
Weapons
Battleaxe (Axe, Martial, d8/d10, Might, Load 2, Traits: versatie, slashing, crushing)
Greataxe (Axe, Martial, d12, Might, Load 3, Traits: two, heavy, slashing, crushing, power)
Handaxe (Axe, Simple, d6, Might/Agility, Load 1, Traits: finesse, light, slashing, crushing, variable)
Shortbow (Bow, Simple, d6, Agility, Load 1, Traits: missile, piercing, 80/320)
Hunting Bow (Bow, Simple, d8, Agility, Load 2, Traits: missile, piercing, 150/600)
Warbow (Bow, Martial, d10, Might/Agility, Load 2, Traits: missile, piercing, 120/480)
Club (Club, Simple, d6, Might/Agility, Load 1, Traits: light, crushing)
Greatclub (Club, Simple, d10, Might, Load 3, Traits: heavy, two, crushing)
Mace (Club, Simple, d8, Might, Load 1, Traits: crushing)
Maul (Club, Martial, d12, Might, Load 3, Traits: heavy, two, crushing, piercing, power)
Staff (Club, Simple, d6, Might/Agility, Load 2, Traits: finesse, two)
Warhammer (Club, Martial, d8/d10, Might, Load 2, Traits: versatile, piercing, crushing)
Dagger (Unique, Simple, d6, Might/Agility, Load 0, Traits: finesse, light, slashing, piercing, variable)
Flail (Unique, Martial, d10, Might, Load 2, Traits: reach, crushing, piercing)
Javelin (Unique, Simple, d6, Might/Agility, Load 1, Traits: finesse, variable, piercing)
Bullwhip (Unique, Simple, d6, Might/Agility, Load 0, Traits: finesse, slashing, reach)
Sling (Sling, Simple, d6, Might/Agility, Load 0, Traits: missile, crushing)
Staff-Sling (Sling, Simple, d8, Might/Agility, Load 2, Traits: two, crushing, variable)
Spear (Polearm, Simple, d8/d10, Might/Agility, Load 2, Traits: finesse, reach, variable, versatile, polearm, piercing)
Poleaxe (Polearm, Martial, d12, Might, Load 3, Traits: heavy, grab, reach, two, polearm, slashing, piercing, crushing)
Lance (Polearm, Martial, d12, Might, Load 3, Traits: reach, mounted, two, polearm, piercing)
Arming Sword (Sword, Martial, d8, Might/Agility, Load 2, Traits: finesse, *includes rapiers, sabers, and scimitars)
Broadsword (Sword, Martial, d8/d10, Might, Load 2, Traits: slashing, piercing, versatile)
Longsword (Sword, Martial, d12, Might, Load 3, Traits: heavy, two, slashing, piercing, power)
Shortsword (Sword, Simple, d6, Might/Agility, Load 1, Traits: finesse, light)
Arbalest (X-Bow, Martial, d12, Agility/Intellect, Load 4, Traits: heavy, loading, missile, power, trigger, two, 150/600)
Crossbow (X-Bow, Simple, d10, Agility/Intellect, Load 3, Traits: loading, missile, trigger, two, 100/400)
Hand Crossbow (X-Bow, Simple, d6, Agility/Intellect, Load 1, Traits: light, loading, missile, trigger, 30/120)
Pistol (Gun, Martial, 2d4, Agility/Intellect, Load 1, Traits: missile, powder, loading, trigger, exploding, 20/80)
Handgun (Gun, Martial, 2d6, Agility/Intellect, Load 2, Traits: missile, powder, loading, trigger, exploding, 20/80)
Coachgun (Gun, Martial, 3d6, Agility/Intellect, Load 3, Traits: missile, powder, loading, trigger, exploding, two, 20/80)
Musket (Gun, Martial, 2d10, Agility/Intellect, Load 3, Traits: missile, powder, loading, trigger, exploding, two, 150/600)
Longrifle (Gun, Martial, 2d10, Agility/Intellect, Load 4, Traits: missile, powder, loading, trigger, exploding, two, 250/1000)
Weapon Traits
Finesse. The wielder can use agility to calculate attack and damage if desired.
Heavy. This weapon requires might 15 to wield without disadvantage.
Light. This weapon can be used off-hand while dual-wielding.
Grab. This weapon can force a target to make an opposed athletics check. If the wielder wins they can move the target 5 feet or dismount them.
Loading. This weapon must be loaded using a standard or bonus action before it can be fired.
Missile. This weapon can only be used for ranged attacks.
Mounted. This weapon can be used one-handed while mounted, and deals double damage if used with a mounted charge.
Polearm. This weapon deals +3 damage on a single charge attack or if braced against an enemy’s charge.
Power. This weapon rolls damage dice twice and takes the higher roll.
Reach. This weapon can be used to strike up to 10 feet away.
Trigger. This weapon can be fired as a reaction. Multiple mechanisms can be fired as a reaction AND a standard action, if present.
Two. This weapon must be used in two hands.
Variable. This weapon can be used in melee or thrown.
Versatile. This weapon can be used 1 or 2 handed. If used in 2 hands the damage die increases one size.

Armor
Leather (Light, Defense +1, Soak 0, Agility Max 6, Might n/a, Load 1).
A coat, bodysuit, or a breastplate reinforced with patches of boiled hardened leather.
Brigandine (Light, Defense +2, Soak 0, Agility Max 4, Might n/a, Load 2).
A breastplate or bodysuit fitted with patches of boiled hardened leather sewn with a few dozen metal platelets.
Byrnie (Light, Defense +3, Soak 0, Agility Max 3, Might n/a, Load 2).
A light shirt of chain mail covering the upper torso and thighs, sewn onto a leather backing so it doesn’t slide around.
Breastplate/Scalemail (Medium, Defense +4, Soak 2, Agility Max 3, Might 13, Load 3).
A solid metal breastplate OR heavy brigandine vest sewn with hundreds of metal platelets to cover cover the torso, with added vambraces and light greaves.
Hauberk (Medium, Defense +5, Soak 2, Agility Max 1, Might 15, Load 5).
A heavy coat of chainmail covering the torso, arms, and thighs. Usually rivited into a quilted waistcoat.
Lamellar (Heavy, Defense +7, Soak 3, Agility Max 0, Might 15, Load 6).
A full suit of quilted armor fitted with hardpoint splints of boiled leather. The hardpoints are fitted with hundreds of interlocking steel platelets, laced together using thread and wire. Includes a skirt, vambraces, gloves, pauldrons, greaves, and boots.
Platemail (Heavy, Defense +8, Soak 4, Agility Max 0, Might 17, Load 8).
A full suit of plate and chain, with a solid metal breastplate and solid metal greaves, vambraces, and pauldrons. Platemail must be custom fitted most of the time, and it is very hard to resize.
Buckler (Shield, Defense +1, Soak 0, Load 1).
A small round shield about the size of a dinner plate, used for parrying.
Heater (Shield, Defense +3, Soak 0, Might 14, Load 2).
A medium scale-shaped or round shield covering half the body.
Towershield (Shield, Defense +4, Soak 0, Might 17, Load 4).
A large rectangular door-like shield providing nearly full cover.
Armor Upgrades
Adamant. The armor is enhanced with portions of a gray-black supernatural metal, granting it +1 defense, +1 soak, and +1 load.
Buoyant. The armor floats in water, ensuring its wearer does not drown. The wearer cannot swim underwater however.
Camouflage. The armor grants +2 to stealth rolls in terrain favoring its coloration.
Cloudsteel. The armor is enhanced with alchemical super-steel that weighs less than normal metal, granting it -2 load.
Frightening. The armor grants +2 to intimidate rolls against opponents of proper sensibilities.
Impressive. The armor grants +2 to social rolls against opponents of proper sensibilities.
Mastercrafted. The armor grants +1 defense. This bonus overlaps (does not stack) with the bonus for enchanted armor.
Mithril. The armor has been enhanced in key places with portions of a silvery white supernatural metal, granting it +1 defense, -1 load, and reducing strength requirement by 2.
Obscure. The armor conceals the wearers face and body, making it hard to identify the wearer by sight alone.
Sanctified. The armor is inscribed with symbols that grant +1 defense and +1 soak against fiends and undead.
Spikes. The armor is fitted with small spikes, dealing 1d8 damage every time something bites, grabs, or slams the wearer.
Warm. The armor counts as warm weather clothing in cold or arctic environments.
Webbing. The armor is fitted with lots of little pockets and pouches, distributing weight across the wearers body and allowing easy access of small tools. Increase maximum load by 3.