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

CategoryWeight ClassWeight Range (lbs)Example WeaponsNotesCost (cp) Range
BladedUltra Light1–3Stiletto, KrisConcealable, fast strikes40–60
BladedLight3–5Shortsword, SabreBalanced, reliable80–120
BladedMedium5–9Broadsword, ScimitarStandard battlefield sword120–180
BladedHeavy10–15Katana, ClaymorePowerful, slower recovery200–300
BladedUltra Heavy16+Zweihänder, Executioner BladeArmor-breaking, requires great strength400–600
BluntUltra Light1–3Cudgel, BatonQuick, often non-lethal30–50
BluntLight3–5Mace, ClubSimple, effective70–110
BluntMedium5–9Warhammer, MorningstarBalanced smashing power140–200
BluntHeavy10–15Maul, KanaboDevastating force200–350
BluntUltra Heavy16+Meteor Hammer, Great MaulSiege-breaking, two-handed400–600
PiercingUltra Light1–3Stiletto, AwlArmor gap finders40–60
PiercingLight3–5Spear, JavelinSimple thrusting weapons70–110
PiercingMedium5–9Estoc, TridentBalanced penetration150–220
PiercingHeavy10–15Halberd, GlaiveReach and armor-piercing200–350
PiercingUltra Heavy16+Siege Lance, PikeBattlefield weapons400–600
RangedUltra Light1–3Throwing Knife, DartShort range, concealable30–50
RangedLight3–5Shortbow, Hand CrossbowFast draw, quick reload100–150
RangedMedium5–9Longbow, Standard CrossbowEffective at distance200–300
RangedHeavy10–15Repeater, Heavy BowHigh accuracy, slower reload300–450
RangedUltra Heavy16+Arbalest, Siege BowArmor-piercing, massive damage500–700
SiegeUltra Light1–3Hand Cannon, Small BallistaPortable siege tool200–300
SiegeLight3–5Small Catapult, Light ScorpionCrew-usable, mobile400–5000
SiegeMedium5–9Ballista, Heavy CrossbowDevastating anti-armor500–7000
SiegeHeavy10–15Onager, Heavy ArbalestSmashes fortifications700–9000
SiegeUltra Heavy16+Trebuchet, Siege CannonRequires crew, battlefield changer900–10000
Exotic/MixedUltra Light1–3Chakram, Throwing DiscAgile, unusual800–1200
Exotic/MixedLight3–5Throwing Axe, Sickle BladeUncommon but practical1200–1800
Exotic/MixedMedium5–9Chainblade, Double SaberHard to master, versatile3000–4500
Exotic/MixedHeavy10–15Gunlance, Weighted FlailHybridized power5000–7000
Exotic/MixedUltra Heavy16+Mechanized Blade, Multi-Form WeaponRare, experimental8000–10000


Advanced Forge Options

#Upgrade/OptionEffectCost (cp)
1Sharpened EdgeIncrease base damage die one size against unarmored foes40–600
2Serrated EdgeOn a critical hit, target suffers 1 damage per turn from bleeding50–800
3Reinforced TangWeapon durability doubled, nearly impossible to snap60–900
4Balanced Grip+1 to hit rolls, reduces fumbles70–1000
5Lightweight BuildReduce weapon weight by 25 percent50–700
6Hardened SpineWeapon blocks more effectively, +1 AC while defending80–1200
7Tempered SteelEffective against armored enemies, damage more consistent90–1400
8Carved PommelCan hide poison, powders, or a message inside pommel40–600
9Dual Notch GuardGrants chance to disarm foes60–1000
10Counterweighted BladeIncreases thrown range by 20 percent70–1100
11Adamant Alloy CoreIgnores 2 points of armor class on each strike250–3500
12Double ReinforcedIncrease damage die size by two steps200–3000
13Master-Crafted+2 attack and damage400–6000
14Extended ReachMelee range extended by 5 ft, missile range doubled180–2500
15Crushing HeadBlunt weapons deal maximum damage on criticals220–3000
16Heavy ReinforcementWeapon is nearly indestructible, smashes shields300–5000
17Precision ForgedCritical hit range improved by one step280–4000
18Flame-TreatedWeapon deals +1d4 heat damage150–2000
19Cold-ForgedDeals +1d4 cold damage, hurts ley-touched foes150–2000
20Runed FrameHolds one minor magical effect320–4500
21Ley-Bound Steel strike deals +2d6 ley damage600–8000
22Phase AlloyIgnores magical armor700–9000
23ShatterstrikeCriticals can sunder shields or armor400–5500
24Chainlinked CoreAllows partial transformation between weapon types750–9500
25Elemental InfusionAdds permanent +1d6 elemental damage of chosen type800–10000
26Gravity WeightedDamage doubled when charging or striking from above350–5000
27Void-Treated EdgeCan hit incorporeal or ley-based entities600–8000
28Vampiric TemperRestores 1 hit point on critical hit450–6000
29Storm-Forged25% percent chance to stun with lightning500–7000
30SoulboundWeapon recalls to wielder’s hand when called900–10000
31Mithril AlloyLighter and sharper, counts as magical400–6000
32Celestium CoreGlows faintly, extra damage vs eldritch foes500–7000
33Pyrexium LacedStores kinetic energy, +1d8 damage 350–5000
34Blood ChannelingOn hit, siphons 1d4 hp to wielder250–4000
35Runed GuardGrants resistance against one spell type while wielded300–4500
36Crystal TemperedBlade edges never dull, permanent +1HD to damage180–2500
37Gold-PlatedNoble finish, impresses royalty, value increased150–2000
38SilveredDeals full damage to lycanthropic or cursed beings120–1800
39Blackened AlloyResists heat, ignores fire-based effects200–3000
40Frost Runes25% Chance to slow target movement by half280–4000
41Shock CoilWeapon hums, discharges static, +1d4 lightning damage250–3500
42Quenched BladeStronger than steel, nearly unbreakable220–3000
43Blight-Touched MetalWounds resist healing350–5000
44Serrated SpineIncreases chance of lasting injuries BY two steps100–2200
45Curved ForgeGrants advantage on slashing attacks200–2800
46Broadhead TemperPiercing weapons double crit damage260–3400
47Rune-Etched PommelCan store 1 spell charge400–6000
48Ley-SensitiveVibrates near ley fractures or rifts180–2400
49Engraved CrestAdds morale bonus when allies recognize it100–1600
50Forged in SilenceNo sound when drawn or sheathed200–2800
51Serrated HooksOn grapple, increases chance to hold150–2200
52Counter-Crafted EdgeBonus damage against one weapon type200–2800
53Stone TemperedBlunt force doubled vs structures and constructs30–4000
54Alloyed FangsPiercing weapons can penetrate plate200–3500
55Star-ForgedWeapon glows in darkness, +1d4 radiant damage500–7000
56Obsidian EdgeExtremely sharp, fragile if parried200–2800
57Folded Hundred TimesAdds intense strength 1d100 to break on 1300–4000
58Weighted PommelAllows non-lethal knockouts to larger creatures120–1800
59Broad GripAdvantage when wielded two-handed160–2400
60Faye AlloyStrong vs corrupted faye, resists their charms400–6000
61Hollow-CoreLighter but fragile, faster attacks always wins initiative140–2000
62Wolfsteel TemperIncreases intimidation checks160–2200
63Bear-Grip Handle+2 to grappling checks150–2000
64Dragonsteel MixExtra damage vs scaled creatures450–6000
65Poison ReservoirHolds poison for 3 strikes220–2800
66Acid-Resistant TemperImmune to corrosion200–2600
67Spellcatch GuardOnce per day, negate a level 1–3 spell500–7000
68Ritual-ForgedOnly usable by a sworn wielder280–3500
69Spiked GuardAdds small bonus to unarmed strikes140–2000
70Hollow Pommel WhistleCan produce high-pitched whistle as signal100–1500
71Twilight TemperWeapon is invisible in dim light400–6000
72Ironwood HandleResistant to rot and decay120–1800
73Crystal LatticeAdds 2x critical multiplier600–8000
74Rune-Carved ShaftRanged weapons gain +20 ft range220–2800
75Ley-Echo AlloyOnce per session, re-roll damage500–7000
76Phase-GripAllows weapon to slip past shields350–4500
77Dwarven OverforgeWeapon gains +3 piercing450–6000
78Engraved OathbladeIf wielder breaks oath, weapon dulls -3 to hit200–2800
79Ethereal EdgeCan strike incorporeal beings500–7000
80SpellscribedCan be enchanted at half cost400–6000
81Inferno TemperCritical strikes cause burning wounds 1d6 damage500–7000
82Thunderstruck AlloyOn crit, deal knockdown damage 1d4 and knockdown600–8000
83Sanguine CarvingBoosts damage if wielder is wounded 75% or less250–3500
84Ash TemperNegates necrotic and rot damage350–5000
85Chained GripCannot be disarmed400–6000
86Shadow-Linked MetalGrants stealth bonus while carried300–4500
87Rune-Lined StringFor bows, increases accuracy +3TH250–3200
88Ley-Forged WeightWeapon counts as magical against rift creatures500–7000
89Arcsteel ReinforcementDoubles lifespan of weapon (ignores one weapon break)200–3500
90Soul-Etched CarvingWeapon resonates with wielder’s aura600–8000
91Rift-Bound AlloyOnce per combat, strike bypasses resistances800–10000
92Beast-Bane TemperExtra +1d6 vs animals or beasts400–6000
93Recurved DesignRanged weapons gain +1 damage die450–6000
94Echo-Tempered GripReduces recoil or vibration (for repeating weapons)200–2500
95Split-Forged BladeCan break into two smaller weapons (only for medium and larger)700–9000
96Bleed-Channel RunesAdds bleeding condition on crits (1d6 bleed for 1d6 turns )350–5000
97Sealed-Core AlloyImmune to ley corruption600–8000
98Warhymn EngravingBoosts morale of nearby allies +2200–3000
99Arcane-Linked FrameCan store one spell per day700–9000
100Eternal TemperWeapon never rusts, breaks, or dulls900–10000


Comments

Please Login in order to comment!