Usage
Weapons normally deal Grit damage and can include secondary effects. Each weapon has a Usage Tier representing how difficult it is to use properly. Take a penalty on your attack roll and Guard value equal to the amount the weapon's Tier exceeds your related Skill Tier. Melee weapons are related to Martial and ranged weapons are related to Nimble.
Most weapons require 1 Free Limb to Grip them. For each Free Limb more than required used to Grip a melee weapon, it deals +1 damage. You cannot Grip a weapon with more additional Limbs than its Bulk.
Strike Types
Each weapon specifies the type of damage it deals. When a weapon has multiple strike types, choose what type of strike to make as you declare each attack.
Properties
Weapons with a listed property have these effects when they are used as part of your action.
Accurate
Gain +1 on attack rolls.
Ailments
After succeeding an attack with a Mystical strike type weapon or causing Injury equal to or greater than the targets size with other weapons, cause Tier 1 of the listed Ailment.
Demoralize, Disarm, Grab, Reposition, Trip
You can use the listed action with the weapon as if it is a Free Limb. Apply Accurate, Inaccurate, and Extend if the weapon has them. Gripped weapons gain +1 on these attacks and if used for Grab, you do not suffer Encumbered from the Hold and the weapon cannot be used for any other purpose.
Devastating
If you roll any face value 12 in your attack roll, the attack is Devastating. For each face value 12, deal +1 damage.
Elements
Damage dealt is the specified element. If a weapon gains more than 1 Element, only the most recent Element gained applies.
Extend X
Increase your Reach by the Extend value. Take -2 on attack rolls against adjacent targets. When using this portion of Reach, the weapon is affected as if in each space from you to your target.
Extra
Have special effects that are described in the text below.
Haft
The weapon can be used as Bashing Strike Type. When used this way, do not apply properties from the weapon except Two-Handed and its damage becomes 4.
Impact
After causing Injury, you may Reposition the target.
Inaccurate
Suffer -1 on attack rolls.
Guard X
As a reaction to a physical attack declared against you, gain a bonus on Elude defense equal to the Guard value against the attack. Multiple uses of Guard can affect a single roll.
Lightweight
The weapon is small, making it easy to conceal and wield. It cannot be Gripped with more limbs than required.
Load X
Cannot be used to attack until Loaded with appropriate ammunition. The Load value is the number of Minor Actions that must be used to Load a single piece of ammunition into the weapon. These actions can be taken over multiple turns and require a Free Limb. When used to attack, the ammunition is launched and it must be Loaded again. The Strike Type applies only to the ammunition launched and cannot be changed.
Mechanical
The weapon is a technology object.
Two-Handed
Requires two Free Limbs Gripping the weapon to make attacks with it. Limbs used in this way cannot be used for other actions for 1 round. As you declare a melee attack while not Crowded, you may use a reaction to gain +3 damage on that attack. This does not prevent you from using other reactions to your attack.
Bulk
Lightweight weapons are 1 Bulk and Two-Handed melee weapons are 3 Bulk. All other weapons are 2 Bulk.
Bow Enhancement
Bows can be made to deal additional damage by having a heavier draw. On a mechanical bow, each enhancement increases the load by 1. Otherwise, the bow requires Athletics Tier equal to double the enhancement to use. Bow enhancement cannot exceed +3 and grants an equal amount of damage. Each enhancement increases the Craft Tier by 1.
Shields
Shields have latches that can secure to your arm and Bulk equal to double their Guard value. Shields with Bashing Strike Type can be crafted with 1 Bulk steel Spikes attached to change the Strike Type to Stabbing and gain +1 damage for an additional 30.
You can don a shield on your arm like donning armor. If you do, treat the Usage Tier as 1 higher and you can use it without Gripping it. It counts toward the Bulk you have Gripped with that arm.
Extra
Angel Halo While Gripped, gain 1 Reduction to damage against your Resolve. Arrow / Bolt Arrows are used to load bows and Bolts for crossbows. Is N2 bulk. Bayonet This can be attached to or removed from a Light or Heavy Crossbow as a Major Action. While attached to a Gripped weapon, this counts as Gripped. Bolas When used to Grab, affect a pair of legs. On success, use Trip. Boomerang When attacking, you can declare 1 space on its path where this will change directions up to 120 degrees. Brass Knuckles This weapon counts as an Unarmed Strike, cannot be disarmed, and leaves the limb as a Free Limb. Buckler When you activate Guard from a non-Buckler source, you can also activate Buckler without another action. Bullet (10 peices) 10 bullets used to load slings. The set is N1 bulk. Burst Orb Attacks as a Burst using range as Area Value and then use Trip with Injury d12 as the attack roll. Dragon Fang While Gripped, gain +1 on elemental damage. Flail Guard cannot be used against this. Load uses the Flail as its ammunition. This does not need to be Loaded again after attacking if the attack fails. Flora Thorn Shield While Gripped, gain 6 Reduction against Time and Radiant. Heavy Repeating Crossbow Can hold up to 10 pieces of ammunition and uses only 1 with each attack. Can be used any number of times each turn with Rapid Strike. Improvised Any object can be used as a weapon, though it breaks easily. After each attack, the weapon takes the same damage. Increase damage by Bulk. The Strike Type is based on the object and determined by the Soulweaver. Lance Can be Gripped with one hand while mounted. Increase Collision damage caused to other subjects by 2. Launch Tube Load with Bullets or Darts. Attacks have all effects of the Loaded weapon and gain 3 range. Light Repeating Crossbow Can hold up to 6 pieces of ammunition and uses only 1 with each attack. Can be used any number of times each turn with Rapid Strike. Longbow Cannot attack with this while mounted, Prone, or Flying with Wings. Longspear If you have not moved this turn, you can use a Minor Action to remove Inaccurate for 1 round or until you move. Manticore Tail You can attack with this as a ranged weapon with 4 range. On success, a spine lodges in the target causing Tier 1 Trauma at the start of each of the their turns until it is removed. Morphling 1 Resolve: This small skull of a Shifter takes on the form of a specified non-magical non-improvised weapon or tool sized for you to gain its damage, range, Strike Type, and Traits for 1 hour, even if not Gripped or Focused on. Net Secure the target with DL equal to your attack roll. If the target is moving, they must Balance. While Secured, the creature has Tier 2 Encumbered and must Balance each time they move. Load does not use ammunition. Net cannot affect creatures more than 2 sizes larger than the size of creature it is made for. Quarterstaff Can be Gripped as a Lightweight weapon in each of two limbs at once. While doing so, it loses Two-Handed. Raining Stars This enchanted vial appears to contain powder. It attacks in a line through its target space as powder pours out and grows to spiked orbs long enough to cause real harm. After attacking, the powder Warps back into the vial. Rope Dart After throwing the dart, you pull it back to your hand with the rope as part of your action unless you throw it more than 4 spaces, modified by half size, allowing it to be thrown repeatedly. Sling Is N5 Bulk. Add your Athletics Tier to damage. Small rocks or like objects can be used as ammunition, but cause -1 on your attack roll and Range. Sling Staff Counts as a quarterstaff when used as a melee weapon. You can use a Sling Staff as a Sling. When doing so, it has Load 2. Slitted Sword 8 ounces of liquid can be stored in the hilt. Flicking a small switch as a Minor Action will cause the sword to release the fluid through a slit in the blade, consuming 1 ounce each round. Oil gives the sword the Burning property. Poison applies the poison to the weapon. Other liquids can offer other effects as permitted by the Soulweaver. Tower Shield As a Minor Action, you can plant it in the ground and it functions as a wall or extract it. You cannot move while Gripping a planted shield. Unicorn Blade While Gripped, gain +2 on defenses against disease and poison. Vial Ammo This arrow or bolt has a socket to insert a vial. After a successful attack, the vial activates as if Thrown. Wild Shot After making an attack with this, you can make another attack with it as a Minor Action against a target you have not attacked this turn. Willbreaker Deal damage to Resolve instead of Grit. Wing Shield While Gripped, reduce damage from Collide you would take by 6 and gain +1 Movement Pool. Wizard Dice When you succeed an attack against a creature, roll 3d12. Cause Tier 3 of the ailment matching the lowest number rolled. 1 - Deafened. 2 - Muted. 3 - Trauma. 4. Dazzled. 5 - Blinded. 6 - Burning. 7 - Sickened. 8 - Unsteady. 9 - Weakened. 10 - Frightened. 11 - Enraged. 12 - Exhausted.
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