Weapons

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This section provides an overview of the different weapon types and their properties. Weapons are divided into various categories, including melee and ranged weapons, as well as one-handed and two-handed options. Each weapon has a specific profile with values for attack, damage, range, and weight. When choosing a weapon, consider how it fits your combat style.

For more details on combat and rules, see: Combat Rules

For special conditions, see: Magic and becoming a Spellcaster

Rules

  • Weapons are divided into main and secondary weapons.
  • A weapon must be active to be used.
  • At the start of a CRP, the equipped weapons are automatically active.
  • Unless stated otherwise Players cannot have two main or two secondary weapons active at the same time.
  • Switching a weapon requires an action, after which the new weapon becomes active.

Weapon Stats

  • Target (T): The Minecraft item that represents the weapon.
  • Grip (G): Number of hands (h) required to use the weapon.
  • Attacks (A): Number of attacks the weapon can make per round.
  • Damage (D): Damage dealt on a successful hit.
  • Weight (W): Weapon's weight; the maximum weight a player can carry is 100.
  • Range (R): Maximum reach in blocks.
    • Two values (e.g., 2-7) indicate a minimum and maximum distance.
  • Special Rules (SR): Unique properties that grant the weapon special abilities

Basic Weapons

Base weapons are represented by Minecraft items. Any Minecraft item without the correct lore inscription is automatically considered a base weapon and receives the following stats:

List of Weapons
T G A D W R SR
Main Weapons
Fist - 2 1 - 1 -
Sword 1h 2 d3 15 1 DAT, SHT
Axe 2h 1 d7 30 2 TWH, SBR
Trident 1h 1 d4 20 3 LNG, THR
Bow 2h 1 d6 30 4-20 TWH, RGL
Crossbow 2h 1 d7 30 4-15 TWH, RGM
Secondary Weapons
Shield 1h 2 1 15 1 DB2

Custom Main Weapons

Custom Main Weapons are special weapons that allow players to create their own weapon based on a trade system. These weapons can have unique properties and special rules, giving them more flexibility than basic weapons. Custom weapons must follow the weapon creation rules and include a lore inscription to validate them.

Weapon Creation

The creation of a weapon consists of three steps:

  1. Concept:
    • Define the weapon's purpose and style. What kind of weapon do you want to create, and what role will it serve in combat?
    • Consider the weapon's appearance, feel, and intended functionality.
  2. Properties Selection:
    • Choose the weapon's relevant Special Rules (SR)
    • Adjust the Grip (G), Attacks (A), Damage (D), Weight (W) and Range (R) of the Standard Profile: G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: - accordingly.
  3. Weapon Creation:
    • Finalize your weapon by ensuring it follows the creation rules and include a lore inscription.
    • Once complete, the weapon is ready for use in gameplay with the chosen stats and special abilities.

1. Concept

The first step is to come up with a feasible weapon concept. Pretty much anything is possible here as long as it is not magical and somewhat explainable.

Example: Denuran Warhammer

Hammer
Weapon Description

2. Properties Selection

In the second step, the weapon is given features that provide it with the appropriate effects in the CRP. To do this, the following standard profile must be changed:

Standard profile: G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: -

To do this, the traits that best describe the weapon must be selected from the given Special Rule (SR) list. Only 2 SR per weapon are allowed. Weapon combinations should always represent a logical weapon profile. Combinations such as ‘Light’ and ‘Heavy’ or a dagger with the ‘Heavy’ SR are not allowed.

Example: For the Denuran Warhammer we use “Versatile” (VRS) and “Short” (SHT)

→ G: 1h, A: 1, D: 1d7, W: 15, R: 1, SR: VRS, SHT

3. Weapon Creation

In the third step the item must be created. Axe, sword or trident must be used for melee weapons. The bow or crossbow must be used for ranged weapons.

To complete the creation, the item's lore only needs to be created with /edititem. This needs a description of the appearance of the weapon. After that, the attributes of the weapons should be described according to the following template:

G: , A: , D: , W: , R: , SR:

Finished hammer

Important! Please note that the stats of the standard profile are changed depending on the selected SR.

In addition, a separator should be used in the lore that fills the entire line - this is an example: ---------------------------------------------

Secondary Weapons

Secondary weapons cannot be custom-created. However, players can choose from a selection of pre-defined weapons to serve as their secondary weapon. These weapons are selected alongside the base shield, and each weapon in this selection must have a description and a tag to be valid. Without these, the weapon cannot be equipped or used in gameplay.

Name T G A D W R SR TAG
Big Shield Shield 1h 1 1 20 1 DB3, AGI-2 G: 1h, A: 1, D: 1, W: 20, R: 1, SR: DB3, AGI-2
Shield Shield 1h 1 1 20 1 DB2 Does not need a tag
Net Cobweb 1h 1 1 15 2-7 TRP, RGS G: 1h, A: 1, D: 1, W: 15, R: 2-7, SR: TRP, RGS
Torch Torch 1h 1 1d2 10 1 BLD G: 1h, A: 1, D: 1d2, W: 15, R: 1, SR: BLD
Fist Fist 1h 1 1 0 1 Does not need a tag

SR List

All rules within this list can be freely selected to modify the weapon as long as the weapon has no damage dice of 0 or less.

SR List
Name Abbreviation Description of the effect
-4 Damage dice size
Double Attack DAT Weapon gets A: 2.
-3 Damage dice size
Dual Wield DWL Weapon can be used with another DWL weapon. Both can attack in the same action. This cannot be combined with TWH.
-2 Damage dice size
Ambush AMB When the player uses this weapon on their first attack in CRP, they gain +2 to hit and deal an additional 1d3+1 damage.
Ranged Long RGL Weapon gets R: 4-20.
Wounding WND On an attack roll of 15+, the weapon applies the Wounded status effect for 1 round.
Grappler GRP On an attack roll of 15+, the target is Grappled. Weapons with an entity in a grapple cannot be used to attack until the grapple is released. (Exception is COM, where only the grapple profile can no longer be used.)
-1 Damage dice size
Ranged Mid RGM Weapon gets R: 4-15.
Ranged Short RGS Weapon gets R: 2-7.
Light LGT Attacks gain +2 to the attack skill and Weapon gains W -5.
Long LNG Weapon gets R: 3 and W +5.
Throwable THR Weapon can be thrown. Its thrown profile is A: 1, D: 4, R: 2-7. After the throw, the weapon must be picked up again by being 1 m or less away from the target's block and using an action to re-equip the weapon.
Combination COM Grants the weapon a second profile with H: 1, A: 1, D: 1d3, R: 2, SR: -. Players can switch profiles during their turn, but only one profile is active at a time.
Defensive Bulwark DB1 Weapon gains DB1.
Shield Break SBR On a roll of 15+, disables all DBx effects until the end of the fight.
+0 Damage dice size
Versatile VRS Weapon can be wielded with two hands to gain +1 damage dice size.
Anchoring ANG As soon as something moves in the range of the weapon, one bonus attack with this weapon can be made against the entity. If it is a mount, the damage of this attack is increased against the mount by an additional 1d2.

(This does not work if there is already another opponent in the range or if the entity enters the range through the movement of the wielder.)

Warcaster WRC Allows carrying a main weapon and casting spells at the same time. (A casting item in the inventory is required.)
+1 Damage dice size
Heavy HVY Attacks suffer -2 to the attack skill and Weapon gains W +5
Short SHT Weapon gets R: 1
+2 Damage dice size
Two Handed TWH Weapon gets H: 2 and W +15
Reloading RLD Weapon must be reloaded by spending an action
+3 Damage dice size
Threatening THT Provokes the Opportune Strike reaction from all surrounding opponents when attacking. This SR can only be used with melee weapons (i.e. not with RGS, RGM, RGL) and can only be used with one DWL weapon.

Additional SRs

All rules in this lists cannot be selected, these are additional effects that special weapons obtained in events can have.

Special (Only available to unique profiles)
Name Abbreviation Description of the effect
-0 Damage dice size
Blinding BLD On an attack roll of 15+, the target is Blinded for 1 round.
Stabber STB Weapon gains an additional Attack.
Defensive Bulwark DBx Increases the defense by x against melee, ranged and magic attacks. This effect does not stack; only the highest DBx value applies.
Trapped TRP On a hit with 18+, the target that is medium or smaller is trapped. It can no longer move or attack. Instead, the target can free itself with a Strength or Agility check of 12 or higher.
Usage USx Can be used x times, then the item must be destroyed.
Agility Debuff AGL-X Subtract X from all rolls that use the Agility modifier.
Magical (Only available to magic profiles)
Name Abbreviation Description of the effect
-1 Damage dice size
Arcane Veil AV On a roll of 15+, a miniature veil of crystals forms around the wielder from the blade, blocking 2 damage. It disappears at the start of their next turn. This effect cannot be stacked or refreshed.
Arcane Shard AS The weapon can be magically thrown (using agility or intelligence) as an action with R:10. The attack deals 2D2+2 damage. Afterwards it returns to the wielder.
0 Damage dice size
Burning Blade BB The weapon gives burning for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.
Golden Tip GT The weapon gives blindness for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.
Potent Focus PFx Applies a bonus to spell casting rolls by x.
Blood Drinker BD The weapon heals its wielder for half the damage it inflicts to up to 4HP per round.
Magical Weapon MWx Applies a bonus to attack rolls by x.