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Weapons

Weapons can vary greatly based on the technology level of the setting, but they all share the same few characteristics. Weapons apply small damage modifiers that are calculated after success has been determined. For example, if someone succeeds on an attack by 2, and the weapon provides 1 damage, then they actually do 3 damage to their opponent. Additionally, weapons fall into different property categories which can modify the outcome of the attacks.

Weapon Properties

Light - Option to use Agility in place of Fight. All ranged weapons have this property, representing weapons that rely on speed and precision rather than raw strength.

Crushing - Double bonus damage against objects. These weapons excel at breaking down doors, smashing through barriers, and destroying equipment through brute force.

Wounding - Chance of wounding an opponent. On successes of 9 or higher, the opponent bleeds 1 Resilience each round until healed, representing deep cuts and traumatic injuries that continue to cause harm.

Tripping - Bonus +3 attack when tripping an opponent. These weapons are designed or particularly suited for sweeping legs, hooking ankles, or otherwise unbalancing foes.

Armor Piercing - Ignore soak damage based on the strength of the armor piercing. These weapons are designed to penetrate protective equipment through concentrated force or specialized design.

Melee Weapons

WeaponDamagePropertiesTechnology LevelDescription
Unarmed0-UniversalFists, kicks, and improvised attacks using the human body.
Club+1CrushingAncientSimple wooden bludgeon, effective against armor and structures.
Dagger+1LightAncientShort blade designed for close combat and concealed carry.
Spear+1TrippingAncientLong wooden shaft with sharpened point, excellent for keeping enemies at distance.
Handaxe+1WoundingAncientSmall axe designed for single-handed use, good for chopping and combat.
Shortsword+1LightAncient/MedievalBalanced blade shorter than a full sword, favored by soldiers and civilians.
Staff+1Tripping, CrushingAncientLong wooden pole useful for combat and walking, versatile defensive weapon.
Mace+2CrushingMedievalHeavy metal head on wooden handle, designed to crush armor and bones.
Longsword+3-MedievalTwo-handed sword offering reach and power, the weapon of choice for knights.
Rapier+1Light, WoundingRenaissanceSlender thrusting sword emphasizing speed and precision over brute force.
Katana+2WoundingRenaissanceCurved single-edged sword known for exceptional sharpness and cutting ability.
Saber+2WoundingRenaissanceCurved cavalry sword designed for slashing attacks from horseback.
Bayonet+1Armor Piercing 1Renaissance/ModernBlade attachment that turns firearms into spears for close combat.
Combat Knife+1LightModernMilitary blade designed for utility and combat in modern warfare.
Tactical Baton+1Crushing, LightModernCollapsible metal rod used by law enforcement for non-lethal control.
Chainsaw+3Crushing, WoundingModernMotorized cutting tool adapted for combat, devastating but unwieldy.
Stun Baton+1LightNear FutureElectrified weapon that can incapacitate through electrical shock.
Vibroblade+2Armor Piercing 2, WoundingNear FutureHigh-frequency vibrating blade with enhanced cutting power.
Plasma Sword+3Armor Piercing 3, WoundingFar FutureContained plasma beam shaped into a cutting implement.
Monofilament Whip+2Light, WoundingFar FutureMolecularly thin wire that delivers precise cuts with minimal force.
Force Hammer+3Crushing, Armor Piercing 2Far FutureGravity-manipulating weapon that delivers devastating kinetic impacts.

Ranged Weapons

Note: Damage bonuses only apply when attacking targets within the weapon’s effective range.

WeaponDamageRangePropertiesTechnology LevelDescription
Rock/Thrown Object030 ftLightUniversalAny improvised projectile hurled by hand.
Throwing Knife+130 ftLightAncientBalanced blade designed for accurate throwing at short range.
Javelin+1120 ftLightAncientLight spear designed for throwing rather than thrusting.
Sling+1150 ftLight, CrushingAncientSimple leather pouch that hurls stones with surprising force.
Shortbow+1150 ftLightAncient/MedievalCompact bow suitable for hunting and skirmishing.
Crossbow+2200 ftLight, Armor Piercing 1MedievalMechanical bow offering power and accuracy with minimal training.
Longbow+2300 ftLightMedievalPowerful war bow requiring strength and skill to use effectively.
Heavy Crossbow+3400 ftLight, Armor Piercing 2MedievalLarge crossbow capable of penetrating heavy armor.
Throwing Axe+130 ftLight, WoundingMedievalBalanced handaxe designed for accurate throwing.
Musket+2100 ftLight, Armor Piercing 1RenaissanceEarly firearm using black powder and lead balls.
Pistol+150 ftLightRenaissance/ModernSingle-handed firearm for close-range combat.
Rifle+2500 ftLight, Armor Piercing 1ModernLong-barreled firearm designed for accuracy at distance.
Shotgun+240 ftLight, CrushingModernSpreads multiple projectiles for close-range devastation.
Assault Rifle+2300 ftLight, Armor Piercing 1ModernAutomatic firearm balancing power and controllability.
Sniper Rifle+3500 ftLight, Armor Piercing 2ModernPrecision firearm designed for extreme accuracy at long range.
Energy Pistol+1100 ftLight, Armor Piercing 1Near FutureCompact directed-energy weapon for personal defense.
Energy Rifle+2500 ftLight, Armor Piercing 2Near FutureMilitary energy weapon with superior penetration capability.
Plasma Cannon+3200 ftLight, Armor Piercing 2, WoundingNear FutureHeavy energy weapon firing superheated plasma bolts.
Rail Gun+3500 ftLight, Armor Piercing 3Far FutureElectromagnetic launcher firing projectiles at hypersonic speeds.
Particle Beam+2400 ftLight, Armor Piercing 3Far FutureFocused stream of subatomic particles that disrupts matter.
Disruptor+2150 ftLight, WoundingFar FutureExotic weapon that destabilizes molecular bonds in living tissue.

Explosive Weapons

Note: Explosive weapons affect all targets within the blast area (circle). Make a single attack roll, all targets in the area must beat this result with their defensive rolls or take damage.

WeaponDamageBlast AreaPropertiesTechnology LevelDescription
Alchemist’s Fire+15 ftLight, WoundingMedievalGlass vial containing volatile chemicals that ignite on impact.
Black Powder Bomb+210 ftLight, CrushingRenaissanceCrude explosive device using gunpowder and metal fragments.
Dynamite+215 ftLight, CrushingModernStable explosive compound designed for mining and demolition.
Grenade+220 ftLight, CrushingModernMilitary fragmentation explosive thrown by hand.
Pipe Bomb+110 ftLight, CrushingModernImprovised explosive device using common materials.
C4 Explosive+325 ftLight, CrushingModernMilitary-grade plastic explosive with devastating power.
Molotov Cocktail+110 ftLight, WoundingModernImprovised incendiary device using flammable liquid.
Flash-Bang+015 ftLightModernNon-lethal explosive designed to disorient rather than harm.
Plasma Grenade+320 ftLight, Armor Piercing 1, WoundingNear FutureContained plasma explosion that melts through most materials.
EMP Bomb+130 ftLightNear FutureElectromagnetic pulse that disables electronic devices.
Fusion Charge+325 ftLight, Armor Piercing 2Near FutureMiniaturized fusion reaction creating intense heat and pressure.
Antimatter Grenade+430 ftLight, Armor Piercing 3Far FutureComplete matter annihilation creating devastating explosion.
Quantum Bomb+335 ftLight, Armor Piercing 2Far FutureReality-warping explosive that damages at a subatomic level.
Singularity Mine+425 ftLight, CrushingFar FutureCreates temporary micro black hole that crushes everything nearby.

Enhanced Weapons

Enhanced/Magical weapons can take several forms beyond their base statistics. One approach is modifying the damage or properties - for example, a Flaming Sword might retain the standard longsword +3 damage but gain the Wounding property, representing burns that continue to cause harm. A Masterwork Rifle could extend its range from 500 ft to 750 ft while maintaining the same damage and armor piercing capabilities. Another option is adding special abilities or bonuses. An Enchanted Sniper Rifle might grant the wielder access to the Precision Shot ability from the Sharpshooter path, while a Vibrating Warhammer could provide a d4 bonus to Fight skill checks when used in combat. Some weapons might combine multiple enhancements - a Vorpal Blade could deal +4 damage instead of the typical longsword’s +3 and gain the Wounding property. Such items are rare treasures that should be carefully balanced by the GM to enhance gameplay without overshadowing character abilities or making standard weapons obsolete.

Note that weapons or items that grant abilities, often have a limited number of times a day (or their own AP pool).

Optional Rule: Heirloom Weapons
Some weapons grow in power alongside their wielders, developing an almost spiritual bond through shared trials and victories. These Heirloom weapons reflect the character’s personal journey, becoming legendary artifacts that are inseparable from their owner’s identity and achievements.

Under this optional rule, characters begin with a signature weapon of standard quality - perhaps a family sword passed down through generations, a craftsman’s masterwork pistol, or a simple staff that feels perfectly balanced in their hands. Every 3-5 milestones, the GM grants this weapon a new enhancement that reflects the character’s growth and experiences. A warrior’s blade might gain the Armor Piercing property, a gunslinger’s revolver could increase its range by 100 feet, or a wizard’s staff might grant the wielder access to an Elemental Dart ability.

This system creates deeply personal equipment that tells the story of your character’s adventures while eliminating the constant search for better gear. Rather than discarding their starting weapon for superior equipment, players watch their signature item evolve into a legendary artifact worthy of their heroic deeds.