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

See Also