Player's Handbook · Chapter 10

Weapons: Melee and Vectored

Melee weapons can be everything from a heavy stick to a giant chainsaw sword with plasma-edged teeth. These data sheets are not hard rules: just general outlines for the kind of stats most weapons of each type would have. If, say, a player wants a laser sword and the GM allows it, the weapon might have the Range of a short sword but damage higher than a mega sword, with a note in the player's weapon tab that says the laser sword can only be used 5 times per combat.

Every entry lists a set of stats, each of which is explained in the Stats, Concealment, and Modifications sections.

Melee: Bladed

Improvised Sharp Weapon Damage L 3, Range 5, Rate 1, Modifications: N/A, Conceal N/A.

Knife Damage L 3+Strength, Range 5, Rate 1, Modifications: MERD, Conceal #1.

Dagger Damage L 4+Strength, Range 5, Rate 1, Modifications: MERD, Conceal #1.

Short Sword Damage L 5+Strength, Range 10, Rate 2, Modifications: MERD, Conceal #3.

Long Sword Damage L 6+Strength, Range 10, Rate 3, Modifications: MERD, Conceal #3.

Great Sword Damage L 7+Strength, Range 10, Rate 4, Modifications: MERD, Conceal #4.

Mega Sword Damage L 15+Strength, Range 15, Rate 5, Modifications: MERD, Conceal #4.

Lt. Axe Damage L 4+Strength, Range 5, Rate 1, Modifications: MERD, Conceal #3.

Mid. Axe Damage L 6+Strength, Range 10, Rate 2, Modifications: MERD, Conceal #3.

Great Axe Damage L 10+Strength, Range 15, Rate 3, Modifications: MERD, Conceal #4.

Mega Axe Damage L 20+Strength, Range 15, Rate 5, Modifications: MERD, Conceal #4.

Lt. Polearm Damage L 6+Strength, Range 15, Rate 4, Modifications: MERD, Conceal #4.

Great Polearm Damage L 10+Strength, Range 15, Rate 5, Modifications: MERD, Conceal #4.

Mega Polearm Damage L 20+Strength, Range 15, Rate 6, Modifications: MERD, Conceal #4.

Melee: Blunt

Improvised Blunt Weapon Damage B 4, Rate 1, Range 5-10, Modifications: Spikes, Conceal N/A.

Short Club Damage B 3+Strength, Range 5, Rate 2, Modifications: Spikes, Conceal #2.

Long Club Damage B 5+Strength, Range 10, Rate 5, Modifications: Spikes, Conceal #3.

Mega Club Damage L 15+Strength, Range 15, Rate 6, Modifications: Spikes, Conceal #4.

Warhammer Damage B 10+Strength, Range 10, Rate 2, Modifications: Spikes, Conceal #2.

Mega Warhammer Damage L 20+Strength, Range 10, Rate 5, Modifications: Spikes, Conceal #4.

Staff Wood Damage B 5+Strength, Range 15, Rate 3, Modifications: Spikes, Conceal #3.

Staff Metal Damage L 8+Strength, Range 15, Rate 2, Modifications: Spikes, Conceal #4.

Staff Mega Damage L 15+Strength, Range 15, Rate 6, Modifications: Spikes, Conceal #4.

Brass Knuckles Damage B 3+Strength, Range 5, Rate 1, Modifications: Spikes, Conceal #1.

Power Frame Fist Damage L 10+Strength, Range 5, Rate 5, Modifications: Spikes, Conceal #2.

Melee: Whips and Chains

Chain Damage B Strength, Range 5, Rate 1, Modifications: Spikes, Conceal #2. Able to perform a disarming strike instead of damage.

Whip Damage B Strength, Range 10, Rate 2, Modifications: Spikes, Conceal #2. Able to perform a disarming strike instead of damage.

Chain Knife Damage L 5+Strength, Range 5-15, Rate 1, Modifications: N/A, Conceal #3. Able to perform a disarming strike instead of damage, and thrown strikes.

Vectored Weapons

Vectored weapons were originally called such because they were tools like the Song Arrow and living swords. But nowadays they can be just about anything: a boomerang that always comes back, a whip sword that never hits its wielder, or something as complex as a walking, talking automaton that can itself use weapons. So long as the player can convince the GM, and the GM makes the stats and says that their character could have it, it's possible.

Whip Sword Damage L 8+Presence, Range 5/15, Rate 3, Modifications: MERD, Conceal #3. Able to perform a binding and eviscerating strike.

Song Arrow Damage L 5+Presence, Range Infinite (returns if beyond 500), Rate 12, Modifications: MERD, Conceal #2. An arrow that can be remotely flown to anywhere the user can see; a MERD will allow the arrow to go through any wall as long as the user has a destination.

Living Weapon Damage: same as the weapon it's based on, Range Infinite (returns if beyond 500), Rate 3, Modifications: same as the weapon, Conceal: same as the weapon. A living version of a normal weapon; the user can issue a Bid to the weapon and it will perform the action.

Automaton Damage: only capable of damage if given a weapon, Range Infinite (but returns if beyond 500), Rate 1, Modifications: N/A, Conceal #3. Automatons are machines that mimic the appearance of a human or animal; their ability to move and use tools is only possible upon receiving a Bid instructing them to do so. Automatons will always be Disguised as a person or animal.

Manual updated Aug 19, 2026.