Some RCFG Weapon Descriptions
Lariat (R C): This is simply a piece of rope, generally 20 feet long, tied into a lasso.
A successful hit ropes the target. A roped target has a –2 penalty to attack rolls, and a –4 penalty on effective Dexterity (and thus a –2 penalty on AC).
If the wielder succeeds on an opposed Prowess AS, he or she can limit the movement of the entangled foe by the length of the rope. If the wielder wins the opposed Prowess AS by 5 or more, a mounted foe can be pulled from its mount, inflicting falling damage. If mounted, the wielder may add the Prowess of the mount to any opposed Prowess AS if the lariat is attached to the pommel of the mount’s saddle.
A roped creature can escape with an Escape Artist check (DC 20) or a DC 25 Prowess AS.
A lariat has reach, the range of which is determined by the length of the rope (usually 20 feet).
A critical hit with a lariat can trip an opponent, or can pin limbs (with a 25% chance of pinning each limb).
A lariat can only use a lariat against creatures between Tiny and Large size, inclusive.
Longbow (2): A longbow is too unwieldy to use while are mounted. If using the optional Pull Strength rule (see sidebar), the maximum pull strength of a longbow is +2.
Longbow, Composite (2): A composite longbow can be used while mounted. If using the optional Pull Strength rule (see sidebar), the minimum pull strength of a composite longbow is +1.
Main Gauche (T C): This is a parrying dagger, meant to be used as an off-handed weapon. It often has an elaborate hilt, similar to those found on larger fencing blades, to aid in blocking and disarming manoeuvres.
A critical hit with a main gauche can disarm instead of causing damage.
Mancatcher (R 2 C): The mancatcher consists of a large rattan loop on the end of a wooden pole.
On a critical hit, the loop is dropped around the target, instead of additional damage.
If an opposed Prowess AS is successful, the person wielding the mancatcher can limit the movement of the entangled foe by the length of the pole (10 feet). If the creature caught in the mancatcher attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.
A creature can escape from a mancatcher by making an Escape Artist check (DC 20), or by making a Prowess AS (DC 30).
For an additional 2 gp. A spike may be seated at the base of the loop, where it attaches to the pole. The spike can be extended as a Reaction to make things more difficult for the captured foe, imposing a –4 penalty to all checks for the creature within the loop. Moreover, if the person in the loop attempts the Prowess AS, it takes an automatic 1d6 damage from the spike.
A mancatcher has 10-foot reach, and cannot be used against adjacent foes.
It is only effective on foes of sizes Small to Large, inclusive. It is only effective on foes with a discernable head and neck.