Weapon Statistics
Each weapon in this book includes its name, trait, range, damage die, damage type, and burden. Some weapons also have a feature. For example, the broadsword starting weapon has the following statistics:
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Broadsword | Agility | Melee | d8 phy | One-handed | Reliable: +1 to attack rolls |
Name
In your character’s early adventures, most weapon names are the same as their type. For starting weapons, this is often something straightforward, such as a battleaxe or hand runes. As characters level up and collect better equipment, this name could become more specific—something like a flaming dragonscale blade, a valiant bow, or even a named weapon like the Wand of Essek.
Trait
This tells you what trait is used when making an attack with this weapon. For example, a Strengthweapon uses your character’s Strength trait whenever they use it to attack a target.
Range
Range signifies the maximum distance from which a weapon or effect can hit a target. You can hit something in Melee, Very Close, Close, Far, or Very Far range with an effect or weapon.
Damage
The damage represents how deadly your weapon is against the adversaries you face. When a weapon’s damage lists a type of die—such as “d8”—you roll that die to determine the damage you deal.
As your character levels up, they’ll increase their Proficiency, which starts at 1. Unless otherwise specified, you roll a number of damage dice equal to your character’s Proficiency. For example, if your character’s Proficiency is 2 and their damage die is a d8, you roll 2d8 and add their values together. If you roll a 4 and an 8 on these dice, you deal a total of 12 damage.
Damage Type
A weapon’s damage type specifies what kind of damage it does to a target: physical (phy) or magic (mag). Physical damage comes from any wielded weapon that cuts, stabs, or bludgeons (such as swords, longbows, and warhammers). Magic damage is caused or enhanced by magic (such as the “Conjure Swarm”, “Midnight Spirit”, and “Smite” spells).
Damage types are important because some creatures might have resistance or immunity to one of the two types. For example, ghosts may not be as affected by physical damage as they are by magic damage.
You typically can’t wield weapons that deal magic damage unless you have a Spellcast trait.
Burden
A weapon’s burden notes how many hands it takes to wield it. Weapons are either one-handed or two-handed. When you take a weapon, you’ll also fill up a number of hands equal to its burden on your character sheet. If your character can’t bear the burden of a weapon because their hands are already full, you can’t equip it.
You’re welcome to create a character with any number of hands or have your character wield a weapon using something other than their hands. However, when tracking burden, each character mechanically has two appendages capable of wielding weapons.
Feature
A weapon feature describe any special rules that apply only to that particular weapon. For example, some features reduce or increase your character’s statistics, while others give them special ways to deal damage. A weapon’s features only apply to that weapon; you can’t apply its features to a different weapon. Your character can only benefit from a weapon’s features while the weapon is equipped. If you put a weapon into your inventory, lose it, or get rid of it, your character no longer gains the benefits of that feature.
Arrows & Ammunition
We assume that if your character has a bow, they’re well supplied with standard arrows. If you have a gun, they’re well supplied with standard bullets of the applicable type. But if they’ve picked up specialized ammunition at some point, be prepared to keep track of this limited arsenal.
Tip: Your party might want to play a campaign that feels grounded or gritty. If so, you can monitor and limit the acquisition of supplies such as food, ammunition, and other sundries. Have a discussion with your GM and table about the cost of goods and the availability of materials in your world.
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