Weapon Rules Weapons in Drifter wielded by Empowered characters and higher become progressively more powerful to provide a balance between weapon-oriented classes and magic- and unarmed-oriented classes, whose abilities are natural and therefore level up when the character does. Characters gain proficiency as they use a weapon; they may also become supernaturally attuned to a weapon. Except for the Battle Mage line, most of these abilities are exclusive to the Soldier and sometimes Monk lines.
Weapon Skill As characters use a weapon, they gradually become more skilled in its use. Characters usually take penalties when using a weapon until they become proficient with it. They then begin to accrue bonuses the longer they use it, and Soldier-line classes may develop affinity. Soldiers begin the game with (INT mod) proficiencies, minimum one, and (INT mod -2) focuses, minimum zero; Monks begin with proficiency in quarterstaves, [other Monk weapons], and focus in one of these if they have at least 14 INT; and all classes are considered proficient with whatever natural weapons they may have (namely fists). Penalties when wielding simple weapons apply only when the target is using a weapon with which they are proficient. Ranks beyond Focus can only be attained by the Soldier line, with the exception of Monks who can master the Monk weapons and Brawlers who can specialize in Unarmed. Untrained: This is the default state for all weapon types but natural ones. If the target is proficient with the weapon it is using, character takes a -1 penalty to attack and damage. If a weapon has multiple types, Untrained bonuses stack and are applied regardless of the target’s proficiency. Proficient: In this state, the character knows how to use the weapon but is not particularly skilled at doing so. The penalties for Untrained disappear. A character becomes proficient with a weapon type by wielding a weapon through about 100 experience points’ worth of adventuring. The character must use the weapon regularly in this time and logical exceptions/adjustments may be made at the GM’s discretion. If an adventure is used to become proficient in a weapon type, it may be used for one other proficiency but nothing else. Focus: In this state, a character has acquired a better-than-average understanding of how to use the weapon and receives +1 to attack and damage when using the weapon. Focus in a weapon type in which the character is proficient can be achieved by wielding a weapon of that type and no weapons of other types through about 500 experience points’ worth of adventuring. If an adventure is used to establish focus in a weapon type, it may not be used for any other weapon skill advancement (exception: for an x-typed weapon, the character is considered focused in that combination of types (+x when using exactly that combination) after 500x experience). Specialization: The character has become exceptionally skilled in using the weapon type. A character gains +(level) to attack, damage, and defense. This overrides focus. Specialization is achieved by wielding the weapon type and only that weapon
type through 1000 experience worth of adventuring (x-member combinations require 1000x experience and are counted as a single type). Focus is prerequisite to specialization and an adventure that is used for specialization cannot be used for any other weapon skill advancement. Mastery: The character is one of the best wielders of the weapon type and is usually widely known. The character gains an additional +(level) bonus to attack, damage, defense, and concentration checks made while using the weapon (wielding does not count). Specialization is prerequisite; established by using the weapon type and no other through 5000 experience worth of adventuring.
Weapon Affinity A character who has become focused in a weapon’s type combination may begin to form an affinity with the weapon. Affinity bonuses affect only the unique weapon and affinities can be gained in this way only be Soldier and Monk line classes (Monk-lines only with Monk weapons). Any adventure can be used for both Affinity and Skill, so long as the Skill is in the weapon types of the weapon being wielded. Affinity, like Skill, is gained by wielding only that weapon through a certain number of experience worth of adventures. Battle Mages automatically have affinity for a single weapon but cannot develop normally develop multiple affinities. Bond: A weak bond exists between the weapon and its master. +1 attack and damage and there is a -10 penalty for using without master’s permission in addition to a -5 (cumulative) penalty for using it against the master. The weapon may do damage of its master’s elements and if the master has spells, the weapon may be imbued with one targeted offensive spell that has a 10% chance to cast with any successful hit. [Degree 2]: A slightly stronger bond. +(level) attack and damage replaces those bonuses from Bond. If a character tries to hold the weapon without permission, they must make a Fortitude save of DC (master’s level + master’s CHA mod) or drop the weapon and be stunned for 1d3 rounds, dropping the weapon. Success on this save does not negate the penalties from Bond. The weapon may be imbued with another of the master’s spells (or multiply with the same spell) and can store hitpoints (mana for Battle Mages) equal to one tenth of the master’s maximum. [Degree 3]: Further +(level) to attack and damage. A character who fails the save to hold the weapon is stunned instead for 1d6 rounds and takes (master’s level) damage. A mortal who holds the weapon with or without permission may be telepathically given orders that they must obey on failure of a Will save of DC (master’s CHA + master’s Persuade + half master’s level) and do not recall the command if the save succeeds. Additionally, any willing holder of the weapon receives -10 on any save against compulsions or takeover from the master (except those given through the weapon itself) and the master may choose to extend any auras to have the weapon as a second center. The character gains the feat Hypersense and +5 to all saves when holding the weapon. Weapon can be imbued with an additional spell known by the master. [Degree 4]: A very strong bond. The weapon becomes intelligent with INT, WIS, and CHA equal to 75% of the master’s and can cast spells using the master’s mana (at
its own scores) and communicate telepathically with its wielder and its master. The save to resist stunning/damage is made once every three rounds and DC is increased by 10 on first picking it up. The weapon’s health/mana capacity is doubled. The character’s ability to give telepathic orders to the wielder is extended to include any character, though Empowered and above automatically know they are being ordered and by whom. If the weapon is destroyed or Mind Seized, the bond is removed, and the master must make a System Shock roll or also be destroyed (success causes 5d6 points of CON damage that heal at a rate of one point per day). The weapon may be imbued with one additional spell. A character may have at most five weapons with [Degree 4] Affinity. Unity: The strongest possible bond; the character must relinquish all affinity with other weapons to gain this. The weapon’s INT, WIS, and CHA increase to match the master’s, and both master and weapon get a 10% bonus to all attributes when the master holds the weapon. Failure of the save to hold the weapon without permission causes instant incineration, and the DC is increased by a further ten, but Empowered and above know what will happen if they fail the save. The master may attempt to possess any wielder of the weapon, which is equivalent to Mind Seize but does not require feats. If the character dies, the DC to avoid possession increases by 20, and a successful possession is permanent—essentially reviving the master into the new character’s body. The weapon may also be imbued with an additional spell, and the chance of a spell activating increases to 50%. For every day they spend out of range of the other’s largest aura (minimum 1 mile), both the weapon and the master lose one point from each attribute. These heal at a rate of one point per week after the weapon and master are reunited.
Weapon Types A weapon has one or more types that determine how skill bonuses are applied. If a weapon has more than one type, it is said to be an “exotic” weapon. Proficiency for an exotic type combination can be gained one by one or all at once (requiring more experience but building affinity faster). However, Focus and onward must be gained in each unique combination—in other words, focus in the Swords, Staves, and Maces types does not give focus in the exotic combination Sword-Staff-Mace and vice versa. Weapons with ‘or’ between types can be used as any of their possible type combinations. For example, a weapon of type “Sword-Staff-Mace or Spear or Dagger-Staff” could be used with skill in the Sword-Staff-Mace or Dagger-Staff combinations (+3 and +2 at Focus level, respectively), or as a Spear (+1 with Focus). It cannot, however, be used as a Sword-Staff-Mace-Spear for +4, as these are separated by an ‘or’.
Weapon List Knuckles: Unarmed Damage: Base Unarmed + 1d4 Bludgeoning; crit x2
Adds to unarmed damage rather than replacing it Pike: Spear or Polearm, 2-handed Damage: 1d8 + 1d4 Piercing; crit x3 Has Reach, extending minimum and maximum range, and deals double damage to cavalry Longsword: Sword, may be used 2-handed Damage: 1d8 + 1d4 Slashing; crit 19-20/x2 Shortsword: Sword or Sword-Dagger (extremely small ones only), one-handed Damage: 1d6 + 1 Slashing or Piercing; crit 19-20/x2 Counts as a light weapon for purposes of dual wielding and multiple attacks Halberd: Spear-Axe or Polearm, two-handed Damage: 1d10 + 1d6 Slashing or Piercing; crit x3 Has Reach, extending minimum and maximum range, and deals 150% damage to cavalry Quarterstaff: Staff; two-handed Damage: 1d8/1d8 Bludgeoning; crit x2/x2 Monks can master and bond with quarterstaves. Shortbow: Shortbow, two-handed Damage: 1d6 + 1; crit x3 Range increment: 60 ft Drawing takes place of moving, but the character may move at half-speed with a -5 penalty to attack or at full speed with a -10. Character may choose to spend an extra round aiming to negate the range penalty for still targets or to halve it for moving ones. Mortals hit by an arrow must make a DC 20 Fortitude save or be stunned and fall backward, dropping anything held. Longbow: Longbow, two-handed Damage: 1d8 + 1d4; crit x3 Range increment: 100 ft Drawing takes place of moving, but the character may move at half-speed with a -10 penalty to the attack. Character may choose to spend an extra round aiming to negate the range penalty for still targets or halve it for moving targets. Mortals hit by an arrow must make a DC 20 Fortitude save or be stunned and fall backward, dropping anything held. Hand Crossbow: Crossbow, one-handed Mortals hit by an arrow must make a DC 20 Fortitude save or be stunned and fall backward, dropping anything held. Damage: 1d4 + 1; crit 19-20/x2 Range increment: 30 ft Loading takes the place of moving and requires two hands. Firing is one-handed and hand crossbows can be dual-wielded (but not reloaded) without extra penalties. Mortals hit by an arrow must make a DC 20 Fortitude save or be stunned and fall backward, dropping anything held. Light Crossbow: Crossbow, two-handed Damage: 1d8 + 1d4; crit 19-20/x2
Range increment: 80 ft Loading takes the place of moving and requires two hands. Can be fired with one hand, but at a -2 penalty to attack. Can also be dual-wielded, but this penalty stacks with one-handed firing and character cannot reload. Mortals hit by an arrow must make a DC 20 Fortitude save or be stunned and fall backward, dropping anything held. Heavy Crossbow: Crossbow-Siege, two-handed Damage: 1d10 + 1d6; crit 19-20/x2 Range increment: 120 ft Loading is a full-round action and requires two hands. Can be fired but not reloaded at a -4 attack penalty, which stacks with dual-wielding if applicable. Mortals hit by an arrow must make a DC 20 Fortitude save or be stunned and fall backward, dropping anything held.
Weapon Descriptors These are enchantments or out-of-the-ordinary states that a weapon may have. They alter the stats of the weapon. Rusty: When blooded target takes damage, they must make a Fortitude save against DC 5 or be rust poisoned (DC 5 per day for 1d4 damage, cure DC 7 Medicine or Healing check, not contagious). -2 damage. Affects only melee weapons. Sharpened: +1 physical damage to slashing or piercing weapons Heated: +2 fire damage; chance to burn on critical (50% if target fails DC 15 Fortitude save) Alpha: +1 attack per round; +5 physical and fire damage; chance to burn and stun on critical (25% each if target fails DC 15 Fortitude save) Beta: +5 physical damage; 25% chance to stun if target fails DC 15 Fortitude save