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Weapons
Weapons come in many forms to harm your enemies and must be Gripped to be used. Weapons normally deal Grit damage and can include secondary effects. While you Grip a melee weapon with more than 1 body part, it deals +1 physical damage.
Usage Tier
Each weapon has a Usage Tier representing how difficult it is to use properly. Melee weapons use Martial and ranged weapons use Nimble. Suffer a penalty on your attack roll and Guard value equal to the amount the weapon's Usage Tier exceeds your Skill Tier.
Damage and Strike Types
The damage a weapon deals is based on these values:
Weight
The base weight of weapons is determined by the category of weapon and its properties. Ammunition is 0.1 pounds. Shields weigh their base Guard value x 4 pounds. Other weapons weigh 3 pounds.Properties
Weapons may have a number of properties. Properties often trigger when used for attacking or grant you access to the feature while the weapon is Gripped.
Accurate
Gain +1 on attack rolls.
Ailments / Conditions
After succeeding an attack with a Mystical strike type weapon or causing Injury 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 a weapon has multiple instances of a single type, add their values together.
Demoralize
Gain +1 on Demoralize and you can use Demoralize as a Trick.
Disarm, Grab, Reposition, Trip
The weapon can be used to make the listed attack instead of any part normally required and gain +1 on the attack. Apply Accurate and Extend if the weapon has them. If used for Grab, you do not suffer Encumbered from the Hold and the weapon cannot be used for any other purpose.
Devastate
If you roll any face value 12 in your attack roll, trigger Devastating. Devastating attacks deal +1 damage for each face value 12 in the attack roll.
Elements
Damage dealt is the specified element.
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 Physical Reduction against the attack equal to the Guard value. If the shield is made of a material that grants Element Reduction when made into armor, also gain Reduction against that Element equal to the Guard value. If the attack succeeds against you, apply the same damage roll to each non-living object used for Guard.
Haft
The weapon can be used as Bashing Strike Type. When used this way, do not apply properties from the weapon except Two-Handed.
Heavy
You can use 1 Minor Action to set the weapon until after the weapon attacks or is not Gripped. While the weapon is set, it deals +1 damage.
Impact
After causing Injury, you may Reposition the target.
Lightweight
The weapon is small, making it easy to conceal and wield. Its base weight is reduced by 2 pounds. It cannot be Gripped with more limbs than required. Creatures suffering a penalty from Crowded suffer -1 on defenses against melee lightweight weapons.
Load X
The Load value is the number of Minor Actions that must be used to prepare the weapon to use a Strike. This involves putting a single piece of ammunition of a size matching the weapon into place. You cannot load more than 1 piece of ammunition at a time. These actions can be used over multiple turns.
When used to attack, the used actions are reset and loaded ammunition is launched. The attack uses the Strike Type of the ammunition.
Mechanical
The weapon is a technology object and deals +1 damage.
Thrown X
The weapon can be used for a thrown attack with X range.
Two-Handed
Requires 1 additional part to count as Gripped. Its base weight is increased by 2 pounds.
Shields
You can don a shield on your Manipulation Limb like donning armor to count as having it Gripped it with that limb. While you do, treat its weight as halved to determine if you can Grip it and its damage.
Extra
Angel Halo Gain 1 Reduction to damage against your Resolve. Arrow / Bolt Arrows are used to load bows and bolts for crossbows and arbalest. Is 0.1 pounds. Bolas Does not deal damage. 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. This 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 worn and as an Unarmed Strike, has +3 against Disarm, and does not prevent you from using the body part for another purpose. Bullet Used to load slings or launch tubes. Is 0.1 pounds. Dart Used to load launch tubes. Is 0.1 pounds. Dragon Fang Increase Elemental damage you deal by 1. Dullahan Skull Warwand Also deal 2 damage to Resolve. Flail Guard cannot be used against this. This counts as its own ammunition for Load. This does not need to be Loaded again after attacking if the attack fails. Flora Thorn Shield Gain 6 Time and Radiant Reduction. Improvised Any object can be used as a weapon, though it breaks easily and suffers -1 on attack rolls. Determine the damage by the weight of the object. After each attack, apply the same damage roll to the weapon. The Strike Type is based on the object and determined by the Soulweaver. Lance Can be Gripped with one hand while mounted. Deal +2 damage when used with Dashing Plunge. Launch Tube Load with Bullets or Darts. Attacks have all effects of the Loaded weapon and gain +3 range. Longbow If you Take Your Time to attack, the attack gains Accurate. Cannot attack with this while mounted or Flying with Wings. Manticore Tail Attacks from this that cause Injury lodge a spine in the target that deals 1 Trauma damage at the start of each of the their turns until removed. You can attack with this as a ranged weapon with 4 range. Morphling 1 Resolve: This small skull of a Shifter takes on the form of an object that weighs up to 5 pounds for 1 hour, even if not Gripped or Focused on. It gains all non-magical functions of the object. Net Does not deal damage. 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 Guard and Two-Handed. Choose how you are holding the weapon when you obtain it and at the start of your turn. Raining Stars Warwand Attacks as a Line using range as Area Value. 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 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 Warwand 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 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. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||