Sometimes your physical body is just not enough, and you need to arm yourself in a case of an emergency. This is where weapons come in. Weapons range from modern to antiques, from swords to guns, from melee to ranged... and everything in-between. A weapon says as much about the character as their other abilities and often reflects the personality of the one who wields it. Whether a huge hammer or a small dagger, there's always a reason why fight with the weapons they do.
If punches and kicks are not enough, you might consider buying yourself a weapon. When doing so, there are some things you must first decide about your weapon. The first is if the weapon is modern or classical. This is an important decision as it is tied with what you mean to use your weapon against. By having an either modern or classical weapon, when using it your damage type changes to one or the other. Unarmed attacks, however, have their own category. There's also a fourth, supernatural category, which is not available for normal weapons.
Next, you must decide what size category the weapon in question is, and what its range is. The size category affects how much damage score bonus the weapon in question gives, though it also means that heavier weapons cannot be carried by those with insufficient amount of strength. The three size categories, their damage score bonuses and few examples, are as follows:
There are some special rules when it comes to Light, Medium and Heavy Weapons. In case of Light Weapons, it is possible to wield two Light Weapons at the same time, one in each hand. Whenever you make an attack and strike with you main-hand weapon, you can make an additional attack with your off-hand weapon. This off-hand weapon does 50% of the full damage, just as if you were making multiple attacks in a Turn. Medium weapons cannot be dual-wielded, but they require only one hand to utilize. Meanwhile, Heavy Weapons are powerful but can only be used with two hands.
There is one side note here, which is the gun category of weapons. Guns do not get their damage score from strength, as should be obvious. They are bought just like any other weapon, and have damage equal to the bonus that the Weight Class brings. In addition, the user can pay AP in character creation to increase the amount of damage that guns do. Each gun can have their damage increased to the maximum of twice the base damage, as described below. The list also shows how much +1 point of damage increase costs for each Weight Class of guns.
The three range categories are melee, medium and ranged. You must decide the range of your weapon as it decides what sort of fighting style should you utilize with the weapon in question. Melee-range weapons are meant to be used close up to the enemy, being things like hammers. Medium-range weapons are meant to have a range advantage over enemies with melee weapons, being things like spears. Long range weapons are meant to snipe your enemies from afar and before they can close in, being things like shuriken. Each category has their strengths and weaknesses, which we will go over now:
There are also throwing weapons. Throwing weapons count as light, long range weapons. However, they only have half the range a normal ranged weapon would have and they can only have a maximum Natural Damage boost from your STR up to +9. In addition, throwing weapons that have their damage reduced to minimum of 1 stay at that damage even if the attack is a critical hit.
As you may have noticed, when it comes to long-range projectile weapons that do not require strength, such as crossbows and guns, this equations of STR Rank times 25 meters does not function. Instead, AP can be used to buy increased ranges for such weapons. The utmost maximum range that can be bought this way is 250 meters. However, there are some limitations regarding the size categories of the weapon in question. They are described below, as well as how much AP it costs to increase the range by 25 meters in AP for each Weight Class of guns.
In addition, the minimum range without any bought with AP is 5 meters.
And remember: If you have an idea for a weapon that does not fit the above rulesets quite clearly, do not be afraid to suggest it. Rules can be always be adapted to feature your idea, and more unique and strange weapons can be discussed and adapted so that they have defined rules.