Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
 Equipment 
 Weapons

Weapons

Characters will use a variety of weapons. Each weapon will have a series of properties. These different properties can make a difference in the effectiveness and benefits of using a selected weapons. Many weapons will carry multiple properties, which means they may be very advantageous over others. Likewise, certain properties which are typically applied alone can offer powerful value as well. It is a balancing process of risks, rewards and circumstances for which a character must choose when selecting his or her weapon of choice.

What are these properties? The first place to start would likely be the weight of the weapon. An armament being used in melee will be either classified as either light, medium or heavy. This determines the additional damage inflicted from a successful melee attack. Range weapons or when using a melee weapon for a range attack, this property is not considered. The default weight bonus for all ranged weapons or their ammo is zero (0). However, there are pros and cons for the size chosen.

Light 0 A light weapon is small and easy to handle. Only light weapons can be used in conjunction with a shield without special skills. They do not gain any bonus on damage for weight; however, light weapons often have faster weapon speeds. In fact, because they have more exact strikes and deeper wounds, light weapon tend to inflict more Pain. Further, there are two unique benefits of using light weapons. First, any reaction used in self-preservation (avoiding a drive attack, resisting being disarmed, attempting to dodge or deflect a physical attack), the rolls made for that reaction are at advantage. The second benefit involves sneak attacks. When making a sneak attack, the victim’s second Awareness to apply the sneak die will be made at disadvantage if the attacker is wielding nothing but light weapons.
Medium 1 This property covers the sizes of weapons between the two extremes. When making an attack that successfully delivers damage to an opponent with a medium weapon, the total attack will gain an additional +1 point of damage of the weapon’s damage type.
Heavy2Weapons with the heavy property always require two hands to wield. Beings who are in the small size category lack the structural physique to balance and wield such accoutrements. Obviously a heavy weapon does not leave an off-hand available to employ a shield. However, the lack of defense is made up by the power of its mass. Not only does the weapon deliver an extra +2 points of damage for its weight. Although, the seem more intimidating, these weapons often strike broadly and thus inflict more damage but ironically the least amount of Pain, with critical hits possibly being the exception to that rule of thumb. All heavy weapons have a special occurrence which will knock the opponent into disadvantage if any of the attack dice have a raw score of 18 or higher; however, an opponent wielding a shield is not affected by this benefit. If the target is subject to the effect, the size of the weapon is so significant that disadvantage applies even if that raw score didn’t connect for a hit. The victim’s penalty remains in effect until the start of its next combat turn. The special occurrence is valid even if using the spinning moves maneuver. However, these weapons are clumsy, meaning they will have a weapon speed penalty of at least -3 with the exception of some polearms.

The next distinction of a weapon to discuss is its usage design. While this may seem just fluff for creative descriptions of the battle, the truth here is it is a strategic method, as a weapon’s design will determine what combat skills can be used with it. As you may recall, the more skills that can be applied when wielding a weapon, the more d20s to be rolled against the enemy for an attack. Depending on the design and the skills employed, the weapon may deliver a different damage type.

Think back to those Receptions as part of a style of armor. They determine how defiant or how susceptible that armor is to different damage types. Thus, a veteran with many fighting styles, might use a different weapon against distinct opponents based solely on how they are battle-garbed. Not necessarily though. Some weapons have more than one

MeleeVariesAny weapon having melee as a property is used to attack a target within 5 feet of the wielder, which is one hex a Roll20 battle map. By default, the weapon remains in possession of the wielder when using it with its melee property. Unskilled persons are able to use melee weapons, but the base skill combat training: melee would be optimal.
RangeVariesWeapons with the range property are those hurled or which launch projectiles at an opponent. Such weapons or their ammo leave the possession of the wielder when used. These weapons will also have a note of range, measured in feet with two numbers. The first is the furthest distance to use normally. Beyond that distance up to the second number, attacks will be made with disadvantage. More details about this later, but when using a range weapon with a melee combatant engaged, then all attacks are also at disadvantage.
BludgeonBluntThis property refers to weapons that can be used with the style: bludgeoning skill to gain the extra d20 on attacks. These weapons almost always deliver blunt damage; however, the bastard sword is an exception.
CleaverBlunt
Edged
This denotation means the weapon is a cleaver or axe that must be used with the style: cleaving skill to gain an extra d20 when attacking. These instruments are edged weapons delivering with the force associated with bludgeoning weapons. Due to the nature of fighting with a cleaver, it will deliver either blunt or edged damage, based on which defense is easier to hit. It will not deliver both types or inflict extra damage, but if the target is resisted or immune against one damage type, the other would still deliver; skeletons suffer normal damage from cleavers for example despite being resistant to edged damage because they are not resistant to blunt. Finally, the Pain potential from cleavers is a little higher than other weapons.
PolePiercingPole weapons are pole-arms and therefore can be used with the fighting skill style: pole-arms to gain the benefits from that style. Rather than adding an additional die, the trained style of fighting will grant the ability to use the reach property of the weapon instead; however, there are some exceptions which will be stated in the weapons’ descriptions. If having reach, and properly skilled, then the impalement reaction can be used -- unless such is explicitly denied in the description. Further, these pole-arms usually deliver piercing damage; however, if there is no blade on the end, blunt would be inflicted instead. Additionally, pole weapons that also have reach offer the wielder special reactions in trade of fewer d20s for attacks compared to other weapons. Whenever successfully striking an opponent as 10-feet or further, the wielder may choose to use an available reaction for one of the following endeavors: knockback, knockdown or sting.
  •Knockback forces the opponent to make a Strength save (TM:12) or be pushed back 5 feet. Victims must be medium-sized or smaller.
  •Knockdown is similar but it forces a tripping competition (d12) against Agility with the the attacker’s score of the roll being a static 4 plus the Strength modifier.
  •Sting strikes a key nerve point to inflict d4 points of Pain if the victim fails a Resilience save TM:10). This is typically only effective against humanoid creatures.
ShooterBy AmmoThis property applies to range weapons that fire projectiles such as bows and crossbows. Such weapons can be used with the style: archery skill to gain the extra d20. These weapons may be placed at disadvantage due to the design of the armor the shooter wears. Also, by default, when a shooter begins his or her combat turn when a recently attacked by a melee combatant from an adjacent hex, then using a shooter will be at disadvantage. More details about this later.
SlicerEdgedThis property refers to most slashing weapons with a cutting edge, such as daggers and swords. These weapons deliver edged damage and can be used with the style: slashing skill to gain an extra d20 on attacks.
SpikeBlunt
Piercing
There are not many spike weapons found in the market; however, less-civilized tribes or mostly-evil societies may use them frequently, as it is often viewed as a cruel weapon. Unlike the cleaver, it does not have its own style of fighting but rather is wielded the same as any bludgeon. The advantage of a spiked weapon is it will deliver puncture damage, which just means either blunt or piercing, depending on which defense is easier to hit. It will not deliver both types or inflict extra damage, but if the target is resisted or immune against one damage type, the other would still deliver. Once again, skeletons make a great example for how a spike would be superior to a pole spear.
ThrownVariesA weapon marked as thrown is permitted to be hurled at an opponent, meaning it can be used with the style: hurling skill. Often these weapons can be used in both melee and range attacks, like a dagger for example. There will be more details about special cases using these in the combat section. Similar to the shooter, one would be at disadvantage when hurling a weapon amid close melee; however, see the flung property below.
SpecialVariesWeapons with this property refer to the need for special training where additional details will be needed and often a skill called style: specialty that is specific to the weapon to improve the attacks.

The remaining properties are a mix of different features. These are listed below:

Ammo-UseWeapons that use ammo inflict damage from the ammo rather than the weapon itself. Due to the need to use both hands for employing and loading ammo into such a weapon, shields cannot be used while using such a weapon.
CloutThese medium weapons are normally used as a one-handed weapon; however, they are able to be wielded with two hands, if desired. When using two-hands, the additional damage from weight is increased to +2 rather than +1. Further, when used two-handed, they gain a special occurrence similar to a heavy weapon. Unlike a true heavy weapon, a weapon of clout can only occur when successfully hitting the opponent (and of course used two-handed); further, the weapon description will designate the raw score needed to initiate the special occurrence. The heavy blow skill cannot by applied with a clout weapon. Weapons of clout often suffer penalties to initiative due to weapon speed. For creatures of small sizes, refer to the race for restrictions.
FlungNormally when a melee combatant is engaged and attacking, range attacks from the target are at disadvantage. However, weapons with a flung property have been designed to be thrown at any target and remove that melee-engaged reason for being disadvantaged. This weapon property does not remove disadvantage for other reasons, such as being poisoned, etc.
MechanicalMechanical weapons are those which must be loaded with ammo of a specific size. Therefore, firing one cannot split dice against multiple targets with skills like targeting nor do initiative dice become adjusted from Agility modifiers or skills. Further, the creation of a strength bow design cannot be added to weapon of mechanical design. However, mechanical weapons do gain a +1 to each d20 attack die used.
ParryThe parry property indicates the weapon significant weight, speed or shaft strength to be used to block incoming blows. This is applied whenever such a weapon is the primary weapon and the wielder has acquired the parry combat skill. If fighting dual-weaponed and both weapons have parry, the effect does not stack; thus, the penalty to the attacker remains only -1 on each attack die.
ReachAny melee weapons with the reach property allow targets to be attacked in melee This extension is only granted to the wielder if style: pole-arms has been obtained as a skill -- or the weapon description overrides this general rule. Further, the “engaged in melee” disadvantage penalty against an opponent using a range weapon is also extended to this the new distance, assuming also the style skill has been learned. Many weapons of reach offer several special attacks and reactions, especially with more advanced skills. Most such weapons require two hands to employ; however, there are exceptions. Unless stated differently, reach weapons deliver piercing damage.
UniqueWhenever a unique property is applied to a weapon, it will have special rules governing its use. The details of the weapon itself should be consulted.

Below is a detailed listing of several weapons to be used in combat. In the list, several details beyond just the properties will also be included.

Weapon Properties Damage
Type
Weapon
Speed
Damage
Bonus
Hands WgtMarketMaint
AxeLight; Melee; Range (15/40); Flung; Cleaver; ThrownBlunt/Edged-1012 lbs752
Bastard SwordHeavy; Melee; Parry; BludgeonEdged-3226 lbs1506
Battle AxeMedium; Melee; Clout; CleaverBlunt/Edged-31 (2)14 lbs1104
Blackjack (sap)Light; Melee; Special; UniqueBlunt+3011 lbn/an/a
BolasRange (15/40); Thrown; UniqueNone+3011 lb251
Bullet-BowRange (60/90); Ammo-Use; Mechanical; ShooterBy Ammo+40210 lb20010
  Lead Bullets, Bore-10 (6)Bluntn/a0n/a1½ lb4n/a
CrossbowRange (80/120); Ammo-Use; Mechanical; ShooterBy Ammo+3029 lbs1758
  Bolts (12)Piercing00n/a1½ lb81
DaggerLight; Melee; Range (20/50); Thrown; SlicerVaries+3011 lb601
FangMedium; Melee; SpikeBlunt/Piercing-1113 lbs1052
FlailMedium; Melee; Clout; Parry; BludgeonBlunt01 (2)13 lbs1003
GarroteLight; Melee; UniqueAsphyxiation0n/a21 oz25*n/a
GlaiveHeavy; Melee; Parry; Reach; PolePiercing0226 lbs904
GladiusMedium; Melee; Parry; SlicerEdged0113 lbs902
Great AxeHeavy; Melee; Parry; CleaverBlunt/Edged-4227 lbs1256
HalberdHeavy; Melee; Parry; Reach; Pole; UniquePiercing0226 lbs1057
HammerLight; Melee; Range (20/60); Flung; Bludgeon; ThrownBlunt+2012 lbs751
Hand CrossbowRange (50/80); Ammo-Use; Mechanical; ShooterBy Ammo+3013 lbs2008
  Bolts (12)Piercing00n/a1½ lb81
JossalRange (15); Flung; Thrown; UniqueBlunt/Edged0Varies23 lbs17512
Kana-BatMedium; Melee; Clout; SpikeBlunt/Piercing-111(2)4 lbs1102
KnuckledustersMelee; UniqueBlunt+2+214 oz35n/a
Long/Short BowRange (120/300); Ammo-Use; Shooter; By Ammo+522 lbs1206
  Arrows (12)Piercing00n/a¾ lb61
LongswordMedium; Melee; Clout; Parry; SlicerEdged-11 (2)14 lbs1103
MaceLight; Melee; BludgeonBlunt+3013 lbs701
NetLight; Melee; Flung; UniqueNone+2n/a1½ lb15n/a
Puncture GloveLight; Melee; UniquePiercing+2018 oz40n/a
RanseurMedium; Melee; Parry; Reach; Pole; UniquePiercing+2125 lbs953
SaiLight; Melee; Special; UniquePiercing+2011 lb601
ShurikenRange (25/75); Light; ThrownEdged+401¼ lb10n/a
SlingMelee; Range (30/90); Ammo-Use; Thrown; UniqueBy Ammo+2022 oz10n/a
  Lead Bullets, Bore-10 (6)Blunt00n/a1½ lb4n/a
  Stone Bullets (6)Blunt00n/a1 lb1n/a
Spear, LongMedium; Melee; Parry; Reach; Pole; UniquePiercing+2228 lbs753
Spear, ShortMedium; Melee; Range (20/80); Parry; Reach; Thrown; PolePiercing+1113 lbs601
Spiked ChainMedium; Melee; Special; Spike; UniqueVaries0113½ lbs302
Staff, FullMedium; Melee; Parry; Reach; PoleBlunt+1125 lbs30n/a
Staff, QuarterMedium; Melee; Parry; BludgeonBlunt0123 lbs20n/a
Tetsubo HammerMedium; Melee; Parry; SpikeBlunt/Piercing-2125 lbs1253
Tiger ClawsLight; Melee; UniquePiercing+2021 lb50n/a
TridentMedium; Melee; Parry; Pole; Spike; UniqueBlunt/Piercing-1124 lbs901
UlaMedium; Melee; Range (20/60); Thrown; PoleBlunt0113 lbs251
VidonoirMedium; Melee; Cleaver; Slicer; UniqueVaries-1113½ lbs903
War MaulHeavy; Melee; Parry; BludgeonBlunt-32210 lbs1254
WhipLight; Melee; UniqueNone+3012 lbs10n/a

Axe:

Melee:Attack» | Dmg»s+ | Pain Prospect»Severe
Range:Attack» | Dmg»s+ | Pain Prospect»Moderate
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Cleaving | Weapon Forte
1 | 2 | 3
Ranged Skill | Style: Hurling | Weapon Forte
1 | 2 | 3
API JSON
{"item":"Axe","itemType":"weapon","examine":"Simple axe with iron head",
"description":"An axe is a wedge fashioned to the end of a handle. The wedge may be either double or single-bladed. It is also small enough to be wielded one-handed with style: cleaving, and with the style: hurling skill, it can be hurled up to 15 feet and beyond that up to 40 feet at disadvantage. Further, a thrown axe does not suffer from the wielder being at disadvantage even when engaged directly in melee because of its flung property. As a cleaver weapon, it strikes the easier of blunt or edged defense when used in melee. When hurled, it inflicts piercing damage, but also new ones must be grabbed from the stash when more than four are thrown. Also, cleavers do suffer from speed, and as such, an axe lowers one’s initiative by 1.",
"material":"iron","qty":1,"value":75,"maint":2,"wgt":2,
"methods":[
 {"methodId":"M1","methodName":"melee","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
  "dmgType":"Cleaver","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d3",
  "sound":"axe01","speed":-1,"spOO":""},
 {"methodId":"R1","methodName":"range","harmTo":"Body","toHitMod":"Agility","toDmgMod":"Strength",
  "dmgType":"Piercing","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d2",
  "sound":"axe01","speed":-1,"spOO":"","distance":"15/40"}
],"properties":["cleaver","flung","light","thrown"],"equip":["primary"]}

Bastard Sword:

Melee:Attack» | Dmg»s+2+ | Pain Prospect»Mild
Special Occurrence: | Raw18+ | Heavy
  | OnHit | Maim 
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Bludgeoning | Weapon Forte
1 | 2 | 3
API JSON
{"item":"Bastard Sword""itemType":"weapon","examine":"Long, heavy blade",
"description":"Any large sword with a blade 48 inches or longer is classified as a bastard sword. It requires two hands to wield, meaning no shields can be employed while using one. However, an edged weapon of this size is essentially a bludgeoning weapon with a slashing edge for delivering damage. Thus, this is actually a bludgeon weapon; it is just its damage type is not blunt. The parry skill can also be used with the bastard sword. While it is a heavy weapon and able to put opponents at disadvantage, it is a slower weapon to wield and inflicts -3 to one’s initiative score. Moreover, on any raw 18 or higher, the victim must make an Agility save or suffer the loss of one tier of movement as a maim restriction.",
"material":"iron","qty":1,"value":150,"maint":6,"wgt":6,
"methods":[
 {"methodId":"M1","methodName":"melee","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Edged","weightDmg":2,"materialToHit":0,"materialToDmg":0,"hands":2,"pain":"1",
 "sound":"sword01","speed":-3,"spOO":"anyRaw>=18;;{\"command\":\"heavy\"}|anyRaw>=18;;{\"command\":\"maimed\",\"save\":\"AgilityTM11\",\"movement\":1}"}
],"properties":["bludgeon","heavy","parry"],"equip":["primary"]}

Battle Axe:

Melee:Attack» | Dmg»s+1+ | Pain Prospect»Severe
Special Occurrence: | Clout | Heavy
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Cleaving | Weapon Forte
1 | 2 | 3
API JSON:
{ "item": "Battle-Axe","itemType": "weapon","examine": "Very large axe",
"description":"This is a cleaver weapon larger than a throwable axe. It may have one blade or have double-sided edges, being between 24 and 36 inches in total length. To employ with a shield, the wielder must have shield-use. However, as a clout the weapon, it can be swung two-handed to gain properties similar to heavy. Due to the battle axe being a bit cumbersome, it cannot be used to parry or to rebuff. Also, this weapon suffers a -3 penalty to initiative.",
"material":"iron","qty":1,"value":125,"maint":6,"wgt":4,
"methods":[
  {"methodId":"M1","methodName":"Cleaving","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
  "dmgType":"Cleaver","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d2",
  "sound":"axe01","speed":-3,"spOO":""},
  {"methodId":"M2","methodName":"2Handed","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
  "dmgType":"Cleaver","weightDmg":2,"materialToHit":0,"materialToDmg":0,"hands":2,
  "pain":"d2","sound":"axe01","speed":-3,"spOO":"anyRaw>=18;;{\"command\":\"heavy\"}"}
],"properties":["cleaver","clout","parry"],"equip":["primary"]}

Blackjack:

Melee:Attack» | Dmg»s | Pain Prospect»Moderate
Special Occurrence: | OnHit | Stun 
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Specialty | Weapon Forte
1 | 2 | 3
API JSON:
{ "item":"Blackjack","itemType":"weapon","examine":"Small, weighted pouch filled with lead","description":"This is sometimes referred to as a sap. It is a small, concealable and weighted weapon, usually filled with lead powder, molded lead clay or lead shot. When fighting with it in conventional melee, it is not very effective, as it is an exception for allowing Strength bonus to add to the dice of damage. However, it is slightly beneficial as it will ignore the reductions from the defender’s parry skill; however, a shield gains all its defensive value. It is most effective when it can be used as a sneak attack. If the sneak attack is successful (or the attacker has backstab) then in addition to the damage, it produces a stunning effect. If successfully landing even one die attack, then the victim must make a Resilience save (TM 14 plus the attacker’s Strength modifier) or become stunned until the end of the victim’s next turn, effectively losing that action. All the time while stunned, attacks against the victim are made at advantage. If acquiring the style: specialty skill for this weapon, then an extra d20 is gained.","material":"lead","qty":1,"value":25,"maint":0,"wgt":1,
"methods":[
 {"methodId":"M1","methodName":"melee","harmTo":"Body","toHitMod":"Strength","toDmgMod":"None",
 "dmgType":"Blunt","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d2",
 "sound":"thud01","speed":3,"spOO":"onHit;{\"type\":\"save\",\"stat\":\"resilience\",\"TM\":\"14\",\"TMMod\":\"strength\"};{\"command\":\"stun\"}"}
],"properties":["light","special","unique"],"equip":["primary"]}

Bolas:

Range:Attack» | Dmg»None | Pain Prospect»Negligible
Special Occurrence: | OnHit | Restrained 
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Ranged Skill | Style: Hurling | Weapon Forte
1 | 2 | 3
API JSON:
{ "item":"Bolas","itemType":"weapon","examine":"Weighted balls on cords",
"description":"Bolas are a type of throwing weapon made of weights on the ends of interconnected cords, used to capture others by entangling their legs. Attacking with bola is performed by rolling the appropriate d20s against the Defense of the opponent. Agility modifiers add to the change to hit, but the weapons themselves do not inflict damage. However, if any die in the attack successfully hits, then an Agility competition occurs between the hurler and the victim with the the bolas granting +1 to the attacker’s competition roll. If the victim wins, the bolas struck the target but not effectively enough to wrap it up; however, if the attacker wins the competition, then the victim is under a restrained restriction until spending an action to unravel the bolas. Further, if the victim was moving (used its last movement opportunity), then a second Agility check TM:10 occurs to determine if the victim falls prone. Unraveling the bolas completely requires the cooldown duration of that action, which is d4+6 with a minimum of 6 seconds. During the time unraveling the bolas, movement is not permitted; however, if a different participant used an action to free the victim prior this, then the victim would have movement at the next opportunity; assuming the victim had remained on its feet. Only three bolas can be carried on a person at a time.",
"material":"leather","qty":1,"value":25,"maint":1,"wgt":1,
"methods":[
 {"methodId":"R1","methodName":"Bolas","harmTo":"Body","toHitMod":"Agility","toDmgMod":"None",
 "dmgType":"None","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"0",
 "sound":"whirl01","speed":3,"cooldown":"d4+6;A;6",
 "spOO":"onHit;agiltyCompetition+1;{\"command\":\"n-markers\",\"tags\":[{\"tag\":\"restrained\",\"parameter\":\"true\"}],"specialWord":"Potential%20Agility%20Save%20TM10"}","distance":"15/40"}
],"properties":["thrown","unique"],"equip":["primary"]}

Bullet-Bow:

Bullet:Attack»+1 | Dmg»1½×s+ | Pain Prospect»Moderate
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Ranged Skill | Style: Archery | Weapon Forte
1+1 | 2+1 | 3+1
API JSON:
{ "item":"Bullet Bow","itemType":"weapon","examine":"A mechanical bow device with box atop",
"description":"The bullet-bow uses a 10-bore caliber sling bullet. Size is critical due to the loading process. Sling stones will not work with this projectile gun, which does contribute to the downside and expense of its use. The weapon is a mechanical machine with a trigger and a cocking reload mechanism. Similar to the crossbow, bullets can only be fired in a liner trajectory. Shots up to 60 feet are rolled normally; however, above that up to 90 feet, attacks are at disadvantage. Beyond 90 feet, the bullet-bow becomes ineffective. Due to its specialized mechanics, the maintenance is an expensive 10 bits per month; however, it does gain +1 to hit. As a mechanical device, the bullet-bow cannot gain positive bonuses from Agility to speed up the cooldown time until the next initiative. Further, it holds six bullets in its top-load magazine, allowing it to have the standard d4+8 cooldown between actions. However, when the weapon requires a reload another for another six bullets, this requires an action without an attack and the same d4+8 cooldown without an attribute adjustment. Due to its delicate mechanism, should it require a survival check, the weapon acts as paper. Unlike other archery-based weapons, this will not cause an immured effect.",
"material":"wood","qty":1,"value":200,"maint":10,"wgt":10,
"methods":[
 {"methodId":"R1","methodName":"Bullet","harmTo":"Body","toHitMod":"Agility","toDmgMod":"None",
 "dmgType":"Ammo","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":2,"pain":"d3+1",
 "sound":"bowBullet01","speed":4,"spOO":"","distance":"60/90"}
],"properties":["ammo-use","shooter","mechanical"],"equip":["primary"]}

Crossbow:

Bolt:Attack»+1 | Dmg»1½×s+ | Pain Prospect»Severe
Special Occurrence: | Raw19+ | Immured 
Cooldown:Special  | d4+10+ | Minimum»10 seconds
Ranged Skill | Style: Archery | Weapon Forte
1+1 | 2+1 | 3+1
API JSON:
{ "item":"Crossbow","itemType":"weapon","examine":"A bow-like assembly mounted on a stock","description":"The crossbow is a mechanical bow with a trigger. The bolts can only be fired in a liner trajectory. Shots up to 80 feet are rolled normally; however, above that up to 120 feet, attacks are at disadvantage. Beyond 120 feet, the crossbow becomes ineffective. Due to its mechanics, the maintenance cost of a crossbow is greater; however, it does gain +1 to hit on all attack dice. The mechanical device allow a reduction for cooldown due to any sub-attribute bonuses for consecutive initiative. Moreover, due to the reloading difficulty, the crossbow a has non-standard cooldown of d4+10 with a minimum of 10 seconds. Lastly, only 12 bolts can be carried in an encounter before needing to retrieve more from a cache.",
"material":"wood","qty":1,"value":175,"maint":8,"wgt":9,"methods":[
 {"methodId":"R1","methodName":"Bolt Fire","harmTo":"Body","toHitMod":"Agility","toDmgMod":"None",
 "dmgType":"Ammo","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":2,"pain":"1",
 "sound":"crossbow01","speed":3,"spOO":"","distance":"80/120","cooldown":"d4+10;X;10"}
],"properties":["ammo-use","mechanical","shooter"],"equip":["primary"]}

Dagger:

Melee:Attack» | Dmg»s+ | Pain Prospect»Severe
Hilt-Bash:Attack» | Dmg»1+ | Pain Prospect»Moderate
Range:Attack»+1 | Dmg»s+ | Pain Prospect»Moderate
Special Occurrence: | Hilt | Stun 
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Slashing | Weapon Forte
1 | 2 | 3
Melee Skill | Style: Bludgeoning | Weapon Forte
1 | 1 | 1
Ranged Skill | Style: Hurling | Weapon Forte
1+1 | 2+1 | 3+1
API JSON:
{ "item":"Dagger","itemType":"weapon","examine":"A sturdy knife with a hilt","description":"Any blade under eighteen inches is a dagger and is a light weapon. Knives, dirks and poignards are all classified as daggers. These arms are some of the most versatile weapons one can wield. One can be used in melee, typically using the style: slashing method of fighting; however, there are other melee options explained below. A combatant can also choose to use it at range, hurling it to strike a target within 20 feet; between 20 and 50 feet the throw is at disadvantage. As a slicer weapon, the dagger can increase its d20 dice in attacks by picking up compatible skills, which will inflict edged damage. However, if using it as a range weapon, it inflicts piercing damage. Further, a hurled dagger gains a +1 bonus to hit as it is one of the most accurate weapons. for When hurling daggers, six is the limit before needing to retrieve more from an off-body supply. One other method of attack with the dagger is the hilt-bash. This strikes with the bottom of the dagger, similar to a blackjack, to inflict blunt damage. However, it cannot be used with style: bludgeoning to gain extra d20s on the attack, but sneak attacks and backstab do. That said, on a successful low-d20 strike the hilt-bash will stun the victim until the start of its next turn if failing a Resilience save TM:7). If stunned, all attacks against the victim are at advantage. Also, if employed underwater, the dagger suffers no penalties for use as a slicer weapon; however, like many range weapons, it cannot be hurled underwater. Additionally, a dagger does not have enough bulk and is not designed in a way that it can effectively be used with rebuff; however, riposte may be able to be employed with a dagger, as explained in the riposte skill. Lastly, if used as a melee weapon, a dagger grants a 3-second bonus to initiative for its weapon speed.",
"material":"iron","qty":1,"value":60,"maint":1,"wgt":0,"methods":[
  {"methodId":"M1","methodName":"Slash","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Edged","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d2+1",
 "sound":"sword01","speed":3,"spOO":""},
  {"methodId":"M2","methodName":"HiltBash","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Blunt","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"1",
 "sound":"thud01","speed":3,"spOO":"onHit;{\"type\":\"save\",\"stat\":\"resilience\",\"TM\":\"7\"};{\"command\":\"stun\"}"},
  {"methodId":"R1","methodName":"Thrown","harmTo":"Body","toHitMod":"Agility","toDmgMod":"Strength",
 "dmgType":"Piercing","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d2",
 "sound":"sword01","speed":3,"spOO":"","distance":"20/50"}
],"properties":["light","slicer","thrown"],"equip":["primary"]}

Fang:

Melee:Attack» | Dmg»s+1+ | Pain Prospect»Severe
Special Occurrence: | Raw-1 | Skewered
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Bludgeoning | Weapon Forte
1 | 2 | 3
API JSON:
{ "item":"Fang","itemType":"weapon","examine":"Heavy wooden club with protruding spike",
"description":"This is what many think of as the weapon of the classic ogre. It is a spike, which means it will deliver the better between blunt and piercing weapon, depending on the target’s defense and receptions. Further, it suffers a -1 penalty to initiative. It also has a unique feature of getting stuck, which might be a bonus or a hazard, based on the circumstances. On any “natural 1” the spike becomes stuck in the surface of the strike, and what that surface is depends other dice in the attack roll. If the attack is a complete miss, then the surface will be a wall, the ground, etc. If the other die indicates a hit on the opponent, then the surface is the opponent, similar to an arrow being immured. Either way, it requires an action (by someone) to free the weapon. Usually that action will be the wielder, but if the spike is impaled in the opponent, the foe might chose to free itself rather than be under the rules of being grappled. When freeing the spike from an enemy of flesh, the removal will inflict an extra point of piercing damage.",
"material":"wood","qty":1,"value":105,"maint":2,"wgt":3,
"methods":[
 {"methodId":"M1","methodName":"Swing","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Puncture","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d2+1",
 "sound":"thud01","speed":-1,"spOO":"anyRaw=1;;{\"command\":\"skewered\"}"}
],"properties":["medium","spike"],"equip":["primary"]}

Flail:

Melee:Attack» | Dmg»s+1+ | Pain Prospect»Moderate
Special Occurrence: | Raw20 | Stun 
  | Clout | Heavy
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Bludgeoning | Weapon Forte
1 | 2 | 3
API JSON:
{ "item":"Flail","itemType":"weapon","examine":"Heavy cudgel on a swivel",
"description":"Many of the cudgels are very much the same. What is the difference between a hammer, a mace and a flail? For a flail, the main distinction is that it has more mass and is not considered a light weapon. Typically there is a chain, strap (or multitude thereof) that joins the handle to the balled-weapon. This could be studded or Bludgeoning cube. A cat-on-nine-tails would be considered a flail. However, a version with long nails or spikes would be considered a kana-bat, as a flail has no chance to become stuck. Further, a flail can be used two-handed as a heavy weapon under the rules of the clout properties, it suffers a -1 penalty to initiative. Finally, on a “natural 20” (whether crit or not) it may stun an opponent. When struck so, the victim must make a successful Resilience save TM:10) or be stunned until the start of its next turn, during which time all attacks upon the victim are made at advantage. Of course, some monsters may be protected against being stunned.",
"material":"iron","qty":1,"value":100,"maint":2,"wgt":3,
"methods":[
 {"methodId":"M1","methodName":"1Hd-Swing","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Blunt","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d2",
 "sound":"thud01","speed":0,"spOO":"anyRaw=20;{\"type\":\"save\",\"stat\":\"resilience\",\"TM\":\"10\"};{\"command\":\"stun\"}"},
 {"methodId":"M2","methodName":"2Hd-Swing","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
  "dmgType":"Blunt","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":2,"pain":"d2",
 "sound":"thud01","speed":0,
 "spOO":"anyRaw=20;{\"type\":\"save\",\"stat\":\"resilience\",\"TM\":\"10\"};{\"command\":\"stun\"}|anyRaw>=18;;{\"command\":\"heavy\"}"}
],"properties":["bludgeon","clout","medium","parry"],"equip":["primary"]}

Garrote:

Melee:Attack» | Dmg»special | Anxiety Dmg»d6
Special Occurrence: | OnHit | Grappled / Restrained
Cooldown:Upon Release  | 3d4(no modifiers) | Minimum»3
Melee Skill | 
1 | 
API JSON:
{ "item":"Garrote","itemType":"weapon","examine":"Metal string",
"description":"The garrote can only be used against targets of the same Size Category or smaller -- and specifically while the victim is under one of the following restrictions: blind, frightened (if fear source is in sight), incapacitated, paralyzed, prone (without ground-fighting), stunned or unconscious. The only exception would be when the GM rules the potential target can be attacked by a sneak attack. Further, the wielder cannot be untrained; not can a garrote be used from disadvantage. To apply the garrote, the attacker rolls a single d20, with nothing more than melee fighting applied. There is no advancement, not even from the style: specialty skill. However, if performed from advantage or as a sneak attack, the extra d20s are rolled but only to determine a successful hit. If any attack roll strikes the necessary Defense, then the garrote is applied, the victim is restrained and grappled without a competition, and is immediately in a state of asphyxiation, granting a limited time before death occurs. If the victim is able to free itself before the attacker’s next action-turn, then no penalties occur. However, if still garroted after that point, then the victim also suffers a one-time penalty of d6 points of Anxiety. Additionally, the cooldown is special for this weapon, as it remains applied and automatically applied for each consecutive turn by default. Each new turn is defined by 3d4 with no modifiers, including the moment the garrote is released or broken. See the details about asphyxiation for rendering unconscious and death.",
"material":"iron","qty":1,"value":25,"maint":0,"wgt":0.1,
 "methods":[
 {"methodId":"M1","methodName":"Strangling","harmTo":"Body","toHitMod":"Agility","toDmgMod":"None","dmgType":"No-Damage","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":2,"pain":"d2","sound":"choke01","speed":0,"spOO":"onHit;;{\"command\":\"n-markers\",\"tags\":[{\"tag\":\"grappled\",\"parameter\":\"true\"},{\"tag\":\"restrained\",\"parameter\":\"true\"}]}","cooldown":"3d4;X;3"}
 ],"properties":["unique"],"equip":["primary"]}

Gladius:

Melee:Attack» | Dmg»s+1+ | Pain Prospect»Moderate
Special Occurrence: | Raw20 | Maim 
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Slashing | Weapon Forte
1 | 2 | 3
API JSON:
{ "item":"Gladius","itemType":"weapon","examine":"Straight short sword",
"description":"This is a shorter sword being roughly 24 to 30 inches in length. This edged weapon carries enough weight to be a medium-sized weapon for damage purposes, as it is neither light nor heavy. Further, it can be employed with parry and rebuff, but it does not have the size or hilt length to be wielded two-handed, yet its hilt is too long to be used for bashing. Even if it is not a crit, when rolling a “natural 20” on an attack with a gladius, there is a chance to maim the opponent, who must roll an Agility save (TM:7) or suffer the loss of 5 feet of movement as a maim restriction until healed. No matter how many “20s” are rolled, the victim only has to roll the single save. Subsequent “natural 20s” can inflict cumulative movement penalties.",
"material":"iron","qty":1,"value":90,"maint":2,"wgt":3,
"methods":[
 {"methodId":"M1","methodName":"Slash","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Edged","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d2",
 "sound":"sword01","speed":0,
 "spOO":"anyRaw=20;{\"type\":\"save\",\"stat\":\"agility\",\"TM\":\"9\"};{\"command\":\"maimed\",\"movement\":1}"}
],"properties":["medium","parry","slicer"],"equip":["primary"]}

Glaive:

Melee:Attack» | Dmg»s+2+ | Pain Prospect»Moderate
Special Occurrence: | Raw18+ | Heavy
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Polearms | Weapon Forte
1 | 1 (10 ft) | 2 (10 ft)
API JSON:
{ "item":"Glaive","itemType":"weapon","examine":"Long pole with an iron head",
"description":"The category of glaive is basically any pole-arm longer than seven feet, but is it also classified as a heavy weapon and requires two hands. These weapons cannot be hurled as spears can. However, as a melee weapon and used with style: pole-arms, its reach can strike an opponent two hexes away (10 feet); this can be accomplished even with another occupant (friend or foe) in the hex in between. When wielding this weapon with an active reach due to styled fighting, the impalement reaction becomes available. As all glaives are heavy, shields are not an option by default. This weapon allows the knockback, knockdown and sting reactions but only if striking an opponent two hexes away. Despite being a heavy weapon, a glaives suffers no penalties to initiative for weapon speed because of their reach.",
"material":"iron","qty":1,"value":90,"maint":4,"wgt":6,
"methods":[
 {"methodId":"M1","methodName":"Polestrike","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Piercing","weightDmg":2,"materialToHit":0,"materialToDmg":0,"hands":2,
 "pain":"d2","sound":"glaive01","speed":0,"spOO":"anyRaw>=18;;{\"command\":\"heavy\"}"}
],"properties":["heavy","parry","pole","reach"],"equip":["primary"]}

Great Axe:

Melee:Attack» | Dmg»s+2+ | Pain Prospect»Moderate
Special Occurrence: | Raw18+ | Heavy
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Cleaving | Weapon Forte
1 | 2 | 3
API JSON:
{ "item":"Great Axe","itemType":"weapon","examine":"Oversized axe",
"description":"As a heavy weapon, the great axe is the largest form of the axe; therefore, it cannot be hurled. Further, because it is a heavy weapon, it requires two hands to employ, meaning no shield can be paired with it. It is a cumbersome weapon, suffering a 4 second delay as its weapon speed for the cooldown calculation. On the bonus side, since this is a cleaver weapon, it strikes the easier to harm between blunt and edged defenses.",
"material":"iron","qty":1,"value":125,"maint":4,"wgt":7,
"methods":[
 {"methodId":"M1","methodName":"melee","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
  "dmgType":"Cleaver","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d2",
  "sound":"axe01","speed":-3,"spOO":""},
 {"methodId":"M2","methodName":"melee","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
  "dmgType":"Cleaver","weightDmg":2,"materialToHit":0,"materialToDmg":0,"hands":2,"pain":"d2",
  "sound":"axe01","speed":-3,"spOO":"anyRaw>=18;clout;{\"command\":\"heavy\"}"}
],"properties":["cleaver","clout","medium"],"equip":["primary"]}

Halberd:

Melee:Attack» | Dmg»s+2+ | Pain Prospect»Moderate
Special Occurrence: | OnHit | Prone 
  | Raw18+ | Heavy
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Polearms | Weapon Forte
1 (Disadv): Prone | 1 (10 ft): Prone | 2 (10 ft): Prone
API JSON:
{ "item":"Halberd","itemType":"weapon","examine":"Long pole with a spiked hook",
"description":"This polearm is a variant of the glaive; thus, two hands are required, and it has all the properties of a heavy weapon. However, due to its design, the halberd is designed to strike only targets 10 feet away. This means it is mostly an inoperable weapon until the wielder has the style: pole-arms skill to activate the reach property. Adjacent targets (5-feet away) can be attacked but doing so is performed with disadvantage. Further, the halberd cannot be used for an impalement reaction due to its weighted design. However, it does have a different benefit. On any successful hit against an opponent, there is a chance to drag that opponent to the ground as prone. To clarify, multiple successful d20s only yield a single chance to drag the opponent prone from the weapon spOO. This becomes a Strength competition between the two with the weapon-wielder gaining a +2 on the competition roll (d12). This weapon feature happens without a reaction, but if it is unsuccessful, the attacker can still choose to use a reaction for knockback, knockdown or sting. Because this weapon is heavy, rolling 18 or higher on the attack dice may\t force an opponent into disadvantage; if then in addition the opponent is knocked prone and uses a reaction to stand-up, the original disadvantage effect still remains. Finally, the weapon speed of the halberd, similar to the glaive, has no initiative penalty due to its reach.",
"material":"iron","qty":1,"value":90,"maint":4,"wgt":6,
"methods":[
 {"methodId":"M1","methodName":"Polestrike","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Piercing","weightDmg":2,"materialToHit":0,"materialToDmg":0,"hands":2,"pain":"d3",
 "sound":"glaive01","speed":0,
 "spOO":"onHit;strengthCompetition;{\"command\":\"prone\"}|anyRaw>=18;;{\"command\":\"heavy\"}"}
],"properties":["heavy","parry","pole","reach"],"equip":["primary"]}

Hammer:

Melee:Attack» | Dmg»s+ | Pain Prospect»Severe
Range:Attack» | Dmg»s+ | Pain Prospect»Moderate
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Bludgeoning | Weapon Forte
1 | 2 | 3
API JSON:
{ "item":"Hammer","itemType":"weapon","examine":"Small mallet-shaped weapon",
"description":"Visually a hammer and a mace are rather similar, but for game functionality, if the cudgel can be used as a range weapon, it is a hammer. Thus, even a club which has been balanced and designed to be hurled is technically a hammer, but a club not balanced for throwing would be a mace. However, one other distinction is by definition a hammer’s handle length must be less than 24 inches. To be fair, few maces have handles longer than that either, but they could be. Two hammers can be carried at the ready to be thrown before requiring an action to gather two more from a reserve. Finally, hammers do not have a chance to stun on high rolls as does the mace.",
"material":"iron","qty":1,"value":75,"maint":1,"wgt":2,
"methods":[
 {"methodId":"M1","methodName":"Smashing","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Blunt","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,
 "pain":"d3","sound":"thud01","speed":2,"spOO":""},
 {"methodId":"R1","methodName":"Thrown","harmTo":"Body","toHitMod":"Agility","toDmgMod":"Strength",
 "dmgType":"Blunt","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,
 "pain":"d2","sound":"thud01","speed":2,"spOO":"","distance":"20/60"}],
 "properties":["bludgeon","flung","light","thrown"],"equip":["primary"]}

Hand Crossbow:

Bolt:Attack»+1 | Dmg»1½×s+ | Pain Prospect»Severe
Special Occurrence: | Raw20 | Immured 
Cooldown:Special  | d8+8+ | Minimum»12 seconds
Ranged Skill | Style: Archery | Weapon Forte
1+1 | 2+1 | 3+1
API JSON:
{ "item":"Hand Crossbow","itemType":"weapon","examine":"Miniature crossbow with a hand grip",
"description":"The hand crossbow is a smaller version of the crossbow which can be fired with a single hand. Like the larger one, the bolts can only be fired in a liner trajectory. Shots up to 50 feet can be made normally, then up to 80 feet at disadvantage where it becomes ineffective after such a distance. Besides the limited range, the biggest weakness to this weapon is an even more cumbersome reloading process, requiring two hands. This means the hand crossbow has a cooldown period of d8+8 with a minimum of 12 seconds all without increased speed due to Agility modifiers. However, when firing it, a shield may be employed, but the shield is not effective for 6 seconds after taking a shot, even if switching to a different weapon; this is a game-balancing rule. Because of this inconvenience, this weapon is often used as a first-action weapon, then discarded for a different attack. The weapon does gain +1 to hit for all d20s nonetheless. Like its larger cousin, only 12 bolts can be carried in an encounter before needing to retrieve more from a cache.",
"material":"wood","qty":1,"value":200,"maint":8,"wgt":3,"methods":[
 {"methodId":"R1","methodName":"Bolt Fire","harmTo":"Body","toHitMod":"Agility","toDmgMod":"None",
 "dmgType":"Ammo","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":2,"pain":"1",
 "sound":"crossbow01","speed":3,"spOO":"","distance":"50/80","cooldown":"d8+8;X;12"}
],"properties":["ammo-use","mechanical","shooter"],"equip":["primary"]}

Kana-Bat:

Melee:Attack» | Dmg»s+1+ | Pain Prospect»Severe
Special Occurrence: | Clout | Stun 
  | Raw-1 | Skewered
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Bludgeoning | Weapon Forte
1 | 2 | 3
API JSON:
{ "item":"Kana-Bat","itemType":"weapon","examine":"A cudgel with many spikes",
"description":"Sometimes called a “nail bat,” the kana-bat is a spike weapon, which is really its only distinction from a similar-looking flail. While flails often have a chain, some cudgels of that type are nearly identical to a baseball bat, perhaps even with a metal tip which has studs. This makes it often difficult to know the difference from that type of flail and a kana-bat. However, the length of the spikes, the sharpness of those spikes or nails, that is the difference. The kana-bat is a weapon of clout, meaning it can be wielded with one or two hands. The weapon has a chance to stun the opponent, but only when used two-handed and only when one of the dice is a “natural 20.” When struck so, the victim must make a successful Resilience save TM:10) or be stunned until the start of its next turn, during which time all attacks upon the victim are made at advantage. Additionally, it is a spike weapon; thus, it inflicts the better damage between blunt and piercing weapon. However, it suffers a -1 penalty to initiative. Like the fang, the kana-bat can also become stuck on a “natural 1” in the die pool. The spike becomes stuck in the surface of the strike, which would be a wall or the ground for a complete miss, but the opponent when another die in the pool hits. Either way, it requires an action (by someone) to free the weapon and inflicts an extra point of piercing damage when removed.",
"material":"wood","qty":1,"value":110,"maint":2,"wgt":4,
"methods":[
 {"methodId":"M1","methodName":"Swing","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Puncture","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d2+2",
 "sound":"thud01","speed":-1,"spOO":"anyRaw=1;;{\"command\":\"skewered\"}"},
 {"methodId":"M2","methodName":"2Hd Swing","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Puncture","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":2,"pain":"d2+1",
 "sound":"thud01","speed":-2,"spOO":"anyRaw=1;;{\"command\":\"skewered\"}
 |anyRaw>=20;{\"type\":\"save\",\"stat\":\"resilience\",\"TM\":\"10\"};{\"command\":\"stun\"}"}
],"properties":["medium","spike"],"equip":["primary"]}

Knuckledusters:

Melee:Attack»Special | Dmg»Special | Pain Prospect»Moderate
Special Occurrence: | OnHit | Stun
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Unarmed Skill | Martial Arts | Martial Arts II
1
Dmg» ½
 | 1
Dmg» s+
 | 2
Dmg» s+
API JSON:
{ "item":"Knuckledusters","itemType":"weapon","examine":"Metal pugilist glove",
"description":"This is an enhancer for the unarmed combat skill. It does not add any damage or bonus to-hit for the strike whether from pure pugilism or disciplined martial arts, but what it does offer is an added chance to stun the victim on a successful hit if the target fails a Resilience save (TM:6). If the victim fails, the stun condition lasts until the end of its turn. While knuckledusters are often a fitted design worn around the knuckles; however, the same improved chance to stun could be achieved if a fighter with unarmed combat were to wear metal gauntlets or a form of metal cestus.",
"material":"brass","qty":1,"value":35,"maint":0,"wgt":0.25,
"methods":[
 {"methodId":"S1","methodName":"punch","harmTo":"Body","toHitMod":"Agility","toDmgMod":"None",
 "dmgType":"NoDamage","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"0",
 "sound":"punch01","speed":3,"spOO":"onHit;{\"type\":\"save\",\"stat\":\"resilience\",\"TM\":\"6\"};{\"command\":\"stun\"}"}
],"properties":["melee","special","unique"],"equip":["primary"]}

Long Bow /
Short Bow:

Arrow:Attack» | Dmg»1½×s+ | Pain Prospect»Severe
Special Occurrence: | Raw19+ | Immured 
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Ranged Skill | Style: Archery | Weapon Forte
1 | 2 | 3
API JSON:
{ "item":"Long Bow","itemType":"weapon","examine":"A hunting bow",
"description":"Bows are wonderful weapons. The shooter weapon has a base range of 120 feet outdoors and 60 feet indoors. Shots outdoors above 120 feet up to 300 are at disadvantage, while those indoors between 60 and 120 feet are at disadvantage. Bows also have a view fast weapon speed. Lastly, it has ammo-use, and 24 arrows are the most that can be fired in an encounter before retrieving another quiver.",
"material":"wood","qty":1,"value":120,"maint":6,"wgt":2,
"methods":[
 {"methodId":"R1","methodName":"Bow Fire","harmTo":"Body","toHitMod":"Agility","toDmgMod":"None",
  "dmgType":"Ammo","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":2,
  "pain":"d2+2","sound":"arrow01","speed":5,"distance": "120/300",
  "spOO":"anyRaw>=19;;{\"command\":\"immured\"}"}
],"properties":["ammo-use","shooter"],"equip":["primary"]}

Longsword:

Melee:Attack» | Dmg»s+1+ | Pain Prospect»Moderate
Special Occurrence: | Raw20 | Maim 
  | Clout | Heavy
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Slashing | Weapon Forte
1 | 2 | 3
API JSON:
{ "item":"Longsword","itemType":"weapon","examine":"Common sword",
"description":"This is a sword between 24 and 48 inches. It could be curved or straight, single or double-edged. To employ with a shield, the wielder must have shield-use, but the shield could be dropped and the weapon used as a two-handed one, gaining the properties of as heavy weapon under the clout property. The longsword suffers a -1 penalty to initiative. If any die in an attack are “natural 20s” then there is a chance to maim the opponent. The victim must roll an Agility save (TM:9) or suffer the maim restriction with a penalty of 5 feet of movement. Subsequent “natural 20s”? can inflict cumulative movement penalties. Lastly, a longsword can be used with the parry skill regardless how it is held, and it can be used with riposte so long as it is wielded one-handed.",
"material":"iron","qty":1,"value":110,"maint":3,"wgt":4,
"methods":[
 {"methodId":"M1","methodName":"1Hd-Slash","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Edged","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d2",
 "sound":"sword01","speed":-1,
 "spOO":"anyRaw=20;{\"type\":\"save\",\"stat\":\"agility\",\"TM\":\"9\"};{\"command\":\"maimed\",\"movement\":1}"},
 {"methodId":"M2","methodName":"2Hd-Slash","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Edged","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":2,"pain":"d2",
 "sound":"sword01","speed":-1,"spOO":"anyRaw>=18;;{\"command\":\"heavy\"}
 |anyRaw=20;{\"type\":\"save\",\"stat\":\"agility\",\"TM\":\"9\"};{\"command\":\"maimed\",\"movement\":1}"}
],"properties":["clout","medium","parry","slicer"],"equip":["primary"]}

Mace:

Melee:Attack» | Dmg»s+ | Pain Prospect»Severe
Special Occurrence: | Raw20 | Stun 
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Bludgeoning | Weapon Forte
1 | 2 | 3
API JSON:
{ "item":"Mace","itemType":"weapon","examine":"A short rod with a heavy head opposite its handle",
"description":"The bludgeoning weapon of the mace is similar to a hammer except it is lighter but cannot be hurled. When used with the style: bludgeoning skill, it can gain an extra d20 on attack rolls. The weapon requires one hand, but further, it may stun an opponent on a “natural 20” (whether crit or not). In such a case, the victim must make a successful Resilience save (TM:9) or be stunned until the start of its next turn, during which time all attacks upon the victim are made at advantage. It is a quick weapon, gaining 3 seconds for initiative.",
"material":"iron","qty":1,"value":70,"maint":1,"wgt":3,
"methods":[
 {"methodId":"M1","methodName":"Bashing","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Blunt","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d3",
 "sound":"thud01","speed":2,
 "spOO":"anyRaw=20;{\"type\":\"save\",\"stat\":\"resilience\",\"TM\":\"9\"};{\"command\":\"stun\"}"}
],"properties":["bludgeon","light"],"equip":["primary"]}

Net:

Melee:Attack»/ | Dmg»None | Pain Prospect»None
Range:Attack»/ | Dmg»None | Pain Prospect»None
Grapple:Comp»/ | Dmg»None | Pain Prospect»None
Special Occurrence: | OnHit | Restrained
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | 
1 | 
Ranged Skill | 
1 | 
API JSON:
{ "item":"Net","itemType":"weapon","examine":"An open-meshed fabric knotted and woven together",
"description":"To wield a net, either melee fighting or ranged fighting can be used; however, no other skills can aid to give extra dice for an attack; thus, the attack is always 1d20 (unless having advantage). When thrown as a range weapon, its standard range is only 5 feet (an adjacent hex); however, it can reach up to 15 feet at disadvantage. Nonetheless, the net uses the rules for touch-based attacks, meaning martial artists attack with advantage and also a grappling competition could be used instead of a standard attack. The touch-based rule applies to the net for both melee and range methods. On a successful hit, a net will effectively place its victim under a restrained restriction. The standard net can be used against Size Categories from small to large, but tiny creatures can escape and those even bigger are effectively immune. Formless and incorporeal creatures are also immune. Something caught by a net can use its action to make a TM:10 Strength check to free itself, or a non-captured creature can use its action to free a victim on a successful TM:8 Agility check. If the wielder of the net chooses to hold the net with a melee attack, future actions are used to maintain the hold, but the effectiveness of the those TM scores act as 4 points higher. Dealing any edged damage to the net (treated as Defense 10) will also free the creature without harming the captured being; however, this will destroy the net. Finally, the net can be used defensively when having the cloak defense skill.",
"material":"rope","qty":1,"value":15,"maint":0,"wgt":0.5,
"methods":[
 {"methodId":"M1","methodName":"Entangling","harmTo":"Body","toHitMod":"Strength","toDmgMod":"None",
  "dmgType":"NoDamage","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,
  "pain":"0","sound":"net01","speed":2,"spOO":"onHit;;{\"command\":\"restrained\"}"},
 ,{"methodId":"R1","methodName":"Entangling","harmTo":"Body","toHitMod":"Strength","toDmgMod":"None",
  "dmgType":"NoDamage","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,
  "pain":"0","sound":"net01","speed":2,"distance":"5/15","spOO":"onHit;;{\"command\":\"restrained\"}"}
],"properties":["unique","light"],"equip":["primary"]}

Puncture Glove:

Melee:Attack»Special | Dmg»Special+1 | Pain Prospect»Severe
Special Occurrence: | OnHit | Bleed 
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Unarmed Skill | Martial Arts | Martial Arts II
1
Dmg» ½+1
 | 1
Dmg» s++1
 | 2
Dmg» s++1
API JSON:
{ "item":"Puncture Glove","itemType":"weapon","examine":"Single glove with a spike",
"description":"This is a specialized weapon designed for those with martial arts. It is a glove or a handle with an awl puncture the slides up between the closed fingers or over the top of the back of the hand with a reinforced coupling link wrapped around the palm. With a successful strike, it adds a special bonus weight of 1 point and turns all martial damage into piercing; however, the damage modifier when using this must be Strength. Further, there is also a chance to inflict a bleed effect for an extra point of damage against flesh-based creatures. Unlike tiger claws, this is worn only on one hand, leaving the other free.",
"material":"leather","qty":1,"value":40,"maint":0,"wgt":0.5,
"methods":[
 {"methodId":"S1","methodName":"punch","harmTo":"Body","toHitMod":"Agility","toDmgMod":"None",
 "dmgType":"Piercing","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":1,
 "pain":"0","sound":"punch01","speed":2,
"spOO":"onHit;{\"type\":\"save\",\"stat\":\"resilience\",\"TM\":\"8\"};{\"command\":\"n-markers\",\"tags\":[{\"tag\":\"bleeding\",\"parameter\":\"true\"}]}"}
],"properties":["melee","special","unique"],"equip":["primary"]}

Ranseur:

Melee:Attack» | Dmg»s+2+ | Pain Prospect»Moderate
Melee:Dismount» 1+2 | Dmg»1+2+ | Pain Prospect»Severe
Special Occurrence: | OnHit | Dismount 
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Polearms | Weapon Forte
1 | 1 (10 ft) | 2 (10 ft)
API JSON:
{ "item":"Ranseur","itemType":"weapon","examine":"Long pole with a trident-like spike",
"description":"This is a special pole-arm is designed to dismount riders; however, it can also deliver piercing damage to adjacent opponents or those 10 feet away when coupled with the style: pole-arms skill. The ranseur can be used as its properties designate and as a pole-arm, allowing the impalement reaction once the reach property becomes effective. When not being used against a mounted enemy, and successfully striking an opponent two hexes away, the knockback, knockdown and sting reactions are an option. To use this weapon to remove riders from their mounts, the wielder must be an expert with the weapon, having weapon forte specific to the ranseur. When attempting to dismount an opponent, only a single d20 is rolled with a +2 bonus to hit. When this single d20 successfully hits, the rider must make a Strength save (TM:12) to remain in the saddle. Otherwise, the victim is dismounted, sent to the ground and rendered prone. This save is not a reaction but freely granted to the mounted rider. The victim is NOT allowed to use a dismount reaction to avoid becoming prone. Because of the weapon’s reach, its weapon speed allows initiative to become 2 seconds quicker.",
"material":"iron","qty":1,"value":95,"maint":3,"wgt":5,
"methods":[
 {"methodId":"M1","methodName":"Polestrike","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
  "dmgType":"Piercing","weightDmg":2,"materialToHit":0,"materialToDmg":0,"hands":2,
  "pain":"d2","sound":"glaive01","speed":2,"spOO":"anyRaw>=18;;{\"command\":\"heavy\"}"},
 {"methodId":"M2","methodName":"Dismount","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
  "dmgType":"Piercing","weightDmg":2,"materialToHit":0,"materialToDmg":0,"hands":2,
  "pain":"d2+2","sound":"glaive01","speed":2,
  "spOO":"anyRaw>=18;;{\"command\":\"heavy\"}|
  onHit;{\"type\":\"save\",\"stat\":\"strength\",\"TM\":\"12\"};{\"command\":\"prone\"}"}
],"properties":["heavy","parry","pole","reach"],"equip":["primary"]}

Sai:

Melee:Attack» | Dmg»s+ | Pain Prospect»Severe
Melee:Lock» 1+4 | Dmg»None | Pain Prospect»None
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
API JSON:
{ "item":"Sai","itemType":"weapon","examine":"Trident-shaped dagger",
"description":"A sai is a customized weapon designed for weapon lock. However, none the normal fighting style skills can enhance attacks with it; therefore, the style: specialty skill is required before one can use it with weapon forte. If acquiring the style: specialty skill for the sai, no extra d20 is granted to the die pool; however, an extra die is granted for weapon forte. Further, despite having the light property, the sai is an exception to the rule and can be used the weapon lock skill to catch an opponent’s weapon. The sai gains a +4 bonus on each d20 used in the attack when declaring an attempt either to lock an opponent’s weapon or to disarm the victim with weapon disarm. Also, if used underwater, the sai suffers no penalties. Finally, the sai is similar to the dagger in that it is not designed in a way to be used with rebuff but can use riposte like a dagger, as explained in the riposte skill.",
"material":"iron","qty":1,"value":60,"maint":1,"wgt":1,
"methods":[
 {"methodId":"M1","methodName":"Stabbing","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Piercing","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d3",
 "sound":"stab01","speed":2,"spOO":""},
 {"methodId":"M2","methodName":"Lock","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Piercing","weightDmg":0,"materialToHit":4,"materialToDmg":0,"hands":1,"pain":"0",
 "sound":"locktrap01","speed":2,
 "spOO":"onHit;;{\"command\":\"weaponLock\"}"}
],"properties":["melee","light","special","unique"],"equip":["primary"]}

Shuriken:

Range:Attack» | Dmg»s+ | Pain Prospect»Severe
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Ranged Skill | Style: Hurling | Weapon Forte
1 | 2 | 3
API JSON:
{ "item":"Shuriken","itemType":"weapon","examine":"Thrown blade shaped like a star",
"description":"The range weapon, shuriken, is a throwing star with a better range than most hurled weapons. These can be thrown up to 25 feet as a normal attack and over that up to 75 feet at disadvantage. Lastly, up to 12 shuriken can be thrown in an encounter before needing to grab another supply. This is weapon designed to be hurled quickly; thus, it gains +2 to initiative as weapon speed.",
"material":"iron","qty":1,"value":10,"maint":1,"wgt":0.25,
"methods":[
 {"methodId":"R1","methodName":"Thrown","harmTo":"Body","toHitMod":"Agility","toDmgMod":"Strength",
 "dmgType":"Edged","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,
 "pain":"d3","sound":"bladeThrown01","speed":2,"spOO":"","distance":"25/75"}
],"properties":["bludgeon","flung","light","thrown"],"equip":["primary"]}

Sling:

Range:Attack» | Dmg»s+ | Pain Prospect»Moderate
Melee:Attack» | Dmg»s+ | Pain Prospect»Moderate
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Ranged Skill | Style: Hurling | Weapon Forte
1 | 2 | 3
Melee Skill | 
1 | 
API JSON:
{ "item":"Sling","itemType":"weapon","examine":"Pouch with two cords ",
"description":"The sling is a projectile weapon used to hurl, throwing walnut-sized stones or lead bullets. The range of the ammo hurled from the sling can strike targets up to 30 feet. Beyond that and up to 90 feet, the sling can target opponents at disadvantage. Additional to being used as a projectile weapon, the sling can be used as melee weapons by placing ammo in the pouch and swinging it like a club, giving it a similar attack to a blackjack. When using this method, only melee fighting can be used for a 1d20 attack; further, there is no stun option with the sling. Using as a melee but without a melee fighting skill, the attack is at disadvantage. When striking in melee, it will deliver blunt damage; however, no ammo will be lost, obviously. When used with ammo-use at range, ten stones can be loaded without having to retrieve more from another location.",
"material":"leather","qty":1,"value":120,"maint":6,"wgt":0.13,
"methods":[
 {"methodId":"R1","methodName":"Sling Stone","harmTo":"Body","toHitMod":"Agility","toDmgMod":"Strength",
  "dmgType":"Ammo","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":2,
  "pain":"d2","sound":"thud01","speed":2,"spOO":"","distance":"30/90"},
 {"methodId":"M1","methodName":"melee","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
  "dmgType":"Blunt","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,
  "pain":"d2","sound":"thud01","speed":2,"spOO":""}
],"properties":["ammo-use","shooter"],"equip":["primary"]}

Spear:

This weapon comes in two varieties, the long spear and the short spear. Gaining weapon forte in the spear grants extra dice to both forms in melee, but style: hurling would still be required to gain the bonuses when throwing the short spear.

Melee:Attack» | Dmg»s+2+ | Pain Prospect»Moderate
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Polearms | Weapon Forte
1 (10 ft) | 1 (15 ft) | 2 (15 ft)
API JSON:
{ "item":"Long Spear","itemType":"weapon","examine":"Long pole with a spearhead",
"description":"The long spear is from eight to twelve feet long and cannot be hurled; it is sometimes called a pike. However, the benefit of the long spear is unique in that while it is not a heavy weapon, it will inflict 2 points of weight damage. Further, its special reach, which can extend not only to 10 feet but also up to 15 feet (or three hexes) away. Due to its extreme length, it cannot be used in an impalement maneuver nor can it strike opponents in adjacent locations with wide strike; however, the long spear can only strike opponents 10 feet at a minimum, even if the wielder only has the melee fighting skill. But the style: polearms skill is required to use a reaction for a knockback, knockdown or sting reaction.",
"material":"iron","qty":1,"value":75,"maint":3,"wgt":8,
"methods":[
 {"methodId":"M1","methodName":"Jabbing","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Piercing","weightDmg":2,"materialToHit":0,"materialToDmg":0,"hands":2,
 "pain":"d2","sound":"glaive01","speed":0,"spOO":""}
],"properties":["medium","parry","pole","reach"],"equip":["primary"]}

Unlike the long version, the short spear can be hurled.

Melee:Attack» | Dmg»s+1+ | Pain Prospect»Moderate
Range:Attack» | Dmg»s+ | Pain Prospect»Moderate
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Polearms | Weapon Forte
1 | 1 (10 ft) | 2 (10 ft)
Ranged Skill | Style: Hurling | Weapon Forte
1 | 2 | 3
API JSON:
{ "item":"Short Spear","itemType":"weapon","examine":"Pole with a spearhead",
"description":"The short spear is a pole from four to seven feet long with a piercing point on it. Spears are fought effectively in melee while the style: pole-arms skill. The distinction for a short spear is that it can be hurled up to 20 feet as a normal attack whether inside or outside; however, a disadvantaged throw can be made up to 80 feet if launched as a linear throw, but outdoors its maximum range is 120 feet. When coupled with the shield-use skill, short spears can be used with a shield, as these weapons have a special exception to the reach property norms. However, the short spear must be wielded two-handed to gain the option to use the special reaction condition for knockback, knockdown or sting. Finally, short spears make a fine thrown weapon, but only four at a time can be carried without the loss of an action to gather more.",
"material":"iron","qty":1,"value":60,"maint":1,"wgt":3,
"methods":[
 {"methodId":"M1","methodName":"Jabbing","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
  "dmgType":"Piercing","weightDmg":2,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d2",
  "sound":"glaive01","speed":0,"spOO":""},
 {"methodId":"R1","methodName":"Hurled","harmTo":"Body","toHitMod":"Agility","toDmgMod":"Strength",
  "dmgType":"Piercing","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d2",
  "sound":"glaive01","speed":0,"spOO":"","distance":"80/120"}
],"properties":["medium","parry","pole","reach","thrown"],"equip":["primary"]}

Spiked Chain:

The spiked chain includes a great number of weapon names: the chainwhip, ball and chain, rope dart, and kusarigama. When used with an exotic head, a separate attack macro should be used.

Melee:Attack» | Dmg»Special | Pain Prospect»Varies
Special Occurrence: | Raw20 | Crit
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Specialty | Weapon Forte
1 | 1+2 | 2+2
API JSON:
{ "item":"Spiked Chain","itemType":"weapon","examine":"A quality chain with a melee-style head",
"description":"Various types of striking instruments can be attached to a melee chain of about three to four feet in length. While each of those is a bit different, they all function as the same type of weapon. Based on the type of object on the end(s) determines the type of damage delivered: blunt, edged, piercing or even puncture damage with an exotic head. Of course, if using it as a spike, i.e., puncture damage, then it does become stuck in surfaces on any “natural 1.” Further, due to this weapon's exotic design, one must have melee fighting to use it for its special feats; otherwise, the untrained user simply uses the chain portions to pummel an adversary with blunt damage. The first feat to properly employ the spiked chain, the user whirls it at the side, then strikes with the momentum. As a unique weapon, none the normal style skills can enhance attacks with it; therefore, it usually only strikes as a 1d20 attack. However, a style: specialty skill can be taken to increase to gain +2 to hit of that single d20 attack. This further allows weapon forte for the spiked chain to deliver 2d20 with the +2 bonus for each die. Also, when wielding it and using the full-guard action, it adds +2 to the shield-component of the Defense calculation, which is stackable atop using a shield with it. Of course shield-use is required to employ a shield with the spiked chain. It may also be used with rebuff and riposte but only during the use of the defensive action. Lastly, this exotic weapon allows for critical hits on scores of “natural 20s” even when only a single die is rolled.",
"material":"iron","qty":1,"value":30,"maint":2,"wgt":3.5,
"methods":[
 {"methodId":"M1","methodName":"Ball-Chain","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
  "dmgType":"Blunt","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d2+1",
  "sound":"whirl01","speed":0,"spOO":"anyRaw=20;;{\"command\":\"crit\"}"},
 {"methodId":"M2","methodName":"Cut-Blade","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
  "dmgType":"Edged","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d2+1",
  "sound":"whirl01","speed":0,"spOO":"anyRaw=20;;{\"command\":\"crit\"}"},
 {"methodId":"M3","methodName":"Spear-Chain","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
  "dmgType":"Piercing","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d2+1",
  "sound":"whirl01","speed":0,"spOO":"anyRaw=20;;{\"command\":\"crit\"}"}
],"properties":["medium","melee","special","spike","unique"],"equip":["primary"]}

Staff:

A staff is a blunt pole that is spun and thrust with two hands to strike an opponent. There are two forms of a staff: a full staff and the quarter-staff. If acquiring weapon forte in the staff, either version can be used to gain the extra die but only if the required style skill for the fighting technique has been acquired. In other words, a character can have melee fighting, style: bludgeoning and weapon forte: staff but not have the style: pole-arms skill. This would mean one would attack with 3d20 using a quarter-staff, but only 1d20 with the long staff.

Melee:Attack» | Dmg»s+1+ | Pain Prospect»Moderate
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Polearms | Weapon Forte
1 | 1 (10 ft) | 2 (3) (10 ft)
Melee Skill | Style: Bludgeoning | Weapon Forte
1 | 2 | 2 (3)
API JSON:
{ "item":"Full Staff","itemType":"weapon","examine":"Blunt pole over seven feet",
"description":"The long staff is one over seven feet in length. It is typically used like a pole-arm but delivers blunt damage instead. This means when combined with the style: pole-arms skill the wielder can strike enemies two hexes away. This also allows the knockback, knockdown and sting reactions to be used if striking an opponent two hexes away. Additionally, if the reach requirements are met, it can be set for charge similar to an impalement reaction; however, such a maneuver inflicts only normal damage but also acts as a chance to knock the charging opponent prone as a tripping competition between the two combatants.",
"material":"wood","qty":1,"value":30,"maint":0,"wgt":5,
"methods":[
 {"methodId":"M1","methodName":"Strike","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Blunt","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":2,"pain":"d2",
 "sound":"thud01","speed":1,"spOO":""}
],"properties":["medium","melee","parry","reach","pole"],"equip":["primary"]}

The quarter-staff is shorter.

Melee:Attack» | Dmg»s+1+ | Pain Prospect»Moderate
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Polearms | Weapon Forte
1 | 1 | 2 (3)
Melee Skill | Style: Bludgeoning | Weapon Forte
1 | 2 | 2 (3)
API JSON:
{ "item":"Quarter Staff","itemType":"weapon","examine":"Blunt pole about five feet long",
"description":"The quarter-staff is shorter form of staff, from four to six feet in length. It also delivers blunt damage; however, when wielding the quarter-staff, it must use the style: bludgeoning, rather than polearms, to gain any increase in attack dice. Also, the quarter-staff does not have the reach property; thus, it can only strike opponents in adjacent hexes (5 feet away). As a final note, like the full staff, this shorter version is capable of using the parry skill while wielding.",
"material":"wood","qty":1,"value":20,"maint":0,"wgt":3,
"methods":[
 {"methodId":"M1","methodName":"Strike","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Blunt","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":2,"pain":"d2",
 "sound":"thud01","speed":1,"spOO":""}
],"properties":["medium","melee","parry","bludgeon"],"equip":["primary"]}

Tetsubo Hammer:

Melee:Attack» | Dmg»s+1+ | Pain Prospect»Varies
Special Occurrence: | Raw-1 | Skewer
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Bludgeoning | Weapon Forte
1 | 2 | 3
API JSON:
{ "item":"Tetsubo Hammer","itemType":"weapon","examine":"Studded metal club fixed atop a wooden stick",
"description":"This two-handed weapon is used in the style: bludgeoning method to gain additional d20s. When using it this was, the tetsubo hammer delivers puncture damage, which merely means the better of either blunt or piercing depending on the opponents protections. Although it requires two hands, it is not a heavy weapon; but it is capable of parry. It has a weapon speed penalty of -2 for initiative. Further, it will become stuck/skewered on the struck surface on a “natural 1,” which will inflict an extra point of piercing damage if that surface is the enemy.",
"material":"iron","qty":1,"value":125,"maint":3,"wgt":5,
"methods":[
 {"methodId":"M1","methodName":"Swing","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Puncture","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":2,"pain":"d2",
 "sound":"thud01","speed":-2,"spOO":"anyRaw=1;;{\"command\":\"skewered\"}"}
],"properties":["bludgeon","clout","medium","parry"],"equip":["primary"]}

Tiger Claws:

Melee:Attack»Special | Dmg»Special | Pain Prospect»Severe
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Unarmed Skill | Martial Arts | Martial Arts II
1
Dmg» ½
 | 2
Dmg» s+
 | 3
Dmg» s+
API JSON:
{ "item":"Tiger Claws","itemType":"weapon","examine":"Pair of spiked straps",
"description":"This is a dual purpose tool, one of which is to enhance the attack of the martial artist. The weapon is designed as a pair of straps or gloves fitted with spikes in the palm. To gain the bonus, one must have martial arts, but if so, these strikers will add an additional d20 to the attack and convert all damage to piercing. The second purpose of this device is to aid in climbing. With any surface climb, these claws will grant +2 to the Agility checks, even when using ropes; however, there is a 1 in 20 chance to weaken the rope by 25% of its total support weight.",
"material":"iron","qty":1,"value":50,"maint":0,"wgt":1,
"methods":[
 {"methodId":"M1","methodName":"punch","harmTo":"Body","toHitMod":"Agility","toDmgMod":"None",
 "dmgType":"Piercing","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":2,"pain":"0",
 "sound":"punch01","speed":2,"spOO":""}
],"properties":["melee","special","unique"],"equip":["primary"]}

Trident:

Melee:Attack» | Dmg»s+1+ | Pain Prospect»Severe
Range:Attack» | Dmg»s+ | Pain Prospect»Severe
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Polearms | Weapon Forte
1 | 1 | 2
Melee Skill | Style: Bludgeoning | Weapon Forte
1 | 2 | 3
API JSON:
{ "item":"Trident","itemType":"weapon","examine":"Three-pronged spear",
"description":"This weapon is similar to a short spear only even slightly shorter; moreover, it is made entirely from metal with a different shape of piercing head. Due to these details, it can be used with a shield, assuming shield-use is known. Also, it does not have the reach to be used to gain the extended range in melee from style: pole-arms; however, if taking the style skill, this meets the requirement to learn weapon lock or to advance to weapon forte, which is when the trident gains the extra die for a 2d20 attack. Additionally, it is too bulky to be thrown effectively unless underwater. When used underwater, it suffers no underwater penalties and does act as a thrown weapon with a normal range of 30 feet and maximum range of 60 feet at disadvantage. In either land or water, the trident gains a +2 bonus when used with weapon lock and weapon disarm. This +2 bonus is complementary and counted above the normal dice bonus explained in skill descriptions and compelled surrender. A quick note: the trident is usually fought with in the style: pole-arms, as this manner is considered the respectable way to wield it; however, it can be used with style: bludgeoning quite effectively as well. When using it in this unsophisticated manner, it acts like a spike weapon with puncture damage, the better of blunt or piercing. Of course, this also means that there is a chance of it becoming skewered on a “natural 1.”",
"material":"iron","qty":1,"value":90,"maint":1,"wgt":4,
"methods":[
 {"methodId":"M1","methodName":"Jabbing","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
  "dmgType":"Piercing","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d3",
  "sound":"stab01","speed":-1,"spOO":""},
 {"methodId":"R1","methodName":"Underwater Throw","harmTo":"Body","toHitMod":"Agility","toDmgMod":"Strength",
  "dmgType":"Piercing","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d3",
  "sound":"stab01","speed":-1,"spOO":"","distance":"30/60"},
 {"methodId":"M2","methodName":"Bashing","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
  "dmgType":"Puncture","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d2+1",
  "sound":"thud01","speed":-1,"spOO":"anyRaw=1;;{\"command\":\"skewered\"}"}
],"properties":["medium","parry","pole","reach","thrown"],"equip":["primary"]}

Ula:

Melee:Attack» | Dmg»s+1+ | Pain Prospect»Moderate
Range:Attack» | Dmg»s+ | Pain Prospect»Moderate
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Polearms | Weapon Forte
1 | 1 | 2
Ranged Skill | Style: Hurling | Weapon Forte
1 | 2 | 3
API JSON:
{ "item":"Ula","itemType":"weapon","examine":"Blunt pole with rounded head",
"description":"This is shorter polearm designed specifically by nhoblits. As small creatures are unable to use heavy weapons or those with reach, this weapon is considered an improvised weapon for creatures that are not in the small category. However, in all other ways it is used like a pole-arms, but it has a rounded or blocked head to deliver blunt damage rather than piercing. Like a normal spear, it can be hurled up to 20 feet as a normal attack whether inside or outside and thrown at disadvantage up to 60 feet if launched as a linear throw. Outdoors it can be lobbed, making its maximum range 90 feet. When coupled with the shield-use skill, the ula can be used with a shield. While ulas make a fine thrown weapon, only four at a time can be carried without the loss of an action to gather more. Lastly, the impalement reaction can be used once skilled in style: pole-arms; however, it will act in a special manner. First, it inflicts the normal amount of attack damage, but it triggers a tripping competition against the attacker. Next, as it does not have reach, this reaction occurs at five feet rather than ten feet away. This means the timing of the actions is special as well. Thus, if the tripping portion of impalement is successful, the penalty for being prone is not calculated into the attack but does occur as a result.",
"material":"wood","qty":1,"value":25,"maint":0,"wgt":1,
"methods":[
 {"methodId":"M1","methodName":"Strike","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Blunt","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":2,"pain":"d2",
 "sound":"thud01","speed":1,"spOO":""},
{"methodId":"R1","methodName":"Thrown","harmTo":"Body","toHitMod":"Agility","toDmgMod":"Strength",
 "dmgType":"Blunt","weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"1",
 "sound":"thud01","speed":0,"spOO":""}
],"properties":["medium","melee","parry","thrown", "pole"],"equip":["primary"]}

Vidonoir:

Melee:Attack» | Dmg»s+1+ | Pain Prospect»Varies
Special Occurrence: | Raw20 | Maim 
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Cleaving | Weapon Forte
1 | 2 | 2 (3)
Melee Skill | Style: Slashing | Weapon Forte
1 | 2 | 2 (3)
API JSON:
{ "item":"Vidonoir","itemType":"weapon","examine":"Awkward looking martial weapon",
"description":"The vidonoir, pronounced VEE-doh-NOH-ir, is an orcish weapon which is idiomatically translated to “tooth blade.” First, outside of orcish communities, wielding one, even carrying one, creates the same social disadvantages as a jack of plates would. For the aspect of pure combat, this weapon can be employed with multiple fighting styles. When used as an axe, it combines with the style: cleaving skill to gain extra dice; however, it does not strike like a typical cleaver weapon; instead it strikes against the easier between blunt and piercing defenses to inflict piercing damage. Nonetheless, this same weapon can be turned or used with a back-thrashed to use as a slashing weapon, which would gain dice to the attack if combined with the style: slashing skill. The skill weapon forte can be taken for the weapon, but it could only be used with three dice if all the requirements were met for the style used.",
"material":"iron","qty":1,"value":90,"maint":3,"wgt":3.5,
"methods":[
 {"methodId":"M1","methodName":"Cleaving","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Cleaver","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d2+1",
 "sound":"axe01","speed":-1,"spOO":""},
{"methodId":"M2","methodName":"Slash","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Edged","weightDmg":1,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"d2",
 "sound":"sword01","speed":-1,
 "spOO":"anyRaw>=18;;{\"command\":\"maimed\",\"save\":\"AgilityTM7\",\"movement\":1}"}
],"properties":["medium","melee","slicer","cleaver","unique"],"equip":["primary"]}

War Maul:

Melee:Attack» | Dmg»s+2+ | Pain Prospect»Mild
Special Occurrence: | Raw18+ | Heavy / Stun 
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | Style: Bludgeoning | Weapon Forte
1 | 2 | 3
API JSON:
{ "item":"War Maul","itemType":"weapon","examine":"Large, long-handled hammer with a heavy head,",
"description":"The war maul is a heavy form of hammer with a longer handle. It requires two hands to wield. Due to the heavy property, a raw 18 or higher normally places an unshielded opponent at disadvantage, but further for the war maul if that roll successfully strikes the target, then the victim must also roll a Resilience save (TM base of 9 plus the attacker’s Strength modifier) or become stunned, during which time attacks against the victim are at advantage. The victim recovers from the stun restriction on start of its next turn but still suffers from being at disadvantage until the end of its turn. This works in conjunction with heavy blow, if acquired, to affect even opponents with shields. Its weapon speed suffers -3 to initiative.",
"material":"iron","qty":1,"value":125,"maint":4,"wgt":10,
"methods":[{"methodId":"M1","methodName":"Smash","harmTo":"Body","toHitMod":"Strength","toDmgMod":"Strength",
 "dmgType":"Blunt","weightDmg":2,"materialToHit":0,"materialToDmg":0,"hands":2,"pain":"1",
 "sound":"thud01","speed":0,
 "spOO":"onHit;{\"type\":\"save\",\"stat\":\"resilience\",\"TM\":\"9\",\"TMMod\":\"strength\"};{\"command\":\"stun\"}|
 anyScore>=18;;{\"command\":\"heavy\"}"}
],"properties":["bludgeon","heavy","melee","parry"],"equip":["primary"]}

Whip:

Melee:Attack» | Dmg»1 | Pain Prospect»Severe
Special Occurrence: | OnHit | Frighten 
Cooldown:Standard  | d4+8++ | Minimum»8 seconds
Melee Skill | 
1 | 
API JSON:
{ "item":"Whip","itemType":"weapon","examine":"Strip of leather fastened to a handle,",
"description":"The whip is a specialized weapon, which is rarely a lethal weapon, but it offers several special benefits. First, it requires a melee fighting skill to operate; otherwise, it is ineffective when used as an improvised weapon. By its design, it has a natural reach of 10 feet (not requiring a skill to extend) and does inflict edged damage; however, this damage is limited to a single point regardless of dice or attribute modifiers. Further, a whip does not have the tensile strength to penetrate armor; therefore, targeting someone wearing anything that offers an armor base of 13 or higher, no damage occurs. However, the intensity of the whip strike with intense Pain to even armored opponents, inflicting 1 point of Pain for the successful die roll, plus half of the attacker’s Agility modifier. Further, the victim must make a Will save (TM:6) or fall into a frightened restriction until the end of the victim's next turn. As a second attack option, the whip offers a tripping option against an opponent up to ten feet away (2 hexes). This requires a success hit against the target’s Defense and can affect any target regardless of its armor type. The grappling rules govern tripping, and the whip offers a +3 bonus on the competition. A whip can also be used as a make-shift garrote; however, attacking with it as such suffers a -3 to hit on the attack. Finally, with other advanced skills, the whip can perform even more feats, but it would require a style: specialty skill to use such maneuvers as weapon lock. The style: specialty skill does not add an extra d20 and neither does weapon forte, not even as a garrote. This weapon only ever has 1d20 in its die pool. The whip cannot be used for parry or rebuff.",
"material":"leather","qty":1,"value":10,"maint":0,"wgt":2,
"methods":[
 {"methodId":"M1","methodName":"Smash","harmTo":"Body","toHitMod":"Agility","toDmgMod":"None","dmgType":"NoDamage",
 "weightDmg":0,"materialToHit":0,"materialToDmg":0,"hands":1,"pain":"1",
 "sound":"whip01","speed":3,
 "spOO":"onHit;{\"type\":\"save\",\"stat\":\"will\",\"TM\":\"6\"};{\"command\":\"frightened\"}"}
],"properties":["light","melee","unique"],"equip":["primary"]}