ADVANCED WEAPONS RULES
Advanced Weapons Ruleset
Requirements:
Town Upgrade: A town must have the Advanced Weapons upgrade, generally at town level 3 or higher.
Blacksmith Access: A skilled blacksmith must be available to forge the weapon.
Time Investment: Each advanced weapon requires (DM DISCRESSION) days or weeks of forging. Rare materials or enchantments may add additional time and cost.
DM Discretion: The DM approves all upgrades, ensuring advanced weapons remain rare and powerful.
Weapon Upgrades:
Advanced weapons are not normally found in loot unless tied to ancient ruins, pre-Severing sites, or special quests.
They are crafted, requiring resources, time, and town-level infrastructure.
Advanced weapons may include unique traits such as increased critical range, armor-penetrating strikes, or specialized damage.
Usage:
When a town unlocks Advanced Weapons, the DM rolls or selects from the chart based on blacksmith skill, materials, and town resources.
Advanced versions of weapons increase one damage die size. Example: a d6 becomes a d8, a d8 becomes a d10. They may also gain one unique trait, decided by the DM.
Crafting costs scale by weapon size and complexity. Example: Small Bladed 500 cp, Large Bladed 2000 cp, Siege 5000 cp or more.
Advanced Weapon Base Types
| Category | Weight Class | Weight Range (lbs) | Example Weapons | Notes | Cost (cp) Range |
|---|---|---|---|---|---|
| Bladed | Ultra Light | 1–3 | Stiletto, Kris | Concealable, fast strikes | 40–60 |
| Bladed | Light | 3–5 | Shortsword, Sabre | Balanced, reliable | 80–120 |
| Bladed | Medium | 5–9 | Broadsword, Scimitar | Standard battlefield sword | 120–180 |
| Bladed | Heavy | 10–15 | Katana, Claymore | Powerful, slower recovery | 200–300 |
| Bladed | Ultra Heavy | 16+ | Zweihänder, Executioner Blade | Armor-breaking, requires great strength | 400–600 |
| Blunt | Ultra Light | 1–3 | Cudgel, Baton | Quick, often non-lethal | 30–50 |
| Blunt | Light | 3–5 | Mace, Club | Simple, effective | 70–110 |
| Blunt | Medium | 5–9 | Warhammer, Morningstar | Balanced smashing power | 140–200 |
| Blunt | Heavy | 10–15 | Maul, Kanabo | Devastating force | 200–350 |
| Blunt | Ultra Heavy | 16+ | Meteor Hammer, Great Maul | Siege-breaking, two-handed | 400–600 |
| Piercing | Ultra Light | 1–3 | Stiletto, Awl | Armor gap finders | 40–60 |
| Piercing | Light | 3–5 | Spear, Javelin | Simple thrusting weapons | 70–110 |
| Piercing | Medium | 5–9 | Estoc, Trident | Balanced penetration | 150–220 |
| Piercing | Heavy | 10–15 | Halberd, Glaive | Reach and armor-piercing | 200–350 |
| Piercing | Ultra Heavy | 16+ | Siege Lance, Pike | Battlefield weapons | 400–600 |
| Ranged | Ultra Light | 1–3 | Throwing Knife, Dart | Short range, concealable | 30–50 |
| Ranged | Light | 3–5 | Shortbow, Hand Crossbow | Fast draw, quick reload | 100–150 |
| Ranged | Medium | 5–9 | Longbow, Standard Crossbow | Effective at distance | 200–300 |
| Ranged | Heavy | 10–15 | Repeater, Heavy Bow | High accuracy, slower reload | 300–450 |
| Ranged | Ultra Heavy | 16+ | Arbalest, Siege Bow | Armor-piercing, massive damage | 500–700 |
| Siege | Ultra Light | 1–3 | Hand Cannon, Small Ballista | Portable siege tool | 200–300 |
| Siege | Light | 3–5 | Small Catapult, Light Scorpion | Crew-usable, mobile | 400–5000 |
| Siege | Medium | 5–9 | Ballista, Heavy Crossbow | Devastating anti-armor | 500–7000 |
| Siege | Heavy | 10–15 | Onager, Heavy Arbalest | Smashes fortifications | 700–9000 |
| Siege | Ultra Heavy | 16+ | Trebuchet, Siege Cannon | Requires crew, battlefield changer | 900–10000 |
| Exotic/Mixed | Ultra Light | 1–3 | Chakram, Throwing Disc | Agile, unusual | 800–1200 |
| Exotic/Mixed | Light | 3–5 | Throwing Axe, Sickle Blade | Uncommon but practical | 1200–1800 |
| Exotic/Mixed | Medium | 5–9 | Chainblade, Double Saber | Hard to master, versatile | 3000–4500 |
| Exotic/Mixed | Heavy | 10–15 | Gunlance, Weighted Flail | Hybridized power | 5000–7000 |
| Exotic/Mixed | Ultra Heavy | 16+ | Mechanized Blade, Multi-Form Weapon | Rare, experimental | 8000–10000 |
Advanced Forge Options
| # | Upgrade/Option | Effect | Cost (cp) |
|---|---|---|---|
| 1 | Sharpened Edge | Increase base damage die one size against unarmored foes | 40–600 |
| 2 | Serrated Edge | On a critical hit, target suffers 1 damage per turn from bleeding | 50–800 |
| 3 | Reinforced Tang | Weapon durability doubled, nearly impossible to snap | 60–900 |
| 4 | Balanced Grip | +1 to hit rolls, reduces fumbles | 70–1000 |
| 5 | Lightweight Build | Reduce weapon weight by 25 percent | 50–700 |
| 6 | Hardened Spine | Weapon blocks more effectively, +1 AC while defending | 80–1200 |
| 7 | Tempered Steel | Effective against armored enemies, damage more consistent | 90–1400 |
| 8 | Carved Pommel | Can hide poison, powders, or a message inside pommel | 40–600 |
| 9 | Dual Notch Guard | Grants chance to disarm foes | 60–1000 |
| 10 | Counterweighted Blade | Increases thrown range by 20 percent | 70–1100 |
| 11 | Adamant Alloy Core | Ignores 2 points of armor class on each strike | 250–3500 |
| 12 | Double Reinforced | Increase damage die size by two steps | 200–3000 |
| 13 | Master-Crafted | +2 attack and damage | 400–6000 |
| 14 | Extended Reach | Melee range extended by 5 ft, missile range doubled | 180–2500 |
| 15 | Crushing Head | Blunt weapons deal maximum damage on criticals | 220–3000 |
| 16 | Heavy Reinforcement | Weapon is nearly indestructible, smashes shields | 300–5000 |
| 17 | Precision Forged | Critical hit range improved by one step | 280–4000 |
| 18 | Flame-Treated | Weapon deals +1d4 heat damage | 150–2000 |
| 19 | Cold-Forged | Deals +1d4 cold damage, hurts ley-touched foes | 150–2000 |
| 20 | Runed Frame | Holds one minor magical effect | 320–4500 |
| 21 | Ley-Bound Steel | strike deals +2d6 ley damage | 600–8000 |
| 22 | Phase Alloy | Ignores magical armor | 700–9000 |
| 23 | Shatterstrike | Criticals can sunder shields or armor | 400–5500 |
| 24 | Chainlinked Core | Allows partial transformation between weapon types | 750–9500 |
| 25 | Elemental Infusion | Adds permanent +1d6 elemental damage of chosen type | 800–10000 |
| 26 | Gravity Weighted | Damage doubled when charging or striking from above | 350–5000 |
| 27 | Void-Treated Edge | Can hit incorporeal or ley-based entities | 600–8000 |
| 28 | Vampiric Temper | Restores 1 hit point on critical hit | 450–6000 |
| 29 | Storm-Forged | 25% percent chance to stun with lightning | 500–7000 |
| 30 | Soulbound | Weapon recalls to wielder’s hand when called | 900–10000 |
| 31 | Mithril Alloy | Lighter and sharper, counts as magical | 400–6000 |
| 32 | Celestium Core | Glows faintly, extra damage vs eldritch foes | 500–7000 |
| 33 | Pyrexium Laced | Stores kinetic energy, +1d8 damage | 350–5000 |
| 34 | Blood Channeling | On hit, siphons 1d4 hp to wielder | 250–4000 |
| 35 | Runed Guard | Grants resistance against one spell type while wielded | 300–4500 |
| 36 | Crystal Tempered | Blade edges never dull, permanent +1HD to damage | 180–2500 |
| 37 | Gold-Plated | Noble finish, impresses royalty, value increased | 150–2000 |
| 38 | Silvered | Deals full damage to lycanthropic or cursed beings | 120–1800 |
| 39 | Blackened Alloy | Resists heat, ignores fire-based effects | 200–3000 |
| 40 | Frost Runes | 25% Chance to slow target movement by half | 280–4000 |
| 41 | Shock Coil | Weapon hums, discharges static, +1d4 lightning damage | 250–3500 |
| 42 | Quenched Blade | Stronger than steel, nearly unbreakable | 220–3000 |
| 43 | Blight-Touched Metal | Wounds resist healing | 350–5000 |
| 44 | Serrated Spine | Increases chance of lasting injuries BY two steps | 100–2200 |
| 45 | Curved Forge | Grants advantage on slashing attacks | 200–2800 |
| 46 | Broadhead Temper | Piercing weapons double crit damage | 260–3400 |
| 47 | Rune-Etched Pommel | Can store 1 spell charge | 400–6000 |
| 48 | Ley-Sensitive | Vibrates near ley fractures or rifts | 180–2400 |
| 49 | Engraved Crest | Adds morale bonus when allies recognize it | 100–1600 |
| 50 | Forged in Silence | No sound when drawn or sheathed | 200–2800 |
| 51 | Serrated Hooks | On grapple, increases chance to hold | 150–2200 |
| 52 | Counter-Crafted Edge | Bonus damage against one weapon type | 200–2800 |
| 53 | Stone Tempered | Blunt force doubled vs structures and constructs | 30–4000 |
| 54 | Alloyed Fangs | Piercing weapons can penetrate plate | 200–3500 |
| 55 | Star-Forged | Weapon glows in darkness, +1d4 radiant damage | 500–7000 |
| 56 | Obsidian Edge | Extremely sharp, fragile if parried | 200–2800 |
| 57 | Folded Hundred Times | Adds intense strength 1d100 to break on 1 | 300–4000 |
| 58 | Weighted Pommel | Allows non-lethal knockouts to larger creatures | 120–1800 |
| 59 | Broad Grip | Advantage when wielded two-handed | 160–2400 |
| 60 | Faye Alloy | Strong vs corrupted faye, resists their charms | 400–6000 |
| 61 | Hollow-Core | Lighter but fragile, faster attacks always wins initiative | 140–2000 |
| 62 | Wolfsteel Temper | Increases intimidation checks | 160–2200 |
| 63 | Bear-Grip Handle | +2 to grappling checks | 150–2000 |
| 64 | Dragonsteel Mix | Extra damage vs scaled creatures | 450–6000 |
| 65 | Poison Reservoir | Holds poison for 3 strikes | 220–2800 |
| 66 | Acid-Resistant Temper | Immune to corrosion | 200–2600 |
| 67 | Spellcatch Guard | Once per day, negate a level 1–3 spell | 500–7000 |
| 68 | Ritual-Forged | Only usable by a sworn wielder | 280–3500 |
| 69 | Spiked Guard | Adds small bonus to unarmed strikes | 140–2000 |
| 70 | Hollow Pommel Whistle | Can produce high-pitched whistle as signal | 100–1500 |
| 71 | Twilight Temper | Weapon is invisible in dim light | 400–6000 |
| 72 | Ironwood Handle | Resistant to rot and decay | 120–1800 |
| 73 | Crystal Lattice | Adds 2x critical multiplier | 600–8000 |
| 74 | Rune-Carved Shaft | Ranged weapons gain +20 ft range | 220–2800 |
| 75 | Ley-Echo Alloy | Once per session, re-roll damage | 500–7000 |
| 76 | Phase-Grip | Allows weapon to slip past shields | 350–4500 |
| 77 | Dwarven Overforge | Weapon gains +3 piercing | 450–6000 |
| 78 | Engraved Oathblade | If wielder breaks oath, weapon dulls -3 to hit | 200–2800 |
| 79 | Ethereal Edge | Can strike incorporeal beings | 500–7000 |
| 80 | Spellscribed | Can be enchanted at half cost | 400–6000 |
| 81 | Inferno Temper | Critical strikes cause burning wounds 1d6 damage | 500–7000 |
| 82 | Thunderstruck Alloy | On crit, deal knockdown damage 1d4 and knockdown | 600–8000 |
| 83 | Sanguine Carving | Boosts damage if wielder is wounded 75% or less | 250–3500 |
| 84 | Ash Temper | Negates necrotic and rot damage | 350–5000 |
| 85 | Chained Grip | Cannot be disarmed | 400–6000 |
| 86 | Shadow-Linked Metal | Grants stealth bonus while carried | 300–4500 |
| 87 | Rune-Lined String | For bows, increases accuracy +3TH | 250–3200 |
| 88 | Ley-Forged Weight | Weapon counts as magical against rift creatures | 500–7000 |
| 89 | Arcsteel Reinforcement | Doubles lifespan of weapon (ignores one weapon break) | 200–3500 |
| 90 | Soul-Etched Carving | Weapon resonates with wielder’s aura | 600–8000 |
| 91 | Rift-Bound Alloy | Once per combat, strike bypasses resistances | 800–10000 |
| 92 | Beast-Bane Temper | Extra +1d6 vs animals or beasts | 400–6000 |
| 93 | Recurved Design | Ranged weapons gain +1 damage die | 450–6000 |
| 94 | Echo-Tempered Grip | Reduces recoil or vibration (for repeating weapons) | 200–2500 |
| 95 | Split-Forged Blade | Can break into two smaller weapons (only for medium and larger) | 700–9000 |
| 96 | Bleed-Channel Runes | Adds bleeding condition on crits (1d6 bleed for 1d6 turns ) | 350–5000 |
| 97 | Sealed-Core Alloy | Immune to ley corruption | 600–8000 |
| 98 | Warhymn Engraving | Boosts morale of nearby allies +2 | 200–3000 |
| 99 | Arcane-Linked Frame | Can store one spell per day | 700–9000 |
| 100 | Eternal Temper | Weapon never rusts, breaks, or dulls | 900–10000 |

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