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MEATY BONES ARMS & EQUIPMENT

WEAPONS

Basic Weapons (1 slot)

  • Cudgel

    Cost: 5. Melee and Aimed Weapon. Throw: 10 feet. Damage: 1d8 Bludgeon
  • Dagger

    Cost: 5. Melee and Aimed Weapon. Throw: 30 feet. Damage: 1d4 Piercing
  • Hand Axe

    Cost: 5. Melee and Aimed Weapon. Throw: 20 feet. Damage: 1d6 Slashing
  • Shortsword

    Cost: 5. Melee Weapon. Damage: 1d6 Piercing or Slashing

One-Hand Weapons (2 slots)

  • Longsword

    Cost: 10. Melee Weapon. Damage: 1d8 Slashing
  • Mace

    Cost: 10. Melee Weapon. Damage: 2d8 Bludgeon
  • Spear

    Cost: 10. Melee Weapon. Damage: 1d6 Piercing
  • Staff

    Cost: 10. Melee Weapon. Reach. Damage: 1d6 Bludgeon

Two-Hand Weapons (3 slots)

  • Battle Axe

    Cost: 20. Melee weapon. Reach: 5 feet. Damage: 2d8 Slashing
  • Trident

    Cost: 20. Melee weapon. Reach: 5 feet. Damage: 2d8 Piercing
  • War Hammer

    Cost: 20. Melee weapon. Reach: 5 feet. Damage: 2d8 Bludgeon

Reach Weapons (3 slots)

  • Halberd

    Cost: 20. Melee weapon. Reach: 10 feet. Damage: 2d8 Slashing
  • Lance

    Cost: 20. Melee weapon. Reach: 10 feet. Damage: 2d8 Piercing

  • War Bar

Cost: 20. Melee weapon. Reach: 10 feet. Damage: 2d8 Bludgeon

Missile Weapons

  • Sling

    1 Slot. 3 shots per turn. Cost: 5. Range weapon. Distance: 60 feet. Damage: 1d4 Bludgeon. Ammo: 1 Slot. Pouch (cost 10) of 20 Stones (cost 5).
  • Hand Crossbow

    1 Slot. 1 shot per turn. Cost 30. Range weapon. Distance: 60 feet. Damage: 1d6 Piercing. Ammo: 1 Slot. Quiver (cost 5) of 20 Darts (cost 10)
  • Bow

    2 Slots. 2 shots per turn. Cost: 15. Range weapon. Distance: 120 feet. Damage: 1d10 Piercing. Ammo: 1 Slot. Quiver (cost 10) of 20 Arrows (cost 10).
  • Crossbow

    3 Slots. 1 shot per turn. Cost: 60. Range weapon. Distance: 90 feet. Damage: 2d8 Piercing. Ammo: 1 Slot. Quiver (cost 10) of 20 Quarrels (cost 20)
 

LITTLE WEAPONS

These weapons take up the stated slot(s) for Small or Tiny folks and 1 less slot for those Medium or bigger. If this reduces the slot to 0, this means they can be stacked up to 5 in a single slot for the Medium or bigger folks.

Little Basic Weapons (1 slot)

  • Little Cudgel

    Cost: 5. Melee and Aimed Weapon. Throw: 10 feet. Damage: 1d6 Bludgeon
  • Little Dagger

    Cost: 5. Melee and Aimed Weapon. Throw: 30 feet. Damage: 1d2 Piercing
  • Little Hand Axe

    Cost: 5. Melee and Aimed Weapon. Throw: 20 feet. Damage: 1d4 Slashing
  • Little Shortsword

    Cost: 5. Melee Weapon. Damage: 1d4 Piercing or Slashing.

Little One-Hand Weapons (2 slots)

  • Little Longsword

    Cost: 10. Melee Weapon. Damage: 1d6 Slashing
  • Little Mace

    Cost: 10. Melee Weapon. Damage: 1d8 Bludgeon
  • Little Spear

    Cost: 10. Melee Weapon. Damage: 1d4 Piercing
  • Little Staff

    Cost: 10. Melee Weapon. Reach. Damage: 1d4 Bludgeon

Little Two-Hand Weapons (3 slots)

  • Little Battle Axe

    Cost: 20. Melee weapon. Reach: 5 feet. Damage: 1d10 Slashing
  • Little Spear

    Cost: 20. Melee weapon. Reach: 5 feet. Damage: 1d10 Piercing
  • Little War Hammer

    Cost: 20. Melee weapon. reach: 5 feet. Damage: 1d10 Bludgeon

Little Reach Weapons (3 slots)

  • Little Halberd

    Cost: 20. Melee weapon. Reach: 10 feet. Damage: 1d10 Slashing
  • Little Lance

    Cost: 20. Melee weapon. Reach: 10 feet. Damage: 1d10 Piercing
  • Little War Bar

    Cost: 20. Melee weapon. Reach: 10 feet. Damge: 1d10 Bludgeon

Little Missile Weapons

  • Little Sling

    Cost: 5. Range weapon. Distance 30 feet. Damage: 1d2 Bludgeon. Ammo: Pouch (cost 10) of 20 Little Stones (cost 5)
  • Little Hand Crossbow

    1 slot. 1 shot per turn. Cost: 30. Range weapon. Distance: 30 feet. Damage: 1d4 Piercing. Ammo: Quiver (cost 10) of 20 Little Darts (cost 10)
  • Little Bow

    2 Slots. 2 shots per turn. Cost: 15. Range weapon. Distance: 60 feet. Damage: 1d6 Piercing. Ammo: 1 Slot. Quiver (cost 10) of 20 Little Arrows (cost 10).
  • Little Crossbow

    3 Slots. 1 shot per turn. Cost: 60. Range weapon. Distance: 45 feet. Damage: 1d10 Piercing. Ammo: 1 Slot. Quiver (cost 10) of 20 Little Quarrels (cost 20)
 

BIG WEAPONS

Big Basic Weapons

These weapons take up 1 slot for Large or bigger folks and 2 slots for those less than large sized.
  • Big Cudgel

    Cost: 10. Melee and Aimed Weapon. Throw: 10 feet. Damage: 2d6 Bludgeon
  • Big Dagger

    Cost: 10. Melee and Aimed Weapon. Throw: 30 feet. Damage: 1d6 Piercing
  • Big Hand Axe

    Cost: 10. Melee and Aimed Weapon. Throw: 20 feet. Damage: 1d8 Slashing
  • Big Shortsword

    Cost: 10. Melee Weapon. Damage: 1d8 Piercing or Slashing

Big One-Hand Weapons

These weapons take up 2 slot for Large or bigger folks and 3 slots for those less than large sized.
  • Big Longsword

    Cost: 20. Melee Weapon. Damage: 2d6 Slashing
  • Big Mace

    Cost: 20. Melee Weapon. Damage: 2d8 Bludgeon
  • Big Spear

    Cost: 20. Melee Weapon. Damage: 1d8 Piercing
  • Big Staff

    Cost: 20. Melee Weapon. Reach. Damage: 1d8 Bludgeon

Big Two-Hand Weapons

These weapons take up 3 slot for Large or bigger folks and 4 slots for those less than large sized.
  • Big Battle Axe

    Cost: 40. Melee Weapon. Reach: 10 feet. Damage: 3d8 Slashing
  • Big Spear

    Cost: 40. Melee Weapon. Reach: 10 feet. Damage: 3d8 Piercing
  • Big War Hammer

    Cost: 40. Melee weapon. Reach: 10 feet. Damage: 3d8 Bludgeon

Big Reach Weapons

These weapons take up 3 slot for Large or bigger folks and 4 slots for those less than large sized.
  • Big Halberd

    Cost: 40. Melee weapon. Reach: 15 feet. Damage: 3d8 Slashing
  • Big Lance

    Cost: 40. Melee weapon. Reach: 15 feet. Damage: 3d8 Slashing
  • Big War Bar

    Cost: 40. Melee weapon. Reach: 15 feet. Damage: 3d8 Bludgeon

Big Missle Weapons

These weapons take up the stated slots for Large or bigger folks and one additional slot for those less than large sized.[
  • Big Sling

    1 Slot. 3 Shots per turn. Cost: 10. Range weapon. Distance 60 feet. Damage: 1d6 Bludgeon. Ammo: 1 Slot Pouch (cost 20) of 20 Big Stones (cost 10)
  • Big Hand Crossbow

    1 slot. 1 shot per turn. Cost: 60. Range weapon. Distance: 60 feet. Damage:1d10 Piercing. Ammo: 1 slot. Quiver (cost 10) of 20 Big Darts (cost 20)
  • Big Bow

    2 Slots. 2 shots per turn. Cost: 30. Range weapon. Distance: 220 feet. Damage: 2d8 Piercing. Ammo: 1 Slot. Pouch (cost 20) of 20 Big Arrows (cost 20)
  • Crossbow

    3 Slots. 1 shot per turn. Cost: 120. Range weapon. Distance: 125 feet. Damage: 3d8 Piercing. Ammo: 1 Slot. Quiver (cost 20) of 20 Big Quarrels (cost 40)
 

TOXINS

Using toxins is a hazardous business. If one is not trained to use them, applying them or using them requires UNLUCKY ROLLS. The more potent a toxin, the riskier they are to use. Many toxins have a level requirement to be used. If the user is below that requirement, they add a -5 penalty to their UNLUCKY ROLLS to use it. The USE TOXINS special ability negates the UNLUCKY ROLLS penaly but not the the level requirement.  

Drops

Snorrtox Drops

At Level 1, the Knave does not move on a turn to applies Poison on up to three ammo or into a drink/food. They then make an Intelligence Roll: 13 to apply Snorrtox, Sleep for 10 minutes (Constitution Roll: 13 to save) to each piece of ammo. The poison leaves any ammo not used during the turn applied. If the Knave fails the roll to apply the poison, they must make a Constitution Roll: 13 or fall asleep for 10 minutes. Cost: 100cp for 4 uses.  

Swilltox Drops

At Level 3, the Knave does not move on a turn to applies Poison on up to three ammo or into a drink/food. They then make an Intelligence Roll: 15 to apply Swilltox, adding 1d6 Poison Damage to each piece of ammo. On a successful hit, the target on each of their turns must then make a Constitution Roll: 15 or take an addtional 1d4 Poison damage. The poison leaves any ammo not used during the turn it was applied. If the Knave fails the roll to apply the poison, they do 1d6 poison damage to themselves then, on each of their turns, the Knave must make a Constitution Roll: 15 or take 1d4 posion damage. Cost: 300cp for 4 uses.  

Master's Snorrtox Drops

At Level 7, the Knave does not move on a turn to applies Poison on up to three ammo or into a drink/food. They then make an Intelligence Roll: 16 to apply Master's Snorrtox, Sleep for 10 minutes (Constitution Roll: 16 to save) to each piece of ammo. The poison leaves any ammo not used during the turn applied. If the Knave fails the roll to apply the poison, they must make a Constitution Roll: 16 or fall asleep for 10 minutes. Cost: 700cp for 4 uses.  

Ventox Drops

At Level 10, the Knave does not move on a turn to applies Poison on up to three ammo or into a drink/food. They then make an Intelligence Roll: 15 to apply Ventox, adding 2d6 Poison Damage to each piece of ammo. On a successful hit, the target on each of their turns must then make a Constitution Roll: 18 or take an addtional 1d6 Poison damage. The poison leaves any ammo not used during the turn it was applied. If the Knave fails the roll to apply the poison, they do 2d6 poison damage to themselves then, on each of their turns, the Knave must make a Constitution Roll: 18 or take 1d6 posion damage. Cost: 1000cp for 4 uses.  

Grand Master's Snorrtox Drops

At Level 14, the Knave does not move on a turn to applies Poison on up to three ammo or into a drink/food. They then make an Intelligence Roll: 19 to apply Grand Master's Snorrtox, Sleep for 10 minutes (Constitution Roll: 19 to save) to each piece of ammo. The poison leaves any ammo not used during the turn applied. If the Knave fails the roll to apply the poison, they must make a Constitution Roll: 19 or fall asleep for 10 minutes. Cost: 1400cp for 4 uses.  

Deathtox Drops

At Level 17, the Knave does not move on a turn to applies Poison on up to three ammo or into a drink/food. They then make an Intelligence Roll: 15 to apply Deathtox, adding 3d6 Poison Damage to each piece of ammo. On a successful hit, the target on each of their turns must then make a Constitution Roll: 21 or take an addtional 1d8 Poison damage. The poison leaves any ammo not used during the turn it was applied. If the Knave fails the roll to apply the poison, they do 3d6 poison damage to themselves then, on each of their turns, the Knave must make a Constitution Roll: 21 or take 1d8 posion damage. Cost 1700cp for 4 uses.

Laquers

Snorrtox Laquer

At Level 1, the Knave does not move on a turn to applies Poison on up to three ammo. They then make an Intelligence Roll: 13 to apply Snorrtox, Sleep for 10 minutes (Constitution Roll: 13 to save) to each piece of ammo. The poison leaves any ammo not used during the turn applied. If the Knave fails the roll to apply the poison, they must make a Constitution Roll: 13 or fall asleep for 10 minutes. Cost: 100cp for 4 uses.  

Fangtox Laquer

At Level 1, the Knave spends 1 hour and makes an Intelligence Roll: 15 to apply Fangtox Laquer to a melee weapon, adding 1d4 Acid damage. It will remain on the weapon throughout one combat encounter or falls off if the weapon is not used that day. If the Knave fails that roll, they do 1d4 acid damage to themselves and the Laquer fails to be applied. Cost: 100cp for 4 uses.  

Steelytox Laquer

At Level 7, the Knave spends 1 hour and makes an Intelligence Roll: 18 to apply Steelytox Laquer to a melee weapon, adding 3d4 Acid damage. It will remain on the weapon throughout one combat encounter or falls off if the weapon is not used that day. If the Knave fails that roll, they do 3d4 acid damage to themselves and the Laquer fails to be applied. Cost: 700cp for 4 uses.  

Master's Snorrtox Laquer

At Level 7, the Knave does not move on a turn to applies Poison on up to three ammo. They then make an Intelligence Roll: 16 to apply Master's Snorrtox, Sleep for 10 minutes (Constitution Roll: 16 to save) to each piece of ammo. The poison leaves any ammo not used during the turn applied. If the Knave fails the roll to apply the poison, they must make a Constitution Roll: 16 or fall asleep for 10 minutes. Cost: 700cp for 4 uses.  

Kwikkiltox Laquer

At Level 14, the Knave spends 1 hour and makes an Intelligence Roll: 21 to apply Kwikkiltox Laquer to a melee weapon, adding 5d4 Acid damage. It will remain on the weapon throughout one combat encounter or falls off if the weapon is not used that day. If the Knave fails that roll, they do 5d4 acid damage to themselves and the Laquer fails to be applied. Cost: 1400cp for 4 uses.  

Grand Master's Snorrtox Laquer

At Level 14, the Knave does not move on a turn to applies Poison on up to three ammo. They then make an Intelligence Roll: 19 to apply Grand Master's Snorrtox, Sleep for 10 minutes (Constitution Roll: 19 to save) to each piece of ammo. The poison leaves any ammo not used during the turn applied. If the Knave fails the roll to apply the poison, they must make a Constitution Roll: 19 or fall asleep for 30 minutes. Cost 1400cp for 4 uses.


Cover image: Training by ArtCoreStudios

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