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Equipment 
 Armor

Weapons

Weapon Properties

Weapons have various properties that define how they can be used.

Aspect

Weapons are used with specific Aspects. Some weapons might allow using more than one Aspect, and using a particular Aspect might allow the use of some special feature of the weapon.

Important Notes:

  • If more than one Aspect is specified, the Aspect being used must be declared before rolling.
  • If more than one damage type is specified, the damage type being used must be declared before rolling, and only one damage type with it's associated die is done.

Melee vs. Ranged

Weapons that have the Melee property can be used against beings or objects that are right next to you.

Weapons that have the Ranged property can be used against beings or objects that are more than 5 feet from you and less than their Range value.

If you try to use a weapon that doesn't have the Ranged property at a greater distance than 5 feet, you have Disadvantage and the damage die it uses is a D4.

If you use a weapon that doesn't have the Melee property on something within 5 feet of you, you have Disadvantage and the damage die is a D4.

Ammunition

A weapon that has the Ammunition property requires the character to have, and keep track of, the ammunition that the weapon uses.

Two-Handed

A weapon that has the Two-Handed property requires the use of two hands. If your character only has two arms/hands they cannot use this weapon while holding other things like a Shield or a Torch.

Special

Some weapons have special extra abilities. Typically these are only usable by characters using certain Domains. The extra abilities that are limited as to who can use them are indicated by a “🔒” followed by the Domain Requirement.

Weapon List

Battleaxe

Properties: Melee
Damage: 1d8 (Slashing)
Aspects: Control
Special:

  • 🔒 (WeaponMaster Domain) Shield Bash: When you do Critical Damage to a creature using a Shield, you destroy the shield without them being able to use the shield to reduce the severity.

Bow

Properties: Ranged (320 feet), Two-Handed, Ammunition
Damage: 1d8 (Piercing)
Aspects: Agility
Special: None

Crossbow

Properties: Ranged (180 feet), Two-Handed, Ammunition
Damage: 1d8 (Piercing)
Aspects: Ingenuity
Special: None

Dagger

Properties: Melee, Ranged (60 feet)
Damage: 1d4 (Piercing)
Aspects: Agility, Control, Finesse, or Presence
Special: None

Dane Axe

Properties: Melee, Two-Handed
Damage: 1d12 (Slashing)
Aspects: Agility or Control
Special:

  • 🔒 (WeaponMaster Domain) Shield Bash: When you do Critical Damage to a creature using a Shield, you destroy the shield without them being able to use the shield to reduce the severity.
  • 🔒 (WeaponMaster Domain) Sweeping Block: If there is a 5 foot radius around you that is clear of obstacles (beings or objects) you may perform a sweeping block that increases your Evasion by 5 until you are hit with Serious or Critical damage, move more than 5 feet, or decide to stop.

Dart

Properties: Ranged (120 feet)
Damage: 1d6 (Piercing)
Aspects: Agility
Special:

  • If you hit a creature using a Shield, that shield is destroyed. The creature may use the shield to reduce the severity of the damage for this attack.

Mace

Properties: Melee
Damage: 1d6 (Bludgeoning)
Aspects: Fortitude
Special:

  • Does double damage to objects

Sling

Properties: Ranged (320 feet), Ammunition
Damage: 1d6 (Bludgeoning)
Aspects: Reflex
Special:

  • If you run out of bullets you may use small rocks but the range is halved.

Spear

Properties: Melee, Ranged (60 feet)
Damage: 1d8 (Piercing)
Aspects: Any STR-based Aspect
Special:

  • If you use it Two-Handed you may make Melee attacks against targets up to 10 feet from you, and do 1d10 Piercing damage.

Staff

Properties: Melee
Damage: 1d6 (Bludgeoning)
Aspects: Any DEX-based Aspect
Special:

  • If you use it Two-Handed it does 1d8 Bludgeoning damage.

Sword

Properties: Melee
Damage: 1d8 (Slashing) or 1d6 (Piercing)
Aspects: Any STR-based Aspect for Slashing damage, Agility, Ingenuity, or Control for Piercing damage
Special:

  • 🔒 (Skirmish Domain) Parrying Dodge: If you hit a creature, that creature cannot use a reaction against you if you try to move away.

Warhammer

Properties: Melee
Damage: 1d8 (Bludgeoning) or 1d8 (Piercing)
Aspects: Fortitude for Bludgeoning, Control for Piercing
Special:

  • 🔒 (WeaponMaster Domain) Heavy Strike: If you do Critical Damage to a creature wearing armor using a Bludgeoning strike, your next attack against that opponent that is Piercing has Advantage.