Each player begins the game with their own custom weapon. They begin the game with 10 gears that they can use to modify their weapon. They can upgrade or downgrade to spend or return Gears, but weapons can only have a maximum of 12 gears in them, not counting the weapons base form, unless they have taken the Weaponsmith feat. Unless stated otherwise, an upgrade may only be taken once. If a desired weapon is not listed, it is a variant of the closed related weapon listed (For example, a Lead Pipe would be a variant of a Baseball Bat).
Weapon Form Descriptions[]
Every Weapon Form is unique in it's style and effects. Universal effects can be noted in the following categories:
- Cost: The Cost, in Gears, it takes to acquire this base Weapon Form.
- Size: The size of the Weapon Form. Weight is derived from the Weapon Forms size, with Small Weapon Forms having a Weight of 0, Medium Weapon Forms having a Weight of 1, and Large Weapon Forms having a Weight of 2.
- Clip Size (Ranged Weapons Only): The number of rounds per ammunition clip.
- Range: The maximum distance a Weapon Form can fire without penalty. For every time this distance is doubled (Rounded up), the attack roll suffers a -5 penalty (For instance, a Shotgun fired 25ft suffers a -10 penalty to the attack roll).
- Recoil: The Recoil (If any) a character suffers from a single attack with this Weapon Form.
- Damage: The damage dealt upon a successful attack, as well as the Ability modifier (If any) to the damage roll.
- Special: Any Special effects the Weapon Form might grant (For instance, Shields give a bonus to a character's Armor Class).
Melee Weapons[]
Small Melee Weapons[]
Small Weapons have a weight of 0.
WEAPON FORM | COST (IN GEARS) | DAMAGE |
---|---|---|
Claw | 1 | 1d4 + Str |
Knife | 0 | 1d4 + Str |
Knuckle | 0 | 1d4 + (Str*1.5) |
Nun-Chucks | 1 | 1d6 + Str |
Sickle | 0 | 1d4 + Str |
Tanto | 0 | 1d6 + Str |
Tonfa | 1 | 1d4 + Str |
Medium Melee Weapons[]
Medium Weapons have a weight of 1.
WEAPON FORM | COST (IN GEARS) | DAMAGE |
---|---|---|
Axe | 0 | 1d6 + (Str*1.5) |
Baseball Bat | 1 | 1d6 + (Str*1.5) |
Cane | 1 | 1d6 + Str |
Gauntlet | 1 | 1d4 + (Str*2) |
Push Blade | 1 | 1d6 + Str |
Quarterstaff | 0 | 1d6 + Str |
Rapier | 1 | 1d6 + Dex |
Shovel | 0 | 1d6 + Str |
Spear | 1 | 1d8 + Str |
Sword | 0 | 1d6 + Str |
Large Melee Weapons[]
Large Weapons have a weight of 2.
WEAPON FORM | COST (IN GEARS) | DAMAGE | RECOIL |
---|---|---|---|
Battle-Scissors | 2 | 1d10 + Str | 1 |
Chainsaw | 5 | 1d12 + Str | 1 |
Hammer | 2 | 1d8 + (Str*2) | 2 |
Scythe | 1 | 1d10 + (Str*1.5) | 2 |
Ranged Weapons[]
Small Ranged Weapons[]
Small Weapons have a weight of 0.
WEAPON FORM | COST (IN GEARS) | CLIP SIZE | DAMAGE | RANGE | RECOIL |
---|---|---|---|---|---|
Hand Crossbow | 0 | 10 | 1d4 | 20ft | 0 |
Hand Shotgun | 4 | 2 | 2d6 | 10ft | 2 |
Pistol | 2 | 8 | 1d6 | 30ft | 0 |
Revolver | 3 | 6 | 2d4 | 20ft | 1 |
Slingshot | 0 | 10 | 1d4 + (Str*1.5) | 15 + (Str*5)ft | 0 |
Medium Ranged Weapons[]
Medium Weapons have a weight of 1.
WEAPON FORM | COST (IN GEARS) | CLIP SIZE | DAMAGE | RANGE | RECOIL |
---|---|---|---|---|---|
Assault Rifle | 4 | 15 | 2d6 | 30ft | 1 |
Atlatl | 0 | 10 | 1d6 + (Str*1.5) | 20 + (Str*5)ft | 0 |
Bolt-Action Rifle | 3 | 10 | 2d8 | 50ft | 0 |
Crossbow | 1 | 10 | 1d6 | 30ft | 0 |
Longbow | 0 | 10 | 1d8 + Str | 20 + (Str*10)ft | 0 |
Shotgun | 4 | 8 | 3d6 | 10ft | 2 |
Large Ranged Weapons[]
Large Weapons have a weight of 2.
WEAPON FORM | COST (IN GEARS) | CLIP SIZE | DAMAGE | RANGE | RECOIL |
---|---|---|---|---|---|
Grenade Launcher | 5 | 6 | 2d8 | 30ft | 2 |
Light Machine Gun | 5 | 30 | 2d6 | 20ft | 1 |
Missile Launcher | 7 | 1 | 3d8 | 50ft | 3 |
Sniper Rifle | 4 | 5 | 2d8 + Dex | 100ft | 2 |
Other Weapons[]
Small Other Weapons[]
Small Weapons have a weight of 0.
WEAPON FORM | COST (IN GEARS) | DAMAGE | RANGE |
---|---|---|---|
Battle Fan | 0 | 1d4 + Dex | 5 + (Dex*5)ft |
Boomerang | 0 | 1d4 + Str | 10 + (Str*5)ft |
Chakram | 1 | 1d6 + Str | 10 + (Str*5)ft |
Playing Cards | 0 | 1d4 + Dex | 10 + (Dex*5)ft |
Small Heater Shield | 0 | N/A | N/A |
Small Round Shield | 0 | 1d6 + Str | 5 + (Str*5)ft |
Small Square Shield | 0 | N/A | N/A |
Small Vehicle (Ground) | 1 | N/A | N/A |
Small Vehicle (Hovering) | 2 | N/A | N/A |
Small Vehicle (Water) | 1 | N/A | N/A |
Whip | 1 | 1d4 + Str | 10ft |
Medium Other Weapons[]
Medium Weapons have a weight of 1.
WEAPON FORM | COST (IN GEARS) | DAMAGE | RANGE |
---|---|---|---|
Chain Sword | 3 | 1d6 + Str (Melee); 1d6 + Dex (Ranged) | 15ft |
Instrument | 1 | N/A | 20ft |
Javelin | 0 | 1d6 + Str | 10 + (Str*10)ft |
Medium Heater Shield | 1 | N/A | N/A |
Medium Round Shield | 1 | 1d8 + Str | 5 + (Str*2.5)ft |
Medium Square Shield | 1 | N/A | N/A |
Medium Vehicle (Ground) | 2 | N/A | N/A |
Medium Vehicle (Hovering) | 3 | N/A | N/A |
Medium Vehicle (Water) | 2 | N/A | N/A |
Large Other Weapons[]
Large Weapons have a weight of 2.
WEAPON FORM | COST (IN GEARS) | DAMAGE | RANGE |
---|---|---|---|
Large Heater Shield | 2 | N/A | N/A |
Large Square Shield | 2 | N/A | N/A |
Spiked Chain | 3 | 2d4 + Dex | 15ft |
Weapon Upgrades[]
UPGRADE NAME | EFFECT | COMPATIBILITY | INCOMPATIBLE WEAPON UPGRADES | COST (IN GEARS) |
---|---|---|---|---|
Accurate | +1 bonus to attack rolls | Any Ranged Weapon Form | N/A | 2 |
Aerodynamic | Weight penalties do not apply to Agility-based Skills | Any Weapon Form | N/A | 1 |
Armor Piercing | Ignore first 4 points of Damage Reduction | Any Weapon Form | Energy Weapon, Rocket Powered | 4 |
Bipod | Reduce Recoil by 2 points while immobile | Any Ranged Weapon Form | N/A | 2 |
Bloodwell | +1 bonus to attack roll after dealing damage | Any Non-Ranged Weapon Form | Serrated | 1 |
Boosted | Fire 1 round to temporarily increase your Speed, Jumping, and damage | Any Weapon containing a Ranged Weapon Form (Excluding the Hand Crossbow, Slingshot, Atlatl, Crossbow, and Longbow) | Energy Weapon | 2 |
Booted | Weapon Form is located on your foot, providing greater damage, at a cost to accuracy | Any Small Melee or Ranged Weapon Form | N/A | 1 |
Carry Form | While in this Weapon Form, your Weapon's total weight is 0 | Any Weapon | N/A | 2 |
Combined Form | Two of your Weapons can combine into any Larger Weapon Form | Any Weapon and Second Weapon | N/A | 2 + New Weapon Form Cost |
Compound | Your stringed Weapon Form uses a series of wheels, increasing your damage by 2 Die Steps | Hand Crossbow, Slingshot, Crossbow, or Longbow only | N/A | 4 |
Corded | This Weapon Form is attached to a cord, providing greater range, but far less accuracy | Any Small or Medium Weapon Form | N/A | 1 per Weapon |
Disarming | This Weapon Form can perform the Disarm maneuver | Any Weapon Form | Tripping | 3 |
Double Weapon | This Weapon Form is two identical Weapons, allowing for more attacks, but with less accuracy | Any Small or Medium Melee Weapon Form, or any Small Ranged or Other Weapon Form | Two-Handed, Twin-Blade | 2 |
Dual Use | This Weapon Form is a combination of two different Weapon Forms, allowing for simultaneous usage | Any Weapon Form | N/A | 5 + New Weapon Form Cost |
Dust Canister | This Weapon Form can utilize Dust Crystals for elemental attacks | Any Melee or Other Weapon Form, as well as a Grenade Launcher or Missile Launcher Weapon Form | Electrical | 3 |
Dust Rounds | This Weapon Form can utilize Dust Ammunition for elemental attacks | Any Ranged Weapon Form, with the exception of a Grenade Launcher or Missile Launcher Weapon Form | Energy Weapon | 2 |
Electrical | Deals an additional 1d4 points of electrical damage | Any Melee or Other Weapon Form | Dust Canister | 3 |
Energy Weapon | Ignores all Damage Reduction, with the exception of DR generated by Aura | Any Ranged Weapon Form | Armor Piercing, Boosted, Dust Rounds | 5 |
Extended Barrel | +15ft more range | Any Medium or Large Ranged Weapon Form (Excluding the Atlatl, Crossbow, and Longbow) | N/A | 1 |
Extended Magazine | *2 Clip capacity | Any Ranged Weapon Form (Excluding the Hand Crossbow, Revolver, Slingshot, Atlatl, Crossbow, Longbow, and Grenade Launcher) | N/A | 2 |
Keen Edge | +1 bonus to both damage and attack rolls | Any Melee or Other Weapon Form | Powerful, Serrated | 2 |
Lightweight Build | -1 to total Weapon Weight | Any Weapon | Two-Handed | 3 |
Magnetic Holster | Allows a Weapon to return to your hands through magnetism | Any Weapon | N/A | 3 |
Multi-Form | Gives your Weapon an additional Weapon Form | Any Weapon | N/A | 3 + New Weapon Form Cost |
Finesse | Allows a Weapon Form to use Dexterity, rather than Strength, for attack rolls | Any Small Melee, Small Other, Medium Melee, or Medium Other Weapon Form | Two-Handed, Powerful | 3 |
Penetrating | Critical Hits deal triple damage, rather than double | Any Weapon Form | N/A | 3 |
Powerful | +2 bonus to attack rolls | Any Weapon Form | Keen Edge, Finesse | 4 |
Propelled | Allows a Small Weapon to propel itself as a Ranged attack | Any Small Melee or Other Weapon | Rocket Powered | 1 |
Rapid Fire | Allows for additional attacks per round | Any Small or Medium Ranged Weapon Form that is not single shot only (Hand Crossbow, Hand Shotgun, Slingshot, Atlatl, Bolt-Action Rifle, Crossbow, Longbow) | N/A | 3 |
Rocket Powered | This Weapon Form is propelled by a rocket, creating earth-shattering damage | Hammer, Sword, Gauntlet, Axe, Scythe, Baseball Bat, Tonfa, or Spiked Chain only | Armor Piercing, Finesse, Propelled | 3 |
Second Weapon | You posses a Weapon separate from your first | N/A | N/A | 1 + New Weapon Form Cost |
Serrated | Targets you damage Bleed for 1d4 rounds | Any Melee or Other Weapon Form (Excluding Knuckle, Nun-Chucks, Tonfa, Cane, Gauntlet, Quarterstaff, Hammer, Whip, and Instrument) | Keen Edge, Bloodwell | 2 |
Shield Spike | When using the Shield Bash feat, this Shield Form deals an additional +1d6 points of damage | Any Shield Form | N/A | 1 |
Silencer | Muffles the sound of a fired Ranged Weapon | Any Ranged Weapon, excluding the Grenade Launcher and Missile Launcher | N/A | 4 |
Speed Shift | The time it takes to Meka-Shift your Weapon is a Swift Action, rather than a Standard Action | Any Weapon with the Multi-Form Upgrade | N/A | 1 |
Stabilizer | -1 Recoil to this Weapon Form | Any Weapon Form | N/A | 3 |
Taut Bowstring | First three shots in combat deal one Die Step more damage | Hand Crossbow, Slingshot, Crossbow, or Longbow only | N/A | 2 |
Tripping | This Weapon Form can perform the Trip maneuver | Any Melee or Other Weapon Form | Disarming | 4 |
Twin-Blade | This Weapon form has a blade at each end, allowing for double the standard amount of attacks | Axe, Sword, Hammer, or Scythe only | Two-Handed, Double Weapon | 2 |
Two-Handed | This Weapon Form is larger than usual, increasing it's weight by 1, and dealing additional damage | Any Medium Melee or Other Weapon Form (Excluding the Rapier and Push Blade) | Double Weapon, Lightweight Build, Finesse, Twin-Blade | 2 |