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.
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.
Ranged Weapons
Type |
Damage |
Size |
Range |
Property |
Cost |
Shortbow, composite |
1(L) |
1 |
30/50/90 |
|
30gp |
Shortbow, composite |
1(L) |
1 |
40/80/160 |
|
75gp |
Longbow |
2(L) |
2 |
35/70/140 |
|
75gp |
Longbow, composite |
3(L) |
2 |
50/100/200 |
|
100gp |
Arrows (20) |
- |
- |
- |
- |
1gp |
Hand crossbow |
2(L) |
1 |
30/60/120 |
Slow |
100gp |
Light crossbow |
3(L) |
2 |
40/80/160 |
Slow |
35gp |
Heavy crossbow |
4(L) |
3 |
50/100/200 |
Slow |
50gp |
Repeating crossbow |
2(L) |
3 |
35/70/140 |
|
250gp |
Wrist crossbow |
1(L) |
1 |
20/40/60 |
Slow, Concealable |
80gp |
Bolts (5) |
- |
- |
- |
- |
1gp |
Bolas |
1(B) |
1 |
10/20/30 |
Trip, Exotic |
5gp |
Shuriken (5) |
1(L) |
1 |
10/20/30 |
Concealable |
1gp |
Ranged Weapon Properties
Slow- Requires a move action to reload
Concealable- +4 to concealment
Trip- Opponent makes a Dex+Athletics VS attack roll to escape, otherwise prone.
Exotic- Must have the appropriate exotic weapons feat in order to use.
Armor
Class |
Rating |
Strength |
Defense |
Speed |
Spell failure |
Cost |
Padded |
1/0 |
1 |
- |
- |
5% |
5gp |
Leather |
2/0 |
1 |
- |
- |
10% |
10gp |
Leather, Studded |
2/1 |
2 |
- |
- |
15% |
25gp |
Chain Shirt |
2/2 |
2 |
- |
-1 |
20% |
100gp |
Scale-mail |
3/2 |
3 |
-2 |
-2 |
25% |
50gp |
Splint-mail |
3/3 |
3 |
-2 |
-2 |
30% |
200gp |
Breastplate |
4/3 |
3 |
-3 |
-3 |
35% |
200gp |
Half-plate |
4/4 |
4 |
-3 |
-3 |
40% |
600gp |
Full-plate |
5/5 |
4 |
-4 |
-4 |
35% |
1,500gp |
Armor spikes |
- |
- |
- |
- |
- |
50gp |
Armor Properties
Rating: Armor provides two kinds of protection: against general attacks and against piercing ranged attacks. The number before the slash is armor
rating for most kinds of attacks (close combat, thrown attacks, etc). The second number is for bows, crossbows and sometimes spells.
Strength: If your character's Strength is lower than that required for armor worn, her Brawl and Weaponry attacks suffer a -1 penalty.
Defense: The penalty imposed on your character's Defense trait for the armor worn.
Speed: The penalty imposed on your character's Speed trait for the armor worn.
Armor spikes: Deal 1 lethal damage every round while in a grapple. Increases defense penalty by 1.
Masterwork: Masterwork shields and armor cost +150 gp and reduce strength requirement by 1.
Shields
Class |
Block Rating |
Strength |
Defense |
Speed |
Spell Failure |
Cost |
Buckler* |
+1 |
1 |
- |
- |
5% |
15gp |
Shield, light wooden |
+2 |
1 |
- |
- |
5% |
3gp |
Shield, light steel |
+3 |
1 |
- |
- |
5% |
9gp |
Shield, heavy wooden |
+4 |
2 |
-1 |
- |
15% |
7gp |
Shield, heavy steel |
+5 |
2 |
-1 |
- |
15% |
20gp |
Shield, tower** |
+5 |
3 |
-2 |
-1 |
40% |
30gp |
Shield Spikes |
- |
- |
- |
- |
- |
10gp |
*- A buckler can be used with a two-handed weapon but lowers weapon damage by -1
**- Using a tower shield enables the wearer to gain complete or partial cover as a move action. Additionally, after a failed block,
the defender can choose to enter full cover as a reflexive action until the beginning of her next turn. Tower shields are considered exotic.
Shield Properties
Shielded defense: When a player is using a shield they can choose to deflect or block an incoming attack. Doing so requires a Dex + Stamina + shield rating roll VS the incoming attack. If the defender beats the opposed attack roll then she successfully negates it, if the block fails, the attack still deals damage normally. Attempting to deflect an attack forfeits the defender's next attack action. A block can only be performed once per round. If the player chooses to take the block merit she does not have to forfeit her attack after blocking. You may also deal damage with a shield, it deals damage as a club. When shield bashing you cannot use the shield to block that turn.
Shield spikes: Causes shield bash attacks to deal lethal damage but lowers the shield's block rating by 1 point.