Mystic Weapons

By Jeff Q on June 13, 2008

Nunchucku – 1d6 – (F,C,T,E,D,H,My) Small, 2-handed weapon that doesn’t lose initiative. Can be used to give +1 in wrestling for choking.

Tetsubo – 1d8 – (F,C,E,D,My,Dr) – Large, 2-handed weapon that loses initiative; pole arm rules.

Sode Garami – 1d4 – (F,E,My,Dr) Large, 2-handed weapon that loses initiative. Can be used to catch the sleeves of the opponent; opponent gets save vs. paraysis.

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New Weapon System

By Angelo on June 23, 2001

This system is based on the premise that characters may try to use weapons either 1 handed or 2 handed, and may have some amount of success. Wherever the damage is not applicable (n/a) it means the damage would be the same or it is impossible to use the weapon this way.

The numbers are of the format: damage (hit roll adjustment)

Axes

Weapon 1-handed 2-handed Other
Battle Axe 1d8 (-2) 1d10 (+0)
Hand Axe 1d6 (+0) 1d8 (+0)

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Exotic Weaponry

By Angelo on June 23, 2001

This post updates and replaces the previous exotic weapons chart.  Morning Star and Flail are both weapons in original D&D that somehow got left out of the Cyclopedia.  Broadsword is taken from AD&D where it is 2d4.  Rapier stats are also from D&D described in Dragon #175.

The optional rules are provided to add something unique to the weapons, so they’re a little more interesting than just finding “a different kind of sword” that different in name only.

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