Adventurers rely on well-crafted weapons to survive the perils of their chosen path. From the humble club to the elegant rapier or the powerful longbow, the right weapon in trained hands can mean the difference between victory and demise. Weapons are typically categorized by the primary skill used to wield them effectively, with differences mainly in damage potential, cost, and handling characteristics (properties).
Note on Costs: Prices below are based on a system where 1 Gold Piece (GP) = 10 Silver Pieces (SP) = 100 Copper Pieces (CP), and 1 CP has the rough purchasing power of $1 USD. A quality longsword, requiring about a month of skilled labor, costs around 20 GP. Other weapon prices are scaled relative to this benchmark, reflecting complexity, materials, and smithing effort. Weight is provided for groups using optional encumbrance rules.
Note that the prices below represent good-quality weapons. Cheaper versions may be available, at a risk determined by the GM.
Melee Combat Weapons
These weapons are used in hand-to-hand fighting and primarily rely on the Melee Combat skill. Anyone proficient in Melee Combat can use these weapons, though some require two hands or have other handling considerations. Damage for most melee weapons includes the wielder’s Strength Damage Adjustment (SDA).
- Club: Cost: 1 SP (10 CP); Damage: SDA + 2d10; Weight: 3 lbs; Properties: None.
- Dagger: Cost: 1 GP (100 CP); Damage: SDA + 1d10; Weight: 1 lb; Properties: Thrown (Short).
- Handaxe: Cost: 1 GP 2 SP (120 CP); Damage: SDA + 2d10; Weight: 2 lbs; Properties: Thrown (Short).
- Mace: Cost: 2 GP (200 CP); Damage: SDA + 3d10; Weight: 4 lbs; Properties: None.
- Shortsword: Cost: 10 GP (1000 CP); Damage: SDA + 3d10; Weight: 3 lbs; Properties: None.
- Spear: Cost: 1 GP 5 SP (150 CP); Damage: SDA + 3d10; Weight: 3 lbs; Properties: Thrown (Medium), Reach; Notes: Can be used two-handed for SDA + 4d10 Damage.
- Longsword: Cost: 20 GP (2000 CP); Damage: SDA + 4d10; Weight: 4 lbs; Properties: None; Notes: Can be used two-handed for SDA + 5d10 Damage.
- Battleaxe: Cost: 15 GP (1500 CP); Damage: SDA + 5d10; Weight: 6 lbs; Properties: None; Notes: Can be used two-handed for SDA + 6d10 Damage.
- Warhammer: Cost: 15 GP (1500 CP); Damage: SDA + 5d10; Weight: 5 lbs; Properties: None; Notes: Can be used two-handed for SDA + 6d10 Damage.
- Greatsword: Cost: 30 GP (3000 CP); Damage: SDA + 6d10; Weight: 6 lbs; Properties: Two-Handed.
- Greataxe: Cost: 25 GP (2500 CP); Damage: SDA + 6d10; Weight: 7 lbs; Properties: Two-Handed.
- Maul: Cost: 20 GP (2000 CP); Damage: SDA + 7d10; Weight: 10 lbs; Properties: Two-Handed.
- Quarterstaff: Cost: 2 SP (20 CP); Damage: SDA + 1d10; Weight: 4 lbs; Properties: Two-Handed; Notes: Damage increases to SDA + 2d10 when used two-handed (standard use).
- Rapier: Cost: 18 GP (1800 CP); Damage: SDA + 3d10; Weight: 2 lbs; Properties: None.
Archery Weapons (Bows & Crossbows)
These tension-based weapons strike from a distance and primarily rely on the Archery skill. Bows and crossbows require two hands and specific ammunition.
- Shortbow: Cost: 5 GP (500 CP); Damage: 3d10; Range: Medium; Weight: 2 lbs; Properties: Two-Handed, Requires Ammunition (Arrows).
- Longbow: Cost: 10 GP (1000 CP); Damage: 4d10; Range: Long; Weight: 3 lbs; Properties: Two-Handed, Requires Ammunition (Arrows).
- Light Crossbow: Cost: 10 GP (1000 CP); Damage: 4d10; Range: Long; Weight: 5 lbs; Properties: Two-Handed, Reload, Requires Ammunition (Bolts).
- Heavy Crossbow: Cost: 15 GP (1500 CP); Damage: 5d10; Range: Long; Weight: 8 lbs; Properties: Two-Handed, Reload (Slow), Requires Ammunition (Bolts).
Other Ranged Weapons (Thrown & Slings)
These weapons also strike from a distance but typically rely on the Ranged Combat skill. Damage for thrown weapons usually includes the wielder’s Strength Damage Adjustment (SDA), while slings typically do not.
- Sling: Cost: 5 CP; Damage: 1d10; Range: Medium; Weight: 0.5 lb; Properties: Requires Ammunition (Bullets/Stones).
- Dagger (as Thrown Weapon): Cost: (see Dagger under Melee); Damage: SDA + 1d10; Range: Short; Properties: Thrown.
- Handaxe (as Thrown Weapon): Cost: (see Handaxe under Melee); Damage: SDA + 2d10; Range: Short; Properties: Thrown.
- Javelin: Cost: 5 SP (50 CP); Damage: SDA + 2d10; Range: Medium; Weight: 2 lbs; Properties: Thrown.
- Spear (as Thrown Weapon): Cost: (see Spear under Melee); Damage: SDA + 3d10 (when thrown one-handed); Range: Medium; Properties: Thrown.
- Dart: Cost: 5 CP each; Damage: 1d10; Range: Short; Weight: 0.25 lb; Properties: Thrown.
Weapon Properties
- Ammunition: Requires specific ammunition (arrows, bolts, bullets) to function. Tracking ammunition may be important.
- Range (Short/Medium/Long): Indicates typical effective ranges. Attacks may suffer penalties at longer ranges and gain bonuses at shorter ones (e.g., Short: +10%, Medium: 0%, Long: -10%). GM sets specific distances.
- Reach: Allows attacking targets slightly farther away in melee (GM determines exact advantage).
- Reload: Requires a separate action (or GM-ruled time) to ready after firing. “Slow” may mean more than one action or a full round.
- Thrown (Range): Can be thrown effectively up to the specified range, using the relevant skill (Ranged Combat). Damage includes SDA if specified for the weapon type.
- Two-Handed: Requires two hands to wield effectively; cannot typically use a shield simultaneously.
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File Created: 05/06/2025 Last Modified: 05/06/2025