Weapons

## Weapon categories

All weapons are also available in Bronze for a 20% price increase rounding Down. Only Bronze can be imbued with mystical properties. Additionally Bronze weapons if maintained can last for centuries.

### Heavy Weapons

Damage: 1D10

Heavy weapons are distinguished by the fact that they have to be wielded with two hands in order to be used effectively. They have a superior damage effect in melee combat.

### Long Weapons

Damage: 1D8, Qualities: Long.

Long weapons have the advantage of superior reach and give the user Free Attacks against enemies that are not armed with Long weapons themselves. A Long weapon can be used in one hand, but then loses the Long quality since the user is forced to hold it higher up on the grip to control the weapon.

### **Projectile Weapons**

Damage: variable

Projectile weapons are meant to be used over greater distances. The crossbow is loaded with bolts, the bows fire arrows and slings throw sharpened rock. Reloading a bow or a sling counts as a Free Action.

### Shields

Armour: Provides +1 in Defense

Damage: 1d4

Shields make it difficult to hit the wielder with melee, as well as ranged, attacks. They are often combined with a single-handed weapon, or with a single-handed weapon and a number of additional throwing weapons.

### Short Weapons

Damage: 1D6, Qualities: Short.

Short weapons can be drawn quickly and are easily hidden.

### Single-handed Weapons

Damage: 1D8 Qualities: None.

The category of Single-handed weapons covers all kinds of weapons that can be wielded in one hand.

### Throwing Weapons

Damage: 1D6 Qualities: None.

Throwing weapons are hurled single-handedly over short distances. They are usually used before melee combat is initiated, and are therefore often combined with a shield. Throwing axe, throwing knife and throwing spear are all examples of this weapon group.

### Unarmed Attacks

Damage: 1D4 Qualities: Short. The Battle Claw has the Deep Impact quality. Unarmed attacks are usually used as the last resort of cultural beings and are less effective than the natural weapons of beasts and abominations in almost all respects. Yet, with the Natural Warrior ability even an unarmed character can inflict 150 considerable amounts of damage to its enemies. An elbow, a bite, a punch, a head-butt, a kick as well as the use of brass knuckles are examples of Unarmed Attacks

## Qualities

### Balanced

The weapon is so well balanced that it is extra effective when parrying. The weapon provides +1 in Defense.

### Blood-letting

The weapon causes wounds, open or internal, that bleed at a rate of 1 Toughness per turn. The bleeding starts on the turn after a damaging hit and the effect is cumulative: additional damaging hits increase the blood-letting effect by +1. First aid or other kinds of healing will stop the bleeding.

### Blunt

The weapon lacks either cutting or piercing abilities, and therefore uses one (1) Effect Die lower than other weapons of its kind.

### Concealed

The item normally goes unnoticed, or is seen as something else than a protection or a weapon. If someone actively examines the owner/carrier, a test against [Discreet←Vigilant] is rolled, otherwise it cannot be discovered. Other hidden items can be discovered at first glance with such a test.

### Deep Impact

The weapon has qualities that makes it even more deadly. Maybe its blade can pierce armor more easily or the weapon itself is so massive that it gets extra crushing power. Either way, the weapon deals +1 extra damage.

### Ensnaring

The weapon can be used to snare a target, which is done with a passed [Accurate←Quick] test. An ensnared target cannot move and gets a second chance to fail all success tests. Every attempt to get free requires spending a combat action; this forces the attacker to test [Accurate←Quick] again in order to keep the target in check. Ensnaring melee weapons can be used to try to knock a target prone. The attempt counts as a combat action and requires a passed [Strong←Strong] to succeed. A fallen target cannot get up until it has been freed from the ensnaring effect. Also, note that an Ensnaring weapon may be used with the ability Ensnare to perform more advanced maneuvers (see page 64).

### Flexible

A Flexible shield can be carried strapped to the arm, ready to use, while at the same time allowing the bearer to use both hands for wielding a Long or Heavy weapon. Even ranged weapons can be used without problem together with a Flexible shield.

### Jointed

The weapon is jointed, letting the head of the weapon strike past or around blocking weapons or shields, making it harder to parry. The length of the chain also makes the attacks difficult to evade. Even if a parry is successful, the attack hits if the die lands on an odd number; in which case the weapon deals 1D6 damage. This secondary damage is not affected by any abilities – it remains 1D6 regardless of the attacker’s other abilities.

### Long

The weapon has the advantage of superior length and reach, giving the wielder one Free Attack each turn against an opponent that comes into range of melee combat, as long as said opponent is not also armed with a Long weapon.

### Massive

The weapon makes other weapons look puny in comparison. The wielder has a second chance at the damage test; the damage die is rolled twice and the higher of the two outcomes is used. Note that this only applies to the damage die of the weapon, not of additional dice from abilities, powers and elixirs.

### Precise

The weapon is designed to be easy to wield and therefore gives +1 to attack tests.

### Screening

The shield is so big that it completely obstructs the line of sight in one direction; archers must move sideways to get a clear line of sight. An ally walking directly behind the carrier of the Screening shield receives the same protection as the carrier.

### Short

The weapon can be drawn as a Free Action and can be used with the Feint ability.

### Tripping

The weapon can be used to snag a target, which is done with a passed [Accurate←Quick] test. It causes the target to fall prone

### Unwieldy

The weapon is heavy or unbalanced in a way which makes it more difficult to swing and control during combat. An attack with the weapon requires a full turn; both the combat action and movement action are spent on the attack. In other words, the wielder cannot both attack and move during a single turn, but once he or she is in place it is possible to make an attack every turn.

### Versatile

The weapon can be wielded in one or two hands, even if it only comes into its own when both hands are resting on the grip. The Versatile weapon loses one or all of its qualities when used single-handed, but can instead be combined with a shield, which may be preferable at times. Another upside is that it can be used while on horseback, wielded in one hand until the rider dismounts and can grip it in two.

### Wrecking

The weapon is primarily meant to attack buildings, rather than living creatures; its lack of precision makes it all but impossible to aim at individual enemies, leaving it better suited for shots at fortifications or large areas on the battlefield . Its effect on buildings is considerable and multiple hits will likely wreck the structure – a tower collapses, a wall is breached, a gate is blown open to give the attackers a chance to storm the building. Creatures who happen to be where a Wrecking weapon hits take damage; Armor is ignored but a passed Defense test halves the damage. Anyone present in or on a building which is destroyed dies or becomes dying if they fail a Defense test; if the test is passed, he or she suffers damage instead, ignoring Armor. Furthermore, the individual is buried in the rubble and it takes the rest of the scene to get out of the wreckage.

## Mystical qualities

### Acid Coated

Ancient forging procedures make every hit potentially corrosive. Each hit with the weapon deals 1d4 extra damage for 1d4 turns. The acidic effect is not added to the normal damage; it is rolled as a separate hit. Such a weapon is often carried in a special sheath or socket to avoid damaging the owner. In combat, the acid will affect the wielder if the attack roll is 20 and a consecutive roll is higher than the wielders Accurate (or the attribute replacing Accurate in attacks).

### Bane Weapon

The weapon is forged in hate and hardened with vengeance, aimed at a specific group of creatures: Undead, Abomination, Elemental, Beast, or a type of humanoid. In this respect, changelings count as Elves while ogres and goblins count as Trolls. Dwarves are a group in their own right. The Bane Weapon deals +1d4 damage against members of the selected group and also glows softly in their presence, giving a +1 bonus to Vigilant when testing to discover that such a creature is in the vicinity.

### Death Rune

The weapon is inscribed with life-denying runes that deal 1d4 extra damage against living and not thoroughly corrupt creatures. In the case of undead or other thoroughly corrupt beings, the energies instead heal 1d4 Toughness.

### Desecrated

The weapon or armor is forged in black fire and has extra power against untainted creatures. A creature that is wounded must roll 1d20 under its total corruption value, or suffer +1d4 damage. And when someone wearing Desecrated armor is hit by a successful attack, the attacker must roll 1d20 under its total corruption value; if the outcome is equal to or higher, the armor adds +1d4 protection against the attack. Thoroughly corrupt creatures always pass these tests, while untainted beings (with zero corruption) always fail.

### Flaming

The weapon glows and even sparks before bursting into flames when actively used. The weapon deals damage as usual, but the target starts to burn – dealing 1d4 damage for 1d4 turns, starting the turn after the initial hit. The fire is extinguished if the target uses a whole turn to roll on the ground and passes a Quick test.

### Hallowed

The item is forged in hallowed fire and has extra power against corrupt creatures. A creature that is wounded must roll 1d20 over its total corruption value, or suffer +1d4 damage. When someone wearing Hallowed armor is hit by a successful attack, the attacker must roll 1d20 over its total corruption value; if the outcome is equal to or lower, the armor adds +1d4 protection against the attack. Thoroughly corrupt creatures always fail these tests, while beings with zero corruption always pass.

### Poison

Coated Ancient forging procedures make each hit potentially poisonous. When an attack damages the target it also suffers 1d4 damage for 1d4 turns from poison. Retributive The armor is crafted with secret and retributive techniques that cause it to ooze acid. With each hit in melee combat, the attacker must pass a Quick test. If failed, the attacker is hit by an acid splash that deals 1d4 damage for 1d4 turns.

### Thundering

The weapon is instilled with storming, thunderous energies. Each hit echoes with the powers of lightning and deals 1d8 damage, rolled separately from the normal damage caused by the attack. Abilities do not add to this extra damage effect. If any of the damage from this quality penetrates the armor the target also has to pass a Strong test or lose an action because of the force unleashed by the Thundering hit.