Money
Asteanic world and its surrounding areas use the same standardised money system based on the weight of gold. 1 Gold Denar weighs roughly the same as 125 rice grains although their value is vastly different.
There are many different mints that produce coins that look unique and have different designs or inscriptions. These different Asteanic coins always weigh the same making them equal in value.
GD – Asteanic gold denar weighs 2,5 g (weight corresponds to 125 rice grain, which is one of the oldest units of measurement in the Asteanic world)
SD – Asteanic silver denar weighs 2,5 g
CD or c – Asteanic copper denar weighs 5 g
1 GD = 15 SD = 750 CD/c
1 GD = 15 SD, 1 SD = 50 CD/c
Banknotes are used for larger sums. Bank notes are issued by Asteanic banks. The largest and most important bank is the Imperial Bank of Asteania, whose banknotes are considered the most reliable throughout the Asteanic world. Bank notes are valid across borders, the same as metal currency.
Paper money is rarely used in everyday life. Although it is very difficult to counterfeit, it is still difficult for a common person to detect a fake and secondly, large amounts of money are not needed in everyday transactions. Paper money is used by merchants, trading companies, large manufacturers, and states for inter-government transactions.
There are two types of banknotes: personalised banknotes and unpersonalised notes.
Personalised banknotes are linked to a specific individual or group of individuals and prove their ownership of the money. A merchant deposits money in the bank and receives a personalised banknote in return. At a distant branch, the merchant can pass the banknote on to the next merchant issuing a new banknote in their name. A single banknote’s value can be updated and changed. Such banknotes look like stamped and embossed folders with signatures of several important individuals. They also contain stamps and security measures to prevent counterfeiting. Personalised banknotes are often worth tens of thousands of gold coins and are used in overseas trade where transporting a large amount of gold can be dangerous. To ensure additional security and authenticity such banknotes are also Contracts of Menes between the bank and the banknote owner. Contract of Menes is a spell that makes the banknotes magical documents backed by the Asteanic trade god Menes. Metaphysics roll against Difficulty Level(DL) 20 helps determine whether an item is magical or not, that is, whether the banknote is a real Contract of Menes or just a piece of paper decorated with beautiful stamps and drawings.
Alongside personalised banknotes, unpersonalised banknotes with a smaller nominal value are also in use. They have values of 10, 20, 50, and 100 gold denar and bear signatures and stamps of the bank official who issued them to ensure counterfeit protection. Unpersonalised banknotes have wider usage. They are used by small merchants and large landowners. They are also used for large transactions such as the sale of land or a considerable quantity of goods.
Selling and Buying Goods
When PCs acquire a large number of used weapons, armour, jewellery, etc. through adventuring, they can usually sell them to merchants for half price in cities. If the item has a wholesale value written, it can always be sold at that price.
If the PCs have ways to sell goods directly to the end consumer (they own a store or participate in overseas trade), they can charge the final price for the sale.
The prices of goods may vary regionally, the prices presented in the chapter apply to the Gilden Sea region, which encompasses all Asteanic provinces and states around the Gilden Sea. To the north is the Zuharic region and to the east is the Tauric region. South, across the Tauric Sea, is the North-Thefna region.
The prices of most common goods are uniform throughout, but if there is a variation in the price in other regions, it is noted on the item price.
Metals
Metals and jewellery can always be sold at their full price.
1 kg of iron – starting from 2 SD (price in Oreenia and Kali states starts from 8 SD)
1 kg of bronze – 6 SD
1 kg of tin – 4 SD
1 kg of lead – 20 SD
1 kg of silver – 400 SD = 26.6 GD
1 kg of gold – 400 GD
Weapons and Armour
Masterworks
For each of the following weapons and armour, there are also masterwork versions. With regards to weapons, the masterwork versions increase Attack and Damage, for instance, a masterwork longbow +2 adds +2 to both Attack and Damage. For armour, the masterwork version increases Damage Reduction by 1, 2, or 3 points. For shields, the Parrying bonus increases.
There are three types of masterwork weapons and armours: masterwork +1, which can be found in all cities where the corresponding type of weapons or armours are sold, masterwork +2, which can only be found in major cities, and masterwork +3, which is a very rare occurrence.
In order to create a masterwork +1 weapon or armour, the blacksmith must have at least a +10 skill level in the relevant skill; for masterwork +2, +20 skill level; and for masterwork +3, +30 skill level.
Masterwork weapons and armours are expensive. +1 has a price that is four times the base price; +2, 16 times the base price (e.g. masterwork katana +2 would be 20 x 4 x 4 = 320); and +3, 64 times (x4 x4 x4) the base price (+3 masterwork items are very difficult to find and are considered artefacts).
For weapons and armour that cost less than 2 GD, the base price for calculating the masterwork price is considered to be 2 GD.
Silver Weapons
Characters can find silver weapons in cities where Soulsmiths live. Silver weapons are able to damage Otherwordlings, ghosts and other supernatural beings that are otherwise highly resistant to conventional weapons (10 or 20 Damage Reduction). Only Soulsmiths (sorcerers practising Soul Crafting school of magic) can make silver weapons, which means that in order for such weapons to be available in a city, one such character must live there or some merchant must bring them there. All silver weapons add 50 GD to the base price of the weapon. Silver weapons can also be masterworks, in which case this 50 GD is added after the masterwork price is calculated.
The rest of the magical items (including Soulbleed weapons and Astral Armours), their prices, and their creation are under Magic Items.
Weapon’s Special Properties
Almost all weapons have some special properties, which allow for the execution of certain specific manoeuvres, Piercing, or describe their relationship with Abilities.
Two-Handed Weapon
Two-handed weapons require the use of two hands, meaning that in addition, a shield cannot be used (with the exception of arm shields) or another weapon.
Hand-and-a-Half Weapon
Hand-and-a-half weapons are weapons that can be used with either one hand or two hands. When using such a weapon with two hands, the benefits of two-handed weapons can be taken advantage of, such as specializing in two-handed fighting. When using the weapon with one hand, a shield or another weapon can be held in the other hand.
Double-Sided Two-Handed Weapon
With a double-sided two-handed weapon, multiple attacks can be made by someone with the ability to fight with two weapons. With regular two-handed weapons, only those with the ability to perform Rapid Attack can make multiple attacks.
Charge Weapon
These weapons are suitable for executing charges and receiving charges.
Reach Weapon
A reach weapon allows an attack on hexagons that are further away, but not on hexagons that are next to the wielder. With a reach weapon, an attack can be made as one moves through hexagons next to the target and their neighbouring hexagons, for a total of 4 meters in radius from the hexagon in which the wielder is located.
The person wielding a reach weapon gets an Attack of opportunity with a melee weapon even against opponents who are moving to reach them, even if the total movement is less than 5 meters. People armed with any other melee weapons do not have this opportunity.
Reach weapons are considered inappropriate for hand-to-hand combat, meaning that all enemies in adjacent hexagons get an Attack of opportunity with a melee weapon against the user of such a weapon. Note: At the start of a Full Attack, one can switch weapons and thus avoid this situation.
All reach weapons are suitable for receiving charges, even if they are not suitable for executing charges.
Piercing Weapon
Piercing weapons can penetrate the enemy’s Armour. Firstly, the Piercing value is subtracted from the opponent’s Damage Reduction, and then the DR is subtracted from Damage.
For example, an Attack with a war hammer results in a Damage of 6, a war hammer has a Piercing value of 4, and the opponent’s DR is 7. Without a Piercing weapon, the opponent would not receive any Damage at all. In the case of the war hammer, Piercing value 4 is subtracted from DR 7, leaving a DR of 3. DR (3) is subtracted from the Damage, resulting in 3 Damage to the opponent.
Armour-Bypassing Weapon
Armour-bypassing weapons are weapons that can perform Armour-bypassing attack manoeuvres. Many of these weapons have bonuses (but not all) to perform this manoeuvre, which reduces the attack penalty.
Note that these weapons do not automatically bypass armour, they simply allow you to perform the relevant manoeuvre, as other weapons cannot perform this manoeuvre.
Sneak Attack Weapon
Sneak Attack weapons are the only weapons that can be used to perform Sneak Attacks if the character has the Sneak Attack ability.
Other Special Properties
Some weapons have unique special properties that are specific to that weapon and are therefore only written in the weapon’s description and are generally not categorised.
Weapon Groups Under Speed Attribute
Swords
Long Swords
All longswords have Piercing and Range of 0. The hardness of all longswords is 15, with an additional +5 from each masterwork bonus.
Weapon (Special Properties) Short Description | Damage | Weight (kg) | Price |
---|---|---|---|
Chokuto A straight single-edged longsword. North-Asteanic weapon. Scimitar A single bladed curved sword. The most common sword among the Zuharic people. | 1d8 | 1,5 | 6 GD |
Katana (Hand-and-a-Half weapon) Ceremonial weapons of the Asteanic samurais and nobles, used to demonstrate their belonging to a specific caste. | 1d10 | 1,5 | 20 GD |
Nodachi (Two-Handed weapon, Other Special Properties) Reminds long katana, a war sword for samurai and Asteanic nobles. Nodachi is one of two weapons that can perform a 180° strike manoeuvre. | 1d12 | 2,5 | 30 GD |
Hook sword (Other Special Properties) Hooked-tipped short Asteanic swords. Typically used in pairs. Adds +2 to Disarm manoeuvre when used separately, +4 when used as a pair. Disarm manoeuvres do not usually cause damage but disarm manoeuvres performed with these swords cause damage but these do. Although the blade’s length is more akin to a short sword, it is more comparable to weapons in the group of long swords in terms of its properties and handling style. | 1d6 | 1 | 2 GD |
Long swords from Farwest and other regions | |||
Arming sword Also called the infantry sword, the Farwestern knights’ secondary weapon. | 1d8 | 1,5 | 15 GD (6 GD in Farwest or Tauric region) |
Longsword or Tauric claymore (Hand-and-a-Half weapon) | 1d10 | 2 | 15 GD (10 GD in Farwest or Tauric region) |
Sweihandler (Two-Handed weapon, Other Special Properties) Two-handed sword is one of two weapons with which you can perform a 180° strike manoeuvre. | 2d6 | 3 | 50 GD (20 GD in Farwest) |
Short Swords
All short swords have Piercing and Range 0, except the Throwing knife. The hardness of all short swords is 15, with an additional +3 from each masterwork bonus.
Weapon (Special Properties) Short Description | Damage | Weight (kg) | Price |
---|---|---|---|
Dagger/Tanto (Armour-bypassing weapon, Sneak Attack weapon) Adds +4 to the Armour-bypassing attack manoeuvres. | 1d4 | 0,33 | 1 GD |
Throwing knife (Armour-bypassing weapon, Sneak Attack weapon) Throwing range of 10 m. Adds +2 to the Armour-bypassing attack manoeuvres, but only when used in hand-to-hand combat. Can also be used to perform Sneak Attack in hand-to-hand combat. | 1d4 | 0,1 | 4 SD |
Kodachi (Armour-bypassing weapon, Sneak Attack weapon) Short sword with a single curved blade. | 1d6 | 1 | 2 GD |
Wakizashi (Armour-bypassing weapon, Sneak Attack weapon) A short sword with a single curved blade, commonly used by Asteanic samurais, shinobis and nobles. | 1d8 | 1 | 10 GD |
Far West short swords | |||
Trident dagger (Armour-bypassing weapon, Sneak Attack weapon, Other Special Properties) A trident dagger has a blade that can be separated into three segments by pressing a simple button, which adds a +2 bonus to the Disarm manoeuvre. If the blade is intact, it also provides a +2 bonus to Armour-bypassing attack manoeuvres. Once the blade is inserted into a target’s body, it can be opened in the same round, causing automatic 1d4+1 Damage. However, if the target is wearing armour, the blade cannot be easily removed and must remain in the body, requiring cutting it out to remove it. | 1d4 | 0,33 | 15 GD (6 GD in Farwest) |
Swordbreaker (Armour-bypassing weapon, Sneak Attack weapon, Other Special Properties) Adds +2 to Disarm manoeuvre. With a swordbreaker, you can perform a Weapon-breaking strike against any sword. In addition, when using this manoeuvre, you deal additional +8 Damage to the sword. Character has to break the weapon in one strike, Roll Damage against the sword’s Hardness to do so. | 1d4 | 0,33 | 10 GD (4 GD in Farwest) |
Rapier (Armour-bypassing weapon, Sneak Attack weapon) Adds +2 to the Armour-bypassing attack manoeuvres. | 1d6+1 | 1 | 20 GD (8 GD in Farwest) |
Estoc (Hand-and-a-Half weapon, Armour-bypassing weapon, Sneak Attack weapon) Adds +2 to the Armour-bypassing attack manoeuvres. A lengthy Farwestern sword that features a slender blade. Despite its length resembling that of a long swords, its characteristics and manner of use are more akin to short swords. Because of its length and size, the estoc is the only hand-to-hand combat weapon that allows for both Sneak Attack and use with two hands. | 2d4 | 1 | 30 GD (12 GD in Farwest) |
Axes and Maces
All axes and maces have Hardness of 8, with an additional +2 from each masterwork bonus. If the handle of the weapon is also made entirely of metal, then the weapon weighs twice as much and costs twice as much as one with a wooden handle. In this case, the weapon’s Hardness is 15, which is increased by +5 for each masterwork bonus.
Heavy Axes
Weapon (Special Properties) Short Description | Damage | Piercing | Weight (kg) | Price |
---|---|---|---|---|
Battle axe (Hand-and-a-Half weapon, Piercing weapon) A simple and effective battle axe is widely used as a war weapon across the world. | 1d8 | 2 | 2,5 | 1 GD |
Two-handed felling axe (Two-Handed weapon) | 1d10 | 0 | 4 | 10 SD |
Bardiche (Two-Handed weapon, Piercing weapon) | 1d12 | 2 | 4 | 2 GD |
Light Axes
All light axes have a Piercing of 0.
Throwing weapons only have two ranges: the standard range indicated here and a maximum range with an Attack penalty of -6, which is twice the indicated throwing range.
Weapon (Special Properties) Short Description | Damage | Range (m) | Weight (kg) | Price |
---|---|---|---|---|
Handaxe | 1d6 | 10 | 1,5 | 4 SD |
Throwing axe | 1d6 | 20 | 1 | 10 SD |
Navy axe Asteanic marines’ boarding and battle axes. | 1d6+1 | 15 | 1 | 1 GD |
Blunt Weapons
All blunt weapons have a range of 0.
Weapon (Special Properties) Short Description | Damage | Piercing | Weight (kg) | Price |
---|---|---|---|---|
Club | 1d4 | 0 | 1 | – |
Quarterstaff (Double-Sided Two-Handed weapon) | 1d4 and 1d4 | 0 | 1 | – |
Tetsubo (Double-Sided Two-Handed weapon) Essentially a long iron tube. | 1d6 and 1d6 | 0 | 2 | 10 SD |
Mace (Piercing weapon) | 1d6+1 | 2 | 2 | 20 SD |
Flail (Other Special Properties) Adds +2 to Disarm manoeuvre. | 1d10 | 0 | 2 | 20 SD |
Morningstar (Piercing weapon) | 2d4 | 2 | 3 | 2 GD |
War hammer (Piercing weapon) | 1d6+1 | 4 | 3 | 4 GD |
Poleaxe (Two-Handed weapon, Piercing weapon) A heavy warhammer on a long shaft with a spear-like point. | 2d4 | 4 | 4 | 5 GD |
Spears
All spears have a Piercing of 0.
All spears have a Hardness of 6, which is increased by +2 for each Masterwork bonus. If the weapon handle is also made entirely of metal, the weapon weighs three times more and costs three times more. In this case, the weapon’s Hardness is 15, which is increased by +5 for each Masterwork bonus.
Spears only have two throwing ranges: the standard range indicated here and a maximum range with an Attack penalty of -6, which is twice the indicated throwing range.
Weapon (Special Properties) Short Description | Damage | Range (m) | Weight (kg) | Price |
---|---|---|---|---|
Lances | ||||
Throwing lance (Hand-and-a-Half weapon, Reach weapon, Charge weapon, Armour-bypassing weapon) Breaks on charge when damage exceeds 20. | 1d6+1 | 15 | 1,5 | 1 GD |
Lance (Hand-and-a-Half weapon, Reach weapon, Charge weapon, Armour-bypassing weapon) Breaks on charge when damage exceeds 30. | 1d10 | 0 | 2,5 | 2 GD |
Infantry pike (Two-Handed weapon, Reach weapon, Armour-bypassing weapon) Only used in battle formations. Breaks upon breaking cavalry charge when damage exceeds 30. | 1d12 | 0 | 5 | 20 SD |
Spears | ||||
Yari (Two-Handed weapon, Reach weapon, Charge weapon, Armour-bypassing weapon) A weapon used by Asteanic ashigaru and samurai in warfare, featuring a long, straight blade in place of a spear point that’s in a scabbard during times of peace. Breaks on charge when damage exceeds 30. | 1d10 | – | 2,5 | 4 GD |
Spear (Hand-and-a-Half weapon, Reach weapon, Charge weapon, Armour-bypassing weapon) Breaks on charge when damage exceeds 20. | 1d8 | 15 | 2 | 1 GD |
Hunting spear (Hand-and-a-Half weapon, Armour-bypassing weapon) | 1d6 | 20 | 1 | 10 SD |
Military fork (Hand-and-a-Half weapon, Other Special Properties) A two-pronged weapon with two sword blades, about 1.5 m long, +2 to Disarm manoeuvres. Additionally, Disarm manoeuvres performed with this weapon cause damage. Usually, Disarm manoeuvres do not cause damage. | 2d4 | 10 | 3 | 4 GD |
Trident (Hand-and-a-Half weapon, Other Special Properties) A three-pronged weapon, about 1.5 m long, +4 to disarm manoeuvres. | 1d8 | 10 | 3 | 4 GD |
Harpoon (Other Special Properties) Pulling out deals 1d4 Damage, Medicine or Anatomy roll against DL 20 to avoid it. If used with rope then the throwing distance is reduced by 5 m. | 1d6+1 | 20 | 0,5 | 1 GD |
Javelin Unsuitable for hand-to-hand combat, only fighting with a javelin allows the opponent an Attack of opportunity with a melee weapon. | 1d6 | 30 | 0,5 | 5 SD |
Atlatl (Other Special Properties) A javelin thrower is found only in a few regions (Gurgeland, Kaliland). Adds +2 Damage to the javelin and allows it to be thrown twice as far. | +2 | X2 | 0,5 | – (Found only in Kaliland or Gurgeland where costs around 2 SD) |
Weapon groups under the Precision attribute
Bows
All bows have a Piercing of 0.
Bows have three ranges, the optimal range listed here, x2 range with a -6 Attack roll and x3 range with a -12 Attack roll.
Body attribute is not automatically added to bow Damage. Body bonuses are only added to bow Damage if the character has the Devastating shot ability.
All bows have a Hardness of 2, which is increased by +1 for each Masterwork bonus.
Weapon (Special Properties) Short Description | Damage | Range (m) | Weight (kg) | Price |
---|---|---|---|---|
Basic bow (Two-Handed weapon) | 1d6 | 30 | 1 | 10 SD |
Composite bow (Two-Handed weapon) Character must have a Body of at least 0 to use. Can also be used on horseback. | 1d8 | 45 | 1 | 3 GD |
Longbow (Two-Handed weapon) Character must have a Body of at least +2 to use. Can’t be used on horseback. | 1d10 | 90 | 1 | 6 GD |
Daikyu (Two-Handed weapon) Character must have a Body of at least +2 to use. Can also be used on horseback. The historic signature weapon of North-Asteanic mounted samurai. | 1d10 | 75 | 1 | 8 GD |
10 arrows | 1 | 5 SD | ||
10 silver arrows | 1 | 8 GD | ||
Poison fillable arrow, one | 0,1 | 5 SD |
Crossbows and Firearms
Crossbows and firearms have three ranges, the optimal range listed here, x2 range with a -6 Attack roll and x3 range with a -12 Attack roll. Crossbows and firearms lose their Piercing property at longer firing ranges than the normal range. Body pluses are not added to the Damage of crossbows and firearms.
All crossbows and firearms have a Hardness of 8, which is increased by +2 for each Masterwork bonus.
Weapon (Special Properties) Short Description | Damage | Piercing | Range (m) | Weight (kg) | Price |
---|---|---|---|---|---|
Crossbows | |||||
Basic crossbow (Two-Handed weapon, Piercing weapon) Loading takes one Action. Can be used on horseback. | 1d10 | 2 (0) | 60 | 2 | 6 GD |
Heavy Crossbow (Two-Handed weapon, Piercing weapon) Loading takes one Action. The heavy crossbow cannot be used on horseback as it is impossible to load while riding. | 1d12 | 2 (0) | 75 | 4 | 10 GD |
Arbalest (Two-Handed weapon, Piercing weapon) Loading takes one Action. Arbalest cannot be used on horseback as it is impossible to load while riding. | 2d8 | 2 (0) | 90 | 6 | 20 GD |
Repeating crossbow (Two-Handed weapon, Piercing weapon, Other Special Properties) The primary ranged weapon of Asteanic marines, capable of firing 2 bolts in a Full Attack (making two Attacks). The user of a repeating crossbow does not need to have any abilities to make two attacks. The ability Rapid Attack does not change the number of attacks in a Full Attack. Repeating crossbow has an easily replaceable magazine, allowing for shooting from horseback. Magazines hold 10 bolts. Replacing a magazine takes one Action, while reloading a magazine takes 2 Actions (rounds) during which Reactions can not be used. Price includes 2 additional magazines | 1d10 | 2 (0) | 45 | 4 | 40 GD |
Repeating dart launcher (Piercing weapon, Other Special Properties) A small crossbow-like weapon, capable of firing 3 bolts in a Full Attack (making three Attacks). The user of a dart launcher does not need to have any abilities to make three attacks. The ability Rapid Attack does not change the number of attacks in a Full Attack. Dart launchers have an easily replaceable magazine, allowing for shooting on horseback. Magazines hold 15 bolts. Replacing a magazine takes one Action, while reloading a magazine takes 2 Actions during which Reactions can not be used. Price includes 2 additional magazines. | 1d6 | 2 (0) | 25 | 2 | 40 GD |
10 bolts or darts | 0,5 | 5 SD | |||
10 silver bolts or darts | 0,5 | 8 GD | |||
Poison fillable bolt or dart, one | 0,1 | 5 SD | |||
Firearms | |||||
Simple firearms Prevalent in areas with lower industrialization. | |||||
Arquebus (Two-Handed weapon, Piercing weapon) Loading takes one Action. Arquebus cannot be used on horseback as it is impossible to load while riding. | 1d12 | 4 (0) | 45 | 4 | 10 GD |
Hand cannon (Two-Handed weapon, Piercing weapon) Typically placed on support legs for firing. Loading takes 2 Actions during which Reactions can not be used. For attacking with a hand cannon Ballistics skill is used instead of Firearms skill.Cannot be used on horseback. | 2d10 | 4 (0) | 45 | 20 | 20 GD |
Common firearms Common in Asteanic states and provinces. | |||||
Flintlock pistol (Piercing weapon) Loading takes one Action. Can be used on horseback. | 1d10 | 6 (0) | 30 | 1 | 10 GD |
Flintlock musketoon (Two-Handed weapon, Piercing weapon) Carbine musket. Loading takes one Action. Can be used on horseback. | 2d6 | 6 (0) | 45 | 3 | 15 GD |
Flintlock musket (Two-Handed weapon, Piercing weapon) Loading takes one Action. Cannot be used on horseback. | 2d8 | 6 (0) | 60 | 4 | 20 GD |
Blunderbuss pistol (Other Special Properties) Loading takes one Action. Can be used on horseback.The attack with the weapon cannot be countered with Parrying, as the whole area is attacked. All those within range must roll Reflexes against the Attack. No other ranges than optimal range. | 1d4+1 | 0 | 10×5 cone | 1,5 | 8 GD |
Blunderbuss (Two-Handed weapon, Other Special Properties) Loading takes one Action. Can be used on horseback. The attack with the weapon cannot be countered with Parrying, as the whole area is attacked. All those within range must roll Reflexes against the Attack. No other ranges than optimal range. | 2d4+1 | 0 | 20×10 cone | 5 | 16 GD |
Advanced firearms Used only in the few most technologically advanced regions of Farwest. | |||||
Flintlock carbine rifle (Two-Handed weapon, Piercing weapon) Loading takes one Action. Can be used on horseback. | 2d6 | 6 (0) | 60 | 3 | 100 GD (20 GD in Farwest) |
Flintlock rifle (Two-Handed weapon, Piercing weapon) Loading takes one Action. Cannot be used on horseback. | 2d8 | 6 (0) | 100 | 4 | 150 GD (30 GD in Farwest) |
Ammunition (bullet, gunpowder, plug) | |||||
10 rounds for guns | 0,5 | 10 SD | |||
10 silver bullet rounds | 0,5 | 6 GD | |||
10 rounds for blunderbuss | 1 | 20 SD | |||
10 hand cannon rounds | 2 | 20 SD | |||
1 kg of gunpowder | 1 | 20 SD |
Civilian weapons
The civilian weapons category encompasses weapons from all other categories and includes any throwing weapons, such as grenades and darts, that do not fit into other categories. Civilian Weapons skill also covers throwing items that are not weapons.
Body attribute is added to the Damage of most civilian weapons, except grenades.
Throwing weapons only have two ranges: the standard range indicated here and the maximum range with an Attack penalty of -6, which is twice the indicated throwing range.
Since most weapons belonging to the civilian weapons group are also in some other group, they have very different strengths.
Weapon (Special Properties) Short Description | Damage | Piercing | Range (m) | Weight (kg) | Price |
---|---|---|---|---|---|
Civilian weapons from the Short swords group | |||||
Dagger/Tanto (Armour-bypassing weapon, Sneak Attack weapon) Adds +4 to the Armour-bypassing attack manoeuvres. | 1d4 | 0 | 0 | 0,33 | 1 GD |
Kodachi (Armour-bypassing weapon, Sneak Attack weapon) Short sword with a single curved blade. | 1d6 | 0 | 0 | 1 | 2 GD |
All light axes are also Civilian weapons | |||||
Handaxe | 1d6 | 0 | 10 | 1,5 | 4 SD |
Throwing axe | 1d6 | 0 | 20 | 1 | 10 SD |
Navy axe Asteanic marines’ boarding and battle axes. | 1d6+1 | 0 | 15 | 1 | 1 GD |
Civilian weapons from the Blunt weapons group | |||||
Club | 1d4 | 0 | – | 1 | – |
Mace (Piercing weapon) | 1d6+1 | 2 | – | 2 | 20 SD |
Morningstar (Piercing weapon) | 2d4 | 2 | – | 3 | 2 GD |
Civilian weapons from the Spears group | |||||
Spear (Hand-and-a-Half weapon, Reach weapon, Charge weapon, Armour-bypassing weapon) Breaks on charge when damage exceeds 20. | 1d8 | 0 | 15 | 2 | 1 GD |
Hunting spear (Hand-and-a-Half weapon, Armour-bypassing weapon) | 1d6 | 0 | 20 | 1 | 10 SD |
Harpoon (Other Special Properties) Pulling out deals 1d4 Damage, Medicine or Anatomy roll against DL 20 to avoid it. If used with rope then throwing distance is reduced by 5 m. | 1d6+1 | 0 | 20 | 0,5 | 1 GD |
Javelin Unsuitable for hand-to-hand combat, only fighting with a javelin allows the opponent an Attack of opportunity with a melee weapon. | 1d6 | 0 | 30 | 0,5 | 5 SD |
Atlatl (Other Special Properties) A javelin thrower, found only in a few regions around the Ocean (Gurgeland, Kaliland). Adds +2 Damage to the javelin and allows it to be thrown twice as far. | +2 | 0 | X2 | 0,5 | – (Found only in Kaliland or Gurgeland where costs around 2 SD) |
Weapons unique to civilian weapons group | |||||
Blowgun | 1d4 | 0 | 25 | 0,5 | 1 SD |
Dart, one | 1d4 | 0 | 10 | 0,1 | 25 c |
Poison fillable dart, one | 1d4 | 0 | 10 | 0,1 | 5 SD |
Grenade-like civilian weapons
When throwing grenade-like civilian weapons a roll of 5 or more means the weapon flies towards the targeted area (hexagon). However, victims do not throw Parrying but Reflexes. If the Reflexes roll is 20 or higher then no Damage is taken. if the roll is 10 or higher half Damage is taken and if the roll is less than 10 then full Damage is taken.
If the character throws an Attack less than 5 it means:
2-4 – the thrown object flies in the right direction but deviates to the left or right by the radius of the impact.
1 – the thrown object flies 90 degrees off course.
0 or less – the thrown object flies exactly in the opposite direction, falls before the thrower or explodes in the hand
Weapon (Special Properties) Short Description | Radius of effect | Damage | Piercing | Throwing range (m) | Weight (kg) | Price |
---|---|---|---|---|---|---|
Grenade (Piercing weapon, Other Special Properties) A throwing weapon with a ceramic casing that contains gunpowder and expels steel spikes. Spikes fly in all directions after the explosion. The damage is caused by both explosion and flying spikes. Before throwing the grenade a fuse must be lit, which does not take 1 Action if there is an open flame. Due to this additional move, the grenade cannot be thrown as a Reaction to someone else’s Action. | 5 m | 3d6+3 | 2 | 15+Body | 4 | 6 GD |
Getetic fire (Piercing weapon, Other Special Properties) A bottle of easily ignitable and hard-to-extinguish liquid that when used as an incendiary bomb causes 1d6 Damage in a 2m radius, characters in that radius catch fire and receive 1d6 Damage for 1d4 rounds thereafter. When leaving a burning area, extinguishing oneself takes one round if an Athletics roll against DL 15 succeeds. A pool of Getetic fire on the ground continues to burn for 2d6 rounds if it doesn’t ignite anything else. Standing in a burning pool of fire causes 1d6 Damage per turn. The Damage from burning and standing in a burning pool is not cumulative, only one 1d6 is rolled in a round. A successful Reflexes roll against DL 20 means that the character is not hit by the flaming substance. However, it is still advisable for them to leave the area or they still receive damage for standing in the burning pool. Before throwing the Getetic fire bottle light the fuse, which does not take full action if there is an open flame. Due to this additional move, the Getetic fire cannot be thrown as a Reaction to someone else’s action. | 2m | 1d6 | Armour doesn’t offer any protection against fire. | 15+Body | 1 | 8 GD (30 SD in Getetic lands) |
Giant ant’s acid (Piercing weapon, Other Special Properties) A litre bottle of giant ant’s acid causes 2d6 damage to all standing within a 2m radius. Armour provides no protection against the corrosive acid, as it easily flows through all openings. Being hit by the acid bottle causes damage once. Being in an acid bath causes 2d6 damage per round and ends with the body dissolving. | 2m | 2d6 | Armour doesn’t offer any protection against acid. | 15+Body | 1 | 10 GD (40 SD in Orenic lands) |
Weapons under Body attribute
Martial arts weapons
Martial arts and all types of fistfighting are under Athletics skill. When using Athletics in hand-to-hand combat against an armed opponent, they will get an Attack of opportunity with a melee weapon as their Reaction as you are unarmed.
All martial art weapons have Piercing and a Range of 0. Add Body attribute to Damage.
Weapon (Special Properties) Short Description | Damage | Weight (kg) | Price |
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Fists and feet | Body attribute, at least 1 | – | – |
Iron Knuckles | 1 | 0,1 | 2 SD |
Climbing claws (Other Special Properties) Add +2 to Athletics or Stealth skills when climbing. | 1d4 | 0,5 | 40 SD |