Showing posts with label weapons. Show all posts
Showing posts with label weapons. Show all posts

Monday, March 25, 2013

Weapons & Ores

I'm changing tact on this blog for the time being. I feel as if I've been able to locate my "narrative voice" and will be leaving out the quotations at the beginning of my blog posts. I have posted some more stories on here since I made that commitment and I think, for the time being, I will be separating the fiction-based posts from my gaming-based posts more clearly.

So, this is a gaming-based post. I will be discussing the Weapons and how they interact with Ores. Weapons, within the setting and ruleset of Sophia's Children, can degrade over time, break completely and also be reinforced through Ores -- resources that a Armsmith can hammer into your Weapons. My goal is to create an entire subgame oriented around Weapons, their maintenance, creation and reinforcement.



I have settled on a simple and minimally-fantastic set of materials that Weapons are made from. They are as follows:
  • Copper & Bronze: A cheap material that is still used for tools and crude weaponry.
  • Iron & Steel: The most common material used. Reliable, relatively cost-effective.
  • Adamant: A super-strong material derived from iron. It comes in several qualities. The most basic form is known as "Hassan Steel" and its furnishment is known to the Hassan people. More advanced forms are taken from the Ancient Cities themselves.
  • Carmot: A legendary material lost to time. Delvers have hauled troves of this substance from the Ancient Cities. Great weapons of unknown make have also been discovered forged of this substance as well. It appears to be sort of ceramic or stone, but can be worked into shapes as Steel/Adamant. Carmot comes in several "colors" that are indicative of how "refined" it is. The simplest forms of Carmot, while powerful, cannot be repaired -- the most powerful forms can be reinforced with Ore made from this legendary substance.
Weapons within the setting are made of one of these substances, each of which has a few degrees of quality. The quality of a Weapon's make dictates the degree to which it can be upgraded with Ores. For example: Copper Weapons can not be upgraded at all, Iron Weapons can only receive one Dense Iron Ore.

All Weapons are also subject to Durability loss. Durability is checked whenever Resting for each piece of equipment that has seen use since the last Rest. For Weapons, this means for each Weapon that was used for combat in the interim. I will post more extensively about this system in the future, but basically this a 1d6 roll. If a 5 or higher, no Durability is lost. If less than 5, 1 point is lost. 

When a Weapon loses its last point of Durability it becomes Cracked. When a Weapon becomes Cracked it either 1) loses the benefits of its Ores/Upgrades or 2) functions as a base Weapon of the previous quality level if it has no Ores/Upgrades installed.

A Weapon when Cracked, can still be used, but risks being Broken and lost entirely. The Durability check for a Cracked Weapon is made the same as before, but instead loses 1 point of Durability from its Maximum. When a Weapon loses its last point of Maximum Durability it is Broken and lost forever.

The exception here are Copper/Bronze Weapons which will Break when losing their final point of Durability. A Bronze Weapon that has been reinforced with Bronze Ore will NOT Break, but loses the benefit of its reinforcement until it can be repaired.

Here are some example Weapons of each Quality type.

Copper Sword (Arming Sword): +1 Attack, 1d6 Damage, Scaling Grade: 0.5 * Better of Strength or Agility. Requires: Strength 1. Durability: 2 of 2. Cannot be Reinforced.

Bronze Axe (Battle Axe): +0 Attack, 3d6 Damage, Scaling Grade: 1.0 * Strength. Requires: Strength 2. Durability: 2 of 2. Reinforced: Sharp Bronze Ore (+1 Attack).

Iron Hand Axe (Hand Axe): +0 Attack, 2d6+2 Damage, Scaling Grade: 1.0 * Strength. No Requirements. Durability: 3 of 3. Reinforced: Dense Iron Ore (+1d6 Damage).

Steel Flanged Mace (Mace): +3 Attack, 2d6 Damage, Scaling Grade: 2.0 * Strength. Requires: Strength 2. Durability: 3 of 3. Reinforced: Sharp Iron Ore (+1 Attack), Smooth Iron Ore (+0.5 Scaling Grade).

"Hassan Steel" (Adamant, Simple) Saif: +4 Attack, 2d6 Damage, Scaling Grade: 1.0 * Better of Strength or Agility. Requires: Strength 3. Durability 4 of 4. Cannot be Reinforced.

Red Carmot Claymore: +2 Attack, 3d6 Damage, Scaling Grade: 3.0 * Strength. Requires: Strength 4. Durability: 5 of 5. Can receive two Carmot Ore Reinforcements.

Sunday, March 17, 2013

Further On Shields

"The Old Witch had a menagerie of Familiars with her. Some were like small animals. Others like insects. One looked a small boy, but couldn't have been her child. Another was a wooden box beset on a set of steel pins that it scurried around on. They gathered around as I approached. Silently she gestured to the menagerie and they scurried to the other corner of the cabin."
-Anis Al-Farid, Explorer of Nod

I did some further refining of the calculations for Armor as per my reflections on this post. As a result I have further refined my thinking on Shields. Here is how they currently work:

A Shield is used in one of your Hands slots: in the Off Hand paired with a Weapon in the Main Hand. Equipping a Shield has three effects. Note: I talk about the various Weapon Styles in more detail previously in this post.

  1. A Shield confers a passive bonus to Armor Class, Damage Reduction or even Special Resistance -- depending on the Shield itself.
  2. A Shield opens up the option of Blocking in response to an Attack. This immediately increases your Armor Class by 4 -- though some powerful Shields increase BOTH Armor Class and Special Resistance. This move requires a Stun Save as with other defensive actions whose difficulty (Easy, Standard or Hard) depends on the Shield. Blocking with a Shield you do not have the Strength to wield effectively automatically Stuns.
  3. A Shield can be used to make a Basic Attack which triggers an Opportunity Attack with your Main Hand Weapon when rolling Natural-Evens (as with Dual Wielding). Using a Shield in this manner negates the passive bonus to defense until your next Action. Attacking with Shield you do not have the Strength Requirement to wield is a Clumsy Attack as with other Weapons. Also: the Opportunity Attack triggered by this move follows the same rules as Dual Wielding Weapons, Requires Agility of 2, otherwise the Opportunity Attack is Clumsy.

Also: Fighters who have Proficiency in Shields use their Shield for the making the Advanced and Power Attacks associated with the Proficiency, not their Main Hand Weapon.

Some Examples:

Iron Buckler (Light Shield, Requires: Strength 1)
This small, round shield wraps around the forearm and provides decent protection. 
+1 Damage Reduction, Blocking: Easy Save
+0 Attack, 1d6 Damage, Scaling Grade: (Strength * 1.0)

Composite Tall Shield (Large Shield, Requires: Strength 1)
This tall, rectangular shield is made of wood inside a reinforced iron frame.
+2 Damage Reduction, Blocking: Normal Save
+0 Attack, 1d6 Damage, Scaling Grade: (Strength * 1.0)

Strange Leather Shield (Light Shield, Requires: Strength 2)
This circular shield is a steel frame which has the black, bubbly hide of an unknown Ur-Beast stretched across it.
+2 Special Resistance, Blocking: Easy Save
+1 Attack, 2d6 Damage, Scaling Grade: (Strength * 2.0)

Who didn't love the combat in the movie 300?

Monday, March 11, 2013

Weapon Styles

"These chattering and drooling Things traverse the Underground of the Ancient City. They are the roaming digestive system of Some Other Thing. You can put them down, but whatever has birthed them will simply send more. Only the power of Magic or, Sophia help you, a true Supernatural weapon can truly kill these Things. Oh! You will know when you run into one -- a swollen bulge of a man's head with nothing but a mouth, atop a pair of spindly legs. . ."
-Uthal the Warrior, traveler beyond the Ancient Gates

I have referenced Weapon Styles in previous posts, both in terms of equipment and the Weapon Proficiencies of Fighters. In this post I want to elaborate more on how the Weapon Styles differ and the options available to Characters. First, the choice of weaponry by a Character is only limited by Ability Scores as I have done away with all pretense of Weapon and Armor restrictions by Class. If a Player would like their Magic-user to utilize large Weapons and heavy Armor -- they need only invest in Strength. If a Fighter would like to Dual Wield Swords effectively, they will need to invest in Agility.

Although, anybody can pick up any Weapon and attempt to use it, their attacks will be Clumsy if they lack the minimum Ability Scores to do so. This is the main penalty that informs the rest of the Weapon system. My goal with the design is to get away from the dozen of tiny penalties and bonuses that I typically see around rules for Weapon use and skill. Here is the rule:

Clumsy Attacks: Any attack with a Weapon by a Character who lacks the Ability Score Requirement for its use will Stun that Character on a Miss. A Stunned Character loses their next Action while recovering and before they recover they cannot take any reactive actions such as Opportunity Attacks, Dodging, Parrying etc. Even if an Attack Hits, it still counts as a Miss for this Rule if the target successfully Dodges, Parries or Blocks.

There are four ways in which a Character may equip themselves for combat: 1) Weapon and Shield, 2) Weapon in two hands, 3) Dual wielding Weapons and 4) Weapon in one hand and the other free. I will talk about each of these below in turn.

Weapon and Shield

Using a Shield provides two main bonuses to Characters, generally. First, using a Shield allows a Character to Block incoming attacks. Blocking immediately raises Armor Class and Special Resistance by 4, but requires a Save to prevent being Stunned / knocked off balance from the Blocking attempt. Note: Critical Hits can not be Blocked. Secondly, using a Shield provides Damage Reduction for the Character from all incoming Damage. Also note: Critical Hits bypass Damage Reduction.

The Weapon in this style is wielded in one hand. A very strong Character can wield a large two-handed Weapon in one hand, but this provides a penalty to the Attack rolls, a reduction in bonus Damage provided by the Weapon's Damage Grade, as well as increasing the Ability Score Requirement by 1. Fighters who are trained in Weapon Proficiency: Shield utilize their Shield for the Advanced and Power Attacks associated with those Abilities.

Example: Jones the Fighter is wielding a basic, hard bronze Arming Sword: +2 Attack, 1d6 Damage, Damage Grade is the better of Agility or Strength * 1.0. Along with her Weapon she is wielding an Iron Buckler, which is a basic Light Shield that provides Damage Reduction of 1 and requires an Easy Save to prevent Stunning when she uses it to Block. As Jones is trained in Shields, she uses her Iron Buckler to make special attacks from her Proficiency in Shields, which is +0 Attack, 1d6 Damage, Damage Grade of Strength * 1.0.


Weapon in Two Hands

The other more common Weapon Style is using a Weapon in two hands. Two-handed Weapons, such as the Axes and Maces, benefit greatly from this style of combat. Some one-handed Weapons can be used effectively in two hands, which increases their effectiveness. Generally, this increase is in the bonus Damage provided by Strength, though this can vary in some cases. For instance, Arming Swords and Saifs do not increase their Damage Grade when wielded in two hands. In addition, Daggers gain a bonus to Attack, but no increase in Damage. The other benefit of wielding a one-handed Weapon in two hands is that the Requirement for use is reduced by 1 point. In the case of Arming Swords and Saifs this can be helpful to a Character who lacks the Strength to use one effectively in one hand.

Example: Jones the Fighter picks up a reinforced iron Flanged Mace: +2 Attack, 2d6 Damage, Damage Grade of Strength * 2.0. This weapon has a Strength Requirement of 2 and Jones has a Strength of 2, meeting the Requirement. If Jones uses this Weapon in one hand the Strength Requirement increases by 1 to 3 -- Jones will be Clumsily attacking with the Mace with the following adjusted scores: +0 Attack, 2d6 Damage, Damage Grade of Strength * 1.5.


Dual Wielding

Using a Weapon in each hand is a less common style of combat, but can be as effective as the previous two. When equipped in this manner, the Character must designate which Weapon is being used to Attack when making Basic Attacks or using Abilities that utilize his Weapons. In addition to the Requirements for wielding a Weapon, a Character must have at least an Agility of 2 (above-average coordination and reflexes)  to  Dual Wield effectively. Having less than this Requirement results in the bonus Basic Attack from rolling Natural-Evens being a Clumsy Attack.

Example: Jones has both Weapon Proficiency: Swords and Maces. She is dual-wielding her Arming Sword along with a Baton. During combat, when she utilizes Abilities from her Proficiency in Swords, she uses her Arming Sword to Attack. So with her Proficiency in Maces: she uses her Baton for the Attacks.


A Fighter dually dueling while Dual Wielding
The main benefit for Dual Wielding comes into play whenever an Attack hits on a naturally even number on the 20-sided die. This triggers an Opportunity Attack with the other Weapon against a target of the Character's choice. This bonus Attack is triggered by both Basic Attacks and Abilities -- so a Fighter or Thief who is Dual Wielding will receive this benefit when Attacking through their Proficiencies and Skills, respectively.

Returning to the Example: Jones makes an Opportunity Attack against a retreating enemy with her Arming Sword and hits with a 16 showing on the 20-sided die. Because the die roll is Natural-Even, she receives a bonus Basic Attack with her Baton, which she can use against the same retreating enemy or another opponent within melee range. On her Action, Jones hits an opponent with an Advanced Attack with her Baton, with an 11 showing on the 20-sided die -- Jones does NOT receive a bonus Attack with her Arming Sword because the roll was Natural-Odd.

The exception to this rule is that using mixed Ranged and Melee Weapons does not count as Dual Wielding. However, it is possible to Dual Wield Ranged Weapons (such as Crossbows), which does trigger this bonus Attack. I will probably post further on Ranged Combat in a near-future post as most of my posts have concerned Melee Combat.

"One-Handed" Weapon Style

The last Style of Combat is when wielding a Weapon in one hand, but with the other hand free. This Style of Combat is employed when having a free hand is necessary to utilize other Abilities. Magic-users must have a hand free to use their Spell-Magic. Some Thieves have grappling techniques from Skills that require at least one hand free. There is no mechanical benefit from this Style apart from allowing the so-equipped Character access to options due to having one hand free.

Wednesday, March 6, 2013

Magical War-Artifacts of the Mother Empire

"In the Capital City of Golgotha the Messiah sometimes leads a Grand Mass. Oh, it is worth a pilgrimage to Golgotha to experience. Thousands of Faithful gather upon the Holy Site and the Messiah, may Sophia Bless Her, delivers the Mass with a booming voice that can be heard throughout the City -- a Power only The Daughter of God could display!"
-"The Faithful Beggar," Regular at The Red Room in Nein

The Magic-users of the World know that ancient artifacts exist that can enhance the power of their Spell-Magic. They are known by many names and come in various forms, but the Historians among them classify two broad categories: Rods and Gauntlets.

These devices were known to have been common during the Great War over 2,000 years ago, wielded by the Magic-users of that time and also by the Mage-Knights. They are supposed to have greatly increased the power of all the Spells channeled through them and also allowed the user to treat the Weapon as their "free hand" for Castings.

These Rods and Gauntlets sometimes had inherent Spell-Magic within them that could be conjured through the device's Charge and wielder's Willpower (Action Points). Such is the power of these War-Artifacts that any user, if of enough Intellect and Courage, could wield the Spell-Magic within them. Lastly, the most powerful of these devices had flourishing effects that would be conferred upon all attacks made by the device itself in addition to the Spells channeled through it.

Game Mechanics

All Gauntlets and Rods have an Intellect Requirement. Unlike Mundane Weapons, having less than this Intellect Requirement prevents the use of the Artifact entirely -- the device will not function as the user's Will is inadequate to power the device.

These devices function as Supernatural Weapons in that any attacks made with them will do Critical Hits on rolls of Natural-10s (as well as Natural-20s). Both devices use Intellect for their Damage Scaling. As a result, using these Weapons will kill and hurt Monsters with their Basic Attacks who can only be affected by Supernatural Weapons.

The Torch
Gauntlets are Melee Weapons and are one-handed. Its form makes it impossible to use in two hands -- though a audacious user could dual-wield Gauntlets if he managed to acquire more than one! Rods are Ranged Weapons and while they can be carried in one hand, they can only properly be used to channel Spell-Magic or be used to attack while wielding it in both hands.

Each of these devices are unique and the form of its Basic Attack and the Spell-Magic contained within them varies a great deal. Here are two examples of devices documented to exist:

Dog-Mouth: This Gauntlet, when empowered by a user of Great Will, will open its one monstrous eye and begin to drool from its mouth that makes up the palm of the Gauntlet. When used to attack the Dog-Mouth will rip and tear chunks from its targets. (Requires: Intellect 2)
Basic Attack: Strength +2 vs. AC. Melee only. (Critical Hit on 10s)
Damage: 2d6 + (Intellect * 1.5)
Charge: 4 / 4 Maximum

The Torch: This Rod resembles a steel pole embellished with all sorts of dials, levers and gizmos. The "business" end of The Torch is an opening into the center of the device. When wielded by a Willful user, heat, fire and smoke radiates out from this hole. When used to make Basic Attacks, the user can summon bursts of fire-magic from the Rod that propels pellets of blackened eldritch matter at its targets. (Requires: Intellect 2)
Basic Attack: Agility +1 vs. AC. Ranged only. (Critical Hit on 10s)
Damage: 2d6 + (Intellect * 1.5) +2
Charge: 5 / 5 Maximum
The Ancient Magic-users harnessed destructive technologies from the Ancient Cities during The Great War. . .
Rods and Gauntlets may be imbued with further Minor or Major Spell-Magic. A Minor Spell is equivalent to a Lesser Incantation and only requires the Spending of an Action Point by the user -- but requires not major investment of Charge by the device. A Major Spell within the device is equivalent to a Full Incantation and requires BOTH the Burning of an Action Point by the user, as well as the immediate deduction of one point of Charge from the Gauntlet or Rod.

This Spell-Magic is fueled by the device itself, and acquires the strength of its Casting based on the power of the device, not the Tuning of the user if a wielder of magic themselves. Some examples, utilizing Spell-Magic previously discussed for Pyromancers.

This Lesser Torch is capable of issuing forth Fireballs as per the Lesser Incantation of Lorre's Expanding Conflagration. This is a Minor Ability, requiring the Spending of 1 Action Point by the user.
Attack: Agility vs. SR (Critical Hits on 10s)
Targets: 2, must be Close
Damage: 3d6 + (Intellect * 1.5) + 2

This Grand Torch can shoot great Fireballs as per the Full Incantation of Lorre's Expanding Conflagration. This is a Major Ability, requiring the Burning of 1 Action Point by the user. This also immediately spends 1 Charge on the Rod.
Attack: Agility+1 vs. SR (Critical Hits on 10s)
Targets: 2, must be Close
Damage: [2d6 + (Intellect * 1.5) + 2] x2 on HIT / x1 on MISS.

Monday, March 4, 2013

Fighters & Weapon Proficiencies

"If you get caught by two Guardsmen on patrol you'll have a chance to get away. If the alarm bells are rang they will likely arrive with reinforcement and lethal arms. If you really dagger things up they'll set themselves upon the mechanical siren-horns, which will put the local military garrison in high alert -- you'll be better off just jumping straight into the sewers if that happens!"
-Polly the Burglar, advising a novice group on their heist. . .

Fighters, through their training at the Academies across the Mother Empire gain access to Weapon Proficiencies, specialized methods of employing their arms in combat. Some Weapon Profiencies are a basic skillset for a particular weapon type -- others are a specialized focus on a particular weapon. Still further Weapon Proficiencies deal with certain Styles of combat that opens up still further options.

Some examples of Weapon Profiencies: Weapon Proficiency: Swords, Weapon Proficiency: Daggers, Weapon Style: Twin Weapons, Mixed Weapon Style: Daggers, Weapon Specialization: Light Blades, Twinned Weapon Style, Shield Proficiency.

Each Weapon Proficiency gives a Fighter access to an Advanced Attack and a Power Attack when equipped in a manner specific to that Proficiency. A Fighter may learn many Proficiencies across his lifetime, limited only by his funds and time devoted to further study at the Academy or a private Arms-Master. The one caveat is that a Fighter may only retain one of any sort of overlapping Proficiency. For instance: A Fighter may only know Weapon Proficiency: Swords OR Weapon Specialization: Light Blades. Also: Some Proficiencies are a prerequisite for another. For example, access to training in Light Blade specialization is only possible AFTER having trained in the basic Proficiency in Swords.

A Fighter learning the Mixed Weapon Style from her Arms-Master


The beginning set of Proficiencies available to the Fighter in the playtest will include options for basic Proficiency in the included weaponry, as well as Style Proficiencies in Two-handed Weapons, Twinned Weapon Style and Shield use. I have included some examples below of two such proficiencies directly from my draft notes.

Weapon Proficiency: Maces (Requires: Strength 1, Agility 1)
You have learned how to capitalize on the tremendous crushing power of Maces.
Advanced Attack: You must NOT move as part of this attack. Make one attack against two different targets in Melee Range.
Power Attack: You must have Poise to employ this move. Make an attack against one target. If it hits, you Stun the target in addition to double normal damage. If it misses, you do normal damage as if you hit.

Weapon Proficiency: Swords (Requires: Strength 1, Agility 1)
You have honed your skill in blades so as to cause maximum effect with their edges.
Advanced Attack: You must have Poise to employ this move. Make an attack. If it hits, you cause Bleeding equal to (Agility * Damage Grade of Weapon used) that requires a Standard Save to remove.
Power Attack: You must be Flanking your target to make this attack. Attack one target, if it hits you cause Bleeding equal to (Agility * Damage Grade of Weapon used * 2). You also deal an additional 2d6 Damage with this attack if it connects successfully.

Note: Weapon Proficiency -- like most all abilties within Sophia's Children -- is NOT an effect of "Character Building" and is NOT limited by "skill points" (no such pretense exists in the System) et cetera (except in case of "overlapping" Proficiencies as noted above). The character pays for this training and looks for access to trainers during the play of the game itself. Indeed, a Fighter may find in her adventures special Arms-Masters that can teach alternate variations of certain Proficiencies and still more exotic Specializations.

The Melee Weapons: Maces & Clubs

"I have seen the Paladins of the Western Lands upon the battlefield. It is a sight to behold. They are one-man armies, standing taller than the troops they lead and clad in armor too heavy for a normal man. Yes, I am retired now, but the war between the Mother Empire and the All-One Church continues to this day -- though today it is a cold war as it has been nearly 40 years since the last all-out conflict."
-Tyler, Get of Delmar, Retired Soldier


The Morning Star
Maces are great, two-handed smashing weapons. These are large martial weapons and they are not subtle to keep on one's person. A Mace is excellent for smashing through an enemy's defenses as they receive bonuses to hit. Fighters who are trained in the wielding of Maces are able to deliver Stunning Blows with their strikes, inhibiting the offensive capabilities of their foes.

The humble Club is a one-handed version of the Mace. While it is a crude weapon, it requires no training to use and is a subtle in that it can be worn publicly without arousing suspicion. Fighters who choose to wield a Club can utilize their Weapon Proficiencies in Maces with them.

Fighters training with Quarterstaffs, a type of Club


Maces are known in three forms within the Mother Empire: the Flanged Mace, the Morning Star and the Bantu Head Mace or Great Club.

The Flanged Mace
The Flanged Mace is a long haft ending in a head of multiple wedges or blades. It is the most common version of the Mace and lives up to its reputation of smashing through defenses and delivering terrible blows. Like all two-handed weapons, the Flanged Mace can be wielded in one hand, but with an increased Strength requirement and penalty to the attack roll.

The Morning Star is similar to the Flanged Mace, but has a longer haft topped with a heavy ball studded with spikes. It is much more capable of punching through its target's defenses though it lacks some of the hitting power of the Flanged Mace.

A Bantu Head Mace of Westman construction
The Great Club or Head Mace is a design imported from the Bantu culture. It is a large, tapering shaft that is typically embossed or studded in various ways. It is known as a "Head" Mace due to the traditional Bantu practice of carving or embossing horrific demon-faces on its top. The Westman designs drop this component of Bantu construction, though an imported Head Mace with the aforementioned designs will go for a great amount of Silver as they are considered works of art!

The simple Clubs have several standard variations. The Baton is a standard issue weapon used by Guardsmen. The Guard will resort to these weapons first if having to take down a criminal or other no-good-doer -- only resorting to their Dirks and Pistol-Crossbows if met with lethal force. Most other Clubs are either Heavy Clubs or Simple Clubs, and can vary a great deal in their quality. Any sort of improvised weapon is functionally a Heavy or Simple Club, but will become useless after seeing a few combats!

The standard Baton of the Guardsmen

Thursday, February 21, 2013

Daggers: The Mechanical Representation Of

Just a quick follow-up post to my previous one on Daggers. Here are how Daggers are represented within the game rules. I have included along with the basic Daggers some more powerful and less powerful versions. Side note: Fractions are always rounded down (E.G.: Agility of 3 * 1.5 = 4). Also: I have not included my Durability rules in my postings yet, but just note that all equipment has Durability and that this is checked during Rests and Upkeeps -- not in the middle of combat.



Daggers: No Requirements for use. No bonus to Scaling Grade for two-handed use.

Dirk, AKA Academy Blade
Attack: +1, +2 if used two-handed
Damage: 1d6 + (Agility * 1.0)
Durability: 6 of 6

Stiletto, AKA Murder Knife
Attack: +2, +3 if used two-handed
Damage: 1d6 + (Agility * 0.5)
Durability: 5 of 5

Janbiya, AKA Hassan Personal Blade
Attack: +0, +1 if used two-handed
Damage: 1d6+1 + (Agility * 1.5)
Durability: 6 of 6

Crude Dirk
Attack: +0, +1 if used two-handed
Damage: 1d6 + (Agility * 1.0)
Durability: 4 Breaks at 0 Durability.

Broken Janbiya
Attack: -1, +0 if used two-handed
Damage: 1d6+1 + (Agility * 1.0)
Durability: 0 of 4 Upgrades to Janbiya when Repaired

Steel Masterworked Murder Knife
Attack: +2, +3 if used two-handed
Damage: 2d6 + (Agility * 1.0)
Durability: 6 of 6

Glowing Hassan-Steel Academy Blade (Supernatural, Lawful Dexter)
Attack: +2, +3 if used two-handed Critical Hits on Natural-10
Damage: 2d6 + (Agility * 1.5)
Durability: 8 of 8