Items
Updated to v0.6.2
"Why do you mortals insist on carrying all this stuff with you?"
"Why do you mortals insist on carrying all this stuff with you?"
Melee Weapons
Weapons marked with an asterisk (*) require advanced skills.Melee Weapons
- Sword*. +4 sharp (Str). 2 AP. Requires 7 strength.
- Rapier*. +2 penetration (Tal). 2 AP. Requires 5 strength. Parry.
- Club. +3 blunt (Str). 2 AP. Requires 4 strength.
- Staff. +4 blunt (Str). 2 AP. Requires 5 strength. Parry.
- Spear. +2 penetration (Cor). Range 1-2, 2 AP. Requires 4 strength.
Ranged Weapons
Weapons marked with an asterisk (*) require advanced skills.Ranged Weapons
- Bow*. 5 damage (Cor). 1 AP knock, 1 AP fire.
- Crossbow. 5 damage (Cor). 2 AP knock, free fire. Roll 25 DC strength check to knock for 1 AP.
- Blunderbuss.
- Musket.
Melee Weapon Details
Melee Weapon Details
The weapons a character is using must not exceed their strength in each arm they are using it in. Therefore, for two handed weapons, a character's strength is doubled.
Melee weapons use strength as their base damage.
If a character cannot wield a weapon, they attack with no bonus dice.
Different size classes need weapons built for different sizes. For each size class larger than normal, a weapon's physical prerequisites go up by 4 and the weapons damage bonus goes up by +1. For each size class smaller than normal, a weapon's physical prerequisites go down by 4 and the weapons damage bonus down by +1.