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Weighted Net 2d12 + 2d6 N/A throw range - 1 +3 40 8 Traps enemies, enemies must make a strength check with a 1d20 penalty to get free. 35.00
Trigger Action Hunting Crossbow 4 + 2d6 N/A shooting range of 1d10 + 4; must be at least 2 spaces away to use +5, decrease by 2 per each additional shot 4 8

When equipped with the bolt loader, you can shoot up to 4 shots per action, though anything after the 2nd shot will require a react check.

Modifications you can apply:

  • Sight: increase Hit Chance and Hit Targeting by +5, costs 25.00
  • Bolt Loader: able to preload up to 4 bolts so that you don't need to reload until after the 4th shot, costs 30.00
180.00
Trapping Net 1d10 + 1d8 N/A throw range +5 10 5 Expands and traps targets underneath them, targets must make a strength check to get free. 28.00
TNT 4d% N/A throw range + effect radius area of effect 1 1
  • Explodes affecting a 3x3 space area
  • Uses a fuse to explode
  • Roll 1d3 upon explosion, multiply damage by whats on the 1d3.
50.00
Tightened Bow Strings 1d8 N/A x1.25 0 0 0 N/A 10.00
Takedown Bow 4 + 1d12 N/A shooting range of 1d12 + 6; must be at least 3 spaces away to use +5 1.0 4 taken down; 10 assembled

A takedown bow is a bow assembled out of a riser and two limbs to make a working bow when strung. The primary advantage of the takedown design is that it can be transported in a much shorter case when disassembled. The secondary advantage is that an archer can change bow configuration by changing limbs. The limbs all can be purchased seperately.

Limbs To Use:

  • Standard Limbs: standard configuration, comes with bow
  • Recurve Limbs: +5 to range, +1d12 to attack, 30.00 cost
  • Short Limbs: -5 to range, +5 to Hit Chance, 30.00 cost
  • Decurve Limbs: -5 to attack, 30.00 cost
120.00
Steel Swallowtail Arrows 12 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.25 0.1 20% Piercing damage to Vitality against leather and scale armored targets 2.13
Steel Spikes 5 N/A 0 0 0
Steel Spikes 5 N/A 0 0 0.3 0
  • can't be used with claws
  • Piercing Damage: 10% to Vitality
3.13
Steel Marble 4 N/A 0 0 0.2 0.1 N/A 1.57
Steel Forked Head Arrows 5 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.21 0.1 25% chance to stun target 1 round 1.89
Steel Claws 5 + 1d4 N/A 1 0 0.5 0 can do slashing damage and slashing attacks and use slashing proficiency 6.25
Steel Bodkin Arrows 8 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.1 0.1 20% Piercing damage to Vitality against chain and plate armored targets 1.55
Steel Barbed Head Arrow 9 N/A With Bow: no added range; Melee: 1; Throw: throw range + 5 0 0.2 0.1 Luck Chance to cause Bleeding Out damage of 1d4 1.69
Standard Shotgun Rounds 25 N/A N/A N/A 0.1 0.01 N/A 2.00
Standard Runic Rifle 25 N/A 10 +10 14 20 Shot value is increased depending upon the level purity of the applied rune stone. For every 2 Soul applied to the blast, the blast is increased by 4%. At least 20% of the Soul must come from the rune stone, and once empty the rune stone will need to be replaced. The rune stone can of course be recharged, as long as it remains a rune stone. 550.00
Spring Loaded Weapon 0 N/A 0 0 0.5 0.5 A special spring loaded shaft on the top of your glove where you can insert a small weapon such as a knife or dagger. The weapon can be retracted to expose a portion of the blade. A special pully is attached to the ring finger of the glove allowing the stored weapon to be exposed and retracted quickly. Glove attack value is added to exposed weapon's attack value. This enhancement is for both gloves and you must supply your own small weapon. Small weapons can include daggers, arrows, darts, spear heads, and anything else small enough as determined by the GM. 10.00
Spreading Disc 10 + 1d20 per disc N/A throw range +5 4 4 Separates into 3 discs when thrown 40.00
Spiked Knuckles 8 N/A 1 +2 0.6 0.5 Piercing Damage: 10% to Vitality 7.94
SpeedX Bolts 18 N/A N/A +2 0.1 0.1 Does Piercing damage 2.20
Smoke Bomb 0 N/A throw range + effect radius area of effect 1 1
  • Explodes covering a 4x4 space area with thick smoke
  • Anyone in area is considered blind
  • Smoke lasts for 3 rounds or 6 minutes
  • Explodes on impact
35
Small Bow 3 + 1d8 N/A shooting range of 1d12 + 2; must be at least 2 spaces away to use +5 0.75 8 flammable 63.68
Slingshot 4d4 N/A 1d20 0 0.6 0.5 flammable 1.88
Single Barrel 20-Gauge Shotgun 20 N/A 12 -10 20 18

Shotguns come with a recoil penalty that reduces Hit Targeting by 10 and causes 1d10 damage to wielder

You can apply the following enhancements to your shotgun

  • Gun Sights: increases the Hit Chance by 5 and the Range by 2, costs 25.00
  • Recoil Dampener: reduces recoil penalty by half, costs 40.00
  • Stock Pad: removes recoil damage to weilder, costs 25.00
  • 12-Shell Clip: Allows for preloading 12 shells so that you do not have to spend a support action to reload between 12 shells, costs 100.00
350.00
Single Barrel 12-Gauge Shotgun 30 N/A 12 -10 25 18

Shotguns come with a recoil penalty that reduces Hit Targeting by 10 and causes 1d20 damage to wielder

You can apply the following enhancements to your shotgun

  • Gun Sights: increases the Hit Chance by 5 and the Range by 2, costs 25.00
  • Recoil Dampener: reduces recoil penalty by half, costs 40.00
  • Stock Pad: removes recoil damage to weilder, costs 25.00
  • 12-Shell Clip: Allows for preloading 12 shells so that you do not have to spend a support action to reload between 12 shells, costs 100.00
550.00
Sight 0 N/A +1 +5 0 0 Increase Hit Targeting by + 5. 25.00
Shotgun Suppressor N/A N/A -5 -5 1 1
  • Reduces shotgun firing noise by 75%.
  • Reduced Rate of Fire by 1
40.00
Runic-Teck Knuckles 15 + 1d20 N/A 1 0 5 2 Adds runic energy and elemental attack to your punching attack. 15.00
Runic Staff Rifle 10 (melee); 15 (energy) N/A 2 (staff); 8 (blast) 0 (staff), +5 (blast) 15 18

Shot value is increased depending upon the level purity of the applied rune stone. For every 2 Soul applied to the blast, the blast is increased by 4%. At least 20% of the Soul must come from the rune stone, and once empty the rune stone will need to be replaced. The rune stone can of course be recharged, as long as it remains a rune stone.

This is actually a runic rifle designed to look like a staff. It is more popular among those who want the power of a runic rifle but don't want to advertise that they are carrying one around. Given its more slender shape, it isn't as powerful as traditional runic rifles, however it has the unique advantage of being able to be used like a wizard staff.

Staff Special Effects:

  • apply double the elemental effects against the element you are strong against when casting magic
  • decrease spell casting speed by 1
750.00
Runic Gauntlet 20 + 2d12 10 1 0 4 5
  • Special gauntlet that contains an embedded crystal and connects to the user's veins;
  • allows the user to more safely use magic by increasing the Stable Magic Casting % by 20 points;
  • wearing 2 runic gauntlets does not increase the effect.
  • Adds Runic Energy and Elemental Effect to any melee attack with that hand
  • Increases magic crit by 5
125.00