Weapons

There are 3 basic weapon types in the Tephra system: Melee, Firearms, and Bows.

Each of these choices come is 4 size categories: light, medium, heavy, and super heavy.

Melee weapons are classified as follows:

LIGHT: any small, one-handed weapon that is easily concealable. All small items can count as light weapons.

Action Points to use: 2
Damage Class: 4
One handed weapon
Range: Adjacent

MEDIUM: one-handed weapons that are not easily concealable. Medium weapons are the bulk of one-handed weapons – pretty much anything that looks large enough to deal some real damage.

Action Points to use: 2
Damage Class: 6
One handed weapon
Range: Adjacent

HEAVY: any weapon that is used in two hands. A heavy weapon is virtually impossible to conceal on your person.

Action Points to use: 2
Damage Class: 8
Two handed weapon
Range: Adjacent

SUPER HEAVY: immense, building-destroying tools of destruction. Super-heavy weapons require two hands to wield and two hands to carry. These do a lot of damage but require the wielder to take up footing in order to swing them. Entering into footing stance requires 1 action point, and you cannot normally enter into another stance while you’re in footing.

You may use a super-heavy weapon without taking footing, but doing so gives you a -3 on your accuracy and strike rolls, as if it were an impromptu weapon.

Action Points to use: 2
Damage Class: 10
Two handed weapon
Range: Adjacent

Melee weapon variants include the following:

Flexible- You can make any weapon into a non-rigid one, a weapon that has flexible parts like a whip, chain, or flail. Flexible weapons can be used to make a grab, just like a hand can. Because the weapon loses some of its impact power, its damage class is 1 lower.

Polearm- Medium and heavier weapons can be polearms. The longer handle allows polearms to attack any foe within 10 feet, but also makes the weapon more difficult to swing, decreasing its damage class by 1.

Throwing- Throwing weapons can be anything from throwing knives to javelins to gigantic hurling spheres. Weapons designed to be thrown have 1 less damage class, but can hit people at a distance. Each thrown weapon has a different distance, depending on its size. For every 10 feet you throw a weapon beyond its distance, it takes a -1 on the accuracy roll. Weapons not designed to be thrown can go no further than 25 feet.

Light: 25 feet
Medium: 75 feet
Heavy: 50 feet

Note: A thrown weapon is no longer a melee weapon for the purposes
of determining how specialties work.

Firearms are classified as follows:

LIGHT: peashooters, normally the type that could fit in your palm or in your pocket, and a gun that somebody searching you would often entirely overlook.

Action Points to use: 2
Damage Class: 2
One handed weapon
Action Points to Ready: 0
Range: 50 feet, every 10 feet there after results in a -1 to the accuracy roll

MEDIUM: all of your revolvers, sawed-off shotguns, and small rifles. These guns are handguns – they can be held in one hand, though many will use two hands to help cock the hammer, re-chamber the bullet, and lend support to absorb the recoil of the firearm. Note that reloading them normally requires 1 action point, but if you dedicate a second hand to the gun, it costs 0 action points to reload.

Action Points to use: 2
Damage Class: 4
One handed weapon
Action Points to Ready: 1 if using one hand, 0 if using 2
Range: 100 feet, every 25 feet there after results in a -1 to the accuracy roll

HEAVY: your rifles and shotguns – your two-handed long rifles. They have a pretty good range, but require 2 hands to use and re-chambering costs 1 action point.

Action Points to use: 2
Damage Class: 8
Twohanded weapon
Action Points to Ready: 2
Range: 300 feet, every 100 feet there after results in a -1 to the accuracy roll

SUPER HEAVY: very large guns, meant to take down everything from elephants to raging, steam-powered automatons. These do a lot of damage, but require the wielder to take up footing in order to fire them. Entering into footing stance requires 1 action point, and you cannot normally enter into another stance
while you’re in footing.

You may use a super-heavy firearm without taking footing, but doing so gives you a -3 on your accuracy roll, as if it were an impromptu weapon.

Action Points to use: 2
Damage Class: 6
Twohanded weapon
Action Points to Ready: 1
Range: 200 feet, every 50 feet there after results in a -1 to the accuracy roll

Bows are classified as follows:

LIGHT: most commonly sling shots, though very small bows do exist. They don’t deal much damage, but are faster than their larger counterparts.

Action Points to use: 2
Damage Class: 3
Two handed weapon
Range: 25 feet, every 10 feet there after results in a -1 to the accuracy roll

MEDIUM: between 2 and 4 feet tall, have decent pull, and can deal fair amounts of damage.

Action Points to use: 2
Damage Class: 5
Two handed weapon
Range: 50 feet, every 10 feet there after results in a -1 to the accuracy roll

HEAVY: typically about 4-5 feet tall. They have a decent range, and deal some pretty solid damage when they strike.

Action Points to use: 3
Damage Class: 7
Two handed weapon
Range: 75 feet, every 25 feet there after results in a -1 to the accuracy roll

SUPER HEAVY: are designed to hit opponents at a great distance and their long arrows can deal excrutiating amounts of damage. Super-heavy bows require the wielder to take up footing in order to fire them. Entering into footing stance requires 1 action point, and you cannot normally enter into another stance
while you’re in footing.

You may use a super-heavy bow without taking footing, but doing so gives you a -3 on your accuracy roll, as if it were an impromptu weapon.

Action Points to use: 3
Damage Class: 9
Two handed weapon
Range: 200 feet, every 75 feet there after results in a -1 to the accuracy roll

Weapons

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