On Weapons
There are two categories of weapons: simple and martial. Simple weapons are modified tools and mass-produced objects. A character typically has 1 to 3 proficiencies, based on their character class.
Martial weapons are purpose built to kill and tailored to, or by, the wielder - that is to say, part of their lethality is due to the user's familiarity. Therefore, a character who picks up a martial weapon usually needs to spend some downtime getting familiar with it in order to use its full potential; new weapons picked up off the battlefield count as Simple until the user spends 1xp in downtime getting used to it, filing down the handle, rewrapping the grip, sharpening it, and so on. Exceptions are made for particularly fine or magical pieces, which are always usable.
A weapon may be a hand weapon or polearm described by the player. A character with several weapon proficiencies may describe one at character generation and keep the rest in reserve until later. The referee will determine the merits of each in certain situations. Weapons deal bashing, slashing, or piercing damage based on their type.
A Light weapon deals 1d4 damage, a Medium weapon deals 1d6 damage, and a Heavy weapon deals 1d10 damage. Heavy weapons require 2 hands to use. Martial weapons roll 2 damage dice and use the higher result.
Weapons the user is proficient in have a special ability. This is the product of training and is thus transferred to similar weapons. NPCs do not typically have these abilities; a noted duelist, warlord, or other storied fighter might. Some special abilities include:
- Shield-breaker: a critical hit or natural 20 attack roll shatters the opponent's shield. +1 to hit opponent with a shield if you also have one.
- Thrown: the weapon may be thrown accurately up to 10 feet (small) or 20 feet (medium).
- Hardened: ignore 1 point of Armor from worn armor.
- Broadhead: ignore 1 point of Armor from natural armor.
- Concealable: concealed from all but magical or the most dedicated searches. Light weapon only.
- Reach: if you have not yet acted in a combat round you may attack an enemy as they approach. Polearm only.
- Massive: add your Strength bonus to the damage. Heavy only.
- Lethal: on a Critical Hit, reroll one damage dice. You must accept the new result.
- Gory: Reroll a 1 on any damage dice. You must accept the new result.
- Hand-and-a-half: may be wielded two handed to increase the damage dice by 1 step (d4 > d6 > d8).
Slings deal d4 damage, bows and crossbows d6, and heavy war-bows and crossbows d10. These too may be simple or martial. Ranged weapons all share a special ability:
- Head Shot: damage dice "explode" on a Critical Hit. If you roll the highest result on any dice, reroll it and add the results together. A dice may explode multiple times.
Weapons cost equal to their weight in silver. Martial weapons cost equal to their weight in gold.