Arsenal

Close Quarters

  • Axe:

    Strength + Brawn, 1d8 Carve, Versatile (1H: 1d8; 2H: 1d10), Juggernaut (2)
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  • Bound Weapon:

    Strength or Dexterity + Larceny or Brawn, 1d8 Physical, Reach (15ft) Agile
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  • Curved Greatsword:

    Strength + Brawn, 1d12 Carve, Guillotine (3), Reach (10ft), Heavy (3)
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  • Greataxe:

    Strength + Brawn, 1d12, Guillotine (3), Juggernaut (2), Heavy (2)
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  • Great Katana:

    Strength + Larceny, 1d10 Carve, Guillotine (2), Bleed (1d12), Reach (10ft)
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  • Greatmaul:

    Strength + Brawn, 1d12 Blunt, Juggernaut (5), Heavy (3)
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  • Greatsword:

    Strength + Brawn, 1d10 Carve, Versatile (1H: 1d10; 2H: 1d12), Juggernaut (3)
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  • Katana:

    Strength or Dexterity + Larceny, 1d8 Carve, Bleed (1d10), Agile, Lithe
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  • Knotblade:

    Strength or Spellcasting Attribute + Brawn, 1d8 Pierce, Bleed (2d6), Conduit
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  • Knotted Knuckle:

    Strength or Dexterity or Spellcasting Attribute + Brawn or Woven Occult, 1d8 Physical, Conduit, Gauntlet, Lithe.
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  • Light Greatsword:

    Strength or Dexterity + Larceny, 1d10 Carve, Lithe, Agile
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  • Longsword:

    Strength or Spellcasting Attribute+ Brawn or Larceny, 1d8 Carve, Versatile (1H: 1d8; 2H: 1d10), Lithe, Conduit  
  • Maul:

    Strength + Brawn, 1d10 Blunt, Versatile (1H: 1d10; 2H: 1d12), Juggernaut (3)
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  • Rod:

    Strength or Spellcasting Attribute, 1d8 Blunt, Conduit, Juggernaut (1)
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  • Stave:

    Strength or Spellcasting Attribute + Weave Occult or Brawn, 1d8 Blunt, Versatile (1H: 1d8; 2H: 1d10), Conduit
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  • Twinblade:

    Strength or Dexterity + Larceny, 1d10 Carve or Pierce, Versatile (1H: 1d10; 2H: 1d12), Agile, Guillotine (2)
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  • War Reaper:

    Strength or Dexterity + Larceny, 1d10 Carve, Juggernaut (2), Agile, Reach (10ft)
 

Ranged

  • Bow:

    Dexterity + Larceny, 1d8 Pierce, Recurve-Frame (2), Munition
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  • Crossbow:

    Dexterity + Larceny, 1d10 Pierce, Versatile (1H: 1d10; 2H: 1d12), Mariner, Munition
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  • Greatbow:

    Strength or Dexterity + Larceny, 1d12 Pierce, Composite-String (3), Heavy (3), Munition.
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  • Light Bow:

    Dexterity + Larceny, 2d6 Pierce, Volley-String (2), Munition
 

Both

  • Chakram:

    Strength or Dexterity + Larceny, 1d8 Carve, Parry (1d6), Agile, Lithe, Thrown (35/70).
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  • Dagger:

    Strength or Dexterity + Larceny, 1d6 Pierce, Parry (2d6), Agile, Lithe, Thrown (35/70)
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  • Hunter Dart:

    Strength or Dexterity + Larceny, 1d8 Pierce, Seeker (120ft), Agile, Mariner.
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  • Stitched Armament:

    Dexterity or Spellcasting Attribute + Woven Occult or Larceny, 1d10 Physical, Thrown (60/100), Draupnir (3), Conduit
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  • Polearm:

    Strength + Brawn, 1d12 Physical, Heavy (2), Mariner, Thrown (90/150)

PROPERTIES

AGILE
When you make a Strike with this weapon, you can use either your Dexterity or Strength Attribute when rolling to Strike.
  COMPOSITE-STRING
When you make a Strike with this weapon, the target takes an amount of Disorienting Blows equal to the amount in parenthesis.   CONDUIT
Whe you make a Strike with this weapon, you can use either your Spellcasting or Strength Attribute when rolling to Strike.
  GAUNTLET
This weapon may be equipped and still allow you to manipulate objects, weapons, and Spellweaving.
  GUILLOTINE
When you make a Strike with this weapon, you may choose a number of targets equal to the number in parenthesis. Each target, as long as they are within your Close Quarters range and the initial Strike roll hits, take damage.
  HEAVY
This weapon can only be wielded with two hands and requires the user's Strength Attribute to be equal to the number in parenthesis.
  JUGGERNAUT
When you make a Strike with this weapon, it take Disorienting Blows equal to the amount in parenthesis.
  LITHE
While you have a Lithe weapon, you can wield another in your offhand and can expend 1 Stamina after a Strike to make another Strike with the offhand Lithe weapon.
  MARINER
While you have a Mariner weapon, you ignore the penalties of water.
  PARRY
You may add the damage of the weapon to your Block checks in addition, you reduce damage equal to the dice in parenthesis.
  REACH
When you make a melee Strike with this weapon, it's range is increased to the distance in parenthesis.   RECURVE-FRAME
This weapon may use the property of either Volley-String or Composite-String, but not both on the same Strike.
  THROWN
When you make a Strike with this weapon, you can choose a target at the range within parenthesis instead of Close Quarters.
  VERSATILE
A versatile's weapon changes damage depending on how its being wielded. Usually with either one or two hands.
  VOLLEY-STRING
When you make a Strike with this weapon, you may choose targets equal to the number in parenthesis. Each target takes damage as long as the initial Strike roll hits.


Cover image: by LordGalakrond