Weapon Properties Table
A single weapon may not have more than a total of 6 Ranks of Weapon Properties.
Weapon Property | Property Tags | Gold Cost (Ranks) | Prerequisites | Effect |
---|---|---|---|---|
Specializing | Offensive | 5 (Up to 4 Ranks) | N/A | Gain +1 Skill Point per Rank while attacking with this weapon. These Skill Points must be spent on Offensive Skills and must be spent when this Property is gained (and are automatically Respecified each time an additional Rank of this Property is gained, but otherwise cannot be Respecified.) |
Balanced | Offensive | 2 (Up to 4 Ranks) | N/A | Gain +1 Rank of the General Skill Precise per Rank while attacking with this weapon. Precise: (Passive) Gain +1 Hit Per Rank (up to 4 Ranks). |
Mastercraft | Offensive | 3 (Up to 4 Ranks) | N/A | This weapon deals +1 damage per Rank. |
Long Range | Offensive | 2 (Up to 3 Ranks) | N/A | Gain +1 Rank of the Martial Skill Sniper per Rank while attacking with this weapon. Sniper: (Passive) Increase the Range of all Weapons by +2 per Rank, or by half as much if it is a Melee Weapon held in two hands. (up to 3 Ranks). |
Hurling | Offensive | 3 (Up to 2 Ranks) | Melee Weapon | This Weapon gains +1 Range per Rank. |
Long Reach | Offensive | 3 | N/A | This weapon gains +1 Reach, and occupies +1 Inventory Space. |
Towering | Offensive | 3 | N/A | This weapon gains +1 Reach, and occupies +1 Inventory Space. Any wielder with a Size Number of 10 or lower must wield this weapon in +1 hand. |
Venomous | Offensive | 3 | N/A | At the end of every turn, all targets which took Slashing Damage or Piercing Damage from this weapon take +2 cumulative Poison Damage per time they were hit by this weapon. |
Sanguinary | Offensive | 3 | N/A | At the end of every turn, all targets which took Slashing Damage from this weapon take +2 cumulative Bleed Damage per time they were hit by this weapon. |
Parry | Offensive Defensive |
3 (Up to 2 Ranks) | Light | Add +2 to all Parry rolls made with this weapon per Rank. |
Aegis | Defensive | 2 | 2 Handed, 2.5 Handed, or is a Shield Type Weapon | This weapon gains +3 Guard. |
Pavise | Defensive | 4 | 2 Handed, 2.5 Handed, or is a Shield Type Weapon | When you block, this Weapon can be set on one edge of your Space, and is then treated as a wall until you run out of Guard. While used in this way, this weapon's guard is immune to damage dealt by Bow and Crossbow Weapons. |
Hooked | Offensive | 3 | N/A | Add +1 to Trip rolls made with this weapon. The bonus from a second Hooked Weapon stacks. |
Mounted | Offensive | 3 | N/A | This weapon may be wielded in one hand while you are mounted and riding a consenting creature. |
Crushing | Offensive | 5 | Hammer | This Weapon deals the Crushing Tertiary Damage Type. |
Diverse | Offensive | 5 | Melee | This weapon permanently gains a single additional Weapon Type of your choice which is listed within the Melee Weapon Type. |
Quarter Staff | Offensive, Option | 1 | Pole | This weapon cannot deal Piercing damage. This weapon is treated as having the Unarmed weapon type for the purposes of Skills. |
Gravel Maker | Offensive, Utility | 3 | Massive Melee Weapon, or can deal Crushing Damage | When this weapon deals damage to a creature on the ground, a single Space that creature occupies becomes Difficult Terrain. |
Murderous | Offensive | 4 | N/A | While wielding this weapon, gain +1 Skill Point which must be spent on a skill which lists Sneak Attack as a Prerequisite. This Skill Point must be spent when this Property is gained, and cannot be Respecified. |
Ending | Offensive, Critical | 4 (Up to 2 Ranks) | N/A | Gain +1 Rank of the Skill Improve Critical per Rank while attacking with this weapon. Improve Critical: (Passive) Gain +1 Critical Chance per Rank with all Attacks. Critical chances from lowest to highest are --, 20, 19-20, 18-20, 17-20, 16-20, 15-20, 14-20, 13-20, 12-20, 11-20, 10-20, 8-20, 6-20, 2-20. (up to 2 Ranks). |
Bow Staff | Offensive | 2 (Up to 3 Ranks) | Bow | This weapon cannot be broken when it is used to make a Melee Attack. Gain +1 Rank of the Skill Bow Slam per Rank while attacking with this weapon. Bow Slam: (Passive) Increase the damage die of your Melee Bow Weapon attacks by 1 Die Class per Rank. You may choose to not activate this Skill. Damage Die Class from lowest to highest are 0, 1, 1d4, 1d6, 1d8 (or 2d4), 1d10, 1d12 (3d4, or 2d6), 3d6 (or 4d4), 1d20 (or 5d4, or 2d10), 3d10 (7d4, or 5d6). (Up to 3 Ranks) |
Arrow Slingshot | Option | 1 | Slingshot | This weapon can only use Arrows and Bolts as Ammo. |
Topload Magazine | Option | 6 | Pistol Crossbow | This weapon's single column Magazine must have at least one Bolt in it to make a ranged attack with this weapon. This weapon's Magazine can hold up to 4 Bolts. To Reload the Magazine with a single Bolt requires 1 Attack, or Any Action. Reloading requires the use of one free hand, and one hand for the weapon. |
Extended Magazine | Option | 6 | Repeating Crossbow | This weapon's Magazine can hold up to 8 Bolts. If you unintentionally become Prone, this weapon's Magazine becomes empty. To fully Reload the Magazine requires 1 Primary Action. Reloading requires the use of one free hand, and one hand for the weapon. This weapon gains -2 Hit. |
Revolver | Option | 0 | Rocket Ball Repeater | This weapon does not have a tube Magazine. This weapon has a Cylinder which must have at least one Rocket Ball in it to make a Ranged Attack with this weapon. This weapon's Cylinder can hold up to 10 Rocket Balls. The Manipulate Item Innate Action can be activated to Reload the Cylinder with 3 Rocket Balls. Reloading requires the use of one free hand, and one hand for the weapon. This weapon gains the Revolver Weapon Type. |
.41 Caliber Rocket Ball | Caliber | 3 | Rocket Ball Repeater | A single of this weapon's barrels (chosen when this Property is gained) gains the following effect: This weapon deals +4 damage when fired. Remove the text "This Ammo cannot be used." from .41 Caliber Rocket Ball Ammo. Add that same text to all other Rocket Ball Ammo. Reduce the amount of Ammo this weapon is capable of holding by 2. |
.51 Caliber Rocket Ball | Caliber | 7 | Rocket Ball Repeater | A single of this weapon's barrels (chosen when this Property is gained) gains the following effect: This weapon deals +8 damage when fired. Remove the text "This Ammo cannot be used." from .51 Caliber Rocket Ball Ammo. Add that same text to all other Rocket Ball Ammo. Reduce the amount of Ammo this weapon is capable of holding by 4. |
.36 Caliber Lead Ball | Caliber | 4 | Uses Lead Ball as Ammo | A single of this weapon's barrels (chosen when this Property is gained) gains the following effect: This weapon deals +6 damage when fired. Remove the text "This Ammo cannot be used." from .36 Caliber Lead Ball Ammo. Add that same text to all other Lead Ball Ammo. |
.41 Caliber Lead Ball | Caliber | 8 | Uses Lead Ball as Ammo | A single of this weapon's barrels (chosen when this Property is gained) gains the following effect: This weapon deals +10 damage when fired. Remove the text "This Ammo cannot be used." from .41 Caliber Lead Ball Ammo. Add that same text to all other Lead Ball Ammo. |
Bolt Gun | Calibur, Magical | 4 | Uses Lead Ball or Rocket Ball as Ammo | A single of this weapon's barrels (chosen when this Property is gained) gains the following effect: When you would attack with this weapon, and you have the Skill Arcane Bolt, you may instead choose to activate the skill Arcane Bolt as a Primary Action, then gain +1 Bonus Action which may only be spent to activate a skill which lists Arcane Bolt as a Prerequisite. The skill activated with this Bonus Action has its final Mana Cost reduced by 4. |
Over-Under | Offensive, Barrel Mod | 2 | Shotgun | This weapon gains +1 barrel vertically parallel to the other barrel. This weapon gains +1 Hit and +1 Range. This weapon cannot have the Side-By-Side Property. |
Side-By-Side | Offensive, Barrel Mod | 2 | Shotgun | This weapon gains +1 barrel horizontally parallel to the other barrel. This weapon deals +1d6 damage. This weapon cannot have the Over-Under Property. |
Triple Barrel | Offensive, Barrel Mod | 3 | Side-By-Side or Over-Under | This weapon gains +1 barrel. This weapon occupies +1.5 Inventory Spaces. |
Quad Barrel | Offensive, Barrel Mod | 4 | Triple Barrel | This weapon gains +1 barrel. This weapon occupies +1.5 Inventory Spaces. This weapon's recoil damage is always reduced by 2 before all other calculations. |
Revolving Shotgun | Offensive, Barrel Mod | 5 | Shotgun | This weapon has a Cylinder which must have at least one Shell in it to make a ranged attack with this weapon. This weapon's Cylinder can hold up to 5 Shells. The Manipulate Item Innate Action can be activated to Reload the Cylinder with 1 Shell. Reloading requires the use of one free hand, and one hand for the weapon. This weapon gains the Revolver Weapon Type. This weapon cannot have a Barrel Mod Property. |
Choke | Offensive, Barrel Mod | 2 | Shotgun | A single of this weapon's barrels (chosen when this Property is gained) gains the following effect: This weapon gains +1 Range and +1 Line Length. |
Blast Cannon | Offensive, Magical | 8 | Cannon | When you would attack with this weapon, and you have the Skill Arcane Blast, you may also choose to activate the skill Arcane Blast as a Free Action, targeting one of the Spaces that the target of your attack occupies. |
Hook | Option | 0 | Light Melee Weapon | A jagged headed blade or hook with rope or chain attached to a wooden or metal loop at the end, such as a harpoon or meat hook. This Weapon's Melee Damage Die is 1d4. This Weapon's Ranged Damage Die is 1d6. Increase this weapon's Range by +1. This Weapon's Range is reduced by 1 per 3 Spaces of chain attached to it. This Weapon's Range is reduced by 1 per 7 Spaces of rope or vine attached to it. If you have thrown this weapon, you may choose to hold on to its rope. If this weapon hits and deals damage to a target, you may make a free Grapple roll against the target, and if you succeed, this weapon sticks into the target, and they are considered Grappled by you. Another creature by grab hold of the rope/chain as a Reaction or as 1 Attack on their turn to grant advantage to either Grapple roll. Anyone who grabs onto the rope is also considered to be grappling the target if the target is already grappled. |
Pinning | Offensive | 2 | N/A | After hitting a target with a Melee Attack which deals Piercing Damage from this weapon, you may spend 1 Attack to Root the target (leaving this weapon in their space). A creature which is 2 or more Size Numbers larger than you cannot be Rooted by this Property, except by Rooting them with 1 additional Pinning Weapon per 2 Size Numbers larger than you they are. Rooted: You are incapable of moving from the Space(s) you currently occupy due to a physical impairment, unless you use a Primary, Defensive, or Multi-Action (M+B) to free yourself. You cannot become Prone, and cannot stop being Prone. |
Greater Pinning | Offensive | 2 | Pinning, Average Melee Weapon, Heavy Melee Weapon, or Massive Melee Weapon | After hitting a target with a Melee Attack which deals Piercing Damage from this weapon, you may spend 1 Attack or Any Action to Root the target (leaving this weapon in their space). A creature which is 2 or more Size Numbers larger than you cannot be Rooted by this Property, except by Rooting them with 1 additional Pinning Weapon per 2 Size Numbers larger than you they are. Rooted: You are incapable of moving from the Space(s) you currently occupy due to a physical impairment, unless you use a Primary, Defensive, or Multi-Action (M+B) to free yourself. You cannot become Prone, and cannot stop being Prone. |
Bolo | Offensive | 1 | Throwing Melee Weapon | When you hit a target with a Ranged Throwing Weapon Attack with this Weapon, you may activate the Trip Innate Action against that target so long as they are no more than two Size Numbers larger than you. |
Unstoppable Force | Offensive | 3 | Heavy Melee Weapon or Massive Melee Weapon | When you hit a target with a Ranged Throwing Weapon Attack with this Weapon, you may activate the Trip Innate Action against that target as Any Action. |
Boomerang | Option | 1 | Melee Weapon | When thrown 4 or more Spaces, the wielder may choose for this weapon returns to the Space it was thrown from at the end of the turn. |
Whip | Option | 0 | Average Melee Weapon, Soft | This weapon cannot be wielded in two hands (this can be changed by other properties). This weapon cannot deal damage to Guard, or to a target wearing Heavy Armor. This Weapon cannot deal Ranged Damage. This weapon has a Reach of 3 Spaces. |
Garotte | Option | 0 | Average Melee Weapon, Soft | This weapon cannot deal damage, or have other properties besides this one. If a target does not know where the wielder is, and the wielder is behind that target, the wielder may activate the Strangle Innate Action against that target without Grappling the target first. If the target becomes Strangled by the wielder, then the target also becomes Grappled by the wielder. |
Flail | Option | 1 | Hammer | You may choose for Melee Attacks made with this weapon to not deal damage to Guard, and instead bypass it entirely, dealing damage directly to HP. |
Urumi | Option | 1 | Average Melee Weapon, Soft | Melee attacks with this weapon target all targets in either a 2 Space Line, or in a 1 Space Cone (chosen each time the wielder attacks). This weapon may be equipped as Light Armor with a Primary Action by wrapping it around the wielder's midsection. |
Weighted Net | Option | 0 | Soft, Average Melee Weapon | When this weapon is used to make a Throwing Weapon Attack, the target becomes Rooted. This weapon deals Bludgeoning Damage instead of Slashing Damage. You cannot make Melee Attacks with this weapon. A target which is not Rooted may free a target of this Root with Any Action. You are incapable of moving from the Space(s) you currently occupy due to a physical impairment, unless you use a Primary, Defensive, or Multi-Action (M+B) to free yourself. You cannot become Prone, and cannot stop being Prone. |
Hastening | Magical, General, Enchantment | 10 | N/A | Gain +1 Rank of the Martial Skill Combatant per Rank while attacking with this weapon. Combatant: (Passive) Gain +1 Attack. This skill can only be taken once per 5 levels you have. |
Empowering | Magical, General, Enchantment | 7 | N/A | Gain and passively activate the Skill Magnificent Might while attacking with this weapon. Magnificent Might (Empowering): (Passive) Gain +1 Total Might. This bonus increases by +1 per odd Level you have (including Level 1). |
Invigorating | Magical, General, Enchantment | 7 | N/A | Gain and passively activate the Skill Magnificent Mastery while attacking with this weapon. Magnificent Mastery (Invigorating): (Passive) Gain +1 Total Skill. This bonus increases by +1 per odd Level you have (including Level 1). |
Inspiring | Magical, General, Enchantment | 7 | N/A | Gain and passively activate the Skill Magnificent Magic while attacking with this weapon. Magnificent Magic (Inspiring): (Passive) Gain +1 Total Magic. This bonus increases by +1 per odd Level you have (including Level 1). |
Careful Focus | Magical, Supportive, Enchantment | 4 | N/A | This object gains the Spell Focus Weapon Type. While wielding this weapon, gain the Skill Careful Caster. Careful Caster: (Passive) When you activate a Magical Skill, you may choose for it not to deal damage to specified targets. |
Elemental Focus | Magical, Enchantment | 4 | N/A | This object gains the Spell Focus Weapon Type. While wielding this weapon, gain one of the following Skills: Aeromancy, Cryomancy, Electromancy, Geomancy, Hydromancy, Pyromancy, and Vitriomancy. |
Bolt Focus | Magical, Offensive, Enchantment | 2 | N/A | This object gains the Spell Focus Weapon Type. You may spend 1 Attack to make a single Ranged Spell Attack which deals 1d8+Magic Arcane Damage. You may spend 1 Attack to make a single Melee Spell Attack which deals 1d8+(Skill or Might) Arcane Damage. The Arcane Damage dealt by this enchantment may be replaced with any damage type listed within the following skills, if you have said skill: Aeromancy, Cryomancy, Electromancy, Geomancy, Hydromancy, Pyromancy, and Vitriomancy. |
Diadēma | Magical, General, Enchantment | 7 | Headwear | Gain +1 Skill Point while wearing this headwear. |