Weapons
In the world of Tael, there are many different types of weapons that a character can use. This page aims to explain how they are all categorized and how they work.
Type
The type defines the general kind of weapon you are dealing with and further defines its weight, style, and damage.
Type | Description | Wielding-Type | Damage | Scaling Attribute | Damage-Style | Can be thrown? |
---|---|---|---|---|---|---|
Fist | Using your bare fists, can potentially hurt you if you attack something that hurts to touch. | Light | 0 | Strength | Striking | No |
Claw | Using your claws for a vicious slash. Can potentially hurt you if you attack something that hurts to touch. | Light | 0 | Strength | Slicing | No |
Fist Weapon | An Extension to your fist. Can pack quite a punch and attacks with this weapon are still considered unarmed. | Light | 1d4 | Strength | Varying | No |
Dagger | A small and easily concealable Weapon. | Light | 1d4 | Agility | Piercing / Slicing | Yes |
Shortsword | A sword small enough to be able to be wielded by most people. | Adaptable | 1d6 | Strength / Agility | All | Yes |
Longsword | A sword with quite a long blade. It is heavy enough that two-handing it requires at least 10 Strength, and one-handing it requires at least 20 Strength.Throwing it requires at least 30 Strength or 20 Strength and 30 Agility. | Adaptable | 1d8 | Strength / Agility | All | Yes |
Greatsword | A sword with a long and wide blade. It is usually extremely heavy and requires at least 20 Strength just to two-hand it. | Heavy | 1d10 | Strength | Striking / Slicing | No |
Hammer | A small and easily concealable weapon. | Light | 1d4 | Strength | Striking | Yes |
Warhammer | A massive version of a Hammer, requires at least 20 Strength to two-hand it. | Heavy | 1d10 | Strength | Striking | No |
Flail | A stick with a chain, which is (sometimes) attached to something that can hurt. Has a slightly improved range of 2 meters. | Light | 1d6 | Agility | Striking | No |
Scimitar | A sword with a curved blade, excellent for quick slashes. | Adaptable | 1d6 | Agility | Slicing | No |
Rapier | A type of sword with a pointy tip, it is a gentleman's weapon of choice. Throwing it is extraordinarily difficult and, therefore, requires at least 30 Agility. | Light | 1d6 | Agility | Piercing | Yes |
Scythe | What is usually a farming tool has been weaponized by some people. | Heavy | 1d8 | Agility | Slicing | No |
Chakram | Usually used as a throwing weapon. | Light | 1d4 | Agility | Slicing | Yes |
Spear | A long range weapon, often used as a throwing weapon. | Adaptable | 1d6 | Strength / Agility | Piercing | Yes |
Quarterstaff | A long stick often used by magical users and special kinds of martial artists. | Heavy | 1d4 | Strength / Agility | Striking | No |
Buckler Shield | A small shield that can protect from some attacks. Can also be used to punch someone in the face. | Light | 0 | Strength | Striking | Yes |
Shield | A shield that can protect from some attacks. | Light | 0 | Strength | Striking | No |
Tower Shield | A massive shield capable of protecting from most attacks. | Adaptable | 0 | Strength | Striking | No |
Type | Description | Wielding-Type | Damage | Scaling Attribute | Damage-Style | Can be thrown? |
---|---|---|---|---|---|---|
Catalyst | Catalysts are Items that often take the form of a special orb or a book of some kind. Very desperate People can use it as a throwing weapon that will automatically return to you after throwing. | Adaptive | 1d4 | Strength | Striking | Yes |
Staff | A long and big staff, often engraved with runes and equipped with a gemstone of some sort at the tip. | Heavy | 1d4 | Strength | Striking | No |
Wand | A small one-handed focus for the less imposing spellcasters. It is important to note that wands cannot be used to cast spells of grade 6 or higher. | Light | 1d4 | Strength | Striking | No |
Type | Description | Ammo | Wielding-Type | Damage | Scaling Attribute | Damage-Style | Range |
---|---|---|---|---|---|---|---|
Slingshot | A classic, can be as simple as a rubber stretched between two fingers. | Pebbles | Light | 0 | Strength | Striking | 10 m |
Shortbow | A small version of a bow with a very low range. | Arrows | Heavy | 1d4 | Agility | Piercing | 20 m |
Longbow | The big brother of the shortbow with an improved range. | Arrows | Heavy | 1d6 | Strength / Agility | Piercing | 30 m |
Recurve Bow | A more advanced version of the longbow. | Arrows | Heavy | 1d8 | Strength / Agility | Piercing | 40 m |
Crossbow | A simple crossbow. | Bolts | Light | 1d4+2 | None | Piercing | 20 m |
Heavy Crossbow | A more solid and sturdier variant of the crossbow. Requires at least 20 Strength to load a bolt into. | Bolts | Heavy | 1d6+2 | None | Piercing | 40 m |
Gun | A device that shoots out projectiles with insane force but low range. Usually only found wielded by Goblins and Gnomes and rarely sold anywhere, not even on black markets. | Gunpowder
+Specialized Ammo |
Mixed | 1d6+2 | None | Striking | 20 m |
Wielding Type
Depending on the Size of the Weapon, it can be wielded in a multitude of ways.
Light
Light Weapons can only be used one-handed, but therefore allow the use of a second light weapon in the other hand.
Heavy
Heavy Weapons can only be used two-handed, meaning the character must be able to use both his hands to strike with this weapon.
Adaptable
Adaptable Weapons can wielded by either one or two hands. Wielding an adaptable weapon two-handed allows you to role the damage dice twice and select the dice of your choice as your result.
Scaling Attribute
The Scaling Attribute is the Modifier from your Characters Stat sheet that you can add to the final damage of your attack, assuming the character is skilled with the weapon.
Damage Style
The type of damage that will usually be dealt by this kind of weapon. If it lists multiple types of damages, the character can choose in which way he wants to attack, meaning he can choose which of the available types of damage he will deal.
Throwing Weapons
Some Weapons can be thrown. In order to throw a Weapon the Character must be skilled with the weapon type. The throwing range is determined by the characters Strength value (not Modifier!) divided by two. The throwing range is capped at 20 meters for adaptable weapons and 30 meters for light weapons and spears. Throwing a shortsword or longsword will always deal piercing damage.