Super Smash Quest - Season 2 (Early) - System - Piercing Weapons


Piercing Weapons

Piercing Weapons are relatively weak in comparison to Slashing and Bashing weapons, but most of them carry the benefits of being small, easily concealed, and easily dual wielded. The larger ones, like Halberds, carry the ability to trip foes. What's more, this is the only class of weapon that does a stabbing attack with every blow.

Special Properties
Property Description
Starter Weapon Begin with this weapon.
Heavy -1 Penalty to all attacks due to weight. Penalty stacks when dual wielding.
Very Heavy -2 penalty to all attacks due to weight.
Extremely Heavy -3 penalty to all attacks due to weight.

Mythril

As strong as Titanium, but lighter! +2 weight bonus. Does not stack when dual weilding.
Two Handed Requires use of both hands; cannot use other items when drawn. Cannot dual wield, cannot make double-edged. -1 in number of attacks in a combo. Requires a STR of 6 or higher to use.
Light +2 bonus to all attacks due to weight. Negated when dual wielding.
Double Edged (by request) Doubles the damage roll (ex: d5 becomes 2d5). -5 penalty to all attacks due to difficulty of handling. Anything bigger than a light weapon with a -1 dual wielding penalty requires the use of both hands.
Dual Wielded Requires use of both hands. Doubles the damage roll (ex: d5 becomes 2d5). -5 penalty to attacks due to difficulty. Cannot dual wield Very Heavy or Two Handed weapons.
Dual Wielding Penalty Some light weapons are heavier than others, and thus, more difficult to use when fighting with two at once.

Knives, Daggers, Short Swords
Weapon Name Damage Special Properties Price

Butterknife

None

Starter Weapon

Free

Iron Knife

+1

Light

100

Steel Knife

+d3

Light

200

Titanium Knife

+d6

Light

400

Mythril Knife

+d6

Light; Mythril

1000

Adamantium Knife

+d8

Light

1000

Iron Dagger

+d2

-1 dual wielding penalty; Light 200

Steel Dagger

+d4

-1 dual wielding penalty; Light 400

Titanium Dagger

+d7

-1 dual wielding penalty; Light 800
Mythril Dagger +d7 Mythril, -1 dual wielding penalty; Light 1600
Adamantium Dagger +d9 -1 dual wielding penalty; Light 1600
Iron Short Sword +d3 -2 dual wielding penalty; Light 300
Steel Short Sword +d5 -2 dual wielding penalty; Light 600
Titanium Short Sword +d8 -2 dual wielding penalty; Light 1200
Mythril Short Sword +d8 Mythril; -2 dual wielding penalty; Light 2400
Adamantium Short Sword +d10 -2 Dual Wielding penalty; Light 2400

Polearms
Weapon Name Damage Special Properties Price

Wooden stick with big glass chunk in it

None

Starter Weapon, Two Handed

Free

Iron Halberd

+d3

Two Handed

250

Steel Halberd

+d5

Two Handed 650

Titanium Halberd

+d8

Two Handed 1050

Mythril Halberd

+d8

Two Handed; Mythril 2100

Adamantium Halberd

+d11

Two Handed 2100

Iron Guisarme

+d4

Heavy; Two Handed 300

Steel Guisarme

+d6

Heavy; Two Handed 700

Titanium Guisarme

+d9

Heavy; Two Handed 1200
Mythril Guisarme +d9 Heavy; Two Handed; Mythril 2400
Adamantium Guisarme +d12 Heavy; Two Handed 2400
Iron Lance +d5 Very Heavy; Two Handed 350
Steel Lance +d7 Very Heavy; Two Handed 750
Titanium Lance +d10 Very Heavy; Two Handed 1150
Mythril Lance +d10 Very Heavy; Two Handed; Mythril 2300
Adamantium Lance +d13 Very Heavy; Two Handed 2300