Weapons and Armor

Use tables to outline weapons, shields, and armor types. Detail them below with descriptions of said items.

Milieu in Morrow

‘Milieu’ for our purposes, indicates the area (and sometimes time period) in which the item is most prevalent or native to.

One Handed Weapons

Name Damage Size Reach Combat Effects ENC AP/HP Traits Milieu Cost
Karambit 1d4 S S Bleed, Impale - 6/8 - Woes 150 sp

Karambit: A karambit is a short, curved knife used primarily by inhabitants of Woes (particularly humans). Most karambit blades in the region are made entirely out of raptor talons, which are then pieced to a wooden or horn hilt. A finger-sized hole is found on the end of the hilt, which can be used for superior grip and a punching weapon. Disarm attempts are one grade harder for opponents.

Two Handed Weapons

Name Damage Size Reach Combat Effects ENC AP/HP Traits Milieu Cost
Whip, chain 1d6 M M-VL Entangle, Impale, Stun Location 1 4/6 Flexible M 150 sp

Whip, chain: Essentially nothing more than a system of linked rods on a chain with a heavy dart on the end, this whip is spun around and wraps the user who then makes twisted, controlled movements that increase its momentum to deadly speeds. The characteristics of this weapon are incredible, however improper use or fumbling could lead to injuring the wielder.

  • Closing reach (choking up) with a chain whip during melee requires a Combat Style roll. This is made alongside the Evade roll (if any) when the wielder or the opponent closes range. Failure indicates that the wielder cannot shorten the reach of the chain whip in the maneouver.
  • Increasing reach with a chain whip does not require a skill roll, but the action can only be performed if the wielder has enough room.
  • Combat Style fumbles indicate an accidental injury (as the special effect), in addition to any other negative effects that may occur. If there are adjacent unintended target(s) within reach, there’s an equal chance that they or the wielder is struck. Use a numbered die that represents the number of adjacent bystanders plus the wielder (example: if there are 3 adjacent creatures use a 1D4). Assign each creature a number, and roll to determine who is struck. The hit location struck is random.

Weapons and Armor

Morrow Tim_Heckler