Weapon Proficiency Groups

There are twelve different groups into which a character can place weapon proficiencies. Each individual weapon fits into a group based on whether it is small, normal, or two-handed and whether it is blunt, slashing, piercing, or ranged. If the character has a proficiency with a group, he or she gets the bonus when wielding that weapon.

  • Unarmed (Small Blunt)
  • Knives (Small Slashing)
  • Stilettos (Small Piercing)
  • Clubs (Normal Blunt)
  • Blades (Normal Slashing)
  • Spears (Normal Piercing)
  • Staves (Large Blunt)
  • Greatblades (Large Slashing)
  • Polearms (Large Piercing)
  • Thrown (Small Ranged)
  • Crossbows (Normal Ranged)
  • Bows (Large Ranged)

Weapon Qualities

A weapon is defined by its size and type, and deals damage and special effects accordingly. The difference between two weapons that share the same proficiency group is up to the GM’s discretion (e.g., an axe and a sword would by normally identical, but the GM may rule that an axe gets a bonus to cut through wood, while the sword is better for spiking closed a door).

  • Size:
    • Small: A small weapon can be wielded in one hand and is typically the size of a short sword or dagger or smaller. Small weapons typically deal damage based on the lowest die of 3×6.
    • Normal: A normal weapon is anything that doesn’t fit into the Small category that can be comfortably wielded in one hand. Normal weapons typically deal damage based on the middle die of 3×6.
    • Large: A large weapon requires two hands to use for most characters (some larger monsters may be able to wield one in a single hand). Large weapons typically deal damage based on the highest die of 3×6.
  • Type:
    • Blunt: A blunt weapon does not have a cutting edge. Blunt weapons are generally cheaper to make (often being simple wood), but are less effective against rigid armors. They deal -1 damage (to a minimum of 0) against these armors.
    • Slashing: A slashing weapon is designed for chopping or cutting, and almost always features a metal edge. It deals +1 damage against unarmored targets (though some monsters have skin thick enough to negate this bonus).
    • Piercing: A piercing weapon deals most of its damage at a single point, tending to punch through armor and harm organs. It gains a +1 attack bonus against armored targets (including some monsters with naturally thick skin).
    • Ranged: A ranged weapon may be any of the other types (gaining its bonus or penalty). Each ranged weapon includes an increment (in spaces or feet). At this distance, and each additional distance of the same amount, the wielders attacks take a -1 cumulative penalty. Ranged weapons may also be adjudicated as not having a clear range to a target due to obstacles. If another character is an obstacle, the GM may allow the attacker to make the shot at a penalty, but risk hitting the intervening character on a miss.


Armor comes in two types:

  • Flexible armors are made of thin layers of protective material that contort with the wearer. This generally makes them cheaper and preferable by characters that require full-body mobility, but provides less protection against impacts from blunt weapons.
  • Rigid armor, conversely, is made out of interlocking plates of metal or boiled leather, designed not to deform with an impact. These armors provide more protection against blunt weapons, but limit the full range of motion more.

Armor provides a bonus to the character’s armor class:

  • Rigid Armors:
    • Leather: +2
    • Hide: +3
    • Banded: +4
    • Partial Plate: +5
    • Full Plate: +6
  • Flexible Armors:
    • Padded: +1
    • Studded: +2
    • Chain: +3
    • Ring: +4
    • Mithral Chain: +5

If the AC bonus provided by armor is greater than the character’s Body, the difference between the two scores is a penalty to the character’s Speed score while the armor is worn. If Speed is reduced to 0 by armor, the character cannot move effectively, at best stumbling around under the load.

Shields and Offhand Weapons

A character using a small or normal-sized weapon can wield a shield or offhand weapon.

A character with a shield gains an additional +1 AC against attacks from the front (e.g., not against a backstab attempt). If a character takes a critical hit while wielding a shield, he or she can decide to have the shield shatter and treat it as a normal hit. If the shield wielded is metal, roll 1d6: if the result equals or exceeds the lowest die result for the critical hit, it is negated without destroying the shield.

A character can, instead, wield a small or normal weapon in the off-hand. When doing so, the character’s proficiency bonus in the off-hand weapon is added to attacks made with the main hand. No further benefit is gained from the weapon (i.e., it doesn’t attack on its own, just assists the main weapon in opening a target).