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Weapons

General Mechanics:
  • Crits: Any number within this range causes the weapon to do +50% damage (after adding modifiers).
  • Fails: If any number within this range is rolled (after adding modifiers), the weapon misses and does no damage. All negatives are fails as well.
  • #-Handed: The number of free hands required to wield the weapon.
  • [Stat] [Weapon Category]: The stated stat is the modifier which is added to the roll to hit. The weapon category determines crits and other benefits.
  • Damage: Damage is a flat number, which is affected by crits and fails, and often has a stat modifier added to it, which will be mentioned in the damage.
  • Range: The maximum range at which you can hit a target with the weapon. Projectile weapons have two numbers, the first being the max for a typical attack, the second being for a long range attack. The latter imposes major disadvantage to hit.
  • Weapon Types: These determine how the weapon functions, making it a ranged or melee weapon, changing its damage type, etc.
  • Reload: Some weapons take time to reload, in which case the stated time is how long it takes, or how many actions it takes. Unless otherwise specified, it is zero.
  • Actions: The amount of actions it takes to attack with a weapon. Unless otherwise specified, it is a single short action.
  • Average Price: What you can generally expect one to cost, though this can vary wildly.
  • [url:https://www.worldanvil.com/w/paradigm-robotics5/a/rarity-levels-article]
  • Rarity:
  • How common it is.
 

Weapon Types:

Melee: +1 Defense modifier   Ranged: Attacks from a distance, attacker does not get a chance to counterattack. Has two numbers, the first being the max for a typical attack, the second being for a long range attack. The latter imposes major disadvantage to hit.   Acute: Crits ignore defense.   Bludgeoning: Typical damage, some creatures are resistant or weak to it. Additionally, they give minor advantage when preventing people from approaching you when engaging at a distance.   Piercing: Those being attacked have their defense modifier halved during this attack.   Cleaving: Crits halve the armor of those being attacked during this attack.   Slashing: Typical damage, some creatures are resistant.   Heavy: Can’t be wielded by most small individuals.   Entangling Weapons: Instead of dealing damage, the attacker can choose to disarm or entangle the opponent.
  • Disarming: Works the same as regular disarming, with a few differences.
  • Major advantage when disarming an opponent with a large or oversized weapon.
  • Major disadvantage when disarming an opponent with a dagger weapon.
  • Range of the weapon instead of melee.
  • Entangling: Roll to hit. The opponent can dodge, but a defense roll has no effect. If successful, you’ve entangled the opponent and they are unable to move until you release them or they break free. Every turn they’re entangled, you must roll vs their strength roll. While entangled, this takes up your focus.
  Large Weapons:Unless otherwise specified, minor disadvantage is imposed for every meter inside of your max range your target is.
Example: Your grandsword has a range of 3 meters, and your opponent is 2 meters away. You have minor disadvantage as 3-2=1.   Oversized Weapons: A fail causes you to be stunned for one short action. This weapon also counts as a large weapon.  

Weapon Categories:

Unarmed:
  • Crits: 20+
  • Fails: 1
  • Strength score = Damage
  Swords:
  • Crits: 18+
  • +1 defense modifier
  Daggers:
  • Crits: 18+
  • While dual wielding, if either or both weapons are daggers, you may attack with both weapons with no penalty, their damage stacking. If you possess 3 or more arms, you may do the same so long as 1 or less of the weapons are not daggers.
  Bows:
  • Crits: 20+
  • Major disadvantage to hit when within 2 meters of a target. Does not apply to inanimate objects.
  Crossbows:
  • Crits: 21+
  • You may attack with both weapons if dual wielding
  Axes:
  • Crits: 16+
  Polearms:
  • Crits: 20+
  Staffs:
  • Crits: 17+
  Maces:
  • Crits: 16+
  • While dual wielding, if all weapons are maces, you may attack with each.
 

Ranged Weapons:

Shortbow:
  • 2-Handed Finesse Bow
  • Damage: 10 Strength
  • Range: 90/135m
  • Weapon Types: Piercing, Ranged
  • Fails: 1-6
  • Average Price: 115 Crests
  Longbow:
  • 2-Handed Finesse Bow
  • Damage: 14 Strength
  • Range: 180/230m
  • Weapon Types: Piercing, Ranged, Heavy
  • Fails: 1-8
  • Average Price: 135 Crests
  Crossbow:
  • 2-Handed Perception Crossbow
  • Reload: 1 Short
  • Damage: 12
  • Range: 75/450m
  • Weapon Types: Piercing, Ranged
  • Fails: 1-3
  • Average Price: 225 Crests
  Small Crossbow:
  • 1-Handed Perception Crossbow
  • Reload: 1 Short
  • Damage: 9
  • Range: 30/150m
  • Weapon Types: Piercing, Ranged
  • Fails: 1-3
  • Average Price: 185 Crests
  Ansᵾz: A metal 4-limbed bow, extremely difficult to draw, and unusable to most (requires +6 strength). Used by the now extinct Titan Mycotans.
  • 2-Handed Strength Bow
  • Damage: _ Strength
  • Weapon Types: Piercing, Ranged, Heavy
  • Range: /270m
  • Fails:
  • Actions: 1 Long
  • Average Price:
  • Rarity: Legendary
  Ansli: A bow with 3 to 4 limbs, 4 limbs is traditional but 3 is more common. Used by Mycotans. A two limb bow was not possible with the weak wood of the Below.
  • 2-Handed Finesse Bow
  • Damage: _ Strength
  • Range: /100m
  • Weapon Types: Piercing, Ranged
  • Fails:
  • Average Price:
  Slansli: A bow formed from two blades with a grip in the middle. Made of Slinium. Can be separated into two shortswords, though it takes time to reattach. Used by Deepslimes. Recurve bow.
  • 1-Handed Finesse Sword x2 / 2-Handed Finesse Bow
  • Mode Swap: Long Action
  • Damage: 8 / 9 Strength
  • Range: 1 Meter / 75/120m
  • Weapon Types: Slashing/Piercing, Melee/Ranged
  • Fails: 1-2 / 1-7
  • Average Price: 235 Crests
  • Rarity: Rare
  Songbow: A weapon capable of both firing arrows and playing a tune.
  • 2-Handed Finesse Bow
  • Damage: 9 Strength
  • Range: 75m
  • Weapon Types: Piercing, Ranged
  • Fails: 1-7
  • Average Price:
  Throwing Dagger:
  • 1-Handed Agility Weapon
  • Damage: 9 Strength
  • Range: 8/45m
  • Weapon Types: Acute, Ranged
  • Fails: 1-8
  • Average Price: 25 Crests
  Throwing Axe:
  • 1-Handed Agility Weapon
  • Damage: 11 Strength
  • Range: 6/18m
  • Weapon Types: Ranged, Cleaving
  • Fails: 1-10
  • Average Price: 60 Crests
  Mechanized Bow (Gemforged): A metal bow that uses magic to assist drawing it, giving it a greater draw weight.
  • 2-Handed Finesse Bow
  • Damage: 20
  • Range: /250m
  • Weapon Types: Piercing, Ranged
  • Fails: 1-3
  • Average Price:
  • Max Charge: 360 Shots
  Auto-Crossbow (Gemforged): A crossbow which reloads itself with an internal mechanism.
  • 2-Handed Perception Crossbow
  • Reload: 1 Long Action, only needed every 8th arrow.
  • Damage: 17
  • Range: 75/450m
  • Weapon Types: Piercing, Ranged
  • Fails: 1-3
  • Average Price: 295 Crests
  • Max Charge: 800 Reloads
  Arbalest Type-S (Gemforged): A long metal crossbow that is able to pull back its very heavy metal bow with great mechanical strength. Excellent over long distances, though unwieldy in combat. Can fire two shots before reloading.
  • 2-Handed Perception Crossbow
  • Reload: 2 Long Actions
  • Damage: 28 Strength
  • Range: 250/330m
  • Weapon Types: Piercing, Ranged, Heavy
  • Fails: 1-11
  • Actions: 1 Long
  • Sniper: Crits increase damage by x2 instead of x1.5
  • Average Price:
  • Max Charge: 250 Shots
 

Melee Weapons:

Rapier:
  • 1-Handed Finesse Sword
  • Damage: 9 Strength
  • Range: 1 Meter
  • Weapon Types: Acute, Melee
  • Fails: 1-2
  • Average Price:
  Saber:
  • 1-Handed Finesse Sword
  • Damage: 13 Strength
  • Range: 1 Meter
  • Weapon Types: Slashing, Melee
  • Fails: 1-2
  • Average Price: 100 Crests
  Shortsword:
  • 1-Handed Finesse Sword
  • Damage: 12 Strength
  • Range: 1 Meter
  • Weapon Types: Slashing, Melee
  • Fails: 1
  • Average Price: 85 Crests
  Longsword:
  • 1- or 2-Handed Finesse Sword
    • If small, you may not wield it 1-handed
  • Damage: 14 Strength, 16 with two hands
  • Range: 1 Meter
  • Weapon Types: Slashing, Melee,
  • Fails: 1-3
  • Average Price: 110 Crests
  Broadsword:
  • 2-Handed Finesse Sword
  • Damage: 18 Strength
  • Range: 1 Meter
  • Weapon Types: Slashing/Bludgeoning, Melee, Heavy
  • Fails: 1-4
  • Average Price: 160 Crests
    Greatsword:
  • 2-Handed Strength Sword
  • Damage: 20 Strength
  • Range: 2 Meters
  • Weapon Type: Slashing/Cleaving, Melee, Large, Heavy
  • Fails: 1-6
  • Average Price: 210 Crests
    Grandsword: Longer, thicker, and heavier than a greatsword. It can only be lifted by someone with great strength (+6) and weight. About 3 meters long on average.
  • 2-Handed Strength Sword
  • Damage: 26 Strength
  • Range: 3 Meters
  • Damage Type: Slashing/Cleaving, Melee, Oversized, Heavy
  • Fails: 1-8
  • Average Price: 320 Crests
    Kusarigama:
  • 2-Handed Finesse Weapon
  • Damage: 14 Agility
  • Range: 1 Meter / 4m
  • Damage Type: Slashing/Entangling, Melee/Ranged
  • Crits: 18+
  • Fails: 1-8
  • Average Price:
    Dagger:
  • 1-Handed Finesse Dagger
  • Damage: 9 Strength
  • Range: 0.5 Meters
  • Weapon Types: Acute, Slashing, Melee
  • Fails: 1-3
  • Average Price: 45
    Staff:
  • 2-Handed Finesse Staff
  • Damage: 6 Strength
  • Range: 1 Meter
  • Weapon Types: Bludgeoning, Melee
  • Fails:
  • Average Price:
    Bladed Staff:
  • 2-Handed Finesse Staff
  • Damage: 6/10 Strength
  • Range: 1 Meter
  • Weapon Types: Bludgeoning/Slashing, Melee
  • Fails: 1-4
  • Average Price:
    Lantern Shield:
  • 1-Handed Strength Shield
  • Damage: _ Strength
  • Range: 1 Meter
  • Weapon Types: Shield, Slashing, Melee
  • Fails:
  • Average Price:
    Aegis Blade (Gemforged): An oddly thick broadsword that can expand into a shield. It is fairly heavy
  • 2-Handed Strength Sword / 2-Handed Strength Shield
  • Mode Swap: Short Action
  • Sword Mode:
  • Damage: 17 Strength
  • Range: 1 Meter
  • Fails: 1-4
  • Weapon Types: Bludgeoning/Slashing, Melee, Heavy
  • Shield Mode:
  • +8 Defense
  • -3 Agility
  • -3 Finesse
  • Average Price:
    Skaggers: Short, bladed poles that can support the weight of a human, allowing for an unusual style of knuckle walking oriented combat. From Lefferington.
  • Dual-wielded Agility Daggers
  • Damage: _ Agility
  • Range: 1 Meter
  • Weapon Types: Slashing
  • Fails:
  • Average Price:
    Axe:
  • 2-Handed Strength Axe
  • Damage: 12 Strength
  • Range: 1 Meter
  • Weapon Types: Cleaving, Melee, Heavy
  • Fails: 1-6
  • Average Price:
    Handaxe:
  • 1-Handed Strength Axe
  • Damage: 8 Strength
  • Range: 1 Meter
  • Weapon Types: Cleaving, Melee
  • Fails: 1-4
  • Average Price: 80
    Halberd:
  • 2-Handed Strength Polearm
  • Damage: 15 Strength
  • Range: 2 Meters
  • Weapon Types: Cleaving, Melee, Heavy
  • Fails: 1-9
  • Average Price:
    Spear:
  • 2-Handed Finesse Polearm
  • Damage: 10 Strength
  • Range: 2 Meters
  • Weapon Types: Piercing, Melee
  • Fails: 1-5
  • Average Price:
  Javelin
  • 1-Handed Finesse Polearm / 1-Handed Strength Polearm
  • Damage: 9 Strength / 10 Strength
  • Range: 2 Meters / 10/40m
  • Weapon Types: Piercing, Melee/Ranged
  • Fails: 1-6 / 1-8
  • Average Price:
  Trident: Minor advantage against swimming creatures.
  • 2-Handed Finesse Polearm
  • Damage: 6 Strength
  • Range: 2 Meters
  • Weapon Types: Piercing, Melee
  • Fails: 1-5
  • Average Price:
  Lance     Warhammer:
  • 2-Handed Strength Polearm
  • Damage: 16 Strength
  • Range: 2 Meters
  • Weapon Types: Bludgeoning/Piercing, Melee
  • Fails: 1-9
  • Average Price:
  Mace:
  • 1-Handed Strength Mace
  • Damage: 9 Strength
  • Range: 1 Meter
  • Weapon Types: Bludgeoning, Melee
  • Fails: 1-2
  Flail:
  • 1-Handed Finesse Mace
  • Damage: 12 Finesse
  • Range: 1 Meter
  • Weapon Types: Bludgeoning, Melee
  • Fails: 1-5
  Morningstar:
  • 1-Handed Strength Mace
  • Damage: 9 Strength
  • Range: 1 Meter
  • Weapon Types: Bludgeoning/Slashing, Melee
  • Fails: 1-2
  Eveningstar: A baton-like weapon, held in such a way that one end lines the back of the wielder’s forearm. Its tip is similar to a morningstar, and its base has a sharp spike to bring down upon a prone opponent.
  • 1-Handed Strength Mace
  • Damage: 11 Strength
  • Range: 1 Meter
  • Weapon Types: Bludgeoning/Slashing/Piercing, Melee
  • Fails: 1-4
  Sun-Staff: A double-ended morningstar.
  • 2-Handed Strength Staff
  • Damage: 12 Strength
  • Range: 1 Meter
  • Weapon Types: Bludgeoning/Slashing, Melee
  • Fails: 1-3
  • Average Price:
  Nunchucks: On a fail, you take 1D4 bludgeoning damage.
  • 2-Handed Finesse Weapon
  • Damage: 9 Strength
  • Range: 1 Meter
  • Weapon Types: Bludgeoning, Melee
  • Fails: 1-9
  Improvised Weapons:
  • 1 to 2-handed Strength Weapon
  • Damage: 3 to 7
  • Range: Variable
  • Weapon Types: Variable
  • Fails: 1-12
 

Weapon Materials & Variants:

Wooden: Bladed weapons may be made wooden to be used as practice weapons, halving their damage and changing it to bludgeoning.   Silver: Any metal weapon may be made silver, increasing its price and making its damage antimagical in addition to its other properties. Additionally, silver weapons can not be enchanted.   Prismir: Any metal weapon may be made prismir, increasing its price drastically and making its damage antimagical in addition to its other properties. Prismir weapons deal double damage to creatures weak or very weak to antimagical damage. Additionally, prismir weapons can not be enchanted.   Blunt Arrow: A flatheaded arrow that deals bludgeoning damage rather than piercing.   Potion Arrows: Arrows with hollow glass heads, they can be filled with 15 ml of a potion to gain its effects when penetrating a target. Single-use.   Potion Knife: A knife with a hollow glass blade, it can be filled with 30 ml of a potion to gain its effects when stabbing or slashing a target. Single-use.

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Cover image: by Robotics5

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