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:
| Armor | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Feature |
|---|---|---|---|---|---|
| Gambeson | 5/11, score 3 | 7/16, score 4 | 9/23, score 5 | 11/32, score 6 | Flexible: +1 Evasion |
| Leather | 6/13, score 3 | 9/20, score 4 | 11/27, score 5 | 13/36, score 6 | — |
| Chainmail | 7/15, score 4 | 11/24, score 5 | 13/31, score 6 | 15/40, score 7 | Heavy: −1 Evasion |
| Full Plate | 8/17, score 4 | 13/28, score 5 | 15/35, score 6 | 17/44, score 7 | Very 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
| Rarity | Roll |
|---|---|
| Common | 1d12 or 2d12 |
| Uncommon | 2d12 or 3d12 |
| Rare | 3d12 or 4d12 |
| Legendary | 4d12 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.