Agent skill

weapon-creator

Create weapons for World of Darkness games. Handles melee weapons (swords, clubs, knives), ranged weapons (firearms), and thrown weapons (knives, axes, spears). Designs mechanically balanced weapons with appropriate difficulty, damage, concealability, and type-specific stats. Triggers: create a weapon, design a gun, stat up a sword, WoD weapon, need stats for [weapon].

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Install this agent skill to your Project

npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/other/weapon-creator

SKILL.md

Weapon Creator

Design mechanically valid weapons for World of Darkness.

Weapon Types

Type Roll Damage Special Stats
Melee Dex + Melee Str + X —
Ranged Dex + Firearms or Athletics* Fixed or Str + X Range, Rate, Clip
Thrown Dex + Athletics Str + X Range = Str × 3/6/9 yards

*Firearms use Dex + Firearms; muscle-powered (bows, crossbows) use Dex + Athletics

Core Statistics

Difficulty

Base difficulty is 6, modified by weapon balance/handling.

Mod Meaning
-1 Easy, well-balanced
0 Standard
+1 Awkward, requires skill
+2 Very difficult

Damage Type

Code Type Examples
B Bashing Clubs, fists, rubber bullets
L Lethal Blades, bullets, arrows
A Aggravated Fire, supernatural (rare)

Concealability

Code Level Examples
P Pocket Knife, derringer, shuriken
J Jacket Pistol, stake, throwing axe
T Trenchcoat Sword, SMG, sawed-off shotgun
N None Rifle, two-handed sword, spear

Type-Specific Guidelines

Melee Weapons

Damage (added to Strength):

Damage Category Examples
+0 Minimal Brass knuckles, small improvised
+1 Light Knife, small club
+2 Medium Sword, axe, baseball bat
+3 Heavy Large sword, fire axe
+4+ Exceptional Two-handed, masterwork

Categories: Light (fast, concealable), Medium (balanced), Heavy (powerful, obvious), Improvised (+1 diff)

Ranged Weapons

Firearms (Dex + Firearms, fixed damage):

Damage Examples
4 Light pistol (.22, .25)
5 Medium pistol (9mm)
6 Heavy pistol (.45, .357)
7 Shotgun, SMG
8 Rifle
9+ Heavy weapons

Bows/Crossbows (Dex + Athletics):

  • Bows: Str +1 to +3 (draw strength matters)
  • Crossbows: Fixed damage 5-6 (mechanical draw)

Range (yards):

Range Examples
12-30 Pistols
40 SMGs
50 Shotguns
60-120 Bows, crossbows
200+ Rifles

Rate (shots/turn): 1 (bolt/crossbow) to 4+ (full auto)

Clip: Ammunition capacity (firearms only)

Thrown Weapons

Damage (added to Strength):

Damage Examples
Str +0 Stones, darts
Str +1 Throwing knives, shuriken
Str +2 Throwing axes, spears
Str +3 Heavy javelins

Range (based on thrower's Strength):

  • Short: Str × 3 yards (no penalty)
  • Medium: Str × 6 yards (+1 diff)
  • Long: Str × 9 yards (+2 diff)

Creation Workflow

  1. Concept: What weapon? Make/model or type? Cultural origin?
  2. Type: Melee, Ranged, or Thrown?
  3. Difficulty: Based on balance/handling
  4. Damage: Based on size/caliber/design
  5. Damage Type: Usually L for blades/bullets, B for blunt
  6. Concealability: Based on physical size
  7. Type-specific: Range/Rate/Clip for ranged; range mod for thrown
  8. Description: Appearance, history, combat role

Validation Checklist

  • Damage matches weapon size/caliber
  • Difficulty reflects handling complexity
  • Concealability matches physical dimensions
  • Damage type appropriate (blades=L, blunt=B)
  • Ranged: Range/Rate/Clip realistic for weapon type
  • Thrown: Range modifier noted if non-standard

Output Format

See references/output-templates.md for type-specific formats.

Quick stat line formats:

  • Melee: Damage: Str +X [L/B] | Diff: 6±X | Conceal: [P/J/T/N]
  • Ranged: Damage: X L | Range: X | Rate: X | Clip: X | Conceal: [P/J/T/N]
  • Thrown: Damage: Str +X [L/B] | Diff: 6±X | Conceal: [P/J/T/N]

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