Quoted By:
Sledgehammer
Two Handed Weapon
WANDS, PENTACLES, (Major Arcana)
Bulky, Heavy, Slow, Tiring, Long Reach, Knockdown, Brutal, Blunt, Armour Crush, Demolition, Breaching: (Doors, Walls, Masonry), Weak versus: (Swift, Thrust, Pierce, Coup-de-grace) Strong versus: (Armour, Riot Shields)
9.1kg heavy impact symmetric hardened maul head with a 1 metre handle. A variant spike maul is commonly used to drive railroad spike nails in tunnel construction.
(QM: I am still thinking about the rules for this item. Currently what I would like to do is this:)
Damage: essentially the DnD advantage roll, ie max(1d20, 1d20) so roll 2d20 and take the higher one.
Breaching / Demolition: suffer PUNISH/Trauma to add this to the higher of the 2d20 swing.
You MUST declare how much you wish to add before you draw the Tarot (ie 1d78 roll).
If you miss, the Trauma is still incurred. You can use this to demolish people as well as masonry and walls.