Weapons
Introduction
Mossflower includes a variety of weapons befitting its heroic fantasy setting. From the humble club to the majestic sword, from the simple sling to the powerful longbow - the choice of weapons allows you to customize your fighting style. Most weapons have a broad definition so you can tailor your description. A cutlass, for example, could be described as a scimitar. The club could be a heavy length of knotted rope. Let categorization and statistics serve the tactics of the game while the descriptions serve your creativity.
Weapons must be readied before you can use them. All weapons fit in a pack slot unless stated otherwise.
Weapon Categories
Weapons are divided into four categories, each associated with certain styles of combat: brawl, skirmish, archery, and dueling. Some classes receive bonuses with different categories of weapon.
Brawler. These are small and simple weapons. Many brawl weapons are direct evolutions of ordinary tools readily available to a defender or volunteer.
Ruffian. These versatile weapons, often used by militia and raiders alike, are suited for many situations. This category includes many throwing weapons also suitable for melee.
Soldier. This category includes professional weapons made by skilled artisans, such as elegant blades and polearms. These are effective weapons, but they often require high Brawn to wield.
Reading the Tables
The Weapons table has the following properties:
- Damage (DMG). This weapon's damage bonus, if any.
- Counter (CT). This shield's defensive counter bonus.
- Armor Piercing (AP). “Y” indicates that this weapon's attacks have armor piercing.
- Shot. A weapon marked “Far” or “Near” is used for Shot attacks in close combat, or up to Far or Near range in a skirmish, respectively. A weapon marked “Throw” can be used for Strikes or Shots but only during close combat. Of course, a thrown weapon must be retrieved to use it again.
- A note on ammo: The arrows and stones available for weapons such as bows and slings are usually of no concern, but if the host decides circumstances require restricting ammo due to recent lack of supply or heavy use, roll 1d12 to determine how much ammo is left and count it down with each shot until it can be replenished. Assume that half of used ammo can be retrieved intact if time is taken to do so.
- Paws. The number of paws required to wield the weapon. Weapons that require two paws benefit from greater damage from Brawn. Naturally, you have only two paws. Since it is possible to have more weapons readied in your inventory than you have paws to wield them, your number of paws limits how many of them you may use in a single turn.
- Attribute Requirement (Req).The Brawn requirement to effectively wield this weapon without being Encumbered and the Brains requirement to use its Trick. Weapons with high requirements are stronger than those with less.
- Trick. The special bonus gained from this weapon if your Brains is equal or greater than Req.
- Size. “L” indicates a large item that must fit in a pack slot. “S” indicates a small item that can fit in a pouch or pack slot.
- Value. The typical value of this weapon in Mossflower, measured in abstracted value of goods.
Brawler Weapons
| Name | Dmg | CT | AP | Shot | Paw | Req | Trick | Size | Value |
|---|---|---|---|---|---|---|---|---|---|
| Paws | -1 | - | - | - | 2 | - | On hit, push 1. | - | - |
| Buckler | -1 | +1 | - | - | 1 | 1 | Add +1 Counter vs strikes in Defense Mode. | L | 10g |
| Dagger | - | - | - | Throw | 1 | 1 | Add armor piercing vs foes with a tactical penalty. | S | 10g |
| Dart Blower | - | - | - | Near | 1 | 1 | Target loses 1 HP if attack causes a condition. | S | 10g |
| Staff | - | - | - | - | 2 | 1 | On Amaze, target is Dazed. | L | 5g |
| Club | - | - | - | - | 1 | 3 | On hit, remove a boon. | L | 5g |
| Hatchet | +1 | - | - | Throw | 1 | 3 | On hit, shift 1. | L | 10g |
Ruffian Weapons
| Name | Dmg | CT | AP | Shot | Paw | Req | Trick | Size | Value |
|---|---|---|---|---|---|---|---|---|---|
| Sling | - | - | - | Near | 1 | 1 | May be used as a melee weapon while loaded. | L | 5g |
| Bolas | - | - | - | Throw | 1 | 2 | On Amaze, target is Slowed. | L | 10g |
| Cutlass | +1 | - | - | - | 1 | 3 | Promote Squeak attack results to Pass. | L | 20g |
| Javelin | - | - | - | Throw | 1 | 3 | +1 Dmg if you moved this turn. | L | 10g |
| Shortbow | - | - | - | Near | 2 | 3 | May shoot while adjacent to foes. | L | 20g |
| Spear | - | - | - | Throw | 2 | 3 | May Retaliate on foes that move adjacent to you. | L | 10g |
| Round Shield | -1 | +1 | - | - | 1 | 4 | Add +1 Counter while you have a tactical penalty. | L | 10g |
| Axe | +1 | - | - | - | 1 | 5 | On hit, break defense mode. | L | 20g |
| Hammer | +1 | - | Y | - | 1 | 6 | On hit, push 1. | L | 20g |
Soldier Weapons
| Name | Dmg | CT | AP | Shot | Paw | Req | Trick | Size | Value |
|---|---|---|---|---|---|---|---|---|---|
| Rapier | - | - | - | - | 1 | 2 | Add +2 Fight to strikes caused by reactions. | L | 20g |
| Sword | - | - | - | - | 1 | 2 | Add +1 Counter vs strikes when adjacent to one foe. | L | 20g |
| Lance | - | - | Y | - | 2 | 4 | +1 Dmg if you did not start this turn adjacent to target. | L | 20g |
| Longsword | +1 | - | - | - | 2 | 4 | On Amaze, gain armor piercing. | L | 40g |
| Recurve Bow | - | - | - | Far | 2 | 4 | No penalty for shooting foes adjacent to allies. | L | 20g |
| Mace | - | - | Y | - | 1 | 5 | On Amaze, target is Dazed and loses a boon. | L | 20g |
| Claymore | +1 | - | - | - | 2 | 6 | On hit, another adjacent foe takes 2 armor-ignoring dmg. | L | 50g |
| Kite Shield | -1 | +1 | - | - | 1 | 6 | Add +1 Armor and Counter in defense mode. | L | 20g |
| Poleaxe | +1 | - | Y | - | 2 | 6 | On Amaze, target takes +1 armor-ignoring dmg. | L | 40g |
| War Bow | +1 | - | - | Far | 2 | 6 | Add armor piercing and halve cover bonus in close combat. | L | 40g |
Masterwork Weapons
Masterwork weapons add additional bonuses to the base statistics of the item depending on the description of their properties. These descriptions are appended to the start of the item name. A masterwork weapons can have two such properties. A masterwork outfit or weapon with two properties has 4x the value of a standard item of its type rather than double. An item with two properties cannot have the same property bonus twice.
| Weapon Bonus | Property Name |
|---|---|
| +1 Damage | Deady |
| +1 Fight | Keen |
| +1 Counter | Nimble |
| -2 Req | Balanced |
| Armor Piercing | Piercing |