Weapons & Ammo
These are a general selection of offensive items found throughout the world to help get you started. These are some of the more common items you may run across, including basic, advanced, and some exotic weapons. There are many more weapons to be found. Each character can have 1-4 weapons sheathed on them at a time. Two-handed weapons take up 2 weapon spots while throwing weapons take 1 slot.
Quiwong Weapon Adaptations
The quiwong lack the proper faculties to use traditional weapons. They do however have the ingenuity to overcome this handicap to a degree. Smaller melee weapons such as daggers and maces have been adapted to use on their tails. While one handed firearms have been modified to attach to their gauntlets but hold an additional +5 penalty on attempt to dual wield. They have developed shoulder mounted versions of two handed firearms that have to be synced with a pair of targeting goggles. These weapons deal the same stats as the regular versions of the weapons. Most shops a player comes across in the game will have quiwong versions of weaponry and items found throughout the game may be modified to fit a quiwong player. When discussing adaptations with your gamemaster it is important you both take a grounded look at them as some weapons just do not work. If you throw a whip on your tail you will be more likely to hit yourself than your target.
Bow
Weapon: Short Bow, Roll: Dexterity, Ammo: Arrows, Rounds: 1, Damage: 1d6 Piercing, Range: Medium, Requirement: None, Special: None, Price: 329 Tarryns
Weapon: Longbow, Roll: Dexterity, Ammo: Arrows, Rounds: 1, Damage: 1d10 Piercing, Range: Long, Requirement: None, Special: None, Price: 540 Tarryns
Weapon: Tu’vacian Bow, Roll: Dexterity, Ammo: Arrows, Rounds: 1, Damage: 1d6 Piercing, Range: Long, Requirement: Bow Expertise, Strength +2, Special: Full Draw +1d6 Damage & +40' Range, Price: Gifted or Found Only
Dagger
Weapon: Dagger, Roll: Dexterity, Damage: 1d4 Piercing, Range: Melee, Requirement: None, Special: None, Price: 30 Tarryns
Weapon: Kukri, Roll: Dexterity, Damage: 1d4 Slashing, Range: Melee, Requirement: Dagger Proficient, Special: Critical decapitates target with weapon expertise., Price: 32 Tarryns
Weapon: Dagger of the Watchers, Roll: Dexterity, Damage: 1d4 Piercing, Range: Melee, Requirement: Dagger Proficient, Special: None, Price: Gifted or Taken
Sword
Weapon: Short Sword, Roll: Strength, Damage: 1d6 Piercing/Slashing, Range: Melee, Requirement: None, Special: None, Price: 80 Tarryns
Weapon: Scimitar, Roll: Strength, Damage: 1d6 Piercing/Slashing, Range: Melee, Requirement: Sword Proficient, Special: None, Price: 152 Tarryns
Weapon: Cobba, Roll: Dexterity, Damage: 1d6 Slashing, Range: Melee, Requirement: Sword Proficient, Special: Critical hit disarms target with weapon expertise., Price: 476 Tarryns
Weapon: Liquid Metal Sword, Roll: Strength, Ammo: Battery Pack, Rounds: 50 uses per battery., Damage: 1d6 Piercing/Slashing, Range: Melee, Requirement: Sword Proficient, Special: Concealable & Two Handed +1d4 Damage, Price: 10,183 Tarryns
Weapon: Rapier, Roll: Dexterity, Damage: 1d6 Piercing/Slashing, Range: Melee, Requirement: Sword Expertise, Special: Triple striking on critical while single wielding., Price: 330 Tarryns
Pistol
Weapon: Semi-Automatic Pistol, Roll: Dexterity, Ammo: Pistol Bullets, Rounds: 10, Damage: 1d6 Piercing, Range: Medium, Requirement: None, Special: None, Price: 460 Tarryns
Weapon: Revolver, Roll: Dexterity, Ammo: Rifle Bullets, Rounds: 6, Damage: 1d8 Piercing, Range: Medium, Requirement: None, Special: None, Price: 228 Tarryns
Weapon: Sledge, Roll: Strength, Ammo: Shotgun Shells, Rounds: 3, Damage: 1d12 Piercing, Range: Close, Requirement: Pistol Expertise, Strength +3, Special: 1d4 Bleeding Damage, Price: 1,736 Tarryns
Rifle
Weapon: Bolt Action Rifle, Roll: Dexterity, Ammo: Rifle Bullets, Rounds: 10, Damage: 1d10 Piercing, Range: Long, Requirement: None, Special: None, Price: 410 Tarryns
Weapon: SDV-3, Roll: Dexterity, Ammo: Rifle Bullets, Rounds: 10, Damage: 1d8 Piercing, Range: Long, Requirement: Rifle Expertise, Special: Sight +1d8, Price: 3,952 Tarryns
Crossbow
Weapon: Light Crossbow, Roll: Dexterity, Ammo: Bolts, Rounds: 1, Damage: 1d6 Piercing, Range: Medium, Requirement: None, Special: Sight +1d4, Price: 438 Tarryns
Weapon: Durro Crossbow, Roll: Dexterity, Ammo: Darts, Rounds: 1, Damage: 1d6 Piercing, Range: Medium, Requirement: None, Special: None, Price: 124 Tarryns
Weapon: Dart Crossbow, Roll: Dexterity, Ammo: Darts, Rounds: 1, Damage: 1d4 Piercing, Range: Close, Requirement: None, Special: None, Price: 125 Tarryns
Weapon: Heavy Crossbow, Roll: Dexterity, Ammo: Bolts, Rounds: 1, Damage: 1d10 Piercing, Range: Long, Requirement: Crossbow Proficient, Special: Sight +1d4, Price: 685 Tarryns
Shotgun
Weapon: Pump Action Shotgun, Roll: Dexterity, Ammo: Shotgun Shells, Rounds: 8, Damage: 1d12 Piercing, Range: Long, Requirement: None, Special: 1d4 Bleeding Damage, Price: 250 Tarryns
Weapon: Semi-Automatic Shotgun, Roll: Dexterity, Ammo: Shotgun Shells, Rounds: 16, Damage: 1d10 Piercing, Range: Long, Requirement: Shotgun Proficient, Special: Sight 1d8, 1d4 Bleeding Damage, Price: 2,250 Tarryns
Staff
Weapon: Quarterstaff, Roll: Dexterity, Damage: 1d6 Bludgeoning, Range: Melee, Requirement: None, Special: None, Price: 25 Tarryns
Weapon: Gerston, Roll: Dexterity, Damage: 1d6 Bludgeoning, Range: Melee, Requirement: Level 3 Serpent of Kinja, Special: Shock can be cast through the gerston., Price: Gifted or Found Only
Weapon: Weaver’s Staff, Roll: Intelligence, Damage: 1d6 Bludgeoning, Range: Melee, Requirement: Mage, Special: Staff grants +10 to attacker/defender rolls involving illusion magic., Price: Gifted or Taken
Weapon: Tu’vacian War Staff, Roll: Dexterity, Damage: 2d8 Bludgeoning, Range: Melee, Requirement: Staff Proficient, Special: Gain 1 APR on critical. Effect cannot take place more than once a round., Price: Gifted or Taken
Thrower
Weapon: Shuriken, Roll: Dexterity, Damage: 1d4 Piercing, Range: Close, Requirement: None, Special: Thrower Proficient and Expertise allow for an addition shuriken., Price: 25 Tarryns
Weapon: Throwing Axe, Roll: Strength, Damage: 1d6 Slashing, Range: Close, Requirement: None, Special: None, Price: 38 Tarryns
Weapon: Dart, Roll: Dexterity, Damage: 1d4 Piercing, Range: Close, Requirement: Thrower Proficient, Special: Expertise allows for additional 2 darts thrown., Price: 52 Tarryns
Cobarri
Weapon: Basic Cobarri, Roll: Dexterity, Ammo: Pebbles, Rounds: 1, Damage: 1d4 Bludgeoning, Range: Medium, Requirement: None, Special: Used to fire enchanted pebbles, Price: 5 Tarryns
Falgus
Weapon: Basic Falgus, Roll: Dexterity, Ammo: Falgus Shells, Rounds: 1, Damage: Shell Based, Range: Medium, Requirement: None, Special: Fires Enchanted Shells, Price: 1,432 Tarryns
Axe
Weapon: 1 Handed Battle Axe, Roll: Strength, Damage: 1d6 Slashing, Range: Melee, Requirement: None, Special: Two Handed +1d4 Damage, Price: 150 Tarryns
Weapon: Bearded Axe, Roll: Strength, Damage: 1d6 Slashing, Range: Melee, Requirement: None, Special: Two Handed +1d6 Damage, Price: 180 Tarryns
Polearm
Weapon: Glaive, Roll: Strength, Damage: 1d10 + 1d4 Slashing, Range: Close, Requirement: None, Special: None, Price: 673 Tarryns
Weapon: Half Spear, Roll: Dexterity, Damage: 1d8 + 1d4 Slashing, Range: Melee, Requirement: None, Special: Can Be Thrown, Price: 80 Tarryns
Weapon: Spear, Roll: Dexterity, Damage: 1d10 + 1d4 Slashing, Range: Close, Requirement: None, Special: Can Be Thrown, Price: 260 Tarryns
Weapon: Halberd, Roll: Strength, Damage: 1d10 + 1d4 Piercing/Slashing, Range: Close, Requirement: Polearm Proficient, Special: None, Price: 336 Tarryns
Sub Machinegun
Weapon: Machine Pistol, Roll: Dexterity, Ammo: Machinegun Bullets, Rounds: 30, Damage: 1d4 Piercing, Range: Medium, Requirement: None, Special: Burst Fire, Price: 738 Tarryns
Weapon: Assault Rifle, Roll: Dexterity, Ammo: Machinegun Bullets, Rounds: 30, Damage: 1d4 Piercing, Range: Medium, Requirement: Sub Machinegun Proficient, Special: Burst Fire. Can switch to single shot long range fire at +1 difficulty., Price: 1,257 Tarryns
Whip
Weapon: Leather Whip, Roll: Dexterity, Damage: 1d6 Slashing, Range: Close, Requirement: None, Special: None, Price: 70 Tarryns
Weapon: Chain, Roll: Strength, Damage: 1d8 Bludgeoning, Range: Melee, Requirement: None, Special: None, Price: 10 Tarryns
Weapon: Severtree, Roll: Dexterity, Damage: 1d6 Slashing, Range: Close, Requirement: Level 5 Serpent of Kinja, Special: 1d12 Poison Damage for 2 Rounds, Price: Gifted, Serpents of Kinja Only
Hammer
Weapon: Club, Roll: Strength, Damage: 1d4 Bludgeoning, Range: Melee, Requirement: None, Special: None, Price: 18 Tarryns
Weapon: Mace, Roll: Strength, Damage: 1d6 Bludgeoning, Range: Melee, Requirement: None, Special: Two Handed +1d4 Damage, Price: 195 Tarryns
Weapon: Morning Star, Roll: Strength, Damage: 1d8 Bludgeoning, Range: Melee, Requirement: Hammer Proficient, Special: Two Handed +1d6 2 Damage, Price: 245 Tarryns
Weapon: Evdren Mace, Roll: Strength, Damage: 1d6 Bludgeoning, Range: Melee, Requirement: Hammer Proficient, Special: Deals an additional 2d6 Piercing damage to a target's with exposed armor. Critical strikes expose armor for 3 actions., Price: Gifted or Taken
Launcher
Weapon: Grenade Launcher, Roll: Dexterity, Ammo: Grenade Shells, Rounds: 6, Damage: 2d8 Bludgeoning, Range: Medium, Requirement: Room to fire., Special: 1d6 radial damage for 10 yards, Price: 2,078 Tarryns
Weapon: Rocket Launcher, Roll: Dexterity, Ammo: Rockets, Rounds: 1, Damage: 2d10 Fire, Range: Long, Requirement: Launcher Proficient. Room to fire., Special: 1d8 radial damage for 10 yards., Price: 5,932 Tarryns
Explosive
Weapon: Grenade, Roll: Strength, Damage: 3d6 Bludgeoning, Range: Medium, Requirement: None, Special: 10' Radius, Price: 83 Tarryns
Weapon: Stun Grenade, Roll: Strength, Damage: None, Range: Medium, Requirement: Explosive Proficient, Special: Stuns all in 10’., Price: 56 Tarryns
Weapon: Flash Grenade, Roll: Strength, Damage: None, Range: Medium, Requirement: Explosive Proficient, Special: 10’ Radial effect of a +5 difficulty to all rolls for 2 rounds., Price: 79 Tarryns
2 Handed Axe
Weapon: 2 Handed Battle Axe, Roll: Strength, Damage: 1d8 + 1d6 Slashing, Range: Melee, Requirement: Axe Proficient, Special: None, Price: 260 Tarryns
Weapon: Valgonni War Axe, Roll: Strength, Damage: 2d8 Slashing, Range: Melee, Requirement: Strength +3 and 2 Handed Axe Proficient., Special: None, Price: Found or Gifted
2 Handed Swords
Weapon: Long Sword, Roll: Strength, Damage: 1d8 Piercing/Slashing, Range: Melee, Requirement: None, Special: +1d4 2 Handed Damage, Price: 225 Tarryns
Weapon: Bastard Sword, Roll: Strength + Brawl, Damage: 1d6 + 1d8 Piercing/Slashing, Range: Melee, Requirement: Sword Proficient, Special: None, Price: 279 Tarryns
Colossal
Weapon: Chaos Blade, Roll: Strength, Damage: 1d6 + 1d10 Piercing/Slashing, Range: Melee, Requirement: Strength +4, 2 Handed Sword Proficient, Special: Can hit up to 3 melee ranged opponents per swing. Attacks require 2 APR for characters with Strength of less than +4., Price: 11,038 Tarryns
Weapon: Herald’s Might, Roll: Strength, Damage: 1d8 + 1d10 Bludgeoning, Range: Melee, Requirement: Strength +4, 2 Handed Hammer Proficient, Special: Critical knocks back opponents causing 1d6 additional slam damage to 2 opponents. Attacks require 2 APR for characters with Strength of less than +4., Price: 11,038 Tarryns
Energy Weapon
Weapon: Pulse Rifle, Roll: Dexterity, Ammo: Battery Cell + Plasma Tube, Rounds: 50, 2 Action Reload, Damage: 2d6 Energy, Range: Long, Requirement: Rifle Proficient, Special: Sight +1d4, Barrier Piercing, Price: 7,890 Tarryns
Weapon: Plasma Cannon, Roll: Dexterity, Ammo: Battery Cell + Plasma Tube, Rounds: 20, 3 Action Reload, Damage: 2d8 Energy, Range: Long, Requirement: Energy Weapon Expertise, Special: 1d6 radial damage for 10 yards., Price: 50,789 Tarryns
2 Handed Hammer
Weapon: War Hammer, Roll: Strength, Damage: 2d6 Bludgeoning, Range: Melee, Requirement: Hammer Proficient, Special: None, Price: 130 Tarryns
Weapon: Canthcian Ritual Club, Roll: Strength, Damage: 2d8 Bludgeoning, Range: Melee, Requirement: 2 Handed Hammer Proficient, Special: None, Price: Gifted or Found Only
Machinegun
Weapon: MX-7, Roll: Dexterity, Ammo: Machinegun Bullets, Rounds: 30, Damage: 1d4 Piercing, Range: Medium, Requirement: Sub Machinegun Proficient, Special: Full Automatic. Can switch to long range single shot firing at +2 difficulty., Price: 10,782 Tarryns
Weapon: MX-12, Roll: Dexterity, Ammo: Machinegun Bullets, Rounds: 30, Damage: 1d4 Piercing, Range: Medium, Requirement: Machinegun Proficient, Special: Full Automatic. Can switch to long range single shot firing at +1 difficulty., Price: 21,450 Tarryns
Wands
Weapon: Flame Wand, Roll: Intelligence, Damage: 1d4 Fire, Range: Medium, Requirement: Caster, Special: None, Price: 21,450 Tarryns
Weapon: Telekinetic Wand, Roll: Intelligence, Damage: 1d4 Bludgeoning, Range: Medium, Requirement: Caster, Special: None, Price: 21,450 Tarryns
Weapon: Healing Wand, Roll: Intelligence, Damage: 1d4 Healing, Range: Medium, Requirement: Caster, Special: None, Price: 21,450 Tarryns
Fist
Weapon: Koobari Hand Wraps, Roll: Strength, Damage: +1 Strike Damage, Range: Melee, Requirement: Strike Proficient, Special: +1 Attacker/Defender Roll, Price: 38 Tarryns
Weapon: Goraillian Strikers Gloves, Roll: Strength, Damage: +5 Strike Damage, Range: Melee, Requirement: Strike Expertise, Special: +1 Attack Per Round on Critical, Price: 540 Tarryns
Exotic Weapons
Weapon: Chain Hammer, Roll: Strength, Damage: 1d10 Bludgeoning, Range: Melee/Close, Requirement: Hammer Proficient + Whip Expertise, Special: Critical causes knockdown. Close range attack takes 2 actions., Price: 437 Tarryns
Weapon: 3 Section Spear, Roll: Dexterity, Damage: 1d10 Piercing/Slashing, Range: Melee, Requirement: Spear Expertise, Special: None, Price: 2,879 Tarryns
Weapon: Nunchaku, Roll: Dexterity, Damage: 1d4 Bludgeoning, Range: Melee, Requirement: None, Special: Expertise gives a combo strike when striking a target that is staggered., Price: 38 Tarryns
Weapon: Yingvig Whip, Roll: Intelligence, Damage: 1d4 Slashing, Range: Melee, Requirement: Whip Expertise, Special: The yingvig whip is a living weapon that links psychically with its wielder. Before it links at Expertise the whip is only usable as a dagger. After linking the whip can be used both ways and unleashes an intense poison effect that deals 2d6 per strike on critical attacks. Yingvig poison can only strike targets 3 times in a round., Price: Gifted or Found Only
Ammo
Ammuntion has three types; consumable, refillable, or reusable. Consumable items are destroyed on use while reusable items are destroyed on critical fails.
Arrows, 10, Reusable, Price: 25 tarryns
Bolts, 10, Reusable, Price: 25 tarryns
Pistol Bullets, 50, Consumable, Price: 19 tarryns
Rifle Bullets, 25, Consumable, Price: 23 tarryns
Shotgun Shells, 16, Consumable, Price: 21 tarryns
Pebbles, 10, Reusable Price: 3 tarryns
Falgus Shells, Consumable, Price: varies
Machinegun Bullets, 60, Consumable, Price: 34 tarryns
Grenade Shells, 6, Consumable, Price: 43 tarryns
Half Bolts, 10, Reusable, Price: 15 tarryns
Battery Cell, Refillable, Price: 22 tarryns
Plasma Tube, Consumable, Price: 35 tarryns
Sledge Shells, 12, Consumable, Price: 28 tarryns
Battery Pack, Refillable, Price: 12 tarryns
Rocket, Consumable, Price: 125 tarryns
Trapping Supplies
Utility Knife, Price: 8 tarryns
Rope, 12’, Price: 14 tarryns
Pins, 6, Price: 12 tarryns
Wire, 10’, Price: 15 tarryns
Posts, 8, Price: 10 tarryns
Pressure Pad Detonator, Price: 112 tarryns
Argus Heart, Price: 36 tarryns
Venom Sack, Price: 33 tarryns
Small Explosive Pack, Price: 48 tarryns
Mesh Cover, 6’ x 6’, Price: 13 tarryns
Fire Oil, (N), Price: 13 tarryns
Explosive Pack, Price: 72 tarryns
Essence of Ice, (N), Price: 14 tarryns