NWoD Fantasy:weapons and armor

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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.