Weapons included in this section are used with melee combat skills, including but not limited to Hack, Swing, and Stab. These versatile weapons incorporate a long pole requiring that they be carried, and are designed to attack enemies in melee or at a distance, adjusting the grip appropriately. Using any of these weapons with a skill tree requires the Weapon Proficiency skill for each individual weapon, regardless of quality. However, once a proficiency has been purchased in a weapon, it applies to any related combat skill tree, the skill does not need to be purchased multiple times for a single weapon. Using pole weapons without the Weapon Proficiency skill carries a -2 modifier to the related combat skill or a difficult (-4) modifier to the Agility attribute score.
This is the amount of damage that a weapon causes. It may be a static number, modified by the Strength attribute (Str +), modified by the speed of a single-action Move Rate (Move +), or act as an enhancement to weapon damage (Wpn +).
This is the maximum number of times the weapon may be used to attack in a single round. There are skills and other effects that can modify this number.
All weapons do a class of damage based on their design that determines the type of armor save for opponents. Damage class may be Physical (PH), Impact (IM), Magic (MG), or Elemental (EL) in nature.
All weapons do a type of damage based on their design that directly affects the Critical Range. Damage type may be Blunt (B), Clefting (C), Piercing (P), or Slashing (S) in nature.
This is the Critical Hit Range for the weapon. On an unmodified roll within this range, any damage sustained goes directly to Body points, putting the target in a fatigue state (if applicable). This range may be increased with skills or other effects.
Some weapons are simply more complicated or awkward to use than others, often based on quality. This modifier is applied to any attack, defend, or move skill made with the weapon.
This is how far in yards a weapon may be accurately hurled or fired, not it’s maximum range. For every x1.5 increase in distance, a -2 modifier is applied to the hit chance, i.e., x1.5 -2, x2 -4, x2.5 -6, x3 -8, typically with a maximum range of x3. This may be modified by skills or other factors.
This is the maximum distance in yards that a held weapon may reach to cause damage to an opponent. Weapons with a Melee reach may strike an opponent in one yard adjacent area.
While those listed with a + reach (+1 yard) are able to strike an opponent a number of yards beyond standard Melee range without having to move. Though this is limited to a forward facing arc, requiring a Free Action for each 90° pivot.
This is the general proportion of the weapon in relation to a medium-sized character. There are four size categories, Tiny, Small, Medium, and Large, with the weapons organized into groups by this listing.
This is the total amount that a weapon weighs, which factors into the character’s overall Carrying Capacity.
Anything the character carries takes up space. A Utility Position is representative of that space. This number represents the amount of space that the weapon takes when being carried on the person.
All gear has an availability rating that defines where it can be found. The primary factors that determine this are available resources, likelihood of there being someone who can make it, and degree of demand in the area.
|1||Available in any civilized area|
|2||Available in small towns|
|3||Available in large towns|
|4||Available in cities|
|5||Scarce, difficult to find anywhere|
|6||Rare, typically specifically crafted|