Weapons - Standard Weapons

Equipment that is not technology based is standard as it does not require any steam power or clockwork aspects. There are many standard components, including those compatible with technology-based equipment (burst blades).

There is a different between crafting equipment made for everyday tasks (tools) and battle ready (weapons). Tools are made simpler and often are dull or weighted for labor instead of for combat. Weapons are specifically designed to deal the most damage they can based on their design. They are sharp or weighted for battle and killing. Therefore, whenever making tools, the damage is reduced by one die size to a minimum of two static damage if it is already at 1d4.

Standard Equipment Check

DR does not apply to standard weapons.

Component Categories

Blades

Blades come in different shapes and sizes but when broken down have three main categories: axe, thick, and thin. Within those categories are different sized blades which determine the base damage they can deal.

Axe Blades

This type of blade comes in multiple sizes, which indicate the base damage, starting with the smallest dealing 1d4+1 and the largest 1d12+1. The size of an axe blade is measured from the top point of the blades curve straight to the bottom point. It doesn’t follow the blades curve.

The smallest blade is six inches, dealing 1d4+1 damage. The blade that measures one foot deals 1d6+1 damage. One and a half foot blades deal 1d8+1 damage and are heavy with the flat strike property. The two-foot blade deals 1d10+1 damage and requires two hands, giving it the two-handed property. The three-foot blade deals 1d12+1 damage and must be used with both hands, multiplying its might by two. It requires a might of six to wield without penalty. The largest blade cannot be wielded single handed regardless of if you have the ambidexterity mastery and its higher ranks.

Axe blades can make swords and other items where most of the weight is towards one end. Such as a falchion which has the weight and damage of an axe but the style of a sword.

Thick Blades

This type of blade is used to make different sized daggers and swords. They come in multiple sizes, which indicates the base damage, starting with the smallest dealing 1d4 and the largest dealing 1d12. However, the largest size has a might requirement and cannot be dual wielded. Thick blades are measured from the tip of the tang to the point. The length and style of the blade affects its thickness, so a five-foot blade may not actually be five feet long. It could be three feet long with the remaining two feet divided into its thickness (battle scythe).

One-foot blades deal 1d4, two-foot blades deal 1d6, three-foot blades deal 1d8, four-foot blades deal 1d10, and five-foot blades deal 1d12. All thick blades deal slashing or piercing damage based on how they are used in combat.

Some thick blades gain different weapon properties based on their length. Blades that are two to three-foot-long gain flat strike, allowing them to deal blunt damage at a reduced amount. Four-foot-long blades are automatically two handed and gain flat strike. Five-foot blades are two handed, gain flat strike, and cannot be dual wielded.

Thin Blades

These unique blades have a thin width that gives them quick striking abilities that can cause additional damage on critical strikes. These blades range from one foot long to three feet long and have special properties gained based on their length. The one-foot blade gains armor penetration as it can easily slide between gaps in armor, but only deals 1d4 piercing damage. The two-foot blade also deals 1d4 damage but gains the wounding special property. Finally, the three-foot blade also gains wounding but has its damage increased to 1d6. Thin blades cannot have a length larger than three feet. They deal slashing or piercing damage based on how they are used in combat.

Clubs

Clubs are maces without spikes made of a single material or any blunt object about a foot or longer that can be swung as a weapon. For the more professionally made clubs (not impromptu weapons) there are different sizes that indicate how much damage they deal. Unlike other components, clubs are independent and do not require other materials/components to make.

A club is a cylindrical object with one end being wider than the other. Typically, it is about one foot but can be up to three feet long. The one-foot-long club deals 1d6 blunt damage while the two-foot deals 1d8 and the three-foot deals 1d10 and has the two-handed special property.

Hammer and Pick Heads

Like blades hammers and picks, have different damage based on the size of the head. For hammers there are a few sizes, six-inch, eight-inch, one foot, and one and a half foot. However, picks are measured different based on their purpose.

Hammer Heads

The head of hammers determines how much damage they inflict as the larger the head, the heavier they become, which can cause more force behind swings. The size is based on a measurement from one face to the other, also known as its width. A six-inch width deals 1d4 blunt damage. Eight-inch width deals 1d6 blunt damage. One-foot width deals 1d8 blunt damage and has the heavy special property. One-and-a-half-foot width deals 1d10 blunt damage and has the two-handed special property. Two-foot width deals 1d12 blunt damage and has the two-handed special property with a might requirement of six.

It is possible to combine a hammer and pick head to create a half and half head. When doing this, the pick is always added to the hammer’s head and not the other way around. The hammer head is measured from the start of the pick to the face of the hammer. The pick is measured from the base of the pick (where the hammer starts) to its point.

Pick Heads

Pick heads are unique in that their size does not indicate the damage as they all deal 1d6 piercing damage and have the armor piercing property. However, the longer the pick, the less damage it deals because of its elongated shape and bulk. Any pick that is one foot or longer has a -1 to its damage ever six inches. Pick heads minimum length if four inches. For example, the pickaxe has a pick head of one foot and deals 1d6-1 piercing damage.

Handles (Hilts, Shafts, Polearms, etc.)

The area of equipment used to hold the head or blade has many names, shapes, and sizes. They don't affect the equipment's base stats but show if it's one-handed, two-handed, or has special properties. There are a few guidelines that must be followed when picking a handle. The guidelines are besides any of the rules stated in the blades and head descriptions.

  1. Any item that uses a handle longer than three feet is considered a polearm, but this does not mean it is Two-Handed or Heavy.
  2. Items that have a total length longer than four feet and weigh five pounds or more are automatically Two-Handed.
  3. Items that have a total length longer than four feet but weight less than five founds are Interchangeable.
  4. Items that have a total length of six inches to four feet and weigh five to eight pounds are Heavy.
  5. Items that weigh ten pounds or more have a might requirement of six and are Two-Handed.

Mace and Flail Heads

Mace and flail heads function do not have different amounts of damage based on their size. Instead, they all deal 1d6+1 damage. What makes mace and flail heads unique is they deal both blunt and piercing damage at the same time.

Spear Heads

Spear heads are like one-foot-long thick blades except their design increases their damage to 1d6 but only as piercing damage. A spear head can be attached to any type of handle that is one foot or longer.

Special Properties

Specific equipment gains special properties based on certain parameters. The components will show if there are any special properties, and some properties can be added to equipment that wouldn't normally have them.

Adding these properties requires a specific skill level related to the type of crafting and can increase the time to make the equipment. Not all properties can be added to all equipment. Otherwise, if you are paying to have an artisan craft, the equipment for you adding a property cost extra. Each equipment can have one additional special property, besides the properties based on its type.

Armor Penetration (Picks, Some Ranged Weapons)

This property is automatically added to picks and crossbows. It cannot be added to other types of standard weapons. Weapons with armor penetration bypass damage reduction of armor that is lower grade than the weapons quality grade. On a critical strike, the armor takes one point of durability damage. See Armor Penetration in the game rules chapter for more information.

Assassin Strike (Thick/Thin blades two feet or shorter)

This property can only be added to thick/thin blades that are two feet or shorter. These weapons gain a +1d6 to their damage when attacked a surprised target. The additional damage works the same way the sneak attack mastery and can be stacked with sneak attack damage.

Bypass (Chain weapons)

This property can only be added to weapons that use a chain to project the part that deals damage (flail). These weapons can reach around shields which allow their attacks to ignore the additional protection shields provide.

Disarm (One foot thick/thin blades)

This property can only be added to thick/thin blades that are one foot in length. Blades with this special can disarm targets using the weapon itself. When making a disarm attack with a weapon, refer to the combat section of the game rules chapter.

Double Weapon (Special)

This property can only be added to axe blades that are shorter than one foot, thick/thin blades that are one foot long or shorter and hammer/pick heads that are shorter than one foot wide. These weapons can be used as melee or throwing weapons. This property alters the weight distribution so it can be thrown without penalty.

Dual Weapon (Four- to six-foot-long weapons)

This property can only be added to weapons that have a length of four to six feet (bo staff). Weapons with this property can make off-hand attacks using the same weapon. The first strike can use a two-handed or single-handed weapon, followed by additional attacks using the off-hand skill. The type of initial attack is based on whether the weapon is a two handed or single-handed weapon.

Grapple (Chain or whip-like weapons)

This property can only be added to weapons that use least a four-foot chain, whip, rope, or other cord-like material as part of its attack. Weapons with this property can make grapple checks with the weapon. When making a grapple attack with a weapon, refer to the Combat: Attacking of the game rules chapter.

Heavy (Melee one handed weapons/tools)

This property can be added to any one-handed melee weapon or tool, but adds three pounds. Single-handed weapons that have extra weight giving them the extra damage two handed weapons give. Two handed weapons are considered heavy, but heavy weapons are not considered two handed. Two-handed and heavy properties do not stack on each other.

Items that are shorter than four feet but have a weight of five or more pounds it is automatically considered heavy.

Interchangeable (Melee one handed weapons/tools)

This property can only be added to one handed melee weapons and tools. The handle/hilt of the item is extended so it can be gripped with two hands. These weapons can be used either one or two-handed. When wielding them two-handed, they gain the properties of two-handed.

Quick Draw (Thick/Thin blades)

This property can only be added to thick/thin blades and must be held in a sheath, belt, or other weapon container large enough to store it and remove it with ease. With quick draw, you can make an additional attack at a -2 if your first attack starts with your weapon sheathed. The additional attack requires one action, and you must have an agility statistic of five or more. Sheathing a weapon with this property requires one action.

Reach (Melee weapons six feet or longer)

This property can only be added to melee weapons that have a length of six feet or longer (glaive). This property extends the weapons attack range up to ten feet.

Ricochet (Throwing weapons)

This property can only apply to throwing weapons or weapons that have had their weight distributed for throwing. These weapons can bounce off a single secured object or wall when attacking. Using ricochet to aim for a target who has moved out of sight has a -2 to the attack.

Surprise Strike (Thick/Thin Blades)

This property can only be added to thick/thin blades and must be held in a sheath. Weapons with this property can quickly strike using an offhand attack when the weapon starts sheathed. The attack is considered a surprise even if engaged with your target, but has a -1 to the attack. Therefore, when using this property, you can use sneak attack and other abilities that normally require a surprise attack to be used. This property can only be used when drawing and striking using the same off-hand attack. After the initial strike, this property cannot be used again until the weapon is sheathed.

Trip (Melee weapons four feet or longer)

This property can only be added to melee weapons that have a length of four feet or longer. When added, it lets you make trip attacks using the weapon. For tripping rules, refer to the combat section of the game rules chapter.

Two-Handed (Special)

Melee weapons longer than four feet and weighing five pounds or more automatically have this special property. Since this property is automatically added, it does not count towards as an added property.

These weapons require two hands to wield and cannot be used when mounted. The extra force behind attacks from using two hands adds extra damage. The extra damage is one and a half times the character’s might, rounded down.

Wounding (Blades and Pick Heads)

This property can only apply to blades and pick heads. The blade/pick’s base damage dice chain range is increased by one increment. During a critical strike, if either of the two highest numbers on the damage dice are rolled, the dice can be chained.

Component Crafting Breakdown

Component Pricing

Prices are listed in three ways: source, market, nearby market, and far away market. The source price is buying it directly from the artisan. Market price is buying it from the local market near where it was made. Nearby market price is the next kingdom over or surrounding area. Last, far away market price is in the next empire over or surrounding empires.

For how to read the prices, see Listed Prices under Economy & Currency in The World of Unkai article.


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