Simple melee weapons use STR as their stat, but are less effective than light or heavy weapons. Light melee weapons rely more on finesse than force, using DEX as their stat, while heavy melee weapons use STR. Modifiers to these stats are in die ranks, so a -1 would reduce a D8 to a D6, while a +1 would increase a D12 to a D16. All throwable weapons have a range of 1 (see ranged weapon rules below). A variety of situations involving melee weapons can result in a roll being disadvantaged (or other effects). Multiple situations that result in disadvantage are cumulative.
| Situation | Effect |
|---|---|
| Untrained | Disadvantaged; cannot use MPs with weapon. |
| Under D4 STR Using Heavy Weapon | Disadvantaged. |
| Small Stature Using Heavy Weapon | Disadvantaged. |
| Short Weapon When Parrying | Disadvantaged. |
| Unbalanced Weapon When Parrying | Disadvantaged. |
| Stabbing Weapon vs. Unliving Target | Disadvantaged. |
| Short vs. Regular or Long Weapon | Target gets opportunity attack first, unless grabbed. |
| Regular vs. Long Weapon | Target gets opportunity attack first, unless grabbed. |
| Mounted Attack vs. Ground Target | Advantaged if weapon is not short or 2H. |
| Attack | Simple Melee Weapons | Cost | |
|---|---|---|---|
| STR-2 | Unarmed Strike Any punch, kick, etc. Short, non-lethal. | --- | --- |
| STR-2 | Small Rock, Bottle, Tool Any small improvised weapon. Throwable, short. | 1 Hand | --- |
| STR-1 | Large Rock, Chair Any large improvised weapon. Unbalanced. | 2 Hands | --- |
| STR-1 | Short Spear, Trident Throwable. | 1 Hand | 3-5 Silver |
| STR-1 | Staff Includes farming implements. | 2 Hands | 1-2 Silver |
| STR-1 | Short Club Any simple blunt weapon. Short. | 1 Hand | 1-2 Silver |
| STR | Large Club Unbalanced. | 2 Hands | 2-3 Silver |
| Attack | Light Melee Weapons | Cost | |
|---|---|---|---|
| DEX-2 | Knife, Dagger Throwable, free to ready, short. | 1 Hand | 2-5 Silver |
| DEX-1 | Small Axe, Kukri Throwable, short. | 1 Hand | 3-5 Silver |
| DEX-1 | Short Sword, Rapier, Saber Any decent-sized light bladed weapon. | 1 Hand | 2-20 Gold |
| DEX-1 | Fighting Net No damage, disarms or entangles with hit. Throwable. | 1 Hand | 1-2 Silver |
| DEX-2 | Bullwhip Can disarm with an extra action on a hit, cannot parry. | 1 Hand | 2-3 Silver |
| DEX-2 | Long Chain Can grapple with an extra action on a hit. Unbalanced. | 2 Hands | 3-5 Silver |
| Attack | Heavy Melee Weapons | Cost | |
|---|---|---|---|
| STR | Battleaxe, Mace, Hammer, Flail Unbalanced. | 1 Hand | 1-5 Gold |
| STR | Broadsword, Longsword, Bastard Sword Any 1H heavy blade. | 1 Hand | 5-20 Gold |
| STR+1 | Greataxe, Maul, Warhammer, Long Flail Unbalanced. | 2 Hands | 2-10 Gold |
| STR+1 | Greatsword, Claymore Any 2H heavy blade. | 2 Hands | 10-50 Gold |
| STR | Long Spear, Pike, Lance Long when used 2H or mounted. | 1 Hand or 2 Hands | 1-2 Gold |
| STR | Halberd, Glaive, Pole Axe, Ranseur, Scythe Any heavy polearm. Long. | 2 Hands | 3-5 Gold |
Ranged weapons use DEX as their stat. Modifiers to these stats are in die ranks, so a -1 would reduce a D8 to a D6, while a +1 would increase a D12 to a D16. Ranged weapons are two-handed if not stated otherwise (and reloading always takes two hands). Note that firearms are not black powder weapons; they are extremely complex alchemical devices, using rubies as ammunition (which are the same size for all firearms) and must always be single-shot weapons. A variety of situations involving ranged weapons can result in a roll being disadvantaged (or other effects). Multiple situations that result in disadvantage are cumulative.
| Situation | Effect |
|---|---|
| Untrained | Disadvantaged; cannot use MPs with weapon. |
| Under Required STR or INT | Disadvantaged. |
| Unaimed | Disadvantaged if a minor action is not used to aim. |
| Mounted and Moving | Disadvantaged. |
| Arrow/Bolt/Dart vs. Unliving Target | Disadvantaged. |
| Enemies in Same Region | Enemies get opportunity attack before you attack. |
| Reloading | Reloading requires one or more minor actions. |
| Range | Effect | |
|---|---|---|
| Point Blank | Same Region | No mininum DEF, no penalty for unaimed fire. |
| Short | Up to 1x listed range. | Target has minimum DEF of D4. |
| Medium | Up to 2x listed range. | Disadvantaged, target has minimum DEF of D8. |
| Long | Up to 3x listed range. | Disadvantaged, target has minimum DEF of D12. |
| Extreme | Up to 4x listed range. | Disadvantaged, target has minimum DEF of D16. |
| Maximum | 4x listed range. | Shots cannot be made past this range. |
| Attack | Bows | Cost | |
|---|---|---|---|
| DEX-1 | Short Bow Requires 1 action to reload. | Range 3 | 1-2 Gold |
| DEX | Recurve Bow Requires D4 STR, 1 action to reload. | Range 4 | 5-10 Gold |
| DEX+1 | Long Bow Requires D6 STR, 1 action to reload. | Range 5 | 15-30 Gold |
Ammunition (arrows) are 1-2 copper each.
| Attack | Crossbows | Cost | |
|---|---|---|---|
| DEX-2 | Hand Crossbow Requires 1 action to reload, 1 hand. | Range 2 | 5-10 Gold |
| DEX | Light Crossbow Requires 2 actions to reload. | Range 4 | 2-5 Gold |
| DEX+1 | Heavy Crossbow Requires D4 STR, 2 actions to reload. | Range 5 | 5-10 Gold |
| DEX+4 | Ballista Requires D6 STR, 3 actions to reload, not portable. | Range 8 | 50-100 Gold |
Ammunition (bolts) are 1-2 copper each (silver for ballista).
| Attack | Firearms | Cost | |
|---|---|---|---|
| DEX-1 | Alchemist's Derringer Requires D4 INT, 1 action to reload, 1 hand. | Range 1 | 100-200 Gold |
| DEX | Alchemist's Pistol Requires D6 INT, 1 action to reload, 1 hand. | Range 3 | 500-1000 Gold |
| DEX+1 | Alchemist's Rifle Requires D8 INT, 1 action to reload. | Range 6 | 2000-5000 Gold |
Ammunition (ruby bullets) are 5-10 gold each.
| Attack | Other | Cost | |
|---|---|---|---|
| DEX-2 | Blowpipe Poison attack vs. FOR, 2 actions to reload. | Range 1 | 1-2 Silver |
| DEX-1 | Sling Uses rocks for ammunition, 1 action to reload. | Range 2 | 2-5 Copper |
Ammunition for blowpipes (darts) are 1-2 copper each.
Your passive defense (DEF) is based on your FOR die, modified by your armor type. Modifiers to these stats are in die ranks, so a -1 would reduce a D8 to a D6, while a +1 would increase a D12 to a D16. Small shields, such as bucklers, do not count as armor, but can be used to parry (using DEX with no modifier). A variety of situations involving armor can result in a roll being disadvantaged (or other effects). Multiple situations that result in disadvantage are cumulative.
| Situation | Effect |
|---|---|
| Untrained | Disadvantaged on all physical attacks, physical defenses, and movement; cannot use MPs for those actions. |
| Under Required STR | Disadvantaged on all physical attacks, physical defenses, and movement. |
| Armor-Based DEX Limit | Your effective DEX (and therefore APs) is limited to a maximum based on the type of armor being used (see below). |
| Die | Armor Type | Limit | Cost |
|---|---|---|---|
| FOR-2 | Unarmored Normal clothes, partial hard leather. | None | 1-10 Silver |
| FOR-1 | Unarmored + Shield Unarmored plus a full shield. | None | +2-10 Gold |
| FOR-1 | Light Armor Full hard leather, partial chain or scale. | None | 1-5 Gold |
| FOR | Light Armor + Shield Light armor plus a full shield. | D12 DEX | +2-10 Gold |
| FOR | Medium Armor Requires D4 STR. Full chain or scale, partial plate. | D10 DEX | 20-50 Gold |
| FOR+1 | Medium Armor + Shield Medium armor plus a full shield. | D8 DEX | +2-10 Gold |
| FOR+1 | Heavy Armor Requires D6 STR. Full plate, heavy chain, or heavy scale. | D6 DEX | 200-500 Gold |
| FOR+2 | Heavy Armor + Shield Heavy armor plus a full shield. | D4 DEX | +2-10 Gold |
Equipment is assumed to be of normal quality and made out of normal materials. Rank one adventurers are assumed to be able to get whatever normal equipment they need (weapons, armor, rope, lanterns, food, etc.) and do not generally have to worry about money for basic needs. Weapons, shields, and armor can be made of rare materials for at least 10 times the normal cost. Ironwood can be used for wooden weapons and shields, while mithril can be used for metal weapons, armor, and shields. Monster hides can be used for leather armor, while dragon scales can be used for scale armor. Normal clothing that acts as light armor can even be made from spider silk (and does not look like armor). Normal firearms are already made of ironwood and mithril, which is why they cost so much.
Using rare materials increases the DEX limit for armor by one rank, and makes it very hard to break weapons (i.e., fumbles will not cause them to break and normal adventuring hazards such as fire, prying open doors, etc. will not either). Characters do not start with rare items, but at rank two will usually begin to get them (at the GM’s discretion).