Rule: Weapon types
Your weapon choice affects what you can
do in combat. Will you choose a light
weapon for darting attacks, or an immense
weapon designed to obliterate?
Weapons are divided into :
Melee and Missile weapons are further broken down into groups that have similar performance during a Fight.
For example, a great axe and a war hammer are both a Mighty Weapons. Each Weapon Type has :
Your Class and Species size limit the Weapon Types you can use without penalty.
Drawing/Equiping during fight :
- Melee Weapons : Used for striking foes in close combat.
- Missile Weapons : Used for targeting opponents from a distance.
Melee and Missile weapons are further broken down into groups that have similar performance during a Fight.
For example, a great axe and a war hammer are both a Mighty Weapons. Each Weapon Type has :
- Rules & Abilities : Additional rules and Abilities for wielders of the weapon.
- Base Damage : All Weapon Types deal 1 Heart of Damage, unless otherwise noted.
Your Class and Species size limit the Weapon Types you can use without penalty.
Using a restricted Weapon means…
- You suffer an Disadvantage on Attack rolls.
- You are unable to perform Attack Stunts or Combat Tricks using the weapon.
Drawing/Equiping during fight :
Drawing/Stowing Weapons and/or Shield takes an Action, unless otherwise stated.
Melee Weapon Types
To make an Attack with a Melee Weapon, you must be to 5 feets of your opponent, unless otherwise stated.Unarmed

Desperate situations sometimes call for adventurers to strike out with their bare hands.
- Unarmed strikes suffer a Disadvantage on their Attack roll when directed at armed or armored enemies.
Slot: N/A
Cost: N/A
Concealed

Concealed Weapons are usually small so that they can be hidden about your person with ease.
- Unlike other weapons, Concealed Weapons are not immediately visible.
- During a Fight, drawing and striking with a Concealed Weapon can be performed in one Action.
- Weapon Ability (Sneaky Swipe) :
If your target isn’t aware of your Concealed Weapon you may Ambush them, even when you are in plain sight.
Slot: 1
Cost: 5
Master

These finely crafted weapons are often difficult to use and rather expensive. As such, they are favored by the warrior elite.
- Weapon Ability (Perfect Strike) :
You gain +2 to your Attack rolls when using a Master Weapon.
Slot: 2
Cost: 30
Mighty

These heavy weapons require both hands to use. Enjoyed by warriors who wish to quickly dispatch their enemies.
- Two-handed. When wielded one-handed, you suffer a Minor Penalty (-2) on Attack, Attack Stunts, & Combat Tricks rolls.
- Weapon Ability (Crushing Blow) :
You do 2 Hearts of Damage, instead of 1, on a successful Attack.
Slot: 2
Cost: 20
Standard

Standard Weapons are simple yet practical death dealing implements with no added frills.
- Any Class or Species can use a Standard Weapon.
Slot: 1
Cost: 10
Quick

Quick Weapons are lighter arms that emphasize speed over power, prized by those who prefer evasive fighting.
- Weapon Ability (Darting Style) :
You gain +1 to your Defense Rating when using a Quick Weapon.
Slot: 1
Cost: 15
Lash

Weapons that incorporate a chain or cord, capable of reaching foes a considerable distance away.
- Weapon Ability (Whiplash) :
You can Attack an enemy up to 15 feets away.
Slot: 1
Cost: 30
Arc

Long weapons that allow their wielders to make wide, dangerous strokes that hit several enemies at once.
- Two-handed. When wielded one-handed, you suffer a Minor Penalty (-2) on Attack, Attack Stunts, & Combat Tricks rolls.
- Weapon Ability (Deadly Sweep) :
You can hit two enemies up to 10 feets away with one Attack. - Make a single Attack roll, and apply the result to both enemies.
Slot: 3
Cost: 25
Missile Weapon Types
Missile Weapons have two additional properties :- Range :
Determines how far away a foe can be and still be effectively targeted. - Loading Time :
Determines how long it takes to load ammunition prior to use.
- You can Attack up to its first stated Range normally.
- You can Attack up to its second stated Range, but then your Attack is at Disadvantage.
- Attacking in melee with a Missile Weapon is at Disadvantage and a failure is automaticaly considered as a Critical Failure.
- Each Drawn Weapons Ammo take 0.1 Slots and cost 0.2 golds.
- Each Mechanical Weapons Ammo take 0.1 Slots and cost 0.4 golds.
Thrown

These small, hand-held weapons are shaped and balanced specifically for throwing.
- Range: 20/40 feets.
- Loading Time: None, but the weapon must be retrieved before reuse.
- Weapon Ability (Hidden Fangs) :
If your target isn’t aware of your Thrown Weapon you may Ambush them, even when you are in plain sight.
Slot: 1
Cost: 2
Small Mechanical

These compact marvels of engineering let you take a shot while keeping a hand free for other things.
- Range: 20/40 feets.
- Loading Time: 1 Action.
- You can fire these Weapons with one hand, but must load with two hands.
Slot: 1
Cost: 15
Drawn

Drawn Weapons include slingshots, bows, and other projectiles that require you to manually maintain tension.
- Range: 30/60 feets.
- Loading Time: None.
- You must use two hands while wielding a Drawn Weapon (even for Large Species).
Slot: 2
Cost: 10
Large Mechanical

While more accurate than their smaller cousins, these bombastic weapons are more cumbersome to operate.
- Range: 30/60 feets.
- Loading Time: 1 Action.
- You must use two hands while wielding a Large Mechanical Weapon (even for Large Species).
- Weapon Ability (Thunderous Shot) :
- You gain +2 to your Attack rolls when using a Large Mechanical Weapon.
- Push-back by 5 feets your target, unless it succeed a Strength Check.
Slot: 2
Cost: 25
