Basic Arms & Armor
Of all the tools adventurers use, their weapons and armor are perhaps among the most important. Weapons give an adventurer the ability to defend themselves against the many dangers they'll face on their travels while armor protects them from harm of all sorts. Each piece of equipment comes with its own set of advantages and disadvantages.
Weapon Definitions
Weapons come in three varieties:
- Melee weapons are used to attack at close range, usually within 1 meter of the opponent. Because of the risk inherent to melee combat and the strength with which one can fight up close, melee weapons typically deal more damage than ranged. Melee weapons are used to make melee attacks.
- Range weapons are precision instruments used to strike from afar. Though somewhat weaker than melee weapons, they offer the advantage of distance, minimizing enemy reprisals. Many fire a projectile and must be loaded before attacking. Range weapons are used to make range attacks.
- Focoi are tools for helping a Mystic focus their magic into a long-range attack. While equipped with a Focoi, use your Spellcraft both to attack and cast Spells with. You must know at least one Spell or Rote before you can equip and use a Focoi. Unless stated otherwise, all Focoi fire off bolts of force which impact targets for Physical damage.
Range: How close you must be to the target in order to attack them. For example, a weapon with a Range of 10m indicates that you must be within 10 meters of the target in order to attack them. Technically, you can attack outside this range (up to double the weapon's base Range) but such attacks are made at Disadvantage. A weapon with a Range of "Melee" indicates that you must be adjacent to the target in order to attack them.
Attack +: The bonus you add to your Attack score when attacking with this weapon.
Damage Dice: When you hit with this weapon, you'll roll this dice to see how much damage you do. Any bonus damage you deal due to special abilities or effects is added to this roll.
Price: The market value for this weapon. You may find vendors who'll sell this item for more and you may find some who sell it for less. This is the generally accepted value of the item and the price you'll pay in Lux when acquiring it during Character Creation.
Features: Most pieces of equipment come with a handful of Features, special qualities that confer a specific bonus, impose a penalty, or require something from the character before they can be equipped and used. You gain the benefit (or penalty) of an item's Features for as long as it is equipped.
- All In: When you attack with this weapon, you can expend an additional Half Action to go "All In", causing the weapon to deal an extra (weapon dice) damage if you hit.
- Brutal: If any of this weapon's damage dice shows a result of "1" or "2", you may re-roll this dice (you must keep the re-rolled result, even if it is worse).
- Concealed: You have Advantage on Feats made to hide, conceal, or otherwise keep this weapon discreet.
- Defensive: While wielding this weapon in your off-hand (or both hands if it is two-handed), you gain +1 Defense
- Exotic: If you don't have a Skill of 3 or higher, you have Disadvantage when attacking with this weapon.
- Fast: Once per round, you can attack with this weapon as a Half Action.
- Finesse: Instead of Brawn, add Skill to your damage roll for the total damage of an attack.
- Focoi: Instead of Brawn, add Intellect to your damage roll for the total damage of an attack. You can't use this weapon unless you are able to cast at least one Spell or use Rotes or have the Arms Training: Focoi Asset
- Heavy: If you don't have a Brawn of 3 or higher, equipping this weapon reduces your Speed by 1.
- Load: Because of the time it takes to load the weapon, you can only fire this weapon once per turn.
- Non-Lethal Option: When you reduce an enemy to 0 HP with this weapon, you have the option to knock them out instead of kill them.
- Ranged: Instead of Brawn, add Awareness to your damage roll for the total damage of an attack. You have Disadvantage to attack adjacent targets with this weapon.
- Reach: Though this weapon has a range of 2 meters, it is still considered a melee weapon and threatens all spaces within 2 meters of you as "adjacent" for the purpose of making weapon attacks.
- Thrown: You can make an attack against an enemy up to 10 meters away by throwing this weapon.
- Two-Handed: This weapon is so large and heavy, it can only be wielded using both hands.
- Versatile Grip: You can wield this weapon in one hand or two hands. If you wield the weapon with both hands, increase the size of its damage dice by one degree.
Name |
Range |
Attack + |
Damage Dice |
Features |
Price |
Cestus |
Melee |
1 |
d4 |
- |
10 Lux |
Club |
Melee |
- |
d4 |
Concealed |
5 Lux |
Dagger |
Melee |
- |
d4 |
Concealed, Fast, Finesse, Thrown |
15 Lux |
Orb |
20 meters |
- |
d4 |
Fast, Focoi |
20 Lux |
Parrying Dagger |
Melee |
- |
d4 |
Finesse, Off-Hand, Defensive |
20 Lux |
Quarterstaff |
Melee |
1 |
d4 |
Defensive, Non-Lethal Option, Two-Handed |
15 Lux |
Short Sword |
Melee |
1 |
d4 |
Concealed, Fast |
15 Lux |
Shuriken (x5) |
10 meters |
1 |
d4 |
Exotic, Ranged |
5 Lux |
Sickle |
Melee |
- |
d4 |
Brutal, Exotic |
5 Lux |
Sling |
10 meters |
- |
d4 |
Non-Lethal Option, Ranged |
15 Lux |
Name |
Range |
Attack + |
Damage Dice |
Features |
Price |
Axe |
Melee |
- |
d6 |
Thrown |
20 Lux |
Bladewheel |
Melee |
1 |
d6 |
Defensive, Exotic, Finesse |
25 Lux |
Broadsword |
Melee |
1 |
d6 |
Versatile Grip (d8) |
25 Lux |
Chakram |
10 meters |
- |
d6 |
Finesse, Ranged |
25 Lux |
Claw |
Melee |
1 |
d6 |
Concealed, Finesse, Exotic |
25 Lux |
Crowbill |
Melee |
- |
d6 |
Brutal |
20 Lux |
Flail |
2 meters |
- |
d6 |
Reach |
20 Lux |
Hand Crossbow |
10 meters |
1 |
d6 |
Fast, Load, Ranged |
25 Lux |
Mace |
Melee |
1 |
d6 |
- |
20 Lux |
Rapier |
Melee |
- |
d6 |
Finesse |
25 Lux |
Self Bow |
20 meters |
- |
d6 |
Ranged, Two-Handed |
20 Lux |
Spear |
2 meters |
- |
d6 |
Non-Lethal Option, Reach, Thrown, Versatile Grip (d8) |
30 Lux |
Wand |
20 meters |
1 |
d6 |
Focoi |
30 Lux |
Name |
Range |
Attack + |
Damage Dice |
Features |
Price |
Battleaxe |
Melee |
- |
d8 |
All In, Versatile Grip (d10) |
35 Lux |
Cutlass |
Melee |
1 |
d8 |
Brutal |
40 Lux |
Javelin (x3) |
Melee |
- |
d8 |
Thrown |
30 Lux |
Katana |
Melee |
1 |
d8 |
Finesse |
30 Lux |
Ligature |
Melee |
1 |
d8 |
Focoi |
35 Lux |
Longbow |
20 meters |
1 |
d8 |
Ranged, Two-Handed |
35 Lux |
Longsword |
Melee |
1 |
d8 |
Versatile Grip (d10) |
30 Lux |
Morning Star |
Melee |
- |
d8 |
Brutal |
30 Lux |
Scythe |
2 meters |
- |
d8 |
Brutal, Exotic, Non-Lethal Option, Reach, Two-Handed |
35 Lux |
Swordstaff |
2 meters |
1 |
d8 |
Non-Lethal Option, Reach, Two-Handed |
40 Lux |
Tome |
20 meters |
- |
d8 |
Focoi, Versatile Grip (d10) |
40 Lux |
Twinblade |
Melee |
- |
d8 |
Defensive, Exotic, Fast, Two-Handed |
40 Lux |
Warhammer |
Melee |
- |
d8 |
All In |
30 Lux |
Name |
Range |
Attack + |
Damage Dice |
Features |
Price |
Autobow |
20 meters |
1 |
d10 |
Heavy, Ranged, Two-Handed |
50 Lux |
Claymore |
Melee |
1 |
d10 |
Two-Handed |
40 Lux |
Crossbow |
20 meters |
1 |
d10 |
Loading, Ranged, Two-Handed |
40 Lux |
Flamberge |
Melee |
1 |
d10 |
Brutal, Heavy, Two-Handed |
40 Lux |
Halberd |
2 meters |
- |
d10 |
Non-Lethal Option, Reach, Two-Handed |
50 Lux |
Khopesh |
Melee |
- |
d10 |
Brutal, Exotic |
40 Lux |
Maul |
Melee |
- |
d10 |
All In, Brutal, Heavy, Two-Handed |
50 Lux |
Wizard's Staff |
20 meters |
- |
d10 |
Focoi, Two-Handed |
45 Lux |
Name |
Range |
Attack + |
Damage Dice |
Features |
Price |
Arbalest |
30 meters |
- |
d12 |
Heavy, Loading, Ranged, Two-Handed |
60 Lux |
Fullhammer |
Melee |
- |
d12 |
All In, Heavy, Two-Handed |
50 Lux |
Glaive |
2 meters |
- |
d12 |
Heavy, Non-Lethal Option, Reach, Two-Handed |
60 Lux |
Greataxe |
Melee |
- |
2d6 |
Brutal, Heavy, Two-Handed |
50 Lux |
Zanbatō |
Melee |
1 |
d12 |
Heavy, Two-Handed |
50 Lux |
Armor
Armor comes in four varieties and is always purchased/equipped as an entire suit of armor (no need to equip helmet, breastplate, guantlets, etc. seperately):
There are also a variety of Shields available for purchase. Shields are always equipped in the off-hand and provide a bonus to Defense (and possibly Save) so long as they remain equipped.
- Cloth Armor is little more than extra-durable clothing. Such armor provides little in the way of practical defense, but allows the wearer their full range of movement, with little getting in the way of motion and concentration. This is the preferred armor of those who plan on staying far away from the fray.
- Light Armor provides moderate protection, is lightweight, and comfortable to wear which allows the wearer a wide range of movement. It is ideal for mobile adventurers who dip in and out of combat or fight from mid-range.
- Mail Armor is heavy and reliable, made from a woven mesh of chain or scale plates to provide adequate protection without totally sacrificing speed and flexibility. Those who do battle on the front lines clad themselves in mail armor, able to resist the enemy's assault when it inevitably comes.
- Plate Armor is made from heavy metal plates which covers the entire body of the wearer in an unbeatable defense. Though heavy and bulky, this armor is the best defense a warrior can hope for. Those who stand at the front lines, drawing the fire of the enemy upon themselves, are served well by their impenetrable plate armor.
There are also a variety of Shields available for purchase. Shields are always equipped in the off-hand and provide a bonus to Defense (and possibly Save) so long as they remain equipped.
Defense +: The bonus you add to your Defense score while wearing this armor.
Save +: The bonus you add to your Save score while wearing this armor.
Price: The market value for this suit of armor. You may find vendors who'll sell this item for more and you may find some who sell it for less. This is the generally accepted value of the item and the price you'll pay in Lux when acquiring it during Character Creation.
Features: Most pieces of equipment come with a handful of Features, special qualities that confer a specific bonus, impose a penalty, or require something from the character before they can be equipped and used. You gain the benefit (or penalty) of an item's Features for as long as it is equipped.
- Bracing (X): Your Strain limit increases by the amount defined by (X).
- Camouflage: You have Advantage on rolls related to hiding, sneaking, or moving undetected
- Clatter: Any rolls related to hiding, sneaking, or moving undetected are made at Disadvantage.
- Fine: The craftsmanship and design of this armor is so impressive, you gain +1 to Charisma Feats while wearing it.
- Heavy: If you don't have a Brawn of 3 or higher, equipping this armor reduces your Speed by 1.
- Protective (X): You start each Scene you are in with (X) Endurance.
- Resist (X): Reduce all incoming damage by (X) before applying your other Resistances.
Cloth Armor
Name |
Defense + |
Save + |
Features |
Price |
Adventure Clothes |
1 |
- |
Bracing (1) |
20 Lux |
Finery |
- |
1 |
Fine |
20 Lux |
Rangers Uniform |
1 |
1 |
Camouflage |
25 Lux |
Robes |
- |
1 |
Bracing (1) |
|
Padded Doublet |
1 |
- |
Protective (2) |
|
Gi |
- |
1 |
Protective (2) |
Light Armor
Name |
Defense + |
Save + |
Features |
Price |
Hide |
2 |
- |
Protective (3) |
30 Lux |
Lamellar |
2 |
- |
Bracing (1) |
30 Lux |
Leather |
2 |
1 |
- |
30 Lux |
Stealth Leather |
2 |
1 |
Camouflage |
35 Lux |
Studded Leather |
2 |
- |
Resist (1) |
40 Lux |
Mail Armor
Name |
Defense + |
Save + |
Features |
Price |
Banded Mail |
3 |
1 |
- |
40 Lux |
Brigandine |
3 |
1 |
Resist (1) |
50 Lux |
Chain Mail |
3 |
1 |
Protective (4), Clatter |
40 Lux |
Ring Mail |
2 |
2 |
- |
40 Lux |
Scale Mail |
4 |
- |
Heavy |
40 Lux |
Shining Armor |
3 |
- |
Fine |
40 Lux |
Splint Mail |
3 |
- |
Bracing (1) |
40 Lux |
Plate Armor
Name |
Defense + |
Save + |
Features |
Price |
Breastplate |
4 |
1 |
Clatter, Protective (5) |
50 Lux |
Chain & Plate |
4 |
2 |
Clatter, Heavy, Protective (5) |
50 Lux |
Half Plate |
4 |
1 |
Clatter, Heavy, Protective (5), Resist (1) |
60 Lux |
Full Plate |
5 |
- |
Clatter, Heavy, Protective (5), Resist (2) |
75 Lux |
Shields
Name |
Defense + |
Save + |
Features |
Price |
Buckler |
1 |
- |
- |
10 Lux |
Kite Shield |
2 |
- |
Clatter |
20 Lux |
Talisman |
- |
1 |
- |
5 Lux |
Tower Shield |
3 |
- |
Clatter, Heavy |
30 Lux |