====== Weapons ====== A weapon is an implement of violence. ===== Melee vs Ranged Weapons ===== Weapons fall into two categories based on their method of inflicting wounds. * A **melee weapon** is one that relies on someone or something swinging it and inflicting damage on someone nearby. Stabbing someone with a sword is an example of using a melee weapon. * A **ranged weapon** is one that relies on throwing a projectile at a distance into your target to inflict damage. Shooting someone with a bow is an example of using a ranged weapon. ===== Handedness ===== How many hands are required to properly wield the weapon in combat. Hands used to wield a weapon, unless otherwise noted, can’t be used to hold other items. ==== Two-Handing One-Handed Weapons ==== You can wield a one-handed or light weapon in two hands. It doesn’t have any inherent benefit (like extra damage) but it technically counts as a “two-handed weapon” while you’re doing that. For example: if you were two-handing a short spear, you could benefit from the fighter’s “Haft Strike” ability. ===== Weapon Groups ===== Weapons are broadly grouped together for the purpose of class features and some effects. Each weapon falls into 1 (or more) group of weapons. * Ammunition: This is ammunition used by a range weapon. * Axe: These are chopping weapons with their weight towards the end of their length and a distinct bladed “head”. * Blade: These are edged weapons that are able to cut, pierce, or chop with the majority of their length. This includes swords, knives, sickles, etc. * Bow: These are ranged weapons that shoot arrows with pressure applied by a string. This group includes bows and crossbows. * Club: These are hand held bludgeoning weapons. * Dart: These are largely small, thrown, projectiles. * Firearm: These are ranged weapons that use explosive force to fire a bullet or other projectile. * Improvised: These are weapons not typically suitable for use as a weapon but have been employed in such a way that it causes damage (i.e a chair swung at someone). * Other: Not every weapon falls into a predefined category. These are normally strange weapons. “Other” is not a true group of weapons and cannot be used for things that rely on a weapon group. (For example: If you had an ability that let you gain a bonus if you were wielding a weapon from a certain group, a weapon with “other” would grant no bonus.) * Polearm: These are weapons whose striking point or surface is at the end of a long hafts, designed to strike enemies at a distance. * Shield: These are shields and their entry as a weapon group covers the offensive use of shields (e.g. shield bashing). * Stave: These are weapons designed to allow spellcasters to release small bursts of magical energy to attack their foes without spending mana. * Whip: These are weapons that are largely flexible or otherwise non-rigid. ===== Improvised Weapons ===== You can use an implement that is not designed as a weapon in combat. You are always Unskilled with an improvised weapon. An improvised weapon’s damage is linked to its size/handedness: A light one only deals 1 damage, a one-handed improvised weapon deals d4, and a two-handed improvised weapon deals d6s. Thrown improvised weapons can be thrown 15 feet if they are light, 10 feet if they are one handed (or 1 bulk), and 5 feet (adjacent) if they are two handed (or 2 or more bulk). ===== Complexity ===== How much training is required to wield the weapon properly. There are three categories of complexity: * Simple: Simple weapons require little formal training and are primarily used as self-defense weapons. You can generally carry a simple weapon into a town freely without causing undue distress. * Martial: A martial weapon is one that requires formal training or experience to fully utilize. A martial weapon is a military weapon one brings to war, so you cannot generally walk into a peaceful place with one of them without causing commotion. * Exotic: An exotic weapon is a strange one with a unique design; it also requires training that is not transferable to other weapons. For example: learning to use a rapier is a fairly good basis for learning the shortsword or even a spear, but nunchucks don’t relate to many other weapons in quite the same way. These unique weapons are often a mystery to those who don’t use them. * ===== Using Weapons You Aren’t Trained In ===== You can use weapons you aren't trained in the use of. In such a case, you are Unskilled in the weapon; rolling 1d20 + the relevant modifier (usually Strength). ===== Damage Dice ===== This describes the damage dealt with attack. The size of dice in Gestalt are: d4, d6, d8, d10, and d12. ===== Damage Type ===== This describes the kind of damage dealt. The following abbreviations are used: * S: Slashing * P: Piercing * B: Bludgeoning * Elemental: Any of the following damage types - Acid, Cold, Electricity, Fire. Elemental damage is always fully written out. If there is a choice it is listed as “Elemental”. * Pick 1: Pick either Slashing, Piercing, or Bludgeoning, whatever is most applicable. This is typically found on improvised weapons. If a damage type says “or” (“S or P”) the attack can deal any of those types of damage. You can choose on a per attack basis. (Example: A short sword can deal either slashing or piercing damage with a given attack.) If a damage type has a slash between them (“S / P”) that means the weapon is a double weapon or multiple modes of attack. Each damage type is associated with the corresponding damage dice. (Example: A Kusarigama, which is a chain with a sickle on one end and weight on the other, deals “S / B” and has “d8 / d4” for its damage type. This means it deals d8 slashing damage with the sickle end and d4 bludgeoning damage with its weighted end.) ==== Elemental Weapons ==== Weapons that deal elemental damage have their damage type set at the time of their creation and cannot be changed unless otherwise noted. ==== Other Potential Damage Types ==== There may be other damage types listed on weapons beyond what is mentioned here in future products. Such damage types will be fully written out in weapon entry. See Chapter 6 for more information on other damage types. Weapon Qualities These reflect any physical properties inherent to the weapon or the attack. While these are largely employed by weapons, they can sometimes be listed on special attacks or class features. * Ammo: This weapon requires ammunition to be loaded into it (via the Reload action) to be used. * Aquatic: You take no penalty for attacking with this weapon while underwater. * Bastard: This weapon can be wielded in one hand, but if you wield it in two hands the damage dice goes up by 1 step (d4> d6> d8> d10> d12). * Blocking: If you wield this weapon in both hands, you get a +1 bonus to your AC. This stacks with the bonus provided by shields and armor (it is a separate “blocking” bonus). * Brace: If your weapon has this quality, charging creatures provoke an attack of opportunity when they enter a square you threaten. * Caster: This weapon uses Spellcasting proficiency instead of your normal weapon proficiency. If you are at least Skilled in Spellcasting, you have the capacity to use caster weapons. If more than one modifier would apply to your Spellcasting (such as being a wizard-cleric), you use the higher modifier. * Cavalry: This weapon can be wielded 1 handed while you are riding a mount. * Charge: This weapon adds 2 bonus damage dice when making an attack at the end of a charge rather than the normal 1 you’d get for charging. * Critical (x-20): You treat a roll of the indicated numbers or higher as if it were a critical, so long as you still hit. Example: If a weapon had Critical (18-20) and you rolled an 18, you’d count that as a critical hit so long as you hit your opponent with that attack. * Double: You can strike with either end of the weapon and either end can be enchanted separately. * Deadly: When performing a slay action, you always deal maximum weapon damage. Additional damage from other sources is unaffected and rolled normally. * Finesse: You can use your Dexterity, rather than your Strength, modifier when making attack rolls (this does not apply to damage rolls) with this melee weapon if you choose. You can’t power attack with this weapon if you do this * Hinged: When attacking with this weapon, you ignore your opponent’s shield bonus to AC if they have one. * Martial Art: Weapons with this quality count as a style attack for the purpose of effects and class features. These are typically weapons that augment or directly interact with one’s unarmed attacks. * Non-Lethal: This weapon can only deal non-lethal damage. * Penetration: You ignore the listed amount of Resist and Threshold with attacks made using this weapon. * Ranged: This weapon is a ranged weapon. The distance indicated is the weapon’s maximum range. * Reach: You can strike opponents up to 10 feet away. If you have a reach greater than 5 feet, this instead improves your reach by +5 feet when using this weapon. You can still attack adjacent creatures with a reach weapon. * Returning: This weapon safely returns to your character immediately after being thrown (returning before your next action). You must have a free hand to catch the weapon, otherwise it lands in your space. * Slow Reload: This weapon requires an action to reload (rather than being a free action). * Tech. Lore: Your character must have Technology Lore at the indicated level to make use of this weapon. * Thrown: This weapon is designed to be hurled at your foes, with their maximum range indicated by the quality. * Thrown Only: This weapon can only be thrown and cannot be used as a melee weapon. * Tool: This weapon can be used as a tool of the same name or as part of a profession. The indicated profession or tool is discussed in the weapon’s description. ===== Critical Effect ===== This describes any effects that occur on a critical hit in addition to dealing double damage. * Bleed: The creature bleeds for an amount of damage equal to your Strength modifier (or whatever modifier you used for your damage roll) for 3 rounds. * Triple Damage: This critical hit deals triple damage rather than double. * Entangle: The creature gains the entangled condition until the end of their next turn. * Knockdown: The creature is automatically knocked prone. * Impaired: The creature gains the impaired condition at the indicated value until the end of their next turn. ===== Bulk ===== The rough ‘weight’ of the weapon. Weapons typically weigh between light (L) and 3 bulk.