Weapon Properties
Aquatic
Aquatic: An Aquatic Weapon is a weapon that may be used underwater with no reduction in its efficacy (i.e. it suffers no penalties).
Attached
Attached: This weapon is attached to another piece of equipment.
Charging
Charging: When weilding this weapon, you gain a +2 bonus to attack rolls when you
Charge, instead of the normal +1 bonus.
Defensive
Defensive 1: While wielding this weapon it grants a +1 shield bonus to AC & Touch.
Defensive 2: While wielding this weapon it grants a +2
shield bonus to AC & Touch.
Disarming
Disarm: Grants a +2
item bonus to opposed checks when being used to Disarm.
Double
Double Weapon: May be treated as if you were wielding two weapons, one in each hand.
Grabbing
Grab: Grants a +2
item bonus to
Grapple Checks when used to Grab an opponent. You may also use the weapon's reach when attempting to Grab an opponent.
Heavy
Heavy Weapon: If you make an attack with this weapon and miss all targets of the attack, you are
Staggered until your next turn. Successful
Attack Deflection against your attack does not cause you to become Staggered. Additionally, this weapon is considered to be a tool appropriate for attacking structures, and gains a +5 bonus to
Demolition when used for this purpose.
Heavy Thrown
Heavy Thrown: This weapon may be used as a Ranged weapon. When using it to make a ranged attack, you substitute your Strength for Dexterity on the attack and damage rolls.
Knock-Out
Knock-Out: Attacks with this weapon always
Subdue instead of dealing fatal damage.
Light Thrown
Light Thrown: This weapon can be thrown, using the Dexterity Modifier (DEXM) to determine the attack and damage rolls.
Multi-Shot
Multi-Shot: This is a Ranged Weapon that loads and shoots multiple shots before the weapon must be reloaded. The number of shots a Multi-Shot weapon can take is determined by the weapon (and indicated in parentheses).
Pain
Pain: A successful attack with this weapon that deals damage also deals
Pain (1) for 10 segments. This pain effect does not stack with itself, but may stack with pain effects from other sources.
Parry
Parry: You get a +2 bonus to the opposed attack roll when you use this weapon with an
Attack Deflection ability.
Reach
Reach: Has a long body and extends the wielder's reach by the reach of the weapon. The distance that the weapon extends reach is determined by the weapon (and indicated in parentheses). Wielding a reach weapon does not increase the area that you
Threaten.
Restraint
Restraint: When you make a
Ranged Basic Attack with this weapon, you may forgo the weapon's damage to instead
Restrain the target [SE, ST 3d10 vs DEX].
Semi-Aquatic
Semi-Aquatic: A Semi-Aquatic weapon is a ranged weapon that may be used underwater, but is suffers a 50% reduction in range.
Strongbow
Strongbow: When making an attack with a Strongbow, substitute your Strength Power (STRP) for your Dexterity Power (DEXP) when determining damage. Additionally, Strongbows are designed for creatures with a specific Strength attribute score, which both limits the amount a creature's Strength Modifier can apply to damage (when using a bow designed for a creature of lower Strength) and prevents creatures of lower strength from using them effectively. This means that Strongbows must typically be made specifically for the creature who will wield it.
Subdual
Subdual: Weapons with this property do not suffer the -2 penalty to attacks when attempting to subdue an opponent.
Sundering
Sundering: Grants a +2 bonus to the opposed check when being used to
Sunder.
Tripping
Trip: Grants a +2
bonus to
Grapple Checks when attempting to knock an opponent prone. You may use the reach of the weapon when determining your reach with the Trip. When a weapon with this property is used in mounted combat, a successful Trip knocks the rider from their mount.
Unblockable
Unblockable: Weapons with this property gain a +4 bonus to Attack Rolls made to defend against
Attack Deflection.
Versatile
Versatile: A versatile weapon has 2 or more different attack methods, each with different Attack Speeds, Damage, Precision, Armor Negation, etc. Either method may be used when making an attack with this weapon.
Weapon Sizes
The weapons as listed in the equipment section are of normal size, i.e. sized for creatures of small or medium size. Creatures wield weapons appropriate to their Size Category, with larger creature wielding larger weapons, and smaller creatures wielding smaller weapons. However, the size of weapons do not change at the same rate of creature sizes, with most weapons being able to be used by two different size categories. See the chart below for a summary of weapon sizes.
Weapons that are larger deal more damage. Every weapon size increase adds 1 damage per weapon die and increases the Armor Negation by 2. This damage increase is not affected by the weapon damage multiplier.
Weapons that are smaller deal less damage. Every size decrease subtracts 1 damage per weapon die and decreases the Armor Negation by 2 (minimum 0). This damage decrease is not affected by the weapon damage multiplier.
A creature that tries to wielding a weapon that is inappropriately sized, either treats the weapon as improvised weapon, or in extreme cases cannot be wielded effectively (GM's Discretion).
Weapon Sizes
Weapon Size | Creature Sizes | Damage Adjustment | Armor Negation Adjustment |
---|
Puny | Fine | -2 damage per weapon die | -4 Armor Negation |
Little | Tiny and Diminutive | -1 damage per weapon die | -2 Armor Negation |
Normal | Small and Medium | No Adjustment | No Adjustment |
Big | Large and Huge | +1 damage per weapon die | +2 Armor Negation |
Massive | Gargantuan and Colossal | +2 damage per weapon die | +4 Armor Negation |