What is a Weapon Proficiency?

Characters need to be proficient with a type of weapon to use it efficiently. While it is technically possible to use a weapon without proficiency, doing so incurs Disadvantage 1 on each offensive or defensive action taken with that weapon.
GM Note: Creatures (i.e. non-Characters) are always assumed to be proficient with their equipped weapons, both crafted and natural.

Weapon types

Primary Weapon Types

There are six primary weapon types a character can be proficient with. Each weapon type has subtypes, each of which can be raised as a proficiency value.

Blunt Weapons

Subtypes: Clubs, Hammers, Staffs

Slashing Weapons

Subtypes: Axes, Polearms, Swords

Stabbing Weapons

Subtypes: Daggers, Polearms, Swords

Ranged Weapons

Subtypes: Bows, Crossbows, Slings, Thrown

Defensive Weapons

Subtypes: Shields

Secondary Weapon Types

Additionally, there are two more weapon types meant as catch-all categories for anything that does not fit into the above types.

Natural Weapons

Subtype examples: Primitive (universal term for Fists, Teeth, Tentacles) …

Exotic Weapons

Subtype examples: Needles, Sickles, Whips …

Proficiency Tiers

There are multiple tiers to each proficiency, each with an increasing SP cost.

  • Beginner:
    Can use weapons of this type without Disadvantage.
    Cost: 10 SP
  • Intermediate:
    Can use complex weapons of this type without Disadvantage.
    Can switch to weapons of this type as a reaction.
    Cost: 20 SP
  • Adept:
    After using an attack action to execute a basic attack, can use one additional unmodified basic attack or Weapon Skill as a Free Action.
    Cost: 30 SP
  • Expert:
    Total EN cost of Weapon Skills is reduced by 1.
    Cost: 40 SP
  • Master:
    After using an attack action to execute a basic attack, can use two additional unmodified basic attacks or Weapon Skills as Free Actions.
    Cost: 50 SP

Proficiency Values

Investing SP into specific weapon subtypes directly increases a character's attack, parry, and block values with that subtype, provided the character is proficient with the weapon type. Each point in a proficiency value increases said values by one.
It is highly advisable to do so for at least one weapon; otherwise the character might find themselves utterly helpless in combat.

Raising Proficiency Values

Proficiency Values are raised just like Attributes, meaning an increase costs as much as the target amount. Raising a Proficiency Value from 0 to 1 costs 1 SP, raising it from 3 to 4 costs 4 SP,, and raising it from 0 to 4 in one go would cost 10 SP.

Example

The character John Fighter just found a powerful longsword in a treasure chest. To use it effectively, he needs at least a proficiency tier of Beginner in Slashing Weapons, which costs 10 SP. However, he opts to immediately buy the Intermediate tier to be able to swap between his new sword and his favourite warhammer on a whim, costing 30 SP total.
Afterwards, he chooses to invest 6 additional SP to raise his Proficiency Value in Swords from 0 to 3 to have a better chance of actually hitting enemies with his new weapon.