Weaponry
Weaponry
The true power behind each weapon is the cultivator using it!
In this system, we assume that you have the basic tools of your trade, including both weapons and armor as desired.
- Unless explicitly restricted by external forces (such as a prison scenario), you always have access to C1 weaponry
- You may craft C1 weaponry at will from available scrap; this requires a couple minutes and no Challenge
- You may use approximate matches as C1 weaponry; for example, using a shovel as an axe or using a large stick as a club
To gain the benefit of a weapon, you must equip the weapon to a Chakra, thus mingling your Ki with the weapon
- Weapons synced to a Chakra benefit from your cultivated spirit and will not break
- For example, a simple stick might normally shatter when used by a Prowess 10 master; it endures when equipped to a Chakra because your Ki reinforces it
- Each weapon type requires a specific kind of Chakra
- For example, a Straight Sword specifies Air/Water. You must equip this item to an Air or Water Chakra to gain its benefits
Your choices for Harmonies may offer additional weaponry
- For example, a weapon may specify “DarkAir”. This would mean the element of Air which has 1 or more Dark Harmonies
- Certain effects can grant temporary Harmonies; if you lose that Harmony and the element no longer qualifies, you instantly unsync the weapon
Important: Weaponry grants NO BENEFIT unless equipped to a Chakra, no matter how powerful!
Terminology
- All damage dealing equipment fall under the category of “Weapons”.
- Armor, accessories, and tools all fall under “equipment”.
- Weaponry is distinct from “equipment”; effects that specify “equipment” exclude weapons
Using weapons
Once you sync a weapon to your Chakra, you may use it in any combat Challenge. Example:
- You sync a spear into your Earth chakra
- You then Challenge Air to poke an ogre in the eye
- You have the benefit of the spear (Reach +2)
You may sync multiple weapons to multiple Chakra
- You must choose one and only one weapon per Challenge
- That weapon’s Cores apply; other weapons are dormant
Weapon Cores
Cultivators imbue weapons at construction with crystal cores. These become the Weapon Cores that determine the weapon’s strengths.
- For example, the Weapon Core “Metalrending” allows your sword to ignore the extra durability of metals; cut through chains and bars with ease!
Imbuing a Core into a weapon is permanent!
- You can refine your weapon to a higher Circle, and thus grant more Cores.
- You do not need to set a Core as soon as it becomes available
- Invest in a Forge at your Hearth to increase the number of Cores your weapon can handle!
Each weapon can hold a number of Cores equal to its Circle.
- The first core of every weapon is its Type, such as “bow” or “spear”; the benefits of each Type are always the same
- Certain Weapon Cores require higher Circles or specific mystical reagents during the crafting process
You may attempt to identify the Cores in a weapon with the matching Fire Challenge.
Peacebinding
Peacebinding is the act of symbolically locking your weapon. The most common peacebind is a length of string, tied and knotted across the hilt and adorned with beads, feathers, or gemstones.
Peacebinding is trivial for a cultivator to break. To break peacebinding, simply declare your hostile act.
Be aware that settlements and some Graces have karmic punishments in store for those that break peacebinding.
Peacebinding traditions by area:
- Seln Alora and Seln Florana: Peacebinding is required; the length of string gains mystical power and is very difficult to break (Difficulty 30 in the element used to attack)
- Inner Wards: Settlements require peacebinding. The larger cities with established militias will require weapons to be surrendered at the gates and stored in the garrisons (for a fee, of course)
- Outer Wards: Settlements require peacebinding. You are usually allowed to carry your weapons, though individual establishments such as inns may require storage (for a fee, of course)
- Free cities: Peacebinding is regarded as a fool’s errand, and anything with a weapon keeps it on hand
Weapon Types
This system categorizes weapons into broad types. Interpret these types broadly; for example, any form of polearm would fall under Spears.
Cultivated weapons are built to accentuate select elements; each Type of weapon may only be equipped to Chakra in one of its matching elements.
Crafting:
- When crafting a weapon, each type requires a base material.
- To enhance the weapon to the next Circle, you must expend the listed reagents (either crystal cores or mystical reagents) and have the matching Fire Standard Value (as per Alchemical Synthesis)
Realism? This is wuxia, baby!
No attempt is made here to adhere to realism in weaponry, and the designers are entirely disinterested in the difference between a guisarme and a glaive.
You should let your dreams run wild on fantastical weaponry. Be a cultivator that wins fights with silken sleeves or a cast iron pan! If you have a specific weapon that does not fall under the Types here, consider reskinning one of the below.
Staff
The grandfather of weaponry. Everything else is just a staff plus something else
Equip to: Any
Inherent Cores: Reach, Defensive Stance
Base material: Any
Enhancement:
- C1->C2: AirEarth; Synthesize 11
- C2->C3: LightEarth + DarkEarth; Synthesize 17
- C3->C4: Earth; Synthesize 29
Spear
Simple, pointy, reliable
Equip to: Any
Inherent Cores: Reach, Damage +1
Base material: Any metal
Enhancement:
- C1->C2: EarthFire; Synthesize 14
- C2->C3: LightEarth + DarkEarth; Synthesize 20
- C3->C4: Earth + Fire + Water; Synthesize 35
Straight sword
Also known as the Jian, the gentleman’s sword, a common sight on Aloran hips
Equip to: Air, Water, LightFire
Inherent Cores: Quick Counter
Base material: Any metal
Enhancement:
- C1->C2: Copper or Aluminum; Synthesize 14
- C2->C3: Silver or Platinum; Synthesize 20
- C3->C4: Mythril or Feathersteel; Synthesize 35
Saber
Also known as the Dao, this cutting sword is popular in the Free Cities
Equip to: Earth, Fire
Inherent Cores: Damage +1
Base material: Any metal
Enhancement:
- C1->C2: Iron; Synthesize 14
- C2->C3: Titanium; Synthesize 20
- C3->C4: Adamantium; Synthesize 35
Katana
These Izuno blades focus on cutting power and speed. Rumored to have been folded over ten thousand times!
Equip to: DarkAir, DarkWater
Inherent Cores: Damage +1, Metalrending
Base material: Any metal
Enhancement:
- C1->C2: AirEarth; Synthesize 14
- C2->C3: Platinum; Synthesize 20
- C3->C4: Feathersteel; Synthesize 35
Greatsword
Why go for half-measures when you can have half a meter of angry metal?
Equip to: Earth, Fire, DarkAir
Inherent Cores: Damage +2
Special: Each greatsword syncs to 2 Chakra instead of 1
Base material: 2x Iron
Enhancement:
- C1->C2: EarthFire; Synthesize 20
- C2->C3: Cold iron; Synthesize 25
- C3->C4: Onyxsteel; Synthesize 40
Mace
Apply heavy end directly to forehead
Equip to: Earth, Water
Inherent Cores: Damage +1, Shattering
Base material: Any metal
Enhancement:
- C1->C2: Copper; Synthesize 12
- C2->C3: Silver; Synthesize 18
- C3->C4: Mythril; Synthesize 24
Axe
Don’t mind me, I’m just gonna axe those bandits a few questions
Equip to: Earth, Fire
Inherent Cores: Sweeping Blows
Base material: Any metal
Enhancement:
- C1->C2: Iron; Synthesize 12
- C2->C3: Titanium; Synthesize 18
- C3->C4: Adamantium; Synthesize 24
Gemgloves
I choose to place my faith in the strength of my training!
Equip to: Any
Inherent Cores: Retaliatory Throw, Retaliatory Strike
Base material: A bundle of silk or cloth and 2 Crystal Cores covering all four concrete elements.
- Such as: AirFire + WaterEarth, AirEarth + WaterFire
Enhancement:
- C1->C2: A C2 gemstone; 2 Crystal Cores covering all four concrete elements; Synthesize 14
- C2->C3: A C3 gemstone; LightAir + DarkAir; Synthesize 20
- C3->C4: A C4 gemstone; 2 Crystal Cores of the same pure element; Synthesize 35
Notes:
- 2 Crystal Cores covering all four concrete elements: AirFire + WaterEarth, AirEarth + WaterFire, AirWater + EarthFire
- 2 Crystal Cores of the same pure element: 2x Air, 2x Water, 2x Earth, 2x Fire
Chopsticks
For when you need to eat dinner and flex on some puffed up student at the same time
Equip to: Water
Inherent Cores: Humiliating
Base material: None. How cheap!
Enhancement:
- C1->C2: AirEarth + WaterFire; Synthesize 14
- C2->C3: AirFire + WaterEarth; Synthesize 20
- C3->C4: Air + Earth; Synthesize 35
Shield
The difference between an offensive shield and a defensive shield? How hard I’m hitting you!
Equip to: Earth
Inherent Cores: Heavy Knockback, Armor +1
Base material: Any metal
Enhancement:
- C1->C2: Copper; Synthesize 12
- C2->C3: Silver; Synthesize 18
- C3->C4: Mythril; Synthesize 24
Bow
With the poise of the wind at our backs, we strike!
Equip to: Air, Water, Fire
Inherent Cores: Long Ranged
Base material: Rosewood
Enhancement:
- C1->C2: AirWater; Synthesize 12
- C2->C3: LightAir; Synthesize 18
- C3->C4: Air; Synthesize 24
Bows are notable as the longest ranged implements in Seln. In fact, a bow’s range far eclipses the ability of cultivators to empower its ammunition! Such long range arrows bleed elemental power as they fly, rendering these shots the normal kind of deadly on arrival.
Crossbows are treated as bows.
Silks
You thought I came unarmed? No, dear, fashion is my weapon of choice…literally
Equip to: Air, Light, Dark
Inherent Cores: Ranged, Tranquility
Base material: None
Enhancement:
- C1->C2: AirWater; Synthesize 12
- C2->C3: LightWater; Synthesize 18
- C3->C4: Water; Synthesize 24
Dagger
Up close and personal
Equip to: Air, Water
Inherent Cores: Hidden, Quick Counter
Base material: Any metal
Enhancement:
- C1->C2: Iron; Synthesize 12
- C2->C3: Silver; Synthesize 18
- C3->C4: Onyxsteel; Synthesize 24
Thrown
Slings, shuriken, throwing daggers, and other implements of hand-held annoyance
Equip to: Air, Fire
Inherent Cores: Hidden, Ranged
Base material: Any
Enhancement:
- C1->C2: AirWater; Synthesize 12
- C2->C3: LightAir; Synthesize 18
- C3->C4: Air; Synthesize 24
Note: This system does not track individual ammunition. For a sling, the Enhancement would apply to the sling and not its ammo. For something like a shuriken, the Enhancement is presumed to apply to some pre-manufactured amount (which we just so happen to never exhaust).
Chakram
Slim discs, attuned to your Chakra, that fly like sparrows to bite your foes
Equip to: Air, Fire
Inherent Cores: Ranged, Hidden
Base material: Rosewood or Air-metal
Enhancement:
- C1->C2: AirFire; Synthesize 12
- C2->C3: 3x AirFire; Synthesize 18
- C3->C4: Air + Fire; Synthesize 24
Fan
Ever been smacked unconscious by a twenty-square-centimeter length of paper?
Equip to: Air, LightWater, LightFire
Inherent Cores: Ranged, Graceful Knockback
Base material: None
Enhancement:
- C1->C2: C2 Air or Water gemstone; Synthesize 12
- C2->C3: C3 Air or Water gemstone; Synthesize 18
- C3->C4: C4 Air or Water gemstone; Synthesize 24
Hoofboots
A strange form of weaponry - kickboxing with hardened shoes?
Equip to: Any
Inherent Cores: Shifter’s Blessing
Special: Hoofboots may only be equipped by cultivators that have hooves! Most commonly Doe and Horns
Base material: A pair of normal boots
Enhancement:
- C1->C2: C2 Rosewood; Synthesize 12
- C2->C3: C3 Ruby; Synthesize 18
- C3->C4: Feathersteel; Synthesize 24
Firearm
Equip to: None
The only known source of firearms in Seln today are the firesand pistols of the Aufslander pirates. The mechanism that allows this pistol to properly combust (only rarely taking off the pirate’s fingers!) remains a mystery to Kingdom scholars.
At this moment, firearms are unavailable for crafting; no firearms have ever been observed with cultivated Cores. Perhaps that will change one day…
A small note on Firearms in this system: they are just another form of weapon. Cultivators grow to supernatural heights; this includes the ability to deflect bullets and sense incoming danger - even from a bullet. You retain all forms of Defense and the benefit of Aura against firearms.
Of course, there is the interesting question of what happens when you merge firearms and cultivation. Some kind of gun-kata perhaps…
Weapon Cores
Armor +X
- This weapon grants +X Armor while equipped
- Special: You may have +Armor on your weapon or clothes but not both
- Crystal Core:
- +1 - EarthFire
- +2 - DarkEarth
- +3 - Earth
- Dreamwalking:
- +1 - Earth x2
- +2 - Earth x4
- +3 - Earth x8
- Synthesize:
- +1 - 9
- +2 - 18
- +3 - 40
Charge-burst
- On a successful Attack with this weapon, you may spend 1 Charge in the matching element to add +1 damage
- Crystal Core: AirFire
- Dreamwalking: Air, Fire
- Synthesize: 9
Damage +X
- Add +X damage to this weapon in combat
- Crystal Core:
- +1 - AirFire
- +2 - DarkFire
- +3 - Fire
- Dreamwalking
- +1 - Fire x2
- +2 - Fire x4
- +3 - Fire x8
- Synthesize:
- +1 - 9
- +2 - 18
- +3 - 40
Defensive Stance
- Add +2 to the Defense of the Chakra where you equip this weapon
- Do not stack this benefit for multiple weapons
- Crystal Core: Any Earth
- Dreamwalking: Earth x2
- Synthesize: 11
Draintouch
- On a successful Attack with this weapon, gain 1 Aura per foe hit
- Crystal Core: DarkFire
- Dreamwalking: Dark x2, Fire, Earth
- Synthesize: 25
Explosive
- This weapon operates as an AOE. It hits all characters present in the target zone
- Remember: AOE effects include allies!
- Crystal Core: AirFire x2
- Dreamwalking: Fire x2, Air
- Synthesize:
- Melee weapon: 15
- Ranged weapons: 25
Graceful Knockback
- On a successful Attack, you may Throw the target up to X zones away
- Insight <= 5: 1 zone away
- Insight > 5: 2 zones away
- Crystal Core: Any Air
- Dreamwalking: Air x2
- Synthesize: 12
Heavy Knockback
- On a successful Attack, you may Throw the target up to X zones away
- Prowess <= 5: 1 zone away
- Prowess > 5: 2 zones away
- Crystal Core: Any Earth
- Dreamwalking: Earth x2, Air
- Synthesize: 12
Hidden
- This weapon is easy to hide on your person; you may grant the weapon a Stealth score even when you are not hidden
- Gain a Bonus Ki on attempts to hide the weapon
- Crystal Core: AirWater
- Dreamwalking: Air, Water
- Synthesize: 14
Humiliating
- Foes defeated with this weapon suffer a Break to their Reputation
- Crystal Core: DarkWater, WaterFire
- Dreamwalking: Water x3
- Synthesize: 20
Long Ranged
- You may use this weapon to attack any zone that falls within your line of sight
- If you attack a foe within your current zone with this weapon, suffer a Penalty 2 * (number of foes in this zone)
- Long ranged weapons may suffer Penalties for inclement weather such as storms and winds
- Crystal Core: LightAir, LightFire
- Dreamwalking: Air x3
- Synthesize: 18
Metalrending
- This weapon may cut through Circle 2 metals such as iron
- On a successful melee Attack with this weapon, impose -2 Defense to the foe’s target element
- Foes may spend an Action to fix their defense
- Crystal Core: EarthFire
- Dreamwalking: Dark, Fire, Earth
- Synthesize: 16
Metalrending (Greater)
- This weapon may cut through Circle 3 metals such as titanium
- On a successful melee Attack with this weapon, impose -3 Defense to the foe’s target element
- Foes may not spend an Action to fix this gap; the effect ends at the end of the Scene
- Crystal Core: DarkEarth, DarkFire
- Dreamwalking: Dark, Fire, Earth
- Synthesize: 26
Metalrending (Supreme)
- This weapon may cut through Circle 4 metals such as adamantium
- On a successful melee Attack with this weapon, impose -4 Defense to the foe’s target element
- Foes may not spend an Action to fix this gap; the effect ends at the end of the Scene
- Crystal Core: Fire, Earth
- Dreamwalking: Dark, Fire, Earth
- Synthesize: 45
Numbing
- Upon a successful Attack, lower the Difficulty of the target foe’s element by 1/2 your matching Attribute until the start of your next turn
- Maximum one Numbing per foe at any time
- Crystal Core: EarthFire
- Dreamwalking: Fire x2
- Synthesize: 13
Ranged
- You may use this weapon to attack adjacent zones
- You may attach Ranged any weapon, including weapons not traditionally considered as ranged weapons in our world
- Ranged sword? Sure! Ranged battleaxe? Why not?!
- In these cases, “Ranged” might be better termed “Returning”, but we will continue to use Ranged for system clarity
- Ranged weapons may suffer Penalties for inclement weather such as storms and winds
- Crystal Core: AirWater
- Dreamwalking: Air x2
- Synthesize: 11
Reach
- Weapons with Reach may attack without triggering melee counterattacks
- When you attack a foe with a melee counter attack (such as Retaliatory Strike), the foe may not trigger said counter against you
- Crystal Core: AirWater, LightWater
- Dreamwalking Air x2, Water x2
- Synthesize: 20
Retaliatory Throw
- When you roll Defend, you may spend 1 Charge of the equipped element to use that same Result on a retaliatory Throw
- Treat your Throw as normal; you may apply any extra powers you have for their usual cost
- Crystal Core: AirEarth
- Dreamwalking: Earth, Air
- Synthesize: 8
Retaliatory Strike
- When you roll Defend, you may spend 2 Charge of the equipped element to use that same Result on a retaliatory Attack
- Treat your Attack as normal; you may apply any extra powers you have for their usual cost
- You may not Retaliatory Strike against weapons with Reach
- Crystal Core: EarthFire x2
- Dreamwalking: Fire x3
- Synthesize: 15
Shadetouch
- This weapon may interact with Shade materials, including many form of Memory and undead foes
- Crystal Core: DarkEarth x2
- Dreamwalking: Dark x3
- Synthesize: 18
Shifter’s Blessing
- Equipment with this Core shifts with any transformations, remaining equipped and useful
- Unless combined with the Hidden Core, the equipment is obvious on your changed form
- If combined with Hidden, then it blends into your fur, feathers, or scales
- Crystal Core: LightAir x2
- Dreamwalking: Light, Air
- Synthesize: 16
Shifting Range
- This Core may only be applied to weapons with the Ranged or Long Ranged trait
- When equiped, treat this weapon as having either Ranged or Long Ranged, whichever suits you best in the moment
- Make this choice at the start of your turn; use the chosen trait until the start of your next turn
- Crystal Core: LightFire, WaterFire
- Dreamwalking: Air, Air, Fire
- Synthesize: 23
Shattering
- Gain a Bonus Ki to attacks against objects
- Crystal Core: Earth+Any
- Dreamwalking: Earth
- Synthesize: 8
Shattering (Greater)
- This Core replaces Shattering on a weapon
- Gain a Bonus Ki to attacks against objects; deal +C damage when you succeed on an Attack against an object
- Crystal Core: Earth
- Dreamwalking: Earth, Fire
- Synthesize: 24
Speed +X
- This weapon grants +X to your Speed while equipped, allowing you to travel across multiple zones in a single move
- Multiple speed bonuses do not stack; take the highest available
- Crystal Core
- +1 - Air+Any x2
- +2 - Air+Any x4
- +3 - Air+Any x6
- Dreamwalking
- +1 - Air x2
- +2 - Air x4
- +3 - Air x6
- Synthesize:
- +1 - 11
- +2 - 19
- +3 - 28
Stunning
- Upon a successful Attack on weaker foes, the foe loses their next action
- Weaker means:
- Grunts and mooks of your Circle
- Elites of lesser Circle
- Crystal Core: EarthFire x 3
- Dreamwalking: Earth, Fire
- Synthesize: 14
Sweeping Blows
- When Attacking in melee, you may add an additional target to your Attack Action
- Roll once and check the Result against both foes separately
- Crystal Core: AirFire
- Dreamwalking: Air, Fire x2
- Synthesize: 14
Spirittouch
- This weapon may interact with Spirit materials and foes
- Crystal Core: LightAir x2
- Dreamwalking: Light x3
- Synthesize: 18
Throwing
- On a successful melee Attack with this weapon, you may execute a Throw against your opponent
- Crystal Core: Fire+Any x2
- Dreamwalking: Fire x2
- Synthesize: 12
Tranquility
- You gain +C defense against the first Attack each round
- Crystal Core: DarkWater
- Dreamwalking: Water x2, Dark
- Synthesize: 20
Waterproofed
- Ignore the range penalties and Penalty values for operating this weapon in water
- Crystal Core: Earth
- Dreamwalking: Water x2
- Synthesize: 11