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1.0 Armor Table
2.0 Weapons Table
3.0 Ammunition / Ammo Table
1.0 Armor Table
2.0 Weapons Table
3.0 Ammunition / Ammo Table
1.0 Armor Table
Armor is always considered to be 1 Size smaller than its intended wearer.
"Unarmored" refers to wearing no armor of any sort, or wearing something which is not considered to be armor of any sort, and is not its own type of armor.
To equip or unequip an Armor is a Primary Action.
"Unarmored" refers to wearing no armor of any sort, or wearing something which is not considered to be armor of any sort, and is not its own type of armor.
To equip or unequip an Armor is a Primary Action.
Armor Type | Defense Bonus |
Dodge Bonus |
Resistance | Inventory Space |
Cost |
---|---|---|---|---|---|
Unarmored | +0 | +0 | Wearer gains Resistance to Hot Weather | 0 | 0 |
Light Armor | +2 | -3 | Wearer gains Resistance to Cold Weather Gain +1 Guard while Blocking. |
2 | 1 |
Medium Armor | +5 | -6 | Wearer gains Resistance to a single damage type of the armor maker's choice (chosen at this armor's creation, the chosen damage type may not be Divine Damage, Unholy Damage, True Damage, or Magma Damage) Gain +2 Guard while Blocking. |
4 | 3 |
Heavy Armor | +8 | -9 | Wearer gains Resistance to Piercing Damage and Slashing Damage Gain +3 Guard while Blocking. |
6 | 5 |
2.0 Weapons Table
An Attack may be spent to make an attack against a target using any weapon you have equipped, or activate skills, but Weapon Attacks may only be used to make Weapon Attacks or activate skills using the Weapon which grants them.
Reach is the distance at which you can make a Melee Attack with a weapon, measured in Spaces. All weapons listed below have a Reach of 1 unless stated otherwise. Range is the distance at which you can make a Ranged Attack with a weapon, measured in Spaces. All Melee Weapons must be thrown in order to make a Ranged Attack, them being a Ranged Throwing Weapon Attack instead. Weapons which use Ammo can be thrown with a range of 4 to deal 1d4 Bludgeoning Damage.
When you deal damage with a weapon you may choose to add your Might or Skill to the weapon's damage dealt (matching the weapon's damage type(s)). You cannot do this if the weapon has the Crossbow, Firearm, Shotgun, or Cannon Weapon Type(s). Wielding a Melee Weapon in two hands grants +4 Hit with that weapon, +3 Guard while Blocking, increases the weapon's damage dealt by 0 + Might (up to a maximum of +10) and allows the weapon to deal Bludgeoning Damage. Gain +1 Bonus Weapon Attack while wielding at least two weapons. All below weapons deal Bludgeoning Damage unless another damage type is specified.
Creatures which have the requisite anatomy have Tooth, Claw, Hand, and Foot weapons on their body at all times. Players are the ultimate deciders of whether or not they have the requisite anatomy.
Damage Die Class from lowest to highest are: 0, 1, 1d4, 1d6, 1d8 (or 2d4), 1d10, 1d12 (or 2d6), 3d6 (or 4d4), 1d20 (or 2d10), 3d10 (or 5d6).
Critical Chances from lowest to highest are --, 20, 19-20, 18-20, 17-20, 16-20, 15-20, 14-20, 13-20, 12-20, 11-20, 10-20, 8-20, 6-20, 2-20.
A weapon is considered to be two Sizes smaller than its intended wielder, or one Size smaller if it must be wielded in two hands. A 2.5 Handed weapon is the same Size as its intended wielder.
A clarification on wielding: to wield is to hold at the time of use. A weapon which must be wielded in two hands can be held in one hand, but must be held in two hands to be "used" such as to attack or block with it.
Reach is the distance at which you can make a Melee Attack with a weapon, measured in Spaces. All weapons listed below have a Reach of 1 unless stated otherwise. Range is the distance at which you can make a Ranged Attack with a weapon, measured in Spaces. All Melee Weapons must be thrown in order to make a Ranged Attack, them being a Ranged Throwing Weapon Attack instead. Weapons which use Ammo can be thrown with a range of 4 to deal 1d4 Bludgeoning Damage.
When you deal damage with a weapon you may choose to add your Might or Skill to the weapon's damage dealt (matching the weapon's damage type(s)). You cannot do this if the weapon has the Crossbow, Firearm, Shotgun, or Cannon Weapon Type(s). Wielding a Melee Weapon in two hands grants +4 Hit with that weapon, +3 Guard while Blocking, increases the weapon's damage dealt by 0 + Might (up to a maximum of +10) and allows the weapon to deal Bludgeoning Damage. Gain +1 Bonus Weapon Attack while wielding at least two weapons. All below weapons deal Bludgeoning Damage unless another damage type is specified.
Creatures which have the requisite anatomy have Tooth, Claw, Hand, and Foot weapons on their body at all times. Players are the ultimate deciders of whether or not they have the requisite anatomy.
Damage Die Class from lowest to highest are: 0, 1, 1d4, 1d6, 1d8 (or 2d4), 1d10, 1d12 (or 2d6), 3d6 (or 4d4), 1d20 (or 2d10), 3d10 (or 5d6).
Critical Chances from lowest to highest are --, 20, 19-20, 18-20, 17-20, 16-20, 15-20, 14-20, 13-20, 12-20, 11-20, 10-20, 8-20, 6-20, 2-20.
A weapon is considered to be two Sizes smaller than its intended wielder, or one Size smaller if it must be wielded in two hands. A 2.5 Handed weapon is the same Size as its intended wielder.
A clarification on wielding: to wield is to hold at the time of use. A weapon which must be wielded in two hands can be held in one hand, but must be held in two hands to be "used" such as to attack or block with it.
Weapon Name | Bonus Weapon Attacks |
Melee Damage Die |
Ranged Damage Die | Critical Chance | Weapon Type | Range | Inventory Space |
Cost | Properties |
---|---|---|---|---|---|---|---|---|---|
Tooth | +0 | 1d6 | N/A | 19-20 | Tooth | N/A | 0 | 0 | This weapon deals Piercing Damage. You may attack with this Weapon as a Bonus Action if you have Attacked with a Claw this turn. |
Claw | +1 | 1d4 | N/A | 18-20 | Claw | N/A | 0 | 0 | This weapon deals Slashing Damage. |
Hand | +1 | 1d4 | N/A | 18-20 | Unarmed | N/A | 0 | 0 | N/A |
Foot | +1 | 1d6 | N/A | 19-20 | Unarmed | N/A | 0 | 0 | N/A |
Throwing Melee Weapon (x10) | +1 | 1d4 | 1d6 | 20 | Melee | 6 | 1 (0.1 each) | 1 | Choose one of the "Melee Choice" weapons below and modify this weapon's stats accordingly. |
Light Melee Weapon (x2) | +1 | 1d6 | 1d4 | 20 | Melee | 4 | 0.5 (.25 each) | 1 | Choose one of the "Melee Choice" weapons below and modify this weapon's stats accordingly. |
Average Melee Weapon | +1 | 1d8 | 1d6 | 19-20 | Melee | 2 | 1 | 1 | This weapon may be wielded in two hands. This weapon cannot count as a second (or greater) weapon for the purposes of gaining a Bonus Weapon Attack while wielding at least two weapons (but can allow other weapons to count as a second weapon). Choose one of the "Melee Choice" weapons below and modify this weapon's stats accordingly. |
Heavy Melee Weapon | +0 | 3d6 | 1d10 | 18-20 | Melee | 1 | 3 | 3 | This weapon must be wielded in two hands. Choose one of the "Melee Choice" weapons below and modify this weapon's stats accordingly. |
Massive Melee Weapon | +0 | 1d8 | 1d8 | 18-20 | Melee | 0 | 6 | 5 | Increase this weapon's damage 0 + Might (up to a maximum of +5). This weapon must be wielded in at least two hands. If this weapon is wielded in more than two hands, gain +1 Hit per Hand. Choose one of the "Melee Choice" weapons below and modify this weapon's stats accordingly. |
Melee Choice | --- | --- | --- | --- | Sword | --- | --- | --- | This Weapon Deals Piercing or Slashing Damage. |
Melee Choice | --- | --- | --- | --- | Shield | --- | --- | --- | Gain +7 Guard when you activate the Block Action. |
Melee Choice | --- | +1 Die Class | +1 Die Class | --- | Axe | -1 | --- | --- | This weapon deals Slashing Damage. |
Melee Choice | --- | --- | --- | --- | Pole | --- | --- | --- | Gain +2 Hit with this Weapon. If this Weapon is wielded in two hands, you may spend a Bonus action to gain +1 Reach with this weapon. This weapon deals Piercing Damage |
Melee Choice | --- | --- | --- | --- | Hammer | --- | --- | --- | Reduce the targets' guard by 4 before dealing damage. |
Melee Choice | --- | --- | --- | +1 | Crescent | --- | --- | --- | This weapon deals Slashing Damage. |
Melee Choice | --- | --- | --- | --- | Soft | --- | --- | --- | This weapon deals Slashing Damage. This weapon has a Reach of 3 Spaces, and can be used to activate the Trip, Grapple, Lift, or Strangle Innate Actions anywhere within its Reach, but cannot be used to Block and can only Parry attacks from weapons which don't deal Piercing or Slashing Damage. |
Slingshot | +2 | 1d4 | 1d6 | 20 | Sling | 6 | 0.5 | 1 | This Weapon must be wielded in two hands in order to make Ranged Attacks with it. You may use anything hard and roughly spherical as Ammo for this Weapon, such as a rock, large seed, hunk of wood, egg, ball bearing, etc. |
Bow | +1 | 1d6 | 1d8 | 19-20 | Bow | 12 | 2 | 3 | If you Block or Parry with this Weapon, it breaks and becomes unusable. This Weapon must be wielded in two hands to be utilized in any way. This Weapon uses Arrows as Ammo. |
Greatbow | +0 | 1d8 | 1d20 | 19-20 | Greatbow | 12 | 5 | 5 | If you Parry with this Weapon it breaks and becomes unusable. This Weapon must be wielded in two hands to be utilized in any way. This Weapon uses Great Arrows as Ammo. |
Pistol Crossbow | +2 | 1d4 | 3d6 | 20 | Crossbow, Pistol | 6 | 1 | 2 | This weapon must be Reloaded with a Bolt each time before a ranged attack can be made with it. To Reload this weapon requires 1 Attack, or Any Action. Reloading requires the use of one free hand, and one hand for the weapon. |
Crossbow | +1 | 1d8 | 3d10 | 20 | Crossbow | 12 | 2 | 4 | This weapon must be wielded in two hands. This weapon must be Reloaded with a Bolt each time before a ranged attack can be made with it. To Reload this weapon requires 1 Attack, or Any Action. Reloading requires the use of one free hand, and one hand for the weapon. |
Repeating Crossbow | +3 | 1d8 | 1d12 | 20 | Crossbow | 6 | 3 | 5 | This weapon's single column Magazine must have at least one Bolt in it to make a ranged attack with this weapon. This weapon's Magazine can hold up to 4 Bolts. To Reload the Magazine with a single Bolt requires 1 Attack, or Any Action. Reloading requires the use of one free hand, and one hand for the weapon. You may fire every Bolt in the Magazine at a single target at once, by spending a Primary Acton to make a single attack which deals an amount of damage equal to this weapons normal damage multiplied by the number of Bolts spent. This attack gains -3 Hit. |
Rocket Ball Repeater | +1 | 1d4 | 1d10 | -- | Firearm, Pistol | 7 | 1 | 5 | This weapon's tube Magazine must have at least one Rocket Ball in it to make a ranged attack with this weapon. This weapon's Magazine can hold up to 14 Rocket Balls. The Manipulate Item Innate Action can be activated to Reload the Magazine with a single Rocket Ball. Reloading requires the use of one free hand, and one hand for the weapon. |
Flintlock Pistol | +0 | 1d6 | 6d6 | -- | Firearm, Pistol | 8 | 1 | 5 | This weapon must be Reloaded with one Lead Ball each time before it can be fired. Reloading this weapon takes 50 uses of the Manipulate Object Innate Action (10 full Turns for most people). Reloading requires the use of one free hand, and one hand for the weapon. While this weapon is wet (or in a vacuum) it cannot make ranged weapon attacks. |
Musket | +0 | 1d8 | 6d8 | -- | Firearm, Longarm | 12 | 3 | 5 | This weapon must be wielded in two hands. This weapon must be Reloaded with 1 Lead Ball each time before it can be fired. Reloading this weapon takes 50 uses of the Manipulate Object Innate Action (10 full Turns for most people). Reloading requires the use of one free hand, and one hand for the weapon. While this weapon is wet (or in a vacuum) it cannot make ranged weapon attacks. |
Derringer Shotgun | +0 | 1d6 | 4d6 | -- | Shotgun, Pistol | 3 | 0.5 | 7 | At least one of this weapon's two Barrels must have at least one Shell or Slug in it to make a ranged attack with this weapon. Each of this weapon's Barrels can hold up to 1 Shell or Slug. The Manipulate Item Innate Action can be activated to Reload 2 Barrels. Reloading requires the use of one free hand, and one hand for the weapon. |
Shotgun | +0 | 1d8 | 6d6 | -- | Shotgun, Longarm | 4 | 3 | 7 | This weapon must be wielded in two hands. At least one of this weapon's two Barrels must have at least one Shell or Slug in it to make a ranged attack with this weapon. Each of this weapon's Barrels can hold up to 1 Shell or Slug. The Manipulate Item Innate Action can be activated to Reload 1 Barrel. Reloading requires the use of one free hand, and one hand for the weapon. |
Hand Cannon | +0 | 1d6 | 6d8 | -- | Cannon, Longarm | 8 | 4 | 5 | This weapon must be Reloaded with one Cannon Ball each time before it can be fired. Reloading this weapon takes 50 uses of the Manipulate Object Innate Action (10 full Turns for most people). Reloading requires the use of one free hand, and one hand for the weapon. While this weapon is wet (or in a vacuum) it cannot make ranged weapon attacks. |
3.0 Ammunition Table / Ammo Table
A weapon which uses Ammo must spend 1 item which is of that type of Ammo in order to make a Ranged Attack. Ammo can be recovered from the targets which are hit by them. Ammo spent on an attack which misses is lost.
Arrows, Bolts, and Cannon Balls are one Size smaller than the weapon they are meant as Ammo for, Great Arrows are the same Size as the weapon they are meant as Ammo for, Rocket Balls, Lead Balls, and Shells are Miniscule.
Arrows, Bolts, and Cannon Balls are one Size smaller than the weapon they are meant as Ammo for, Great Arrows are the same Size as the weapon they are meant as Ammo for, Rocket Balls, Lead Balls, and Shells are Miniscule.
Item Name | Inventory Slots |
Cost | Special |
---|---|---|---|
Arrow (x20) | 1 (0.05 each) | 1 | May be used as Arrow type Ammo. Causes Ranged Attacks to deal Piercing Damage. Just wood and fletchings. |
Bolt (x20) | 1 (0.05 each) | 1 | May be used as Bolt type Ammo. Causes Ranged Attacks to deal Piercing Damage. Just wood and fletchings. |
Great Arrow (x10) | 1 (0.1 each) | 1 | May be used as Great Arrow type Ammo. Causes Ranged Attacks to deal Piercing Damage. Also usable as a Throwing Melee Weapon (Pole). |
Burning Arrow (x5) | 0.25 (0.05 each) | 1 | May be used as Arrow type Ammo. Causes Ranged Attacks to deal Piercing and magical Fire Damage. This arrow magically ignites after its fired. |
Burning Bolt (x5) | 0.25 (0.05 each) | 1 | May be used as Bolt type Ammo. Causes Ranged Attacks to deal Piercing and magical Fire Damage. This bolt magically ignites after its fired. |
Bleeding Arrow (x10) | 0.5 (0.05 each) | 1 | May be used as Arrow type Ammo. Causes Ranged Attacks to deal Piercing Damage. When removed from the target (with the Manipulate Items Innate Action) the target takes 4 Bleed Damage, and takes 4 Bleed Damage at the start of their next two turns. |
Bleeding Bolt (x10) | 0.5 (0.05 each) | 1 | May be used as Bolt type Ammo. Causes Ranged Attacks to deal Piercing Damage. When removed from the target (with the Manipulate Items Innate Action) the target takes 3 Bleed Damage, and takes 3 Bleed Damage at the start of their next two turns. |
Iron Arrow (x10) | 0.5 (0.05 each) | 1 | May be used as Arrow type Ammo. Causes Ranged Attacks to deal Iron Piercing Damage. |
Iron Bolt (x10) | 0.5 (0.05 each) | 1 | May be used as Bolt type Ammo. Causes Ranged Attacks to deal Iron Piercing Damage. |
Copper Arrow (x10) | 0.5 (0.05 each) | 1 | May be used as Arrow type Ammo. Causes Ranged Attacks to deal Piercing Damage. For each Copper Arrow a target has taken damage from, they take +2 Lightning Damage when they next take Lightning Damage. |
Copper Bolt (x10) | 0.5 (0.05 each) | 1 | May be used as Bolt type Ammo. Causes Ranged Attacks to deal Piercing Damage. For each Copper Bolt a target has taken damage from, they take +2 Lightning Damage when they next take Lightning Damage. |
Blast Arrow | 0.5 | 1 | May be used as Arrow type Ammo. Causes Ranged Attacks to deal half as much damage and to deal Bludgeoning Damage. The fuse on this arrow can be lit once (with the Manipulate Item Action). If this fuse is lit, it explodes in a 1 Space AoE centered on the target, dealing 2d6 fire damage. |
Blast Bolt | 0.5 | 1 | May be used as Arrow type Ammo. Causes Ranged Attacks to deal half as much damage and to deal Bludgeoning Damage. The fuse on this arrow can be lit once (with the Manipulate Item Action). If this fuse is lit, it explodes in a 1 Space AoE centered on the target, dealing 2d6 fire damage. |
Rocket Ball, .31 Caliber (x10) | 0.2 (0.02 each) |
1 | May be used as Rocket Ball type Ammo. Causes Ranged Attacks to deal Piercing Damage. |
Rocket Ball, .41 Caliber (x8) | 0.16 (0.02 each) |
1 | May be used as Rocket Ball type Ammo. Causes Ranged Attacks to deal Piercing Damage. This Ammo cannot be used. |
Rocket Ball, .51 Caliber (x6) | 0.12 (0.02 each) |
1 | May be used as Rocket Ball type Ammo. Causes Ranged Attacks to deal Piercing and Bludgeoning Damage. This Ammo cannot be used. |
Lead Ball, .31 Caliber (x8) | 0.32 (0.04 each) |
1 | May be used as Lead Ball type Ammo. Causes Ranged Attacks to deal Piercing and Bludgeoning Damage. |
Lead Ball, .36 Caliber (x4) | 0.24 (0.04 each) |
1 | May be used as Lead Ball type Ammo. Causes Ranged Attacks to deal Piercing and Bludgeoning Damage. This Ammo ignores Piercing Resistance. This Ammo cannot be used. |
Lead Ball, .41 Caliber (x2) | 0.16 (0.04 each) |
1 | May be used as Lead Ball type Ammo. Causes Ranged Attacks to deal Crushing Piercing and Bludgeoning Damage. This Ammo ignores Piercing Resistance. This Ammo cannot be used. |
Bird Shot (x4) | 0.4 (0.1 each) |
1 | May be used as Shot type Ammo. Causes Ranged Attacks to deal half as much damage and to deal Bludgeoning Damage in a 4 Space Cone. |
Beast Shot (x3) | 0.3 (0.1 each) |
1 | May be used as Shell type Ammo. Causes Ranged Attacks to deal Crushing Bludgeoning Damage. |
Monster Shot (x2) | 0.2 (0.1 each) |
1 | May be used as Shell type Ammo. Causes Ranged Attacks to deal Crushing Bludgeoning Damage. Ranged Attack with this Ammo increase their Damage Die Class by +1. |
Slug (x1) | 0.1 (0.1 each) |
1 | May be used as Shell type Ammo. Causes Ranged Attacks to deal Crushing Bludgeoning Damage in a 12 Space Line. For each target hit by this line, this Line becomes 2 Spaces shorter. For each target hit made of wood, this Line becomes 3 Spaces shorter instead (or 6 Spaces shorter for a target made of stone, or 8 Spaces shorter for a target made of metal.) |
Wax Slug (x1) | 0.2 (0.2 each) |
2 | May be used as Shell type Ammo. Causes Ranged Attacks to deal Crushing Bludgeoning Damage in a 12 Space Line. This Line ends on the first target hit. If the first target hit is made of a material as hard as (or softer than) steel (wood<stone=metal<Adamantine) this Line becomes a 3 Space Cone moving straight out from the Line's hit target. A target tiny or smaller object out of which this Cone starts becomes Useless. Useless: This object cannot be used for almost any purpose, and cannot be used for its primary purpose. |
Shotgun Choke | .4 | 5 | Can be attached onto the end of a shotgun's barrel. Shotguns gain +2 Range and +1 Line Length. |
Cannon Ball | 1 | 1 | May be used as Cannon Ball type Ammo. Causes Ranged Attacks to deal Crushing Bludgeoning Damage in a 7 Space Line, stopping if it hits a stone or metal wall, and to ignore objects' damage thresholds. |