Weapons can inflict two kinds of damage depending on the context of w hen they are used. All weapons' damage ratings are expressed in the form of +X/+Y where X is the First Intention Damage Rating and Y is the Second Intention Damage Rating.
There are two kinds of weapons:
All weapons cost 50 coins when new, 40 when used and most retailers will buy your used weapons for 25 coins. Successfully rolling Commerce with Cunning could allow you to adjust these values up or down based on context and GM fiat.
First Intention Damage is the damage your weapon inflicts when everything goes according to plan and you employ the very best technique in making the attack happen. First Intention Damage is inflicted when you attack on your turn (see Full Actions) during Combat.
Second Intention Damage is inflicted when you are frantically trying to squeeze in hits that you did not plan for. It is most often inflicted outside of your turn in combat such as during the Aftermath step of Combat (see Aftermath).
Every weapon lists a single skill that you use in order to wield that weapon in combat. Such skills include Archery, Fencing, Polearms, etc..
Despite what some may say, size actually does matter. Each weapon has a number representing its size. This number determines how easily the weapon can be made ready for combat (see Arm Yourself) as well as how difficult it is to conceal (you filthy, sneaky git).
To conceal your weapon, roll your Guile with either Cunning or Grace (whichever is lower). The roll’s value is your Concealment Level for that weapon.
If anybody is studying you, the investigator will roll Notice or Empathy with Awareness against your Concealment Level and multiply the roll’s final value by the size of the weapon in question. Compare that product to your Concealment Level.