Weapons
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).
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 |
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.
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 |
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.
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.
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.
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.