Professional Documents
Culture Documents
Damage Type.
Slashing:1d8 Heavy Swords
Piercing:1d4 Heavy Swords are the most common weapons in elite
Bludgeoning: 1 infantry, its weight helps to cut through mail and its size
helps to defend the user. Imposes a penalty of -4 to
Longsword, 1500 silver pieces attack on horseback due to its size.
The elite of the western swords, balanced to works on To use it as a weapon in combat the user must have a
both stances, its weight and size make it perfect for Strength of at least 14 and a Dexterity of at least 10.
warfare. Its usually used by most noble or famous Flamberge, 700 silver pieces
knights, an character seen with an Longsword in his
belt have an natural bonus of +2 in charisma checks This weapon weavy blade helps it to parry enemy
against western folk. attacks and its weight and size adapt the sword for
users that are not so strong. The Strength needed to use
Ability. Strength a Flamberge is at least 12 and the Dexterity at least 12.
Grip. Bastard.
Properties. Parry, Powerful Ability. Strength
Grip. Two Handed.
Damage Type. Properties. Finnesse, Parry
Slashing:1d8 Damage Type.
Piercing:1d6 1d12
Bludgeoning: 1d4 Slashing:
Piercing: 1d6
Heavy Scimitar, 1200 silver Bludgeoning: 1d4
The elite of the eastern swords, perfectly to works on Claymore, 1200 silver pieces
both stances, its weight and size make it perfect for
mounted combat. Its usually used by most noble or A claymore is very common in Elite Heavy Infantry and
famous janissary, an character seen with an Heavy Specialized Militia. Easy to maneuver and with a
Scimitar in his belt have an natural bonus of +2 in powerful strike its a great weapon to duel or warfare.
charisma checks against eastern folk. Ability. Strength
Ability. Strength Grip. Two Handed.
Grip. Bastard. Properties. Parry, Brute
Properties. Curve, Powerful
Damage Type.
Damage Type. Slashing: 1d12
Slashing:1d8 Piercing: 1d6
Piercing:1d6 Bludgeoning: 1d4
Bludgeoning: 1
Zweihander, 2000 silver pieces Light Mace, 40 silver pieces
The most brutal sword in all continent. Huge and heavy A very useful weapon for city watchers and monastery
its hard to maneuver but with the right amount of guards, its fast to draw and can harm armored enemies
Strength it can even cut through armor. Unable to be easily.
used on horseback because of its size. Ability. Strength
Ability. Strength Grip. One Handed.
Grip. Two Handed. Properties. Crusher, Agile
Properties. Heavy, Brute
Damage Type.
Damage Type. Slashing: –
Slashing:1d12 Piercing: –
Piercing:1d4 Bludgeoning: 1d6
Bludgeoning: 1d8 Light Hammer, 10 silver pieces
A very useful weapon for city watchers and monastery
guards, its good to thrown, its head turns it slower to
Light Maces and draw but it can harm armored oponents at distance.
Ability. Strength
Hammers Grip. One Handed.
Ligh Maces and Hammers are blunt weapons used Properties. Crusher, Thrown (20/60)
normaly by guards to not kill criminals in more
merciless capitals. Some are balanced to thrown and Damage Type.
some are made to strike armored oponents.
To use it as a weapon in combat the user must have a Slashing: –
Slashing: 1d6
Piercing: –
Bludgeoning: 1
Heavy Axes
Heavy Axes are used as tools and weapons, they can be
used in warfare with astonishing power, aswel as a good
tool to proceed in journey.
Axes To use it as a weapon in combat the user must have a
Axes are great weapons in warfare, an improvement Strength of at least 14.
from tools to deadly weapons, they heavy cuts and Great Axe, 1200 silver pieces
cheaper cost than swords make the axe a good option.
To use it as a weapon in combat the user must have a A huge weapon that can strike multiple enemies at
Strength of at least 12. same time and with a strong wielder can crush armos,
Horseman’s Axe, 250 silver pieces used by most tribes of central and northern continent.
The prefered weapon of the chivalry of western side of Ability. Strength
continent, his curved blade can slide against the enemy Grip. Two Handed.
flesh and don’t get stuck. Perfect for mounted combat. Properties. Heavy, Brute
Polearms Spears
A polearm or pole weapon is a close combat weapon in Spears exists since the begining of civilization. Now
which the main fighting part of the weapon is fitted to they are an excelent choite to brutalize heavy and light
the end of a long shaft, thereby extending the user’s chivalry. Spears can be used to hold the line agains
effective range and striking power. enemies charges. The spear wielder can
To use it as a weapon in combat the user must have a To use it as a weapon in combat the user must have a
Strength of at least 14 and a Dexterity of at least 10. Strength of at least 10 and a Dexterity of at least 12.
Lucerne, 01 silver piece Javelin, 01 silver piece
This weapon is used by heavy intantry against armored A weapon used mostly to hunt, but offer great danger to
knights, crushing their armors or horses from a safe enemies in warfare too.
distance. Thanks to its size can be used to hold the line against
mounted charges causing the double of damage if it
Ability. Strength hits.
Grip. Two Handed.
Properties. Crusher, Long Ability. Strength
Grip. Bastard.
Damage Type. Properties. Thrown (30/120), Long
Slashing:1d4 Damage Type.
Piercing:1d6
Bludgeoning: 1d12 Slashing: –
Piercing:1d6
Bludgeoning: 1
Trident, 01 silver piece Pike, 01 silver piece
A weapon based on pitchforks the militia men build it to A very long weapon that can be used in some military
disarm enemy weapons and are balanced to be thrown. formations, very good agains chivalry and to keep
Ability. Strength
enemies at distance.
Grip. One Handed.
Thanks to its size can be used to hold the line against
Properties. DIsarm, Thrown (20/60)
mounted charges causing the double of damage if hit.
Ability. Strength
Damage Type. Grip. Two Handed.
Slashing: – Properties. Long, Long
Piercing:1d10 Damage Type.
Bludgeoning:1 Slashing: –
War Trident, 01 silver piece Piercing:1d10
A weapon with reinforced points it can pierce armor Bludgeoning:1d4
and the head of the weapon can be used to disarm. Joust Lance, 01 silver piece
Ability. Strength A weapon mostly used in Knights Jousts to
Grip. Bastard. entertaiment.
Properties. Long, Piercer When used while dismounted the user reduces the
Damage Type. damage in one pace and imposes a penalty of -8 to hit.
Slashing: – Ability. Strength
Piercing:1d10 Grip. One Handed.
Bludgeoning:1 Properties. Long, Long
Damage Type.
Slashing: –
Piercing:1d8
Bludgeoning: 1d4
Ranged Weapons Bows
Weapon are separated in two main groups Melee and Bows are the most common type of ranged weapon, it is
Ranged, each of this groups have a Family of weapons used to hunt, to promoted championships, to burn
for the character to choose. Weapons have properties, structures and to kill enemies.
and that make then unique. Bastard Grip means the To use it as a weapon in combat the user must have a
user have a bonus of +2 to hit with two hands. Strength of at least 10 and a Dexterity of at least 12.
Properties Short Bow, 50 silver pieces,
Double Shot. The user can draw two arrows at same Weapons mostly used to hunt, but are very suitable for
time and shoot then, the user makes one attack roll small rooms and for infiltration since its a small and
with a penalty of -4 and doubles de damage dice. very common tool. (80/320)
Potent. The weapon damage go up one pace, but the
user receives a penalty of -4. Ability. Dexterity (to hit), Strength (damage)
Piercer. The user ignores 1 point of damage Grip. Two Handed.
reduction from the enemy. (with piercing attacks). Properties. Double Shot, Unstable
Silvered. Ignores the resistance of some
Damage Type.
supernatural creatures.
Incendiary. The ammunition cause maximum Piercing: 1d6
damage against any flammable object, and minimum Long Bow, 50 silver pieces,
damage against creatures.
Cruel. The ammunition’s head is made to break The pinacle of war, this weapon when used with a good
inside the target’s flesh causing 2 points of necrotic captain can slaughter entire armies, a good formation
damage. can make an arrow barrage cover the sun. (150/600)
Longshot. The user ignores the distance penalty of
the weapon. Ability. Dexterity (to hit), Strength (damage)
Kick. The user rolls the damage dice two times and Grip. Two Handed.
keep the best result when attacking a target that is Properties. Longshot, Unstable
above the medium distance. Damage Type.
Dull. The ammunition diminishes the damage dice in
one pace and change the damage to bludgeoning. Piercing: 1d10
Unstable. If the user use his movement action on the
turn he have a penalty of -4 to hit. Composite Bow, 50 silver pieces,
Fragile. The ammunition aways break after use. A bow made with more than one material laminated
Reload. The user can shoot only one time. Reload together making it more potent. Used in competitions
takes one action, if you use a reloader it takes a and in formations to kill knights from distance.
bonus action. (100/500)
Ability. Dexterity (to hit), Strength (damage)
Grip. Two Handed.
Properties. Kick, Unstable
Family Damage Type.
A brief description of the weapon family Piercing: 1d8
Weapon Name
A brief description of the weapon and some minor
details about its mechanics.
Arrows
Ability. The ability score the weapon benefits. Arrows are ammunition for bows, some arrows have
Grip. How the weapon is handled. diferent properties and can suit dieferents situations. If
Properties. The special characteristics of the an arrow is used to make a melee attack, consider it to
weapon have 1 piercing damage.
Damage Type.
Piercing: –
Common Arrow, 50 silver pieces, Powerful Arrow, 50 silver
An arrow made of wood and with a short fletcher. An arrow perfectly balanced to gain speed faster than
Nothing speial about it. normal, with its filaments of steel it can be devastating.
Properties. – Properties. Potent
Medium Armor Heavy Armor
Medium Armors are made mostly of metal or reinforced Heavy Armors are made of metal, used by knights and
with metal, used mostly by infantry and nobles that are wealth nobles. The pinnacle of defense when it comes
not so wealth. to armors.
Medium Armors are made mostly of metal so it make Heavy Armors are made mostly of metal so it make
then eletrocute the user, when the user suffers more then eletrocute the user, when the user suffers more
than 10 points of lightning damage in one single attack. than 10 points of lightning damage in one single attack.
The armor then needs to make a save against the DC The armor needs to make a save against the DC 12
12
(the armor roll with a bonus equals his DR). (the armor roll with a bonus equals his DR).
In a failed save if the target moves 5 feet or more, the In a failed save if the target moves 5 feet or more after
target takes 1d8 lightning damage, the effect ends at the failing the save, the target takes 2d6 lightning damage,
end of the user turn. the effect ends at the end of the user turn.
To wear it as a armor in combat the user must have a To wear it as a armor in combat the user must have a
Strength of at least 11. Strength of at least 13.
Ring Mail Breastplate Armor
The armor is made of a leather or textile item of A brief description of the shield and some minor details
clothing with a large number of metal rings sewn or tied about its mechanics.
directly into the foundation garment providing good
protection. Don/Doff.
DR. (3)
Don/Doff. Properties. Versatility, Deflector
DR. (2)
Properties. Fit, Impenetrable Armor Class 15