PropertyValue
rdfs:label
  • REd20 Improvised Weapons
rdfs:comment
  • Damage: Unlike real weapons, improvised weapons are not designed to absorb damage. They tend to shatter, bend, crumple, or fall apart after a few blows. An improvised weapon has a 50% chance of breaking each time it deals damage or, in the case of thrown objects, strikes a surface (such as a wall) or an object larger than itself. Big Club (Baseball Bat, etc.) 1d8 Bottle 1d6 Burning Torch 1d6 Chain 1d4 Chair 1d6+1 Chair Leg 1d6 Cricket Bat 1d8 Crowbar 1d6+1 Fireplace Poker 1d8 Frying Pan 1d6+1 Hammer/Wrench 1d6 Hatchet 1d6+1 Heavy Epee 1d6+2 Heavy Iron Pipe 1d8 Hedge Clippers 1d6+1 Ice Pick 1d4 Live Wire (110 volts.) 1d8+ Stuns Mace (Spray) Stuns 5d6 rounds Machete 1d8 Meat Cleaver 1d6+1 Molotov Cocktail 2d6 Pickaxe 1d8+2 Pitchfork 1d8+1 Plank 1d8 Nightstick 1d6+1 Quarterstaff1d8 Rapier 1d6
dcterms:subject
abstract
  • Damage: Unlike real weapons, improvised weapons are not designed to absorb damage. They tend to shatter, bend, crumple, or fall apart after a few blows. An improvised weapon has a 50% chance of breaking each time it deals damage or, in the case of thrown objects, strikes a surface (such as a wall) or an object larger than itself. Big Club (Baseball Bat, etc.) 1d8 Bottle 1d6 Burning Torch 1d6 Chain 1d4 Chair 1d6+1 Chair Leg 1d6 Cricket Bat 1d8 Crowbar 1d6+1 Fireplace Poker 1d8 Frying Pan 1d6+1 Hammer/Wrench 1d6 Hatchet 1d6+1 Heavy Epee 1d6+2 Heavy Iron Pipe 1d8 Hedge Clippers 1d6+1 Ice Pick 1d4 Live Wire (110 volts.) 1d8+ Stuns Mace (Spray) Stuns 5d6 rounds Machete 1d8 Meat Cleaver 1d6+1 Molotov Cocktail 2d6 Pickaxe 1d8+2 Pitchfork 1d8+1 Plank 1d8 Nightstick 1d6+1 Quarterstaff1d8 Rapier 1d6+1 Scissors 1d6 Shovel 1d8 Sickle 1d6+1 Scythe 2d6+1 Slingshot 1d6+1 Small Club 1d6 Spear/Pike 1d10+2 Taser (contact) 1d3 + Stun Thrown Rock 1d4 Wood Axe 1d8+2