WEAPONS
Starting Weaponry
HAND CROSSBOW Missile Weapon. Range: 6 Squares. Damage: 1D4 Pierce and Bane: -1 Trick Point each turn for the next 2 turns, does not stack. This is a very small crossbow that can be drawn from a sheath. Requires 1 Trick Point to load one Dart. VALUE: 10 Gold
- DART a crossbow dart no longer than 6 inches (15.24 cm) used with a Hand Crossbow. VALUE: 2 Copper or 6 for 1 Silver
- SLING BULLET a shaped stone used with a Sling. VALUE: 1 Copper or 12 for 1 Silver
DAGGER One Hand Weapon. Damage: 1D4 Slash and Bane: -1 HP for the next 2 turns. VALUE: 2 Gold
LIGHT HAMMER One Hand Weapon. Damage: 1D4 Blunt and Bane: Stun until the end of next turn. VALUE: 2 Gold
MAGE STAFF Two Hand Weapon. Damage: 1D4 Blunt and Bane: Stun until the end of next turn. VALUE: 2 Gold
SPEAR Two Hand/ Missile Weapon. Range: 6 Squares. Damage: 1D6 Pierce and Bane: -1 Trick Point for the next 2 turns, does not stack. VALUE: 2 Gold
THROWING KNIFE One Hand Missle Weapon. Range: 3 Squares. Damage: 1D4 Pierce and Bane: -1 Trick Point for the next 2 turns. VALUE: 5 Silver or 3 for 1 Gold
WHIP Reach Weapon. Distance: 2-3 Squares. Damage: 1D4 Slash and Bane: -1 HP for the next 2 turns. VALUE: 2 Gold
Comments