Difference between revisions of "Weapons"

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(Exotic Weapons)
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   Zweihandir 200g 2d8 3d6 19-20/x4 -- 60 lb. Slashing
 
   Zweihandir 200g 2d8 3d6 19-20/x4 -- 60 lb. Slashing
 
  ''Ranged''
 
  ''Ranged''
   Propellor 32g 1d6 1d8 19-20/x3 30 ft. 8 lb. Slashing
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   Propeller 32g 1d6 1d8 19-20/x3 30 ft. 8 lb. Slashing
 
   
 
   
 
  <sup>1</sup> Reach weapon.
 
  <sup>1</sup> Reach weapon.

Revision as of 18:42, 18 April 2008

Trinity is home to several unique weapons, as well as several weapons of vaguely real-world origin that are used to flesh out various cultures.

Simple Weapons

Simple Weapons
			Damage
Weapon		Cost	Sm	Med	Crit		Range Inc	Weight	Type
Light Melee
  Baton		  5g	1d3	1d4	x2		--		 2 lb.	Bludgeoning
One-Handed Melee
  Pole		 10g	1d4	1d6	x2		--		 6 lb.	Bludgeoning

Baton

A rather short, compact staff. Similar to a club; however, this item is more finely and carefully crafted, allowing it to be used as a martial arts weapon.

Pole

Similar in construction to a staff, but shorter, so as to be usable in one hand. A pole may be used as a martial arts weapon.

Martial Weapons

Martial Weapons
					Damage
Weapon			Cost	Sm	Med	Crit		Range Inc	Weight	Type
Light Melee
  Shuko			  5g	1d3	1d4	19-20/x2	--		1 lb.	Slashing
One-Handed Melee
  Claw			 20g	1d4	1d6	19-20/x2	--		 1 lb.	Slashing
Two-Handed Melee
  Lucerne Hammer1	 12g	1d6	2d4	x4		--		10 lb.	Piercing

1 Reach weapon.

Claw

A tight-fitting glove with three blade extending from the knuckles, the claw is an unwieldy but powerful weapon. A character wielding a claw gets a +4 bonus on rolls against being disarmed, and a +2 bonus on sunder attempts. The claw is a martial arts weapon.

Lucerne Hammer

A lucerne hammer has reach; you can strike opponents 10 feet away with it, but you can't strike adjacent foes.
This polearm resembles a pick on a pole and is designed to puncture heavy armor.

Shuko

A tight-fitting glove with four small blades jutting from the top of the palm, the shuko is more of a utilitarian tool than a weapon, though it serves effectively enough. A character wielding a shuko gets a +4 bonus on rolls against being disarmed, and a +4 bonus on Climb checks. The shuko is a martial arts weapon.

Exotic Weapons

Exotic Weapons
				Damage
Weapon			Cost	Sm	Med	Crit		Range Inc	Weight	Type
One-Handed Melee
  Propeller-Blade	 20g	1d8	1d10	19-20/x3	--		 5 lb.	Slashing
  Sash			 12g	1d6	1d8	x3		--		 3 lb.	Bludgeoning and Piercing
  Wrench, Gremlin	 40g	1d4	1d6	19-20/x2	--		 2 lb.	Bludgeoning
Two-Handed Melee
  Greatspear1		 25g	1d10	2d6	x3		10 ft.		 9 lb.	Piercing
  Katana		325g	1d8	1d10	19-20/x2	--		 8 lb.	Slashing
  Poleaxe, Heavy1	 20g	1d10	2d6	x3		--		15 lb.	Piercing or Slashing2
  Rug			 30g	1d10	2d6	19-20/x3	--		10 lb.	Bludgeoning
  Sarrash, Halfling1	 18g	1d8	1d10	19-20/x4	--		10 lb.	Slashing
Three-Handed Melee
  Zweihandir		200g	2d8	3d6	19-20/x4	--		60 lb.	Slashing
Ranged
  Propeller		 32g	1d6	1d8	19-20/x3	30 ft.		 8 lb.	Slashing

1 Reach weapon.
2 When you make an attack with this weapon, choose which type of damage you deal.

Greatspear

A greatspear has reach; you can strike opponents 10 feet away with it, but you can't strike adjacent foes.
This broad-bladed spear has a long, flat blade, and is too heavy to wield properly without proficiency.

Gremlin Wrench

Much more complicated than a standard spanner, the gremlin wrench is useful both as a tool and as a weapon.
When using a gremlin wrench, you get a +4 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails). If you successfully disarm someone with a gremlin wrench, you can make attack rolls with the weapon at a -4 penalty while wielding the gremlin wrench; if the weapon is a two-handed weapon, you suffer an additional -4 penalty to use it (for a total of -8).
You can use the gremlin wrench as an additional tool when making repair checks. A gremlin wrench gives you a +1 equipment bonus on Repair checks. A masterwork gremlin wrench gives you a +2 equipment bonus instead.

Katana

The preferred weapon of the west, the katana is essentially a specialized bastard sword. All katanas are automatically masterwork (this is reflected in the cost, above).

Poleaxe, Heavy

A heavy poleaxe has reach; you can strike opponents 10 feet away with it, but you can't strike adjacent foes.
Normally, you strike with the heavy poleaxe's head, but the spike on the end is useful against charging opponents. If you use a ready action to set a heavy poleaxe against a charge, you deal double damage if you score a hit against a charging creature.

Propeller

Used for aircraft, the propeller also makes for a useful weapon.
Propellers use the same rules as boomerangs, except they deal lethal slashing damage instead of nonlethal bludgeoning damage.

Propeller-Blade

A propeller-blade is one of the blades from a propeller, often with a wooden "handle," and a blade that twists slightly.

Rug

While the vast majority of actual rugs are constructed of normal cloths, rugs fabricated for combat use are typically made of steelcloth. Characters proficient with a rug may use a normal rug as a weapon, but such a weapon normally only deals nonlethal damage. A character actively defending herself with a rug gains half again as much benefit from doing so (if the character normally gains +4 to AC while fighting defensively, she would instead gain +6 while wielding a rug). In addition, the rug is a reach weapon, allowing the wielder to strike creatures within a 10 foot range; the rug can be used to hit adjacent opponents, as well. The rug is a martial arts weapon.

Sarrash, Halfling

A halfling sarrash has reach; you can strike opponents 10 feet away with it, but you can't strike adjacent foes.
Similar to a scythe, the halfling sarrash developed by the halflings in the age of the Ronkan Empire consists of a sickle-like blade at the end of a long pole.
Because of a sarrash's curved blade, you can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the sarrash to avoid being tripped.
Halflings (Highlander and Lowlander halflings, but not Outrider halflings) have weapon familiarity in regards to the halfling sarrash, and thus treat it as a martial weapon.

Sash

Typically constructed of lightweight steelcloth, the sash is a vicious weapon in the appropriate hands. A character proficient with a sash can use a normal cloth sash as a weapon, but such a weapon normally only deals nonlethal damage. The sash is a martial arts weapon.

Zweihandir

With a long history of use, the zweihandir is the epitome of weaponry designed for front-line fighters. Normal humanoids must use their knee or similar appendage to brace the weapon; as such, actively wielding a zweihandir reduces the wielder's movement speeds by half, to a minimum of 5 feet.

Firearms

In addition to standard weaponry, Trinity is home to firearms. A firearm is a relatively complex piece of technological apparatus. Unlike most other weapons, they have nothing to do with physical strength: they draw power from chemical combustion or other form of propulsion.

Physical Description: Firearms vary wildly in appearance. More basic firearms are typically less ornamented but have complex firing mechanisms; more complex firearms have more technological apparatus, but these parts are usually concealed in the weapon itself.

Usage: Firearms are used just like normal weapons, though they have some special rules regarding their use.

Templates: Firearms are incredibly more versatile than most other weapons, lending themselves to modifications much easier. A trained student can make such modifications to firearms he builds. However, adding such modifications requires more resources and more materials. A firearm can have one receiver template and one feed template. Unless other templates have been applied to them, all basic firearms are considered to have the Muzzleloaded feed and Individually-Loaded receiver templates; all advanced firearms are considered to have the Breechloaded feed and Individually-Loaded receiver templates.