Melee Weapons
Close combat is a common scenario for many heroes and adventurers, as the foes and monsters, they fight to enjoy getting up close and personal. As a result, most will have some way of fighting at close range.
Weapons and Talents
It is important to note that if you do not have the basic talent for a weapon you can still use it. However, you cut your weapon skill or any other attribute you might be using, in half when doing so.
In addition, any weapon you don't have the base talent in will require 1 additional AP to use.
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Light Blades
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Daggers - Starting Weapon
Damage: 1d10 Action Points: 3 Hands: 1 Item Slots: 1 Materials: Metals Cost: 45 sp Description: Short bladed weapons, usually between 9 and 14 inches long, these simple weapons are longer and more dangerous than the small belt knives most people carry as a tool. |
Kukri
Damage: 1d10+2 Action Points: 3 Hands: 1 Item Slots: 1 Materials: Metals Cost: 75 sp Description: These curved blades are around 18 inches long, and are designed as brutal chopping implements. |
Athame
Damage: 1d10+2 Action Points: 3 Hands: 1 Item Slots: 1 Materials: Metals Cost: 115 sp Description: This specially prepared blade is useable as a spell focus. It can be used for inflicting Curses. It can also function similarly to a wand, adding +1 damage to a spell for every 1d5 or 1d10 rolled. |
Rapier
Damage: 1d10+1 Action Points: 2 Hands: 1 Item Slots: 1 Materials: Metals Cost: 85 sp Description: An efficient weapon primarily meant for thrusting, rapiers thin blades struggles against metal armours. Special: Add 1/4 your agility modifier to damage. Metal armour counts as two higher when being attacked with a rapier. |
Trident Dagger
Damage: 1d10+1 Action Points: 3 Hands: 1 Item Slots: 1 Materials: Metals Cost: 85 sp Description: Short, triple bladed weapons designed to snag and catch oncoming attacks. Special: Add +10% when using this weapon to parry. |
One-Handed Blades
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Messer - Starting Equipment
Damage: 1d10+3 Action Points: 4 Hands: 1 Item Slots: 2 Materials: Metals Cost: 45 sp Description: Closer to an oversized knife than a sword, a Messer is a effective but inelegant weapon. |
Longsword
Damage: 1d10+4 Action Points: 4 Hands: 1 Item Slots: 1 Materials: Metals Cost: 75 sp Description: When one thinks of a sword, few are as iconic as the longsword. |
Backsword
Damage: 1d10+4 Action Points: 4 Hands: 1 Item Slots: 3 Materials: Metals Cost: 140 sp Description: This single edged sword was designed to be swung from horseback. Special: When fighting from a mount this weapon adds +2 damage. |
Ikakalaka
Damage: 1d10+4 Action Points: 4 Hands: 1 Item Slots: 3 Materials: Metals Cost: 150 sp Description: A crescent end to the blade provides two pick-like points, creating a weapon that punches through armour. Special: Against wounds inflicted with this blade armour counts as 1 less. |
Estoc
Damage: 1d10+3 Action Points: 4 Hands: 1 Item Slots: 2 Materials: Metals Cost: 100 sp Description: A long, thin and sharply pointed blade designed to punch through armour. Special: Add 1/4 your agility modifier to damage. When damage is inflicted with an Estoc, the targets armour counts as 1 lower. |
Two-Handed Blades
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Greatsword - Starting Item
Damage: 2d10+2 Action Points: 5 Hands: 2 Item Slots: 3 Materials: Metals Cost: 100 sp Description: These fearsome, two handed swords are devastating - but slow and difficult to wield. Special: -10% to parry. |
Svardstav
Damage: 2d10+1 Action Points: 5 Hands: 2 Item Slots: 2 Materials: Metals, woods Cost: 120 sp Description: Somewhere between a sword and a polearm, this weapon can serve as either. Special: This weapon can be used with Either Two-Handed Blades or Polearm talents. Bonuses granted to hit and damage do not stack. -10% to parry |
Falx
Damage: 2d10+3 Action Points: 5 Hands: 2 Item Slots: 3 Materials: Metals Cost: 150 sp Description: Curved downwards and with a focused point, the long, heavy weapon excels at fighting armour - but leaves the user exposed. Special: -10% to parry, -1 armour. Against wounds inflicted with this blade armour counts as 2 less. |
Light Axes
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Hatchet - Starting Item
Damage: 1d10+3 Action Points: 4 Hands: 1 Item Slots: 2 Materials: Metals Cost: 80 sp Description: The simple hatchet is one of the oldest weapons wielded by mortal kind - and one of the most efficient. |
Battleaxe
Damage: 1d10+5 Action Points: 5 Hands: 1 Item Slots: 2 Materials: Metals Cost: 100 sp Description: A heavier, more ornate weapon often with a long spike as a counterweight to the blade. Special: When wielded in two hands this weapon deals an additional 2 damage. |
Panabas
Damage: 1d10+4 Action Points: 4 Hands: 1 Item Slots: 3 Materials: Metals, woods Cost: 150 sp Description: A three-foot long weapon, half handle and half blade, this weapon is somewhere between an axe and a sword. Special: This weapon can be used with either One-Handed Blades or Light Axe talents. Bonuses granted to hit and damage do not stack. |
Igorot
Damage: 1d10+4 Action Points: 4 Hands: 1 Item Slots: 3 Materials: Metals, woods Cost: 150 sp Description: A dangerous axe that comes to an armour-piercing point. Special: Against wounds inflicted with this blade armour counts as 1 less. |
Heavy Axes
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Hafted Axe - Starting Equipment
Damage: 2d10+1 Action Points: 5 Hands: 2 Item Slots: 3 Materials: Metals, woods Cost: 70 sp Description: These massive axes inflict so much damage that armour rarely matters. Special: -5% to parry. |
Greataxe
Damage: 2d10+4 Action Points: 5 Hands: 2 Item Slots: 3 Materials: Metals, woods Cost: 200 sp Description: These heavy, long-handled and heavily bladed, axes inflict so much damage that armour rarely matters. Special: -10% to parry, -5% to dodge. |
Light Blunt
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Mace - Starting Gear
Damage: 1d5+7 Action Points: 3 Hands: 1 Item Slots: 2 Materials: Metals Cost: 70 sp Description: Long-handled, heavy bludgeoning weapon. |
Warhammer
Damage: 1d5+9 Action Points: 4 Hands: 1 Item Slots: 3 Materials: Metals, woods Cost: 150 sp Description: These one-handed hammer crush bone and leave vast dents in metal |
Bar Mace
Damage: 1d5+7 Action Points: 3 Hands: 1 Item Slots: 2 Materials: Metals Cost: 70 sp Description: This weapon is made of 4 bars welded to a central haft, focusing its power on a relatively thin point. Special: When calculating damage from this weapon armour counts as two less. |
Heavy Blunt
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Maul
Damage: 1d10+8 Action Points: 5 Hands: 2 Item Slots: 4 Materials: Metals, woods Cost: 150 sp Description: A long-handled hammer with a head of wood or iron. Special: -10 to Parry. |
Tesubo
Damage: 1d10+10 Action Points: 5 Hands: 2 Item Slots: 4 Materials: Woods Cost: 180 sp Description: A long wooden club, studded with stones or iron. Special: -10% parry. |
Nadziak
Damage: 1d10+8 Action Points: 5 Hands: 2 (1 on horseback) Item Slots: 5 Materials: Metals, woods Cost: 160 sp Description: A heavy blunt hammer on one side with a spike on the other. Special: -10 to Parry. Add +3 damage when used mounted. |
Spears
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Shortspear - Starting Gear
Damage: 1d10+3 Action Points: 4 Hands: 1 or 2 Item Slots: 3 Materials: Metals, woods Cost: 70 sp Description: A three foot long haft tipped with a sharpened point, the spear is one of the oldest weapons. Special: This weapon can be used with either one or two hands. If wielded two hands increase the damage by +2. |
Longspear
Damage: 1d10+6 Action Points: 4 Hands: 2 Item Slots: 3 Materials: Metals, woods Cost: 110 sp Description: Six feet long, these weapons have an impressive range. Special: Instead of reaching adjacent opponents, these weapons strike two meters away, but cannot strike adjacent foes |
Doru
Damage: 1d10+3 Action Points: 4 Hands: 1 or 2 Item Slots: 3 Materials: Metals, woods Cost: 120 sp Description: A five foot long haft tipped with a leaf-shaped blade the but of the spear has a metal spike as a counterweight. Special: This weapon can be used with either one or two hands. If wielded two hands increase the damage by +2. If used with a shield ignore the penalty to Agility. |
Polearms
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Halberd - Starting Gear
Damage: 1d10+9 Action Points: 5 Hands: 2 Item Slots: 4 Materials: Metals, woods Cost: 90 sp Description: A cross between a spear and an axe. Special: Instead of reaching adjacent opponents, these weapons strike two meters away, but cannot strike adjacent foes. This weapon can be used with either Heavy Axes or Polearm talents. Bonuses granted to hit and damage do not stack. |
Lance
Damage: 1d10+8 Action Points: 5 Hands: 1 Item Slots: 3 Materials: Metals, woods Cost: 150 sp Description: The long weapons are used from horseback, relying on the impact of the charge to inflict damage. Special: This weapon does an additional +4 damage if the mounted wielder moved at least 5 meters before the attack. The damage used on foot is the same, but it requires both hands. |
Ranseur
Damage: 1d10+8 Action Points: 5 Hands: 2 Item Slots: 4 Materials: Metals, woods Cost: 120 sp Description: A long blade with curved side blades that help with catching attacks. Special: Add +5% to parry. |
Quarterstaff
Damage: 1d10+3 Action Points: 4 Hands: 2 Item Slots: 4 Materials: Woods Cost: 30 sp Description: These long lengths of thick, treated wood are a simple but deadly weapon. Special: Can be used as a double weapon for 1 AP less than normal. For an additional 80sp it can be formed to function as Mage's Staff as well. |
Unusual Weapons
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Net
Damage: N/A Action Points: 4 Hands: 1 Item Slots: 3 Materials: Fabric, metal Cost: 60 sp Description: A simple net, reinforced with metal for strength. Special: Instead of damaging an opponent this weapon will grapple them on a successful hit. It requires a Physical Prowess test to break free, and if attached to something else like a mount the victim cannot move. For 2 AP it can be tied to another object. |
Mancatcher Pole
Damage: N/A Action Points: 4 Hands: 1 Item Slots: 3 Materials: Fabric, metal Cost: 80 sp Description: This long pole contains a noose at one end for snagging victims. Special: With this weapon, you can make a grapple check 1m away instead of in close quarters. It can be broken with a Challenging (-10) Physical Prowess test. For 2 AP it can be attached to another object. |
Hook Swords
Damage: 1d10+2/1d10+6 Action Points: 3/5 Hands: 1 each Item Slots: 6 Materials: Metal Cost: 120 sp per pair. Description: Hook Swords are a pair of weapons designed to be used in concert as a pair or together as one long weapon. Special: For 2 AP Hook Swords may be hooked together, forming a longer weapon with 1m reach and 1d10+6 damage for 5AP. They can be split again for 2 AP. In addition, when separated, they can replace one normal attack with a tripping attack. On a hit the target must make an Agility test or fall prone, costing 2 AP to get back to their feet. |
Chain Whips
Damage: 1d10+4 Action Points: 4 Hands: 1 Item Slots: 2 Materials: Metal Cost: 100 sp per pair. Description: These long weapons are made up of between seven and thirteen segments, hooked together and allowing this heavy, flexible weapon to move at speed from many directions. Special: Whenever anyone attempts to parry this weapon it counts as having three additional successes against the person parrying for the purposes of determining the winner of the parry solely. |