Weapons and Crafting
Weapons & Crafting
A comprehensive system for creating, customizing, and wielding weapons across all technological eras
Material Properties
All materials in System RPG possess four fundamental characteristics that determine their suitability for weapon construction. These properties scale infinitely, allowing for exotic materials that far exceed mundane substances in potency.
Core Material Statistics
Hardness: Measures resistance to deformation, scratching, and edge dulling. Higher hardness materials maintain their shape and cutting edge under stress but may become brittle under extreme impact. Used for durability checks against crushing or impact damage.
Resilience: Represents flexibility and shock absorption capacity. Materials with high resilience bend rather than break, absorbing impacts that would shatter more rigid substances. Used for durability checks against bending, twisting, or repeated stress damage.
Conductivity: Indicates the material's ability to channel various forms of energy, including magical, thermal, and electrical forces. High conductivity materials excel at energy-based enhancements but may be vulnerable to energy attacks. Determines mana capacity when multiplied by Item Level.
Stability: Measures resistance to degradation, corrosion, and structural breakdown over time. Stable materials maintain their properties across centuries, while unstable substances may deteriorate rapidly or unpredictably. Used for durability checks against corrosion, decay, or environmental damage.
Durability Calculation
Material durability forms the foundation of weapon resilience:
Base Durability = (Hardness + Resilience) × Stability
This formula reflects how a material's fundamental toughness (Hardness + Resilience) is amplified by its long-term structural integrity (Stability).
Weapon Creation
Item Statistics
Every crafted weapon possesses three critical characteristics determined during creation:
Item Level: Represents the overall craftsmanship milestone achieved during creation. Higher level items demonstrate superior construction techniques and attention to detail. Determines the weapon's complexity and mana capacity.
Quality: Measures the precision and excellence of workmanship. Quality enhances the weapon's fundamental durability and performance characteristics. Acts as the fifth material statistic for various calculations.
Mana Capacity: The maximum magical energy the weapon can channel before catastrophic overload occurs.
Mana Capacity = Item Level × Conductivity
Exceeding this capacity results in explosive energy release or dangerous wild magic effects.
Final Durability Formula
Final Durability = (Base Durability + Item Level) × Quality
This calculation shows how skilled craftsmanship (Quality) becomes increasingly valuable as the overall item sophistication (Level) increases.
Crafting Resolution
Weapon creation follows a structured process that rewards skilled artificers while allowing for exceptional results under favorable conditions.
Crafter Power Assessment: The crafter's capability is measured as: Crafting Skill + Relevant Stat + Milestone Level
Item Level Determination:
Base Item Level = (Crafting Skill + Relevant Stat) ÷ 2
Each Flux Check Success adds: Crafter's (Stat + Skill) Milestone Level Count
Maximum Achievable Level = Crafter's Skill Level + 1 (exceptional success only)
Quality Assessment:
Base Quality = Crafter's (Stat + Skill) Milestone Level Count
Modified by successes/failures: +1 per additional success, -1 per botch
Neutral Result = Functional but unremarkable quality
Success Allocation: Crafters achieving multiple successes beyond the first may redistribute excess successes to modify the base material statistics on a one-for-one basis, increasing or decreasing Hardness, Resilience, Conductivity, or Stability as desired.
Durability & Damage System
When Durability Checks Occur
Critical Botch (2+ Botches): When attacking with a weapon and rolling a critical botch, the weapon takes damage instead of dealing damage to the target.
Sunder Attempts: When someone specifically targets the weapon to destroy it.
Environmental Damage: Extreme conditions, acid, crushing force, or magical effects targeting the item.
Durability Check Mechanics
When a weapon faces potential damage, make a Flux Check:
Durability Check: Weapon's Relevant Stat + Quality vs. Damage Total
Relevant Stat Selection:
- Hardness: Against crushing, impact, or cutting damage
- Resilience: Against bending, twisting, or repeated stress
- Stability: Against corrosion, decay, or environmental damage
- Quality: Against precision attacks or when no other stat applies
Check Results:
- Success: Weapon takes half damage (rounded down)
- Failure: Weapon takes full damage to its durability
- Critical Success: Weapon takes no damage
- Critical Failure: Weapon takes double damage
Weapon Condition Effects
Full Durability (75-100%): Weapon functions normally with all properties.
Damaged (50-74%): Weapon suffers -1 to attack Flux Checks, one combat property becomes unreliable (50% chance to function).
Badly Damaged (25-49%): Weapon suffers -2 to attack Flux Checks, loses half its combat properties, damage reduced by 1 dice step.
Nearly Broken (1-24%): Weapon suffers -3 to attack Flux Checks, loses all combat properties, damage reduced by 2 dice steps.
Broken (0 Durability): Weapon cannot be used for attacks, functions only as improvised weapon (1d2-1 damage, no properties).
Material Catalog
Primitive Organic Materials
Wood (Common)
- Hardness: 2, Resilience: 5, Conductivity: 1, Stability: 3, Base Durability: 21
- Properties: Abundant, easily worked, burns readily
- Cost Modifier: 0.1x
Hardwood
- Hardness: 3, Resilience: 6, Conductivity: 1, Stability: 5, Base Durability: 45
- Properties: Dense grain, takes fine finish, weather-resistant
- Cost Modifier: 0.3x
Bone
- Hardness: 4, Resilience: 6, Conductivity: 2, Stability: 4, Base Durability: 40
- Properties: Lightweight, naturally curved, traditional significance
- Cost Modifier: 0.4x
Antler
- Hardness: 5, Resilience: 7, Conductivity: 2, Stability: 6, Base Durability: 72
- Properties: Seasonal availability, branching structure, regrows annually
- Cost Modifier: 0.6x
Horn
- Hardness: 5, Resilience: 6, Conductivity: 3, Stability: 7, Base Durability: 77
- Properties: Hollow construction, natural curves, waterproof
- Cost Modifier: 0.7x
Leather
- Hardness: 1, Resilience: 8, Conductivity: 1, Stability: 4, Base Durability: 36
- Properties: Extremely flexible, comfortable, weather-dependent
- Cost Modifier: 0.5x
Sinew
- Hardness: 1, Resilience: 9, Conductivity: 2, Stability: 2, Base Durability: 20
- Properties: Maximum flexibility, ideal for bindings, organic decay
- Cost Modifier: 0.3x
Stone & Mineral Materials
Stone (Common)
- Hardness: 6, Resilience: 2, Conductivity: 1, Stability: 8, Base Durability: 64
- Properties: Heavy, crude working, extremely stable
- Cost Modifier: 0.05x
Flint
- Hardness: 8, Resilience: 1, Conductivity: 1, Stability: 6, Base Durability: 54
- Properties: Extremely sharp when knapped, brittle under stress
- Cost Modifier: 0.2x
Obsidian
- Hardness: 9, Resilience: 1, Conductivity: 2, Stability: 3, Base Durability: 30
- Properties: Surgically sharp, volcanic glass, fractures catastrophically
- Cost Modifier: 0.8x
Quartz
- Hardness: 7, Resilience: 2, Conductivity: 4, Stability: 9, Base Durability: 81
- Properties: Natural crystal structure, conducts energy well, very stable
- Cost Modifier: 1.0x
Traditional Metals
Copper
- Hardness: 3, Resilience: 5, Conductivity: 8, Stability: 4, Base Durability: 32
- Properties: Soft metal, excellent conductor, tarnishes over time
- Cost Modifier: 2x
Bronze
- Hardness: 5, Resilience: 4, Conductivity: 7, Stability: 7, Base Durability: 63
- Properties: First practical alloy, historical significance, corrosion-resistant
- Cost Modifier: 4x
Iron
- Hardness: 5, Resilience: 4, Conductivity: 6, Stability: 6, Base Durability: 54
- Properties: Reliable performance, widely available, magnetic
- Cost Modifier: 1x
Steel
- Hardness: 7, Resilience: 4, Conductivity: 6, Stability: 8, Base Durability: 88
- Properties: Refined iron, excellent hardness-resilience balance
- Cost Modifier: 3x
Silver
- Hardness: 3, Resilience: 4, Conductivity: 9, Stability: 8, Base Durability: 56
- Properties: Soft precious metal, supreme conductor, traditional protections
- Cost Modifier: 8x
Gold
- Hardness: 2, Resilience: 6, Conductivity: 8, Stability: 10, Base Durability: 80
- Properties: Extremely soft, never tarnishes, ultimate stability
- Cost Modifier: 25x
Advanced Alloys
Carbon Steel
- Hardness: 9, Resilience: 5, Conductivity: 5, Stability: 9, Base Durability: 126
- Properties: Superior hardness, takes exceptional edge, industrial precision
- Cost Modifier: 6x
Stainless Steel
- Hardness: 8, Resilience: 5, Conductivity: 4, Stability: 12, Base Durability: 156
- Properties: Corrosion-immune, consistent performance, modern metallurgy
- Cost Modifier: 8x
System-Era Materials
Mithril
- Hardness: 6, Resilience: 8, Conductivity: 12, Stability: 10, Base Durability: 140
- Properties: Supernatural lightness, mana-conductive, never tarnishes
- Cost Modifier: 15x
Adamantine
- Hardness: 15, Resilience: 5, Conductivity: 3, Stability: 20, Base Durability: 400
- Properties: Legendary hardness, magic-resistant, virtually indestructible
- Cost Modifier: 25x
Darksteel
- Hardness: 8, Resilience: 6, Conductivity: 2, Stability: 15, Base Durability: 210
- Properties: Absorbs light, phases through defenses, shadow affinity
- Cost Modifier: 20x
Voidmetal
- Hardness: 10, Resilience: 3, Conductivity: 1, Stability: 18, Base Durability: 234
- Properties: Nullifies magic in proximity, extremely rare, otherworldly
- Cost Modifier: 30x
Living Steel
- Hardness: 8, Resilience: 7, Conductivity: 8, Stability: 12, Base Durability: 180
- Properties: Self-repairing, adapts to wielder, grows stronger over time
- Cost Modifier: 18x
Exotic Creature Materials
Dragon Scale
- Hardness: 12, Resilience: 8, Conductivity: 10, Stability: 15, Base Durability: 300
- Properties: Elemental immunity (varies by dragon), Charged
- Cost Modifier: 12x
Phoenix Down
- Hardness: 2, Resilience: 12, Conductivity: 15, Stability: 8, Base Durability: 112
- Properties: Resurrection properties, fire immunity, regenerative
- Cost Modifier: 20x
Kraken Chitin
- Hardness: 10, Resilience: 9, Conductivity: 6, Stability: 12, Base Durability: 228
- Properties: Pressure-resistant, aquatic adaptation, tentacle flexibility
- Cost Modifier: 14x
Treant Heartwood
- Hardness: 6, Resilience: 10, Conductivity: 8, Stability: 16, Base Durability: 256
- Properties: Nature magic affinity, seasonal power fluctuations, centuries-old
- Cost Modifier: 16x
Weapon Combat Properties
Combat properties represent how different weapon designs naturally perform in skilled hands, providing tactical variety through mechanical advantages that reflect the weapon's physical characteristics and optimal usage techniques. These properties are determined by weapon shape and design, not by the materials used in construction.
Primary Combat Properties
Rend: Upon reducing a target to 0 durability/HP, your weapon's momentum carries through to strike an adjacent enemy within reach for damage equal to your attack stat modifier (Milestone Level Step). Granted by: Heavy chopping weapons with weight-forward balance.
Glance: When your attack contest fails by 2 or fewer successes, your weapon still finds its mark for damage equal to your attack stat modifier. Granted by: Curved blades that redirect force along their edge.
Flurry: When wielding paired Light weapons, successful hits allow an immediate follow-up strike with the off-hand weapon as part of the same action. Granted by: Small, quickly-wielded weapons designed for rapid strikes.
Drive: Heavy weapons can force struck targets back up to 2 meters, potentially into hazards or away from allies. Granted by: Weapons with significant mass focused behind the striking surface.
Exhaust: Precise strikes target nerve clusters and joints, imposing -1 to the target's next attack as they recover from the disorienting blow. Granted by: Weapons designed for precise, targeted strikes.
Hamper: Attacks that connect reduce the target's movement by 3 meters on their next turn as they compensate for the injury. Granted by: Weapons that create entangling or leg-targeting strikes.
Fell: When achieving exceptional success (critical hit or winning by 3+ successes), the weapon's weight and leverage can knock targets prone. Granted by: Top-heavy weapons with significant striking momentum.
Mark: Successfully striking a target reveals tactical openings, granting advantage on your next attack against the same opponent. Granted by: Balanced weapons that maintain control after striking.
Advanced Combat Properties
Available through superior design, masterwork crafting, or unique weapon configurations
Bind: Net-style weapons and flexible materials can entangle targets, requiring them to save or become grappled. Granted by: Flexible, wrapping weapon designs.
Guard: Balanced weapons provide +1 to defensive actions when actively wielded due to superior defensive positioning. Granted by: Weapons with prominent cross-guards or defensive features.
Extend: Weapons designed with additional length can engage enemies up to 3 meters away. Granted by: Polearms and weapons with extended reach.
Balance: Properly weighted weapons can be thrown effectively using normal attack bonuses. Granted by: Weapons with optimal weight distribution for flight.
Adapt: Versatile weapons that can be wielded one-handed or two-handed for different tactical advantages. Granted by: Weapons designed with multiple grip options.
Material-Granted Properties
Unique properties arising from specific material characteristics
Conduct: Mana-conductive materials allow spellcasting through the weapon with reduced costs. Materials with Conductivity 8+.
Amp: Mana-reactive materials can amplify spell output, increasing Damage Dice Scale, range, area of effect, duration, or other variables; specific material and spell interaction variable. Materials with Conductivity 12+.
Affinity: Specific Element Affinity attuned materials grant a bonus to the spellcaster's Affinity for the specific element while wielding the affinity material item. Varies by material origin.
Phase: Void-touched materials can partially bypass physical defenses. Voidmetal and similar otherworldly substances.
Charged: Certain enchanted materials add elemental damage to strikes. Dragon Scale and other elemental creature materials.
Regenerate: Living materials slowly repair themselves under proper conditions. Living Steel, Treant Heartwood, Phoenix Down.
Resist: Some materials provide inherent protection against specific damage types. Varies by material; Adamantine resists magic, Dragon Scale resists elements.
Weapon Arsenal
Natural Weapons
Weapon | Material | Damage | Properties | Hard. | Res. | Cond. | Stab. | Base Dur. | Mana Cap.* |
---|---|---|---|---|---|---|---|---|---|
Fist | Flesh & Bone | 1d2 (Step 3) | Exhaust | 3 | 6 | 2 | 4 | 36 | 2 |
Kick | Flesh & Bone | 1d3 (Step 4) | Drive | 3 | 6 | 2 | 4 | 36 | 2 |
Claws | Keratin | 1d4 (Step 5) | Flurry | 5 | 6 | 3 | 7 | 77 | 3 |
Bite | Tooth Enamel | 1d4 (Step 5) | Hamper | 6 | 4 | 1 | 8 | 80 | 1 |
Horn | Horn | 1d6 (Step 7) | Drive | 5 | 6 | 3 | 7 | 77 | 3 |
Chitin Slash | Chitin | 1d4 (Step 5) | Glance | 8 | 7 | 2 | 6 | 90 | 2 |
Tail Strike | Bone & Muscle | 1d4 (Step 5) | Hamper | 4 | 7 | 2 | 5 | 55 | 2 |
Wing Buffet | Bone & Membrane | 1d2 (Step 3) | Fell | 2 | 8 | 1 | 3 | 30 | 1 |
Handheld Combat Weapons
Weapon | Material | Damage | Properties | Hard. | Res. | Cond. | Stab. | Base Dur. | Mana Cap.* |
---|---|---|---|---|---|---|---|---|---|
Brass Knuckles | Bronze | 1d3 (Step 4) | Exhaust | 5 | 4 | 7 | 7 | 63 | 7 |
Cestus | Leather & Bronze | 1d4 (Step 5) | Exhaust, Guard | 4 | 6 | 4 | 5 | 50 | 4 |
Iron Claws | Iron | 1d4 (Step 5) | Flurry, Rend | 5 | 4 | 6 | 6 | 54 | 6 |
Iron Fan | Iron | 1d3 (Step 4) | Mark, Guard | 5 | 4 | 6 | 6 | 54 | 6 |
Sap Gloves | Leather & Lead | 1d4 (Step 5) | Exhaust, Fell | 3 | 7 | 2 | 6 | 60 | 2 |
Clawed Boots | Leather & Iron | 1d3 (Step 4) | Flurry, Hamper | 4 | 6 | 4 | 5 | 50 | 4 |
Steel Cestus | Steel & Leather | 1d4 (Step 5) | Exhaust, Guard | 6 | 5 | 5 | 7 | 77 | 5 |
Spiked Gauntlets | Steel | 1d4 (Step 5) | Flurry, Guard | 7 | 4 | 6 | 8 | 88 | 6 |
War Fans (Pair) | Steel | 1d3 (Step 4) | Flurry, Mark, Guard | 7 | 4 | 6 | 8 | 88 | 6 |
Weighted Gloves | Leather & Sand | 1d2 (Step 3) | Exhaust | 2 | 8 | 1 | 4 | 40 | 1 |
Primitive Weapons
Weapon | Material | Damage | Properties | Hard. | Res. | Cond. | Stab. | Base Dur. | Mana Cap.* |
---|---|---|---|---|---|---|---|---|---|
Club | Softwood | 1d3 (Step 4) | Hamper | 2 | 5 | 1 | 3 | 21 | 1 |
Sharpened Stick | Hardwood | 1d4 (Step 5) | — | 3 | 6 | 1 | 5 | 45 | 1 |
Stone Knife | Flint | 1d4 (Step 5) | Flurry | 8 | 1 | 1 | 6 | 54 | 1 |
Obsidian Blade | Obsidian | 1d6 (Step 7) | Flurry | 9 | 1 | 2 | 3 | 30 | 2 |
Bone Spear | Bone | 1d6 (Step 7) | Drive, Extend | 4 | 6 | 2 | 4 | 40 | 2 |
Stone Axe | Stone & Wood | 1d8 (Step 9) | Rend | 6 | 2 | 1 | 8 | 64 | 1 |
Antler Mace | Antler | 1d6 (Step 7) | Exhaust | 5 | 7 | 2 | 6 | 72 | 2 |
Primitive Weapons
Weapon | Material | Damage | Properties | Hard. | Res. | Cond. | Stab. | Base Dur. | Mana Cap.* |
---|---|---|---|---|---|---|---|---|---|
Club | Softwood | 1d3 (Step 4) | Hamper | 2 | 5 | 1 | 3 | 21 | 1 |
Sharpened Stick | Hardwood | 1d4 (Step 5) | — | 3 | 6 | 1 | 5 | 45 | 1 |
Stone Knife | Flint | 1d4 (Step 5) | Flurry | 8 | 1 | 1 | 6 | 54 | 1 |
Obsidian Blade | Obsidian | 1d6 (Step 7) | Flurry | 9 | 1 | 2 | 3 | 30 | 2 |
Bone Spear | Bone | 1d6 (Step 7) | Drive, Extend | 4 | 6 | 2 | 4 | 40 | 2 |
Stone Axe | Stone & Wood | 1d8 (Step 9) | Rend | 6 | 2 | 1 | 8 | 64 | 1 |
Antler Mace | Antler | 1d6 (Step 7) | Exhaust | 5 | 7 | 2 | 6 | 72 | 2 |
Bronze Age Weapons
Weapon | Material | Damage | Properties | Hard. | Res. | Cond. | Stab. | Base Dur. | Mana Cap.* |
---|---|---|---|---|---|---|---|---|---|
Copper Dagger | Copper | 1d4 (Step 5) | Flurry | 3 | 5 | 8 | 4 | 32 | 8 |
Bronze Sword | Bronze | 1d8 (Step 9) | Mark | 5 | 4 | 7 | 7 | 63 | 7 |
Bronze Spear | Bronze | 1d8 (Step 9) | Drive, Extend | 5 | 4 | 7 | 7 | 63 | 7 |
Bronze Axe | Bronze | 1d10 (Step 11) | Rend | 5 | 4 | 7 | 7 | 63 | 7 |
Iron Age Weapons
Weapon | Material | Damage | Properties | Hard. | Res. | Cond. | Stab. | Base Dur. | Mana Cap.* |
---|---|---|---|---|---|---|---|---|---|
Iron Dagger | Iron | 1d4 (Step 5) | Flurry | 5 | 4 | 6 | 6 | 54 | 6 |
Iron Sword | Iron | 1d8 (Step 9) | Mark | 5 | 4 | 6 | 6 | 54 | 6 |
Iron Battleaxe | Iron | 1d12 (Step 12) | Rend | 5 | 4 | 6 | 6 | 54 | 6 |
Iron Mace | Iron | 1d8 (Step 9) | Exhaust | 5 | 4 | 6 | 6 | 54 | 6 |
Iron Spear | Iron | 1d8 (Step 9) | Drive, Extend | 5 | 4 | 6 | 6 | 54 | 6 |
Steel Age Weapons
Weapon | Material | Damage | Properties | Hard. | Res. | Cond. | Stab. | Base Dur. | Mana Cap.* |
---|---|---|---|---|---|---|---|---|---|
Steel Dagger | Steel | 1d4 (Step 5) | Flurry | 7 | 4 | 6 | 8 | 88 | 6 |
Steel Shortsword | Steel | 1d6 (Step 7) | Mark | 7 | 4 | 6 | 8 | 88 | 6 |
Steel Longsword | Steel | 1d8 (Step 9) | Mark, Adapt | 7 | 4 | 6 | 8 | 88 | 6 |
Steel Greatsword | Steel | 2d6 (Step 13) | Rend, Drive | 7 | 4 | 6 | 8 | 88 | 6 |
Steel Rapier | Steel | 1d8 (Step 9) | Flurry, Mark | 7 | 4 | 6 | 8 | 88 | 6 |
Steel Scimitar | Steel | 1d8 (Step 9) | Glance | 7 | 4 | 6 | 8 | 88 | 6 |
Steel Battleaxe | Steel | 1d12 (Step 12) | Rend | 7 | 4 | 6 | 8 | 88 | 6 |
Steel Warhammer | Steel | 1d10 (Step 11) | Fell | 7 | 4 | 6 | 8 | 88 | 6 |
Steel Mace | Steel | 1d8 (Step 9) | Exhaust | 7 | 4 | 6 | 8 | 88 | 6 |
Steel Flail | Steel | 1d8 (Step 9) | Fell | 7 | 4 | 6 | 8 | 88 | 6 |
Steel Spear | Steel | 1d8 (Step 9) | Drive, Extend | 7 | 4 | 6 | 8 | 88 | 6 |
Steel Poleaxe | Steel | 1d12 (Step 12) | Rend, Extend | 7 | 4 | 6 | 8 | 88 | 6 |
Advanced Alloy Weapons
Weapon | Material | Damage | Properties | Hard. | Res. | Cond. | Stab. | Base Dur. | Mana Cap.* |
---|---|---|---|---|---|---|---|---|---|
Carbon Steel Katana | Carbon Steel | 1d10 (Step 11) | Mark, Glance | 9 | 5 | 5 | 9 | 126 | 5 |
Stainless Rapier | Stainless Steel | 1d8 (Step 9) | Flurry, Mark | 8 | 5 | 4 | 12 | 156 | 4 |
System-Era Masterworks
Weapon | Material | Damage | Properties | Hard. | Res. | Cond. | Stab. | Base Dur. | Mana Cap.* |
---|---|---|---|---|---|---|---|---|---|
Mithril Blade | Mithril | 1d8 (Step 9) | Flurry, Mark, Conduct | 6 | 8 | 12 | 10 | 140 | 12 |
Adamantine Sword | Adamantine | 1d10 (Step 11) | Mark, Resist | 15 | 5 | 3 | 20 | 400 | 3 |
Darksteel Scimitar | Darksteel | 1d8 (Step 9) | Glance, Phase | 8 | 6 | 2 | 15 | 210 | 2 |
Voidmetal Dagger | Voidmetal | 1d6 (Step 7) | Flurry, Resist | 10 | 3 | 1 | 18 | 234 | 1 |
Living Steel Longsword | Living Steel | 1d10 (Step 11) | Mark, Regenerate, Adapt | 8 | 7 | 8 | 12 | 180 | 8 |
Exotic Creature Weapons
Weapon | Material | Damage | Properties | Hard. | Res. | Cond. | Stab. | Base Dur. | Mana Cap.* |
---|---|---|---|---|---|---|---|---|---|
Dragon Scale Blade | Dragon Scale | 2d6 (Step 13) | Resist, Charged | 12 | 8 | 10 | 15 | 300 | 10 |
Phoenix Feather Whip | Phoenix Down | 1d6 (Step 7) | Bind, Resist, Regenerate | 2 | 12 | 15 | 8 | 112 | 15 |
Kraken Chitin Trident | Kraken Chitin | 1d10 (Step 11) | Drive, Extend | 10 | 9 | 6 | 12 | 228 | 6 |
Treant Heartwood Staff | Treant Heartwood | 1d8 (Step 9) | Exhaust, Conduct, Regenerate | 6 | 10 | 8 | 16 | 256 | 8 |
*Mana Capacity assumes Item Level 1 for comparison purposes.
Ranged Weapons
Primitive Ranged Weapons
Weapon | Material | Damage | Range | Properties | Hard. | Res. | Cond. | Stab. | Base Dur. | Mana Cap.* |
---|---|---|---|---|---|---|---|---|---|---|
Sling | Leather | 1d4 | 60/180 | Hamper | 1 | 8 | 1 | 4 | 36 | 1 |
Staff Sling | Wood & Leather | 1d6 | 90/270 | Hamper | 2 | 6 | 1 | 3 | 24 | 1 |
Atlatl | Bone | 1d6 | 90/360 | — | 4 | 6 | 2 | 4 | 40 | 2 |
Traditional Bows
Weapon | Material | Damage | Range | Properties | Hard. | Res. | Cond. | Stab. | Base Dur. | Mana Cap.* |
---|---|---|---|---|---|---|---|---|---|---|
Simple Bow | Wood & Sinew | 1d6 | 90/360 | — | 2 | 7 | 1 | 2 | 18 | 1 |
Longbow | Hardwood & Sinew | 1d8 | 150/600 | — | 3 | 7 | 1 | 3 | 30 | 1 |
Composite Bow | Horn, Wood & Sinew | 1d8 | 120/480 | — | 4 | 8 | 2 | 5 | 60 | 2 |
Recurve Bow | Advanced Composite | 1d10 | 130/520 | — | 5 | 9 | 2 | 6 | 84 | 2 |
Crossbows
Weapon | Material | Damage | Range | Properties | Hard. | Res. | Cond. | Stab. | Base Dur. | Mana Cap.* |
---|---|---|---|---|---|---|---|---|---|---|
Light Crossbow | Wood & Bronze | 1d8 | 80/320 | Drive | 4 | 3 | 5 | 6 | 42 | 5 |
Heavy Crossbow | Steel | 1d10 | 120/480 | Drive | 7 | 2 | 6 | 8 | 72 | 6 |
Repeating Crossbow | Steel Mechanism | 1d8 | 80/320 | Flurry | 8 | 3 | 6 | 9 | 99 | 6 |
Advanced Ranged Weapons
Weapon | Material | Damage | Range | Properties | Hard. | Res. | Cond. | Stab. | Base Dur. | Mana Cap.* |
---|---|---|---|---|---|---|---|---|---|---|
Mithril Longbow | Mithril & Sinew | 1d10 | 200/800 | Conduct, Extended Range | 6 | 8 | 12 | 10 | 140 | 12 |
Living Steel Crossbow | Living Steel | 1d12 | 150/600 | Regenerate, Adapt | 8 | 7 | 8 | 12 | 180 | 8 |
Thrown Weapons
Weapon | Material | Damage | Range | Properties | Hard. | Res. | Cond. | Stab. | Base Dur. | Mana Cap.* |
---|---|---|---|---|---|---|---|---|---|---|
Throwing Stone | Stone | 1d3 | 20/60 | — | 6 | 2 | 1 | 8 | 64 | 1 |
Throwing Knife | Steel | 1d4 | 20/60 | Flurry, Balance | 7 | 4 | 6 | 8 | 88 | 6 |
Javelin | Steel | 1d6 | 30/120 | Drive, Balance | 7 | 4 | 6 | 8 | 88 | 6 |
Chakram | Adamantine | 1d8 | 40/160 | Rend, Returning | 15 | 5 | 3 | 20 | 400 | 3 |
*Mana Capacity assumes Item Level 1 for comparison purposes.
Ammunition
Standard Projectiles
Type | Material | Damage Bonus | Properties | Hard. | Res. | Cond. | Stab. | Cost (per 20) |
---|---|---|---|---|---|---|---|---|
Stone Bullets | Stone | +0 | Heavy | 6 | 2 | 1 | 8 | 1 cp |
Iron Arrows | Iron | +0 | Reliable | 5 | 4 | 6 | 6 | 2 gp |
Steel Arrows | Steel | +1 step | Sharp | 7 | 4 | 6 | 8 | 8 gp |
Mithril Arrows | Mithril | +2 steps | Lightweight, Conduct | 6 | 8 | 12 | 10 | 50 gp |
Adamantine Bolts | Adamantine | +2 steps | Armor-Piercing | 15 | 5 | 3 | 20 | 75 gp |
Specialized Ammunition
Type | Design | Effect | Cost (per 5) |
---|---|---|---|
Bodkin Points | Narrow steel tip | Ignores 2 points of armor | 3 gp |
Broadheads | Wide steel blade | +1d4 bleeding damage | 4 gp |
Blunt Arrows | Wood and lead | Deals bludgeoning, Exhaust property | 2 gp |
Barbed Points | Hooked steel | Difficult to remove (-1 action to extract) | 5 gp |
Whistling Arrows | Hollow bone tips | Audible at 500 meters, intimidation bonus | 8 gp |
Environmental Effects
Climate Impact on Durability
Different environmental conditions affect weapon materials in predictable ways, requiring proper maintenance and storage to preserve equipment.
Condition | Affected Materials | Daily Effect | Mitigation |
---|---|---|---|
Heavy Rain | Organic materials (Wood, Leather, Bone) | -1 durability | Proper oiling, covered storage |
Extreme Heat (40°C+) | Leather, Sinew, low-stability materials | -2 durability | Shade, climate control |
Freezing Cold (-10°C) | High-hardness, low-resilience materials | -1 durability, brittleness | Indoor storage, gradual warming |
Salt Air | Iron, Steel, Copper | -1 durability per week | Regular cleaning, protective coatings |
High Humidity | Wood, Plant Fiber | -1 durability | Ventilation, desiccants |
Acid Environment | Most metals except gold/mithril | -3 durability | Specialized protective treatments |
Beneficial Conditions
Condition | Benefited Materials | Effect |
---|---|---|
Proper Maintenance | All materials | Prevents environmental damage |
Climate-Controlled Storage | All materials | No environmental degradation |
Regular Use | Steel, Iron | Prevents rust, maintains edge |
Magical Preservation | Any material | Complete environmental immunity |
Weapon Enhancement
Enchantment Compatibility
Different materials possess varying affinities for magical enhancement, affecting the mana costs and effectiveness of applied enchantments.
Enhanced Conductivity Materials (Reduced mana costs):
- Silver: -20% mana for protective enchantments
- Mithril: -25% mana for all enchantments
- Living Steel: -15% mana, enchantments grow stronger over time
Standard Materials (Normal mana costs):
- Steel, Bronze, Iron, most organic materials
Enchantment-Resistant Materials (Increased costs):
- Adamantine: +100% mana cost, resists magical alteration
- Voidmetal: Cannot be enchanted through normal means
Modification Techniques
Reinforcement: Adding structural support to existing weapons
- Metal bands on organic weapons: +20% base durability
- Composite wrapping: +10% durability, improved grip
- Core strengthening: +1 to Stability rating
Reshaping: Altering weapon geometry for different properties
- Adding curves: Grants Glance property
- Extending reach: Adds Extend property if structurally sound
- Balance adjustment: Grants Adapt property
Material Integration: Combining different substances
- Silver inlay: +1 damage vs supernatural creatures
- Decorative elements: +2 to social interactions in appropriate cultures
- Weighted components: Modify weapon properties (Drive, Fell)
Repair & Maintenance
Standard Repair
Restoring weapon durability requires appropriate skills and materials:
Repair Requirements:
- Power Level: Crafting Skill + Relevant Stat + Milestone Level
- Materials: Raw materials worth 10% of original weapon cost per durability point
- Time: 1 hour per durability point restored
- Without Proper Skill: Use only stat modifier, -2 penalty to Flux Check
Field Repair
Emergency maintenance for critical situations:
Field Repair Limitations:
- Power Level: Survival or Crafting + Relevant Stat + Milestone Level
- Materials: Improvised components, scavenged parts
- Maximum Restoration: 50% of weapon's maximum durability
- Time: 10 minutes per durability point
- Quality: Temporary repairs, -1 to weapon statistics until proper maintenance
Catastrophic Failure
When weapons reach 0 durability, they suffer critical structural failure:
Broken Weapon Effects:
- Damage reduced by 2 dice steps
- Properties cease to function
- Further use risks complete destruction
- Repair requires master craftsman (Skill Level 50+)
Destroyed Weapons:
- Cannot be repaired through normal means
- May be salvaged for raw materials (25% of original material value)
- Legendary weapons may require quest-level restoration efforts
Quick Start Guide
Creating Your First Weapon
- Choose Material: Select appropriate material for setting and character level
- Determine Base Stats: Record Hardness, Resilience, Conductivity, Stability
- Calculate Base Durability: (Hardness + Resilience) × Stability
- Select Weapon Type: Choose shape/size for desired damage and properties
- Make Crafting Check: Use Flux Check System with appropriate skill
- Determine Final Stats: Apply Quality and Item Level modifiers
- Calculate Mana Capacity: Item Level × Conductivity
- Record Final Weapon: Note all stats, properties, and special abilities
Example Weapon Creation
Creating a Steel Longsword:
- Material: Steel (Hard 7, Res 4, Cond 6, Stab 8)
- Base Durability: (7+4) × 8 = 88
- Weapon Type: Longsword (1d8 damage, Mark + Adapt properties)
- Crafting: Assume competent smith creates Quality 3, Level 2 weapon
- Final Durability: (88 + 2) × 3) = 270
- Mana Capacity: 2 × 6 = 12
- Final Weapon: Steel Longsword, 1d8 damage, 270 durability, 12 mana capacity, Mark + Adapt properties
This comprehensive weapon system provides infinite scalability while maintaining tactical depth and meaningful choice. From the humblest stone knife to legendary artifacts forged from the bones of ancient dragons, every weapon tells a story of the hands that shaped it and the battles that tested its mettle.