this is for finding price of unique ammo or if the GM asks you to keep track of base ammo). This gun requires a rest to be fired and does not benefit from being Braced.
Gun Modifications
Sling Modifications
Boxing, Brawling, Karate, or DX
[1] Treat as Leather Armor to the hand.
[2] This is just hitting the target with the hilt or butt of your weapon.
Some weapons will be listed in multiple skill categories below. In these cases, you must decide which skill you are using the weapon with. When you decide, you use the stats from the weapon in the chosen skills list.
Melee Weapons
- Knife (DX/Easy)
Default: DX-4, Main-Gauche-4, or Shortsword-3Knives are not great as primary weapons in combat. They are weak, have a low max damage (link to ST limits of weapons), and have low reach. They are, however, fantastic as secondary weapons, great in close-quarters combat, and striking at vitals. - Axe/Mace (DX/Average)
Default: DX-5, Flail-4, or Two-Handed Axe/Mace-3This skill covers Axes and Maces when using one hand. These weapons usually deal Crushing and Cutting damage. These weapons are cheap and versitle, but most Unready after an attack. - Broadsword (DX/Average)
Default: DX-5, Rapier-4, Shortsword-2, or Two-Handed Sword-4Broadswords are usually a sign of wealth. All broadswords have two different attacks that you can use. They regularly deal Cutting and Crushing or Impaling damage while wielding it in only one hand. They are fast and fairly light for their effectiveness. - Jitte/Sai (DX/Average)
Default: DX-5, Main-Gauche-4, or Shortsword-3This skill category is a conglomeration of very similar weapons named under just one of the weapons (Jitte and Sai are the same thing. Feel free to rename the Sai to Jitte if you want). All of these weapons gain +2 to using the Disarm technique. - Lance (DX/Average)
Default: DX-5, or Spear-3Lances are usually a cavalry weapon to be used from horse's (or some other kind of mount's) back. When using on foot, use your ST to find damage. When using it mounted, use your mount's ST instead. - Main-Gouche (DX/Average)
Default: DX-5, Jitte/Sai-4, Knife-4, or Rapier-3Main-Gauche are knives wielded like fencing weapons. They are more difficult to use this way, but they are a fantastic off-hand defensive weapons. This skill allows you to ignore off-hand penalties when defending. - Polearm (DX/Average)
Default: DX-5, Spear-4, Staff-4, or Two-Handed Axe/Mace-4Polearms are extremely versatile weapons. They are heavy and deal very high amounts of damage, but almost every attack becomes unready afterwards. - Rapier (DX/Average)
Default: DX-5, Broadsword-4, or Main-Gauche-3Rapiers are fencing weapons that are designed mostly for thrusting and parrying. - Shield (DX/Average)
Default: DX-4Shields can be used as melee weapons as well as defensive measures. The list below are different ways you can use a shield this way. If you want a list of prices and stats, go here. - Shortsword (DX/Average)
Default: DX-5, Broadsword-2, Jitte/Sai-3, or Knife-4Shortswords are for those that can't afford or don't want to carry around a broadsword, but want a little more protection than a knife can provide. - Spear (DX/Average)
Default: DX-5, Polearm-4, or Staff-2Spears have some of the longest range in the game. While all spears do impaling damage, some can slash with the tip of the spear to do cutting damage if that is preferable. A common tactic with longer spears is to take a Wait maneuver and attack the first people to come into range while remaining out of range yourself. - Staff (DX/Average)
Default: DX-5, Polearm-4, or Spear-2Staves don't do a lot of damage, but they are extremely flexible. They can strike at multiple reaches without requiring a Ready maneuver, and a majority of them do not unready after using them. They are also fantastic defensive options as all of them give a +2 to Parry. - Two-Handed Axe/Mace (DX/Average)
Default: DX-5, Axe/Mace-4, Polearm-4, or Two-Handed Flail-4Two-Handed Axes and Maces are for people who want to swing hard and forget the consequences. These weapons have the highest damage potential but are heavy and unwieldy. - Two-Handed Sword (DX/Average)
Default: DX-5, Flail-4, or Two-Handed Axe/MaceTwo-Handed Swords are heavy hitting cutting implements. Most of these weapons can be used with different skills allowing someone skilled with two-handed swords to be able to reliably find something to use even if it isn't initially used in that way. - Whip (DX/Average)
Default: DX-5 or Kusari-3Whips are for control more than damage, but they aren't something you can ignore damage-wise. Whips have multiple Techniques that they can do (the urumi cannot unfortunately). - Flail (DX/Hard)
Default: DX-6, Axe/Mace-4, or Two-Handed Flail-3Flails are difficult to use and unready after every attack, but they are cheap and very difficult to defend against. All attempts to parry flails are at -2 and fencing weapons ("F" parry) can't parry them at all. Attempts to block these attacks are at -1 as well. - Kusari (DX/Hard)
Default: DX-6, Two-Handed Flail-4, or Whip-3Kusari are difficult weapons to use, but are very versitle. They are able to do everything a whip (link to whips here?) does as well as deal reasonable amounts of damage. All attempts to defend against kusari are the same as defending against a morningstar. Parrys are at -4 and fencing weapons ("F" parry) can't parry them at all. Attempts to block these attacks are at -2 as well. - Two-Handed Flail (DX/Hard)
Default: DX-6, Kusari-4, or Two-Handed Axe/Mace-4Two-Handed Flails are difficult to use, but are also difficult to defend against. Parries with fencing weapons are impossible against these weapons, and other weapons parry at -4. Attempts to block are at a -2 as well.
DX Easy (1 point = DX+0)
[1] Can be Thrown
[2] When weapon is Ready, gain 4 DR for your hand
[3] You can [4] Reduce penalty for Targeting Chinks in Armor by -2
[5] eh, all of these are wrong it seems. just come back to it
DX Average (1 point = DX-1)
[1] Can be Thrown
[2] Can Hook
[3] May get Stuck
[4] Reduce penalty for Targeting Chinks in Armor by -2
[1] Reduce penalty for Targeting Chinks in Armor by -2
[2] When weapon is ready, the hand it's in gains 4 DR which stacks with other hand DR
[3] Can Hook
[4] Can strike to Disarm without -2 to hit for non-fenching weapon
[1] Can be Thrown
[2] Can strike to disarm without the usual -2 to hit for using a non-fencing weapon
[1] When weapon is ready, the hand it's in gains 4 DR which stacks with other hand DR
[2] Can strike to disarm without the usual -2 to hit for using a non-fencing weapon
[3] Can be Thrown
[4] Reduce penalty for Targeting Chinks in Armor by -2
[1] Can Hook (figure out where to link this)
[2] Can strike to Disarm without -2 to hit for using a non-fencing weapon
[3] May get Stuck
[1] When weapon is ready, the hand it's in gains 4 DR which stacks with other hand DR
[2] Reduce penalty for Targeting Chinks in Armor by -2
[3] You may Parry using Brawling or Karate skill
[1] Can be Thrown
[2] -2 to hit with this weapon
[3] Can strike to disarm without the usual -2 to hit for using a non-fencing weapon
[4] Target is at -1 to Dodge, but at +1 to Block or Parry
[1] For any Polearm or Spear with a Max Reach of 2
[2] You can attack two adjacent enemies as a Dual Weapon Attack
[3] -1 to hit with this weapon
[4] If you have this weapon ready, you gain 4 DR to your hands (cumulative with other DR)
[5] Allows you to use the Hook technique
[1] Can be used with 1 hand. Use stats in Axe/Mace
[2] Can be Thrown
[3] May get stuck
[4] Allows you to use the Hook techinque
[5] Reduce Penalty to target Chinks in Armor by -2
[1] Can be used as a Broadsword. Use the stats from there if you do
[2] Can be used as a Staff. Use the stats there if you do
[3] You can attack two adjacent enemies as a Dual Weapon Attack
[3] -1 to skill
[4] Can be used as a Polearm. Use the stats there if you do
[5] Can be used as a Two-Handed Axe/Mace. Use the stats there if you do
[1] Specify maximum reach (1-7 yards) when bought. Cost and weight are per yard
[2] requires ST 5/yard of max Reach
[3] requires ST 3/yard of max Reach
[4] Can only lash for damage. Cannot use any special whip rules
DX Hard (1 point = DX-2)
[1] Can be Thrown. Uses the Bolas skill
[2] Double the penalty to defend against this weapon (-4 to parry, -2 to block)
[3] Can be used as a Blackjack (below)
[1] People Entangled are at a -2 to escape
[2] determine Weight, Cost, Damage, and Max Reach at purchase
[3] only lash target for damage
[1] -1 to hit with this weapon
[2] You can attack two adjacent enemies as a Dual Weapon Attack
Improvements:
- Balanced 1: +1 to skill. +4 CF
- Balanced 2: +2 to skill. +19 CF
- Balanced 3: +3 to skill. +74 CF
- Sharpened 1: +1 to final cutting damage. +4 CF
- Sharpened 2: +2 to final cutting damage. +19 CF
- Sharpened 3: +3 to final cutting damage. +74 CF
- Shifted Weight 1: +2 to final swing crushing damage. +4 CF
- Shifted Weight 2: +1d to final swing crushing damage. +19 CF
- Shifted Weight 3: +1d+2 to final swing crushing damage. +74 CF
- Reinforced Point 1: (2) to final thrust impaling damage. Does not stack with Enchanting. +4 CF
- Reinforced Point 2: (3) to final thrust impaling damage. Does not stack with Enchanting. +19 CF
- Reinforced Point 3: (5) to final thrust impaling damage. Does not stack with Enchanting. +74 CF
- Ornate 1: when brandishing this weapon, get a +1 Reaction Modifier. +1 CF
- Ornate 2: when brandishing this weapon, get a +2 Reaction Modifier. +4 CF
- Ornate 1: when brandishing this weapon, get a +1 Reaction Modifier. +9 CF
- Basic: +1 GP (+$100) to final cost.
- Small: +1 EP (+$1,000) to final cost.
- Medium: +4 EP (+$4,000) to final cost.
- Large: +16 EP (+$16,000) to final cost.
- Grand: +64 EP (+$64,000) to the final cost.
Material:
- Dragonhide Leather: A whip made out of dragonhide. It has massively increase flexibility and durability. Its parry becomes 0, meaning you can parry at no penalty and it doesn't unready after use. The whip also doesn't need a Ready maneuver to change Reach (a reach 5 Fiendish Whip can hit anyone from 1 to 5 yards away). Finally, a Dragonhide Whip gains +1 damage/max Reach of the whip. This can only be applied to Whips and Light Whips. +19 CF
- Ironwood: A wooden weapon gains +1 damage and can affect Insubstantial enemies. This normally adds +9 CF, but if applied to a weapon with a wooden shaft, this only applies to strikes with the shaft and adds $80 to yard of Reach to the final cost.
- Ethereal Silver: Your metal weapon cannot be affected by magic. This means that no spells can harm or manipulate it. It cannot be Enchanted nor can it be Imbued. These weapons can affect Insubstantial enemies. +24 CF
- Black Steel: Your metal weapon either gains a 50% increase in base swing damage (sw+4 becomes sw+6) or gain +2 to base swing damage. Whichever is higher. Your weapon's weight and ST requirement also is increased by 50%. Weapons made of this will have the U modifier added to its parry for swing attacks. +9 CF
- Guilded Bronze: Your metal weapon cannot be broken by non-magical means. The weapon's weight is also reduced to 2/3 of its weight. The weapon will not unready after attacking except if the weapon has ‡ in its ST requirement. +34 CF
- Fiendish Alloy: Your metal weapon cannot be affected by magic. This means that no spells can harm or manipulate it. It cannot be Enchanted nor can it be Imbued. These weapons can affect Insubstantial enemies. They also have 2/3 of its original weight and cannot be broken by any means. It will not be unreadied after any attack. +67 CF
- SM -2: Reduce Reach by 1/2 (never less than C), reduce final weight by 2/3, reduce required ST by 1/2, and reduce Damage by 2
- SM -1: Reduce Reach by 1/3 (never less than C), reduce final weight by 1/3, reduce required ST by 1/4, and reduce Damage by 1
- SM 0: Listed Price and Reach
- SM +1: Increase damage bonus by x1.5 (round down) but always add at least +1. Final cost and weight also increase by x1.5. Reach C becomes Reach 1
- SM +2: Reach C becomes Reach 1 and +1 Reach for all other weapons
Size Modifier:
Ranged Weapons
- Bow (DX/Average)
Default: DX-5Bows are lightweight and are the fastest to reload. They are, however, more difficult to use than many other ranged weapons
Name | Damage | Acc | Range | Weight | RoF | Shots | Cost | ST | Bulk | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Short Bow | thr imp | 1 | x15/x20 | 1.5/0.1 lbs | 1 | 1(2) | 5 SP ($50) | 7† | -6 | [1] |
Regular Bow | thr+1 imp | 2 | x15/x20 | 2/0.1 lbs | 1 | 1(2) | 1 GP ($100) | 10† | -7 | [1] |
Longbow | thr+2 imp | 3 | x15/x20 | 3/0.1 lbs | 1 | 1(2) | 2 GP ($200) | 11† | -8 | [1] |
Reflex Bow | thr+3 imp | 3 | x20/x25 | 2.25/0.1 lbs | 1 | 1(2) | 9 GP ($900) | 10† | -7 | [1] |
Bow Modifications
Arrow Shape. Balanced can go to either, but Blunted and Leaf-Tipped are Mutually Exclusive:
Arrow Material. All are Mutually Exclusive with each other:
Bow Material. These materials are Mutually Exclusive with each other:
- Balanced: +1 to skill when firing this arrow. +4 CF.
- Blunted: Damage becomes Crushing. Mutually Exclusive with Leaf-Tipped. -0.5 CF.
- Leaf-Tipped: Damage becomes Cutting. Mutually Exclusive with Blunted. No cost difference.
Arrow Material. All are Mutually Exclusive with each other:
- Guilded Bronze: Increases armor divisor 1 step, but reduces damage by 1. Arrows are always retrievable. Mutually Exclusive with Ethereal Silver, Black Steel, and Diabolic. +14 CF.
- Ethereal Silver: Affects Insubstantial and completely ignores any magical defenses (Force Wall, Deflect Missile Weapon, etc.). Mutually Exclusive with Guilded Bronze, Black Steel, and Diabolic. +19 CF.
- Black Steel: Decreases armor divisor by 1 step, but increases damage by 1/die. Mutually Exclusive with Ethereal Silver, Guilded Bronze, and Diabolic. +9 CF.
- Diabolic: Increases armor divisor by 2 steps and increases damage by 1/die or +2 (whichever is higher). It is unaffected by magic and cannot be enchanted. Projectiles are always retrievable. Mutually Exclusive with Guilded Bronze, Ethereal Silver, and Black Steel. +49 CF.
Bow Material. These materials are Mutually Exclusive with each other:
- Ironwood: Available for Short Bows, Regular Bows, and Longbows. Reduce reload by 1 second, but also reduce effective ST for range and damage purposes by 4.
- Guilded Bronze: Available for Reflex Bow. Allows you to Parry ((Bow skill/2)+3) against non-Guilded Bronze/Fiendish Metal weapons without risking breaking your bow. +29 CF
- Ethereal Silver: Available for Reflex Bow. Cannot be affected by magic. +19 CF.
- Black Steel: Available for Short Bows, Regular Bows, and Longbows. Increases effective ST for range and damage purposes by +2. +16 CF.
- Fiendish Metal: Available for Reflex Bows. This bow cannot be broken and can be used to Parry ((Bow skill/2)+3) against non-Diabolic weapons. Magic also cannot affect it and it cannot be enchanted. These also increase effective ST for range and damage purposes by +2. +99 CF.
- Crossbow (DX/Easy)
Crossbows are easy to use and if you're strong, then its a great opener. Unfortunately, the more powerful ones take a very long time to reload.
Name | Damage | Acc | Range | Weight | RoF | Shots | Cost | ST | Bulk | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Crossbow | thr+4 imp | 4 | x20/x25 | 6/0.06 lbs | 1 | 1(4) | 15 SP ($150) | 7† | -6 | [1] |
Double Crossbow | thr+4 | 4 | x20/x25 | 10/0.06 lbs | 1 | 2(4i) | 6 GP ($600) | 7† | -6 | [1] |
Repeating Crossbow | thr+1 imp | 1 | x7/x15 | 10/0.06 lbs | 1 | 10(3/i) | 5 GP ($500) | 8† | -5 | [1] |
Slurbow or |
thr+3 imp thr+2 imp |
1 1 |
x25/x30 x15/x20 |
8/0.06 lbs - |
1(2i) 1(2i) |
1x2 1x5 |
1 EP ($1000) - |
9† 9† |
-6 -6 |
[2] |
Pistol Crossbow | thr+2 imp | 1 | x15/x20 | 4/0.06 lbs | 1 | 1(4) | 15 SP ($150) | 7 | -4 | [3] |
Fowling Crossbow | thr+5 imp | 4 | x25/x30 | 9/0.06 lbs | 1 | 1(8) | 45 SP ($450) | 8† | -6 | [1][4][5] |
Hunting Crossbow | thr+5 imp | 4 | x25/x30 | 12/0.06 lbs | 1 | 1(13) | 6 GP ($600) | 10† | -7 | [1][4][6] |
Military Crossbow | thr+5 imp | 4 | x25/x30 | 15/0.06 lbs | 1 | 1(32) | 75 SP ($750) | 12† | -8 | [1][4][7] |
[2] A slurbow's dart costs half a Copper Piece ($0.50)
[3] A pistol crossbow dart costs 1 Copper Piece ($1)
[4] These are metal crossbows.
[5] Multiply effective ST by 1.5. Half this value to determine Range
[6] Multiply effective ST by 2. Half this value to determine Range
[7] Multiply effective ST by 3. Half this value to determine Range
Crossbow Modifications
Point Shape. Balanced can go to either, but Blunted and Leaf-Tipped are Mutually Exclusive:
Point Material. All are Mutually Exclusive with each other:
Crossbow Material. These materials are Mutually Exclusive with each other:
- Balanced: +1 to skill when firing this arrow. +4 CF.
- Blunted: Damage becomes Crushing. Mutually Exclusive with Leaf-Tipped. -0.5 CF.
- Leaf-Tipped: Damage becomes Cutting. Mutually Exclusive with Blunted. No cost difference.
Point Material. All are Mutually Exclusive with each other:
- Guilded Bronze: Increases armor divisor 1 step, but reduces damage by 1. Bolts are always retrievable. +14 CF.
- Ethereal Silver: Affects Insubstantial and completely ignores any magical defenses (Force Wall, Deflect Missile Weapon, etc.). +19 CF.
- Black Steel: Decreases armor divisor by 1 step, but increases damage by 1/die. +9 CF.
- Diabolic: Increases armor divisor by 2 steps and increases damage by 1/die or +2 (whichever is higher). It is unaffected by magic and cannot be enchanted. Projectiles are always retrievable. +49 CF.
Crossbow Material. These materials are Mutually Exclusive with each other:
- Ironwood: Reduces reload by half, but also reduces effective ST for range and damage purposes by 4.
- Guilded Bronze: Available for metal crossbows. Allows you to Parry ((Crossbow skill/2)+3) against non-Guilded Bronze/Diabolic weapons without risking breaking your crossbow. +29 CF
- Ethereal Silver: Available for metal crossbows. Cannot be affected by magic. +19 CF.
- Black Steel: Available for metal crossbows. Increases effective ST for range and damage purposes by +2. +16 CF.
- Dabolic: Available for Reflex Bows. This bow cannot be broken and can be used to Parry ((Bow skill/2)+3) against non-Diabolic weapons. Magic also cannot affect it and it cannot be enchanted. These also increase effective ST for range and damage purposes by +2. +99 CF.
- Guns (DX/Easy)
Guns are powerful ranged options that don't require a high ST, but are prone to misfiring. All firearms have a base Malfunction Number of 14
Name | Damage | Acc | Range | Weight | RoF | Shots | ST | Bulk | Rcl | Cost | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
Dragoon Pistol | 2d pi+ | 1 | 55/540 | 3.1/0.06 lbs | 1 | 1(20) | 10 | -4 | 3 | 15 SP ($150) | [1] |
Petronel | 2d+2 pi+ | 2 | 60/630 | 7.75/0.06 lbs | 1 | 1(40) | 11 | -7 | 3 | 28 SP ($280) | [1] |
Breechloading Carbine | 2d pi+ | 3 | 55/570 | 9.3/0.06 lbs | 1 | 1(10) | 9† | -5 | 2 | 27 SP ($270) | [2] |
Jäger Rifle | 3d+1 pi+ | 3 | 65/650 | 11/0.06 lbs | 1 | 1(60) | 10† | -6 | 3 | 3 GP ($300) | [2] |
Fowling Piece | 1d+1(0.5) pi- | 2 | 15/330 | 9.5/0.1 lbs | 1x175 | 1(40) | 7† | -7 | 1 | 135 CP ($135) | [3] |
Blunderbuss | 1d pi | 2 | 45/810 | 11.2/0.1 lbs | 1x7 | 1(40) | 7† | -6 | 1 | 165 CP ($165) | [3] |
Musket | 4d+2 pi++ | 2 | 120/1,200 | 21/0.15 | 1 | 1(60) | 12R† | -7 | 4 | 175 CP ($175) | [4] |
[2] Uses Guns (Rifle) skill. Base cost of Shot is $1.2 (note: this is for finding price of unique ammo or if the GM asks you to keep track of base ammo). If used prone or resting on something, it counts as Braced (+1 to skill).
[3] Uses Guns (Shotgun) skill. Base cost of Shot is $2 (note: this is for finding price of unique ammo or if the GM asks you to keep track of base ammo). For how shotguns work, go here (link to scattershot rules whenever they are ready)
[4] Uses Guns (Musket) skill. Base cost of Shot is $3 (note: this is for finding price of unique ammo or if the GM asks you to keep track of base ammo). This gun requires a rest to be fired and does not benefit from being Braced.
Gun Modifications
Firearm Quality: These are Mutually Exclusive with each other:
Shot Material. These are Mutually Exclusive with each other:
Barrel Material. These are Mutually Exclusive with each other:
Stock Material:
Barrel Numbers. These are Mutually Exclusive with each other:
- Cheap: Malfunction Number is reduced by 1. -0.6 CF
- Good: Standard quality. Base Price
- Fine (Accurate): Increases Acc by +1. Only available for guns with 2 Acc or higher already. +0.75 CF
- Fine (Reliable): Increase Malfunction Number by 1. +0.25 CF
- Very Fine: Increase Malfunction Number by 2. +1.25 CF
Shot Material. These are Mutually Exclusive with each other:
- Guilded Bronze: The Shot doesn't deform when striking the target. Increases armor divisor 1 step but lowers wounding by 1 step (pi++ becomes pi+, pi+ becomes pi, pi becomes pi-, and pi- is unaffected). +1 CF.
- Ethereal Silver: Affects Insubstantial and completely ignores any magical defenses (Force Wall, Deflect Missile Weapon, etc.). +19 CF
- Black Steel: The dense Shot flowers out quickly after deformation making it difficult to penetrate armor, but rips through softer targets. Decreases armor divisor 1 step, but increases wounding by 1 step (pi- becomes pi, pi becomes pi+, pi+ becomes pi++, and pi++ is unaffected). +2 CF
- Fiendish Metal: The metal doesn't deform upon striking, increasing armor divisor by 1 step, but unlike Guilded Bronze, it still seems to somehow inflict a wound of normal size on the target. The shot is completely uneffected by magic. +34 CF
- Ironwood: -1 damage. Increase Malfunction Number by 1 -0.5 CF.
Barrel Material. These are Mutually Exclusive with each other:
- Guilded Bronze: Cannot be broken by non-magical means. Weight is 2/3 of base weight and required ST (this stacks multiplicitively with extra barrels). +34 CF
- Ethereal Silver: Weapon is uneffected by magic. +19 CF
- Black Steel: Always counts as Braced. Weight and required ST is 1.5x more (this stacks multiplicitively with extra barrels). +4 CF.
Stock Material:
- Essential Wood: pistol whip or butt strike deal +1 damage. +$25 to final cost.
Barrel Numbers. These are Mutually Exclusive with each other:
- Double Barrel: Raise Shots and RoF to 2 (adds i to reload). Decrease Acc and Bulk by 1. Increase weight and required ST by 90%. +1 CF
- Triple Barrel: Raise Shots and RoF to 3 (adds i to reload). Decrease Acc and Bulk by 2. Increase weight and required ST by 180% and +150% Base Cost.
- Rotating Barrel (4-Shot): Raise Shots to 4 (adds i to reload). Acc becomes 0. Required ST by 2 and adds M†. Bulk is decreased by 4. Increase weight and required ST by 180% and adds M†. +2.5 CF
- Rotating Barrel (5-Shot): Raise Shots to 5 (adds i to reload). Acc becomes 0 and your Guns skill is at -1. Required ST by 3 and adds M†. Bulk is decreased by 5. Increase weight and required ST by 210% and adds M†. +3 CF
- Rotating Barrel (6-Shot): Raise Shots to 6 (adds i to reload). Acc becomes 0 and your Guns skill is at -2. Required ST by 4 and adds M†. Bulk is decreased by 6. Increase weight and required ST by 250% and adds M†. +3.5 CF
- Sling (DX/Hard)
Name | Damage | Acc | Range | Weight | RoF | Shots | Cost | ST | Bulk | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Heavy Sling | sw+2 cr | 1 | x3/x6 | 1/1 lbs | 1 | 1(2) | 2 SP ($20) | 8† | -5 | [1] |
Sling | sw pi | 0 | x6/x10 | 0.5/0.05 lbs | 1 | 1(2) | 2 SP ($20) | 6 | -4 | [2][4] |
Dart Sling | sw inp | 1 | x6/x10 | 0.5/0.25 lbs | 1 | 1(2) | 2 SP ($20) | 6 | -4 | [3][4] |
Staff Sling | sw+1 pi | 1 | x10/x15 | 2/0.05 | 1 | 1(2) | 2 SP ($20) | 7† | -6 | [2] |
[2]$0.06 for a shaped sling stones. Rocks off the ground are free, but have a -1 to hit.
[3]$1 for a sling dart.
[4]Requires two hands to ready, but only one to attack.
Sling Modifications
Ammunition Types:
- Lead Pellets: Only available for Slings and Staff Slings. Gives +1 damage and doubles range. $0.10
- Ironwood Pellets: Gives
- Guilded Bronze: . +1 CF.
- Ethereal Silver: Affects Insubstantial and completely ignores any magical defenses (Force Wall, Deflect Missile Weapon, etc.). +19 CF
- Black Steel:
- Fiendish Metal:
- Spear Thrower (DX/Average)
The basic Spear Thrower is the Atlatl. It costs 2 SP ($20), weighs 1 pound, and can't really be changed much. The table below shows the different ammunition you can use. - Throwing (DX/Average)
- Thrown Weapon (DX/Easy)
Name | Damage | Acc | Range | Weight | RoF | Shots | Cost | ST | Bulk | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Atlatl w/Dart | sw-1 imp | 1 | x3/x4 | 1 pound | 1 | 1(1) | 2 SP ($20) | 5 | -3 | |
Atlatl w/Javelin | sw+1 imp | 3 | x2/x3 | 2 pounds | 1 | 1(1) | 3 SP ($30) | 6 | -4 | |
Atlatl w/Spear | sw+3 imp | 2 | x1.5/x2 | 4 pounds | 1 | 1(1) | 4 SP ($40) | 9 | -6 |
Unarmed Combat
Hand Weapons
More Info below
These weapons can use any of the above skills or a DX roll to hit. Damage can be modified by higher skill. Details are listed below.
Name | Damage | Reach | Parry | Cost | Weight | ST | Notes |
---|---|---|---|---|---|---|---|
Brass Knuckles | thr cr | C | 0 | 2 SP ($20) | 0.25 lbs | - | |
Bladed Hand or |
sw-2 cut thr imp |
C | 0 | 1 GP ($100) - |
1 lb - |
6 6 |
|
Cestus | thr cr | C | 0 | 5 SP ($50) | 1 lb | - | [1] |
Combat Fan or |
thr cr thr-2 cut |
C C |
0 0 |
4 SP ($40) - |
1 lb - |
7 6 |
|
Hilt Punch/Butt Jab | thr cr | C | 0 | - | - | - | [2] |
[2] This is just hitting the target with the hilt or butt of your weapon.
- Boxing (DX/Average)
- Brawling (DX/Easy)
- Judo (DX/Hard)
- Karate (DX/Hard)
- Sumo Wrestling (DX/Average)
- Wrestling (DX/Average)
Unique Combat
These combat styles are not something you can just pick up and start poking enemies with. All skills here are actually pretty bad at direct damage but make up for it with some interesting ways to either debuff your enemies, control your enemies, or defend yourself.- Blowpipe (DX/Hard)
- Bolas (DX/Average)
- Cloak (DX/Average)
- Dropping (DX/Average)
- Innate Attack (DX/Easy)
- Parry Missile Weapons (DX/Hard)
- Garrote (DX/Easy) - Make this a non-combat skill?
Garrotes do not deal direct damage to your target. These may only be used on someone from behind who is helpless or unaware of you.
Size Modifer Differences
If using a weapon that is one or more size modifiers, apply a skill penalty for the difference. Example: if you are SM +1 and you're using a weapon designed for SM -2, you take a -3 skill penalty to using that weapon.
Size Modifier Cost and Weight Changes
- To go to SM +2 from SM 0, multiply the weight and base cost by 6. Weapon's base attack is multiplied by 2.5 (increased by 1 minimum).
- To go to SM +1 from SM 0, multiply the weight and base cost by 2. Weapon's base attack is multiplied by 2.5 (increased by 1 minimum).
- To go to SM -1 from SM 0, multiply the weight and base cost by 2/3.
- To go to SM -2 from SM 0, multiply the weight and base cost by 1/4.
DX-Easy Melee Skills
Knives
DX-Average Melee Skills
Axes and Maces
Broadswords
Jitte and Sai
Lances
Main-Gouche
Polearms
Jitte and Sai
Rapiers
Shields
Shortswords
Spears
Staves
Two-Handed Axes and Maces
Two-Handed Swords
Whips
DX-Hard Melee Skills
Flails
Kusari
Two-Handed Flails
Melee Weapon Modifiers
Ranged Weapon Skills
Bows
Crossbows
Guns
Slings
Spear Throwers
Thrown Items
Thrown Weapons
Hand Weapons
Knives
DX-Average Melee Skills
Axes and Maces
Broadswords
Jitte and Sai
Lances
Main-Gouche
Polearms
Jitte and Sai
Rapiers
Shields
Shortswords
Spears
Staves
Two-Handed Axes and Maces
Two-Handed Swords
Whips
DX-Hard Melee Skills
Flails
Kusari
Two-Handed Flails
Melee Weapon Modifiers
Ranged Weapon Skills
Bows
Crossbows
Guns
Slings
Spear Throwers
Thrown Items
Thrown Weapons
Hand Weapons