This is a tool to generate simple but interesting weapons/loot for OSR games (although it's so simple that it could probably be applied to other systems as well). Below is the table to manually construct the weapons, and below that are some automatic generators.
This hack takes elements of weapon rules from Cypher System and the Powered by the Apocalypse game Uncharted Worlds. The basic principle is that any kind of simple weapon can be constructed from a base, and a number of qualities. There is a cost associated with those qualities which could be thought of as the weapon level, or converted to a 1point = Xgold system.
In place of whatever starting weapon your class would start with, you can instead construct a level 0-1 weapon, either randomly or by what would make sense for your character.
For level 0, just pick a base form. For level 1, add one quality with 1 cost.
Despite the fact that this generator is designed so that short-long range has a cost of 1-3 respectively, it would be unreasonable to let a player take short/medium range for free, or long range at cost 1 (or maybe even make that free as well).
Decide on a weapon level or randomly roll for level. Depending on how powerful you want the weapon to be, one could recommend something like level 1d4, 1d4+1, 1d6, 1d6+1. If you add too many qualities it might get a bit out of hand. You could potentially also make it relative to the HD of the enemy holding it.
As a new character starting weapon, range could be handled in an alternative way. By default, the random distribution is uniform so the probability of rolling for even just short range is pretty low, and you'd have to randomly roll range 3 times to get long range. Instead, you could roll 1d4, where 1 in 4 is ranged, and an additional 1d4, where 1 = reach quality, 2 = short range quality, etc., prior to rolling other qualities.
For the original post, refer to Weird & Wonderful's blog.
Roll on "Base Qualities"
Roll on "Individual Qualities" d4 times
d3 | Base Form | Base Qualities |
---|---|---|
1 |
Light |
1d4, +1 AB, One-handed, Concealable as free feature |
2 |
Medium |
1d6, One-handed |
3 |
Heavy |
1d8, Two-handed |
d30 | Quality | Description | Cost |
---|---|---|---|
1 |
Area of effect |
Each upgrade increases area of AoE (close, short, medium, long). |
2 |
2 |
Attached |
Attached to gauntlet or armor, leaving hand free. |
1 |
3 |
Bonded |
Weapon only usable by owner, cannot be removed from person without consent. |
2 |
4 |
Breaking |
Can be used to target and break objects at no disadvantage. |
1 |
5 |
Concealable |
Can be hidden from view. |
1 |
6 |
Concussive |
Creates a burst of sound or light on impact to deafen/blind/temporarily stun. |
1 |
7 |
Deadly |
Each upgrade increase attack die (up to d10). |
2 |
8 |
Elemental: Air |
Has properties related to air (e.g. can subtly manipulate winds, harness electricity). |
1 |
9 |
Elemental: Earth |
Has properties related to earth (e.g. benefits to mining). |
1 |
10 |
Elemental: Fire |
Has properties related to fire (e.g. produces heat/light, can cause burning). |
1 |
11 |
Elemental: Metal |
Has properties related to metal (e.g. benefits to blacksmithing). |
1 |
12 |
Elemental: Water |
Has properties related to water (e.g. can extinguish fires). |
1 |
13 |
Elemental: Wood |
Has properties related to wood/plants (e.g. benefits to gardening, nature traversal). |
1 |
14 |
Flexible |
Whip or whip-like; Range (close), AoE (close), Stunning (binding), Unwieldy (-2 AB). |
1 |
15 |
Focused Area |
AoE can be focused in a line, cone, etc. Each upgrade allows a different option. |
1 |
16 |
Focused Damage |
AoE can be focused to only target specific creatures or objects. Each upgrade allows greater flexibility. |
1 |
17 |
Impacting |
Each upgrade increases range of knockback (close, short, medium, long). |
1 |
18 |
Magical |
Has general magical properties. |
1 |
19 |
Masterwork |
Each upgrade +1 AB. |
2 |
20 |
Penetrating |
Ignore armor. With second upgrade, ignore shields. AC otherwise still applies. |
2 |
21 |
Poisonous |
Can cause poisoning. |
1 |
22 |
Ranged |
Each upgrade increases range starting at short (short, medium, long). |
1 |
23 |
Reach |
Can be used at close range or thrown at no disadvantage. |
1 |
24 |
Rending |
Serration or other features cause sustained wounds and mutilation. |
1 |
25 |
Siege |
Can be used to break open structures. |
3 |
26 |
Silenced |
The weapon produces little to no sound on projection or impact. |
1 |
27 |
Spellbreaking |
Can silence spells/spellcasters on successful attack. |
2 |
28 |
Stunning |
Can be used non-lethally to incapacitate at no disadvantage. |
1 |
29 |
Suppressing |
Creates an obstacle to those in weapon range. -2 AB to anyone in range. |
1 |
30 |
Unique Appearance |
May be a well known item or associated with a well-known person or faction. |
1 |