Weapons
Weapon Design
Weapons are created using a point buy system to determine their statistics and special properties. Every weapon gains 10 points using the bottom table to determine their Damage Dice, Crit Range, Crit Rating, and Special Properties. Before building your weapon you choose a weapon group, that determines some things about your weapon. Restricted Properties (Properties marked with an [R]) can be taken only if they are listed in that weapon group. Some weapons have statlines different from anything listed below, and those require Rare Weapon Training. If you take Rare Weapon Training at Creation or for a weapon you design yourself, you gain 3 extra points, and may buy one restricted property not available to your group (Except Firearm). All Weapons are One Handed at Base unless noted otherwise. Negative Costs give you points back.Basic Weapon Rules
All Characters can make a basic Unarmed Attack that deals 2d6 damage with a 20xRank Bonus crit profile by default. Taking Martial Arts allows them to change their unarmed attack to design the unarmed strikes as if they were a normal weapon. Natural Weapon statistics are determined by the chart on Natural Attacks, if the characters race gives them a natural weapon with a special property they can not take that property again. Weapon Groups marked (Ranged) require Ammunition to fire. Weapons have a single damage types as appropriate to the weapon for free, secondary damage types can be taken with a weapon property. A weapon with Magical Ammunition may use one of the four primary elementals as well.Weapon Proficiency
You can be considered proficient with any basic weapon within a weapon group that you have at least apprentice skill rank in. If you are not trained within a weapons skill group and still attempt to use the weapon you gain disadvantage on any attacks made with this weapon including critical confirmations. It is impossible to negate this disadvantage from non proficiencyRare Weapon Proficiency
If you take the Rare Weapon Training talent or otherwise gain access to a rare weapon from training you are considered proficient with only that specific rare weapon. If you find a different rare weapon you do not have proficiency even if the rare weapon is in the same weapon group as your other rare weapon and you will have to find a trainer or purchase the rare weapon training talent for the new weapon. Finally if you attempt to use a rare weapon without proficiency in addition to disadvantage with attacks the weapon also critically misses on a 3 or lower.Improvised Weapons
Sometimes you will find yourself in a situation that you do not have access to any proper weapons and you will have to improvise with objects around you. Improvised weapons can be within different weapon groups depending on the object being used, for example a broken bottle might be a light blade while a tree branch is probably primitive. These weapons only have 4 points to design them and some may be forced to take specific negative qualities such as a glass bottle having to take the fragile quality. In addition unless you have a talent or ability that says otherwise you are always considered not proficient with improvised weapons.Splash Weapons
Splash weapons are a special type of weapon that doesn't belong to any specific weapon group but is most commonly used with thrown and mage weapons. This category of weapon is commonly attributed to specific weapons or abilities like bombs or a vial of acid. These weapons usually deal damage to a specific target and a lesser amount of damage to surrounding targets, it is also common for these weapons to target touch ACWeapon Groups
Weapon groups are broken down into two categories, the master category and the sub category. The master category determines what group benefits the weapon subcategories have access to. In addition weapons within the master category share overlap in training. Skill ranks in one subcategory gives half the rank bonus to all other weapon skills within the master category if untrained. Additionally certain talents and abilities such as weapon focus and training apply to all weapons in the master category. Restricted weapon properties and property cost alterations are still based on the subcategory of specific weapon skills.Weapon Group Benefits
As mentioned above the skill rank benefits of a weapon group is based on the master category of the weapons, with every weapon in that category able to use the chosen benefit. Each master group provides a single benefit chosen from three at apprentice, professional, and grandmaster rank in a skill within that category.Weapon Group Rules
Blades
Heavy Blades
Weapon Weight
The starting weight for these weapons is 8lbs.Property Access
This weapon group has access to the sundering and cleaving restricted properties.Special Rules
This weapon group has no additional special rules.Light Blades
Weapon Weight
The starting weight for these weapons is 4lbs.Property Access
This weapon group has access to the light restricted properties.Special Rules
The light property costs 0 points for this weapon group. Additionally increases to the damage track start at 1 point higher, however crit rating costs 1 less to start.Skill Rank Benefits
Blade BenefitsApprentice
Deep Cuts - If you critically threaten but do not confirm, you still apply half the appropriate critical effect.
Hidden Edge - Gain half your rank bonus in the weapon skill to sleight of hand checks to conceal weapons in this category.
Close at Hand - When you would take the recovery action or another similar action, grabbing or drawing weapons from this category is a free action.
Professional
Pinpoint - Add rank bonus to precision damage.
Insistent - Enemies take half your rank bonus as a penalty to parry attacks made with these weapons.
Razor Sharp - You increase the critical rating of these weapons by half your rank bonus with the weapon.
Grandmaster
Cutting Edge - Roll weapon damage dice twice and take the better result when dealing damage.
Deadly Touch - Coup De Grace and Death attacks with these weapons deal 2.5 times damage instead of double.
Clean Cuts - You gain a +1 damage per weapon damage die on consecutive attacks made against the same target. This has a cap equal to half your rank bonus with the weapon.
Impacting
Axes
Weapon Weight
The starting weight for these weapons is 6lbs.Property Access
This weapon group has access to the light and cleaving restricted properties.Special Rules
This weapon group has no additional special rules.Hammers
Weapon Weight
The starting weight for these weapons is 8lbs.Property Access
This weapon group has access to the sundering and light restricted properties.Special Rules
This weapon group has no additional special rules.Flails
Weapon Weight
The starting weight for these weapons is 6lbs.Property Access
This weapon group has access to the sundering and chained restricted properties.Special Rules
This weapon group has no additional special rules.Skill Rank Benefits
Impacting BenefitsApprentice
Batter - Add critical rating to damage against enemies with shields or armor.
Sap - Add half rank bonus to the nonlethal damage dealt with these weapons.
Hew - Choose a single material such as metal, wood, etc. Treat the hardness and DR of objects and creatures made from the chosen material as 50% lower.
Professional
Concuss - Half the damage reduced by DR from armor is instead dealt as nonlethal.
Carry Through - When you are successfully parried you may make a disarm check as an immediate action.
Bludgeon - After succeeding on a sunder check, checks made with the affected item suffer a penalty equal to the sundering weapons critical rating until the start of your next turn.
Grandmaster
Crushing - Strong criticals with these weapons against armored opponents have an additional 0.5 damage multiplier.
Shell Cracker - Multiple sunder checks on the same target on the same turn count as one application of damage for the purposes of hardness.
Inertia - Nonlethal damage dealt with these weapons have their attack attribute modifier to damage multiplier increased by 1.0.
Ranged
Bows
Weapon Weight
The starting weight for these weapons is 2lbs.Property Access
This weapon group has access to the slow restricted property.Special Rules
This weapon group may purchase the ranged 1 property for free, and must be two handed.Crossbows
Weapon Weight
The starting weight for these weapons is 4lbs.Property Access
This weapon group has access to the Light, Slow, Repeating, Burst Fire, and Semi Auto restricted properties.Special Rules
This weapon group may purchase the ranged 1 property for free.Thrown
Weapon Weight
The starting weight for these weapons is 2lbs.Property Access
This weapon group has access to the Light, Barrage, and Returning restricted properties.Special Rules
This weapon group counts as Ranged, Ammunition and Melee for Properties, and can be used for either type of attack.Skill Rank Benefits
Ranged BenefitsApprentice
Steady - Increase the range of these weapons by 5ft per strength modifier.
Pierce - Bypass an amount of DR equal to rank bonus with these weapons.
Twitch - Gain a +2 bonus to feint with these weapons.
Professional
Scavenger - Increase your chance to recover ammunition by 5% per rank in the weapon skill.
Emplaced - Gain a +1 to attack with these weapons when firing from prone, this increases by 1 at master rank.
Easy Target - Add your rank bonus to damage with these weapons against flatfooted or unarmored targets.
Grandmaster
Puncture - When using this weapon within half the first range increment, double the amount of DR the weapon bypasses.
Backpedal - Once per round after taking an attack action you may 5ft step even if you have already moved or 5ft stepped previously in the turn.
Strong Shot - When using this weapon within its second range increment, reduce the penalties by 1 and increase their attack attribute to damage multiplier by 0.5.
Hafts
Polearms
Weapon Weight
The starting weight for these weapons is 6lbs.Property Access
This weapon group has access to the Brace, True Reach, and Striking restricted properties.Special Rules
This weapon group may purchase reach for free.Spears
Weapon Weight
The starting weight for these weapons is 4lbs.Property Access
This weapon group has access to the Brace, Light, True Reach, and Striking restricted properties.Special Rules
This weapon group may purchase brace for free.Skill Rank Benefits
Haft BenefitsApprentice
Giant Killer - Gain a +1 to attack against creatures larger than you with these weapons.
Counterbalance - Gain half these weapons' rank bonus to acrobatics check to long jump and keep your balance while wielding these weapons.
Multi-pronged - When you ready a brace with these weapons you may attack an additional charging enemy.
Professional
Crowd Control - While wielding these weapons enemies treat the first square into or through your threatened area as difficult terrain.
Leverage - These weapons may trip or reposition creatures two sizes larger than you at base instead of one.
Lineman - Enemies take a penalty to hit you when charging equal to half your rank bonus while wielding these weapons.
Grandmaster
Over The Top - Ignore partial cover against enemies within your reach with these weapons but not adjacent to you.
Impale - You may choose to have brace attacks with these weapons count as a critical threaten instead of dealing double damage by default.
Forceful Thrust - Whenever you attack with one of these weapons on the same turn after moving you increase the damage track with the weapon on the first attack by half rank bonus with the weapon.
Inherent
Close
Weapon Weight
The starting weight for these weapons is 2lbs.Property Access
This weapon group has access to the Light and Brawling restricted properties.Special Rules
This weapon group may purchase light for free.Natural
Weapon Weight
The starting weight for these weapons is weightless.Property Access
This weapon group has access to the Light and Brawling restricted properties.Special Rules
This weapon group may purchase light for free, may not take two handed, and are not usually purchaseable.Skill Rank Benefits
Extension BenefitsApprentice
In Plain Sight - These weapons require a knowledge check to notice instead of perception when concealed.
Tight Grip - Add half your rank bonus to CMD vs disarm with these weapons.
Swinging Blows - When attacking a target with these weapons and multiple squares of the target are within your threatened area you increase the damage track with these weapons by 1 for each square past the first.
Professional
Rough Up - When you maintain a grapple while using these weapons you may apply weapon damage for free.
Savage Maneuvers - When you deal damage with these weapons against a target you are grappling you bypass half their natural and armor DR.
Within Reach - All increases in reach while using these weapons count as being natural reach.
Grandmaster
Double Down - When you would successfully maintain a grapple check you may instead choose to let the target go to deal damage with these weapons twice.
Raw Strength - When you hit an enemy with these weapons all successive attacks increase their attribute modifier to damage multiplier by 0.5.
Palming - You may draw and conceal these weapons as a free action whenever you succeed on a feint check or defeat an enemy.
Special
Monk
Weapon Weight
The starting weight for these weapons is 4lbs.Property Access
This weapon group has access to the Light, Brawling, and Chained restricted properties.Special Rules
This weapon group has no special rules.Primitive
Weapon Weight
The starting weight for these weapons is 4lbs.Property Access
This weapon group has access to the Light, True Reach, Striking, Repeating, and Barrage restricted properties.Special Rules
This weapon group may have their price halved, or may take reach without two handed.Skill Rank Benefits
Special BenefitsApprentice
Tools of Trade - You gain advantage to hide or disguise these weapons as mundane tools or other items.
Crude - These weapons take no penalty from the broken condition.
As One - Abilities that can only be used through natural attacks may be used through these weapons.
Professional
Coursing Strength - After using a Ki point, Martial Tradition ability, or combat stance ability, gain your rank bonus to damage with these weapons until the start of your next turn.
Improvised - You may temporarily treat these weapons as improvised, gaining the penalties as appropriate to treat the weapon as if it had an additional property it qualifies for of your choice. Once chosen this effect persists until the end of the current encounter.
Traumatic - When you trigger a strong critical with one of these weapons and the weapon deals multiple types of damage you apply the critical effects for all damage types instead of choosing one.
Grandmaster
Deadly Simplicity - These weapons gain your rank bonus to damage.
Unyielding - Gain advantage on repel checks when using these weapons to repel maneuvers.
Counterplay - When you successfully repel or parry with one of these weapons you may make an attack of opportunity against the offender.
Firearms
Pistols
Weapon Weight
The starting weight for these weapons is 4lbs.Property Access
This weapon group has access to the Firearm, Slow, Semi-Auto, and Repeating restricted properties.Special Rules
This weapon group must have the Volatile properties. These weapons require Rare Weapon training, and have their base price quadrupled.Longarms
Weapon Weight
The starting weight for these weapons is 8lbs.Property Access
This weapon group has access to the Firearm, Sundering, and Slow restricted properties.Special Rules
This weapon group must have the Slow property. These weapons require Rare Weapon training, and have their base price quadrupled.Automatics
Weapon Weight
The starting weight for these weapons is 6lbs.Property Access
This weapon group has access to the Firearm, Slow, Repeating, Burst Fire, and Semi Auto restricted properties.Special Rules
This weapon group must have the Volatile and Slow properties. These weapons require Rare Weapon training, and have their base price quadrupled.Skill Rank Benefits
Firearms BenefitsApprentice
Redirect - Once per day may reroll a critical fail confirmation with these weapons.
Boomstick - When you defeat an enemy with one of these weapons, you may make a free intimidation check against all enemies within 30ft who witnessed the action.
Side Saddle - Once per combat you may load a single bullet into your weapon as a free action on your turn.
Professional
Emplaced - Gain a +1 to attack with these weapons when firing from prone, this increases by 1 at master rank.
Tracer Rounds - Every consecutive attack you make against the same target on the same turn with these weapons reduces the penalty from range increment by 1.
Zero In - Every round that you attempt to attack the same target with one of these weapons you increase the damage track of the weapon by 1. This has a cap equal to half your rank bonus with the weapon.
Grandmaster
Perforate - Gain a bonus to damage equal to half the target’s mundane armor based DR with these weapons.
Overpacked - You double the critical rating when using these weapons.
Indirect - You may increase the iterative attack penalty with attacks made on this weapon by 1 step to ignore cover a target is benefiting from.
Mage Weapons
Wands
Weapon Weight
The starting weight for these weapons is 4lbs.Property Access
This weapon group has access to the Light, Casting Focus, Magical Ammunition restricted properties.Special Rules
This weapon group gains the Magical Ammunition property for free but must spend the property cost to deal elemental damage, and can be melee or ranged.Staves
Weapon Weight
The starting weight for these weapons is 6lbs.Property Access
This weapon group has access to the Magical Ammunition, Casting Focus, and Barrage restricted properties.Special Rules
This weapon group gains the Magical Ammunition property for free, and can be melee or ranged.Scepter
Weapon Weight
The starting weight for these weapons is 6lbs.Property Access
This weapon group has access to the Magical Ammunition, Casting Focus, Striking, and Brace restricted properties.Special Rules
This weapon group gains the Magical Ammunition property for free but must spend the property cost to deal elemental damage, and must be melee.Skill Rank Benefits
Mage Weapons BenefitsApprentice
Conduit - Your hand counts as empty while wielding these weapons for the purposes of spellcasting and other magical abilities.
Empowered - After you cast a spell the next attack action you make in the same encounter with this weapon gains a bonus to attack equal to the level of the spell.
Controlled - You add any permanent quality, trait, talent, or magic bonuses to attack with these weapons to any mana control checks you make while wielding one of these weapons. This has a cap equal to your rank bonus with these weapons.
Professional
Overflowing - After casting a spell the next attack you make in the same encounter with these weapons may be made in an AoE template of your choice, with a AoE scaling of 5 feet per spell level of the spell.
Follow Up - You may take the push the attack action with this weapon after casting a spell, however you take iterative penalties as if you had already made a single attack.
Channeling - When using spell strike or other similar spells through one of these weapons you may increase the spells critical rating by the weapons critical rating.
Grandmaster
Focus - When using one of these weapons as part of a ritual check, binding check, or mana control check you gain a number of rerolls per scene equal to the quality tier of the weapon.
Sustaining - When you cast a spell that can be sustained, you may use a wielded weapon from this category to sustain the spell for you, however that weapon is not usable while it sustains the spell. This includes any abilities, passive bonuses from quality/enchantment, and other abilities that may apply to spellcasting or other checks.
Empowering - When using spell strike or other similar spells through one of these weapons you lower the critical threat range of the weapon by the level of the spell
Damage Scaling
Weapon damage dice start at a D6 and go up in size to a maximum of D10. Each increase to damage dice moves the track down a number of steps. Every step increases the smallest die by one size, until all current dice reach D10's. Once all current dice reach d10, the next step splits 1D10 into 2D6 and the process continues.| Damage Dice | Cost | Crit Threat | Cost | Crit Rating | Cost |
|---|---|---|---|---|---|
| 1d6 | 0 | 20 | 0 | 1 | 0 |
| 1d8 | 1 | 19 | 2 | 2 | 1 |
| 1d10 | 2 | 18 | 4 | 3 | 2 |
| 2d6 | 3 | 4 | 4 | ||
| 1d6+1d8 | 4 | 5 | 5 | ||
| 2d8 | 5 | ||||
| 1d8+1d10 | 6 | ||||
| 2d10 | 7 | ||||
| 2d6+1d10 | 8 | ||||
| 1d6+1d8+1d10 | 9 | ||||
| Pattern continues as above | 10+ |
| Properties | Cost | Properties | Cost | Properties | Cost | Properties | Cost |
|---|---|---|---|---|---|---|---|
| Two-Handed | 0 | Obscure | 2 | Fragile | -1 | Reach | 1 |
| Attatched | 2 | Fatal | 3 | Greater True Reach | 2 | Slow {R} | -1 |
| Brace {R} | 2 | Defensive | 2 | Heavy | 0 | Sundering {R} | 2 |
| Brawling {R} | 2 | Disposable | -1 | Light {R} | 1 | True Reach {R} | 2 |
| Plowing | 1 | Snagging | 2 | Magical Ammunition {R} | 2 | Volatile | -1 |
| Chained {R} | 2 | Firearm{R} | 0 | Range 1 | 2 | Versatile | 1 |
| Cleaving {R} | 3 | Brittle | -1 | Range 2 | 1 | Striking {R} | 3 |
| Matching | 2 | Impactful | 3 | Range 3 | 1 | Unbalanced | -1 |
| Repeating {R} | 2 | Double | 1 | Armor Piercer | 2 | Barrage {R} | 1 |
| Blocking | 2 | Breaching | 1 | Bulky | -2 | Couched | 1 |
| Burst Fire {R} | 1 | Dueling | 1 | Returning {R} | 2 | Semi Auto {R} | 3 |
| Staggering | 2 | Spraying Attack | 2 | Collateral Damage | 2 | Controlling | 2 |
| Gripping | 2 | Subtle | 2 | Snick | 1 | Dragging | 2 |
| Restraining | 2 | Breaker | 1 | Reflective | 2 | Astonishing | 2 |
| Discombobulate | 2 | Tangling | 2 | Gruesome Display | 2 | Foul | 2 |
| Repelling | 2 | Enlarged | 2 | Casting Focus {R} | 1 | ||
Prices (Assumes Basic Iron and/or Wood)
| Type | Base Prices |
| Light | 15 sp |
| One Handed | 30 sp |
| Two Handed | 50 sp |
| Ammunition | Prices |
| Arrows (per 10) | 5 sp |
| Bolts (per 10) | 5 sp |
| Bullets (per 10) | 2.5 gp |
| Property | Price Modifier |
| Fragile | Base/25 |
| Disposable | Base/50 |
| Magical Ammunition | Base *2 |
| Brittle | Base /3 |
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