Weapons: Difference between revisions

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__NOAUTOLINKS__
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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.
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'''
'''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.
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. 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.
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.
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. This is most commonly 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.
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.
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'''Dealing 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 [[Damage|here]].  
When you hit with a weapon attack, you deal damage. Roll the amount of damage specified in the Damage column on the weapons tables and add the attribute specified in the Attribute 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.
 
More detailed rules on damage, as well as dealing extra damage on critical hits, can be found in [[Damage|here]].  


== '''Weapon Range''' ==
== 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.
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'''  
'''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.
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'''  
'''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.
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. Attacking while within the melee reach of hostile creatures imposes 1 TD.


'''Reach'''  
'''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.  
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'''
'''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.
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. Thrown attacks are considered ranged or melee attacks depending on how you use them, but they are not considered ranged or melee weapons for the purposes of any ability interactions.


== '''Weapon Tags''' ==
== Weapon Tags ==
Weapons will have one or more tags that give the weapon unique properties.
Weapons will have one or more tags that give the weapon unique properties.


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'''Concealed'''  
'''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.
If a weapon has the concealed tag, then when it is sheathed it can be tucked within folds of your clothing, such as inside a boot. 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'''
'''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..
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 a lower APC to make the attack.


'''Light'''
'''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.
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 tag is considered light if it has a reach of 15 ft or less. 


'''One-Handed'''
'''One-Handed'''
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'''Unwieldy'''
'''Unwieldy'''


The unwieldy tag interacts with your [[Encumberance|encumbrance]]. It takes 2 AP to draw or sheathe an unwieldy weapon.
The unwieldy tag interacts with your [[Encumberance|encumbrance]]. It takes 1 AP to draw or sheathe an unwieldy weapon.


== '''Weapon List''' ==
== 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).
Below is a list of many weapons you might want to use on your quests. All weapon costs are in silver coins (sc).
{| class="wikitable sortable"
{| class="wikitable sortable"
|+
|+
==='''Axes'''===
===Axes===
!Weapon
!Weapon
!Damage
!Damage
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|Thrown 20 ft  
|Thrown 20 ft  
|One-Handed  
|One-Handed  
|15
|5
|-
|-
|Poleaxe  
|Poleaxe  
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{| class="wikitable sortable"
{| class="wikitable sortable"
|+
|+
==='''Blades (Small)'''===
===Blades (Small)===
!Weapon
!Weapon
!Damage
!Damage
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|Melee  
|Melee  
|One-Handed, Light  
|One-Handed, Light  
|20
|10
|-
|-
|Knife  
|Knife  
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'''*Kusarigama'''
'''*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.</blockquote>
While you are wielding a kusarigama two-handed, you gain +1 AR. While wielding it one-handed, it gains base reach 10 ft.</blockquote>
{| class="wikitable sortable"
{| class="wikitable sortable"
|+
|+
==='''Blades (Large)'''===
===Blades (Large)===
!Weapon
!Weapon
!Damage
!Damage
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|Hand-and-a-Half (1d10)  
|Hand-and-a-Half (1d10)  
|120
|120
|-
|Khopesh*
|1d6 sharp
|STR
|3-STR, min 2
|Melee
|One-Handed, Special
|65
|-
|-
|Nodachi  
|Nodachi  
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|DEX  
|DEX  
|8-STR, min 3  
|8-STR, min 3  
|Reach 10 ft
|Melee
|Two-Handed, Unwieldy  
|Two-Handed, Unwieldy  
|140
|140
|-
|Khopesh
|1d6 sharp
|STR
|3-STR, min 2
|Melee
|One-Handed
|65
|-
|-
|Longsword  
|Longsword  
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|55
|55
|}
|}
<blockquote>'''*Khopesh'''
While wielding a Khopesh, you can use the Disarm advanced maneuver.</blockquote>


{| class="wikitable sortable"
{| class="wikitable sortable"
|+
|+
==='''Bludgeons'''===
===Bludgeons===
!Weapon
!Weapon
!Damage
!Damage
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|-
|-
|Unarmed  
|Unarmed  
|1+STR blunt  
|1 blunt  
|STR  
|STR  
|2  
|2  
|Melee  
|Melee  
|One-Handed, Light  
|One-Handed, Light, Natural
| -
| -
|-
|-
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|2  
|2  
|Melee  
|Melee  
|One-Handed, Light, Special  
|One-Handed, Special  
|15
|15
|-
|-
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<blockquote>'''*Brass Knuckles'''
<blockquote>'''*Brass Knuckles'''


Increase your unarmed damage die size by 1. (E.g., if your unarmed damage deals 1d6, it now deals 1d8.) This cannot exceed 1d12. If you did not have an unarmed damage die, it becomes 1d4.
Your unarmed and natural weapon damage increases by one die size (e.g., from 1d4 to 1d6, max 1d12). If you did not have an unarmed damage die, it becomes 1d4.


'''*Cestus'''
'''*Cestus'''


While wearing a cestus, gain +1 AR.</blockquote>
While you have a cestus equipped, gain +1 AR.</blockquote>
{| class="wikitable sortable"
{| class="wikitable sortable"
|+
|+
==='''Polearms'''===
===Polearms===
!Weapon
!Weapon
!Damage
!Damage
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|6-STR, min 4  
|6-STR, min 4  
|Reach 10 ft  
|Reach 10 ft  
|Two-Handed, Unwieldy,Special
|Two-Handed, Unwieldy, Special
|25
|25
|-
|-
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|6-STR, min 3  
|6-STR, min 3  
|Reach 10 ft  
|Reach 10 ft  
|Hand-and-a-Half (1d12),Unwieldy
|Hand-and-a-Half (1d12), Unwieldy
|55
|55
|-  
|-  
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<blockquote>'''*Glaive Guisarme'''
<blockquote>'''*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.
When you attack a mounted target, if you hit, you can spend 2 AP to make a secondary attack against the target’s FORT. On a hit, the target is dismounted and falls Prone.


'''*Lance'''
'''*Lance'''
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{| class="wikitable sortable"
{| class="wikitable sortable"
|+
|+
==='''Ranged'''===
===Ranged===
!Weapon
!Weapon
!Damage
!Damage
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|3  
|3  
|Thrown 20 ft  
|Thrown 20 ft  
|''One-Handed''
|One-Handed
| -
| -
|-
|-
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|4-INT, min 2  
|4-INT, min 2  
|Ranged 60 ft  
|Ranged 60 ft  
|''Hand-and-a-Half (1d8)''
|Hand-and-a-Half (1d8)
|200
|200
|-
|-
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|2  
|2  
|Ranged 120 ft  
|Ranged 120 ft  
|''Two-Handed, Light, Concealed, Ammunition*''
|Two-Handed, Light, Concealed, Ammunition*
|10
|10
|-
|-
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|3  
|3  
|Ranged 200 ft  
|Ranged 200 ft  
|''Two-Handed, Ammunition*''
|Two-Handed, Ammunition*
|40
|40
|-
|-
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|2  
|2  
|Ranged 60 ft  
|Ranged 60 ft  
|''One-Handed, Light, Concealed''
|One-Handed, Light, Concealed
|5
|5
|-
|-
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|6-AWR, min 2  
|6-AWR, min 2  
|Ranged 60 ft  
|Ranged 60 ft  
|''Hand-and-a-Half (+60 ft Range)''
|Hand-and-a-Half (+60 ft Range)
|500
|500
|-
|-
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|5-AWR, min 3  
|5-AWR, min 3  
|Ranged 40 ft  
|Ranged 40 ft  
|''One-Handed''
|One-Handed
|350
|350
|-
|-
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|2  
|2  
|Ranged 60 ft  
|Ranged 60 ft  
|''One-Handed, Light, Ammunition*''
|One-Handed, Light, Ammunition*
|70
|70
|-
|-
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|4  
|4  
|Ranged 500 ft  
|Ranged 500 ft  
|''Two-Handed, Ammunition*, Unwieldy''
|Two-Handed, Ammunition*, Unwieldy
|100
|100
|-
|-
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|2  
|2  
|Ranged 60 ft  
|Ranged 60 ft  
|''Two-Handed, Light, Ammunition*''
|Two-Handed, Light, Ammunition*
|60
|60
|-
|-
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|6-STR, min 2  
|6-STR, min 2  
|Ranged 900 ft  
|Ranged 900 ft  
|''Two-Handed, Ammunition*''
|Two-Handed, Ammunition*
|90
|90
|-
|-
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|6-AWR, min 2  
|6-AWR, min 2  
|Ranged 60 ft  
|Ranged 60 ft  
|''One-Handed''
|One-Handed
|150
|150
|-
|-
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|2  
|2  
|Ranged 60 ft  
|Ranged 60 ft  
|''Hand-and-a-Half (1d8)''
|Hand-and-a-Half (1d8)
|130
|130
|-
|-
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|2  
|2  
|Ranged 200 ft  
|Ranged 200 ft  
|''Two-Handed, Ammunition*''
|Two-Handed, Ammunition*
|120
|120
|-
|-
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|3-INT, min 2  
|3-INT, min 2  
|Ranged 40 ft  
|Ranged 40 ft  
|''One-Handed''
|One-Handed
|400
|400
|-
|-
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|4-CHA, min 2  
|4-CHA, min 2  
|Ranged 80 ft  
|Ranged 80 ft  
|''One-Handed''
|One-Handed
|380
|380
|-
|-
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|2  
|2  
|Ranged 200 ft  
|Ranged 200 ft  
|''Two-Handed, Ammunition*''
|Two-Handed, Ammunition*
|50
|50
|-
|-
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|2  
|2  
|Ranged 120 ft  
|Ranged 120 ft  
|''One-Handed, Light, Concealed, Ammunition*''
|One-Handed, Light, Concealed, Ammunition*
|5
|5
|-
|-
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|8-STR, min 3  
|8-STR, min 3  
|Ranged 1000 ft
|Ranged 1000 ft
|''Two-Handed, Ammunition*, Unwieldy''
|Two-Handed, Ammunition*, Unwieldy
|120
|120
|-
|-
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|6-INT, min 3  
|6-INT, min 3  
|Ranged 100 ft  
|Ranged 100 ft  
|''One-Handed''
|One-Handed
|300
|300
|-
|-
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|2  
|2  
|Ranged 200 ft  
|Ranged 200 ft  
|''One-Handed, Light, Ammunition*''
|One-Handed, Light, Ammunition*
|10
|10
|-
|-
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|5-INT, min 2  
|5-INT, min 2  
|Ranged 40 ft  
|Ranged 40 ft  
|''One-Handed''
|One-Handed
|180
|180
|}
|}
<blockquote><nowiki>*</nowiki>'''Ammunition:''' If your weapon uses ammunition, you can purchase 10 arrows, bolts, or other relevant ammunition for 1 sc.</blockquote>
<blockquote><nowiki>*</nowiki>'''Ammunition:''' If your weapon uses ammunition, you can purchase 10 arrows, bolts, or other relevant ammunition for 1 sc.</blockquote>
==== 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.
{| class="wikitable sortable"
{| class="wikitable sortable"
|+
|+
==='''Miscellaneous'''===
===Miscellaneous===
!Weapon
!Weapon
!Damage
!Damage
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!Tags
!Tags
!Cost
!Cost
!Source
|-
|-
|Boomerang*  
|Boomerang*  
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|2  
|2  
|Thrown 60 ft  
|Thrown 60 ft  
|''One-Handed, Special''
|One-Handed, Special
|15
|15
|CRB
|-
|-
|Cat-o-Nines*  
|Cat-o-Nines*  
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|6-DEX, min 3  
|6-DEX, min 3  
|Melee  
|Melee  
|''One-Handed, Special''
|One-Handed, Special
|40
|40
|CRB
|-
|-
|Net*
|Net*
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|4-STR, min 3  
|4-STR, min 3  
|Ranged 10 ft  
|Ranged 10 ft  
|''Two-Handed, Special''
|Two-Handed, Special
|25
|25
|CRB
|-
|-
|Pickaxe  
|Pickaxe  
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|5-STR, min 3  
|5-STR, min 3  
|Melee  
|Melee  
|''Hand-and-a-Half (1d10)''
|Hand-and-a-Half (1d10)
|15
|15
|CRB
|-
|-
|Trident  
|Trident  
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|4-DEX, min 2  
|4-DEX, min 2  
|Thrown 20 ft  
|Thrown 20 ft  
|''Hand-and-a-Half (1d8)''
|Hand-and-a-Half (1d8)
|50
|50
|CRB
|-
|-
|War Pick  
|War Pick  
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|6-STR, min 3  
|6-STR, min 3  
|Melee  
|Melee  
|''Two-Handed, Unwieldy''
|Two-Handed, Unwieldy
|25
|25
|CRB
|-
|-
|War Scythe  
|War Scythe  
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|4-DEX, min 2  
|4-DEX, min 2  
|Melee  
|Melee  
|''Two-Handed, Unwieldy''
|Two-Handed, Unwieldy
|50
|50
|CRB
|-
|-
|Whip*  
|Whip*  
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|5-DEX, min 2  
|5-DEX, min 2  
|Reach 10 ft  
|Reach 10 ft  
|''One-Handed, Light, Special''
|One-Handed, Light, Special
|25
|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
|}
|}
<blockquote>'''*Boomerang'''
<blockquote>'''*Boomerang'''
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'''*Net'''
'''*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.
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 your whip, if you hit, you can 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). </blockquote>


'''*Whip'''
== Siege Weapons ==
See [[Siege Weapons]].


When you attack with your whip, if you hit, you can spend 2 additional AP to make a second attack against a target’s REF; on a hit, if the target is Large or smaller, it falls prone.</blockquote>
<nowiki>*</nowiki>''Updated v1.2''