Weapons in Thedastria | World Anvil
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Weapons

Weapons, Armor, & Gear

Adventurer is not a safe occupation. Sooner or later you’ll find yourself cornered by rampaging darkspawn. When that happens, you’ll want a good weapon in your hand. It’s also important that you be trained in the weapon’s use. If you’re not, you’d be better off trying harsh language.  
 

Weapon Training

As discussed in Pony Creation, weapons are broken down into weapon groups, in which you receive training through your class. If you are trained in a weapon group, you can use any weapon in that group that you are strong enough to wield (see Weapon Details, following). If you are untrained in a weapon group, however, you take a downgrade penalty on attack rolls and inflict half damage (rounded down) when using a weapon from that group. If it’s a missile weapon, the range is cut in half as well.  

Weapon Details

The Weapons table summarizes the game statistics for the most common weapons in Thedastria. They are broken down by weapon group and the governing ability is noted in parentheses. The first entry, for example, is Axes Group (Body). When you attack with a weapon from this group, it’s a Special Skill: Axes test.   The following details are provided for each weapon:  
Cost
The weapon’s price in silver bits.
 
Damage
This is the weapon’s damage die. When you hit an enemy, you inflict this amount of damage plus the roll of your Body die if you are trained in the weapon group. If you are untrained, damage is halved (rounded down). Weapons from the Bows Group roll Mind instead of Body.
 
Minimum Body
Some weapons are heavy and/or difficult to wield. You must have the minimum Body listed to use a weapon effectively. If you don’t, the weapon only inflicts 1d6–1 damage.
 

Weapons Table

Axes Group

Weapon Damge Min. Body Cost
Battle Axe 2d6 D6 1400
Throwing Axe 1d6 D6 1000
Two-hoofed Axe 3d6 D10 2000

Bludgeons Group

Weapon Damge Min. Body Cost
Mace 2d6 D6 1200
Maul 1d6 D6 1400
Two-hoofed Maul 2d6 D10 1900

Bows Group

Weapon Damge Min. Mind Cost
Crossbow 2d6 D6 2000
Long Bow 1d6 D6 1500
Short Bow 1d6 D4 900

Bucking Group

Weapon Damge Min. Body Cost
Hoof 1d3 - -
Improvised Weapon 1d6 - -
Fighting Horseshoe 1d3 - 400

Dueling Group

Weapon Damge Min. Body Cost
Rapier 1d6 D4 1800
Sabot Gauche 1d6 - 1100
Spiked Buckler 1d6 D4 1500

Heavy Blades Group

Weapon Damge Min. Body Cost
Bastard Sword 2d6 D8 2000
Longsword 2d6 D6 1800
Two-hoofed Sword 3d6 D10 2300

Lances Group

Lance weapons are meant to be used while mounted. When used on hoof, they count as improvised weapons.
Weapon Damge Min. Body Cost
Heavy Lance 2d6 D10 2000
Jousting Lance 1d6 D4 600
Light Lance 1d6 D6 1200

Light Blades Group

Weapon Damge Min. Body Cost
Dagger 1d6 - 900
Shortsword 1d6 D4 1400
Throwing Knife 1d6 - 1000

Pole Weapons Group

All pole weapons are two-hoofed weapons.
Weapon Damge Min. Body Cost
Glaive 2d6 D6 2300
Halberd 2d6 D10 2500
Military Fork 2d6 D8 1800

Spears Group

Weapon Damge Min. Body Cost
Short Spear 1d6 D4 1200
Throwing Spear 1d6 D4 1200
Two-hoofed Spear 2d6 D6 2000

Staves Group

Weapon Damge Min. Body Cost
Club 1d6 - 100
Morningstar 1d6 D6 1100
Quarterstaff 1d6 - 300

Ammunition

Weapon Cost
Arrows (20) 200
Bolts (20) 300

Ranged Weapons

You can make ranged attacks with ranged weapons. These are weapons you either shoot at or throw at opponents. Due to the nature of ranged combat, these weapons require a few more details. Like, if you’re trying to hit something extremely far away, you will need to downgrade your attack die.   You will also need to reload these weapons to use again. Only the crossbow will take a major action to reload; everything else uses a minor action. These times can be lessened with certain talents.  

Weapon Descriptions

Descriptions of the various weapons follow. Sometimes a weapon may represent a category of similar weapons. This is noted in the text.

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