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Rising Legends: Weapons
Weapons
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, Guard value, and Extend value equal to the amount the weapon's Tier exceeds your related Skill Tier.
Weapons must be Gripped to be used. While you Grip a melee weapon with more parts than required, it deals +1 physical damage.
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.
Accurate
Gain +1 on attack rolls.
Ailments / Conditions
After succeeding an attack with a Mystical strike type weapon or causing Injury equal to or greater than the targets size with other weapons, deal damage of the listed Ailment or Condition of the properties' value. If the Condition does not normally use damage, cause that many Tiers. If no value is listed, it is 2. If a weapon has multiple instances of this, apply each of them.
Demoralize, Disarm, Grab, Reposition, Trip
The weapon can be used to make the listed attack instead of any part normally required. 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. When an attack is Devastating, for each face value 12 in the attack roll, it deals +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 targets who are closer than the added area.
Extra
Have special effects that are described in the text below.
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.
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.
Lightweight
The weapon is small, making it easy to conceal and wield. It cannot be Gripped with more limbs than required.
Load X
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 used over multiple turns and require a Manipulation Limb. When used to attack, the ammunition is launched. Each attack with the weapon requires ammunition of a size matching the weapon to be loaded first. Attacks use the Strike Type of the ammunition.
Mechanical
The weapon is a technology object.
Two-Handed
Requires 1 additional part to count as Gripped.
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. For non-magical weapons, increase the cost of the object by the cost of an Artifact of Tier equal to the increase. 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.
FeatureCraft Tier IncreaseEffectApplies to Magical
Increased damage4 eachThe weapon deals +1 damage for each application.Yes
Increased range1 eachThe weapons gains 25% of its base range for each application.Yes
Added Property3 eachChoose either Accurate or Devastating and the weapon gains the chosen Property.Yes
Added Strike Type2 eachChoose Bashing, Chopping, or Stabbing and the weapon gains the chosen Strike TypeNo
Attachable1The 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
Carrier1A 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
Slitted18 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
WeaponCostDmgRangeTypeCraftTraits
Brass KnucklesCost 17.504-Bashing2 BronzeDazzled 3, Extra, Lightweight
ClubCost 6.0042Bashing1 Wood
Improvised-22?0Extra
MorphlingCost 400.0032Bashing2 MagicalExtra, Lightweight
Melee - Usage Tier 1
WeaponCostDmgRangeTypeCraftTraits
Arrow / BoltCost 0.6031Stabbing1 WoodExtra, Lightweight
CatchpoleCost 11.503-Bashing2 WoodGrab, Reposition, Trip
DaggerCost 29.2543C or S1 SteelAccurate, Lightweight
Dullahan SkullCost 100.002-Mystical1 MagicalExtra, Lightweight
MaceCost 58.505-Bashing1 SteelDazzled 2, Impact
QuarterstaffCost 9.004-Bashing1 WoodDisarm, Extra, Guard 1, Reposition, Trip, Two-Handed
SpearCost 6.0043Stabbing1 WoodExtend 1, Haft, Reposition, Trip
Melee - Usage Tier 2
WeaponCostDmgRangeTypeCraftTraits
BucklerCost 3.002-Bashing1 WoodExtra, Guard 1, Lightweight
Dragon FangCost 1,600.0052Chopping4 MagicalDevastating, Extra, Lightweight, Trauma 2
HandaxeCost 29.2552Chopping1 SteelLightweight
Light ShieldCost 11.503-Bashing2 WoodGuard 1
PartisanCost 112.507-C or S2 SteelDisarm, Guard 1, Extend 1, Haft, Trauma 2, Trip, Two-Handed
ShortswordCost 37.504-Stabbing2 SteelGuard 1, Lightweight
Unicorn BladeCost 3,600.006-Stabbing6 MagicalDevastating, Extra, Stiff 3, Radiant, Trauma 3
War PickCost 58.506-Stabbing1 SteelDevastating, Trauma 3
WarhammerCost 58.506-B or S1 SteelDazzled 2, Impact, Reposition
Melee - Usage Tier 3
WeaponCostDmgRangeTypeCraftTraits
Angel HaloCost 900.00512Mystical3 MagicalBlind 3, Extra, Lightweight, Radiant
BattleaxeCost 75.007-Chopping2 SteelDevastating, Trauma 2
Demon TailCost 900.004-Mystical3 MagicalBlind 2, Disarm, Deaf 2, Necrotic, Extend 2, Trip
FlailCost 94.506-B or S3 SteelDazzled 2, Extra, Load 2
Flora Thorn ShieldCost 900.006-Stabbing3 MagicalExtra, Guard 2, Weak 2
GreataxeCost 141.759-Chopping3 SteelDemoralize, Devastating, Trauma 4, Two-Handed
GreathammerCost 141.759-Bashing3 SteelDazzled 3, Demoralize, Impact, Reposition, Two-Handed
GreatswordCost 141.758-Chopping3 SteelAccurate, Demoralize, Guard 1, Two-Handed
Heavy ShieldCost 36.004-Bashing3 WoodGuard 2
Knightly SwordCost 75.006-C or S2 SteelAccurate, Guard 1, Trauma 2
LanceCost 87.755-Stabbing1 SteelDevastating, Extra, Extend 1, Haft, Two-Handed
LongspearCost 9.006-Stabbing1 WoodExtend 2, Trip, Two-Handed
Sling StaffCost 17.254-Bashing2 WoodDisarm, Extra, Reposition, Trip, Two-Handed
WhipCost 7.503-Bashing1 LeatherDisarm, Grab, Extend 2, Trip, Unsteady 2
Melee - Usage Tier 4
WeaponCostDmgRangeTypeCraftTraits
Lucerne HammerCost 175.509-B or S4 SteelDemoralize, Extend 1, Haft, Reposition, Trip, Two-Handed
Manticore TailCost 900.006-Stabbing3 MagicalDisarm, Extend 1, Extra, Fatigued 1, Trip
RapierCost 47.256-C or S3 SteelAccurate, Devastating, Guard 1, Lightweight
ScytheCost 112.507-C or S2 SteelDemoralize, Devastating, Trip, Two-Handed, Trauma 2, Unsteady 2
Spiked ChainCost 175.507-Stabbing4 SteelDisarm, Extend 2, Two-Handed, Trauma 2, Unsteady 2
Tower ShieldCost 54.005-Bashing3 WoodExtra, Guard 3
Ranged - Usage Tier 0
WeaponCostDmgRangeTypeCraftTraits
Bullet (10 peices)Cost 0.9602Bashing0 BronzeExtra, Lightweight
DartCost 3.0033Stabbing1 WoodLightweight
Wizard DiceCost 900.0013Bashing3 MagicalExtra, Lightweight
Ranged - Usage Tier 1
WeaponCostDmgRangeTypeCraftTraits
Fire WarwandCost 100.0046Bashing1 MagicalBurning 1, Fire, Lightweight
Ice WarwandCost 100.0046Bashing1 MagicalLightweight, Slick 1, Water
JavelinCost 6.0043Stabbing1 WoodSlowed 3
Launch TubeCost 6.00--Ammo1 WoodExtra, Load 1, Two-Handed
Light CrossbowCost 274.5057Ammo3 SteelAccurate, Lightweight, Load 2, Mechanical, Two-Handed
Stone WarwandCost 100.0046Bashing1 MagicalEarth, Lightweight, Stiff 1
Thunder SkullCost 400.0031Bashing2 MagicalAir, Impact, Extra
Wind WarwandCost 100.0046Bashing1 MagicalAir, Lightweight, Slow 1
Ranged - Usage Tier 2
WeaponCostDmgRangeTypeCraftTraits
Hand CrossbowCost 137.2545Ammo3 SteelLightweight, Load 1, Mechanical
Heavy CrossbowCost 274.50814Ammo3 SteelDemoralize, Load 3, Mechanical, Two-Handed
Light Repeating CrossbowCost 621.0057Ammo4 SteelExtra, Lightweight, Load 1, Mechanical, Two-Handed
ShortbowCost 18.0058Ammo3 WoodDevastating, Load 1, Two-Handed
SlingCost 0.64312Ammo0 ClothExtra, Lightweight, Load 1
Stunning WarwandCost 400.00-7Mystical2 MagicalClumsy 2, Lightweight, Slow 2, Stiff 2
Ranged - Usage Tier 3
WeaponCostDmgRangeTypeCraftTraits
Acid WarwandCost 900.0066Flowing3 MagicalDevastating, Earth, Lightweight
BolasCost 1.20-3-1 FiberExtra
BoomerangCost 5.7557Chopping2 WoodAccurate, Extra, Lightweight, Unsteady 2
ChakramCost 17.5066Chopping2 BronzeGuard 1, Lightweight, Unsteady 2
Cold WarwandCost 900.0066Flowing3 MagicalLightweight, Water, Slow 2
Heat WarwandCost 900.0066Flowing3 MagicalBurning 2, Fire, Lightweight
Heavy Repeating CrossbowCost 621.00814Ammo4 SteelExtra, Load 2, Mechanical, Two-Handed
NetCost 2.40-2-1 FiberExtra, Load 6, Two-Handed
Shock WarwandCost 900.0066Flowing3 MagicalAir, Dazzled 2, Lightweight
Ranged - Usage Tier 4
WeaponCostDmgRangeTypeCraftTraits
Body WarwandCost 1,600.0088Mystical4 MagicalBody, Deaf 3, Lightweight, Weak 2
LongbowCost 25.50812Ammo4 WoodDevastating, Extra, Load 1, Two-Handed
Lunar WarwandCost 1,600.0088Mystical4 MagicalDevastating, Lightweight, Necrotic, Sickened 3
Mental WarwandCost 1,600.0088Mystical4 MagicalDemoralize, Emotional: Fear of You 2, Lightweight, Mind
Raining StarsCost 1,600.0065Bashing4 MagicalDazzled, Extra, Lightweight
Rope DartCost 37.5044Stabbing2 SteelExtra, Lightweight
Solar WarwandCost 1,600.0088Mystical4 MagicalBlind 3, Lightweight, Radiant
Extra
Angel Halo
While Gripped, gain 1 Reduction to damage against your Resolve.
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
As you attack, 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, has +3 against Disarm, and does not prevent you from using the body part for another purpose.
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.
Dragon Fang
While Gripped, increase Elemental damage you deal by 1.
Dullahan Skull
Deals Mind damage to Resolve instead of Grit.
Flail
Guard cannot be used against this. For the purpose of Load, Flail counts as 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.
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 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 dealing 1 Trauma damage at the start of each of the their turns until it is removed.
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.
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 and +3 range.
Thunder Skull
Attacks as a Burst using range as Area Value.
Tower Shield
You can use a Minor Action to position it in a way that it can function as a wall until you use it or move.
Unicorn Blade
While Gripped, gain +2 on defenses against disease and poison.
Wizard Dice
When this succeeds an attack against a creature, roll 2d12. Deal an amount of damage equal to one of the face value of your choice rolled of an Ailment matching the other face value rolled. 1 - Anosmatic. 2 - Deaf. 3 - Mute. 4 - Sickened. 5 - Trauma. 6 - Stiff. 7 - Slow. 8 - Blind. 9 - Dazzled. 10 - Clumsy. 11 - Unsteady. 12 - Weak.



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