CONCEAL
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This is the penalty assessed to attempts to use Concealment
to hide a weapon of this size. Some weapons grant a Conceal
penalty or bonus; add them all together for the weapons total
Conceal modifier
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EXAMPLE: The Whip is an Ultra Light weapon and thus gains
a +2 Conceal bonus. However, it is also Extended and Pliable,
which both grant a Conceal modifier. Extended means the weapon
is up to 13 feet long and thus gives a -4 Conceal modifier (-2
for the Two-Handed flaw, -2 from Extended) -- such a long weapon
is hard to miss. However Pliable means that the weapon bends
easily and/or can be deformed and thus grants a +4 Conceal modifier.
Totaling all the modifiers up (+2 +4 -4) indicates that the
Whip has a final Conceal modifier of +2; essentially the length
of the Whip is counteracted by the fact that you can coil it
into a compact roll, wrap it around something under cover, or
similar.
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WEAPON HANDEDNESS
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Some weapons inherently require two (or potentially more) hands
to wield correctly due to their design. However, many weapons
might be designed for multi-handed use for normal people, but
can be wielded by exceptionally large and/or strong individuals
with fewer limbs.
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As a general rule, aside from where otherwise noted, Ultra Light
weapons can be wielded 2 per hand (such as darts and throwing
stars) by normal human sized creatures, Medium weapons can be
wielded one-handed by normal human sized creatures with the
appropriate appendages, Heavy and Very Heavy must be used two-handed
by normal human sized creatures, and Massively Heavy weapons
must be mounted in some way or require a crew to be used by
human sized creatures (annotated as "M/C" for "Mounted
or Crew Served" on the chart above).
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UNUSUAL DESIGN: The design of some weapons affects the
number of hands that must be used to wield them. Some weapons
are relatively light, but are very long and/or flexible, requiring
2 hands for balance like staves and pole arms, or to control
any slack in the weapon such as chain weapons, or require a
draw such as a bow. Other weapons are heavy but designed in
such a way to be balanced towards the grip and thus manageable
with a single hand, such as Long Swords.
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HALF HAND: One interesting weapon is the Whip, which
is Ultra Light and thus wielded with 1/2 hand by a normal human
sized creature, but also is Extended (2" Long), which seems
to indicate that 2 hands are needed to wield it; what is really
intended is that double the number of appendages are required
to use the weapon; thus in the case of a Whip it is usable 1
handed (1/2 doubled) even though it is very long, because of
its lightness.
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HAND & A HALF: Some weapons are Hand-and-a-Half weapons, wieldable
one handed for less damage or two handed for more. The archetypical
example of this is the Bastard Sword.
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RELATIVE SIZE: For creatures that are larger or smaller
than human norm, for each size doubling larger or smaller move
the demarcation line for 1-handedness up or down the chart.
Thus an Ogre which is twice as large as a normal human may wield
Heavy weapons one-handed without penalty, while a Hairfoot Halfling
that is half the size of a normal human must use Medium weapons
two-handed.
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STRENGTH MININIMUM
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The STR Min, or Strength Minima, indicates the amount of Strength
required to wield a weapon of this size. Characters may not
use STR applied towards a STR Min to add damage to an attack.
For every 5 points of STR more than the Minima a character has
they may add +1 Damage Class (DC) when using HtH Weapons.
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EXCEPTIONAL STRENGTH: Creatures that are stronger than
normal may be able to wield some bulky weapons with fewer limbs
than intended. At the GM's discretion a character with 3 more
STR than required for a weapon's STR Minima may wield a weapon
which would normally require two or more limbs with one fewer
limb instead of using the 3 extra STR for extra damage.
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Any weapon, such as Staves, Bows and War Chains, which explicitly
require two hands to wield may not be wielded normally in this
fashion (though they may at the GM's discretion be used one-handed
as clubs or in a diminished fashion).
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KILLING DAMAGE
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Weapons inflict either Killing or Normal damage by default (though
in some exceptional cases their damage might be converted to
the other type, such as striking with the flat of a blade to
convert from Killing to Normal, or wrapping a edged wire around
a club to convert it from Normal to Killing). This column indicates
how much Killing Damage a weapon of this size does if it is
a Killing attack. Most weapons in a Fantasy setting are considered
to be Killing by default, unless specifically noted otherwise.
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NORMAL DAMAGE
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Weapons inflict either Killing or Normal damage by default (though
in some exceptional cases their damage might be converted to
the other type, such as striking with the flat of a blade to
convert from Killing to Normal, or wrapping a edged wire around
a club to convert it from Normal to Killing). This column indicates
how much Normal Damage a weapon of this size does if it is a
Normal attack. Most weapons in a Fantasy setting are considered
to be Killing by default, unless specifically noted otherwise.
The most typical Normal damage based weapon is a simple wooden
club or an object used as an impromptu club.
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