Any instrument used to inflict damage on a figure is called a weapon.
Weapons may include the figure's hands, claws, talons, feet, teeth, breath
weapon, etc. All normal weapons are listed on the Weapons Chart along
with their characteristics. The only limits to the number of weapons a
character may have in his possession are the weight and bulk of those
weapons. The GM should carefully examine each character, checking for
the location of the character's weapons. Any odd or unlikely method of
carting weaponry around should be disallowed. Any humanoid figure may
never have more than two one-handed weapons or one two-handed
weapon prepared at any one time. Carrying a prepared shield replaces one
one-handed weapon and disallows a two-handed weapon for this purpose.
Figures with more than two appendages may use as many weapons as they
are able. It is always assumed when a figure is armed with a one-handed
weapon it is carried in his primary hand unless stated otherwise. A figure
may attempt to envenom any A or B Class weapon and thus poison the
figure it strikes. An assassin is trained in the use of envenomed weapons
A figure need not use any normal weapon to attack. A figure may attempt
to strike barehanded, but only if one hand is free. Any figure may attempt to
use an item not normally assumed to be a weapon (furniture, books,
glasses, dishes, etc.) at the GM's discretion, who assigns Base Chances,
damage modifiers, and so forth. The Weapons Chart lists all normal
weapons and their characteristics. All normal weapons which would appear
within a common DragonQuest world are detailed on the chart. If the GM
wishes to add more exotic weapons to the list, he should feel free to, and
should assign characteristics for those weapons based on the examples
given.
The characteristics for each weapon are:
Weight. The weight of the weapon in pounds (or ounces, if so noted).
Physical Strength. The minimum Physical Strength a figure needs to wield the weapon properly; a figure without the PS to meet this minimum does
one less point of damage for each point of strength he is below the minimum. A figure may never achieve Rank in a weapon he does not have the PS
to wield.
Manual Dexterity. The minimum modified Manual Dexterity a figure needs to maneuver the weapon properly; a figure without the MD to meet this
minimum has the Base Chance of the weapon lowered by 5 for every point he is below the minimum. A figure may never achieve Rank in a weapon he
does not have the MD to maneuver.
Base Chance. The base percentage of the weapon to score a successful hit on a figure.
Damage Modifier. The number added to the D10 die roll when performing a Damage Check; the modified total may never be less than 1.
Range: The distance, in hexes, the weapon may be fired. P means prohibited.
Class. A letter representing the type of damage done by the weapon. A weapons do thrusting damage. B weapons do slashing damage. C weapons
do crushing damage. Class is used for determining Grievous Injuries.
Use. A letter representing the type(s) of attack the weapon may be used in. R indicates Ranged combat. M indicates Melee combat. C indicates Close
combat. A weapon may not be used in an attack type for which it is not rated.
Cost. The cost, in Silver Pennies, to purchase the weapon. At the cost listed, the weapon is of normal quality.
Maximum Rank. The highest Rank attainable with that weapon.
Figures may, at the GM's discretion, employ envenomed weapons. If the GM permits, figures may carry and use weapons coated with poison. Only
Class A and B weapons may be envenomed. See the Alchemist skill for details concerning types of poisons and paralysants. For the venom to be
introduced into the bloodstream of the victim, at least 1 point of effective damage must be done. When anyone but an Assassin handles an
envenomed weapon, there is a chance the figure will nick himself and introduce the venom into his own bloodstream. Every time an envenomed
weapon is handled, the figure must try to roll less than or equal to 3 times his modified Manual Dexterity on D100 to avoid any mishap. If the roll is
greater than his MD, he has been nicked by the weapon and is poisoned. Handling a weapon is defined as including all actions of coating the weapon
with the venom, storing the weapon until use, and preparing the weapon for the attack. The check should be made once for the preparation of
the weapon and once for the attack. The timing of the checks is up to the GM, but two rolls should always be made if the weapon is
used to attack. Cleansing the weapon of the poison does not require a check. An envenomed weapon will remain effective for 6 hours, by which time
the venom will have evaporated or been wiped off. When the weapon has successfully struck and done 1 or more points of effective damage, the
venom has been removed. A paralysant functions as a knockout drug against human-sized or smaller figures. If the victim fails his Willpower Check at
4 X WP + 20 - 5 times the rank of the poison, he falls prone and unconscious and will remain that way for [20+D10-(His Willpower)] minutes.
A figure struck by a Class A missile or thrown weapon will have his Agility lowered until the weapon is removed. Whenever a figure suffers effective
damage from a Class A Missile or Thrown weapon, it has lodged itself in the target's body and reduces his Agility by 3. The weapon remains lodged
until a Pass action is executed to remove it. When any barbed weapon is removed (arrow, spear, etc.), the figure takes D-4 damage to Fatigue (not
absorbed by armor). If the weapon is a Pole weapon, the Agility loss is 5 and the damage to remove it is D-2.