What follows are some typical weapons in a medieval setting. Note that offensive quality represents how well the weapon hits in an attack, while defensive quality represents how well suited the weapon is for defense (and how much armor it provides with a block). Consider varying these qualities by how well the weapon was forged, and some of the same type may differ in favoring offense over defense (for example, a parrying dagger may have a +0/+2 instead of a +1/+1). Similarly, individual weapons may have a higher or lower base damage than what is listed here. The final number on the right is the value of the weapon.
Crude Knife(T2) [L | Quality: +0/-2 | 1W] - 2
Knife(T3) [L | Quality: +1/+0 | 1d2W] - 9
Dagger(T3) [L | Quality: +1/+1 | 1d3W] - 15
Fine Dagger(T4) [L | Quality: +2/+2 | 1d3W] - 20
Light Axe(T3) [L | Quality: +1/-1 | 1d3+1W | FIN:12] - 15
Short Sword(T3) [L | Quality: +1/+1 | 1d3+2W | FIN:13] - 27
Crude Baton(T2) [L | Quality: +0/+0 | 1d3W] - 10
Hammer(T2) [L | Quality: +1/+0 | 1d3+1W | FIN:12] - 16
Bracers(T3) [L | Quality: -2/+2 | 0W] - 3
Primitive Buckler(T1) [L | -2/+3 | 0W | INS:11] - 6
Buckler(T3) [L | -1/+4 | 0W] | - 9
Spiked Buckler(T3) [L | +0/+4 | 1d2W | FIN:10] - 24
Sword(T3) [Quality: +1/+2 | 1d6W] - 42
Broadsword(T3) [Quality: +1/+2 | 1d6+2W | BOD:11] - 54
Masterwork Sword(T5) [Quality: +4/+3 | 1d6+3 | BOD:12] - 80
Axe(T3) [Quality: +2/+0 | 1d6+1W | BOD:10] - 42
Battle Axe(T3) [Quality: +2/-1 | 1d6+3W | BOD:12] - 48
Ball & Chain(T3) [L/M | Quality: +2/-2 | 1d3+3W | FIN:14] - 24
Makeshift Club(T0) [Quality: -1/-2 | 1d6-1W] - 0
Club(T3) [Quality: +1/+1 | 1d6W] - 36
Mace(T3) [Quality: +1/+1 | 1d6+1W | BOD:10] - 42
Crude Shield(T2) [L/M | Quality: -3/+3 | 0W] - 8
Shield(T3) [L/M | Quality: -2/+4 | 0W] - 12
Fine Bladed Shield(T4) [L/M | Quality: +1/+5 | 1d3+1W | BOD:10/FIN:12] - 72
Primitive Whip(T1) [L/H | Quality: +0/-3 | 1d2+2W | FIN:11] - 20
Spear(T3) [M/H | Quality: +2/+1 | 1d6W] - 60
Longsword(T3) [M/H | Quality: +2/+1 | 1d6+4W | BOD:13] - 84
Heavy Axe(T3) [H | Quality: +3/-1 | 2d6-1W] - 36
Great Sword(T3) [H | Quality: +3/+1 | 2d6W | FIN/STR:10] - 72
Great Axe(T3) [H | Quality: +3/+0 | 2d6+4W | STR:14] - 108
Heavy Mace(T3) [M/H | Quality: +2/+0 | 1d6+3W | BOD:12] - 60
Maul(T3) [H | Quality: +3/+1 | 2d6+2W | BOD:10/STR:12] - 96
Heavy Shield(T3) [M/H | Quality: -2/+5 | 0W] - 36
Masterwork Bladed Tower Shield(T5) [M/H | Quality: +2/+6 | 1d6W | BOD:11] - 160
What follows are some typical weapons in a medieval setting. Note that offensive quality represents how well the weapon hits in an attack, while defensive quality represents how well suited the weapon is for defense (and how much armor it provides with a block). Consider varying these qualities by how well the weapon was forged, and some of the same type may differ in favoring offense over defense (for example, a parrying dagger may have a +0/+2 instead of a +1/+1). Similarly, individual weapons may have a higher or lower base damage than what is listed here. The final number on the right is the value of the weapon.
Primitive Light Sling(T1) [L | Quality: +0/-4 | Range: Short | 0W | Ammo(9)] - 9
Throwing Knife(T3) [L | Quality: +1/-3 | Range: Short | 1d2W] - 24
Fine Shuriken(T4) [L | Quality: +3/-3 | Range: Long | 1d2W] - 52
Hand Crossbow(T3) [L | Quality: +0/-2 | Range: Short | 1W | Ammo(7)] - 18
Light Crossbow(T3) [L | Quality: +2/-2 | Range: Short | 1d3W | Ammo(7)] - 30
Light Bow(T3) [L | Quality: +2/-2 | Range: Short | 1d3W | Ammo(7)] - 30
Primitive Hunting Boomerang(T1) [Quality: +0/-4 | Range: Long | 1d6-1W] - 34
Primitive Sling(T1) [Quality: +0/-4 | Range: Long | 1d3+2W | FIN:11 | Ammo(9)] - 34
Throwing Axe(T3) [Quality: +2/-2 | Range: Close | 1d6W] - 66
Crude Javelin(T2) [Quality: +0/-4 | Range: Short | 1d6+1W | STR:10] - 44
Javelin(T3) [Quality: +1/-2 | Range: Short | 1d6+1W | STR:10] - 72
Bow(T3) [Quality: +2/-2 | Range: Long | 1d6W | Ammo(7)] - 84
Legendary Bow(T6) [Quality: +5/+3 | Range: Long | 1d6+4W | FIN/STR:12 | Ammo(4)] - 240
Crossbow(T3) [Quality: +2/-2 | Range: Long | 1d6W] - 84
Primitive Heavy Boomerang(T1) [H | Quality: +0/-4 | Range: Long | 2d6-2W] - 60
Primitive Staff Sling(T1) [H | Quality: +1/-2 | Range: Long | 1d6W | FIN:12 | Ammo(9)] - 80
Throwing Spear(T3) [Quality: +2/+0 | Range: Short | 1d6+2W | FIN:12/STR:11] - 192
Heavy Bow(T3) [H | Quality: +0/-2 | Range: Long | 1d6+4W | BOD:13 | Ammo(7)] - 144
Heavy Crossbow(T3) [H | Quality: +0/-2 | Range: Long | 1d6+4W | FIN:13 | Ammo(7)] - 144
Fine Two Rivers Longbow(T4) [H | Quality: +4/+2 | Range: Extensive| 2d6-1W | BOD:14 | Ammo(6)] - 240
Crafting weapons takes two crafting rolls for quality and damage, three if the weapon also has a range. First, make a Quality Craft Check, next a Range Craft Check (if applicable), then finally the Damage Craft Check. Some craft checks have specialized weapon rules that affect the overall stats of the weapon.
Size: when creating a weapon the size is the first thing to consider, as this affects how many units of crafting materials are needed (these same rules apply separately to damage size, so with a Weapon Size and Damage Size the same, double these values). The number of crafting materials needed is dependent on the size of the weapon. A normal-sized weapon (S4) would need a base of four units of crafting materials, half for each size category down, double for each size category up. So a small weapon (S3) would need two units, a little weapon (S2) one unit, tiny (S1) half of one unit (or less), while a large (S5) would need 8 units, huge (S6) 16 units, and so forth.
Tier: there are seven basic tiers of quality, from makeshift (T0), regular (T3), to Legendary (T6). Crafting materials must be equal/higher than the tier of the weapon. The weapon tier affects its maximum stats.
Quality: a weapon begins with a base offensive/defensive bonus of +0, and can have a max offensive/defensive bonus equal to its tier. For example, a makeshift weapon (T0) could only have a maximum Offb or Defb of +0, a primitive weapon (T1) +1, a normal weapon (T4) of +4, etc.. Specialized weapons (see below) may impact this maximum.
Quality Craft Check
10 + 2x Tier(weapon) - Tier(tools) - Tier(materials)
results:
Per Success of (6-Tier): +1 Quality (Offb or Defb)
Failure of (Tier): -1 to Quality (Offb or Defb)
Blunder: -1 Tier, reroll
Critical: can reroll with +1 Tier (max 1)
Bonus Max (+0) = Makeshift (T0)
Bonus Max (+1) = Primitive (T1)
Bonus Max (+2) = Crude (T2)
Bonus Max (+3) = Regular (T3)
Bonus Max (+4) = Fine (T4)
Bonus Max (+5) = Masterwork (T5)
Bonus Max (+6) = Legendary (T6)
Range: by default, a weapon has a range of N/A (not applicable) and a Range Craft Check isn't needed. Specialized weapons (see below) are used to give ranges beyond N/A, in which case a Range Craft Check is needed. Specialized weapons are governed by the following rules, and only one of these options may be selected.
Throwing Weapon (Range Craft Target +1) = [Defb: -1 or Range Craft Target +4 | Range: Short]
Melee weapons that are designed to be thrown - you can note this type by adding "Throwing" in the weapon name. Has a default range of Short (10m) for +0S damage size weapons. For each +1S beyond that, reduce range by one category.
Aerodynamic Weapon (Range Craft Target +2) = [Defb: -2 or Range Craft Target +4 per +1| Range: Long]
Melee weapons that are well-crafted for throwing. Has a default range of Long (50m) for +0S damage size weapons. For each +1S beyond that, reduce range by one category.
Ranged Weapon = [Defb: -3 | Range: Varies]
Designed for ranged combat, these weapons generally perform poorly in melee combat. Default range is determined by damage size (3S is Short, +1 range category per +1S damage size).
Range Craft Check
10 + 2x Tier(weapon) - Tier(tools) - Tier(materials)
results:
Per Failure of Two: -1 Offb
Per Failure of Four: -1 Range Category
Blunder: Range = N/A
Critical: can reroll with +1 Range Category (max 1)
Damage: damage is governed by size, by default the same size as the weapon, though in some special cases the Damage Size may be different from the Weapon Size. Additional crafting materials are needed, using the same rules as for Weapon Size, so a normal-sized weapon (4 units) that has normal size damage would take 8 units total of crafting materials, while a normal-sized weapon with a small damage size would use a total of 6 units (4 units + 2 units).
Parrying Weapon (Damage Craft Target +1) = [Offb: -1 | Defb: +1]
Melee weapons that are designed to offer additional defense at the expense of offense. A parrying weapon both counts as weapon size and one lower for defense.
Defensive Weapon (Damage Craft Target +2) = [Offb: -2 | Defb: +2 | Damage Size -2, Craft Target +2 per +1 damage size]
Melee weapons that are primarily used to defend against attacks, such as bucklers, bracers and so forth - you can note this type by adding "Defensive" or "Blocking" in the weapon name. By default, has a damage size two lower than weapon size. For example, a normal-sized arm guard (S4) would have a damage size of little (S2), giving it a base damage of 1d2. A defensive weapon both counts as weapon size and up to two lower for defense.
Shield (Damage Craft Target +3) = [Offb: -4 | Defb: +4 | Damage Size -3, Craft Target +3 per +1 damage size]
Melee weapons that are almost exclusively used to defend against attacks, typically shields that need at least one arm to effectively wield. By default, has a damage size three lower than weapon size. For example, a normal-sized shield (S4) would have a damage size of tiny (S1), giving it a base damage of 1. A shield counts as weapon size or lower.
Reach Weapon (Damage Craft Target +1] = [Damage Size: -1 or more]
These are weapons with a damage size smaller than the weapon size, reducing the overall number of materials and allowing the user to use certain skills. For a normal-sized character, for example, a Large weapon (S5/S4) could be a polearm (such as a spear), but an S5/S5 polearm would be a Heavy weapon and require that skill. A reach weapon both counts as weapon size and damage size for offense.
Heavy Weapon (Damage Craft Target Inferior+1) = [Damage Size: +1 or more(+ Inferior)]
These are weapons with a damage size larger than the weapon size, increasing the overall number of materials and the damage. Note that this could bump the weapon into a heavy category.
The base damage of any weapon is Tiny (S1) = 1, Little (S2) = 1d2, Small (S3) = 1d3, Normal (S4) = 1d6, Large (S5) = 2d6, Huge (S6) = 4d6, Massive (S7) = 8d6, Gargantuan (S8) = 16d6, Colossal (S9) = 32d6, and Mythical (S10) = 64d6.
Damage Craft Check
10 + 2x Tier(weapon) - Tier(tools) - Tier(materials)
results:
Per Success of (6-Tier) : +1 pip
Per Failure of (Tier): -1 damage
Blunder: -1 Damage Size Category, reroll
Critical: can reroll with damage +1 dice (max 1)
Max Pips (0) = Makeshift (T0)
Max Pips (2) = Primitive (T1)
Max Pips (4) = Crude (T2)
Max Pips (6) = Regular (T3)
Max Pips (8) = Fine (T4)
Max Pips (10) = Masterwork (T5)
Max Pips (12) = Legendary (T6)
Bonus Damage (+1 per 8 pips) = Tiny (S1)
Bonus Damage (+1 per 6 pips) = Little (S2)
Bonus Damage (1+ per 3 pips) = Small (S3)
Bonus Damage (+1 per 2 pips) = Normal (S4)
Bonus Damage (+1 per pip) = Large (S5)
Bonus Damage (+2 per pip) = Huge (S6)
The base damage is modified by how well the weapon was crafted, limited by the Tier and damage size of the weapon. A weapon cannot have a bonus to damage greater than the die code (so max 1+1, 1d3+3, 1d6+6, 3d6+18, etc.), max pips are equal to double the tier (so no pips for T0, max two pips at T1, four pips at T2, etc.). A pip is dependent on the Damage Size, rounding down (as always): Tiny(S1)=1/8 | Little(S2)=1/6 | Small(S3)=1/3 | Normal(S4)=1/2 | Large(S5)=1 | Huge(S6)=2 | Massive(S7)=4 | Gargantuan(S8)=8
| Colossal(S9)=16 | Mythical(S10)=32. For example, if you were to working on a T4 (max 8 pips) weapon and rolled a success that earned you the maximum eight pips, the total damage for Tiny would be 1+1 (or just 2), for little 1d2+1, for small 1d3+2, for normal 1d6+4, for large 2d6+8, etc..
Special: some weapons may have special effects, which can be added to the weapon using pips.
Bleed (must be a bladed weapon): 1 pip
Stat Restrictions: some weapons may be so heavy or unwieldy that they need minimum stats to be wielded effectively. A STR stat restriction means the weapon takes brute force to wield effectively, while a BOD stat restriction means the user may quickly tire if they lack sufficient stamina. For a normal-sized character (S4), +1S = S5. With the GM's permission, some of these stats may be switched out. For example, say a character making a longbow (S5/S5) opts for FIN/BOD 12+ instead of STR/BOD 12+, the GM might allow that.
If weapon size or damage size +1S, STR or BOD 10+
+1S/+1S, STR/BOD 12+
If weapon size or damage size +2S, STR or BOD 15+
Note on Giants: remember that most creatures are scaled to their own size and gain damage multipliers against smaller/larger-sized opponents, so a "light" weapon for a large creature would be S4, a "normal" weapon S5, and a "heavy" weapon S6. The default damage dice and bonuses are scaled to that creature (to account for damage multipliers), if you were crafting a weapon for a giant creature and are using the multipliers, scale the damage accordingly. If someone of a different size were to attempt to use that weapon, use these rules as a guideline for converting damage to their size.
Example: a character with a Craft(T) Skill (Rank 3, Bonus +5) wishes to make a medium-sized (S4), T3 ranged weapon (a bow). After gathering 8 crafting materials(T3) and using the appropriate tools, the crafter first rolls for Quality
decides to roll for Range first, and makes a Craft Check: success of four. For medium bows, he sees the max range at that point value (4) is Short. He wants Long range, which needs a success of eight, so he spends a reroll (he has three, equal to his skill rank), getting a success of three - now the max range is Close. He spends a second reroll and gets lucky, getting a success of nine (rolled a 14 + craft bonus of 5 versus target of 10). He marks that the range of this weapon as Long. This costs 8 points, so he subtracts that from his materials, which are now 22 crafting materials(T3).
He checks the damage next, and on his first roll he gets a success of 3. Checking the point cost for medium weapon damage, he sees that the max damage he could pick is 1d6-1W, the minimum. Unhappy with this result, he spends his last reroll and gets a success of 7, giving a max damage of 1d6+2W (STR:11), though he'd have to accept a stat requirement or reduce the damage. He opts for a damage of 1d6+1W and STR:10 stat requirement, since he's making this weapon for himself (and his STR is only 10). This costs 5 points, so now he has 17 crafting materials(T3).
Next, he checks the quality. He rolls a failure. Since he's out of rerolls, he has to drop the weapon from T3 to T2 and roll again (cursing himself for not checking the quality first, or at least holding on to a reroll). He checks the quality again, but now it's for a T2 weapon and his target is 14 (10 + 2xT or 2x2 = 14). He rolls a success of six, a lucky break, as the max bonus to the quality is +4, providing he accepts another stat requirement (Physical). With a base quality of [-1/-3], of the +4 available, he puts +3 into offense and the remaining +1 into defense, for a final quality of [+2/-2]. This weapon is ill-suited for defense, but still a good ranged, offensive weapon. Using the full +4, he accepts another stat requirement. As he already has a STR requirement on this weapon, he opts for a FIN requirement. As both are at a value of 10, this is how he records the stats of his bow:
Crude Bow(T2) [Quality: +2/-2 | Range: Long | 1d6+1W | FIN/STR: 10]
This costs 4 points, so he now has 13 crafting materials(T3).
REWORK Value: to calculate the value of a weapon, add together the points spent for quality, range, and damage (minimum one point), multiply by size (Light x1, Medium x2, Heavy x4), and multiply by the tier. Note this means makeshift weapons (T0), even if they have good stats, are considered to have zero value. For larger weapons with smaller damage values, divide the points by two per category difference (for example, a heavy weapon with a light damage code would be 1/4th the points for damage).
so,
Value = points spent(minimum one) x size (L = 1; M = 2; H = 4) x tier