A form and size must be picked for the specialization. Some paths allow for additional specializations, which can be of either the same size but different form or same form but different size.
Using a weapon that is not one of the character’s specializations incurs a penalty. A weapon of the same form but different size has a -2 penalty. A weapon of the same size but different style has a -3 penalty. A weapon of a different style and size has a -5 penalty.
Small | Medium | Large | |
---|---|---|---|
Axe | Tomahawk | Hand Axe | Great Axe |
Blade | Claws, Dagger | Rapier, Scimitar | Claymore |
Bludgeon | Hammer, Rock | Club | Great Club |
Crossbow | Hand Crossbow | Crossbow | Ballista |
Bow | Sling | Shortbow | Longbow |
Pole-arm | Hand Dart | Javelin, Spear | Halberd |
Rope | Garrote | Rope Dart, Whip | Meteor Hammer |
Shield | Buckler | Kite Shield | Tower Shield |
Unarmed | - | Martial Arts | - |
- Small weapons are effective for concealing, making multiple quick attacks, and throwing in a pinch.
- Pole-arms have a longer reach than other melee weapons and are most effective when mounted.
- Large weapons can deal more damage than other size weapons but are more exhausting to use.
- Ranged weapons fire projectiles which are lost each combat.
- Dagger
- Garrote
- Trap
- Club
- Hammer
- Mace
- Shield
- Whip
- Axe
- Sword
- Hook
- Pick
- Polearm
- Bow
- Crossbow
- Firearm
- Boomerang
- Dart
In combat certain abilities can only be used with adrenaline, which is gained every turn and lost at the end of combat, or heroism, which is gained at the end of combat (2 if no losses, 1 if 1 loss).
Herosim is used for special heroic moves, which give a ×2 bonus to a single action.
From Great Weapon
The great weapons skill is used to fight with large heavy weapons, aka. great weapons. Great weapons and the abilities for them are very powerful, providing high bonuses to single target attacks or allowing for striking many targets simultaneously. Since great weapons are so heavy they require the character to have the "strong" trait to wield them without penalty.
Specialties
Berserker
The berserker is almost singularly focused on attacking. Berserkers gain the ability to incite and somewhat control insanity to make their attacks more powerful. Berserkers are well suited to the shock trooper role with their fast, powerful, and reckless attacks. Bersekers can also make an effective reaper by concentrating their attacking on a single target.
Knight
The knight couples attack with defense to keep fighting long after others have fallen. Since great weapons require the strong trait to be used effectively, heavy armor is accessible to knights without using another trait. Knights make great tanks and sentinels capable of holding off hordes of enemies for several rounds.