## DESIGNING RARE WEAPONS

Weapons are the most complex rare items to design — but this also makes them one of the more unique and satisfying rewards to give!

1. Choose an existing basic weapon from the list on pages 130 and 131 —ignore the unarmed strike, improvised (melee), and improvised (ranged) weapons.
2. By default, weapons deal physical damage. If you want your weapon to deal damage of another type (air, bolt, dark, earth, fire, ice, light, poison), increase its cost by 100 zenit.
3. You may apply any of the following changes:
   - If the weapon is a two-handed weapon, you may turn it into a one-handed weapon. If you do, reduce its damage by 4.
   - If the weapon is a one-handed weapon and it does not belong to the brawling, dagger, or thrown categories, you may turn it into a two-handed weapon. If you do, increase its damage by 4.
   - You may add a +1 bonus to the weapon's Accuracy Check. If you do, increase its cost by 100 zenit. You cannot add this bonus if the weapon already grants a bonus of +1 or higher to Accuracy Checks.
   - You may increase the weapon's damage by 4. If you do, increase its cost by 200 zenit.
   - You may modify the Attributes required by the Accuracy Check, but tread carefully: much of a weapon Category's "feel" and balance comes from the Attributes it relies on. Accuracy Checks relying on a single Attribute are worth 50 more zenit than those relying on two different Attributes.
4. Finally, you may give the weapon a single Quality chosen from the list on the right or use the sample abilities as a guideline to come up with a custom effect. This increases the final cost of the item by a variable amount.

If a weapon has a final damage modifier of +10 or higher, that weapon automatically becomes a martial weapon (E).