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Ratwalk

Ratwalk

Rule Set for Low Technology and Gritty Iron Age Settings

Material Strength and rolls for Durability
 

Attack rolls determine the weapon discipline of the user. Untrained, and unconditioned warriors will likely break their weapons when compared to trained fighters. A critical hit represents perfect discipline on a hit, and as such does not detract from weapon durability.

A critical failure, in turn, is a failure of discipline on the part of the warrior. On a natural 1, the weapon takes durability points equal to the damage the hit would have dealt. More force means more stress, and eventually means more likely to break.
Broken weapons can still be used, but lose properties associated with their size and weight. For example, a wooden halberd loses the ‘Reach’ property as it is split in half. The DM may even change the weapon depending on the actual breakage (a stone maul is now a club or light hammer). All broken weapons have a -1 to attack and damage rolls until repaired.

 

 

 

Whetstone
Common, Ordinary (less than 2 cp)
While whetstone is not a weapon in and of itself, it is essential for the maintenance of metallic grade weaponry to sustain itself to prevent bending, chipping, and other negative effects. Whetstones grant a +3-durability bonus on weapons of bronze grade and higher, but +6 if you’re proficient in the weapon. However, you must sharpen the weapon in a 5-minute preparation time prior to using it. After this, the bonus is gained for an attack or use against an object. Whetstones have 15 uses before they are no longer usable.

 

Bone weapons
Common, Ordinary (less than 1 gp)

Bone tends to be constructed from either animal or human remains such as teeth, fangs, claws, or jawbones. Weapons made of bone have 18 durability points and have normal stats. This weapon material cannot be used for the following weapons: Whips, flails, swords (long and short).

 

Stone weapons
Common, Ordinary (less than 1 gp)

Stone is not an ideal material for weaponry due to the likelihood of damage to the weapon. If it is used, the stones tend to either be kneaded into a wooden core (such as a macahuitl) or be a fairly small weapon to begin with (such as a stone dagger). Weapons of stone have limitless durability points, but due to their mineral state, are prone to fracture. Fracture causes rock fragments to fly off on rolls below a 5 with the weapon. Any creature within 5 feet of the weapon fracture will take 1 point of bludgeoning damage and lose their bonus action for the duration of the turn it was broken on. This weapon material cannot be used for the following weapons: Whips, flails, swords (long and short).

 

Wooden weapons
Common (1-5 sp)

Wood is an excellent material for those who lack the resources to shape metal. Normal wood varies in density but tends to make fine bludgeons. Wooden weapons cannot produce slashing effects, only piercing or bludgeoning. Weapons of wood have 27 Durability Points. Wood weapons also have the added effect of being the easiest to imbue with magic. The cost of enchanting a wooden weapon or item with magic is half of what it would be for other materials. Wooden weapons kneaded with stone do not experience fractures. Instead, the durability points take the form of individual rocks.

 

Bronze weapons
Mundane (Base price)

The premier metal of the ancient world, bronze was discovered when firing native copper with byproduct metals like tin, forming a malleable metal that could be shaped into incredible figures. For this reason, bronze weapons are the most complex, and therefore have no restrictions on the type of weapon they can be molded into. Bronze weapons have 36 Durability Points, and like all metals can be sharpened to achieve a temporary +1 to attack rolls. Bronze weapons do not fracture, but instead bend or chip out of shape, causing -1 to attack rolls, as the weight of the weapon is off balance.

 

Iron weapons 
Mundane (Base price)

Native iron is a rarity, but business is booming for any who can find a large enough vein. Iron is the heaviest of the metals used in weapons and must be melted down from oxides to create the proper material. Iron produces sharp, durable, and costly weapons. Iron is not as malleable as bronze, however, and certain weapon shapes are impossible with less sophisticated processes. 

Iron weapons have 45 Durability Points, and like all metals can be sharpened to achieve a temporary +1 to attack rolls. Due to iron’s alchemical properties, magical attunement to iron is costly (roughly 100 more gp than base price). Exotic weapons (such as those used by monks) cannot be made of iron.

 

Steel weapons
Uncommon (2x base price)

Steel is the latest of alchemical research, and a heavily guarded secret, producing weapons, tools, and items of unmatched precision. While most carbon steels are heavy, indecipherable from iron, and not nearly as light as bronze. Royalty and noblemen tend to carry these weapons. Steel weapons have 60 Durability Points and have a +1 to attack and damage rolls. The weapons require both a smith, and a metallurgist to create. Sharpening steel weapons increases their damage by the character’s proficiency bonus. Exotic weapons cannot be made of steel. Steel can be bent out of shape by extreme forces or melted.

 

Damascus Steel
Rare (10x base price)

Damascus is named after the ancient city from whence this steel was created. Lost to time, these weapons are known for their mythical sharpness, keeping a honed edge despite years, even centuries of wear and tear. Only ancient crypt walkers or long dead royalty still possess these blades.

Damascus weapons have 75 Durability Points, and a static +2 to attack and damage rolls. Melting appears to be the only way to destroy these weapons.

 

Native Adamantine
Legendary (100x base price)

Adamantine is an unyielding, unbreakable metal said to form near Lodestone and Diamond deposits by Northern natural philosophers. Alchemists have tried and failed to replicate its properties. Only one mortal has ever successfully melted adamantine, Asclepius of Hellas, and he has been rumored dead. This blade requires an investigation into a vein of Adamantine, an Alchemist to ready a fire powerful enough to mold the metal, a master Metallurgist to separate the impurities, and a competent smith to shape the metal into mold, or Sorcerer to Fabricate the metal into shape. Adamantine has unlimited Durability Points, a +3 to attack and damage rolls, but is not immune to magical means of destruction. Asclepius’ Acid is the only substance capable of melting Adamantine otherwise.

 

Celestial Bronze
Legendary (100x base price)

Also known as arsenical bronze, Celestial Bronze matches the versatility of Bronze and infuses it with the properties of the Killer of Kings, the most toxic native metal known to man, Arsenic. It inflicts a horrific agony upon cutting and is said to poison the blood upon a severe enough wound. Natural 20s with these weapons ensure a poisoned condition, and the weapon has a +3 to attack and damage rolls. The weapon deals 1d4 poison damage, which further enhances other poisons applied to this blade, making it as though the poison is magical, overcoming resistance and turning immunity into resistance. Any poison on this weapon increases to the next highest damage dice to maximum of d20.

It is a pity that the smiths who forge such beautiful weapons are driven lame or insane by the vapors produced in the forging process.

 

Ratwalk

Ratwalk

Rule Set for Low Technology and Gritty Iron Age Settings

Material Strength and rolls for Durability
 

Attack rolls determine the weapon discipline of the user. Untrained, and unconditioned warriors will likely break their weapons when compared to trained fighters. A critical hit represents perfect discipline on a hit, and as such does not detract from weapon durability.

A critical failure, in turn, is a failure of discipline on the part of the warrior. On a natural 1, the weapon takes durability points equal to the damage the hit would have dealt. More force means more stress, and eventually means more likely to break.
Broken weapons can still be used, but lose properties associated with their size and weight. For example, a wooden halberd loses the ‘Reach’ property as it is split in half. The DM may even change the weapon depending on the actual breakage (a stone maul is now a club or light hammer). All broken weapons have a -1 to attack and damage rolls until repaired.

 

 

 

Whetstone
Common, Ordinary (less than 2 cp)
While whetstone is not a weapon in and of itself, it is essential for the maintenance of metallic grade weaponry to sustain itself to prevent bending, chipping, and other negative effects. Whetstones grant a +3-durability bonus on weapons of bronze grade and higher, but +6 if you’re proficient in the weapon. However, you must sharpen the weapon in a 5-minute preparation time prior to using it. After this, the bonus is gained for an attack or use against an object. Whetstones have 15 uses before they are no longer usable.

 

Bone weapons
Common, Ordinary (less than 1 gp)

Bone tends to be constructed from either animal or human remains such as teeth, fangs, claws, or jawbones. Weapons made of bone have 18 durability points and have normal stats. This weapon material cannot be used for the following weapons: Whips, flails, swords (long and short).

 

Stone weapons
Common, Ordinary (less than 1 gp)

Stone is not an ideal material for weaponry due to the likelihood of damage to the weapon. If it is used, the stones tend to either be kneaded into a wooden core (such as a macahuitl) or be a fairly small weapon to begin with (such as a stone dagger). Weapons of stone have limitless durability points, but due to their mineral state, are prone to fracture. Fracture causes rock fragments to fly off on rolls below a 5 with the weapon. Any creature within 5 feet of the weapon fracture will take 1 point of bludgeoning damage and lose their bonus action for the duration of the turn it was broken on. This weapon material cannot be used for the following weapons: Whips, flails, swords (long and short).

 

Wooden weapons
Common (1-5 sp)

Wood is an excellent material for those who lack the resources to shape metal. Normal wood varies in density but tends to make fine bludgeons. Wooden weapons cannot produce slashing effects, only piercing or bludgeoning. Weapons of wood have 27 Durability Points. Wood weapons also have the added effect of being the easiest to imbue with magic. The cost of enchanting a wooden weapon or item with magic is half of what it would be for other materials. Wooden weapons kneaded with stone do not experience fractures. Instead, the durability points take the form of individual rocks.

 

Bronze weapons
Mundane (Base price)

The premier metal of the ancient world, bronze was discovered when firing native copper with byproduct metals like tin, forming a malleable metal that could be shaped into incredible figures. For this reason, bronze weapons are the most complex, and therefore have no restrictions on the type of weapon they can be molded into. Bronze weapons have 36 Durability Points, and like all metals can be sharpened to achieve a temporary +1 to attack rolls. Bronze weapons do not fracture, but instead bend or chip out of shape, causing -1 to attack rolls, as the weight of the weapon is off balance.

 

Iron weapons 
Mundane (Base price)

Native iron is a rarity, but business is booming for any who can find a large enough vein. Iron is the heaviest of the metals used in weapons and must be melted down from oxides to create the proper material. Iron produces sharp, durable, and costly weapons. Iron is not as malleable as bronze, however, and certain weapon shapes are impossible with less sophisticated processes. 

Iron weapons have 45 Durability Points, and like all metals can be sharpened to achieve a temporary +1 to attack rolls. Due to iron’s alchemical properties, magical attunement to iron is costly (roughly 100 more gp than base price). Exotic weapons (such as those used by monks) cannot be made of iron.

 

Steel weapons
Uncommon (2x base price)

Steel is the latest of alchemical research, and a heavily guarded secret, producing weapons, tools, and items of unmatched precision. While most carbon steels are heavy, indecipherable from iron, and not nearly as light as bronze. Royalty and noblemen tend to carry these weapons. Steel weapons have 60 Durability Points and have a +1 to attack and damage rolls. The weapons require both a smith, and a metallurgist to create. Sharpening steel weapons increases their damage by the character’s proficiency bonus. Exotic weapons cannot be made of steel. Steel can be bent out of shape by extreme forces or melted.

 

Damascus Steel
Rare (10x base price)

Damascus is named after the ancient city from whence this steel was created. Lost to time, these weapons are known for their mythical sharpness, keeping a honed edge despite years, even centuries of wear and tear. Only ancient crypt walkers or long dead royalty still possess these blades.

Damascus weapons have 75 Durability Points, and a static +2 to attack and damage rolls. Melting appears to be the only way to destroy these weapons.

 

Native Adamantine
Legendary (100x base price)

Adamantine is an unyielding, unbreakable metal said to form near Lodestone and Diamond deposits by Northern natural philosophers. Alchemists have tried and failed to replicate its properties. Only one mortal has ever successfully melted adamantine, Asclepius of Hellas, and he has been rumored dead. This blade requires an investigation into a vein of Adamantine, an Alchemist to ready a fire powerful enough to mold the metal, a master Metallurgist to separate the impurities, and a competent smith to shape the metal into mold, or Sorcerer to Fabricate the metal into shape. Adamantine has unlimited Durability Points, a +3 to attack and damage rolls, but is not immune to magical means of destruction. Asclepius’ Acid is the only substance capable of melting Adamantine otherwise.

 

Celestial Bronze
Legendary (100x base price)

Also known as arsenical bronze, Celestial Bronze matches the versatility of Bronze and infuses it with the properties of the Killer of Kings, the most toxic native metal known to man, Arsenic. It inflicts a horrific agony upon cutting and is said to poison the blood upon a severe enough wound. Natural 20s with these weapons ensure a poisoned condition, and the weapon has a +3 to attack and damage rolls. The weapon deals 1d4 poison damage, which further enhances other poisons applied to this blade, making it as though the poison is magical, overcoming resistance and turning immunity into resistance. Any poison on this weapon increases to the next highest damage dice to maximum of d20.

It is a pity that the smiths who forge such beautiful weapons are driven lame or insane by the vapors produced in the forging process.

 

Ratwalk

Ratwalk

Rule Set for Low Technology and Gritty Iron Age Settings

Material Strength and rolls for Durability
 

Attack rolls determine the weapon discipline of the user. Untrained, and unconditioned warriors will likely break their weapons when compared to trained fighters. A critical hit represents perfect discipline on a hit, and as such does not detract from weapon durability.

A critical failure, in turn, is a failure of discipline on the part of the warrior. On a natural 1, the weapon takes durability points equal to the damage the hit would have dealt. More force means more stress, and eventually means more likely to break.
Broken weapons can still be used, but lose properties associated with their size and weight. For example, a wooden halberd loses the ‘Reach’ property as it is split in half. The DM may even change the weapon depending on the actual breakage (a stone maul is now a club or light hammer). All broken weapons have a -1 to attack and damage rolls until repaired.

 

 

 

Whetstone
Common, Ordinary (less than 2 cp)
While whetstone is not a weapon in and of itself, it is essential for the maintenance of metallic grade weaponry to sustain itself to prevent bending, chipping, and other negative effects. Whetstones grant a +3-durability bonus on weapons of bronze grade and higher, but +6 if you’re proficient in the weapon. However, you must sharpen the weapon in a 5-minute preparation time prior to using it. After this, the bonus is gained for an attack or use against an object. Whetstones have 15 uses before they are no longer usable.

 

Bone weapons
Common, Ordinary (less than 1 gp)

Bone tends to be constructed from either animal or human remains such as teeth, fangs, claws, or jawbones. Weapons made of bone have 18 durability points and have normal stats. This weapon material cannot be used for the following weapons: Whips, flails, swords (long and short).

 

Stone weapons
Common, Ordinary (less than 1 gp)

Stone is not an ideal material for weaponry due to the likelihood of damage to the weapon. If it is used, the stones tend to either be kneaded into a wooden core (such as a macahuitl) or be a fairly small weapon to begin with (such as a stone dagger). Weapons of stone have limitless durability points, but due to their mineral state, are prone to fracture. Fracture causes rock fragments to fly off on rolls below a 5 with the weapon. Any creature within 5 feet of the weapon fracture will take 1 point of bludgeoning damage and lose their bonus action for the duration of the turn it was broken on. This weapon material cannot be used for the following weapons: Whips, flails, swords (long and short).

 

Wooden weapons
Common (1-5 sp)

Wood is an excellent material for those who lack the resources to shape metal. Normal wood varies in density but tends to make fine bludgeons. Wooden weapons cannot produce slashing effects, only piercing or bludgeoning. Weapons of wood have 27 Durability Points. Wood weapons also have the added effect of being the easiest to imbue with magic. The cost of enchanting a wooden weapon or item with magic is half of what it would be for other materials. Wooden weapons kneaded with stone do not experience fractures. Instead, the durability points take the form of individual rocks.

 

Bronze weapons
Mundane (Base price)

The premier metal of the ancient world, bronze was discovered when firing native copper with byproduct metals like tin, forming a malleable metal that could be shaped into incredible figures. For this reason, bronze weapons are the most complex, and therefore have no restrictions on the type of weapon they can be molded into. Bronze weapons have 36 Durability Points, and like all metals can be sharpened to achieve a temporary +1 to attack rolls. Bronze weapons do not fracture, but instead bend or chip out of shape, causing -1 to attack rolls, as the weight of the weapon is off balance.

 

Iron weapons 
Mundane (Base price)

Native iron is a rarity, but business is booming for any who can find a large enough vein. Iron is the heaviest of the metals used in weapons and must be melted down from oxides to create the proper material. Iron produces sharp, durable, and costly weapons. Iron is not as malleable as bronze, however, and certain weapon shapes are impossible with less sophisticated processes. 

Iron weapons have 45 Durability Points, and like all metals can be sharpened to achieve a temporary +1 to attack rolls. Due to iron’s alchemical properties, magical attunement to iron is costly (roughly 100 more gp than base price). Exotic weapons (such as those used by monks) cannot be made of iron.

 

Steel weapons
Uncommon (2x base price)

Steel is the latest of alchemical research, and a heavily guarded secret, producing weapons, tools, and items of unmatched precision. While most carbon steels are heavy, indecipherable from iron, and not nearly as light as bronze. Royalty and noblemen tend to carry these weapons. Steel weapons have 60 Durability Points and have a +1 to attack and damage rolls. The weapons require both a smith, and a metallurgist to create. Sharpening steel weapons increases their damage by the character’s proficiency bonus. Exotic weapons cannot be made of steel. Steel can be bent out of shape by extreme forces or melted.

 

Damascus Steel
Rare (10x base price)

Damascus is named after the ancient city from whence this steel was created. Lost to time, these weapons are known for their mythical sharpness, keeping a honed edge despite years, even centuries of wear and tear. Only ancient crypt walkers or long dead royalty still possess these blades.

Damascus weapons have 75 Durability Points, and a static +2 to attack and damage rolls. Melting appears to be the only way to destroy these weapons.

 

Native Adamantine
Legendary (100x base price)

Adamantine is a metal, unbreakable metal said to form near Lodestone and Diamond deposits by Northern natural philosophers. Alchemists have tried and failed to replicate its properties. Only one mortal has ever successfully melted adamantine, Asclepius of Hellas, and he has been rumored dead. This blade requires an investigation into a vein of Adamantine, an Alchemist to ready a fire powerful enough to melt the metal, a master Metallurgist to separate the impurities, and a competent smith to shape the metal into mold, or Sorcerer to Fabricate the metal into shape. Adamantine has unlimited Durability Points, a +3 to attack and damage rolls, but is not immune to magical means of destruction. Asclepius’ Acid is the only substance capable of melting Adamantine otherwise.

 

Celestial Bronze
Legendary (100x base price)

Also known as arsenical bronze, Celestial Bronze matches the versatility of Bronze and infuses it with the properties of the Killer of Kings, the most toxic native metal known to man, Arsenic. It inflicts a horrific agony upon cutting and is said to poison the blood upon a severe enough wound. Natural 20s with these weapons ensure a poisoned condition, and the weapon has a +3 to attack and damage rolls. The weapon deals 1d4 poison damage, which further enhances other poisons applied to this blade, making it as though the poison is magical, overcoming resistance and turning immunity into resistance. Any poison on this weapon increases to the next highest damage dice to maximum of d20.

It is a pity that the smiths who forge such beautiful weapons are driven lame or insane by the vapors produced in the forging process.

 

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