Weapons

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Special Rules

Different weapon sizes adjust the Initiative of the person using it. The character’s initiative is determined by the weapon currently drawn. If the character wishes to change weapons, the weapon being changed to determines how the character’s initiative is altered in the current Round.

  • Light Weapons provide a +5 bonus to Initiative. Changing to a Light Weapon is a Free Action.
  • Medium Weapons provide a +0 bonus to Initiative. Changing to a Medium Weapon is an Instant Action.
  • Heavy Weapons inflict a –5 penalty to Initiative. Changing to a Heavy Weapon is an Action.
  • This assumes the character is not taking any care to remove a weapon already in hand (the weapon is discarded). Otherwise, sheathing a weapon is an Instant Action.

Notes

  • # Y: The weapon can be used at range. The number provided is the base range of the weapon (Range x 1) in yards.
  • 2H: The weapon is a two-handed weapon. Attempting to use the weapon with only one hand provides a +6 Difficulty to the attack and reduces the Active Defence bonus by the same amount.
  • 2O: The weapon may be used with one or two hands. When using the weapon two-handed, the character gains a +1 die bonus to attack and +1 Damage.
  • E: The weapon is suitable for Entangling, granting a + 2 die Equipment Bonus when being used for Grappling attacks.
  • I: The weapon is suitable for Impaling, granting a +2 die Equipment Bonus when being used for Piercing attacks.
  • K: The weapon is suitable for inflicting Knock Back, granting a +2 die Equipment Bonus when being used for Knock Back attacks.
  • P: The weapon is suitable for Parrying, granting a +1 bonus to Defence when used for Active Defence.
  • R #: The weapon is a Reach Weapon. As an Instant Action, the character may perform one attack on an opponent who moving into range. The character can not use this attack against someone who is already within their reach. The number provided is the normal Reach of the weapon in feet. This character adds their Size to the range.
  • S: The weapon is suitable for Stunning, granting a + 2 die Equipment Bonus when being used for Stun attacks.

Bladed Weapons

Weapon Damage Bulk Hardness Cost Weight Notes
Dagger 3 1 7 8 Light 10 Y, I
Knife 2 1 6 5 Light None
Main-Gauche 3 1 7 8 Light I, P
Kukri 4 1 7 7 Light I
Stiletto 4 1 7 7 Light I
Nagimaki 5 5 8 12 Medium 2H, R6
Sword (Bastard) 7 3 8 12 Heavy 2O
Sword (Butterfly) 4 1 8 7 Light None
Sword (Falchion) 6 4 8 11 Medium 2H
Sword (Great) 8 5 8 15 Heavy 2H, R6
Sword (Katana) 7 3 9 12 Medium 2O
Sword (Long) 6 2 8 9 Medium None
Sword (Ninja-To) 4 2 8 8 Light I
Sword (No-Dachi) 8 5 9 15 Heavy 2H, R9
Sword (Rapier) 5 1 7 9 Light I, P
Sword (Scimitar) 5 2 8 9 Medium None
Sword (Short) 4 1 8 7 Light None
Sword (Wakizashi) 4 2 9 9 Light P
Sword (Zweihander) 9 7 8 17 Heavy 2H, K, R9
Pommel Strikes: A pommel has a Damage equal to the weapon’s Bulk, and is considered to have the Stunning trait, if the person wishes to make a Stun Attack.

Entangling Weapons

Weapon Damage Bulk Hardness Cost Weight Notes
Bola 2 1 4 7 Light 5 Y, E, S
Bullwhip 3 2 4 9 Medium E, R9, S
Chain 3 3 7 11 Medium 2O, E, S
Spike Chain 5 4 7 12 Medium 2H, E, S
Kasurigama 3 3 6 9 Light 2H, E, R6
Kau Sin Ke 5 2 8 12 Medium 2H, E, R6
Lash 2 1 4 6 Light E, R6
Net 0 3 3 6 Medium 10 Y, E

Unarmed Weapons

Weapon Damage Bulk Hardness Cost Weight Notes
Gauntlet 2 2 7 7 Light S
Katar 4 2 7 9 Light I, P
Nekode 2 1 2 4 Light P
Punching Dagger 3 2 7 8 Light I, P
Spike Gauntlet 3 3 7 9 Light I, S
Spiked Boots 4 3 7 8 Light I
Unarmed Kick 2 N N N Light None
Unarmed Punch 1 N N N Light None
Kick Attacks: Performing a Kick attack, Including using Spiked Boots, Imposes an Additional +1 Difficulty to the attack roll.

Thrown Weapons

Weapon Damage Bulk Hardness Cost Weight Notes
Dagger 3 1 7 8 Light 10 Y, I
Chakram 3 1 7 8 Light 30 Y, S
Dart 2 0 5 6 Light 20 Y, 1
Heavy Chakram 4 2 7 10 Medium 10 Y, S
Shuriken 1 0 6 5 Light 10 Y
Sling 2 1 2 5 Light 50 Y, S
  • Note 1: Throwing weapons such as darts and shurikens are small and therefore, counted as ammo. Therefor, buying one implies buying a stockpile of them. Daggers do not qualify for this rule.
  • Note 2: Daggers may be thrown with blades skills. (Also they are mainly bladed weapons, and only here because they follow other throwing special rules.
  • Note 3: You may throw more than one shuriken, dart, or dagger at a time, at a +1 difficulty to the throw roll for each additional shuriken, dart, or dagger thrown. The maximum number of shuriken, dart, or dagger you can throw at a single time is your THROW SKILL. Each success is 1 hit. Difficulty to Soak = Base Damage + # Hit.

Exotic Weapons

Weapon Damage Bulk Hardness Cost Weight Notes
Blowgun 1 1 4 5 Light 10 Y, 2O
Flail 5 3 6 9 Medium R3
Heavy Flail 7 5 6 13 Heavy 2H, R6
Jitte 2 1 7 7 Light P, S
Kama 3 1 6 5 Light None
Lajatang 5 4 6 11 Medium 2H, R6
Nunchaku 3 1 5 6 Light P
Sai 2 1 7 7 Light 10 Y, P
Scythe 6 5 7 13 Heavy 2H, R6
Siangham 3 1 6 5 Light None
Sickle 3 1 7 6 Light None
War Fan 4 7 2 8 Light P

Archery Weapons

Weapon Damage Bulk Hardness Cost Weight Notes
Composite Short Bow +2 1 7 8+ Light x6 Y, 2H, I
Composite Long Bow +3 2 7 10+ Medium x10 Y, 2H, I
Daikyu +3 3 6 11+ Heavy x12 Y, 2H, I
Great Bow +5 6 7 14+ Heavy x16 Y, 2H, I
Hankyu +2 1 6 8+ Light x8 Y, 2H, I
Long Bow +2 6 2 10+ Medium x8 Y, 2H, I
Recurve Long Bow +4 2 6 10+ Medium x14 Y, 2H, I
Recurve Short Bow +3 1 6 8+ Light x10 Y, 2H, I
Short Bow +1 1 6 7+ Light X4 Y, 2H, I
Damage: Bows are built to a specific strength. A character must have a Physical equal to or greater than the Strength of the bow to be able to use it effectively. For every point the user's Physical is short, the character suffers a +1 difficulty to attack, and reduces the Damage of the bow by one. A bow adds its Strength to Damage, and half of the bow's Strength to Cost.

Range: The range of a bow is determined by the bow's Strength, or the user's physical Attribute, whichever is lower. This number is multiplied as indicated for the bow's Range. Thus the short bow has a maximum Range of Strength x 4 Ranged Combat Rules

Reload: A light bow takes 1 Free Action to reload. A medium bow takes 1 Instant Action to reload. A heavy bow takes one Action to reload.

The Great Bow: Due to the size of this weapon, the Great Bow is fired while prone (helpless). The character lays on their back, holding the bow steady using their feet, and pulls the string with both hands.

Impact Weapons

Weapon Damage Bulk Hardness Cost Weight Notes
Battle Axe 6 3 7 10 Medium 2O
Club 3 2 5 8 Medium 2O, S
Great Axe 9 6 7 14 Heavy 2H
Great Club 6 4 5 13 Heavy 2H, K, S
Hand Axe 4 2 7 7 Light None
Heavy Mace 5 4 7 11 Medium 2O, S
Heavy Pick 5 3 6 10 Medium 2O, I
Light Hammer 2 1 7 7 Light 20 Y, S
Light Mace 3 2 7 7 Light S
Light Pick 4 2 6 7 Light I
Maul 7 10 8 19 Heavy 2H, K, R6, S
Morning Star 5 3 7 14 Medium S
Sap 3 1 4 5 Light S
Tetsubo 5 3 7 14 Heavy 2O, K, R6, S
Three-Section-Staff 6 4 5 12 Medium 2h, R6, S
Throwing Axe 3 1 7 7 Light 10 Y
Tonfa 3 1 5 7 Light P, S
War Hammer 5 3 7 10 Medium S

Crossbow Weapon

Weapon Damage Bulk Hardness Cost Weight Notes
Arbalest 10 8 6 17 Heavy 110 Y, 2H, I
Cho-Ko-Nu 4 3 6 11 Medium 60 Y, 2H, I
Hand Crossbow 2 2 4 6 Light 30 Y, I
Heavy Ballista 16 3 8 20 Medium Siege 110 Y, 2H, I
Heavy Crossbow 8 4 5 14 Heavy 80 Y, 2H, I
Lain-Nu 8 3 5 15 Heavy 60 Y, 2H, I
Light Ballista 14 2 7 17 Light Siege 110 Y, 2H, I
Light Crossbow 4 2 5 10 Medium 60 Y, 2O, I
Recurve Heavy 6 5 4 13 Heavy 100 Y, 2H, I
Recurve Light 6 4 3 11 Medium 70 Y, 2O, I
Zhunge-Nu 8 8 6 16 Heavy 80 Y, 2H, I
Cho-Ko-Nu and Zhu-Nu(Chang'Na): A repeating crossbow with 8 bolts in a cartridge. Reloading is a Free Action. Refilling the cartridge and placing it on the crossbow is a Full Round Action.
Lian-Nu(Chang'Na): A crossbow which fires four bolts at the same time. The archer can increase the Difficulty to increase the nu,ber of bolts that strike the same target. Each +2 added to the Difficulty indicates another bolt strikeing true of the attack succeeds. Reloading is a Full Round Action. Each Bolt is soaked Individually.
Reload: A light crossbow takes 1 Instant Action to reload. A medium crossbow takes 1 Action to reload. A heavy crossbow takes one Full Round Action to reload. A Light Siege Crossbow takes two Full Round Actions to reload. Medium Siege crossbow takes Three Full Round Actions to reload.
Siege Weapons: The Bulk of a Siege Weapon is roughly 100 pouds per point of bulk. When being carried by something other than a vehicle, multiply the Bulk by 20 to find the Bulk used for a person attempting to carry it. The Zhuge-Nu and both Ballista are usually manned by two people - one to fire, and one to spot. A spotter provides a +2 die bonus to attacking with the crossbow. Siege Weapons use only a quarter of their Bulk for determining Cost, rather than half.
Siege Weapons and Initiative: A Light Siege Crossbow has a -10 Penalty to Initiative. A Medium Siege Crossbow has a -15 penalty to initiative. If this reduces the operator's final Initiative to 0, they fire at the end of the Round.

Pole Weapons

Weapon Damage Bulk Hardness Cost Weight Notes
Glaive 7 5 6 12 Medium 2h, R6
Guisarme 5 6 6 12 Medium 2h, R6
Halberd 7 6 6 13 Medium 2h, R3
Javelin 3 1 5 7 Light 30 Y, I
Lance 5 5 6 13 Heavy 2h, I, R6
Long Spear 6 5 6 14 Heavy 2h, I, R6
Naginata 7 8 8 16 Heavy 2h, R9
Quarter Staff 3 3 5 10 Medium 2H, P, S
Sasumata 2 4 6 10 Medium 2h, R6, S
Short Spear 3 2 6 8 Light 20 Y, 2O, I
Short Staff 2 1 5 8 Light 2O, R3, P, S
Spear 6 3 6 13 Medium 20 Y, 2O, I, R3
Trident 5 2 6 11 Light 10 Y, 2O, I, R3

Firearm Weapons

Weapon Damage Bulk Hardness Cost Weight Notes
Culverin Extraordinary 17 48 7 30 Heavy Siege 100 Y
Demi-Culverin 14 36 7 25 Medium Siege 400 Y
Hand Culverin 12/6 10 7 20 Heavy 100 Y, 2H, K
Least-Sized Culverin 19 40 7 28 Medium Siege 300 Y
Ordinary Culverin 22 45 7 32 Heavy Siege 50 Y
Portable Culverin 15 1 7 16 Light Siege 200 Y
Heavy Long Arm 10/5 7 6 16 Heavy 40 Y, 2H
Heavy Side Arm 7/3 4 6 11 Medium 20 Y
Light Long Arm 9/4 6 6 14 Medium 30 Y, 2O
Light Side Arm 4/2 3 6 9 Light 15 Y
Arms (Tarantis): The Side Arm and Long Arm are long, cannon-shaped tubes attached to a staff of varying length. The heavy long arm appears much like a quarter staff with a tick, four foot long metal tube with a bulb at the end while the light long arm appears more like a thick metal tube imbedded half-way through the staff, closer in appearance to a rifle. The light side arm looks much like a baton, the grip held to keep it steady, while the heavy sude arm looks like a short-staff with a two foot long bulb head at the end. Firing Light Arms uses a flash pan triggering mechanism, while Heavy arms Requires pulling a thin rope connected to a sparking mechanism inside the metal hull. Flash pan side arms require one Action to prepare for firing.

Heavy Arms are also called Fire Breathers because the bulb stores an alchemical mixture. When triggered it produces a blast, firing the shot and then producing flame for the rest of the Round which inflicts half the listed damage at one tenth the normal range for the weapon. Those struck by the flame suffer burning.

Culverin (Tarantis, Roan Isles): A culverin is a weapon which is placed and then fired as a siege weapon. The portable culverin is Usually mounted on a swivel. Culverin were the predecessors to the proper "cannon". The Hand Culverin looks much like an iron tetsubo, and only gains the K trait when it is used as a melee weapon.
Damage: The Hand Culverin and all Arms have two Damages listed. The second Damage listed is for when it is used as a melee weapon. Which falls under the Impact Skill. Arms usually have a metal-shod protection at the back end, which is used for clubbing opponents without damaging the weapon. All Firearms reduce Armour Soak by half before it is applied when fired, but not when used as a melee weapon.
Reloading: Reloading a Firearm takes a Full Round Action to perform for Side Arms, and two Full Round Actions for Long Arms. For Light Siege Culverins, it takes three Full Round Actions, for Medium Siege Culverins it takes four Full Round Actions, and for Heavy Siege Culverins, it takes five Full Round Actions.
Modifications: Arms have slowly begun to be modified over the last decade, and below are the modifications which can be granted. Each modification increases the Cost by two and is extremely rare as those with the knowledge have not released it to the public.
  • Breech: The Arm is breach-loaded, rather than front loaded, making reloading easier and faster. A Side Arm reloads as an Action, while a Long Arm loads as a Full Round Action.
  • Flintlock: The Arm has a flint-lock firing mechanism, making it more reliable. It does not require an Action to prepare for firing.
  • Rifled: The Arm has rifling, which doubles the listed Range, thus increasing the accuracy at greater ranges.

Rymnian Weapons

Weapon Damage Bulk Hardness Cost Weight Notes
Fish Spear 6 2 5 10 Light 20 Y, 2O, I
Gill Fork 7 2 5 10 Light 2H, I, R3
Hammer Blade 10 10 10 20 Heavy 2H, K, R6
Kick Spikes 3 1 2 6 Light K, P, S
Lode Bow 9 4 7 14 Medium 200 Y, 2O, I
Pearl Staff 2 1 5 8 Light 2O, R3, P, S
Snub Bow 3 1 5 7 Light 30 Y, I
Talith 2 1 3 5 Light R3, E
Wing Blade 5 2 7 10 Medium P, R3
Wing Spurs 4 1 6 7 Light P
Woodwind Bow +5 5 7 14+ Heavy x12 Y, 2H, I
Woodwind Sword 8 5 9 14 Medium 2O, R9

Rymnian Weaponry A number of the Rymnian races have brought weaponry in from Rym. Your average person from Kith Kanaan will not know about such equipment, or may be confused when encountering it. Most assuredly, they do not begin with this equipment.

  • Fish Spear: A lutrai pole weapon often used for fishing.
  • Gill F ork: A lutrai pole weapon used for killing sharks.
  • Hammer Blade: A skole sword which can use either the Blades Skill or the Impact Skill. This weapon is often crafted by the skole using Adamant.
  • Kick Spikes: A koba weapon attached to the feet, allowing the koba to gain additional velocity. The koba learn to use their feet to parry as well, and these weapons facilitates this. Uses the Unarmed Skill.
  • Lode Bow: A hoomiku weapon using the Firearms Skill. This bow takes a Full Round Action to reload. This weapon can not be modified as per the rules for Arms.
  • Pearl Staff: A lutrai staff which also provides a +2 die bonus when used as a conduit for miracles and shamanic spells.
  • Talith: A myrix scarf, often wrapped around the waist, which has weights or barbs on the ends. Used as a whip.
  • Woodwind Bow: A lapix bow of superior construction.
  • Woodwind Sword: A lapix sword similar to the no-dachi.

Cepn Weaponry Cepn weapons are often implanted into the wings, a hole drilled into the hollow bones of the cepn, and then fastened in to make the weapon a part of the cepn. Each weapon has two numbers listed with th Graft Trait. The first number is how many Wounds the cepn takes getting the weapon grafted. The second number dictates how many Wounds are inflicted if the weapon is forcibly removed. This damage is soaked using just the cepn’s Physical Attribute.

  • Snub Bow : Graft 3 / 6. A crossbow attached to the wing that holds six bolts. This weapon reloads as a Free Action until the case is empty. It takes a Full Round Action to reload the case and re-attach it. This weapon has a poison sponge inside that liquid poisons can be applied to, automatically poisoning each bolt.
  • Wing Blade: Graft 2 / 4. A blade which runs along the outer edge of the cepn’s wing, though it can be sprung out for a greater arc to provide reach.
  • Wing Spurs: Graft 1 / 3. Much like claws at the very end of the wing, which can be used in tandem with the Wing Blade. Always grants a passive +1 bonus to Defence. Uses the unarmed Skill. The bonus to Defence for the Wing Spur is cumulative with the Wing Blade’s bonus if used for Active Defence.


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