You are on page 1of 2

COMMON MELEE WEAPONS

TYPE COST DAMAGE NOTES


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.

You might also like