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Page name: WoW - Exotic Weapons [Exported view] [RSS]
2013-07-15 04:45:53
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Exotic Weapons






Basic vs Advanced

Winter of Wolves is a Rule-based RP, but that doesn't mean we want players to have to crunch numbers and learn the whole system to play. Pretty much all of the game can be played with basic rules, for which you only need to know the information written out here. Sometimes, there will be advanced rules which can be handled back stage by the GM, whenever you see text Written like this, these are advanced rules and you can feel free to ignore them if you don't want to get into the mechanics of the RP.










Curved Blades






Dao
Dao are traditional Shah curved blades used by ancient warriors before the onset of the winter. Much like the longsword, it was a weapon of honor, but unlike the longsword it has not lost that connotation. Combat using a Dao is almost like a dance of brutal slashes couple with circular, flowing motions. Daguerrians for the most part have a very hard time mastering this form of combat, and most consider it a waste of time when a gunshot would be much more effective.
Power: -3
Damage: 2
Range: 1
Ammunition: n/a
Penalties:
Special Qualities:
Riposte: Whenever an enemy attack is blocked or dodged with this weapon, the character may attack in turn.
One-two; After a successful strike roll, the character may attempt another one.
Size: Regular

Cost: 35 Guerrmarks
Weight: 4

Scimitar
Scimitars are slashing swords made for fighting lightly armored opponents. For hundreds of years, they remained the staple weapon of true Majai armies. Many old families of the true Majai pass down these weapons and learn to use them as they were once symbols of command in the military.
Power: -1
Damage: 2
Range: 1
Ammunition: n/a
Penalties:
Fragile: -1 Difficulty to Break
Special Qualities:
One-two; After a successful strike roll, the character may attempt another one.
Size: Regular

Cost: 50 Guerrmarks
Weight: 4

Khopesh
Khopesh swords are blades favored by the Amiri, who would often wield them against enemies from horseback. On one end, they can be used to slash at enemies, but when turned, they become powerful hook that can drag a man behind a horse or pull down another.
Power: +1
Damage: 2
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities:
Hook: May be used to hold the enemy in place at +1 Difficulty.
Size: Large

Cost: 30 Guerrmarks
Weight: 4

Fu Tao
Also known as hook swords by Daguerrians, the Fu Tao are part of an ancient martial discipline from Shah. These blades are meant to be used in twin pairs, hooking on each other to increase their reach or to hold down enemies. Against armored opponents, however, they struggle to deal much damage.
Power: -3
Damage: 1
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities:
Extended Range (Dual): When two are used, the weapon can perform a special attack at +2 range instead of attacking normally.
Riposte (Dual): Whenever an enemy attack is blocked or dodged with this weapon, the character may attack in turn.
One-two(Dual); After a successful strike roll, the character may attempt another one.
Dual Weapon: This weapon gains special abilities when one of it is wielded in each of the character's hands.
Hook: May be used to hold the enemy in place at +1 Difficulty.
Size: Regular

Cost: 50 Guerrmarks.
Weight: 3

Kukri
Kukri knives are short blades favored by the true Majai and the Amiri. They are utilitarian weapons that function as a cross between a hatchet and a dagger, able to stab and chop easily. Like most Majai weapons, they are designed to fight unarmored opponents in close combat.
Power: 0
Damage: 1
Range: 1
Ammunition: n/a
Penalties:
Thrown: This weapon can be thrown to a range equal to the character's throw skill and a power score equal to their strength.
Special Qualities: n/a
Sever: Double chance of cutting off a hand or foot in a critical hit.
Size:Small

Cost:35 Guerrmarks
Weight: 2




Segmented Weapons






Two-Part Staff
Two part staves are actually two short staffs joined together by a short metal chain. They are a hard weapon to control and wield and are rather ineffectual against armor. They are almost entirely by Shah martial artists and more as a sport than actual weapons.
Power: -3
Damage: 1
Range: 2
Ammunition: n/a
Penalties:
Unwieldly - +1 Difficulty to Strike.
Special Qualities:
One-two; After a successful strike roll, the character may attempt another one.
Circle of Death: The wielder may perform an attack against enemy characters whenever they enter the weapon's range
Size: Very Large

Cost: 25 Guerrmarks
Weight: 4

Flail
Flails are somewhat archaic weapons, rarely seen in fights within the Royal city. Created by the Shah in before the winter, Flails were their answer to armored opponents, a long, spiked metal rod attached by a chain to an even longer handle.
Power: +2
Damage: 3
Range: 1
Ammunition: n/a
Penalties:
Unwieldy - +1 Difficulty to Strike.
Special Qualities:
Stun: Whenever a character is struck with this weapon, he must beat an easy resist test or be stunned for a round of combat.
Size: Very Large

Cost: 50 Guerrmarks
Weight: 8

Chain Whip
Chain whips are made of a multitude of small metal rods connected by chain, which gives them a fluid motion as they whip towards the enemy at top speed. They are more of a psychological weapon, as being struck by one is extremely painful, if not terribly damaging.
Power: -2
Damage: 1
Range: 3
Ammunition: n/a
Penalties:
Unwieldy - +1 Difficulty to Strike.
Special Qualities:
Stun: Whenever a character is struck with this weapon, he must beat an easy resist test or be stunned for a round of combat.
Size: Regular

Cost: 55 Guerrmarks
Weight: 6

Sanjiegun
The three section staff is another ancient Shah weapon which is used more as an attempt to retain Shah cultural heritage and identity rather than as a serious weapon. While extremely effective against an unarmored enemy and up close, the Sanjiegun has a hard time holding it's ground against more advanced weapons.
Power: -3
Damage: 1
Range: 2
Ammunition: n/a
Penalties:
Special Qualities:
One-two; After a successful strike roll, the character may attempt another one.
Circle of Death: The wielder may perform an attack against enemy characters whenever they enter the weapon's range
Riposte: Whenever an enemy attack is blocked or dodged with this weapon, the character may attack in turn.
Size: Very Large

Cost: 50 Guerrmarks
Weight: 5

Spiked Chain
Spiked chains are a terrifying improvement on the old Chain Whip, probably an improvement devised by modern smiths within the city. The spiked chain is made out of larger links in a chain, each which is equipped with a sharp metal barb.
Power: -2
Damage: 2
Range: 3
Ammunition: n/a
Penalties:
Unwieldy - +1 Difficulty to Strike.
Special Qualities:
Stun: Whenever a character is struck with this weapon, he must beat an easy resist test or be stunned for a round of combat.
Shred: As long as one point of damage is received from this weapon, the character is considered injured.
Hook: May be used to hold the enemy in place at +1 Difficulty.
Size: Very Large

Cost: 70 Guerrmarks
Weight: 7




Lashing Weapons






Whip
Whips as weapons are used to inflict pain rather than damage. Wielded mostly by the Amiri, they are useless against armored enemies, but they can hold down enemies at range and provide an effective circle of attack.
Power: -3
Damage: 1
Range: 3
Ammunition: n/a
Penalties:
Special Qualities:
Hook: May be used to hold the enemy in place at +1 Difficulty.
Circle of Death: The wielder may perform an attack against enemy characters whenever they enter the weapon's range
Size: Regular

Cost: 25 Guerrmarks
Weight: 2

Whip Sword
More than a whip, the whip sword is a long, flexible sheet of metal with razor sharp edges. Used only by a few chosen Majai martial artists even during the peak of the Majai empire, the whip sword is even rarer today, and there are few who can effectively wield it.
Power: -3
Damage: 2
Range: 3
Ammunition: n/a
Penalties:
Unwieldy - +1 Difficulty to Strike.
Special Qualities:
Circle of Death: The wielder may perform an attack against enemy characters whenever they enter the weapon's range
Size: Regular

Cost: 30 Guerrmarks
Weight: 4

Dragon Beard Hook
Dragon Beard Hooks are not so much a weapon as a tool to be used in battle alongside other weapons. Shah would use this weapon to hook opponents and pull them off balance before striking at them. Even today, some secret Shah groups use them to scale the nearly vertical streets of the Royal City's poorer districts.
Power: n/a
Damage: 1
Range: 6
Ammunition: n/a
Penalties:
Ranged: This weapon cannot be used in melee.
Special Qualities:
Hook: Any enemy struck with this weapon is considered to be hooked by it.
Thrown: This weapon can be thrown to a range equal to the character's throw skill and a power score equal to their strength.
Corded: This weapon can be recovered with a single use of the Pull skill after it's thrown.
Size: Regular

Cost: 30 Guerrmarks
Weight: 2

Meteor Hammer
The Meteor Hammer is another weapon brought to the Royal city by ancient Shah tradition. The weapon, like many weapons of the ancient mage empires, they were designed to take out spellcasters who would normally be unarmored before they could use their magical powers. Today, few among know how to wield these weapons.
Power: n/a
Damage: 1
Range: 6
Ammunition: n/a
Penalties:
Unwieldy - +1 Difficulty to Strike.
Ranged: This weapon cannot be used in melee.
Special Qualities:
Circle of Death: The wielder may perform an attack against enemy characters whenever they enter the weapon's range
Thrown: This weapon can be thrown to a range equal to the character's throw skill and a power score equal to their strength.
Stun: Whenever a character is struck with this weapon, he must beat an easy resist test or be stunned for a round of combat.
Size: Very Large

Cost: 70 Guerrmarks
Weight: 3

Cat-o-Nine-Tails
A Kkala interpretation of the traditional Amiri weapon, Kkala traders would use these for both defense and to spur on the oxen that pulled their carts. Shorter and stiffer than a whip, the end is frayed into 9 tips, each of which is attached to a sharp metal spike.
Power: -3
Damage: 2
Range: 2
Ammunition: n/a
Penalties:
Special Qualities:
Shred: As long as one point of damage is received from this weapon, the character is considered injured.
Size: Regular

Cost: 55 Guerrmarks
Weight: 3




Throwing Weapons






Throwing Knives x 10
Throwing knives are perfectly balanced, rather sharp blades used mostly by the Shah. In order for the knive to fly true towards the enemy, they must have a special shape that keeps them from being used normally in melee.
Power: n/a
Damage: 1
Range: n/a
Ammunition: n/a
Penalties:
Ranged: This weapon cannot be used in melee.
Special Qualities:
Thrown: This weapon can be thrown to a range equal to the character's throw skill and a power score equal to their strength.
Size: Very Small

Cost: 16 Guerrmarks
Weight: 1

Javelin x 3
Javelins are preferred by the Kkala and Amiri. They are very thin spears with heavy metal tips which can be thrown at the enemy from great distances. The sharp metal point at the front of the javelin means it is effective even against armor.
Power: +1
Damage: 1
Range: n/a
Ammunition: n/a
Penalties:
Ranged: This weapon cannot be used in melee.
Special Qualities:
Thrown: This weapon can be thrown to a range equal to the character's throw skill and a power score equal to their strength.
Shred: As long as one point of damage is received from this weapon, the character is considered injured.
Size: Small

Cost: 15 Guerrmarks
Weight: 2

Throwing Stars x 5
Throwing Stars are strange metal devices brought to the Royal city originally by the Shah. Though not of their own design, they have adopted these weapons, a flat, four pointed sheet of razor sharp metal which can be easily concealed and thrown at unarmored enemies.
Power: n/a
Damage: 1
Range: n/a
Ammunition: n/a
Penalties:
Ranged: This weapon cannot be used in melee.
Special Qualities:
Thrown: This weapon can be thrown to a range equal to the character's throw skill and a power score equal to their strength.
Shred: As long as one point of damage is received from this weapon, the character is considered injured.
Shred:
Size: Very Small

Cost: 10 Guerrmarks
Weight: 1

Chakram x 3
Chakrams are flattened disks with a razor sharp edge, designed to be thrown as a sort of flying saw and cut cleanly through flesh and bone. Even among the true Majai who created then, few can claim to know how to use the weapon. Some grim tails exist, however, about these flying blades cleanly cutting a man's head off their shoulders from a considerable distance.
Power: n/a
Damage: 1
Range: n/a
Ammunition: n/a
Penalties:
Ranged: This weapon cannot be used in melee.
Special Qualities:
Thrown: This weapon can be thrown to a range equal to the character's throw skill and a power score equal to their strength.
Sever: Double chance of cutting off a hand or foot in a critical hit.
Coup de Grace: Criticals deal triple damage against humans.
Size: Small

Cost: 25 Guerrmarks
Weight: 2

Boomerang x 3
Boomerangs are balanced pieces of wood, made to be able to sustain flight for longer than other thrown weapons and strike with force. Though they are not capable to dealing much damage unless they hit an enemy in a vulnerable spot, and they are incapable of going through armor, a well placed shot can make anyone stagger in pain. Though boomerangs will return in the direction from which they were thrown, one must never attempt to catch them for they can easily break a few fingers.
Power: n/a
Damage: 1
Range: n/a
Ammunition: n/a
Penalties:
Ranged: This weapon cannot be used in melee.
Special Qualities:
Thrown: This weapon can be thrown to a range equal to the character's throw skill and a power score equal to their strength.
Stun: Whenever a character is struck with this weapon, he must beat an easy resist test or be stunned for a round of combat.
Size: Small

Cost: 20 Guerrmarks
Weight: 2




Brawling Weapons






Wind & Fire Wheels
Wind & Fire wheels are circular blades originally devised by the Shah. They are specially good at deflecting and redirecting attacks from other blades, with a design that allows for quick, short, continuous strikes. In order to use them properly, however, one must have a blade on each hand.
Power: 0
Damage: 1
Range: n/a
Ammunition: n/a
Penalties: n/a
Special Qualities:
One-two (Dual); After a successful strike roll, the character may attempt another one.
Riposte (Dual): Whenever an enemy attack is blocked or dodged with this weapon, the character may attack in turn.
Dual Weapon: This weapon gains special abilities when one of it is wielded in each of the character's hands.
Size: Small

Cost: 30 Guerrmarks
Weight: 3

Pata
Pata are strange weapons used by the elite warriors of the True Majai before the war. They seem to be metal gauntlets with a powerful Long integrated onto them. Majai soldiers wielding dual Pata blades moved as a flurry through the battlefields from before the war, now all that remains of their ancient tradition are their swords.
Power: +1
Damage: 2
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities:
Strong-grip: A character with this weapon cannot be disarmed with an attack.
One-two (Dual); After a successful strike roll, the character may attempt another one.
Circle of Death (Dual): The wielder may perform an attack against enemy characters whenever they enter the weapon's range
Dual Weapon: This weapon gains special abilities when one of it is wielded in each of the character's hands.
Size: Regular

Cost: 100 Guerrmarks
Weight: 5

Bagh Nakh
Bagh Nakh, otherwise known as Tiger Claws, are a Shah weapon based on the humble brass knuckle. With the addition of metal claws coming out of the knuckles, the weapon is much better at penetrating light armor and tearing through the skin of the enemy.
Power: -1
Damage: 1
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities:
One-two(Dual); After a successful strike roll, the character may attempt another one.
Shred: As long as one point of damage is received from this weapon, the character is considered injured.
Dual Weapon: This weapon gains special abilities when one of it is wielded in each of the character's hands.
Size: Small

Cost: 10 Guerrmarks
Weight: 1

Katar
Katars, or punching daggers, are a true Majai weapon used in the same tradition of the Pata sword. Elite troops would practice quick strikes and cut with the katar before they were allowed to wield the mighty Pata blade.
Power: +2
Damage: 1
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities:
One-two (Dual); After a successful strike roll, the character may attempt another one.
Riposte (Dual): Whenever an enemy attack is blocked or dodged with this weapon, the character may attack in turn.
Dual Weapon: This weapon gains special abilities when one of it is wielded in each of the character's hands.
Size: Regular

Cost: 40 Guerrmarks
Weight: 3

Deer Horn Knives
Deer Horn Knives are a special kind of crescent blade coming from Shah in the same tradition of the Wind and Fire Wheels. The main purpose of these blades, however, is to block incoming strikes. A warrior armed with a pair of these knives is a master at parrying weapons and replying immediately with a blow of his own.
Power: 0
Damage: 1
Range: 1
Ammunition: n/a
Penalties: n/a
Special Qualities:
Block: +1 to Block
Riposte (Dual): Whenever an enemy attack is blocked or dodged with this weapon, the character may attack in turn.
Dual Weapon: This weapon gains special abilities when one of it is wielded in each of the character's hands.
Size: Regular

Cost: 20 Guerrmarks
Weight: 2



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