Previous to now, we have had it that those with a weapon gain +1 CS to damage, and those fighting without a weapon lose 1CS to fighting against people who are using a weapon.
However, people have asked for a more elaborate system be put into place. Therefore I give you the first version of the weapons system. Weapons not listed ( Bows, crossbows, and guns ) have special conditions based on the type and will not be listed here.
Daggers
- +1CS to Fighting on sneak attacks
- +1CS additional Damage on sneak attacks ( for a total of +2 )
- Can be hidden on a person ( A yellow or higher intuition roll needed to see this weapon if someone is looking to see if they are armed )
- Piercing Damage
Swords
- +1CS damage on normal attacks
- Disarm attempts only have -1CS fighting penalty ( Instead of the usual -2 )
- Slashing Damage
Two-Handed Swords
- +1CS damage on normal attacks
- Disarm attempts have no fighting penalty ( Instead of the usual -2 )
- Slashing Damage
Axes
- +1CS damage on normal attacks
- Opponents defend at -1CS unless they have a shield
- Slashing Damage
Two-Handed Axes
- +2CS Damage on normal attacks
- Opponents defend at -1CS unless they have a shield
- Giant axes are difficult to block with, so there is a -2CS Fighting on defending rolls.
- Slashing Damage
Whips
- +1CS on attacks, -1CS Fighting on melee defense
- Striking someone is melee rolls, and to bind someone uses agility rolls
- To break free of a binding, roll Strength vs Good ( unless the whip states otherwise ). An offensive crit or defensive both breaks the whip.
- Slashing damage
- Those wearing Banded armor or higher are immune to whip damage
Lances
- +1CS Fighting on offense, -1CS Fighting on defense
- Piercing damage
Staves
- +2CS Fighting on defense
- No penalty for disarm attacks ( Unless opponent also has a staff )
- Called shots to the head have a 50% chance to stun ( On a successful hit roll 1d100. 51+ stuns the opponent. For 1d2 rounds all rolls are at -1CS )
- Blunt damage
Maces / Clubs
- +1CS Fighting ( Both offense and defense )
- Called shots to the head have a 50% chance to stun ( On a successful hit roll 1d100. 51+ stuns the opponent. For 1d2 rounds all rolls are at -1CS )
- Blunt damage
Claws
- +1CS Fighting on offense, -1CS Fighting on defense
- If the defender is wearing Leather or Studded Leather armor, an offensive crit or defensive botch damages the armor. ( Armor will no longer provide any Slashing protection until repaired )
- Slashing damage
Tasers / Stun Batons
- +1 CS Fighting on defense
- On a successful hit where intent to tase has been called. Opponent rolls endurance. a green roll results in a stun for 1 round ( all actions are at -1 CS
, and on a white is 1d2 rounds. On a botch or if the attacker crit on the original hit, opponent is immobilized for 1 round ( all actions succeed, as long as they do not botch ).
- Blunt damage
Chakrams
- Can use Fighting or Agility to attack
- Attacks with Agility cause wielder to defend with standard Unarmed penalty until their weapon returns on their roll.
- Agility attacks do +1CS damage
- If an Agility roll is white, one action is used next turn recovering the weapon
- Slashing damage
- Requires Exotic Weapon Proficiency for bonus to Fighting or Agility
Bladed Fan
- Damage increases with consecutive hits ( Normal damage, then +1, then +2. Any miss causes a fan's bonus to reset )
- -1 CS Fighting to all defending rolls except to wooden weapons, blunt weapons, or other bladed fans
- Slashing damage
- Requires Exotic Weapon Proficiency for bonus to Fighting.