Sunteți pe pagina 1din 5

Weapon Rules

Weapons in Drifter wielded by Empowered characters and higher become


progressively more powerful to provide a balance between weapon-oriented classes and
magic- and unarmed-oriented classes, whose abilities are natural and therefore level up
when the character does. Characters gain proficiency as they use a weapon; they may also
become supernaturally attuned to a weapon. Except for the Battle Mage line, most of
these abilities are exclusive to the Soldier and sometimes Monk lines.

Weapon Skill
As characters use a weapon, they gradually become more skilled in its use. Characters
usually take penalties when using a weapon until they become proficient with it. They
then begin to accrue bonuses the longer they use it, and Soldier-line classes may develop
affinity. Soldiers begin the game with (INT mod) proficiencies, minimum one, and (INT
mod -2) focuses, minimum zero; Monks begin with proficiency in quarterstaves, [other
Monk weapons], and focus in one of these if they have at least 14 INT; and all classes are
considered proficient with whatever natural weapons they may have (namely fists).
Penalties when wielding simple weapons apply only when the target is using a weapon
with which they are proficient. Ranks beyond Focus can only be attained by the Soldier
line, with the exception of Monks who can master the Monk weapons and Brawlers who
can specialize in Unarmed.
Untrained: This is the default state for all weapon types but natural ones. If the target
is proficient with the weapon it is using, character takes a -1 penalty to attack and
damage. If a weapon has multiple types, Untrained bonuses stack and are applied
regardless of the target’s proficiency.
Proficient: In this state, the character knows how to use the weapon but is not
particularly skilled at doing so. The penalties for Untrained disappear. A character
becomes proficient with a weapon type by wielding a weapon through about 100
experience points’ worth of adventuring. The character must use the weapon
regularly in this time and logical exceptions/adjustments may be made at the GM’s
discretion. If an adventure is used to become proficient in a weapon type, it may be
used for one other proficiency but nothing else.
Focus: In this state, a character has acquired a better-than-average understanding of
how to use the weapon and receives +1 to attack and damage when using the
weapon. Focus in a weapon type in which the character is proficient can be
achieved by wielding a weapon of that type and no weapons of other types through
about 500 experience points’ worth of adventuring. If an adventure is used to
establish focus in a weapon type, it may not be used for any other weapon skill
advancement (exception: for an x-typed weapon, the character is considered focused
in that combination of types (+x when using exactly that combination) after 500x
experience).
Specialization: The character has become exceptionally skilled in using the weapon
type. A character gains +(level) to attack, damage, and defense. This overrides
focus. Specialization is achieved by wielding the weapon type and only that weapon
type through 1000 experience worth of adventuring (x-member combinations
require 1000x experience and are counted as a single type). Focus is prerequisite to
specialization and an adventure that is used for specialization cannot be used for
any other weapon skill advancement.
Mastery: The character is one of the best wielders of the weapon type and is usually
widely known. The character gains an additional +(level) bonus to attack, damage,
defense, and concentration checks made while using the weapon (wielding does not
count). Specialization is prerequisite; established by using the weapon type and no
other through 5000 experience worth of adventuring.

Weapon Affinity
A character who has become focused in a weapon’s type combination may begin to
form an affinity with the weapon. Affinity bonuses affect only the unique weapon and
affinities can be gained in this way only be Soldier and Monk line classes (Monk-lines
only with Monk weapons). Any adventure can be used for both Affinity and Skill, so long
as the Skill is in the weapon types of the weapon being wielded. Affinity, like Skill, is
gained by wielding only that weapon through a certain number of experience worth of
adventures. Battle Mages automatically have affinity for a single weapon but cannot
develop normally develop multiple affinities.
Bond: A weak bond exists between the weapon and its master. +1 attack and damage
and there is a -10 penalty for using without master’s permission in addition to a -5
(cumulative) penalty for using it against the master. The weapon may do damage of
its master’s elements and if the master has spells, the weapon may be imbued with
one targeted offensive spell that has a 10% chance to cast with any successful hit.
[Degree 2]: A slightly stronger bond. +(level) attack and damage replaces those
bonuses from Bond. If a character tries to hold the weapon without permission, they
must make a Fortitude save of DC (master’s level + master’s CHA mod) or drop the
weapon and be stunned for 1d3 rounds, dropping the weapon. Success on this save
does not negate the penalties from Bond. The weapon may be imbued with another
of the master’s spells (or multiply with the same spell) and can store hitpoints
(mana for Battle Mages) equal to one tenth of the master’s maximum.
[Degree 3]: Further +(level) to attack and damage. A character who fails the save to
hold the weapon is stunned instead for 1d6 rounds and takes (master’s level)
damage. A mortal who holds the weapon with or without permission may be
telepathically given orders that they must obey on failure of a Will save of DC
(master’s CHA + master’s Persuade + half master’s level) and do not recall the
command if the save succeeds. Additionally, any willing holder of the weapon
receives -10 on any save against compulsions or takeover from the master (except
those given through the weapon itself) and the master may choose to extend any
auras to have the weapon as a second center. The character gains the feat
Hypersense and +5 to all saves when holding the weapon. Weapon can be imbued
with an additional spell known by the master.
[Degree 4]: A very strong bond. The weapon becomes intelligent with INT, WIS, and
CHA equal to 75% of the master’s and can cast spells using the master’s mana (at
its own scores) and communicate telepathically with its wielder and its master. The
save to resist stunning/damage is made once every three rounds and DC is increased
by 10 on first picking it up. The weapon’s health/mana capacity is doubled. The
character’s ability to give telepathic orders to the wielder is extended to include any
character, though Empowered and above automatically know they are being ordered
and by whom. If the weapon is destroyed or Mind Seized, the bond is removed, and
the master must make a System Shock roll or also be destroyed (success causes 5d6
points of CON damage that heal at a rate of one point per day). The weapon may be
imbued with one additional spell. A character may have at most five weapons with
[Degree 4] Affinity.
Unity: The strongest possible bond; the character must relinquish all affinity with
other weapons to gain this. The weapon’s INT, WIS, and CHA increase to match the
master’s, and both master and weapon get a 10% bonus to all attributes when the
master holds the weapon. Failure of the save to hold the weapon without permission
causes instant incineration, and the DC is increased by a further ten, but
Empowered and above know what will happen if they fail the save. The master may
attempt to possess any wielder of the weapon, which is equivalent to Mind Seize
but does not require feats. If the character dies, the DC to avoid possession
increases by 20, and a successful possession is permanent—essentially reviving the
master into the new character’s body. The weapon may also be imbued with an
additional spell, and the chance of a spell activating increases to 50%. For every
day they spend out of range of the other’s largest aura (minimum 1 mile), both the
weapon and the master lose one point from each attribute. These heal at a rate of
one point per week after the weapon and master are reunited.

Weapon Types
A weapon has one or more types that determine how skill bonuses are applied. If a
weapon has more than one type, it is said to be an “exotic” weapon. Proficiency for an
exotic type combination can be gained one by one or all at once (requiring more
experience but building affinity faster). However, Focus and onward must be gained in
each unique combination—in other words, focus in the Swords, Staves, and Maces types
does not give focus in the exotic combination Sword-Staff-Mace and vice versa. Weapons
with ‘or’ between types can be used as any of their possible type combinations. For
example, a weapon of type “Sword-Staff-Mace or Spear or Dagger-Staff” could be used
with skill in the Sword-Staff-Mace or Dagger-Staff combinations (+3 and +2 at Focus
level, respectively), or as a Spear (+1 with Focus). It cannot, however, be used as a
Sword-Staff-Mace-Spear for +4, as these are separated by an ‘or’.

Weapon List
Knuckles: Unarmed
Damage: Base Unarmed + 1d4 Bludgeoning; crit x2
Adds to unarmed damage rather than replacing it
Pike: Spear or Polearm, 2-handed
Damage: 1d8 + 1d4 Piercing; crit x3
Has Reach, extending minimum and maximum range, and deals double damage to
cavalry
Longsword: Sword, may be used 2-handed
Damage: 1d8 + 1d4 Slashing; crit 19-20/x2
Shortsword: Sword or Sword-Dagger (extremely small ones only), one-handed
Damage: 1d6 + 1 Slashing or Piercing; crit 19-20/x2
Counts as a light weapon for purposes of dual wielding and multiple attacks
Halberd: Spear-Axe or Polearm, two-handed
Damage: 1d10 + 1d6 Slashing or Piercing; crit x3
Has Reach, extending minimum and maximum range, and deals 150% damage to
cavalry
Quarterstaff: Staff; two-handed
Damage: 1d8/1d8 Bludgeoning; crit x2/x2
Monks can master and bond with quarterstaves.
Shortbow: Shortbow, two-handed
Damage: 1d6 + 1; crit x3
Range increment: 60 ft
Drawing takes place of moving, but the character may move at half-speed with a
-5 penalty to attack or at full speed with a -10. Character may choose to spend
an extra round aiming to negate the range penalty for still targets or to halve it
for moving ones.
Mortals hit by an arrow must make a DC 20 Fortitude save or be stunned and fall
backward, dropping anything held.
Longbow: Longbow, two-handed
Damage: 1d8 + 1d4; crit x3
Range increment: 100 ft
Drawing takes place of moving, but the character may move at half-speed with a
-10 penalty to the attack. Character may choose to spend an extra round aiming
to negate the range penalty for still targets or halve it for moving targets.
Mortals hit by an arrow must make a DC 20 Fortitude save or be stunned and fall
backward, dropping anything held.
Hand Crossbow: Crossbow, one-handed
Mortals hit by an arrow must make a DC 20 Fortitude save or be stunned and fall
backward, dropping anything held.
Damage: 1d4 + 1; crit 19-20/x2
Range increment: 30 ft
Loading takes the place of moving and requires two hands. Firing is one-handed
and hand crossbows can be dual-wielded (but not reloaded) without extra
penalties.
Mortals hit by an arrow must make a DC 20 Fortitude save or be stunned and fall
backward, dropping anything held.
Light Crossbow: Crossbow, two-handed
Damage: 1d8 + 1d4; crit 19-20/x2
Range increment: 80 ft
Loading takes the place of moving and requires two hands. Can be fired with one
hand, but at a -2 penalty to attack. Can also be dual-wielded, but this penalty
stacks with one-handed firing and character cannot reload.
Mortals hit by an arrow must make a DC 20 Fortitude save or be stunned and fall
backward, dropping anything held.
Heavy Crossbow: Crossbow-Siege, two-handed
Damage: 1d10 + 1d6; crit 19-20/x2
Range increment: 120 ft
Loading is a full-round action and requires two hands. Can be fired but not
reloaded at a -4 attack penalty, which stacks with dual-wielding if applicable.
Mortals hit by an arrow must make a DC 20 Fortitude save or be stunned and fall
backward, dropping anything held.

Weapon Descriptors
These are enchantments or out-of-the-ordinary states that a weapon may have. They
alter the stats of the weapon.
Rusty: When blooded target takes damage, they must make a Fortitude save against
DC 5 or be rust poisoned (DC 5 per day for 1d4 damage, cure DC 7 Medicine or
Healing check, not contagious). -2 damage. Affects only melee weapons.
Sharpened: +1 physical damage to slashing or piercing weapons
Heated: +2 fire damage; chance to burn on critical (50% if target fails DC 15
Fortitude save)
Alpha: +1 attack per round; +5 physical and fire damage; chance to burn and stun on
critical (25% each if target fails DC 15 Fortitude save)
Beta: +5 physical damage; 25% chance to stun if target fails DC 15 Fortitude save

S-ar putea să vă placă și