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rules:equipment:weapons [2025/06/29 15:02] Ron Helwigrules:equipment:weapons [2025/07/13 14:08] (current) Ron Helwig
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 # Weapons # Weapons
 +
 +## Meta: How Weapons Work
 +
 +Weapons typically add a damage die or dice to an attack action roll. This is their main function.
 +
 +Each weapon is tied to at least one Aspect and does at least one type of damage. If a weapon can do more than one type of damage, each type might use a different Aspect. When making an attack action roll you would use the Aspect that is associated with the chosen damage type.
 +
 +Weapons have other properties that can affect how they are used. Some of these properties are only available under certain circumstances, such as requiring the character to have a certain Feature or specific Domain or to use a specific Aspect (when there is more than one Aspect possible).
  
 ## Weapon Properties ## Weapon Properties
  
 Weapons have various properties that define how they can be used. Weapons have various properties that define how they can be used.
 +
 +### Action Cost
 +
 +This is how much your **Action Load** will increase if you make an **Attack Action** with this weapon.
  
 ### Aspect ### Aspect
  
 Weapons are used with specific Aspects. Some weapons might allow using more than one Aspect, and using a particular Aspect might allow the use of some special feature of the weapon. Weapons are used with specific Aspects. Some weapons might allow using more than one Aspect, and using a particular Aspect might allow the use of some special feature of the weapon.
 +
 +**Important Notes:**
 +- If more than one Aspect is specified, the Aspect being used must be declared before rolling.
 +- If more than one damage type is specified, the damage type being used must be declared before rolling, and only one damage type with it's associated die is done.
  
 ### Melee vs. Ranged ### Melee vs. Ranged
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 Weapons that have the **Ranged** property can be used against beings or objects that are more than 5 feet from you and less than their **Range** value. Weapons that have the **Ranged** property can be used against beings or objects that are more than 5 feet from you and less than their **Range** value.
  
-If you try to use a weapon that doesn't have the **Ranged** property at a greater distance than 5 feet, you have **Disadvantage** and the damage die it uses is a D4.+If you try to use a weapon that doesn't have the **Ranged** property at a greater distance than 5 feet, you have **Disadvantage** and the damage die it uses is a D4; unless otherwise specified.
  
-If you use a weapon that doesn't have the **Melee** property on something within 5 feet of you, you have **Disadvantage** and the damage die is a D4.+If you use a weapon that doesn't have the **Melee** property on something within 5 feet of you, you have **Disadvantage** and the damage die is a D4; unless otherwise specified.
  
 ### Ammunition ### Ammunition
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 A weapon that has the **Two-Handed** property requires the use of two hands. If your character only has two arms/hands they cannot use this weapon while holding other things like a Shield or a Torch. A weapon that has the **Two-Handed** property requires the use of two hands. If your character only has two arms/hands they cannot use this weapon while holding other things like a Shield or a Torch.
 +
 +### Special
 +
 +Some weapons have special extra abilities. Typically these are only usable by characters using certain **Domains**. The extra abilities that are limited as to who can use them are indicated by a "🔒" followed by the *Domain Requirement*.
  
 ## Weapon List ## Weapon List
  
 ### Battleaxe ### Battleaxe
 +| Damage Type | Aspect(s) | Damage Die | 
 +| --- | --- | --- | 
 +| Slashing | Control | 1d8 |
 +
 +**Action Cost:** 2 \\\ 
 +**Properties:** Melee \\\ 
 +**Special:**
 +- 🔒 (*WeaponMaster Domain*) **Shield Breaker:** When you do *Critical Damage* to a creature using a **Shield**, you **destroy the shield** without them being able to use the shield to reduce the severity.
  
 ### Bow ### Bow
 +| Damage Type | Aspect(s) | Damage Die | 
 +| --- | --- | --- | 
 +| Piercing | Agility | 1d8 |
 +
 +**Action Cost:** 2 \\\ 
 +**Properties:** Ranged (320 feet), Two-Handed, Ammunition \\\ 
 +**Special:** None \\\ 
  
 ### Crossbow ### Crossbow
 +| Damage Type | Aspect(s) | Damage Die | 
 +| --- | --- | --- | 
 +| Piercing | Ingenuity | 1d10 |
 +
 +**Action Cost:** 3 \\\ 
 +**Properties:** Ranged (180 feet), Two-Handed, Ammunition \\\ 
 +**Special:** None \\\ 
  
 ### Dagger ### Dagger
 +| Damage Type | Aspect(s) | Damage Die | 
 +| --- | --- | --- | 
 +| Piercing | Agility, Control, Finesse, or Presence | 1d4 |
 +
 +**Action Cost:** 2 \\\ 
 +**Properties:** Melee, Ranged (60 feet) \\\ 
 +**Special:** None \\\ 
  
 ### Dane Axe ### Dane Axe
 +| Damage Type | Aspect(s) | Damage Die | 
 +| --- | --- | --- | 
 +| Slashing | Agility or Control | 1d12 |
 +
 +**Action Cost:** 2 \\\ 
 +**Properties:** Melee, Two-Handed \\\ 
 +**Special:** \\\ 
 +- 🔒 (*WeaponMaster Domain*) **Shield Breaker:** When you do *Critical Damage* to a creature using a **Shield**, you **destroy the shield** without them being able to use the shield to reduce the severity.
 +- 🔒 (*WeaponMaster Domain*) **Sweeping Block:** If there is a **5 foot radius around you that is clear of obstacles** (beings or objects) you may **perform a sweeping block** that **increases your Evasion by 5** until you are hit with Serious or Critical damage, move more than 5 feet, or decide to stop.
  
 ### Dart ### Dart
 +| Damage Type | Aspect(s) | Damage Die | 
 +| --- | --- | --- | 
 +| Piercing | Agility | 1d6 |
 +
 +**Action Cost:** 1 \\\ 
 +**Properties:** Ranged (120 feet), Ammunition \\\ 
 +**Special:** \\\ 
 +- If you hit a creature using a Shield, that shield is destroyed. The creature may use the shield to reduce the severity of the damage for this attack.
  
 ### Mace ### Mace
 +| Damage Type | Aspect(s) | Damage Die | 
 +| --- | --- | --- | 
 +| Bludgeoning | Fortitude | 1d6 |
 +
 +**Action Cost:** 2 \\\ 
 +**Properties:** Melee \\\ 
 +**Special:** \\\ 
 +- Does double damage to objects
  
 ### Sling ### Sling
 +| Damage Type | Aspect(s) | Damage Die | 
 +| --- | --- | --- | 
 +| Bludgeoning | Reflex | 1d6 |
 +
 +**Action Cost:** 2 \\\ 
 +**Properties:** Ranged (320 feet), Ammunition \\\ 
 +**Special:** \\\ 
 +- If you run out of **bullets** you may use small rocks but the range is halved.
  
 ### Spear ### Spear
 +| Damage Type | Aspect(s) | Damage Die | 
 +| --- | --- | --- | 
 +| Piercing | *Any **STR-based*** | 1d8 |
 +| Piercing (Two-Handed) | *Any **STR-based*** | 1d10 |
 +
 +**Action Cost:** 2 \\\ 
 +**Properties:** Melee, Ranged (60 feet) \\\ 
 +**Special:** \\\ 
 +- If you use it **Two-Handed** you may make **Melee** attacks against targets up to 10 feet from you without the range Disadvantage.
  
 ### Staff ### Staff
 +| Damage Type | Aspect(s) | Damage Die | 
 +| --- | --- | --- | 
 +| Bludgeoning | *Any **DEX-based*** | 1d6 |
 +| Bludgeoning (Two-Handed) | *Any **DEX-based*** | 1d8 |
 +
 +**Action Cost:** 2 \\\ 
 +**Properties:** Melee \\\ 
 +**Special:** None \\\ 
  
 ### Sword ### Sword
 +| Damage Type | Aspect(s) | Damage Die | 
 +| --- | --- | --- | 
 +| Slashing | *Any **STR-based*** | 1d8 | 
 +| Piercing | Agility, Ingenuity, or Control | 1d6 | 
 +
 +**Action Cost:** 2 \\\ 
 +**Properties:** Melee \\\ 
 +**Special:** \\\ 
 +- 🔒 (*Skirmish Domain*) **Parrying Dodge:** If you hit a creature, that creature cannot use a reaction against you if you try to move away.
  
 ### Warhammer ### Warhammer
 +| Damage Type | Aspect(s) | Damage Die | 
 +| --- | --- | --- | 
 +| Bludgeoning | Fortitude | 1d8 |
 +| Piercing | Control | 1d8 |
 +
 +**Action Cost:** 2 \\\ 
 +**Properties:** Melee \\\ 
 +**Special:** \\\ 
 +- 🔒 (WeaponMaster Domain) **Heavy Strike:** If you do Critical Damage to a creature wearing armor using a Bludgeoning strike, your next attack against that opponent that is Piercing has Advantage.
 +