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| Weapon Ballista | 450 | | |
| Weapon Bastard Sword | 590 | | |
| Weapon Battle Axe | 500 | | |
| Weapon Blackjack | 350 | If a BlackJack is used to attack from surprise, or against an otherwise unresisting opponent, the attacker can choose to have all damage be NL damage so as to try to knock out the opponent instead of killing him. This ability can be used in conjunction with Ambush skill for a greater chance of a knockout. If a crit or grievous is indicated in the attack, the opponent is automatically knocked unconscious for (3d6 + Blackjack rank + Ambush rank) rounds. Thus, if the attacker is rank 6 in Blackjac | |
| Weapon Bola | 320 | | |
| Weapon Bow | 600 | Applied to short bow, long bow and composite bows | |
| Weapon Broadsword | 510 | | |
| Weapon Catapult | 450 | | |
| Weapon Club | 420 | | |
| Weapon Crossbow | 550 | Applies to hand crossbow, light crossbow and heavy crossbow | |
| Weapon Dagger | 410 | | |
| Weapon Dart | 380 | | |
| Weapon FF Dagger | 380 | This skill allows the character to fight with a weapon in their offhand, as well as their main, one handed weapon, in their primary hand. The character uses the normal base chance of the weapon, plus DEX, plus 3% per rank with this skill to determine Strike Chance. Only one attack per round can be made with the offhand weapon, regardless of rank, though extra damage follows the normal weapon progression (i.e., +1 damage at rank 4, +2 damage at rank 8, etc.). If the offhand weapon is used to par | |
| Weapon FF Flintlock Pistol | 100 | This skill allows some skilled with Musketry to use a flinklock pistol in their offhand. This would allow an extra shot if the character also had a flintlock pistol in their primary hand but the main use of it is to allow the character to wield a sword in their primary hand and a flintlock in their offhand. Of course, the fact that a flintlock pistol can only be fired one time is a limiting factor. If the character has multiple flintlock pistol on them (in holsters or tucked into waistbands or | |
| Weapon FF Hand Axe | 450 | This skill allows the character to fight with a weapon in their offhand, as well as their main, one handed weapon, in their primary hand. The character uses the normal base chance of the weapon, plus DEX, plus 3% per rank with this skill to determine Strike Chance. Only one attack per round can be made with the offhand weapon, regardless of rank, though extra damage follows the normal weapon progression (i.e., +1 damage at rank 4, +2 damage at rank 8, etc.). If the offhand weapon is used to par | |
| Weapon FF Short Sword | 375 | This skill allows the character to fight with a weapon in their offhand, as well as their main, one handed weapon, in their primary hand. The character uses the normal base chance of the weapon, plus DEX, plus 3% per rank with this skill to determine Strike Chance. Only one attack per round can be made with the offhand weapon, regardless of rank, though extra damage follows the normal weapon progression (i.e., +1 damage at rank 4, +2 damage at rank 8, etc.). If the offhand weapon is used to par | |
| Weapon Flail | 490 | | |
| Weapon Halberd | 510 | | |
| Weapon Hand Axe | 530 | | |
| Weapon Javelin | 450 | | |
| Weapon Lance | 450 | | |
| Weapon Long Sword | 490 | | |
| Weapon Lore | 275 | The character is very familiar with weapons; weaponsmiths and famous weapon forges. He can look at any weapon and; with a succeesful skill roll; tell if the weapon was made by humans; elves; orcs; etc. If the weaponsmith was relatively well known; the character might be able to name the specific weaponsmith. If the weapon is magical; and the character rolls Success; he will know one property of the weapon; plus one additional property for every 20 points above Success that he rolled. If he roll | |
| Weapon Mace | 450 | | |
| Weapon Morning Star | 510 | | |
| Weapon Neptune Trident | 460 | | |
| Weapon Net | 400 | | |
| Weapon Pike | 470 | | |
| Weapon Quarterstaff | 460 | Those with this skill can also make a quarterstaff with the right tools and supplies. At minimum, an axe, knife and suitable piece of wood are needed. Base time is five minutes. With more time and more supplies, the character can get a bonus to his roll. By taking one hour to fashion the staff, the character gains a bonus of +5 to his skill roll. If the character has hammer and nails, something to use for a metal endcap, some leather and some leather thong, the character gains an additional +5 | |
| Weapon Rapier | 490 | | |
| Weapon Roman Trident | 380 | | |
| Weapon Scimitar | 450 | | |
| Weapon Short Sword | 400 | | |
| Weapon Shuriken | 400 | | |
| Weapon Sling | 290 | | |
| Weapon Spear | 500 | | |
| Weapon Two Handed Sword | 550 | | |
| Weapon War Hammer | 500 | | |
| Weapon Whip | 400 | A whip is an unusual weapon in that it is a melee weapon but the whip end can't effectively be used on targets who are right next to the wielder. The wielder can avoid this issue by taking a 5 foot free move each round to put some distance between himself and his opponent but the opponent can counter by moving as well. As such, the wielder of the whip may only be able to get a single melee attack each round with the whip end. Fortunately, the handle of a combat whip is deliberately heavy and ca | |
| Weapons Kata | 250 | Weapons Kata skill allows martial artists to retain their martial arts PROT and DEF when using weapon with which they are skilled. Their effective rank with martial arts, when armed with a weapon, is the lower of their martial arts or weapons kata for the purpose of determining PROT and DEF. For example, a martial artist with rank 7 in the their profession normally has a PROT of 4 and a bonus of 14 to the DEF. If they are rank 5 in Weapons Kata, they would have a PROT/DEF of 3/10 when wielding | |
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