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equipment:weapons [2024/02/13 01:21] – [Table] elfinlocksequipment:weapons [2025/05/04 16:52] (current) – [Magical Weapons] reon
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 | Martial, One-Handed  | 7        | | Martial, One-Handed  | 7        |
 | Martial, Two-Handed  | 10       | | Martial, Two-Handed  | 10       |
-| Exotic, Light        |        |+| Exotic, Light        |        |
 | Exotic, One-Handed   | 8        | | Exotic, One-Handed   | 8        |
 | Exotic, Two-Handed   | 12       | | Exotic, Two-Handed   | 12       |
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 Weapons are separated into several categories, which dictate how they're typically used as well as what kind of training a character may need to use the weapon in question. In addition to these categories, all weapons possess **[[equipment:weapons:weapontraits|Weapon Traits]]**, which determine aspects that make a given weapon unique. See the Weapon Traits page for a breakdown of these abilities in greater detail. Weapons are separated into several categories, which dictate how they're typically used as well as what kind of training a character may need to use the weapon in question. In addition to these categories, all weapons possess **[[equipment:weapons:weapontraits|Weapon Traits]]**, which determine aspects that make a given weapon unique. See the Weapon Traits page for a breakdown of these abilities in greater detail.
 +
 +  * **Light Weapons** add half of your Strength modifier to your weapon damage rolls
 +  * **One-Handed Weapons** add your full Strength modifier to weapon damage rolls
 +  * **Two-Handed Weapons** add your Strength modifier x1.5 to weapon damage rolls
 +
 +With the above example, a character with 20 Strength (and thus a modifier of +5) would inflict +2 damage with a Light weapon, +5 damage with a One-Handed weapon, and +7 damage with a Two-Handed Weapon, as this modifier rounds down.
  
 <WRAP round info 60%> <WRAP round info 60%>
-By default, a melee weapon uses your Strength modifier for the attack and damage rolls. Optionally, Light weapons may use Dexterity for the attack rolls instead. In order to use Dexterity for damage as well, the weapon must have the Agile trait. See the [[equipment:weapons:weapontraits|Weapon Traits]] page for more information.+By default, a melee weapon uses your Strength modifier for the attack **and** damage rolls. Optionally, Light weapons may use Dexterity for the attack rolls instead. In order to use Dexterity for damage as well, the weapon must have the Agile trait. See the [[equipment:weapons:weapontraits|Weapon Traits]] page for more information.
 </WRAP> </WRAP>
  
 +----
  
 </WRAP> </WRAP>
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 | Battleaxe                   | 1d6      | 1d8      | x3        | —       | 6 lbs.   | S       | Axe, Primitive                   | | Battleaxe                   | 1d6      | 1d8      | x3        | —       | 6 lbs.   | S       | Axe, Primitive                   |
 | Flail                       | 1d6      | 1d8      | x2        | —       | 5 lbs.   | B       | Chain, Club, Disarm, Trip        | | Flail                       | 1d6      | 1d8      | x2        | —       | 5 lbs.   | B       | Chain, Club, Disarm, Trip        |
 +| Katana                      | 1d6      | 1d8      | 18-20/x2  | —       | 6 lbs.   | S       | Blade, Recondite                 |
 | Longsword                   | 1d6      | 1d8      | 19-20/x2  | —       | 4 lbs.   | S       | Blade, Reliable                  | | Longsword                   | 1d6      | 1d8      | 19-20/x2  | —       | 4 lbs.   | S       | Blade, Reliable                  |
 | Heavy Pick                  | 1d4      | 1d6      | x4        | —       | 6 lbs.   | P       | Axe, Dwarven, Trip               | | Heavy Pick                  | 1d4      | 1d6      | x4        | —       | 6 lbs.   | P       | Axe, Dwarven, Trip               |
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 | Greatsword                  | 1d10     | 2d6      | 19-20/x2  | —       | 8 lbs.   | S       | Blade, Reach 1, Reliable         | | Greatsword                  | 1d10     | 2d6      | 19-20/x2  | —       | 8 lbs.   | S       | Blade, Reach 1, Reliable         |
 | Guisarme-Glaive             | 1d8      | 1d10     | x3        | —       | 10 lbs.  | S       | Polearm, Trip                    | | Guisarme-Glaive             | 1d8      | 1d10     | x3        | —       | 10 lbs.  | S       | Polearm, Trip                    |
-| Halberd                     | 1d8      | 1d10     | x3        | —       | 12 lbs.  | P or S  | Brace, Polearm                   |+| Halberd                     | 1d8      | 1d10     | x3        | —       | 12 lbs.  | P or S  | Brace, Polearm, Reach 1          |
 | Scythe                      | 1d6      | 2d4      | x4        | -       | 10 lbs.  | P or S  | Axe, Flexible, Trip              | | Scythe                      | 1d6      | 2d4      | x4        | -       | 10 lbs.  | P or S  | Axe, Flexible, Trip              |
 | Spear, Elven Branched       | 1d6      | 1d8      | x3        | -       | 10 lbs.  | P       | Brace, Polearm, Reach 1, Elven   | | Spear, Elven Branched       | 1d6      | 1d8      | x3        | -       | 10 lbs.  | P       | Brace, Polearm, Reach 1, Elven   |
 +| War Pike                    | 1d6      | 1d8      | x2        | -       | 12 lbs.  | P       | Brace, Polearm, Reach 2*         |
 +*Cannot attack adjacent targets.
 </WRAP> </WRAP>
 ===== Table: Ranged Weapons ===== ===== Table: Ranged Weapons =====
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 | Bow, Long*       | 1d6      | 1d8      | x3        | 100 ft.  | 3 lbs.    | P     | Elven, Longbow                       | | Bow, Long*       | 1d6      | 1d8      | x3        | 100 ft.  | 3 lbs.    | P     | Elven, Longbow                       |
 | Bow, Short       | 1d4      | 1d6      | x3        | 60 ft.   | 2 lbs.    | P     | Primitive, Shortbow                  | | Bow, Short       | 1d4      | 1d6      | x3        | 60 ft.   | 2 lbs.    | P     | Primitive, Shortbow                  |
-| Crossbow, Heavy  | 1d8      | 1d10     | 19-20/x2  | 120 ft.  | 8 lbs.    | P     | Crossbow, Dwarven                    +| Crossbow, Heavy  | 1d10     | 2d6      | 19-20/x2  | 120 ft.  | 8 lbs.    | P     | Crossbow, Dwarven, Pen 2, 2 Hand     
-| Crossbow, Light  | 1d6      | 1d8      | 19-20/x2 80 ft.   | 4 lbs.    | P     | Crossbow, Dwarven                    |+| Crossbow, Light  | 1d6      | 1d8      | 19-20/x2 60 ft.   | 4 lbs.    | P     | Crossbow, Dwarven, 1 Hand            |
 | Javelin*         | 1d4      | 1d6      | x2        | 30 ft.   | 2 lbs.    | P     | Orcish, Primitive                    | | Javelin*         | 1d4      | 1d6      | x2        | 30 ft.   | 2 lbs.    | P     | Orcish, Primitive                    |
 | Shuriken* (5)    | 1        | 1d2      | x2        | 10 ft.   | 0.5 lbs.  | P/S   | Concealed, Recondite                 | | Shuriken* (5)    | 1        | 1d2      | x2        | 10 ft.   | 0.5 lbs.  | P/S   | Concealed, Recondite                 |
-| Pistol           1d6      1d8      x4        20 ft    | 4 lbs     | P/B   | Firearm, Misfire (1-2)               +| Pistol           1d10     2d6      x2        30 ft    | 4 lbs     | P/B   | Firearm, Misfire (1), Pen 2, 1 Hand  
-| Musket           1d8      2d6      x4        40 ft    | 9 lbs     | P/B   | Firearm, Misfire (1-2              | +| Musket           2d6      2d8      x2        50 ft    | 9 lbs     | P/B   | Firearm, Misfire (1), Pen 4, 2 Hand  |
-| Revolver         | 1d6      | 1d8      | x3        | 40 ft    | lbs     | P/B   | Adv. FirearmMisfire (1), Revolver  +
-| Rifle            | 1d8      | 2d6      | x3        | 80 ft    | 9 lbs     | P/B   | Adv. Firearm, Misfire (1)            |+
  
 <WRAP center round info 60%> <WRAP center round info 60%>
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 ===== Magical Weapons ===== ===== Magical Weapons =====
  
-Weapons may also possess magical enchantments, which may increase the damage and accuracy of the weapon, or grant it unique effects. Below is a table of the TU costs for such enchantments at [[:chargen|]]. For a list of all magical weapon effects, see the [[equipment:weapons:weaponenchantments|Weapon Enchantments]] page.+Weapons may also possess magical enchantments, which may increase the damage and accuracy of the weapon, or grant it unique effects. Below is a table of the TU costs for such enchantments at [[:chargen|]]. For a list of all magical weapon effects, see the [[equipment:weapons:weaponenchantments|Weapon Enchantments]] page. All bonuses from Enchantments are treated as **Enhancement Bonuses**.
  
 ==== Table: Magic Weapon Costs ==== ==== Table: Magic Weapon Costs ====
-{{tablelayout?rowsHeaderSource=Auto}}+
 ^ Enchantment Tier  ^ TU Value  ^ ^ Enchantment Tier  ^ TU Value  ^
-| +1 Weapon         40        | +| +1 Weapon         20        | 
-| +2 Weapon         160       +| +2 Weapon         80        
-| +3 Weapon         360       | +| +3 Weapon         180       | 
-| +4 Weapon         640       | +| +4 Weapon         320       | 
-| +5 Weapon         1,000     +| +5 Weapon         500       
-| +6 Weapon         1,440     +| +6 Weapon         720       
-| +7 Weapon         1,960     +| +7 Weapon         980       
-| +8 Weapon         2,560     +| +8 Weapon         1280      
-| +9 Weapon         3,240     +| +9 Weapon         1620      
-| +10 Weapon        | 4,000     |+| +10 Weapon        | 2000      | 
 + 
 +---- 
 + 
 +===== Improvised Weapons ===== 
 + 
 +If you attack with something that wasn’t built to be a weapon, such as a chair or a vase, you’re making an attack with an improvised weapon. Improvised weapons are Simple Weapons. You take a –2 penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits that the improvised weapon should have, due to their widely varied nature. Due to this, Improvised Weapons may be light, one-handed, or two-handed, depending upon what the item is.