Lux Aeterna
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    • Arms and Equipment

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.
Picture

D4 Weapons

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
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D6 Weapons

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
Picture

D8 Weapons

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
Picture

D10 Weapons

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
Picture

D12 Weapons

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
Picture

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): 
  • 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

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  • Home
  • How to Play
  • Setting
    • AfterLight
    • Belhaven
  • Character Creation
    • Species
    • Backgrounds
    • Assets
    • Features
    • Foils
    • Class >
      • The Berserker
      • The Cantor
      • The Dread
      • The Engineer
      • The Esper
      • The Exorcist
      • The Hallowed
      • The Hunter
      • The Magus
      • The Monk
      • The Occultist
      • The Sage
      • The Scoundrel
      • The Verdant
      • The Warrior
  • Adventure
    • Arms and Equipment