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| equipment:weapons:weaponenchantments [2026/03/09 05:25] – Replacing Move Action with Half Action, hyperlinking elfinlocks | equipment:weapons:weaponenchantments [2026/03/13 18:50] (current) – elfinlocks |
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| ==== Deadly (+1) ==== | ==== Deadly (+1) ==== |
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| This special ability can only be placed on melee weapons that normally deals nonlethal damage, such as whips and saps. All damage a deadly weapon deals is normal (lethal) damage. A whip (or similar weapon that is not normally able to damage creatures with armor or natural armor bonuses) with this special ability deals damage even to creatures with armor or natural armor. On command, the weapon suppresses this ability until the wielder commands it to resume. | This special ability can only be placed on melee weapons that normally deals [[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]], such as whips and saps. All damage a deadly weapon deals is normal (lethal) damage. A whip (or similar weapon that is not normally able to damage creatures with armor or natural armor bonuses) with this special ability deals damage even to creatures with armor or natural armor. On command, the weapon suppresses this ability until the wielder commands it to resume. |
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| ==== Disrupting (+2) ==== | ==== Disrupting (+2) ==== |
| A huntsman weapon helps its wielder locate and capture their quarry. | A huntsman weapon helps its wielder locate and capture their quarry. |
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| When the weapon is held in hand, the wielder gains a bonus equal to the weapon's [[equipment:mwk|Masterwork]] tier on [[priority:skills:survival|Survival]] checks made to track any creature the weapon has damaged in the past day. It also deals +1d6 points of damage to creatures the wielder has tracked with Survival in the past day. | When the weapon is held in hand, the wielder gains a bonus equal to the weapon's [[equipment:mwk|Masterwork]] tier on [[priority:skills:survival|Survival]] checks made to track any creature the weapon has damaged in the past day. It also deals +1d6 points of damage to creatures the wielder has tracked with [[priority:skills:survival|Survival]] in the past day. |
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| ==== Keen (+2) ==== | ==== Keen (+2) ==== |
| ==== Merciful (40 TU) ==== | ==== Merciful (40 TU) ==== |
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| All damage this weapon deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability). | All damage this weapon deals is [[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]]. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability). |
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| ==== Nimble Shot (+4) ==== | ==== Nimble Shot (+4) ==== |
| ===== Magic Weapon Damage Types ===== | ===== Magic Weapon Damage Types ===== |
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| The following effects adjust the damage type of your weapon from it's normal category of slashing, bludgeoning, or piercing. You may only apply these effects to a nonlethal weapon if the weapon also has the [[equipment:weapons:weaponenchantments#deadly_1|Deadly]] effect. All of these are [[chargen:common_terms#enhancement_bonuses|Enhancement Bonuses]], and their [[game_systems:combat:damage|damage]] is adjusted by their [[game_systems:combat:energy_damage|Elemental Type]] - the base value of the Enhancement Dice bonus used for Magic Weapons is 1d10. | The following effects adjust the damage type of your weapon from it's normal category of slashing, bludgeoning, or piercing. You may only apply these effects to a [[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]] weapon if the weapon also has the [[equipment:weapons:weaponenchantments#deadly_1|Deadly]] effect. All of these are [[chargen:common_terms#enhancement_bonuses|Enhancement Bonuses]], and their [[game_systems:combat:damage|damage]] is adjusted by their [[game_systems:combat:energy_damage|Elemental Type]] - the base value of the Enhancement Dice bonus used for Magic Weapons is 1d10. |
| When a weapon is drawn you may decide if the Magic Weapon Damage is active or not. Turning it off or on takes a Half Action. | When a weapon is drawn you may decide if the Magic Weapon Damage is active or not. Turning it off or on takes a Half Action. |
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