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
| Weapon | Damage | Properties | Technology Level | Description |
|---|---|---|---|---|
| Unarmed | 0 | - | Universal | Fists, kicks, and improvised attacks using the human body. |
| Club | +1 | Crushing | Ancient | Simple wooden bludgeon, effective against armor and structures. |
| Dagger | +1 | Light | Ancient | Short blade designed for close combat and concealed carry. |
| Spear | +1 | Tripping | Ancient | Long wooden shaft with sharpened point, excellent for keeping enemies at distance. |
| Handaxe | +1 | Wounding | Ancient | Small axe designed for single-handed use, good for chopping and combat. |
| Shortsword | +1 | Light | Ancient/Medieval | Balanced blade shorter than a full sword, favored by soldiers and civilians. |
| Staff | +1 | Tripping, Crushing | Ancient | Long wooden pole useful for combat and walking, versatile defensive weapon. |
| Mace | +2 | Crushing | Medieval | Heavy metal head on wooden handle, designed to crush armor and bones. |
| Longsword | +3 | - | Medieval | Two-handed sword offering reach and power, the weapon of choice for knights. |
| Rapier | +1 | Light, Wounding | Renaissance | Slender thrusting sword emphasizing speed and precision over brute force. |
| Katana | +2 | Wounding | Renaissance | Curved single-edged sword known for exceptional sharpness and cutting ability. |
| Saber | +2 | Wounding | Renaissance | Curved cavalry sword designed for slashing attacks from horseback. |
| Bayonet | +1 | Armor Piercing 1 | Renaissance/Modern | Blade attachment that turns firearms into spears for close combat. |
| Combat Knife | +1 | Light | Modern | Military blade designed for utility and combat in modern warfare. |
| Tactical Baton | +1 | Crushing, Light | Modern | Collapsible metal rod used by law enforcement for non-lethal control. |
| Chainsaw | +3 | Crushing, Wounding | Modern | Motorized cutting tool adapted for combat, devastating but unwieldy. |
| Stun Baton | +1 | Light | Near Future | Electrified weapon that can incapacitate through electrical shock. |
| Vibroblade | +2 | Armor Piercing 2, Wounding | Near Future | High-frequency vibrating blade with enhanced cutting power. |
| Plasma Sword | +3 | Armor Piercing 3, Wounding | Far Future | Contained plasma beam shaped into a cutting implement. |
| Monofilament Whip | +2 | Light, Wounding | Far Future | Molecularly thin wire that delivers precise cuts with minimal force. |
| Force Hammer | +3 | Crushing, Armor Piercing 2 | Far Future | Gravity-manipulating weapon that delivers devastating kinetic impacts. |
Ranged Weapons
Note: Damage bonuses only apply when attacking targets within the weapon’s effective range.
| Weapon | Damage | Range | Properties | Technology Level | Description |
|---|---|---|---|---|---|
| Rock/Thrown Object | 0 | 30 ft | Light | Universal | Any improvised projectile hurled by hand. |
| Throwing Knife | +1 | 30 ft | Light | Ancient | Balanced blade designed for accurate throwing at short range. |
| Javelin | +1 | 120 ft | Light | Ancient | Light spear designed for throwing rather than thrusting. |
| Sling | +1 | 150 ft | Light, Crushing | Ancient | Simple leather pouch that hurls stones with surprising force. |
| Shortbow | +1 | 150 ft | Light | Ancient/Medieval | Compact bow suitable for hunting and skirmishing. |
| Crossbow | +2 | 200 ft | Light, Armor Piercing 1 | Medieval | Mechanical bow offering power and accuracy with minimal training. |
| Longbow | +2 | 300 ft | Light | Medieval | Powerful war bow requiring strength and skill to use effectively. |
| Heavy Crossbow | +3 | 400 ft | Light, Armor Piercing 2 | Medieval | Large crossbow capable of penetrating heavy armor. |
| Throwing Axe | +1 | 30 ft | Light, Wounding | Medieval | Balanced handaxe designed for accurate throwing. |
| Musket | +2 | 100 ft | Light, Armor Piercing 1 | Renaissance | Early firearm using black powder and lead balls. |
| Pistol | +1 | 50 ft | Light | Renaissance/Modern | Single-handed firearm for close-range combat. |
| Rifle | +2 | 500 ft | Light, Armor Piercing 1 | Modern | Long-barreled firearm designed for accuracy at distance. |
| Shotgun | +2 | 40 ft | Light, Crushing | Modern | Spreads multiple projectiles for close-range devastation. |
| Assault Rifle | +2 | 300 ft | Light, Armor Piercing 1 | Modern | Automatic firearm balancing power and controllability. |
| Sniper Rifle | +3 | 500 ft | Light, Armor Piercing 2 | Modern | Precision firearm designed for extreme accuracy at long range. |
| Energy Pistol | +1 | 100 ft | Light, Armor Piercing 1 | Near Future | Compact directed-energy weapon for personal defense. |
| Energy Rifle | +2 | 500 ft | Light, Armor Piercing 2 | Near Future | Military energy weapon with superior penetration capability. |
| Plasma Cannon | +3 | 200 ft | Light, Armor Piercing 2, Wounding | Near Future | Heavy energy weapon firing superheated plasma bolts. |
| Rail Gun | +3 | 500 ft | Light, Armor Piercing 3 | Far Future | Electromagnetic launcher firing projectiles at hypersonic speeds. |
| Particle Beam | +2 | 400 ft | Light, Armor Piercing 3 | Far Future | Focused stream of subatomic particles that disrupts matter. |
| Disruptor | +2 | 150 ft | Light, Wounding | Far Future | Exotic 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.
| Weapon | Damage | Blast Area | Properties | Technology Level | Description |
|---|---|---|---|---|---|
| Alchemist’s Fire | +1 | 5 ft | Light, Wounding | Medieval | Glass vial containing volatile chemicals that ignite on impact. |
| Black Powder Bomb | +2 | 10 ft | Light, Crushing | Renaissance | Crude explosive device using gunpowder and metal fragments. |
| Dynamite | +2 | 15 ft | Light, Crushing | Modern | Stable explosive compound designed for mining and demolition. |
| Grenade | +2 | 20 ft | Light, Crushing | Modern | Military fragmentation explosive thrown by hand. |
| Pipe Bomb | +1 | 10 ft | Light, Crushing | Modern | Improvised explosive device using common materials. |
| C4 Explosive | +3 | 25 ft | Light, Crushing | Modern | Military-grade plastic explosive with devastating power. |
| Molotov Cocktail | +1 | 10 ft | Light, Wounding | Modern | Improvised incendiary device using flammable liquid. |
| Flash-Bang | +0 | 15 ft | Light | Modern | Non-lethal explosive designed to disorient rather than harm. |
| Plasma Grenade | +3 | 20 ft | Light, Armor Piercing 1, Wounding | Near Future | Contained plasma explosion that melts through most materials. |
| EMP Bomb | +1 | 30 ft | Light | Near Future | Electromagnetic pulse that disables electronic devices. |
| Fusion Charge | +3 | 25 ft | Light, Armor Piercing 2 | Near Future | Miniaturized fusion reaction creating intense heat and pressure. |
| Antimatter Grenade | +4 | 30 ft | Light, Armor Piercing 3 | Far Future | Complete matter annihilation creating devastating explosion. |
| Quantum Bomb | +3 | 35 ft | Light, Armor Piercing 2 | Far Future | Reality-warping explosive that damages at a subatomic level. |
| Singularity Mine | +4 | 25 ft | Light, Crushing | Far Future | Creates 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.