Gear: Weapons

When in combat, non-magical damage is dispensed using weapons. There are many types of weapons, both ranged and melee, that will allow you to dispense pain and anguish to your enemies. These weapons can be upgraded to create terrifying tools of destruction.

Procurement and Use

Weapons can be looted from dead enemies, purchased in shops, retrieved from chests, and procured in other such manner. An adventurer can carry as many weapons as they have slots but only wield as many weapons as they have hands or appropriate appendages. All characters start out the game with appropriate weapons if the player has invested pips in that weapon's corresponding action type. For instance, a character can begin with a sword if the player has spent at least one point in melee attack damage.

Weapons come in three types:

  • physical attack (bare hands, maces, swords, samshirs, nunchuks, etc.)
  • physical projectile (bow/arrow, gun, stars, throwing daggers, etc.)
  • magic attack (wands, bare hands)

Wands are a specific kind of ranged weapon and they are discussed in another section. are examples of ranged weapons while maces and swords are examples of melee weapons.

Weapon Buffs

All weapons have buff slots. Those slots may contain any number of interesting buffs (or debuffs) such as HP regeneration, a magical spell, a unique attack modifier, poison enemy, etc. Each time the weapon is used to attack or block, the character controlling the weapon is granted one buff of their choosing.

Status effects on weapons can be cast as if they are a magical spell.

Weapon Damage

All damage is dictated by the number of pips invested in the appropriate spell or skill. Thus, a sword being used against an archer with zero physical defense will deal three damage if the victory roll succeeds and the player has invested three pips into their character's physical attack.

Unarmed Combat

During combat, a player may lose their weapon -- making them unarmed. Two penalties go into effect. First, all attacks add one (+1) to the victory roll until you find your or any other weapon. Second, even if the attack succeeds, your damage output is reduced by one (-1).

Crafting Weapons

Weapons can be crafted while in town at a forge. The level of the newly created weapon must be equal to or less than the crafting player's current character level. Unless identified as unique by your game master, all crafted weapons are simply known by their base names ("short sword", "dagger", etc.).

Unlike wands, crafting weapons requires no life sacrifice. Instead, it's a simple gold reduction to represent the cost of procuring the molds, parts, and materials. However, when crafting wands your character will need to sacrifice a percentage of their hit points.

  • One-handed Weapon Creation Cost = (Weapon Level + 5) X 100
  • One-handed Weapon Creation Cost = (Weapon Level + 5) X 100 X 1.5

For the purposes of brevity, it is assumed that the materials needed for crafting have either been found while adventuring or were purchased in town.

Weapons can be traded between characters in town without penalty. They may also be sold to a vendor for gold pieces.

Blending Weapons

Using a forge, you can blend together two weapons of any time provided that they are of the same level to form a new weapon. This new weapon is one level higher than and inherits its type from one of its parents. For instance, blending a LVL 8 bow and a LVL 8 short sword together will result in either a LVL 9 bow or a LVL 9 short sword -- but not a LVL 9 dagger.

Each of the statistics the new weapon possesses is determined by simply choosing the higher of the two provided by the new item's parents.

The resultant weapon will also inherit one, two, or three of the buffs held by its parents. You cannot have multiple buffs of the same type, so you cannot end up with a weapon with HP+2 in slot 1 and HP+3 in slot 2. You also cannot add them together to make HP+5.

A blending roll occurs with 1d30. If you roll a "1", the blending option works, but the weapon's buffs are removed. If you roll a "30", the blending option works and either:

  • the weapon's stats are doubled, or
  • a reasonable buff, as determined by the game master, replaces one of the buffs inherited by the new weapon

Blending a unique sword destroys any unique properties it holds. The resultant weapon is not considered unique unless the game master intervenes. Some game masters may choose to roll a 1d30 on some crafting choices (for instance, if both parent weapons are of the same type) to see if the resultant weapon becomes unique.

Hiding or Destroying Weapons

Weapons can be hidden anywhere, abandoned on the ground at any time, turned invisible via a wand spell, or destroyed using fire or other elemental damage as agreed upon with the game master. A weapon which contains a mind-control buff may prevent its own abandonment. A longer weapon may not fit into a small box -- a determination that will be made by the game master.

Unique Weapons

A unique weapon is simply a weapon with specific statistics that has been created by your game master for inclusion in the game. There is no list of "official" unique weapons. The game master can simply include a weapon -- which can bear any name -- and, at most, three unique buffs. These properties are revealed either through trial and error while using the wand or through an appropriately potent identification spell.

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