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When
the character is first created, they will arm themselves with what they
can afford. This will be a weapon common to their area. Most likely the
character will be skilled with a commonly found weapon with which they
could have been trained. If the character was raised in some out of the
way place under special circumstances, they may be trained to use an uncommon
weapon and even have one in their possession.
Typically, the weapon owned by the character, common or not, is a gift
or inheritance. However, any player wishing to have their character start
with an uncommon weapon must prepare a good story to explain how they
acquired it. If the GO feels they story has been well thought out, they
may allow the character to have it. Ultimately, it is the GO’s call.
The following is a list of the most commonly found weapons available.
Some weapons have single or double edges in the case of swords and bits
in the case of axes. For the latter, a double bit would increase the damage
and price by 50% and increase the speed by 1.
Prices are listed in gold pieces (1 gold = 10 thulium = 50 silver = 1000
copper).
Sharp
| Weapon |
MPD |
Spd |
Skill |
Price |
Notes |
| Dagger |
20 |
1 |
K |
5 |
|
| Sword,
Short |
40 |
2 |
S
[s] |
10 |
|
| Sword,
Long |
60 |
3 |
S
[l] |
15 |
|
| Sword,
Two-Handed |
100 |
4 |
S
[2] |
25 |
Must
have a minimum of 80 Phys to use;
up to 10 points of STR can be used to lower this.
Two-handed: no shield or second weapon may be used.
Has a reach of 2. |
| Axe |
30 |
2 |
A
[s] |
5 |
|
| Axe,
Broad
Single Bit |
60 |
3 |
A
[l] |
15 |
Must
have a minimum of 80 Phys to use;
up to 10 points of STR can be used to lower this.
Two-handed: no shield or second weapon may be used. |
Blunt
| Weapon |
MPD |
Spd |
Skill |
Price |
Notes |
| Punch |
5 |
1 |
Varies |
n/a |
Half
of damage is regained after 2 sequences. |
| Kick |
10 |
2 |
Varies |
n/a |
Half
of damage is regained after 2 sequences.
Strength is applied at 150% as a damage bonus. |
| Club |
30 |
1 |
B
[s] |
1 |
|
| War
Hammer |
40 |
3 |
B
[s] |
25 |
|
| Quarterstaff |
50 |
3 |
B
[l] |
5 |
Two-handed:
no shield or second weapon may be used.
Has a reach of 2. |
| Mace |
70 |
3 |
B
[s] |
20 |
|
| Morning
Star |
80 |
3 |
B
[s] |
25 |
|
Polearms
All polearms require a minimum of 80 Physical or 70 Physical and 10 Strength
to use and are two-handed weapons which prevents the use of shields or
a second weapon. The head of the weapon is typically mounted on the end
of a two or three metre haft; some are longer, such as the pike.
Also, those that require either the sharp or combination skill can be
set to receive a charge. This means that the weapon is braced against
the ground so that charging enemies strike them. Damage of this type is
full MPD plus the weight damage of the opponent and their horse, if applicable.
Because of their reach, damage is halved when used up close (< 2 m).
| Weapon |
MPD |
Skill |
Price |
Notes |
| Awl Pike |
100 |
P[p] |
20 |
A
long narrow spearhead on a haft 5-7 metres long. |
| Billhook |
100 |
P[c] |
30 |
A
long, wide blade with a hooked end,
used to pull opponents from horses. |
| Halberd |
120 |
P[c] |
40 |
An
axe head combined with a top spike and a back
with either a spike, hammer, or hook. |
| Pole-axe |
120 |
P[s] |
20 |
An
axe head on a long haft. |
| Spetum |
120 |
P[p] |
55 |
A
wide spear head with reverse curved side spikes. |
| Trident |
90 |
P[p] |
40 |
Three
long prongs. |
| Voulge |
100 |
P[s] |
25 |
A
long, wide, single-edged blade, mounted on the side
near the top of the haft. |
Projectile Launchers
| Weapon |
Distance |
Price |
Notes |
| Blowgun |
10 |
3 |
|
| Sling |
100 |
2 |
|
| Sling,
Staff |
150 |
5 |
|
| |
Std.
Pull |
|
|
| Bow,
Short |
20 |
3 |
|
| Bow,
Long |
30 |
5 |
|
| Bow,
Recurve |
40 |
15 |
|
| Bow,
Cross (medium) |
50 |
25 |
15cm
draw length.
Requires 4 moments to reload. |
Ammunition
Score = 20
| Weapon |
MPD |
Grams |
Price
/
Sale
Unit |
Notes |
| Needle |
5 |
n/a |
1 |
Score |
Usually
used in conjunction with poison.
Mail
is ineffective against this type of ammunition |
| Sling
stone |
10 |
10 |
1 |
2
score |
|
| Sling
bullet |
20 |
20 |
1 |
Score |
|
| Bolt |
30 |
10 |
2 |
Score |
|
| Arrow,
Flight |
40 |
10 |
4 |
Score |
|
| Arrow,
Sheaf |
60 |
15 |
6 |
Score |
|
| Arrow,
Chisel |
50 |
12 |
5 |
Score |
Pierces plate (DR –2)
Mail
is ineffective against this type of ammunition.
Does
not cause damage on removal. |
*Ammunition thrown by hand is considered
to be at 25% MPD, i.e. a thrown sling bullet has a MPD of 5.
Thrown
Minimum thrown distance is half the MPD of the weapon minus twice the
weight in metres.
| Weapon |
MPD |
ROF |
Kg |
Price
/
Sale Unit |
Notes |
| Dart |
5 |
6 |
0.02 |
1 |
½
score |
Usually
used in conjunction with poison. |
| Throwing
Knife |
20 |
4 |
0.20 |
3 |
2 |
Both
hands must be used for full ROF.
Lighter and more aerodynamic than a dagger. |
| Throwing
Axe |
30 |
4 |
0.30 |
5 |
2 |
Both
hands must be used for full ROF.
Lighter and more aerodynamic than a normal axe. |
| Javelin |
80 |
2 |
0.80 |
5 |
1 |
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