Weapons

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While some adventurers rely more heavily on their weapons than others, virtually every hero will need some form of weapon at their side.

Making Attacks

To attack with a weapon, you have to spend a certain amount of AP. Weapons have unique APC (Action Point Costs) listed in the weapons tables below. Some weapons have a set APC: A dagger always costs 2 AP, and a crossbow always costs 3 AP.

Some weapons have APC formulas; these are a little more complex. For example, a longsword has an APC of 5-STR, min 2. This means that using a longsword has an APC of 5, but you subtract your STR attribute from the APC, to a minimum of 2.

When you spend AP to make an attack, roll 1d20 and add your relevant attribute. The attribute you use for a weapon is dependent upon that weapon and is specified in the Attribute column on the weapons tables below. This will usually be STR or DEX.

If your roll equals or exceeds your target’s defense (usually AR, but some attacks will target other defenses), then you hit your target. Roll for damage.

Dealing Damage

When you hit with a weapon attack, you deal damage. Roll the amount of damage specified in the Damage column on the weapons tables below and add the attribute specified in the Attr. column. The creature takes that much damage, subtracting it from their current HP. If a weapon says that it deals “physical” damage, that means you can choose whether you deal blunt or sharp damage each time you use it. Polearms often have this property, given that you can often attack with either the bladed end or the butt of the weapon. You can find more information on dealing damage here.

Weapon Range

You can only make an attack against a creature when that creature is within your weapon’s range. Each weapon specifies its range on the weapons tables below.

Melee

If a weapon has the Melee property, then you can attack any creature within 5 ft of you. Any abilities you have that increase your reach can enhance this.

Range

If a weapon has the Ranged property, you cannot use it as a melee weapon, but you can attack creatures within your weapon’s specified range.

Reach

If a weapon has the Reach property, then it functions as a melee weapon, but the distance that you can attack with that weapon is greater than 5 ft.

Thrown

If a weapon has the Thrown property, you can use it as a melee weapon or you can throw it up to the specified thrown distance. Once you throw a weapon, you no longer have it in hand.

Weapon Tags

Weapons will have one or more tags that give the weapon unique properties.

Ammunition

If a weapon has the ammunition tag, you must have ammunition in order to make attacks with that weapon. Ammunition might be arrows, crossbow bolts, sling pellets, and the like.

Concealed

If a weapon has the concealed tag, then when it is sheathed it can be tucked within folds of your clothing, inside a boot, and the like. Concealed weapons are not readily visible to observers, but a pat-down will reveal these weapons, and if a creature succeeds on an AWR check against an INT check that you make when you hide the weapon, then they can spot it without needing to pat you down.

Hand-and-a-Half

Weapons with the hand-and-a-half tag can be wielded with one or two hands. After the hand-and-a-half tag, there will be a brief phrase in parentheses explaining what benefit you gain from wielding the weapon with two hands, such as dealing more damage or using fewer AP to make the attack..

Light

A weapon with the light tag does not count against your encumbrance. Furthermore, light weapons can be dual wielded, using one light weapon in each hand.

Natural Weapon

A weapon with the natural weapon tag is considered light if it has a reach of 15 ft or less.

One-Handed

A weapon with the one-handed tag can only be wielded with one hand.

Special

If a weapon has the special tag, then its special properties are explained in detail below that weapon’s table.

Two-Handed

A weapon with the two-handed tag can only be wielded with two hands.

Unwieldy

The unwieldy tag interacts with your encumbrance. It takes 1 AP to draw or sheathe an unwieldy weapon.

Weapon List

Below is a list of many weapons you might want to use on your quests. All weapon costs are in silver coins (sc).

Axes

Weapon Damage Attr. APC Range Tags Cost
Battle Axe 1d8 sharp STR 5-STR, min 3 Melee Hand-and-a-Half (1d10) 35
Greataxe 2d8 sharp STR 8-STR, min 4 Melee Two-Handed, Unwieldy 60
Handaxe 1d6 sharp STR 3-STR, min 2 Melee One-Handed, Light 20
Hatchet 1d4 sharp STR 2 Thrown 20 ft One-Handed 15
Poleaxe 1d6 sharp STR 4-STR, min 3 Reach 10 ft Two-Handed 45
Throwing Axe 1d4 sharp STR 2 Thrown 30 ft One-Handed, Light 20
War Axe 1d8 sharp STR 5-STR, min 3 Melee Hand-and-a-Half (reduce APC by 1, min 2) 40
Wood Splitter 1d8 sharp STR 3 Melee Two-Handed 10

Blades (Small)

Weapon Damage Attr. APC Range Tags Cost
Improvised Small Blade 1d4 sharp DEX 3 Melee One-Handed, Light, Concealed -
Dagger 1d4 sharp DEX 2 Thrown 20 ft One-Handed, Light, Concealed 10
Dirk 1d4 sharp STR 2 Melee One-Handed, Light,Concealed 12
Kama 1d4 sharp DEX 2 Melee One-Handed, Light 20
Knife 1d4 sharp INT 2 Thrown 20 ft One-Handed, Light,Concealed 6
Kunai* 1d2 sharp DEX 2 Thrown 40 ft One-Handed, Light, Concealed, Special 18
Kusarigama* 1d4 physical DEX 6-DEX, min 2 Melee Hand-and-a-Half (Special) 35
Scimitar 1d6 sharp DEX 2 Melee One-Handed, Light 30
Shortsword 1d6 sharp STR 2 Melee One-Handed, Light 30
Shuriken 1d2 sharp DEX 2 Ranged 120 ft One-Handed, Light, Concealed 5

*Kunai

You can tie your kunai to a cord; if you do, it loses its Thrown property but gains base reach 15 ft.

*Kusarigama

While you are wielding a kusarigama with two hands, you gain +1 AR. While wielding it one-handed, you gain base reach 10 ft.

Blades (Large)

Weapon Damage Attr. APC Range Tags Cost
Improvised Large Blade 1d8 sharp STR 4-STR, min 3 Melee Two-Handed -
Bastard Sword 1d8 sharp STR 4-STR, min 3 Melee Hand-and-a-Half (reduce APC by 1, min 2) 45
Broadsword 1d10 sharp STR 5-STR, min 2 Melee Two-Handed 40
Claymore 1d12 sharp STR 6-STR, min 3 Melee Two-Handed, Unwieldy 75
Falchion 1d6 sharp DEX 2 Melee One-Handed 55
Fire Blade 1d6 fire INT 4-INT, min 2 Melee One-Handed 150
Greatsword 2d6 sharp STR 8-STR, min 3 Melee Two-Handed, Unwieldy 80
Katana 1d8 sharp DEX 5-DEX, min 3 Melee Hand-and-a-Half (1d10) 120
Khopesh 1d6 sharp STR 3-STR, min 2 Melee One-Handed 65
Longsword 1d8 sharp STR 5-STR, min 2 Melee Hand-and-a-Half (1d10) 50
Nodachi 2d6 sharp DEX 8-STR, min 3 Reach 10 ft Two-Handed, Unwieldy 140
Rapier 1d8 sharp DEX 5-DEX, min 2 Melee One-Handed 55

Bludgeons

Weapon Damage Attr. APC Range Tags Cost
Unarmed 1+STR blunt STR 2 Melee One-Handed, Light -
Improvised Bludgeon 1d6 blunt STR 5-STR, min 3 Melee Hand-and-a-Half (1d8) -
Baton 1d4 blunt STR 2 Melee One-Handed, Light 10
Brass Knuckles* - - - Melee One-Handed, Light, Concealed, Special 10
Cestus* 1d4 blunt STR 2 Melee One-Handed, Light, Special 15
Club 1d6 blunt STR 3 Melee One-Handed 2
Flail 1d12 blunt STR 6-STR, min 3 Melee Two-Handed 35
Hammer 1d6 blunt STR 4-STR, min 2 Melee One-Handed 3
Mace 1d6 blunt STR 4-STR, min 2 Melee Hand-and-a-Half (1d8) 25
Maul 2d6 blunt STR 6-STR, min 3 Melee Two-Handed, Unwieldy 50
Morningstar 1d8 physical STR 5-STR, min 3 Melee Hand-and-a-Half (reduce APC by 1, min 2) 40
Nunchucks 1d4 blunt COR 12-COR, min 2 Melee One-Handed, Light 30
Quarterstaff 1d4 blunt DEX 3 Melee Hand-and-a-Half (reduce APC by 1, min 2) 5
Tetsubo 1d8 blunt STR 4-STR, min 2 Melee One-Handed 50
Tonfa 1d4 blunt DEX 2 Melee One-Handed, Light 5
Warhammer 1d10 blunt STR 6-STR, min 3 Melee Hand-and-a-Half (1d12),Unwieldy 35

*Brass Knuckles

Increase your unarmed damage die size by 1. (e.g., 1d4 to 1d6, cap 1d12) If you did not have an unarmed damage die, it becomes 1d4.

*Cestus

While wearing a cestus, gain +1 AR.

Polearms

Weapon Damage Attr. APC Range Tags Cost
Bardiche 1d8 physical STR 6-DEX, min 2 Reach 10 ft Hand-and-a-Half (1d10), Unwieldy 65
Glaive 1d8 physical STR 6-STR, min 2 Reach 10 ft Two-Handed 55
Glaive Guisarme* 1d8 sharp STR 5-STR, min 3 Reach 10 ft Two-Handed, Special 65
Halberd 1d8 sharp STR 6-STR, min 3 Melee Hand-and-a-Half (+5 ft Reach) 50
Javelin 1d6 sharp STR 2 Thrown 60 ft One-Handed, Light 15
Lance* 1d12 sharp STR 6-STR, min 4 Reach 10 ft Two-Handed, Unwieldy, Special 25
Lucerne Hammer 1d10 physical STR 6-STR, min 3 Reach 10 ft Hand-and-a-Half (1d12), Unwieldy 55
Pike 1d6 physical STR 3 Reach 15 ft Two-Handed 35
Spear 1d6 physical STR 3 Thrown 20 ft Hand-and-a-Half (reduce APC by 1, min 2) 10
Yari 1d8 physical DEX 5-DEX, min 3 Reach 10 ft Hand-and-a-Half (1d10) 45

*Glaive Guisarme

When you make an attack against a mounted target, you may spend 2 additional AP to also make a separate attack against the creature’s FORT. On a hit, the target is dismounted and falls Prone.

*Lance

A lance is a two-handed weapon; however, if you are riding a mount, then a lance is a one-handed weapon.

Ranged

Weapon Damage Attr. APC Range Tags Cost
Improvised Thrown 1d4 blunt STR 3 Thrown 20 ft One-Handed -
Amethyst Wand 1d6 cold CHA 4-INT, min 2 Ranged 60 ft Hand-and-a-Half (1d8) 200
Blowgun 1d4 sharp DEX 2 Ranged 120 ft Two-Handed, Light, Concealed, Ammunition* 10
Crossbow 1d6 sharp DEX 3 Ranged 200 ft Two-Handed, Ammunition* 40
Dart 1d2 sharp DEX 2 Ranged 60 ft One-Handed, Light, Concealed 5
Diamond Wand 1d8 radiant CHA 6-AWR, min 2 Ranged 60 ft Hand-and-a-Half (+60 ft Range) 500
Emerald Wand 1d10 corrosive CHA 5-AWR, min 3 Ranged 40 ft One-Handed 350
Hand Crossbow 1d4 sharp DEX 2 Ranged 60 ft One-Handed, Light, Ammunition* 70
Heavy Crossbow 1d10 sharp DEX 4 Ranged 500 ft Two-Handed, Ammunition*, Unwieldy 100
Light Crossbow 1d6 sharp DEX 2 Ranged 60 ft Two-Handed, Light, Ammunition* 60
Longbow 1d10 sharp DEX 6-STR, min 2 Ranged 900 ft Two-Handed, Ammunition* 90
Oak Wand 1d10 fire INT 6-AWR, min 2 Ranged 60 ft One-Handed 150
Pine Wand 1d6 cold INT 2 Ranged 60 ft Hand-and-a-Half (1d8) 130
Recurve Bow 1d6 sharp DEX 2 Ranged 200 ft Two-Handed, Ammunition* 120
Ruby Wand 1d6 fire CHA 3-INT, min 2 Ranged 40 ft One-Handed 400
Sapphire Wand 1d8 lightning INT 4-CHA, min 2 Ranged 80 ft One-Handed 380
Shortbow 1d4 sharp DEX 2 Ranged 200 ft Two-Handed, Ammunition* 50
Sling 1d4 blunt DEX 2 Ranged 120 ft One-Handed, Light, Concealed, Ammunition* 5
Standing Longbow 1d12 sharp DEX 8-STR, min 3 Ranged 1000 ft Two-Handed, Ammunition*, Unwieldy 120
Topaz Wand 1d10 fire CHA 6-INT, min 3 Ranged 100 ft One-Handed 300
War Sling 1d6 blunt DEX 2 Ranged 200 ft One-Handed, Light, Ammunition* 10
Willow Wand 1d8 corrosive AWR 5-INT, min 2 Ranged 40 ft One-Handed 180

*Ammunition: If your weapon uses ammunition, you can purchase 10 arrows, bolts, or other relevant ammunition for 1 sc.

Specialty Ammunition

Source: Harker's Guide for Vampire Hunting

You may purchase the following ammunition for 1 sc per arrow or bolt. This ammunition breaks upon being used. A tinkerer with the Inventor talent can make a set of 10 pieces of specialty ammunition for a Tinkering Cost of 30.

Wooden Ammunition. This ammunition has a +2 crit range against vampires. When you crit with wooden ammunition, if the target creature is a vampire, it deals +1d4 radiant damage.

Silvered Ammunition. This ammunition has a +2 crit range against shapeshifters. When you crit with silvered ammunition, if the target creature is a shapeshifter, it deals +1d4 radiant damage.

Miscellaneous

Weapon Damage Attr. APC Range Tags Cost Source
Boomerang* 1d6 blunt DEX 2 Thrown 60 ft One-Handed, Special 15 CRB
Cat-o-Nines* 3d2 sharp DEX 6-DEX, min 3 Melee One-Handed, Special 40 CRB
Net* - DEX 4-STR, min 3 Ranged 10 ft Two-Handed, Special 25 CRB
Pickaxe 1d8 physical STR 5-STR, min 3 Melee Hand-and-a-Half (1d10) 15 CRB
Trident 1d6 sharp DEX 4-DEX, min 2 Thrown 20 ft Hand-and-a-Half (1d8) 50 CRB
War Pick 1d12 physical STR 6-STR, min 3 Melee Two-Handed, Unwieldy 25 CRB
War Scythe 2d4 sharp DEX 4-DEX, min 2 Melee Two-Handed, Unwieldy 50 CRB
Whip* 1d4 sharp DEX 5-DEX, min 2 Reach 10 ft One-Handed, Light, Special 25 CRB
Chain Whip* 1d8 blunt DEX 6-STR, min 3 Reach 10 ft Hand-and-a-Half (reduce APC by 1, min 2), Special 40 Harker's
Extended Chain Whip* 1d6 blunt DEX 8-STR, min 3 Reach 15 ft Hand-and-a-Half (reduce APC by 1, min 2), Special 60 Harker's
Extended Whip* 1d4 sharp DEX 8-DEX, min 3 Reach 15 ft Hand-and-a-Half (reduce APC by 1, min 2), Special 35 Harker's
Heavy Chain Whip* 1d10 blunt STR 8-STR, min 3 Reach 10 ft Hand-and-a-Half (reduce APC by 1, min 2), Special 50 Harker's
Spiked Whip* 2d4 sharp DEX 6-DEX, min 3 Reach 10 ft One-Handed, Special 40 Harker's
Oak Stake* 1d6 sharp STR 2 Thrown 20 ft One-Handed, Light, Special 5 Harker's
Pine Stake* 1d4 sharp DEX 2 Thrown 40 ft One-Handed, Light, Special 5 Harker's
Silver Tooth* - - - Melee Concealed, Special 30 Harker's

*Boomerang

When you throw a boomerang, it comes back to you at the start of your next turn unless it is knocked to the ground or physically blocked. If it hits an enemy, it still comes back to you.

*Cat-O-Nines

If you crit with a Cat-o-Nines, inflict Bleeding (1d4) on the target creature.

*Net

On a hit, the target takes no damage, but is Restrained (Escape DC 15). Nets have 15 HP, 10 AR, REF, and FORT, and Immune Blunt.

*Whips

When you attack with a whip, if you hit, you may spend 2 AP to make a secondary attack against a target’s REF. On a hit, if the target is Large or smaller, it falls Prone.

*Stakes

Stakes have a +2 crit range against vampires. When you crit with a stake, if the target creature has the fiend or undead tag, it takes +1d10 radiant damage. When you crit fail on an attack with a stake, it breaks.

*Silver Tooth

This is a set of silver caps you can place on your incisors. It grants you a natural weapon attack. Bite: (2 AP) Reach 5 ft Natural Weapon. +STR or DEX vs REF. Hit: 1d4+STR or DEX sharp damage that counts as silver.

If you you already had a bite natural weapon, this increases its damage by one die size (e.g., from 1d6 to 1d8, max 1d12).

Siege Weapons

See Siege Weapons.