Air Force Fan

The Air Force Fan is an aerial drone version of a war fan that can cut through the atmosphere at supersonic speeds and can cleave enemies with dangerous air currents. It is guided by two smaller side fans that act as wings, as well as two rotating cooling fans that help is accelerate.

Because this weapon is large and cumbersome, it is rarely used by people, but it’s a favorite weapon of the Ruḥot wind spirits.

The fan’s shoresh root is אורר, which governs air, fans and airplanes.

 

 

Arid Annihilator Sword

The Arid Annihilator will evaporate the enemy's chances at victory.

The Arid Annihilator Sword is a cut-and-dried weapon used by many warriors in the Milḥamah War. Its slash wreaks havoc on an enemy’s body, but the blade rarely gets bloody since all liquids quickly dissolve or evaporate upon its surface. However, wielders have to watch out for dehydration, so they usually use this sword for limited amounts of time.

The weapon is based on the חרב shoresh root, which has to do with destruction, droughts and carob.

Arid Annihilator Sword in Milhamah RPG

Shoresh: חרב
Gematria: 210
Type: Melee Weapon: Sword
Handedness: One
Rarity: Lv. 2 (Silver)
Value: ₪2400
Size: Medium
Encumbrance: I triomino
Base Attribute Modifiers: CRE+1D, GRA+1D
Skill Modifiers: Intimidation +1D
Damage type:
Heat, Slashing
Semantic Domains: Weapon, Destroy, Dry, Liquid Removal, Weather, Agriculture
Speech acts:

  • Drought of Destruction (חרב): Qal stance. The user dwells on fiery anger or passion, imbuing his body with hydrophobic heat and causing the moisture to evaporate from objects and the air within a spherical area. The affected area might also be prone to cosmetic heat haze. 
    • Noncombat: Roll DOM or VIG to hit. On average (3S), this speech act has a higher cost (2 MP), takes two items with relevant semantic domains to prepare, two minutes to enact, lasts up to two hours and covers a radius of about 100 meters (or 300 feet). It is difficult (2S minimum required) to control well.
    • Success: The air in the affected area feels dry, plants may wither and living beings may get thirsty or fatigued. In areas with high moisture or lots of water, this skill might not actually harm ordinary living creatures and instead, for instance, evaporate pools of water or dry out soaked clothes. But in temperate or already dry climates, it may do combat damage.
    • Failure to hit: Failure can mean no dehydration occurs, or the area becomes wetter and more humid. Botching can cause the user to take 1DN Dry damage, and 1 Wound (ignoring armor) if the user has Water or Wet semantic domains. In addition, botching may cause combat damage to targets in range when unintended.
    • Combat Damage: When intending to harm, this skill on average does Success Margin +1DN Dry damage, and 1 Wound (ignoring armor) if the user has Water or Wet semantic domains.

Freezing Flag

Gadielah Hagdalah waves the banner for 'Ivrit.

 

The Freezing Flag is a large banner that, in the hands of a semaphore martial arts user, waves a brutally frigid arctic wind toward enemies. The most common kind of Freezing Flag, used by the ‘Ivrit Revival Movement, have the organization’s logo on it.

Shoresh: דגל
Gematria: 40
Type: Melee Weapon: Banner
Handedness: One or Two
Rarity: Lv. 15 (Aquamarine)
Value: ₪1200
Size: Large
Encumbrance: J Right tetromino
Base Attribute Modifiers: CRE+1D, GRA+1D
Damage type: Frigid, Slashing
Semantic Domains: Sign/Symbol
Speech acts:

  • Fraud Flag Flight (דגל): Qal stance. The user whips a flaglike object above him in a circle, causing him to rise and fly off the ground in an unpredictable way. 
    • Noncombat:
      • Ascent: Using one hand, you may whip a nonliving flag, rod or cloth object above your head and spin it quickly. Roll GRA-1D+Trickery. X successes = the ability to levitate up to X * 10 feet (40 feet maximum) off the ground for up to X minutes (maximum four).
      • Descent: You have limited control on where and how you land. Landing is a base Difficult (4 success) task. Failure means going somewhere undesirable at the Narrator’s discretion. Botching means falling and potentially taking associated damage.
    • Combat To Hit: Moderate range, aerial attack, touch spread, roll GRA+1D+Trickery. If user botches, he may fall or fly off somewhere undesirable. If defending, may flip opponent’s frozen die after first roll.
    • Combat Damage: Success margin + 1DN bashing damage. 
  • Arctic scar (גלד): Hif’il stance. Using quick swipes, the user sends slashes of sleet to cut down a target.
    • Noncombat: Roll WIS+Medicine on a base Challenging (3 Success) test. If successful, a soft version of this skill may place an icy crust over a wound caused by slashing or piercing, suspending the bleeding status for four hours.
    • Offensive To Hit: Moderate range, moderate spread, roll CRE. 
    • Offensive Damage: Success margin + 1DN frigid damage. On a natural success, slashing damage is added, and target must make a successful GRA save or take wounds, or get bleeding status.

Jagged Point

The Jagged Point is sharp.

The Jagged Point is a common javelin that the ‘Ivrit Revival Movement uses in ranged melee combat. Its mysterious iron alloy tip easily pierces most armor. Two sharp blades orbit and swirl around the spiked spearhead, giving it slashing as well as piercing damage. But only the most sharp-witted warriors can wield this without injuring themselves.

Shoresh: חדד
Gematria: 16
Type: Thrown Ranged Weapon: Javelin
Handedness: Two (Melee) or One (Thrown Ranged)
Rarity: Carnelian
Value: ₪1750
Size: Large
Encumbrance: Vertical I triomono
Base Attribute Modifiers: CRE+1D, WIS+1D
Damage type: Piercing or slashing
Speech acts:

  • Stay Sharp (חדד): Hif’il stance, A quick-witted maneuver transforms a held object, covering it in metal spikes and razor-sharp edges, plunging into the target.
    • Noncombat: May convert a held, nonliving object into a spiked or edged one for six hours. Base difficulty is based on size of target: 1S needed per object’s encumbrance square. If successful, uncareful contact with the object will cause piercing or slashing 1DN damage per touch on unarmored skin. Also, the object may be used as an improvised melee or thrown weapon. (See combat.)
    • Combat To Hit: Moderate range, no spread, CRE+1D or GRA+1D or WIS. If user botches while making a non-CRE roll, user damages self.
    • Combat Damage: Success margin + 1DN slashing or piercing damage. On a natural success, target armor is ignored, and target must make a successful GRA save or take wounds, or get bleeding status.