Weapons and Weapon Properties

Access to weapons depends on Availability. Weapons use many of the Common Item Properties. Weapon properties are often matched or negated by Armor. Crafters and tradesmen use Work Stations and Toolkits to make and Repair/Patch their materials. To add a deeper level of realism (and complexity), consider using mechanics for tracking wear and tear. Crafter’s Mark: The use of an item made by a famous and recognized crafter (or their guild/trade/school) may also be the equivalent of a Prestige Marker. Bone items of Colossi, Dragons, and Trolls can be fashioned into powerful weapons. Principal Entities leave behind Primaeth remains from direct engagements that can be fashioned into armaments. Keep in mind, all values herein are a suggested _Baseline_ only.

Battle Worn“: For GMs who want to add realism and flavor to the handling of used items, assume all weapons gained as loot have this condition. The weapon has a penalty of -1 to its maximum (not average) damage AND may (1 on d6) become Useless upon a Full hit until repaired.

Armor Piercing: Against Medium Armor and Shields, the target’s AC is reduced by 2. Against Heavy Armor it is reduced by 3; it always does 1 point of damage through armor despite resistance.
• [The minor version is a lesser reduction by 1 of the AC values and no minimum damage]

Pulverize

Whenever armor Resilience is used, weapons that Pulverize count as 2 uses. Pulverizing weapons do twice as much structural damage as well.

Quality Weapons: These weapons cost 5x the normal, but do an extra point of damage, including a higher average damage if that option is used.
Deadly Weapons: These weapons cost 20x the normal, but cause full damage on a hit
Fine Weapons: These weapons cost 20x the normal, but are +1 non magical
Durable Weapons: These weapons cost 20x normal, but are be used to block a blow as normal, but can be fixed after “useless” (though it is unusable until then) for 10x the cost of the weapon.
Balanced Weapon: Adds 1 to the critical range for the cost of 20x the normal (critical on a natural 19-20), to a maximum of 18-20 when combined with ability

Divine Weapons: For more details, see Divine Items.

Occult Weapons: For more details, see Occult Items.

Psychic Weapons: For more details, see Psychic Items.


Incarna d20™ Weapons and Weapon Properties Details/Mechanics

This content is part of the i20™ Variant for the d20 System™.

+X Weapons: Forged by wizards and priests for heroes and inspired followers these are generic, yet each may have a history, crafters mark, and some a purpose and Singularly Bound. The “+X” is to attack, damage (average and maximum), Initiative, and extra Resilience (repair is assessed as equal to the weapon cost).

iCore Weapons and Weapon Properties Details/Mechanics