The document lists various common melee and ranged weapons used in combat. Melee weapons include axes, swords, spears, and exotic weapons like butterfly swords and meteor hammers. Each weapon lists its cost, damage type, and any relevant abilities or penalties. Ranged weapons include bows, crossbows, blowguns, and throwing weapons like needles. Ranged weapons provide damage at a distance and some can inflict status effects on opponents. The document provides key details on weapon costs, damage, ranges, and abilities to help choose effective armaments for combat situations.
The document lists various common melee and ranged weapons used in combat. Melee weapons include axes, swords, spears, and exotic weapons like butterfly swords and meteor hammers. Each weapon lists its cost, damage type, and any relevant abilities or penalties. Ranged weapons include bows, crossbows, blowguns, and throwing weapons like needles. Ranged weapons provide damage at a distance and some can inflict status effects on opponents. The document provides key details on weapon costs, damage, ranges, and abilities to help choose effective armaments for combat situations.
The document lists various common melee and ranged weapons used in combat. Melee weapons include axes, swords, spears, and exotic weapons like butterfly swords and meteor hammers. Each weapon lists its cost, damage type, and any relevant abilities or penalties. Ranged weapons include bows, crossbows, blowguns, and throwing weapons like needles. Ranged weapons provide damage at a distance and some can inflict status effects on opponents. The document provides key details on weapon costs, damage, ranges, and abilities to help choose effective armaments for combat situations.
Axe 30 Muscle + 1d10 Axes, Double 30 Muscle + 2d10 -1d10 attack penalty without Double Axe Style. Butterfly Swords 40 Muscle + 1d10 +1 Bonus to Evade melee attacks. Chain Whip 20 Speed + 1d10 -1d10 penalty without Chain Whip Style. Chicken Sickle 50 Muscle + 0d10 +1d10 to Counters. Total Success on a Counter grants free additional attack. Cleaver 8 Muscle + 1d10 Dagger 12 Muscle + 0d10 Can do Muscle + 2d10 when is immediately pressed against foe. Dagger Axe 35 Muscle + 3d10 10-foot reach. On a total success, add +2d10 damage rather than +1d10. Deer Horn Knives 150 Speed + 1d10 -1d10 attack penalty. +1d10 to Counters against Melee weapons (+2d10 against long weapons like spears). On a Total Success on a Counter Attempt, you disarm foe. If you get two 10s on a Counter, you break the target’s weapon. Fan, Folding 10 Speed + 0d10 Damage can be used to fire concealed needles as a free action following an attack roll. Fan, Non-Folding 5 Speed + 0d10 Add +1 to Evade against Melee attacks. Firelance 350 Muscle + 2d10 Halberd with spear tip cannon. Spear tip may be fired 20 feet for 4d10 damage. If you get a 10 on the cannon’s damage, the target takes another 2d10 the following round from burning. Fishing Pole 3 Speed + 0d10 Hook may be used to restrain or grab foe. Range is 15 feet. Flute 6 1d10 +1d10 to melee Counters. Fly-Whisk 30 Speed + 0d10 Giant Twin Hammers 120 Muscle + 3d10 -3d10 to wield (-1d10 with Giant-Sword Fighter ability). Impose -1d10 against attempts to defend. Golden Thread 1,200 0d10 Cause 1 extra Wound. Requires successful Detect roll at TN 8 to counter. Great Sabre 60 Muscle + 2d10 -3d10 to attack rolls and Speed (-1d10 with Giant-Sword Fighter ability). Requires three ranks in Muscle to wield. Does two extra Wounds in attack roll was a total success. Guan Dao 200 Muscle + 3d10 -1d10 penalty to wield. 10-foot reach. Hard Whip 130 Muscle + 1d10 +1d10 when used to Counter. Hook Swords 50 Muscle + 1d10 +1d10 on melee Counters. On a total success for Counter, you disarm your opponent. Horse Chopping Sabre 50 Muscle + 3d10 Against mounted opponents, it inflicts 1 extra Wound. Meteor Hammer 40 Muscle + 4d10 -2d10 penalty without Meteor Hammer Style. On a total success, you can (up to 7d10) choose to wrap the chain around the target or knock them back 5 feet. Monk’s Spade 300 Muscle + 3d10 Does not trigger Dying when damage exceeds Max Wounds. Must strike again to trigger Dying. +1d10 to attacks fending off attacking animals. 10-foot reach. Sabre 40 Muscle + 2d10 Spear 25 Muscle + 2d10 10-foot reach. May be thrown up to 30 feet. Staff 15 Muscle + 1d10 10-foot reach. +1d10 bonus to attacks. Stick 7 Speed + 1d10 +1d10 to attacks. Sword (Jian) 100 Muscle + 1d10 +1d10 to attacks. Trident 60 Muscle + 2d10 10-foot reach. May disarm opponent on a successful attack is an opposed Muscle roll is made instead of rolling damage. Whip 10 Speed + 0d10 10-foot reach. COMMON RANGED WEAPONS TYPE COST DAMAGE NOTES Blowgun 20 1d10 Gives +2 to Turn Order Bow, Composite 100 3d10 Range of 300 feet. Bow, Short 50 2d10 Range of 150 feet. Crossbow 200 2d10 +10 bonus to attack roll. Range of 100 feet. Needle 1 0d10 May be poisoned. Range of 15 feet. Needle & Threads 2 1d10 On total success, target is tethered to end of threads. Range of 15 feet. Rope Dart 30 Speed + 1d10 -1d10 penalty without Rope Dart Expert Ability. On a total success, you may choose to restrain the target or inflict 1 extra Wound by impaling them. Range of 20 feet.