Simple Weapons

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Simple Weapons
Simple weapons are weapons that are relatively intuitive or are easily found. Most anyone with any modest combat training can quickly pick up the use of any simple weapon. While some “simple” weapons may actually not be all that “simple” to use, most all provide only a “simple” advantage in combat.

Weapons Cost Dmg (M) Type Critical Range Increment Special
Light Weapons
Club - 1d6 B 19-20/x2 - Dirt Cheap
Dagger 1 GP 1d4 P/S 18-20/x2 - Concealable
Gauntlet As Item 1d4 B 19-20/x3 - Strapped, Combat Maneuver (Disarm)
Greaves As Item 1d4 B 19-20/x3 - Strapped, Combat Maneuver (Feint)
Hand axe 1 GP 1d6 S 19-20/x3 - -
Hook 1 GP 1d4 P 19-20/x3 - Strapgrafted
Katar 1 GP 1d4 P/S 19-20/x3 - Strapped
Kris 1 GP 1d4 P 18-20/x3 - -
Light mace 1 GP 1d6 B 19-20/x3 - -
Throwing ax 1 GP 1d4 S 19-20/x3 2p Throwing
Throwing knife 1 GP 1d4 P 18-20/x2 2p Throwing
Torch As Item 1d4 B 19-20/x2 - Flammable
Short sword 1 GP 1d6 S 18-20/x2 - -
Sickle 1 GP 1d4 S 18-20/x2 - Tripping
Spiked club 1 GP 1d6 B/P 19-20/x2 - Intimidating
Wand - 1d4 B 19-20/x3 - Dirt Cheap
One-Handed Weapons
Axe 6 GP 1d8 S 19-20/x3 - -
Mace 6 GP 1d8 B 19-20/x3 - -
Morning Star 6 GP 1d6 B/P 19-20/x3 - Intimidating
Scepter 6 GP 1d6 B/P 19-20/x3 - Weapon of Rank (Champions)
Shield As Item 1d6 B 19-20/x3 - Strapped, Combat Maneuver (Bull Rush)
Short spear 6 GP 1d6 P 19-20/x2 4p Throwing, Charge Breaker
War torch 6 GP 1d6 B 19-20/x3 - Flammable
Two-Handed Weapons
Bardiche 11 GP 1d8 S 19-20/x3 - Reach
Bastard sword 15 GP 1d10 S 18-20/x2 - Mastery
Bearded Axe 15 GP 1d10 S 19-20/x3 - Mastery
Battle Axe 11 GP 1d10 S 19-20/x3 - -
Claymore 11 GP 1d10 S 18-20/x2 - -
Long spear 11 GP 1d8 P 19-20/x2 - Reach, Charge Breaker, Dismount
Maul 15 GP 1d10 B 19-20/x3 - Mastery
Voulge 11 GP 1d8 S 19-20/x3 - Tripping, Combat Maneuver (Trip)
Quarterstaff - 1d6 B 19-20/x3 - Dirt Cheap, Double
War Spear 15 GP 1d8 P 19-20/x2 - Reach, Charge Breaker, Dismount, Mastery
Thrown Weapons
Dart 3 GP 1d4 P/S 18-20/x2 4p Concealable
Polished rock 3 GP 1d4 B 19-20/x3 4p Brutal
Javelin 3 GP 1d6 P 19-20/x2 6p -
Projectile Weapons
Launcher 16 GP - - 19-20/x3 10p Harmless, Hold Out
Hand crossbow 16 GP 1d6 P 17-20/x2 10p Hold Out
Light crossbow 16 GP 1d8 P 18-20/x2 14p -
Repeating hand crossbow 76 GP 1d6 P 17-20/x2 10p Hold Out, Clip (5), Exceptional
Repeating hand crossbow 76 GP 1d8 P 18-20/x2 14p Hold Out, Clip (5), Exceptional
Sling - 1d4 B 19-20/x3 12p Dirt Cheap, Mighty, Ready Reload

Weapon Properties
All of the following are the special properties of the weapons above.

Brutal
A weapon with this property re-rolls 1s when rolling damage.

Combat Maneuver (Variable)
A weapon with this property grants its wielder a +2 bonus to all checks regarding a single combat maneuver, including checks made to resist such a combat maneuver.

Concealable
A weapon with this property grants a +4 bonus to Sleight of Hand checks to be hidden.

Charge Breaker
Once per round, if a weapon with this property is used to attack against an opponent who used the Charge action on their turn, the weapon’s base damage is doubled. A character must declare this ability before rolling damage, but they may wait to see if their attack is successful before declaring its use.

Clip (Variable)
Ammunition for a weapon with this property comes in clip or case of (Variable) rounds, reloading a clip requires standard reload time. While the clip is loaded, ammunition within the clip is automatically reloaded (as a non-action).

Dirt Cheap
This special property reduces the price of the weapon to a negligible amount, effectively making the weapon easy enough to find or to create from readily available materials that may be gained at no price. Such a weapon does not break Vow of Nonwealth, and has a Craft DC 5 points lower than normal. Increasing the quality of this weapon still increases its price (and such a weapon would break a Vow of Nonwealth), however it still benefits from the reduced craft DC.

Dismount
When used against a mounted opponent, this weapon increases the DC of the opponents Ride check to remain in the saddle by 5, this applies to both attacks (see Handle Animal ) and trip attacks made to dismount the target (see Trip), however this property does not grant a weapon the ability to make trip attempts.

Double
A weapon with this property is effectively two weapons, and may be treated as either a one handed weapon and a light weapon when both sides are used in the same round, or a single two handed weapon when only one end is used in a round. When used as two weapons the character may add their full Strength bonus to both their effective 1-handed and light weapon sides. The wielder may choose which end to use as their primary weapon and which as their off-hand weapon as a [Free Action] on their turn.
Note: Double weapons enhanced the same as any other weapon, but if the crafter so chooses they may enhance the two ends differently at a price equal to +1 the highest cost.

Exceptional/Superior/Masterwork
Rather than a proper property, this describes the [Quality] of a weapon, which represents how well crafted it is. Common weapons are the standard run of the mill weapon, Exceptional is the next step above Common, followed by Superior, and then Masterwork. This increase in [Quality] raises the price and capacity of the weapon in question.

Flammable
A weapon with this property is designed to be lit, and can function as a reusable torch, shedding light just as if it were a torch while lit. If this weapon is lit, it deals 1 point of fire damage on a successful attack. Such a weapon requires a daily upkeep of soaking with ½ a pint of oil and treatment.

Harmless
A weapon with this property is not designed to actually deal damage, but is rather used to make special attacks, or initiate combat maneuvers without dealing damage. The benefit of such a weapon is that any attack rolls made with it require a [Touch Attack] rather than a melee or ranged attack. An additional benefit is that such a weapon generally does not violate Vows of Nonviolence and the like.

Hold Out
A projectile weapon with this property may be fired one-handed without penalty. For [Multiweapon Fighting] purposes it is considered a light weapon. The projectile weapon still requires a free-hand to load (unless it has the Clip property, in which the clip still requires a free-hand to load, but the ammunition within automatically reloads itself.)

Intimidating
A weapon with this property grants its wielder a +2 [Item Bonus] to Intimidate checks to demoralize foes in combat.

Mastery
A weapon with the Mastery Property is both a simple weapon and a martial weapon, usually altering the complexity of the weapon (Simple Mastery Weapons tend to be Two-Handed Weapons, and Martial Mastery Weapons tend to be One-Handed weapons.)

Mighty
Characters add Strength bonus to damage when using a Mighty Projectile weapon.

Reach
A weapon with this property has reach, doubling the natural reach of its wielder, or adding 1 pace to the wielder’s natural reach, whichever is greater. However such a weapon cannot be used to strike foes within the wielder’s natural reach.

Ready Reload
A ready reload projectile weapon can be reloaded as a [Free action], but requires the use of a free hand.

Strapgrafted
A weapon with this property is grafted into its wielder’s body, and requires a DC 15 Heal check and 1 hour’s time to install, uninstall, or change. Such a weapon may be wielded without being grafted down, but does not benefit from this property. While grafted this weapon cannot be disarmed from wielder. This grafting replaces the end of the limb with a weapon and such a limb may not be used for any activity besides holding the weapon, or very basic needs

Strapped
A weapon with this property is strapped to its wielder’s body, and requires 5 full round actions to strap down. Such a weapon may be wielded without being strapped down, but does not benefit from this property. While strapped this weapon provides the wielder with a +10 circumstance bonus to avoid being disarmed of the strapped weapon. While this weapon is strapped the hand that it is equipped to may not be used for any activity besides holding the weapon.

Throwing
This property allows a melee weapon to be used as a thrown ranged weapon with great effect. The ranged aspects of this weapon are the same as it’s melee use unless otherwise stated.
Note: A weapon with this property continues to function as a weapon of its type (Light, One-handed, Two-Handed) for the purposes of [Multiweapon Fighting], and the number of hands required to throw it.

Tripping
A melee weapon with this property may be used to make a trip attempt. If the wielder of the this weapon is tripped during their own trip attempt they may simply drop the weapon to avoid being tripped.

Weapon of Rank (Variable)
A weapon with this property notates a specific rank, office, or other prestigious entitlement. Such a weapon may designate the owner as a king, general, living legend, knight, officer of the law, assassin of a feared guild, a beloved bloodline of magi, or even something so simple as a small band of miscreants.
Such a weapon is readily recognized by individuals familiar with the rank it denotes, and provides a +4 bonus to Diplomacy checks involving characters that respect the denotes, but inferring a -4 penalty for Diplomacy those who are particularly against the rank it denotes, and an identical penalty applies if a character learns that the owner of this weapon is not in fact of the rank it denotes.

d20 Variant
If players opt to use a d20, these critical ranges are too high. Players utilizing a d20 for attacks have their threat range reduced by 1. (E.g. 19-20 becomes 20, 18-20 becomes 19-20 and so on.)

Simple Weapons

FateWeaver Vivika