NWoD Fantasy:weapons and armor: Difference between revisions
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==== Melee Weapon Properties ==== | ==== <u>Melee Weapon Properties</u> ==== | ||
Double weapon- When this weapon is used with the dual wielding merit, it imposes no penalty. | Double weapon- When this weapon is used with the dual wielding merit, it imposes no penalty. |
Revision as of 04:05, 6 October 2009
Melee Weapons
Type |
Damage |
Size |
Property |
Cost |
Staff |
3(B) |
2 |
|
1gp |
Sap |
1(B) |
1 |
Stun (stamina) |
3gp |
Club |
2(B) |
2 |
|
1gp |
Dagger |
1(L) |
1 |
Light, Throwing |
2gp |
Sword, short |
2(L) |
1 |
Light |
10gp |
Longsword |
3(L) |
2 |
|
15gp |
Rapier |
2(L) |
1 |
Armor piercing 1 |
20gp |
Bastard sword |
4(L) |
3 |
Heavy |
35gp |
Greatsword* |
4(L) |
3 |
|
50gp |
Two-bladed, Sword/Axe |
3(L) |
4 |
Double weapon |
100gp |
Morning star |
2(B/L) |
1 |
Variable damage, Light |
8gp |
Mace or Hammer |
3(B/L) |
2 |
Variable damage |
10gp |
Flail* |
5(B/L) |
3 |
Variable damage, Heavy |
15gp |
Warhammer |
4(B/L) |
3 |
Variable damage, Heavy |
12gp |
Hand Axe |
2(L) |
1 |
Light, Throwing |
6gp |
Great Axe* |
5(L) |
4 |
9 again, Heavy |
20gp |
Battleaxe |
3(L) |
2 |
|
10gp |
Halberd* |
4(L) |
4 |
Reach, Trip attack |
10gp |
Spear* |
3(L) |
2 |
Throwing +10 |
2gp |
Spear, short |
2(L) |
2 |
Throwing +10 |
1gp |
Longspear* |
3(L) |
3 |
Reach, Throwing |
5gp |
Lance* |
3(L) |
3 |
Reach, Lance |
10gp |
Exotic Weapons |
||||
Katana |
4(L) |
2 |
Sharp |
200gp |
Grimm's Scythe* |
5(L) |
4 |
9 again |
80gp |
Sickle |
1(L) |
2 |
8 again |
50gp |
Sword Breaker* |
2(L) |
3 |
** |
30gp |
Katar |
2(L) |
1 |
***, light |
15gp |
Whip |
1(B) |
1 |
Whip |
3gp |
*- This weapon requires two hands. If used one-handed, the Strength requirement increases by one.
**- This weapon bypasses durability on weapons and deals 5(L) with 9 again on sunder attacks.
***- When two of these weapons are dual wielded they each gain +2(L) damage.
Size- Weapons over size 3 cannot be hidden, size also represents the strength required to wield the weapon. A wielder with lower strength suffers a -1 penalty on attack rolls.
Melee Weapon Properties
Double weapon- When this weapon is used with the dual wielding merit, it imposes no penalty.
Heavy- Wielding this weapon imposes a -1 defense and speed penalty
Lance- When used on the back of a charging horse, a lance gains the 8 again trait. Additionally, a lance may be used 1 handed whilst on a mount allowing the use of a shield or even another weapon.
Light- Can be dual wielded at no penalty and has a +2 for concealment rolls.
Masterwork- Masterwork weapons cost +150gp and decrease the size/strength requirement by 1.
Reach- This weapon has a range of 5 yards giving +1 defense, but at close quarters (1 yard) it suffers a -2 damage penalty and gives no defense.
Sharp- When used as part of an all-out-attack, this weapon deals +4 damage instead of +2.
Stun- if the damage caused by the attack meets or exceeds the target’s Stamina (not Size), the target loses her next action.
Throwing- This weapon has a minimum throwing range of 10/20/30 (+10 increases range by ten yards each step) Otherwise, normal throwing range rules can be used if resulted range is higher.
Trip attack- The target makes a contested Dex+Athletics roll VS the attackers normal attack minus the victim's defense. If the opponent fails, she falls and takes a single point of bashing damage.
Variable Damage- When the weapon is crafted it can be made to do bashing or lethal damage. Additionally, the weapons damage type may be substituted on the fly to its non-crafted means, but at a -1 damage penalty.
Whip- Whips have a reach of 5 yards and can disarm an opponent. Targeting the weapon is a Dex-based attack roll at a -3, if successful the opponent makes a Strength + Stamina (minus the attacker’s Dexterity) to keep her grip. The weapon lands a number of yard away equal to the successes gained by the attacker.