Weapons

**Weapon Name (Damage/Armour Surpass)**

*Default material (if not iron)*

**Attack Type** (Crushing, Slashing or Thrusting)

**STR Req.** (One Handed/Two Handed)

**Speed Factor** (One Handed Use)

**BOWS and CROSSBOWS**

Bows are made from flexible wood and bent by a strand stretched between their ends. They fire arrows. All these weapons are thrusting. Bows (other than crossbows) take a penalty to damage from both a low STR Rating and a low DIS Rating. All bows add the character's DIS Rating to damage. It requires a full round to reload a crossbow. Crossbows are a type of bow fixed transversely on a metal or wooden stock. They fire quarrels, sometimes called “bolts”. Like other bows, crossbows use the Marksman skill.

### **Hunting Bow (1/1)**

*Stone*

**Attack Type:** Thrusting

**STR Req:** 8

**Speed Factor:** 0

These simple bows often fire stone-headed arrows. Due to their inferior quality (regardless of the material used for arrow heads), the Armour Surpass cannot exceed its base by more than 1. They have a range of 125 feet.

### **Moonbow (3/3)**

**Attack Type:** Thrusting

**STR Req:** 11

**Speed Factor:** -5

Named after Oblivion, these powerful greatbows easily punch through armoured targets. They are favoured in particular by the kyasid of the Hunting Moon Tribe and have a range of 100 feet.

### **Windbow (2/1)**

**Attack Type:** Thrusting

**STR Req:** 9

**Speed Factor:** -2

These longbows have great accuracy at long range. They have a range of 200 feet. Their Medium range is 100% further than near and their Far range is 200% further than near.

### **Arbalest (2/3)**

**Attack Type:** Thrusting

**STR Req:** 10

**Speed Factor:** 0

These heavy crossbows require two hands and have a range of 150 feet.

### **Gastraphetes (1/2)**

**Attack Type:** Thrusting

**STR Req:** 8

**Speed Factor:** 0

These crossbows have a range of 100 feet.

### **Hand Crossbow (1/0)**

**Attack Type:** Thrusting

**STR Req:** 6

**Speed Factor:** 0

These concealable crossbows have a range of 40 feet.

Flails are blunt weapons and whips are treated as slashing.

### **Flail (2/1)**

**Attack Type:** Slashing

**STR Req:** 10/8

**Speed Factor:** 0

This is a militarised version of a common farming tool.

### **Grain Flail (0/0)**

**Attack Type:** Slashing

**STR Req:** 8/6

**Speed Factor:** 0

This is a common farming tool and ineffective in combat.

### **Nine-Sectioned Whip (1/1)**

**Attack Type:** Slashing

**STR Req:** 8

**Speed Factor:** 0

Favoured by the kyasid, these weapons are long chain-link whips covered in vicious barbs. They often end in serrated hooks. This weapon grants a +1 bonus to trip and disarm attempts.

### **Scourge (2/0)**

**Attack Type:** Slashing

**STR Req:** 7/5

**Speed Factor:** 0

This is a shorter more vicious multi-headed whip which follows the same restrictions as whips. It does not grant the bonus to trip; however, it does grant a +1 bonus to disarm.

### **Whip (0/0)**

**Attack Type:** Slashing

**STR Req:** 6

**Speed Factor:** 0

Whips do not inflict damage on subjects who are wearing full armour. If a subject is missing a piece of armour, for example the helmet, they still inflict normal damage. Whenever a whip scores a Boost, it either temporarily blinds the subject for one round per Boost or silences the target for the same amount of time by striking the throat or mouth. These effects are nullified if the subject is wearing a helmet which fully protects their eyes. Whips also gain a +2 bonus to attempts to trip a subject or to disarm them.

This weapon covers all natural attacks and attacks without use of a significant weapon. These forms of attack can either be crushing, slashing, thrusting or some kind of energy damage.

### **Breath Weapon**

**Attack Type:** Varies

**STR Req:** -

**Speed Factor:** 0

These weapons are every bit as much of a natural attack as a punch or kick, but are slower to execute as the attacker must inhale deeply first. They rely on powerful jaw or neck muscles along with the ability to aim exhalations correctly towards an intended subject. Instead of resisting with their Defence, the subject resists with their Acrobatics (Reflexes) roll. Some breath weapons may cover an area of effect, if this is the case it shall be stated in descriptive text.

### **Caestus (1/0)**

**Attack Type:** Crushing

**STR Req:** 7

**Speed Factor:** 5

These battle gloves contain blades, metal plates or spikes. Alternatively, you may have clawed finger rings or other forms of knuckledusters – these have identical stats. Similar boots that allow the same bonus for kicks have also been created. These weaponsare common amongst ogres and sirrushes. This damage may be slashing and thrusting in addition to crushing. This depends on what is added to the gloves.

### **Garrotte**

**Attack Type:** Slashing

**STR Req:** Variable

**Speed Factor:** 0

This is more of a strangulation technique than a weapon. Many items, including chains, fishing lines, ropes, scarves, whips or wires can be become garrottes once pressed against a subject’s throat. This weapon inflicts no damage on its own, but when used to aid in a choking attempt it doubles your grapple ranks. This weapon is favoured by assassins.

### **Grappling**

**Attack Type:** Crushing

**STR Req:** -

**Speed Factor:** 0

This is the form of brawling in which chokes, disarms and trips may be used and they add those feats to their rolls. Additionally, you may attempt to tie a subject up and prevent them from taking any action. Tying up a subject uses the same rules outlined in the Strangle advantage; however, it does not inflict VIG damage. Depending on your wishes, tying someone up may inflict no damage, or you may use a submission hold upon them from this position inflicting 2/0/7.

### **Slam (0/0)**

**Attack Type:** Crushing

**STR Req:** Depends on target weight

**Speed Factor:** 0

This represents your skill at lifting an opponent into the air and bringing them down with great force. To attempt a slam, you roll normally but substitute your STR for ALC to hit. This roll is not opposed by your subject’s Defence but by either their Acrobatics (Balance) or Brawl (Grappling). If you win and are strong enough to lift them, you are able to execute a slam attack. Successful slam attacks cause the subject to be downed, just as trip attacks, but the two are different and their bonuses do not stack. This attack is also rolled whenever you decide to attack another creature by throwing a grabbed victim at them, but this manoeuvre is much slower. This form of attack is especially favoured by ogres.

### **Strikes (0/0)**

**Attack Type:** Crushing

**STR Req:** -

**Speed Factor:** 5

The damage listed for strikes is from species that possess no natural attacks, such as claws, horns or bite (the damage for these forms of attack while still benefiting from all striking advantages are listed with the species and are slashing). A strike can be any form of an unarmed blow, including head-butts, kicks, punches, knees, elbows, clotheslines, etc.

These are gigantic bludgeons used to pulverise enemies, inflicting crushing damage. The weapon Boosts and Speed Factors listed here are, as always, for one-handed use, but their weight means great hammers are intended for two hands and most effective when used in this way.

### **Maul (2/6)**

**Attack Type:** Crushing

**STR Req:** 15/13

**Speed Factor:** -5

This massive two-handed warhammer is designed for destroying armour.

### **Skull Crusher (4/3)**

**Attack Type:** Crushing

**STR Req:** 15/12

**Speed Factor:** -5

This two-handed mace is favoured by ogres, who were the ones who originally created it.

### **War Club (3/1)**

*Wooden*

**Attack Type:** Crushing

**STR Req:** 13/11

**Speed Factor:** -2

This large, two-handed club is favoured by primitive peoples.

### **Warhammer (2/4)**

**Attack Type:** Crushing

**STR Req:** 14/12

**Speed Factor:** -4

The favoured two-handed weapon of the dreugh.

All these weapons are weighty and intended for bludgeoning impacts. Hammers are suitable for both one-handed and two-handed use.

### **War-pick (1/3)**

**Attack Type:** Crushing and thrusting

**STR Req:** 12/10

**Speed Factor:** -2

This modified pick is favoured by lower-class ferrums in times of war and is intended for use with two hands.

### **Club (1/0)**

*Wooden*

**Attack Type:** Crushing

**STR Req:** 10/8

**Speed Factor:** 0

The most simplistic of weapons, a club can be nearly anything that inflicts blunt damage.

### **Dokimby (2/0)**

*Wooden*

**Attack Type:** Crushing and slashing

**STR Req:** 11/9

**Speed Factor:** 0

The stick of the shark is greatly favoured by the sirens; however, it has never been in regular use amongst any other peoples. This is a long, thin club covered in shark’s teeth.

### **Work Hammer (0/2)**

**Attack Type:** Crushing

**STR Req:** 8

**Speed Factor:** 0

This is a tool and suitable only for one-handed use.

### **Horseman’s Pick (0/4)**

**Attack Type:** Crushing and thrusting

**STR Req:** 9/7

**Speed Factor:** 0

This is a warhammer with a pick end on one side. It can be used as either a crushing or thrusting weapon and requires a 7 STR.

### **Mace (2/2)**

**Attack Type:** Crushing

**STR Req:** 10/8

**Speed Factor:** 0

While this weapon comes in many styles, it is essentially a balanced metal club.

### **Morningstar (2/1)**

**Attack Type:** Crushing

**STR Req:** 10/8

**Speed Factor:** 0

The favoured weapon of Arikel bears terrible associations in the minds of solfars.

### **Medium** **Shield (1/0)**

*Wooden*

**Attack Type:** Crushing

**STR Req:** Variable

**Speed Factor:** 0

While this is a defensive item, it can occasionally be used as a weapon.

Short edged weapons, typically with pointed metal blades. Daggers are suitable only for one-handed use.

### **Dagger (0/0)**

**Attack Type:** Slashing or thrusting

**STR Req:** 6/4

**Speed Factor:** 4

These small blades are the most common weapons in the world. Suitable only for use in one hand.

### **Kukri (1/0)**

**Attack Type:** Slashing

**STR Req:** 7/5

**Speed Factor:** 4

These knives are favoured by echidnas, assassins and cultists of darkness. They count as daggers and can be used only in one hand.

### **Main-gauche (0/1)**

**Attack Type:** Slashing or thrusting

**STR Req:** 6

**Speed Factor:** 4

These multi-purpose blades add a +1 bonus when used for Parry or Disarm and count as a dagger. They are only appropriate for one-handed use.

These are thrown and chain-based weapons. All projectiles that deal damage add the character's STR Rating.

### **Ball and Chain (3/2)**

**Attack Type:** Crushing

**STR Req:** 15/13

**Speed Factor:** -5

This brutal flail requires great strength and two hands for effective use.

### **Meteor Hammer (3/1)**

**Attack Type:** Crushing or thrusting

**STR Req:** 11

**Speed Factor:** -2

This obligatory two-handed weapon is a long chain with a spherical metal ball at one end and a large spike at the other. This weapon grants a +1 bonus to all Parry, disarm and tripping attempts.

### **Bolo**

**STR Req:** 7

**Speed Factor:** 1

These entangling weapons require a STR of 9 to break free from; however, they require 3 rounds to untangle or 1 round to cut your way out of them.

### **Chakram (0/1)**

**Attack Type:** Slashing

**STR Req:** 7

**Speed Factor:** 3

These throwing circles first created by the maahes are often intricately engraved and currently find regular use among all species of bast as well as dorogars and talfars. In addition to being a throwing weapon, the chakram can also be used as a caestus. When used as a caestus, you must use your Brawl skill instead of projectile skill. You still apply your Forte and any other Advantages affecting your skill with the chakram. You do not apply your Forte with strikes. They deal slashing damage.

### **Ogre Sling (3/0)**

**Attack Type:** Crushing

**STR Req:** 12

**Speed Factor:** -3

These enormous slings require the use of both hands and can be used to choke, grapple and trip. They deal blunt damage.

### **Rete**

**STR Req:** 7

**Speed Factor:** -2

These weighted nets can entangle or be used to trip. These weapons have a STR of 12. You can cut your way out of them in 2 rounds.

### **Sling (2/0)**

**Attack Type:** Crushing

**STR Req:** 6

**Speed Factor:** 0

These weapons fire stones; however, regardless of what sort of ammo they fire, they never have Armour Surpass. They deal blunt damage.

Spears are stabbing weapons with pointed heads and wooden shafts. They are suitable for one-handed and two-handed use.

### **Hunting Spear (1/0)**

*Stone*

**Attack Type:** Thrusting

**STR Req:** 8/6

**Speed Factor:** 2

This simple stone-headed hunting tool makes for a poor weapon, but can be thrown 25 feet without penalty. A -2 penalty is added for every 5 feet beyond this.

### **Javelin (1/1)**

*Stone*

**Attack Type:** Thrusting

**STR Req:** 8/6

**Speed Factor:** 2

This stone-headed spear is well-balanced for throwing and favoured by troglodytes, zimbwis, cyclopes and orcs. It can be thrown 50 feet, but takes a -2 penalty for every 10 feet beyond that.

### **Lance (3/2)**

**Attack Type:** Thrusting

**STR Req:** 11

**Speed Factor:** 0

This weapon only works well from the back of a mount and requires a 9 STR. It gains no benefit from being wielded in two hands.

### **Pitchfork (0/1)**

**Attack Type:** Thrusting

**STR Req:** 8/6

**Speed Factor:** 0

This is a farming tool.

### **Quarterstaff (1/0)**

*Wooden*

**Attack Type:** Crushing

**STR Req:** 8

**Speed Factor:** 2

This is no common walking staff, but a finely cut and well-balanced piece of wood which must be used with both hands and does blunt damage. You gain a +1 bonus to parries.

### **Trident (1/1)**

**Attack Type:** Thrusting

**STR Req:** 10/8

**Speed Factor:** 0

This three-pronged spear grants you a +1 bonus to disarm and shatter rolls. Favoured among the syrens and panipo, this weapon can be thrown 20 feet.

### **War Spear (2/1)**

**Attack Type:** Thrusting

**STR Req:** 9/7

**Speed Factor:** 2

This pole-arm may be used with either one or two hands.

Swords are edged weapons with pointed metal blades and hilts. They are suited to both one-handed and two-handed use.

### **Arming Sword (1/2)**

**Attack Type:** Slashing

**STR Req:** 9/7

**Speed Factor:** 0

These cheap blades are favoured as secondary weapons by basts and are common among human footsoldiers.

### **Hunting Sword (2/1)**

**Attack Type:** Slashing

**STR Req:** 8/6

**Speed Factor:** 2

These short, blunted swords are favoured by kyasid and syrens and have serrated edges designed to cause heavy bleeding.

### **Bastard Sword (3/0)**

**Attack Type:** Slashing or thrusting

**STR Req:** 11/9

**Speed Factor:** 0

This sword is also called the “longsword” or “war sword”, and is especially well balanced. When used in two hands, its Swing Factor is decreased by 1 additional point.

### **Broadsword (2/1)**

**Attack Type:** Slashing

**STR Req:** 10/8

**Speed Factor:** 0

The broad blade of Manus is favoured by humans.

### **Cannibal Sword (1/1)**

**Attack Type:** Slashing or thrusting

**STR Req:** 11/9

**Speed Factor:** 0

This sword can be used either with either one or two hands. It similar to a bastard sword except it has two small blades which extend from the base of the blade which give the wielder a +1 to Disarm attempts. It is used nearly exclusively by sirrushes.

Greatswords are massive swords with the power to break bone due to their size. The weapon Boosts and Speed Factors listed here are, as always, for one-handed use, but their weight means greatswords are intended for two hands and are most effective when used in this way.

### **Claymore (1/3)**

**Attack Type:** Slashing or thrusting

**STR Req:** 13/11

**Speed Factor:** -2

This heavy two-handed sword is favoured by bacchani.

### **Twinblade (2/0)**

**Attack Type:** Slashing or thrusting

**STR Req:** 12/10

**Speed Factor:** -1

This two-handed, double-bladed sword has a grip in the middle and a long blade on either side. If you have the Ambidexterity feat, you can attack with both sides of this weapon. Each side takes a -1 to hit.

### **Flamberge (3/2)**

**Attack Type:** Slashing

**STR Req:** 12/10

**Speed Factor:** -3

These large two-handed swords have undulating blades resembling flames. They are sometimes referred to as the “Frozen Flames”. They are named after the goddess of the same name.

### **The Greatsword (3/3)**

**Attack Type:** Crushing and Slashing

**STR Req:** 16/14

**Speed Factor:** -5

These huge two-handed swords were first made for ogre shock troops by dreugh weapon smiths, leading to many referring to them as “ogre irons”. They have since become a favourite of all large brutes.

### **Gravelord Sword (5/0)**

**Attack Type:** Slashing

**STR Req:** 13/11

**Speed Factor:** -4

Also known as the heading sword, this two-handed executioner’s blade is named after the primordial of the underworld and was never intended for combat. This fact has never stopped ogres from using it for just that purpose. Despite its name, this sword has no particular connection to Niitoh's faith.

Greataxes are massive axes whose weight can inflict devastating wounds. The weapon Boosts and Speed Factors listed here are, as always, for one-handed use, but their weight means greataxes are intended for two hands and are most effective when used in this way.

### **Broad Axe (3/0)**

**Attack Type:** Slashing

**STR Req:** 12/10

**Speed Factor:** 0

These large axes are intended for use with two hands for cutting thick limbs of timber but are balanced and make dangerous weapons in combat. They are favoured by nords.

### **Decapitator (3/2)**

**Attack Type:** Slashing

**STR Req:** 13/11

**Speed Factor:** -4

These huge double-bladed axes are intended for use with two hands so that their great weight can be brought to bear upon foes. They are favoured by ogres.

### **Felling Axe (3/1)**

**Attack Type:** Slashing

**STR Req:** 12/10

**Speed Factor:** -4

These large axes are intended for use in two hands when felling trees but can be brought to bear upon foes with deadly effect if one has the strength to wield them.

### **Giant Splitter (5/3)**

**Attack Type:** Slashing

**STR Req:** 15/13

**Speed Factor:** -5

These huge double-headed axes have elongated hafts and are intended for use in two hands when facing very large foes. They were created by nords contending regularly with ogres and frost giants within Sifland. When used on a smaller foe, their effects can be brutally devastating.

### **Greataxe (2/4)**

**Attack Type:** Crushing and slashing

**STR Req:** 15/13

**Speed Factor:** -5

The greataxe was conceived in the minds of dreugh smiths as a meeting of axe and hammer. The tremendous weight of the thick blade makes the weapon as likely to smash armour and bone as to split flesh.

Pole-arms are long-shafted weapons equipped with heavy bladed heads. The weapon Speed Factors listed here are, as always, for one-handed use, but their weight means pole-arms are intended for two hands and are most effective when used in this way.

### **Bardiche (2/2)**

**Attack Type:** Slashing

**STR Req:** 12/10

**Speed Factor:** -4

This heavy-bladed pole-arm is intended for use in two hands but may be wielded in one with significant difficulty.

### **Halberd (1/2)**

**Attack Type:** Slashing or thrusting

**STR Req:** 12/10

**Speed Factor:** -3

This two-handed pole-arm has a pointed head with a long spike and a blade, allowing for versatility in combat.

### **Voulge (2/3)**

**Attack Type:** Slashing

**STR Req:** 12/10

**Speed Factor:** -4

This pole-arm has a head reminiscent of a meat-cleaver, and it is intended for use with two hands.

### **Awl Pike (4/1)**

**Attack Type:** Thrusting

**STR Req:** 12/10

**Speed Factor:** -3

These two-handed pole-arms are the holy weapon of Hob. Dorogars consider it a sacrilege when they see these spears in the hands of members of other species.

### **Fauchard-Fork (1/4)**

**Attack Type:** Slashing or thrusting

**STR Req:** 12/10

**Speed Factor:** -3

These two-handed pole-arms end with a curved sickle attached to a spear-like fork. This weapon gives you a +1 bonus to trip attempts.

### **Glaive (2/2)**

**Attack Type:** Slashing

**STR Req:** 12/10

**Speed Factor:** -4

These two-handed pole-arms are favoured by dorogars and were created by the maahes.

### **Lucerne Hammer (1/3)**

**Attack Type:** Crushing or thrusting

**STR Req:** 12/10

**Speed Factor:** -3

This two-handed pole-arm has a spike and hammer head. Its primary use is to dent and smash through armour.

### **Military Fork (2/1)**

**Attack Type:** Thrusting

**STR Req:** 11/9

**Speed Factor:** -2

This two-handed pole-arm is a militarised version of the pitchfork.

Curved swords are blades whose arced shape allows for deeper cutting. Curved swords are suited for both one-handed and two-handed use.

### **Cutlass (2/1)**

**Attack Type:** Slashing

**STR Req:** 9/7

**Speed Factor:** 2

These blades are favoured by solfar and human sailors.

### **Hanger (1/0)**

**Attack Type:** Slashing or thrusting

**STR Req:** 9/7

**Speed Factor:** 2

These short swords have become commonly used by piskies for combat at close quarters.

### **Saber (1/1)**

**Attack Type:** Slashing or thrusting

**STR Req:** 9/7

**Speed Factor:** 1

These blades are favoured by dorogars, kyasid and followers of Bennus.

### **Khopesh (1/2)**

**Attack Type:** Slashing

**STR Req:** 10/8

**Speed Factor:** 0

Favoured by solfars, these swords add a +1 bonus to all Disarm and Trip attempts.

### **Tulwar (2/1)**

**Attack Type:** Slashing

**STR Req:** 10/8

**Speed Factor:** 0

This heavily curved sword inflicts deep cuts and is favoured by kiratas.

### **Uchigatana (3/0)**

**Attack Type:** Slashing or thrusting

**STR Req:** 10/8

**Speed Factor:** 2

These thin, fragile blades are rare, used only by the human tribes dwelling beyond the far northern mountains of Araia.

### **Scimitar (1/2)**

**Attack Type:** Slashing

**STR Req:** 10/8

**Speed Factor:** 0

These blades have become symbols of darkness due to their association with the followers of Oblivion. Those that carry them are likely to draw unwanted attention from most folk.

### **Shotel (1/1)**

**Attack Type:** Slashing

**STR Req:** 9/7

**Speed Factor:** 1

Uncommon in the modern times, these blades were once the trademark of the maahes’ empire.

Thrusting swords are stiff blades designed for piercing attacks rather than cutting. Thrusting swords are for use only in one hand.

### **Smallsword (1/1)**

**Attack Type:** Thrusting

**STR Req:** 7

**Speed Factor:** 3

These blades are favoured by human nobles and followers of Lucatiel. They are usable only in one hand.

### **Rapier (0/2)**

**Attack Type:** Thrusting

**STR Req:** 7

**Speed Factor:** 3

These blades are favoured by human nobles and followers of Lucatiel. They are usable only in one hand.

### **Estoc (2/1)**

**Attack Type:** Slashing or thrusting

**STR Req:** 9/7

**Speed Factor:** 1

These blades are favoured by human nobles and followers of Lucatiel. They are effectively longer, heavier rapiers which can be wielded in two hands and bear a sharp slashing edge.

These are instruments designed originally for non-combat situations but which are capable of lethality despite their sub-optimal build. They are suited for both one-handed and two-handed use.

### **Alpenstock (0/1)**

**Attack Type:** Crushing

**STR Req:** 9/7

**Speed Factor:** -2

This tool is intended as an aid to walking long distances over mountains and tundra, but its hammer-head can be used to strike opponents.

### **Scythe (1/0)**

**Attack Type:** Slashing or thrusting

**STR Req:** 9/7

**Speed Factor:** -1

This farming tool can be used as an improvised weapon. It is light and
poorly balanced, but a lucky strike can inflict horrible injuries upon foes wearing no armour.

### **Pick-axe (0/2)**

**Attack Type:** Thrusting

**STR Req:** 10/8

**Speed Factor:** -2

This simple mining tool can be used as an improvised weapon.

### **Sickle (1/0)**

**Attack Type:** Slashing

**STR Req:** 8/6

**Speed Factor:** 2

This tool can be used as a weapon when nothing better is available. In addition to the Light Blades skill, you can roll your Farmer -2 to attack with this tool.

These are short-shafted weapons with wide heads intended for slashing attacks. Axes are suitable for use in both one hand or two hands.

### **Battle Axe (2/1)**

**Attack Type:** Slashing

**STR Req:** 12/10

**Speed Factor:** 0

These large axes are favoured by ogres and zimbwis as well as many human tribes living within Sifland.

### **Hand Axe (0/1)**

**Attack Type:** Slashing

**STR Req:** 8

**Speed Factor:** 3

This common form of axe can be used as a melee weapon or as a thrown weapon. It can only be used in one hand, and has a range of 20 feet when thrown. Hand Axes have a penalty of only -1 when you are fighting with 2 weapons.

### **Axe-Hammer (0/1)**

**Attack Type:** Crushing or Slashing

**STR Req:** 8

**Speed Factor:** 3

This short one-handed axe bears a hammer head opposite the slashing blade and can be used to deliver crushing attacks.

### **Boarding Axe (1/1)**

**Attack Type:** Slashing

**STR Req:** 11/9

**Speed Factor:** 0

These axes are commonly used by pirates of all stripes, and bear an extended, hooked spike opposite the cutting blade. This spike can be used to aid in climbing, giving a +2 bonus on rolls to scale wooden or icy surfaces.

### **Double Axe (1/1)**

**Attack Type:** Slashing

**STR Req:** 10

**Speed Factor:** 0

These one-handed, double-headed axes are used by dreugh in fond memory of the minotaurs, who are believed to have invented them.

## **Armours**

Slash, Strike and Thrust attacks are more or less effective against certain targets. Generally speaking, Slash attacks are more effective against light armours and less effective against heavily armoured foes with tough exteriors, Strike attacks are less effective against amorphous or boneless foes but highly effective against heavy armour and Thrust attacks are uniformly effective against all foes. Weapons which are able to deal multiple types of damage are therefore advantageous as they are harder to armour oneself against.

Armours have (x/x/x) like weapons do, but in the armour’s case these numbers are its Armour Rating against (Crushing/Slashing/Thrusting). Different armours are more or less effective against certain damage types, for example:

**Unarmoured (equal effectiveness)**

Human Skin (0/0/0)

**Lightly Armoured (Slashing more effective)**

Quilted Jerkin (2/1/2)

Leather Armour (3/2/3)

**Unstructured (Crushing less effective)**

Materialised Spirit Hide (4/2/3)

Ooze protoplasm (10/5/5)

**Tough Exteriors (Slashing less effective and Crushing more effective)**

Skeleton (0/1/0)

Chthon Hide (3/6/5)

Chainmail Armour (4/6/5)

Scale Mail Armour (6/8/7)

Plate Mail Armour (10/15/12)

Stone Golem (6/18/14)

**Crushing:** Strong vs. tough exteriors, weak vs. structure-less foes

**Slashing:** Strong vs. light armour, weak vs. tough exteriors

**Thrusting:** Equally effective against most foes

## **Two-Handed Weapon Use**

By forfeiting the use of a shield, a character can use their weapon in two hands. This does not affect their attack roll but adds a bonus to damage and weapon Speed Factor the depends upon your strength:

STR 1 = +1 Damage, +1 Speed Factor

STR 5-9 = +2 Damage, +2 Speed Factor

STR 10-14 = +3 Damage, +3 Speed Factor

STR 15-19 = +4 Damage, +4 Speed Factor

STR 20-24 = +5 Damage, +5 Speed
Factor

## **Weapon Materials**

Weapons can be constructed from materials other than their base. Using different materials when making a weapon imbued it with different properties, represented by statistical modifiers:

**Bone =** 0/-1/0 AS -1

**Wood =** 0/-2/0 AS -1

**Copper =** 0/0/0/ AS -1

**Iron =** 0/0/0 AS +0

**Steel =** 0/0/0 AS +1

**Silver =** 0/0/0 AS +0

**Gold =** 0/0/0 AS -1

**Obsidian =** 0/+1/0 AS 0