Builder's Manual · Chapter 5

Weapons, Armor & Itemization

Weapon Anatomy

Each weapon has a name, trait, range, damage die, damage type (phy or mag), burden (one-handed or two-handed), and an optional feature. Damage is rolled with as many dice as the wielder's Proficiency, plus any flat modifier. Magic weapons require a Spellcast trait. A feature applies only while the weapon is equipped.

  • A character holds one primary weapon and, if it's one-handed, one secondary weapon. Shields, small daggers, and shortswords are secondaries.
  • A character can carry two more weapons in inventory. Swapping one in while in danger costs a Stress. Swapping while calm or resting is free.
  • A throwable weapon can be thrown within Very Close range with a Finesse attack. It's lost until retrieved.

Armor Anatomy

Armor has base thresholds (Major/Severe), a base score (its Armor Slots), and an optional feature. Add the character's level to the base thresholds. A character's total Armor Score can never exceed 12. Armor can't be changed while in danger, and a character can't carry spare armor.

The four standard armors by tier, from the reference tables:

ArmorTier 1Tier 2Tier 3Tier 4Feature
Gambeson5/11, score 37/16, score 49/23, score 511/32, score 6Flexible: +1 Evasion
Leather6/13, score 39/20, score 411/27, score 513/36, score 6—
Chainmail7/15, score 411/24, score 513/31, score 615/40, score 7Heavy: −1 Evasion
Full Plate8/17, score 413/28, score 515/35, score 617/44, score 7Very Heavy: −2 Evasion, −1 Agility

Special armors trade threshold and score against a feature. Monett's Cloak and Bladefare Armor (16/39, score 6) can each reduce only one damage type. Full Fortified Armor (15/40, score 4) reduces two thresholds per slot. New armor should make the same kind of trade.

Loot

RarityRoll
Common1d12 or 2d12
Uncommon2d12 or 3d12
Rare3d12 or 4d12
Legendary4d12 or 5d12

Items are permanent. Consumables are single-use, and a character can hold up to five of each.

Gold

Gold comes in handfuls, bags, and chests: 10 handfuls make a bag and 10 bags make a chest, to a maximum of one chest. An optional rule adds coins, at 10 coins to a handful.

Manual updated Oct 13, 2026.