Weapons

Every weapon has a Type — Melee (M), Ranged (R), or Special (S) — a Use (1-Hand or 2-Hand), a Damage die, an Encumbrance value, and zero or more Traits drawn from /equipment/weapon-properties/.

Brawn Requirement

Some heavier weapons list a minimum Brawn score to wield effectively. If your Brawn is below the listed value, you suffer Strain on Attack Trials made with that weapon. Weapons without a listed Brawn requirement have none.

Range

Ranged weapons list two numbers, such as “80/400 ft” — the first is normal range, the second is long range. Attacks beyond normal range but within long range suffer Strain.

See /equipment/weapons/ for the full catalog, and /equipment/weapon-properties/ for what each Trait does.

A weapon’s Encumbrance value counts toward your available Pack or Quick Slots — see /equipment/inventory-overview.md.

Weapons

The full weapons table — sortable by type, weight, and encumbrance.

Name Type Use DamageWeight Enc Brawn Traits
BattleaxeMelee1-hand1d841Savage, Versatile
BombDraftSpecial1-handper formula + Ego modifier
ClubMelee1-hand1d621Light, Impact
DaggerMelee1-hand1d411Light, Throw
FlailMelee1-hand1d851Crush 1, Crash
GlaiveMelee2-hand1d107214Reach, Crash
GreataxeMelee2-hand1d107215Cleave, Savage, Heavy
GreatswordMelee2-hand1d126213Heavy, Cleave
HalberdMelee2-hand1d108214Reach, Savage
Hand AxeMelee1-hand1d621Throw, Savage
Heavy CrossbowRanged2-hand1d109216Reload, Heavy, Pierce H, Stagger
Light CrossbowRanged2-hand1d852Reload, Pierce M, Stagger
LongswordMelee1-hand1d831Versatile, Balance
MaceMelee1-hand1d841Crush 2, Impact
MaulMelee2-hand1d1210216Heavy, Stagger, Crash
PikeMelee2-hand1d89215Reach, Pierce H
QuarterstaffMelee1-hand1d641Versatile, Balance, Crash
RapierMelee1-hand1d821Pierce M, Balance
ShortbowRanged2-hand1d621Light, Balance
ShortswordMelee1-hand1d621Light, Balance
SlingRanged1-hand1d611Light, Stagger
SpearMelee1-hand1d631Reach, Throw, Pierce L
Throwing BladesRanged1-hand1d421Light, Savage
WarbowRanged2-hand1d83215Heavy, Impact
WarhammerMelee1-hand1d105113Versatile, Crush 3, Impact
WhipMelee1-hand1d421Reach, Crash, Balance

26 weapons

Weapon Properties

What each weapon trait actually does in play.

Name Description
BalanceYou may reroll Hero Dice used to modify attack rolls with this weapon once per attack.
CleaveIf this weapon reduces a target to 0 HP, any remaining damage is dealt to a creature adjacent to the target.
CrashOn a Strong Success, you may choose to knock the target Prone or push them 5 feet in any direction instead of dealing damage. If you spend 1 Hero Die, you still deal damage equal to the Hero Die's result. This does not work on targets larger than you or those anchored in place.
Crush 1On a Strong Success, reduces the target's Block Rating by 1. If the target has a shield, the shield takes the damage first. A broken shield no longer protects against Pierce.
Crush 2On a Strong Success, reduces the target's Block Rating by 2. If the target has a shield, the shield takes the damage first. A broken shield no longer protects against Pierce.
Crush 3On a Strong Success, reduces the target's Block Rating by 3. If the target has a shield, the shield takes the damage first. A broken shield no longer protects against Pierce.
HeavyThis weapon can make a Heavy Attack (2 Action Points).
ImpactEven if an attack misses, this weapon still deals damage equal to the wielder's Brawn modifier.
LightThis weapon can make a Light Attack (1 Action Point).
Pierce HIgnores the target's Block Rating for Heavy (H) armor.
Pierce LIgnores the target's Block Rating for Light (L) armor.
Pierce MIgnores the target's Block Rating for Medium (M) armor.
ReachThis weapon can attack enemies up to 10 feet away.
ReloadThis weapon requires the Reload action between attacks. Reloading costs 1 Action Point.
SavageOn a Strong Success, you may expend Hero Dice to deal additional damage. Roll the dice and add the total to the damage.
StaggerOn a Strong Success, the target gains the Staggered status effect and loses 1 Action Point on their next turn.
ThrowThis weapon can be thrown at a target up to 15 feet (long range 45 feet). Retrieving it requires an action.
VersatileThis weapon can be wielded one-handed or two-handed. When wielded in two hands, it can make a Heavy Attack (2 Action Points).

18 properties

Armor

Armor

Armor has a Block Rating. If physical damage dealt does not exceed the Block Rating, no damage is taken. If it exceeds the rating, the excess damage is taken. Certain weapon properties can bypass or reduce this block (see Crush and Pierce in /equipment/weapon-properties/).

Armor does not grant a large bonus to Guard or change how Defensive Ratings are calculated. Instead, it blocks a certain number of hits outright. Some armor blocks more; some blocks a modest amount while also providing a small Guard bonus. Certain weapon properties are specifically effective against armor, or bypass its block entirely.

Armor Types

Armor generally falls into one of three categories based on the protection it offers, plus a separate Shield category:

Light Armor

Loose and flexible enough to offer minimal hindrance to your actions. Some types can even be worn discreetly under or as part of normal clothing.

Medium Armor

Noisier and bulkier — chain links, metal plates, or hardened leather. Cannot be worn discreetly. Applies its Encumbrance value as a penalty on all Brawn, Agility, and Vitality Trials.

Heavy Armor

The bulkiest and toughest armor available — gleaming mail coats and shining plate. Applies its Encumbrance value as a penalty the same way Medium Armor does, but Heavy Armor’s Encumbrance values run higher given its greater bulk and protection.

Shields

Worn on an arm rather than the body, contributing Block on top of whatever body armor is worn.

Brawn Requirement

Like weapons, some armor lists a minimum Brawn score to wear effectively — see the armor entries in /equipment/armor/ for each piece’s specific requirement, where one applies.

Rebuilt against the current system: source text cited “Strength (Might), Dexterity (Acrobatics, Cunning, Sneak), and Constitution (Endurance)” — remapped to Brawn, Agility, and Vitality per the same conversion locked for Heritage. “Might” survives as a current Brawn skill; “Acrobatics” and “Endurance” don’t exist as current skill names, so this page states the affected attributes generally rather than naming specific skills that may not be the right fit — a call worth revisiting if you want the flavor text to name skills explicitly again.

Name Type Block Enc Brawn Cost
BrigandineHeavy12215200 gp
BucklerShield1110 gp
Buff CoatLight5010 gp
CuirassMedium10314300 gp
GambesonLight6120 gp
HauberkHeavy13316300 gp
JackMedium821150 gp
KiteShield321320 gp
Mail ShirtMedium9113150 gp
PlateHeavy143172000 gp
TargeShield211015 gp
War ShirtLight405 gp

12 armor

Inventory

A character’s inventory is based on a number of slots available rather than measured in weight. There are three types of slots: Quick Slots, Pack Slots, and Encumbrance Slots. Every character is assumed to have a backpack, sack, belt pouch, or similar container to carry their gear — these containers do not take up a slot. Clothing and other worn articles (bracers, boots, cloaks, armor, and the like) also do not take up a slot.

Quick Slots

You have 5 Quick Slots. Use these for a weapon you want ready for combat, a potion, or some other readily accessible tool. Retrieve an item from a Quick Slot with the Quick Action.

Pack Slots

You have 10 Pack Slots, plus your Brawn modifier, to carry your adventuring gear. For example, a Brawn score of 16 (+2 modifier) grants 12 Pack Slots.

Some items are small enough (a candle, a piece of chalk) that several of them only take up one slot, as noted in the item’s own description. Larger or bulkier items may take up more than one slot. Retrieve a stored item from a Pack Slot with the Retrieve Item action.

Encumbrance Slots

You have 3 Encumbrance Slots that extend your Pack Slots beyond their normal capacity. While any Encumbrance Slot is in use, you have the Hobbled status effect.