Weapons

## Weapon Classes

Some weapons will be listed under multiple locations!

As weapons that are not listed are used by characters they will be added to the list! Some types of weapons have special bonuses.

### Simple Ranged Weapons

 **Dart** | 20/60
 **Shortbow** | 80/320
 **Sling** | 30/120
 **Pistol** | 75/350
 **Rifle** | 150/400
Two-Handed, Technical

### Martial Ranged Weapons

 **Crossbow, Hand** | 30/120
 **Crossbow, Heavy** | 100/400
 **Longbow** | 150/600
 **Net** | 5/15
 **Sniper Rifle** | 200/600
Two-Handed, Technical

### Improvised Weapons

These weapons do not fall under the basic weapon types. Glass bottles, a broken chair leg, and fists are examples of what would be classed as an improvised weapon. These always require Strength for their attack rolls.

### Weapon Trait Breakdown

**Alternative Damages:**

* **Finesse**- These weapons have the choice for their attack rolls to be made with either agility or strength.

* **Technical**- These weapons are technology based, allowing you to make the damage roll based on your intelligence instead of strength.

**Weapon Weight:**

* **Light**- Light weight and easy to handle, allowing for a person to move with ease. +2 to damage rolls.
* **Standard**- These weapons fall into a relatively average weight. +4 to damage rolls.
* **Heavy**- These weapons need a strength stat of 4 or 5 stars to use. +6 to damage rolls.
* **Ultra**- The are extremely heavy weapons taking a person's max strength to wield as if they weigh nothing. They require a Strength of 5 stars. If you take one action to use these weapons it does +6 damage. If you take one action to prepare and then a secondary action to attack you deal +8 to damage rolls. The target then must make a DC 15 Strength saving throw in order to resist being knocked prone.

* **Ammunition**- This gets loaded into a weapon that requires ammunition. This replaces the bonus damage; Light +2, Standard +4, Heavy +6, Siege +8

**Properties:**

* **Loading**- Weapons with loading require time to reload meaning you can only fire once per action.
* **Range**- Are used to make ranged attacks. There are two numbers listed for their range. The first number is normal range and the second indicates maximal range. Anything beyond normal range is at a disadvantage when you roll for attack. You can't hit anything past the weapons maximum range. These weapons gain their damage bonus from their Ammunition Bonus instead of weight class.
* **Reach**- This causes the weapons reach to be 10 ft.
* **Special**- Special properties are associated with this weapon. They will be listed under this this section.
* **Thrown**- These weapons can be used to reach a distance. There are two numbers listed for their range. The first number is normal range and the second indicates maximal range. Anything beyond normal range is at a disadvantage when you roll for attack. You can't hit anything past the weapons maximum range.
* **Two-Handed**- These weapons take two hands to use.
* **Versatile**- These weapons can be used with one or both hands.

### Special Weapon Notes

* **Net**- A Large or smaller creature caught by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. If someone takes the time to cut the net it'll free the creature and destroy the net. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature from the net.
* **Meteor Hammer**- Despite having a Throwing Range, the weapon is actually pulled back to the user as part of the attack

### Magic Conduit Weapons

Magic Conduit weapons are weapons that made to funnel the Magi's magic and allows it to match the weapons stats.

An example is range weapons such as bows, crossbows, and pistols. If these are conduits, they increase the range the spell can travel to match that of the weapon.

## Enhancing Weapons

Armor and shields can be enhanced with many different creature parts found through the Overworld and Underworld. To enhance them you must take them to an **blacksmith** in order to get this done. Depending on the quality of the items used, determines how great of a boost the armor gets.

There are multiple tiers based on the creatures strengths and weaknesses. Typical weapon materials are ores found within the Underworld, some creatures bones, scales, claws, or teeth.

 **★★★-★★★★** | +1
 **★★★★★** | +2
 **★★★★★★** | +3
 **★★★★★★★ +** | +4

## Crafting Weapons

Weapons can be crafted by characters that were trained and are proficient in Blacksmithing. They have to have formal training from a master to have the ability to properly complete items. Blacksmithing abilities and rolls are based on the crafters strength score.

 **Ultra** | 12 days

### Technical Weapons

Technical weapons are crafted by Tinkerer's using more technical creation techniques without involving a hammer and an anvil. These weapons are built using the crafters intelligence score.