Weapons
Grip
Weapons on the table are shown by their grip. Their grip tells you how to wield the weapon to attack with it.
Off: You wield this weapon in your primary hand or your seconday (off) hand.
One: You wield this weapon in your primary hand. You can attack with this weapon while wielding it in your off hand, but you roll with 1 bane.
Two: You wield this weapon in both hands. You can attack with this weapon while you wield it in only your primary hand, but you would make that roll with 2 banes.
Requirements
Some weapons list attribute score requirements for their use. If you fail to meet or exceed the required score and attack with the weapon, you roll with 1 bane.
If an effect would enable to use an attribute other than the one normally required by the weapon to make the attack, you use the score of the new attribute instead for the purpose of determining whether you meet the weapon's requirements.
Traits
Ammunition
You must have at least one piece of ammunition of the indicated kind to attack with this weapon. Ammunition, and a container to hold it is included in the weapon's price. You can recover spent ammunition after combat and make replacements while you rest.
Bludgeoning
When you attack with this weapon and get a critical success, the target becomes vulnerable until the end of your next turn.
Brutal
When rolling damage for an attack made using this weapon, you can reroll each die that comes up as 1 once. You must use the new number rolled, even if it is another 1.
Disarming
You ignore the bane imposed on your roll when you use this weapon to disarm.
Firearm
Attacks you make with this weapon create a loud noise. If the weapon becomes submerged in water, you must dry and clean it before you can make ranged attacks with it. Cleaning the weapon takes 1 hour of work using a tool kit and a pint of oil. It takes 1 minute to load this weapon. If you do something else during this time, you must start over from the beginning.
Large
The result of your roll to attack with this weapon while squeezing or while you are mounted result in an automatic failure.
Light
When you would add Bonus Damage to an attack made using this weapon, you add one fewer die (minimum +1d6).
Long
When you attack with this weapon, increase your reach by 1 for the purpose of choosing targets.
Misfire
When you get a critical failure on an attack with this weapon, the weapon misfires. Make a luck roll. On a success, you need only reload the weapon before you can attack with it again. On a failure, the weapon is ruined until repaired, which takes 1 hour, a tool kit, and spare parts whose value equals half the selling price of the weapon.
Nimble
When you attack with this weapon, you can use Agility in place of Strength for the roll.
Piercing
When you attack with this weapon and get a critical success, the target becomes weakened until the end of your next turn.
Range
You select the target for your ranged attacks with this weapon from those within the listed number of yards.
Reload
You must load this weapon before you can make ranged attacks with it. You can use an action to load the weapon or, if you are capable of moving and you have a Speed of 2 or higher, you can give up your move to load the weapon.
Slashing
When you attack with this weapon and get a critical success, the target takes an extra 1d6 damage.
Slow
You can attack with this weapon just once per round.
Special
This weapon has special rules detailed in its description.
Thrown
You can make a ranged attack with this weapon by throwing it. You use Strength for the roll unless the weapon also has the Nimble trait. You choose your target from among those within the listed number of yards. If the attack results in a success, the weapon either sticks in the target’s body or falls to its feet. If the attack results in a failure, the weapon lands 1d6 yards behind the target.
Versatile
When you wield this weapon with both hands, the weapon’s damage increases by 1d6.
Weapon Tables
Melee Weapons - Off Hand
| Name | Rarity | Price | Requirement | Damage | Traits |
|---|---|---|---|---|---|
| Dagger | Common | 5 cp | — | 1d6 | Light, Nimble, Thrown 5 |
| Hammer | Common | 5 cp | — | 1d6 | Bludgeoning, Light, Thrown 5 |
| Hatchet | Common | 5 cp | — | 1d6 | Brutal, Light, Thrown 5 |
| Knuckledusters | Common | 2 cp | — | 1d6 | Special |
| Shortsword | Common | 1 sp | — | 1d6 | Nimble, Piercing |
| Whip | Common | 5 cp | Agility 11 | 0 | Long, Nimble, Slow,Special |
| Scourge | Uncommon | 5 cp | Agility 12 | 1d6 | Light, Nimble, Special |
Knuckledusters A set of fused rings worn over the fingers. Wearing knuckledusters prevents you from wielding another weapon or using an object in that hand.
Whip A long, braided length of leather cord extending from a stout handle. Some have a metal cap or hook at the end to tear at the skin. You can use the whip to disarm, grab, drag, and trip. When you attack with the whip and get a critical success, the target takes 1d6 damage. Attacks using a whip derive no benefit from bonus or extra damage.
Scourge A scourge has several metal-tipped cords extending from a handle. When you attack a flesh and blood target with a scourge and the result of your roll is a critical success, the target makes a Will roll. On a failure, the target becomes weakened until the end of your next turn.