Weapon Techniques

Although most Blackbirds can lift a sword and swing it with some accuracy to protect themselves or others when violence becomes necessary, this does not mean they have mastered the use of the weapon. Those who have mastered a particular weapon find that they can use it to greater effect, especially when employing it. This is represented by Weapon Techniques, and the rules for these Techniques have some specific differences:

  • Although these Techniques can be slotted if a Blackbird is not currently wielding the associated weapon, none of the abilities of the Technique may be used unless they are wielding it and actually have it in their hands.
  • These Techniques may not be bought unless the Blackbird has at least 1 Rank in the associated Skill, either Melee or Ranged.
  • Attacks listed in these Techniques must be made with the weapon associated with the Technique.
  • These Techniques each cost 1 RP to acquire.
  • If one of these Techniques is bought during character creation, the Blackbird automatically gains a standard version of that weapon as one of their possessions to start. If they lose this initial weapon, they must obtain another one through standard means, such as Patronage or Spoils.
  • The Blackbird may employ the Weapon Technique with any version of the specific weapon they find, even if it is made from special materials or is Enchanted, for example.

Arbalest Crossbow

This device of oiled machinery and sturdy wood is the Blackbird’s truest companion.

Arbalest Crossbow

Buried Deep (Passive Bonus): All Damage dice that come up less than 2+Skill Rank in Ranged are considered to be rolls of 2+Skill Rank in Ranged.

Step & Crank (2 AP, Maneuver Action): Perform the Maneuver Action and Load Action simultaneously.

Devastating Force (3 AP, Extinguish Action): The Blackbird fires a bolt unerringly through practically anything. A horse. A wagon wheel. The brittle slats of a dilapidated house. Maybe even a decayed stone wall. The Blackbird’s target is Slain!.


 

 

Axe

The forester’s tool is also the warrior’s weapon.

Axe

Hewing the Boughs (Passive Bonus): The penalty for making attacks in the same Turn beyond the first is 10 less, and the axe loses the Slow Quality.

Grip the Helve (2 AP, Combat Action): Deal an extra Damage die for each Skill Rank in Melee if this attack lands.

Felling the Oak (3 AP, Extinguish Action): Chop something off or in twain, such as an arm, a head, a tentacle, or a wagon hitch. Halving leaves a target instantly Slain!.


 

 

Battle Axe

One of the most ancient tools of humankind, honed into an expression of war.

Battle Axe

Fell-Handed (0 AP, Attack Action): After a foe is Slain!, the Blackbird may immediately make a free attack against another opponent in range.

Swift Onslaught (2 AP, Combat Action): Take the Maneuver Action and then perform a Melee Attack against a foe in range. This may be used up to [Skill Rank in Melee] times during a Combat Scene.

Rent Asunder (3 AP, Extinguish Action): The Blackbird is able to cut a person in two at the waist, killing them, or bisect any other object of similar girth.


 

 

Billhook

The workers of the fields have always outnumbered their rulers.

Billhook

The Low Ground (Passive Bonus): When the Blackbird performs a successful Parry, a successful Coordination test must be made for their attacker, or they’re knocked Prone. If they were on horseback, they are dismounted and take full Damage as if the Blackbird had successfully attacked them.

Raked Hand (2 AP, Combat Action): The Blackbird makes an attack with the billhook. If it’s successful, it deals Damage as normal, and a Coordination test for the target must be made at –10 per [Skill Rank in Melee], or they are Disarmed.

Plowshares into Swords (3 AP, Extinguish Action): Target a foe in range. They are Disarmed or Slain!, Blackbird’s choice.


 

 

Bullwhip

A woven length of leather is the Blackbird’s weapon of choice and a sign of their knack for control.

Bullwhip

Authority (1 AP, Reaction): Spend 1 AP as a Reaction when an opponent in range declares a Combat Action, and then make a Flip to Fail Melee roll. If successful, the opponent’s Action fails, and any AP spent on it is lost.

Control (2 AP, Combat Action): The Blackbird makes a Melee Attack to move their target 1 stride in a direction they choose, and the Grapple or Takedown offered by the weapon’s Entangling Quality is resisted at a –10 per Skill Rank in Melee the Blackbird possesses.

Dominance (3 AP, Extinguish Action): The Blackbird may automatically do any one thing that a whip is reasonably capable of doing: break a neck, snatch something from someone’s hands and catch it themself, trip a beast, swing across a chasm, etc.


 

 

Chakram

Brought to the shores of Erebos from far across the Sea of Opal.

Chakram

Whirling Rings (Passive Bonus): Once per Turn, the Blackbird may start with a chakram already loaded and ready to throw if they performed an attack with one during their last Turn.

A Fine Edge (Passive Bonus): This weapon gains the Off-Hand Quality but adds the Blackbird’s Skill Ranks in Melee to Damage instead of the standard +1 for Off-Hand.

Wax & Wane (3 AP, Extinguish Special Action): By throwing one or more chakram for each target, the Blackbird kills [Skill Ranks in Ranged] foes that are 2×[PB] strides away, and the weapons return to their hand and are ready at the beginning of their next Turn.


 

 

Cudgel

A simpler weapon for a more complicated time.

Cudgel

Shillelagh (1 AP, Combat Action): Spend 1 AP after successively attacking a Mortal target whose Turn has ended. That opponent loses one of their remaining AP, should they have any.

A Proper Thumping (2 AP, Combat Action): If the attack is successful, add the Blackbird’s [BB] to the Damage in addition to [CB].

Raise Some Knots (3 AP, Extinguish Special Action): [Skill Ranks in Melee] foes Engaged with the Blackbird are Knocked Out or Slain!, Blackbird’s choice.


 

 

Dagger

Some say you can never have enough knives.

Dagger

Reverse Grip (Passive Bonus): When the Blackbird uses the dagger as an offhand weapon, add [Skill Ranks in Melee] to the usual +1 Damage bonus offered by this weapon. Attacks with the dagger in the primary hand add [Skill Ranks in Melee] to the Piercing Quality.

To the Hilt (2 AP, Combat Action): The Blackbird automatically hits a target up to [PB] strides away by throwing their dagger.

Who’s Next? (3 AP, Extinguish Special Action): An Engaged foe is immediately Slain!, and the Blackbird may make a free attack with their dagger on another Engaged foe.


 

 

Fire-Hardened Spear

The weapon of commoners and those without means.

Fire-Hardened Spear

Stay Back! (1 AP, Reaction): The Blackbird may make an attack as a Reaction when someone moves into their weapon’s range from a place outside it.

Panicked Thrusts (2 AP, Reaction): Spend 2 AP instead of 1 when parrying. If the Parry succeeds, the Blackbird also immediately succeeds at [Skill Ranks in Melee] attacks against their foe.

Moment of Triumph (3 AP, Extinguish Special Action): The Blackbird stabs their spear into a foe within 2 strides and breaks it off in them, creating a fountain of gore. Their foe is rendered Helpless and will die on their next Turn unless given healing.


 

 

Flanged Mace

A weapon designed to be hard to ignore by those who encase themselves in steel.

Flanged Mace

Bellringer (Passive Bonus): When battling a foe wearing armor with the Heavy Quality, any attack that hits and does at least 1 level of Damage also causes the foe to become Disoriented.

Catastrophic Blow (2 AP, Combat Action): The Blackbird may use this ability against foes wearing metal armor. If their attack succeeds, it does normal Damage, and the Damage Threshold Modifier of their foe’s armor is reduced by -[Skill Ranks in Melee].

A Satisfying Crunch (3 AP, Extinguish Special Action): The Blackbird breaks something, smashing it to bits. This could be a skull, a wagon wheel, a chain, or anything else the Fateweaver thinks one could reasonably break with this weapon. A foe Engaged with the Blackbird may be Knocked Out or Slain!.


 

 

Garrote

Catgut and murder.

Garrote

Gift for Murder (Passive Bonus): When the Blackbird successfully implements a Grapple on a humanoid sized target with their garrote:

  • They are unable to cry out.
  • Rolls to escape made for them are at –10 per [Melee Skill Rank].
  • Spend 2 AP on each of the Blackbird’s Turns to deal 2D6+[CB] Damage to them automatically.

Unseen Serpent (2 AP, Combat or Surprise Action): The Blackbird may employ this ability only during a Surprise Round or when their target is fully unaware of them. Move the Blackbird up to their full Movement and make a Stealth or Melee test for them. If successful, their target is Grappled by the garrote.

One Last Shudder (3 AP, Extinguish Special Action): The Blackbird is able to sneak up on someone and choke them to death without being seen or heard, immediately causing the foe to be Slain!.


 

 

Greatsword

It was much too big to be called a sword.
— Kentaro Miura, Berserk
Greatsword

My Own Shade (1 AP, Reaction): The Blackbird may use their massive sword as an impromptu shield to intercept an enemy missile, automatically blocking one Ranged Attack.

Sunder Armor (2 AP, Combat Action): A blow from the Blackbird’s greatsword destroys one piece of their opponent’s armor. Their armor’s Damage Threshold Modifier is reduced by -[Skill Ranks in Melee].

Butchery (3 AP, Extinguish Special Action): The Blackbird cleaves through [Skill Ranks in Melee] opponents currently Engaged with them, causing them to be Slain!.


 

 

Halberd

There was a time when the heavy cavalry of chivalric orders thought themselves immortal.

Halberd

Horseman’s Folly (1 AP, Reaction): Spend 1 AP for the Blackbird to make an attack as a Reaction whenever an opponent moves into their range from a place outside of it. If the target is employing the Charge or Run Movement Actions, add two Damage dice—three if they are on horseback.

By Hook or By Crook (2 AP, Combat Action): If an attack with the halberd is successful, do normal Damage, but also, move the Blackbird’s target up to [Skill Ranks in Melee] strides in any direction. This does not cause them to become the target of Opportunity Attacks.

Cleave (3 AP, Extinguish Action): A foe in range is Slain!. No other Mortal foes will come within range of the Blackbird until after the end of their next Turn.


 

 

Horse Bow

A smaller bow when compared to its Erebosian cousins, but far more versatile in use.

Horse Bow

Ever Vigilant (1 AP, Reaction): The Blackbird loads and fires their bow, automatically intercepting an arrow or bolt fired (or an object thrown) at them or another character within PB strides.

Twin Volley (3 AP, Combat Action): The Blackbird may load and fire two arrows at one target without suffering a multiple-attack penalty. Each shot is dealt with as with any Ranged Attack.

Bullseye (3 AP, Extinguish Special Action): The Blackbird sends a clothyard shaft through up to Skill Ranks in Ranged enemies within Long Distance, slaying them instantly.


 

 

Improvised Hand Weapon

Opponents are invariably startled whenever the Blackbird grabs a new weapon.

Improvised Hand Weapon

Work with What You’ve Got (Passive Bonus): The Blackbird chooses a nearby item to use as a weapon. The Fateweaver will give it one of the following Qualities based on the choice of item: Defensive, Fast, Punishing, Reach, Throwing, or Vicious.

Surprise! I’m Hitting You (2 AP, Combat Action): The Blackbird may use this in the same Turn they used Work with What You’ve Got to make an attack that cannot be dodged or parried and deals extra Damage dice equal to [Skill Ranks in Melee].

Tool for the Job (3 AP, Extinguish Special Action): The Blackbird may choose to do one of the following: three foes in range are rendered Prone, two foes in range are Knocked Out, or one foe in range is Slain!.


 

 

Light Crossbow

The Blackbird is always ready to squeeze the trigger.

Light Crossbow

Twitch Thunk (1 AP, Reaction): The Blackbird performs an attack as a Reaction on an opponent who just moved anywhere within [PB] strides. The Blackbird’s crossbow must be loaded and in hand for them to do so.

Close Quarters (2 AP, Combat Action): The Blackbird reloads their crossbow and fires it at a foe Engaged with them; if it hits, it does [Skill Ranks in Ranged] additional Damage dice.

Trick Shot (3 AP, Extinguish Special Action): The Blackbird can do one of the following: shoot something out of someone’s hand up to [PB] strides of distance, ricochet a shot to hit something up to 2×[PB] strides of distance, or hit an object the size of a coin or kill a foe at up to 3×[PB] strides of distance.


 

 

Longbow

The Blackbird has trained themself to fire at opponents at the very edge of their range.

Longbow

Eyes of the Hawk (Passive Bonus): The Blackbird fires their bow up to Long Distance with no penalty.

Fell Shaft (2 AP, Combat Action): This attack gains Piercing (Skill Ranks in Ranged) and adds an extra Damage die.

Bend of Yew (3 AP, Extinguish Special Action): The Blackbird’s arrow passes through its target and hits the person or thing behind it as well. Both are Slain!.


 

 

Longsword

The reverberation of the Blackbird’s blade hums eerily.

Longsword

Feint (1 AP, Combat Action): While the Blackbird is Engaged with an enemy, spend 1 AP to force the foe to overextend, dropping their guard to take advantage of the Blackbird’s “mistake.” This leaves them Defenseless to the Blackbird’s next attack, unable to Parry or Dodge.

Half-Sword (2 AP, Combat Action): The Blackbird grips their sword on the hilt and blade, finding a gap in their opponent’s defense to exploit. This lowers their opponent’s Damage Threshold by the Blackbird’s [Skill Ranks in Melee]. If the target is wearing armor with the Heavy Quality, reduce it by an additional –1.

Song of Steel (3 AP, Extinguish Special Action): Finding a weakness in their opponent’s stance and armor, the Blackbird runs them through. The target is Slain!.


 

 

Morning Star

A loathsome weapon frowned upon by all but the most callous.

Morning Star

Brutality Is the Point (Passive Bonus): If the Blackbird inflicts an Injury with an attack, make a successful Resolve test for all folk witnessing it who possess the Unfated Trait, or they flee.

Submit, Knave! (2 AP, Combat Action): Add Injury dice to the Blackbird’s attack equal to their Skill Ranks in Melee.

Horrific Intent (3 AP, Extinguish Special Action): Choose a foe Engaged with the Blackbird. They either are Slain! or select any one Injury for them to receive.


 

 

Peasant Flail

A bit of wood with another bit of wood bolted to the end of it.

Peasant Flail

Mighty Fulcrum (Passive Bonus): Damage dice do a minimum of 2+[Skill Ranks in Melee] points of Damage.

Over the Top (2 AP, Combat Action): If successful, this attack can’t be parried.

Smug Reprisal (3 AP, Extinguish Special Action): A target in range of the weapon is Knocked Out or Slain!, or a number of Engaged foes equal to the Blackbird’s [Skill Ranks in Melee] are rendered Prone, Blackbird’s choice.


 

 

Pike

The Blackbird uses their attack to pierce armor or to inflict harm at a greater distance.

Pike

Extra Reach (Passive Bonus): The Blackbird may make Melee and Opportunity Attacks at foes up to 3 strides away.

Joint Piercer (2 AP, Combat Action): If successful, this attack bypasses any armor with the Heavy Quality.

Push of Pike (3 AP, Extinguish Special Action): Up to [Skill Ranks in Melee] foes within range of this weapon are Slain!.


 

 

Rapier

The flash of slender steel is often followed by a spray of blood.

Rapier

Desperate Swordplay (0 AP, Reaction, 1 Peril Level): The Blackbird may Parry an attack even if they have no AP, but they fall 1 level on the Peril Condition Track to do so. They may do this only once per Round.

Erudite Blade (2 AP, Combat Action): Make three attacks against one enemy without penalties. The Blackbird may not make any more attacks until their next Turn.

Sword of the Robe (3 AP, Extinguish Special Action): The Blackbird may Disarm or slay up to [Skill Ranks in Melee] foes, and then may choose to end with their blade against one of their foe’s necks. Such a foe can be killed instantly or rendered Helpless.


 

 

Sabre

Death on the battlefield comes regardless of class—royal or common.
— Kentaro Miura, Berserk
Sabre

Riposte (0 AP, Reaction): Once per Turn after successfully parrying an attack, the Blackbird may follow up with an attack at no additional cost.

Flurry of Parries (2 AP, Combat Action): The Blackbird commits to a powerful defensive stance, granting automatic Success on [Skill Ranks in Melee] Parries made before the beginning of their next Turn. These Parries cost 0 AP.

Scarlet Slash (3 AP, Extinguish Special Action): Arterial spray erupts from the Blackbird’s opponent as they stagger one step before falling dead.


 

 

Sap

The preferred weapon of abductors and more empathetic scoundrels.

Sap

Where Were You Keeping That? (1 AP, Special Action): The Blackbird has access to a sap even if they don’t have one in their inventory. This might represent improvising a version of the weapon. They may use this only once between Rekindlings.

Goodnight (2 AP, Combat Action): If this attack hits, a Toughness test modified by –10 per [Skill Rank in Melee] must be made for the target. If it fails, they are Knocked Out.

Unseen Assailant (3 AP, Extinguish Special Action): The Blackbird is able to sneak up on someone and silently render them Knocked Out. Unless someone is watching the target directly, no one will notice this has happened.


 

 

Shiv

Six inches of metal shoved through the eye will kill you just the same.

Shiv

Of Course I’m Unarmed (Passive Bonus): When the Blackbird has this weapon hidden on their person, tests made to discover or notice it are Flip to Fail.

A Chink in Their Armor (2 AP, Combat Action): If successful, ignore [Skill Ranks in Melee] of the Blackbird’s target’s Damage Threshold Modifier.

Revenge Is Best Served Preemptively (0 AP, Extinguish Reaction): After a foe successfully attacks the Blackbird but before Damage is resolved, Extinguish this card. Instead of the attack resolving, the foe is killed, and the Blackbird’s shiv is Ruined.


 

 

Sling

A weapon that never wants for ammunition.

Sling

Always at Hand (1 AP, Combat Action): The Blackbird loads and then attacks with their sling in one Action.

Cracked Pate (2 AP, Combat Action): The Blackbird attacks an opponent, and if they cause at least 1 level of Damage, the opponent is Disoriented for their next [Skill Ranks in Ranged] Turns.

I’ll Put Yer Eye Out (3 AP, Extinguish Special Action): Choose a target within up to twice the Blackbird’s [PB] strides of distance. They are Slain!.


 

 

Spear

The spear is as ancient as war itself.

Spear

A Wide Wound (Passive Bonus): Add Biting ([Skill Ranks in Melee]) Quality to this weapon when the Blackbird wields it.

Chain Eater (2 AP, Combat Action): If successful, this attack ignores the Damage Threshold Modifier of chainmail.

Impale (3 AP, Extinguish Special Action): The Blackbird impales their target, pinning them to whatever is behind them. They are Slain! or Helpless, Blackbird’s choice.


 

 

Staff

A most trusted, and easy to acquire, companion on the roads of Erebos.

Staff

Clever Rebuttal (Passive Bonus): Once the Blackbird has successfully parried a foe, all further Parries against that opponent cost 0 AP until the start of the Blackbird’s next Turn.

Pressing Argument (2 AP, Reaction): Parry an attack, and if it succeeds, the Blackbird automatically hits with a Melee Attack or Takedown against that foe.

Closing Statement (3 AP, Extinguish Action): The Blackbird may Parry all attacks against them or anyone adjacent to them for 0 AP until a number of Turns pass equal to their [Skill Ranks in Melee]. This includes Ranged Attacks and those that might otherwise be very difficult to Parry.


 

 

Throwing Dagger

A pointed blur of weighted metal.

Throwing Dagger

Push Dagger (Passive Bonus): The Blackbird may use this weapon as a Melee weapon and add Piercing ([Skill Ranks in Melee]) when doing so.

Not on My Watch (2 AP, Reaction): The Blackbird tosses a dagger to ward off a blow directed at an ally within [PB] strides, automatically parrying that blow.

Meaty Thunks (3 AP, Extinguish Special Action): Up to [Skill Ranks in Melee] Mortal foes who are up to twice [PB] strides away are Slain!.


 

 

War Hammer

Feared for good reason, the war hammer devastates both armor and flesh.

War Hammer

Bonecracker (Passive Bonus): Add [Skill Ranks in Melee] Injury dice when an attack threatens to injure an opponent. If an injury occurs, flip a coin to determine whether the attack causes Shattered Hand or Hobbled from the Grievous Injury chart.

Ruination (2 AP, Combat Action): If the Blackbird’s attack succeeds, deal [Skill Ranks in Melee] additional Damage dice.

Nothing Left but Red (3 AP, Extinguish Special Action): One foe Engaged with the Blackbird is brutally Slain!.