Fantasy Weapon Kit, Part 2: Weapon Abilities PDF

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You found a weapon. You can see what it is and what it is made from…but what can it actually do?

Presented here are a collection of abilities, both mundane and supernatural. Also you will find some disadvantages/curses to make things interesting.

This is the second part of the Fantasy/Medieval Weapons Kit. You do not need the first part of the kit to use this, but it is recommended.

Also any abilities mentioned can apply equal to all weapons and ammo.

As the Kit is system generic, costs and abilities are given in general terms, from 1 to 10, with 1 being the lowest and 10 being the strongest/most expensive/difficult etc. Each point could be something like 1% or 5% or even 10%, it depends on the system or feature you are using. So an item with a 10 rating would be 100%, or doubled, or a rating of 5 would do 5 points of damage etc.

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