
Weapons can make you more powerful, but they require more commitment than punching and kicking. Be careful, though, a sharp blade may work against an Opponent on your level but stronger Opponents may be able to break them.
Weapon Signatures. You cannot use a Signature Technique with an Armed Attack unless it has the ‘Weapon Assisted’ Advantage.
Hardness Value. Weapons have a Hardness Value of 2 by default. The Hardness Value of Weapons is not added to the Wound Roll, it exists solely for the sake of throwing the Weapon (see — Actions & Maneuvers).
Weapon Penalty. While wielding any type of Weapon, reduce your Strike Rolls by 2(T). To remove the Weapon Penalty, gain the Weapon Specialist Talent.
Dual Wielding. You can only wield two Weapons at any one time. When making an Attacking Maneuver, you must choose which Weapon (if any) you are using for that Attacking Maneuver.
Weapon Attack. When making any type of Attacking Maneuver, it falls into one of two categories: Unarmed or Armed. The simple definition is that if you are using a Weapon to make this Attacking Maneuver, in which case it is benefiting from that Weapon’s effects and Qualities, it is an Armed Attack. An Unarmed attack is any Attacking Maneuver that does not involve a Weapon.
Integrated Weapons. All Attacking Maneuvers made with Integrated Weapons may be treated as Unarmed Attacks OR Armed Attacks. Decide which at Attack Declaration.
Damaging Weapons. Weapons can break, making them lose effectiveness. Each Weapon starts with 32 Life Points and gains 8 Life Points each Power Level. Additionally, Weapons have Damage Reduction of 6(bT). An Opponent can use a Called Shot to target a Weapon with an Attacking Maneuver, reducing its Life Points if it hits. If the Weapon’s Life Points are reduced to 0, it is broken and cannot be used for any Attacking Maneuvers.
Weapons scale with your Power Level under the assumption that you take regular care of them. If this is not the case, your ARC can limit their increase in Life Points.
Repairing Weapons. To repair a Weapon, use the Full Repair Adventuring Maneuver.
Creating Weapons
Crafting Weapons. Weapons have a Craft DC depending on their Craftsmanship Grade (See the Craftsmanship Grade table below). The Craftsmanship of a Weapon decides how many Quality Slots they have.
| Craftsmanship Grade | Craft DC | # of Quality Slots |
|---|---|---|
| 1 | Apprentice | 0 |
| 2 | Qualified | 1 |
| 3 | Expert | 2 |
| 4 | Master | 3 |
| 5 | Grandmaster | 4 |
Step-by-Step Weapon Creation: Follow the below steps to create a Weapon.
- 1) Choose a Craftsmanship Grade for this Weapon.
- 2) Choose a Weapon Type.
- 3) Choose a Weapon Size.
- 4) Choose a Weapon Category.
- 5) Choose Weapon Qualities (see — Weapon Qualities).
- 6) Follow the rules for Crafting to try and make this Weapon or pay the relevant Equipment Points if you’re using a Gear Kit.
Sometimes, your ARC or another Character may give you a Weapon rather than having to create it. In those cases, you can ignore these steps.
Weapon Type. When you create a Weapon, you must select an Attack Type (Physical/Energy/Magic).
Weapon Size. Weapons come in three Sizes:
- Small: All Attacking Maneuvers made with this Weapon have their Strike Rolls increased by 1(T) and their Wound Rolls decreased by 2(T).
- Standard: This Weapon has no influence on your Combat Rolls from its Weapon Size.
- Big: All Attacking Maneuvers made with this Weapon have their Strike Rolls decreased by 1(T) and their Wound Rolls increased by 2(T).
Quality Slots. Quality Slots are used to place Weapon Qualities. Each Weapon Quality placed onto a Weapon takes up a number of Quality Slots.
Weapon Categories
Now that you know the type of Weapon and what size it is, you must choose a category to decide what kind of Weapon it is. The Weapon Categories available are decided based on the Weapon Type chosen.
Category Limit. No Attacking Maneuver can benefit from more than one Weapon Category at a time, unless specifically stated by an effect. If you have multiple effects, or are applying any number of them to an Armed Attack, that would apply a Weapon Category to an Attacking Maneuver, you must choose which Weapon Category’s effects are applied at Attack Declaration.
Physical Weapons
These are fundamentally melee Weapons that can only be used for Physical Attacks. The Physical Weapon Categories available (and their effects) are listed below:
Bludgeoning: This Weapon is a blunt, dull object used for bashing enemies.
–Effects: Attacking Maneuvers made with this Weapon ignore 1/2 of your target’s Damage Reduction. This Weapon also possesses the Staggering Weapon Quality (this Weapon Quality does not count towards your Quality Slots).
Slashing: A sharp blade on this Weapon is meant for cutting open enemy flesh and leaving large wounds.
–Effects: Apply any Diminishing Defense from Attacking Maneuvers made with this Weapon at Attack Declaration. Additionally, increase the Wound Rolls of Attacking Maneuvers with this Weapon by 2(T).
Piercing: Intended for penetrating a target’s vital points and damaging organs, this Weapon is sharp and lethal.
–Effects: Attacking Maneuvers made with this Weapon ignore 1/4 (rounded up) of your target’s Soak Value (before any reductions). This Weapon also possesses the Lasting Wounds Weapon Quality (this Weapon Quality does not count towards your Quality Slots).
Shield: This Weapon is intended for defense, rather than offense.
–Effects: Increase the Life Points of this Weapon by x for each of your Power Levels. X is 1 for Small Weapons, 2 for Standard Weapons, and 3 for Large Weapons. Additionally, while you are wielding this Weapon, you gain access to the Block Special Maneuver.
Energy Weapons
These are fundamentally ranged Weapons that can only be used for Energy Attacks. The Energy Categories available (and their effects) are listed below:
Efficient: This Weapon is easy to use, allowing for the user to expend less energy.
–Effects: Attacking Maneuvers made using this Weapon have their Ki Point Cost reduced by 2(T). Additionally, increase the Wound Rolls of Attacking Maneuvers made with the Simple Profile by 2(T).
Precision: This Weapon has precision accuracy intended for lethal damage dealt from far away.
–Effects: Increase the Strike and Wound Rolls for any Called Shot made using this Weapon by 1(T) and 2(T) respectively. This Weapon also possesses the Far Sight Weapon Quality (this Weapon Quality does not count towards your Quality Slots).
High Power: This Weapon funnels energy into massive blasts of pure destruction.
–Effects: Apply an Energy Charge to any Attacking Maneuver made using this Weapon with a Ki Wager equal to or exceeding 1/2 of your Max Capacity. Additionally, increase the Magnitude of any Attacking Maneuver that possesses an AoE used by this Weapon by 1 Magnitude.
Magic Weapons
These are fundamentally ranged Weapons that can only be used for Magic Attacks. The Magic Categories available (and their effects) are listed below:
Magic Staff: This Weapon is a mystical staff which empowers magical attacks.
–Effects: While wielding this Weapon, reduce the Ki Point Cost of your Magic Attacks and your Magical Unique Abilities by 2(T). Additionally, while wielding this Weapon, increase the Dice Score of your Use Magic Skill Checks by 2.
Elemental Tool: This Weapon possesses the mystical means to influence the natural world, and may not look like a Weapon at all.
–Effects: Upon creating this Weapon, select a Profile with ‘Elemental’ in the name. While wielding this Weapon, that Element becomes a Favored Element.
Magic Orb: This Weapon allows you to see your enemies from far away.
–Effects: This Weapon possesses the Spiritual Weapon Quality (this Weapon Quality does not count towards your Quality Slots). Additionally, increase the Wound Rolls of Attacking Maneuvers with this Weapon by 2(T).
Weapon Qualities
Weapon Qualities depict the unique elements of each Weapon. Weapon Qualities may apply to only certain Weapon Types. Each Weapon Quality will list any restrictions on Type, as well as any other Prerequisites required. The Prerequisites for a Weapon Quality are not applied to the crafter, but the wielder. If the wielder of a Weapon does not meet a Weapon Quality’s Prerequisite, the Weapon Quality’s effects remain inactive while they are wielding it. The only exception to this is Prerequisites that require another Weapon Quality, which require that Weapon Quality for them to be applied at all.
The Quality Slots for a Weapon Quality will explain how many Quality Slots it takes up, with some having a range. If there is a range, then you may select how many Quality Slots a Weapon Quality takes up.
Artisan: Crafted by a master craftsman, this Weapon is a superior example of its kind.
–Weapon Type: All
–Prerequisites: N/A
–Quality Slots: 1~2
–Effects: For each Quality Slot taken up by the Artisan Quality, increase your Wound Rolls made with this Weapon by 1(T).
Barrage Weapon: This Weapon can be thrown multiple times in rapid succession.
–Weapon Type: Physical
–Prerequisites: Throwing Weapon
–Quality Slots: 1
–Effects: When using the Throw Maneuver to throw this Weapon, you may use the Combination Profile (Physical) instead of the Simple Profile.
Boomerang: This Weapon returns to your hand after you throw it.
–Weapon Type: Physical
–Prerequisites: Throwing Weapon Weapon Quality, you do not have the Multi-Storage Weapon Quality.
–Quality Slots: 1~2
–Effects: If you throw this Weapon through the Throw Maneuver, you may equip it again immediately, ignoring the distance between you and the Weapon.
If this Weapon Quality takes up 2 Slots, apply the Homing Advantage to any Attacking Maneuver made with this Weapon through the Throw Maneuver.
Breaker: This Weapon is designed to deal extra damage to inanimate objects.
–Weapon Type: All
–Prerequisites: N/A
–Quality Slots: 1
–Effects: If you hit a piece of Apparel with this Weapon, double the loss of Break Value. If you hit a Weapon instead, increase the Damage dealt to that Weapon by 1/4 (rounded up).
Burst Fire: This Weapon can gather massive amounts of energy and release them all at once.
–Weapon Type: Energy/Magic
–Prerequisites: N/A
–Quality Slots: 1
–Effects: When making an Attacking Maneuver using this Weapon, you may spend any number of Actions, this Attacking Maneuver gains an Energy Charge for each Action spent.
Concealed: This Weapon is sleek, designed to be kept out of sight until the moment you strike!
–Weapon Type: N/A
–Prerequisites: N/A
–Quality Slots: 1
–Effects: The first Armed Attack you make with this Weapon each Combat Round, make a Clash (Stealth vs Perception) against the target(s) of that Attacking Maneuver. If you win, they have the Guard Down Combat Condition against this Attacking Maneuver.
Controller Weapon: This Weapon functions as a Remote Control for something else.
–Weapon Type: All
–Prerequisites: N/A
–Quality Slots: 1~2
–Effects: Upon applying this Weapon Quality, this Weapon can be treated as the Remote Control Basic Item. Select what this Remote Control is attuned to upon applying the Weapon Quality. If this Weapon Quality takes up 2 Quality Slots, this Remote Control can be used for all Items of that type (Vehicles/Battle Jackets still require the appropriate Quality/Trait to be used with a Remote Control).
Duelist: This Weapon is equally effective at offense and defense.
–Weapon Type: Physical
–Prerequisites: N/A
–Quality Slots: 1
–Effects: Increase your Strike Rolls when using the Parry effect of the Defend Maneuver by 1(T).
Durable: Sturdy and unyielding, this Weapon is harder to break than most.
–Weapon Type: Physical
–Prerequisites: N/A
–Quality Slots: 1~2
–Effects: Increase this Weapon’s Life Points by 2 for each of your Power Levels. If this takes up 2 Quality Slots, double the amount of Life Points gained from this Weapon Quality.
Extending: This Weapon can grow in length, allowing you to attack at a distance.
–Weapon Type: Physical
–Prerequisites: N/A
–Quality Slots: 1
–Effects: Increase your Melee Range by 3 for the duration of any Attacking Maneuvers made with this Weapon. If the Attacking Maneuver has an AoE, instead increase the Magnitude by 1, except for the Line AoE.
Far Sight: Be it a high-tech scope or a mystical crystal ball, this Weapon has a way to keep the wielder’s attacks on target.
–Weapon Type: Energy/Magic
–Prerequisites: N/A
–Quality Slots: 1
–Effects: Ignore the penalties for Long Range for Armed Attacks made using this Weapon.
Flexible: This Weapon can be used in multiple ways, such as being fit for both stabbing and slashing.
–Weapon Type: All
–Prerequisites: N/A
–Quality Slots: 1~2
–Effects: For each Quality Slot this Weapon Quality takes up, select a different Weapon Category of the same Foundation for this Weapon. At the start of your turn, you may change this Weapon’s Weapon Category to any other Weapon Category selected from this Weapon Quality until the end of your turn.
Giant Weapon: This Weapon is massively over-sized, making it unwieldy for most users.
–Weapon Type: All
–Prerequisites: N/A
–Quality Slots: 2
–Effects: Increase your Wound Rolls with this Weapon by 3(T). Reduce your Strike Rolls with this Weapon by 1(T) for every Size Category you are smaller than Enormous.
High-Tech: You substitute your lack of raw power with your genius.
–Weapon Type: Any
–Prerequisites: N/A
–Quality Slots: 1
–Effects: Your Damage Attribute for any Attacking Maneuver made with this Weapon is Scholarship.
Lasting Wounds: This Weapon leaves wounds that are hard for the body to heal, resulting in damage that remains for a longer period.
–Weapon Type: Any
–Prerequisites: N/A
–Quality Slots: 1
–Effects: If you deal Damage with an Attacking Maneuver that uses this Weapon, inflict one stack of DOT on an Opponent until the start of your next turn.
Long Range Weapon: This Weapon is exceedingly accurate, lessening the penalties of attacking distant targets.
–Weapon Type: Energy/Magic
–Prerequisites: N/A
–Quality Slots: 1
–Effects: Increase your Strike Rolls by 1(T) against Opponents that are 9+ Squares away from you.
Multi-Storage: You possess a near infinite number of copies of this Weapon.
–Weapon Type: Physical
–Prerequisites: Throwing Weapon, this Weapon does not have the Boomerang Weapon Quality
–Quality Slots: 1
–Effects: If you use the Throw Maneuver for this Weapon, immediately equip a copy of this Weapon afterwards. You may use the Throw Maneuver to throw this Weapon up to 3 times per Combat Round, instead of the usual 1/Round limitation for the Throw Maneuver.
Quick Draw: This Weapon is easy to ready, allowing you to attack with greater ease.
–Weapon Type: All
–Prerequisites: N/A
–Quality Slots: 1
–Effects: When you Unsheathe this Weapon, if your next Maneuver is an Attacking Maneuver, increase the Strike Roll of that Attacking Maneuver by 1(T). If you would Sheathe this Weapon, increase the Wound Roll of the next Attacking Maneuver you would make with this Weapon by 2(T).
Spiritual Weapon: This Weapon enables using magic to remotely view your enemies.
–Weapon Type: Any
–Prerequisites: 2+ Skill Ranks in Clairvoyance or Use Magic
–Quality Slots: 1
–Effects: This Weapon is also treated as a Crystal Ball (see — Basic Items).
Staggering: This Weapon strikes a heavy blow.
–Weapon Type: All
–Prerequisites: N/A
–Quality Slots: 1
–Effects: If an Attacking Maneuver with this Weapon knocks an Opponent through a Health Threshold, make a Might Clash against them. If you win, they are knocked Prone.
Targeting System: This Weapon has a built-in device to improve your accuracy.
–Weapon Type: All
–Prerequisites: N/A
–Quality Slots: 1~2
–Effects: Increase the Natural Result of any Strike Roll made as part of an Attacking Maneuver with this Weapon by the amount of Quality Slots it occupies.
Telekinetic: You can control this Weapon with your mind.
–Weapon Type: All
–Prerequisites: The wielder has the Telekinesis Unique Ability.
–Quality Slots: 1
–Effects: Wielding this Weapon does not count towards your maximum number of Weapons you’re able to wield. Also, when making an Attacking Maneuver with this Weapon, it can originate from any square within a Large Sphere AoE (centered on you) as if you were on that square.
Throwing Weapon: This Weapon is perfectly balanced for throwing, allowing it to fly further and straighter.
–Weapon Type: Physical
–Prerequisites: N/A
–Quality Slots: 1
–Effects: If this Weapon hits an Opponent with the use of the Throw Maneuver, apply the effects of its Weapon Category and any qualifying Weapon Qualities.
Transforming Weapon: This Weapon can be wielded as if it were another.
–Weapon Type: All
–Prerequisites: N/A
–Quality Slots: 1~2
–Effects: For each Quality Slot this Weapon Quality takes up, select a Weapon Category of a different Weapon Type. You may use this Weapon as if it was a Weapon of that Weapon Category and Weapon Type. If you do, it has the same Weapon Size as this Weapon, but only benefits from other Weapon Qualities that are applicable to that Weapon Type.
Variable: This Weapon’s size is larger than most, but smaller than some, allowing it to be wielded as if it were of either size.
–Weapon Type: All
–Prerequisites: N/A
–Quality Slots: 1~2
–Effects: Select an additional Weapon Size upon applying this Weapon Quality for each Quality Slot it takes up. During your turn, you can use the No Effort Maneuver to change this Weapon’s Weapon Size to another Weapon Size selected upon gaining this Quality or back to its original Weapon Size.
Special Weapon Qualities
Certain qualities are more special than others, allowing for your Weapon to gain unique effects. These cannot typically be gained through Crafting Weapons or through a Gear Kit, and are typically gained through your ARC granting you unique Weapons. Special Weapon Qualities are very powerful and your ARC should be wary of giving any Weapon more than one Special Weapon Quality.
Dimension Blade: This Weapon can cut through the very fabric of reality.
–Weapon Type: Physical
–Prerequisites: N/A
–Quality Slots: 1
–Effects: Increase the Damage Category of all Attacking Maneuvers made with this Weapon by 1 Category. Each Attacking Maneuver made with this Weapon reduces the Life Points of this Weapon by 1/10 of its Maximum Life Points.
Elemental Blade: This Weapon is charged with elemental energy.
–Weapon Type: Physical/Energy
–Prerequisites: N/A
–Quality Slots: 2
–Effects: Upon creating this Weapon, select a Profile with ‘Elemental’ in the name. Apply the Multi-Profile Super Profile to any Attacking Maneuvers you use, with the Profile selected for the Multi-Profile Super Profile being the Elemental Profile you selected. If it meets the Prerequisites, also apply the Compressed Element Disadvantage to those Attacking Maneuvers.
Elongation: This Weapon is capable of extending to unfathomable distances.
–Weapon Type: Physical
–Prerequisites: Extension Weapon Quality
–Quality Slots: 1
–Effects: When making an Attacking Maneuver with this Weapon, the entire Battlefield is your Melee Range. If an Attacking Maneuver made with this Weapon has an AoE, increase the Magnitude for that AoE by 2. This effect replaces the effects of the Extension Weapon Quality.
Karmic Edge: This Weapon is dedicated to destroying targets of a particular alignment.
–Weapon Type: Any
–Prerequisites: N/A
–Quality Slots: 1
–Effects: When this Weapon is created, select either Good/Pure Good or Evil/Pure Evil. Apply an Energy Charge to all Attacking Maneuvers using this Weapon against Opponents whose Alignment matches the chosen Alignments.
Regenerating: This Weapon is somehow able to recover.
–Weapon Type: All
–Prerequisites: N/A
–Quality Slots: 1
–Effects: At the end of each Combat Encounter, this Weapon’s Life Points are completely recovered. If it was destroyed during the Combat Encounter, it is completely repaired.
Super Heavy: This Weapon is weighted poorly, but the weight helps build your strength.
–Weapon Type: Physical
–Prerequisites: N/A
–Quality Slots: 1
–Effects: Reduce your Strike Rolls with this Weapon by 2(bT), but increase your Wound Rolls by 5(bT). The Hardness Value for this Weapon is 4.
While using this Weapon over time, you can become accustomed to the intense weight. Your ARC decides when this occurs, but when it does, remove the reduction to your Strike Rolls while using this Weapon.
Unbreakable: This Weapon is somehow indestructible.
–Weapon Type: All
–Prerequisites: N/A
–Quality Slots: 1
–Effects: This Weapon cannot be destroyed by any means. You cannot use effects that would reduce the Life Points of this Weapon.
Warding Weapon: This Weapon protects you from harm.
–Weapon Type: All
–Prerequisites: N/A
–Quality Slots: 1
–Effects: While wielding this Weapon, increase your Damage Reduction by 2(bT) and increase your Dice Score in any Clash initiated by an Opponent by 1(T).