New Athasian Weapons
Name
Cost
Weight
Size
Type
Speed
S-M
L
Drake's Paw (Mallet)
19 cp
9
M
B+S
8
1d6+2
1d6+1
The Drake's Paw is a rather hefty weapon that utilizes its upper weight for bludgeoning, and its sharp "claws" for a raking effect. In combat, it is swung over the head. The "head" of the Drake's Paw bludgeons the opponent. As the Paw is brought downward, the sharp claws mounted atop its head scrape the victim. Alone, these spikes would cause negligible damage, but because of the force that the weapon strikes with, these sharp blades are lethal.
The Drake's Paw is very costly, and this is because of the amount of work put into it. The claws are usually taken from Tembo's, and these are attached to a square block of stone. The stone is then placed in a hollowed out section of specially-treated Agrafari wood (to give the weapon its extra weight), and attached securely with ropes and a sticky glue made from Ganda cacti.
Proficient Use: Because of the Drake's Paws unweildy design, proficient characters still suffer a penalty (of -1) to their Thac0. Note, however, that a character using the Drake's Paw without a proficiency suffers an additional -1 penalty to their Thac0. This rule does not pertain to gladiators.
Specialized Use: Only with specialization can a warrior utilize the Drake's Paw's real power. Not only does the -1 Thac0 penalty disappear, but damage is also increased by a whole die (e.g. 1d8+2 instead of 1d6+2 damage). Weapon speed is also dropped by two points.
Name
Cost
Weight
Size
Type
Speed
S-M
L
Gun'mah (Mallet)
15 cp
13
L
B
13
2d4
3d4
The Gun'mah is an enormous club made from the spine of the A'sinmah cactus. This hefty weapon is a bit over eight feet long, with the club head taking up about one foot of the total size. To weild the Gun'mah requires a strength of 20 or greater, and a height of at least six feet. Half-Giants using this weapon have a weapon speed of 8.
Proficient Use: With a proficiency is this large mallet, the user can perform not only crushing manuevers, but also advanced techniques such as upper-cuts. With the upper-cut, the weilder swings the club in an under-hand fashion. If a successful hit is scored, the victim is knocked down. To successfully execute this maneuver, the wielder is penalized -3 points to his Thac0.
Specialized Use: With specialization, the Gun'mah can be thrown as a missile weapon. The range is for the throw is 2-4-6 and only a -1 penalty is subtracted from the To-Hit roll.
Name
Cost
Weight
Size
Type
Speed
S-M
L
Si-Gun'mah
22 cp
14
L
B/P
13
2d4+2
3d4+1
(Spiked mallet)
The Si-Gun'mah is very similar to the Gun'mah. The one difference would be the sharp extension to the mallet's head. The head's right side is shaped into a large pinnacle. This adds more weight to the blow, as well as causing peircing damage. Like the Gun'mah, it too requires a strength of 20 to use, and Half-Giants subtract 5 points from the weapons speed factor.
Proficient Use: The Si-Gun'mah's uses are the same as the Gun'mah's.
Specialized Uses: The Si-Gun'mah's uses are the same as the Gun'mah's.
Name
Cost
Weight
Size
Type
Speed
S-M
L
Roxa
1 cp
1
S
S
1
1
1
The Roxa is a weapon commonly used by Jaszt when performing in the arena, but functions equally well in the hands of less "foppish" folk. Roxa's are long, thin razors made from the sharp spines of the Jamara turtle. They are light beige in color, and most are between twelve and fifteen inches in length.
Proficient Use: With a proficiency in the Roxa, the wielder can make a called shot for an artery. The victim must be one the attacker has seen before, and the victims circulatory sytem must be understood. When an artery is opened, all bleeding damage is double every round, for up to eight damage.
Specialized uses: With a specialization in the Roxa, any non-Jaszt can learn one of their special moves, and any Jaszt gets +1 to his Thac0 roll.
Name
Cost
Weight
Size
Type
Speed
S-M
L
Sonohara
2cp
1
S
P
2
2
1
The sonohara are small blades made to extend below the fighter's feet. A mechanism allows the combatant to push the blade down, so that the cutter isn't always getting in the way. This weapon was made to make kicking attacks lethal, and the damage is actually added on the the kick attack. Unlike a regular kick, the sonohara's blade makes all damage recieved permanent. It is usually constructed out of bone, but obsidian and metal works just as well.
If the blades are left out after the kick is made, the fighter must make a Dexterity check with a -2 penalty every round to stay footed.
Proficient Use: A proficiency in this weapon allows the fighter to push the blade down, and then back up during the combat round.
Specialized Use: With a specialization in the Sonohara, the user needs not make the Dexterity check for having the blade down while moving.