Usage
Weapons normally deal Grit damage and can include secondary effects. Each weapon has a Usage Tier representing how difficult it is to use properly. Melee weapons are related to Martial and ranged weapons are related to Nimble. Suffer a penalty on your attack roll and Guard value equal to the amount the weapon's Tier exceeds your related Skill Tier.
Most weapons require 1 Free Limb to Grip them. For each Free Limb more than required used to Grip a melee weapon, it deals +1 damage. Limbs used to attack with a weapon cannot be used for other actions for 1 round.
Strike Types
Each weapon specifies the type of damage it deals. When a weapon has multiple strike types, choose what type of strike to use as you declare each attack.
Properties
Weapons with a listed property have these effects when they are used as part of your action.
Accurate
Gain +1 on attack rolls.
Ailments
After succeeding an attack with a Mystical strike type weapon or causing Injury equal to or greater than the targets size with other weapons, cause Tier 1 of the listed Ailment.
Demoralize, Disarm, Grab, Reposition, Trip
You can use the listed action with the weapon as if it is a Free Limb. Apply Accurate and Extend if the weapon has them. Gripped weapons gain +1 on these attacks and if used for Grab, you do not suffer Encumbered from the Hold and the weapon cannot be used for any other purpose.
Devastating
If you roll any face value 12 in your attack roll, the attack is Devastating. For each face value 12, deal +1 damage.
Elements
Damage dealt is the specified element. If a weapon gains more than 1 Element, only the most recent Element gained applies.
Extend X
Increase your Reach by the Extend value. Suffer -2 on attack rolls against adjacent targets. When using this portion of Reach, the weapon is affected as if in each space from you to your target.
Extra
Have special effects that are described in the text below.
Haft
The weapon can be used as Bashing Strike Type. When used this way, do not apply properties from the weapon except Two-Handed and its damage becomes 4.
Impact
After causing Injury, you may Reposition the target.
Guard X
As a reaction to a physical attack declared against you, gain a bonus on Elude defense equal to the Guard value against the attack. Multiple uses of Guard can affect a single roll.
Lightweight
The weapon is small, making it easy to conceal and wield. It cannot be Gripped with more limbs than required.
Load X
Cannot be used to attack until Loaded with appropriate ammunition. The Load value is the number of Minor Actions that must be used to Load a single piece of ammunition into the weapon. These actions can be taken over multiple turns and require a Free Limb. When used to attack, the ammunition is launched and it must be Loaded again. The Strike Type applies only to the ammunition launched and cannot be changed.
Mechanical
The weapon is a technology object.
Two-Handed
Requires two Free Limbs Gripping the weapon to make attacks with it.
Bulk
Lightweight weapons are 1 Bulk and Two-Handed melee weapons are 3 Bulk. All other weapons are 2 Bulk.
Shields
Shields have latches that can secure to your arm and Bulk equal to double their Guard value. You can don a shield on your arm like donning armor. If you do, treat the Usage Tier as 1 higher and you can use it without Gripping it. It counts toward the Bulk you have Gripped with that arm.
Exceptional Weapon Properties
Additional features may be added to weapons crafters with the Exceptional Weapons ability. Each feature increases the Craft Tier of the object by the listed amount, increasing the cost. Non-magical weapons also have their cost increased by the Exceptional modifier. Any number of features may be added as long as the crafter is capable enough, though some features may not be applied to magical weapons.
Feature | Tier Increase | Effect | Applies to Magical |
Increased damage | 2 each | The weapon deals +1 damage for each application. | Yes |
Increased range | 1 each | The weapons gains 25% of its base range for each application. | Yes |
Added Property | 2 each | Choose either Accurate or Devastating and the weapon gains the chosen Property. | Yes |
Added Strike Type | 2 each | Choose Bashing, Chopping, or Stabbing and the weapon gains the chosen Strike Type | No |
Attachable | 1 | The Lightweight weapon can be attached to or removed from any other non-Lightweight weapon as a Major Action. While attached to a Gripped object, it also counts as Gripped. | No |
Carrier | 1 | A single vial can be attached to or removed from the weapon. When an attack with the weapon succeeds, the vial breaks on the target. If the vial contained a thrown alchemical effect, apply the effect to the target. Cannot apply to magical ranged weapons or weapons that launch ammunition. | No |
Slitted | 1 | 8 ounces of liquid can be stored in the weapon. Flicking a small switch as a Minor Action will open or close a container on the weapon. While open, the weapon releases 1 ounce the fluid into a slit in the weapon each round. Oil gives the sword the Burning property. Poison applies the poison to the weapon. Other liquids can offer other effects as permitted by the Soulweaver. Can only be applied to non-magical weapons made of materials with at least 2 Physical Reduction. | No |
Melee - Usage Tier 0 |
Weapon | Cost | Dmg | Range | Type | Craft | Traits |
Brass Knuckles | 12.00 | 4 | - | Bashing | 1  | Dazzled, Extra, Lightweight |
Club | 6.00 | 4 | 2 | Bashing | 1  | |
Improvised | - | 2 | 2 | ? | 0 | Extra |
Morphling | 750.00 | 3 | 2 | Bashing | 5  | Extra, Lightweight |
Melee - Usage Tier 1 |
Weapon | Cost | Dmg | Range | Type | Craft | Traits |
Arrow / Bolt | 0.60 | 3 | 1 | Stabbing | 1  | Extra, Lightweight |
Catchpole | 11.50 | 3 | - | Bashing | 2  | Grab, Reposition, Trip |
Dagger | 29.25 | 4 | 3 | C or S | 1  | Accurate, Lightweight |
Mace | 58.50 | 5 | - | Bashing | 1  | Dazzled, Impact |
Quarterstaff | 9.00 | 4 | - | Bashing | 1  | Disarm, Extra, Guard 1, Reposition, Trip, Two-Handed |
Spear | 6.00 | 4 | 4 | Stabbing | 1  | Extend 1, Haft, Reposition, Trip |
Willbreaker | 75.00 | 2 | - | Mystical | 2  | Extra, Lightweight |
Melee - Usage Tier 2 |
Weapon | Cost | Dmg | Range | Type | Craft | Traits |
Buckler | 3.00 | 2 | - | Bashing | 1  | Extra, Guard 1, Lightweight |
Dragon Fang | 2,250.00 | 5 | 2 | Chopping | 7  | Devastating, Extra, Lightweight, Trauma |
Handaxe | 29.25 | 5 | 2 | Chopping | 1  | Lightweight |
Light Shield | 11.50 | 3 | - | Bashing | 2  | Guard 1 |
Partisan | 112.50 | 7 | - | C or S | 2  | Disarm, Guard 1, Extend 1, Haft, Trauma, Trip, Two-Handed |
Shortsword | 37.50 | 4 | - | Stabbing | 2  | Guard 1, Lightweight |
Unicorn Blade | 3,000.00 | 6 | - | Stabbing | 8  | Devastating, Extra, Paralyzed, Radiant, Trauma |
War Pick | 58.50 | 6 | - | Stabbing | 1  | Devastating, Trauma |
Warhammer | 58.50 | 6 | - | B or S | 1  | Dazzled, Impact, Reposition |
Melee - Usage Tier 3 |
Weapon | Cost | Dmg | Range | Type | Craft | Traits |
Angel Halo | 1,500.00 | 5 | 12 | Mystical | 6  | Blinded, Extra, Lightweight, Radiant |
Battleaxe | 75.00 | 7 | - | Chopping | 2  | Devastating, Trauma |
Demon Tail | 1,500.00 | 4 | - | Mystical | 6  | Blinded, Disarm, Deafened, Necrotic, Extend 2, Extra, Trip |
Flail | 94.50 | 6 | - | B or S | 3  | Dazzled, Extra, Load 2 |
Flora Thorn Shield | 2,250.00 | 6 | - | Stabbing | 7  | Extra, Guard 2, Trauma |
Greataxe | 141.75 | 9 | - | Chopping | 3  | Demoralize, Devastating, Trauma, Two-Handed |
Greathammer | 141.75 | 9 | - | Bashing | 3  | Dazzled, Demoralize, Impact, Reposition, Two-Handed |
Greatsword | 141.75 | 8 | - | Chopping | 3  | Accurate, Demoralize, Guard 1, Two-Handed |
Heavy Shield | 36.00 | 4 | - | Bashing | 3  | Guard 2 |
Knightly Sword | 75.00 | 6 | - | C or S | 2  | Accurate, Guard 1, Trauma |
Lance | 87.75 | 5 | - | Stabbing | 1  | Devastating, Extra, Extend 1, Haft, Two-Handed |
Longspear | 9.00 | 6 | - | Stabbing | 1  | Extend 2, Trip, Two-Handed |
Sling Staff | 17.25 | 4 | - | Bashing | 2  | Disarm, Extra, Reposition, Trip, Two-Handed |
Whip | 7.50 | 3 | - | Bashing | 1  | Disarm, Grab, Extend 2, Trip, Unsteady |
Melee - Usage Tier 4 |
Weapon | Cost | Dmg | Range | Type | Craft | Traits |
Lucerne Hammer | 175.50 | 9 | - | B or S | 4  | Demoralize, Extend 1, Haft, Reposition, Trip, Two-Handed |
Manticore Tail | 1,500.00 | 6 | - | Stabbing | 6  | Disarm, Extend 1, Extra, Trauma, Trip |
Rapier | 47.25 | 6 | - | C or S | 3  | Accurate, Devastating, Guard 1, Lightweight |
Scythe | 112.50 | 7 | - | C or S | 2  | Demoralize, Devastating, Trip, Two-Handed, Trauma, Unsteady |
Spiked Chain | 175.50 | 7 | - | Stabbing | 4  | Disarm, Extend 2, Two-Handed, Trauma, Unsteady |
Tower Shield | 54.00 | 5 | - | Bashing | 3  | Extra, Guard 3 |
Ranged - Usage Tier 0 |
Weapon | Cost | Dmg | Range | Type | Craft | Traits |
Bullet (10 peices) | 0.96 | 0 | 2 | Bashing | 0  | Extra, Lightweight |
Dart | 3.00 | 3 | 3 | Stabbing | 1  | Lightweight |
Wizard Dice | 3,000.00 | 1 | 3 | Bashing | 8  | Extra, Lightweight |
Ranged - Usage Tier 1 |
Weapon | Cost | Dmg | Range | Type | Craft | Traits |
Burst Orb | 1,500.00 | 3 | 1 | Bashing | 6  | Air, Extra |
Fire Warwand | 150.00 | 4 | 6 | Bashing | 3  | Fire, Lightweight |
Ice Warwand | 150.00 | 4 | 6 | Bashing | 3  | Lightweight, Water |
Javelin | 6.00 | 4 | 3 | Stabbing | 1  | Slowed |
Launch Tube | 6.00 | - | - | - | 1  | Extra, Load 1, Two-Handed |
Light Crossbow | 274.50 | 5 | 7 | Stabbing | 3  | Accurate, Lightweight, Load 2, Mechanical, Two-Handed |
Stone Warwand | 150.00 | 4 | 6 | Bashing | 3  | Earth, Lightweight |
Wind Warwand | 150.00 | 4 | 6 | Bashing | 3  | Air, Lightweight |
Ranged - Usage Tier 2 |
Weapon | Cost | Dmg | Range | Type | Craft | Traits |
Hand Crossbow | 137.25 | 4 | 5 | Stabbing | 3  | Lightweight, Load 1, Mechanical |
Heavy Crossbow | 274.50 | 8 | 14 | Stabbing | 3  | Demoralize, Load 3, Mechanical, Two-Handed |
Light Repeating Crossbow | 621.00 | 5 | 7 | Stabbing | 4  | Extra, Lightweight, Load 1, Mechanical, Two-Handed |
Shortbow | 18.00 | 5 | 8 | Stabbing | 3  | Devastating, Load 1, Two-Handed |
Sling | 0.64 | 3 | 12 | Bashing | 0  | Extra, Lightweight, Load 1 |
Stunning Warwand | 300.00 | - | 7 | Mystical | 4  | Lightweight, Paralyzed |
Ranged - Usage Tier 3 |
Weapon | Cost | Dmg | Range | Type | Craft | Traits |
Acid Warwand | 750.00 | 6 | 6 | Flowing | 5  | Devastating, Earth, Lightweight |
Bolas | 1.20 | - | 3 | - | 1  | Extra |
Boomerang | 5.75 | 5 | 7 | Chopping | 2  | Accurate, Extra, Lightweight, Unsteady |
Chakram | 17.50 | 6 | 6 | Chopping | 2  | Guard 1, Lightweight, Unsteady |
Cold Warwand | 750.00 | 6 | 6 | Flowing | 5  | Lightweight, Water, Slowed |
Heat Warwand | 750.00 | 6 | 6 | Flowing | 5  | Burning, Fire, Lightweight |
Heavy Repeating Crossbow | 621.00 | 8 | 14 | Stabbing | 4  | Extra, Load 2, Mechanical, Two-Handed |
Net | 2.40 | - | 2 | - | 1  | Extra, Load 6, Two-Handed |
Shock Warwand | 750.00 | 6 | 6 | Flowing | 5  | Air, Dazzled, Lightweight |
Ranged - Usage Tier 4 |
Weapon | Cost | Dmg | Range | Type | Craft | Traits |
Body Warwand | 2,250.00 | 8 | 8 | Mystical | 7  | Body, Deafened, Lightweight, Weakened |
Longbow | 25.50 | 8 | 12 | Stabbing | 4  | Devastating, Extra, Load 1, Two-Handed |
Lunar Warwand | 2,250.00 | 8 | 8 | Mystical | 7  | Devastating, Lightweight, Necrotic, Sickened |
Mental Warwand | 2,250.00 | 8 | 8 | Mystical | 7  | Demoralize, Frightened, Lightweight, Mind |
Raining Stars | 1,500.00 | 6 | 5 | Bashing | 6  | Dazzled, Extra, Lightweight |
Rope Dart | 37.50 | 4 | 4 | Stabbing | 2  | Extra, Lightweight |
Solar Warwand | 2,250.00 | 8 | 8 | Mystical | 7  | Blinded, Demoralize, Lightweight, Radiant |
Extra
Angel Halo
While Gripped, gain 1 Reduction to damage against your Resolve. This is made of Angelhide.
Arrow / Bolt
Arrows are used to load bows and Bolts for crossbows. Is N2 bulk.
Bolas
This can only be used as a Called Shot against a pair of legs. The legs become Secured together preventing the creature from moving with those legs. Your attack roll determines the Secure DL. If they become Secured, they must roll Balance, DL equal to the Secure DL. Net cannot affect creatures more than 2 sizes larger than the size of creature it is made for.
Boomerang
When attacking, you can declare 1 space on its path where this will change directions up to 120 degrees.
Brass Knuckles
This weapon counts as an Unarmed Strike, cannot be disarmed, and leaves the limb as a Free Limb.
Buckler
When you activate Guard from a non-Buckler source, you can also activate Buckler without another action.
Bullet (10 peices)
10 bullets used to load slings. The set is N1 bulk.
Burst Orb
Attacks as a Burst using range as Area Value and then use Trip with Injury d12 as the attack roll.
Demon Tail
This is made of Demonhide.
Dragon Fang
While Gripped, gain +1 on elemental damage. This is made of Ancient Bone.
Flail
Guard cannot be used against this. Flail is its own ammunition. This does not need to be Loaded again after attacking if the attack fails.
Flora Thorn Shield
While Gripped, gain 6 Reduction against Time and Radiant. This is made of Living Wood.
Heavy Repeating Crossbow
Can hold up to 10 pieces of ammunition and uses only 1 with each attack. Can be used any number of times each turn with Rapid Strike.
Improvised
Any object can be used as a weapon, though it breaks easily and suffers -1 on attack rolls. After each attack, the weapon takes the same damage. Increase damage by Bulk. The Strike Type is based on the object and determined by the Soulweaver.
Lance
Can be Gripped with one hand while mounted. Increase Collision damage caused to other subjects by 2.
Launch Tube
Load with Bullets or Darts. Attacks have all effects of the Loaded weapon and gain +3 range and +1 damage.
Light Repeating Crossbow
Can hold up to 6 pieces of ammunition and uses only 1 with each attack. Can be used any number of times each turn with Rapid Strike.
Longbow
Cannot attack with this while mounted, Prone, or Flying with Wings.
Manticore Tail
You can attack with this as a ranged weapon with 4 range. On success, a spine lodges in the target causing Tier 1 Trauma at the start of each of the their turns until it is removed. This is made of Demonhide.
Morphling
1 Resolve: This small skull of a Shifter takes on the form of a specified non-magical non-improvised weapon or tool sized for you to gain its damage, range, Strike Type, and Traits for 1 hour, even if not Gripped or Focused on. This is made of Ancient Bone.
Net
Secure the target with DL equal to your attack roll. If the target is moving, they must Balance. While Secured by the Net, the creature has Tier 2 Encumbered and must Balance each time they move. Net is its own ammunition. Net cannot affect creatures more than 2 sizes larger than the size of creature it is made for.
Quarterstaff
Can be Gripped as a Lightweight weapon in each of two limbs at once. While doing so, it loses Two-Handed.
Raining Stars
This enchanted vial appears to contain powder. It attacks in a line through its target space as powder pours out and grows to spiked orbs long enough to cause real harm. After attacking, the powder Warps back into the vial.
Rope Dart
After throwing the dart, you pull it back to your hand with the rope as part of your action unless you throw it more than 4 spaces, modified by half size, allowing it to be thrown repeatedly.
Sling
Is N5 Bulk. Add your Athletics Tier to damage. Small rocks or like objects can be used as ammunition, but cause -1 on your attack roll and Range.
Sling Staff
Counts as a quarterstaff when used as a melee weapon. You can use a Sling Staff as a Sling. When doing so, it has Load 2.
Tower Shield
As a Minor Action, you can plant it in the ground and it functions as a wall or extract it. You cannot move while Gripping a planted shield.
Unicorn Blade
While Gripped, gain +2 on defenses against disease and poison. This is made of Ancient Bone.
Willbreaker
Deal damage to Resolve instead of Grit.
Wizard Dice
When you succeed an attack against a creature, roll 3d12. Cause Tier 3 of the ailment matching the lowest number rolled. 1 - Deafened. 2 - Muted. 3 - Trauma. 4. Dazzled. 5 - Blinded. 6 - Burning. 7 - Sickened. 8 - Unsteady. 9 - Weakened. 10 - Frightened. 11 - Enraged. 12 - Exhausted. This is made of Orichalcum.