Armor

Base Thresholds: 9 / 21
Base Score: 4
You reduce incoming magic damage by your Armor Score before applying it to your damage thresholds.

Base Thresholds: 9 / 21
Base Score: 4
Before you mark your last Armor Slot, roll a

Base Thresholds: 9 / 20
Base Score: 4
When you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot.

Base Thresholds: 11 / 23
Base Score: 5
When you would spend a Hope, you can mark an Armor Slot instead.

Base Thresholds: 9 / 20
Base Score: 4
When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage.

Base Thresholds: 8 / 18
Base Score: 5
You gain a +2 bonus to rolls you make to move silently.

Base Thresholds: 16 / 39
Base Score: 6
You can’t mark an Armor Slot to reduce magic damage.

Base Thresholds: 11 / 27
Base Score: 5
Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress.
Base Thresholds: 16 / 39
Base Score: 6
You can’t mark an Armor Slot to reduce physical damage.

Base Thresholds: 17 / 43
Base Score: 6
Each time you mark an Armor Slot, you must mark a Stress.

Base Thresholds: 10 / 25
Base Score: 5
On a successful attack against a target within Meleerange, add a
Base Thresholds: 13 / 36
Base Score: 7
Mark an Armor Slot to roll a
Base Thresholds: 15 / 40
Base Score: 4
When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one.

Base Thresholds: 18 / 48
Base Score: 8
−1 to all character traits and Evasion

Base Thresholds: 13 / 36
Base Score: 6
This armor glows when another creature within Closerange tells a lie.
Primary Weapon — Magic

Trait: Strength
Range: Melee
Damage: d10 + 3 — Magical
Burden: Two-Handed
Trait: Instinct
Range: Far
Damage: d6 + 3 — Magical
Burden: Two-Handed

Trait: Instinct
Range: Far
Damage: d6 + 3 — Magical
Burden: Two-Handed

Trait: Instinct
Range: Very Close
Damage: d10 + 2 — Magical
Burden: Two-Handed

Trait: Instinct
Range: Close
Damage: d8 — Magical
Burden: One-Handed

Trait: Strength
Range: Melee
Damage: d10 + 1 — Magical
Burden: One-Handed

Trait: Presence
Range: Far
Damage: d6 — Magical
Burden: Two-Handed
This weapon can also be used with these statistics—Presence, Melee,

Trait: Strength
Range: Melee
Damage: d10 + 3 — Magical
Burden: Two-Handed

Trait: Finesse
Range: Very Close
Damage: d10 — Magical
Burden: One-Handed

Trait: Finesse
Range: Close
Damage: d8 — Magical
Burden: One-Handed

Trait: Agility
Range: Very Close
Damage: d10 + 2 — Magical
Burden: Two-Handed
Trait: Knowledge
Range: Very Far
Damage: d6 — Magical
Burden: Two-Handed
On a successful attack, roll an additional damage die and #{discard}# the lowest result.
Trait: Strength
Range: Melee
Damage: d8 + 1 — Magical
Burden: One-Handed

Trait: Instinct
Range: Very Close
Damage: d10 — Magical
Burden: One-Handed
Trait: Finesse
Range: Close
Damage: d8 — Magical
Burden: One-Handed
When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Trait: Presence
Range: Far
Damage: d6 — Magical
Burden: Two-Handed
This weapon can also be used with these statistics—Presence, Melee,
Trait: Instinct
Range: Close
Damage: d8 + 1 — Magical
Burden: One-Handed

Trait: Knowledge
Range: Very Far
Damage: d6 — Magical
Burden: Two-Handed
On a successful attack, roll an additional damage die and discard the lowest result.
Trait: Knowledge
Range: Far
Damage: d6 + 1 — Magical
Burden: One-Handed

Trait: Knowledge
Range: Far
Damage: d6 + 1 — Magical
Burden: One-Handed
Trait: Finesse
Range: Melee
Damage: d8 + 4 — Magical
Burden: One-Handed
On a successful attack, the target must mark a Stress.

Trait: Agility
Range: Melee
Damage: d12 + 4 — Magical
Burden: One-Handed
You must have a Presence of 0 or lower to use this weapon.

Trait: Instinct
Range: Far
Damage: d6 + 4 — Magical
Burden: Two-Handed
On a successful attack, roll an additional damage die and #{discard}# the lowest result.

Trait: Instinct
Range: Melee
Damage: d8 + 6 — Magical
Burden: Two-Handed
On a successful attack against a target within Melee range, all other adversaries within Very Close range must succeed on a reaction roll (14) or take half damage.

Trait: Strength
Range: Melee
Damage: d10 + 6 — Magical
Burden: Two-Handed
Trait: Instinct
Range: Far
Damage: d6 + 6 — Magical
Burden: Two-Handed

Trait: Agility
Range: Very Close
Damage: d10 + 5 — Magical
Burden: Two-Handed
Trait: Knowledge
Range: Very Far
Damage: d6 + 3 — Magical
Burden: Two-Handed
On a successful attack, roll an additional damage die and #{discard}# the lowest result.
Trait: Strength
Range: Melee
Damage: d8 + 4 — Magical
Burden: One-Handed

Trait: Instinct
Range: Very Close
Damage: d10 + 3 — Magical
Burden: One-Handed
Trait: Finesse
Range: Close
Damage: d8 + 3 — Magical
Burden: One-Handed
When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Trait: Presence
Range: Far
Damage: d6 + 3 — Magical
Burden: Two-Handed
This weapon can also be used with these statistics—Presence, Melee,
Trait: Instinct
Range: Close
Damage: d8 + 4 — Magical
Burden: One-Handed
Trait: Knowledge
Range: Far
Damage: d6 + 4 — Magical
Burden: One-Handed

Trait: Knowledge
Range: Far
Damage: d6 + 4 — Magical
Burden: Two-Handed
+1 to attack rolls

Trait: Presence
Range: Far
Damage: d6 + 3 — Magical
Burden: One-Handed
On a successful attack, roll a
Trait: Presence
Range: Far
Damage: d6 + 4 — Magical
Burden: One-Handed
Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result.

Trait: Finesse
Range: Far
Damage: d6 + 4 — Magical
Burden: Two-Handed
When you roll the maximum value on a damage die, roll an additional damage die.

Trait: Strength
Range: Melee
Damage: d10 + 9 — Magical
Burden: Two-Handed
Trait: Instinct
Range: Far
Damage: d6 + 9 — Magical
Burden: Two-Handed

Trait: Agility
Range: Very Close
Damage: d10 + 8 — Magical
Burden: Two-Handed
Trait: Knowledge
Range: Very Far
Damage: d6 + 6 — Magical
Burden: Two-Handed
On a successful attack, roll an additional damage die and #{discard}# the lowest result.
Trait: Strength
Range: Melee
Damage: d8 + 7 — Magical
Burden: One-Handed

Trait: Instinct
Range: Very Close
Damage: d10 + 6 — Magical
Burden: One-Handed
Trait: Finesse
Range: Close
Damage: d8 + 6 — Magical
Burden: One-Handed
When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Trait: Presence
Range: Far
Damage: d6 + 6 — Magical
Burden: Two-Handed
This weapon can also be used with these statistics—Presence, Melee,
Trait: Instinct
Range: Close
Damage: d8 + 7 — Magical
Burden: One-Handed
Trait: Knowledge
Range: Far
Damage: d6 + 7 — Magical
Burden: One-Handed
Trait: Strength
Range: Melee
Damage: d10 + 8 — Magical
Burden: Two-Handed
On a failed attack, you can mark a Stress to reroll your attack.
Trait: Instinct
Range: Far
Damage: d6 + 7 — Magical
Burden: Two-Handed
When you roll a 6 on a damage die, the target must mark a Stress.
Trait: Presence
Range: Melee
Damage: d10 + 7 — Any
Burden: One-Handed
On a successful attack, you can deal physical or magic damage.

Trait: Finesse
Range: Far
Damage: d6 + 7 — Magical
Burden: Two-Handed
When you roll a 1 on a damage die, it deals 6 damage instead.
Trait: Finesse
Range: Very Far
Damage: d6 + 6 — Magical
Burden: One-Handed
After you make an attack, roll a
Trait: Knowledge
Range: Far
Damage: d6 + 7 — Magical
Burden: One-Handed
On a successful attack, roll an additional damage die and #{discard}# the lowest result.
Trait: Knowledge
Range: Very Close
Damage: d20 + 4 — Magical
Burden: One-Handed
Each time you make a successful attack, you must mark a Stress.
Trait: Knowledge
Range: Close
Damage: d10 + 5 — Magical
Burden: One-Handed
You choose the target of your attack after making your attack roll.
Trait: Instinct
Range: Far
Damage: d20 + 7 — Magical
Burden: Two-Handed
Each time you make a successful attack, you must mark a Stress.
Trait: Instinct
Range: Close
Damage: d8 + 9 — Magical
Burden: One-Handed
On a successful attack, roll an additional damage die and #{discard}# the lowest result.

Trait: Knowledge
Range: Very Far
Damage: d6 + 9 — Magical
Burden: Two-Handed
Gain a bonus to your damage rolls equal to your level.

Trait: Strength
Range: Melee
Damage: d10 + 12 — Magical
Burden: Two-Handed
Trait: Instinct
Range: Far
Damage: d8 + 12 — Magical
Burden: Two-Handed

Trait: Agility
Range: Very Close
Damage: d10 + 11 — Magical
Burden: Two-Handed
Trait: Knowledge
Range: Very Far
Damage: d6 + 9 — Magical
Burden: Two-Handed
On a successful attack, roll an additional damage die and #{discard}# the lowest result.
Trait: Strength
Range: Melee
Damage: d8 + 10 — Magical
Burden: One-Handed

Trait: Instinct
Range: Very Close
Damage: d10 + 9 — Magical
Burden: One-Handed
Trait: Finesse
Range: Close
Damage: d8 + 9 — Magical
Burden: One-Handed
When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Trait: Presence
Range: Far
Damage: d6 + 9 — Magical
Burden: Two-Handed
This weapon can also be used with these statistics—Presence, Melee,
Trait: Instinct
Range: Close
Damage: d8 + 10 — Magical
Burden: One-Handed
Trait: Knowledge
Range: Far
Damage: d6 + 10 — Magical
Burden: One-Handed
Trait: Finesse
Range: Very Far
Damage: d6 + 13 — Magical
Burden: One-Handed
After you make an attack, roll a

Trait: Knowledge
Range: Melee
Damage: d10 + 9 — Magical
Burden: Two-Handed
Spend a handful of gold to gain a +1 bonus to your Proficiencyon a damage roll.

Trait: Strength
Range: Melee
Damage: d10 + 11 — Magical
Burden: Two-Handed
This weapon cuts through solid material.

Trait: Instinct
Range: Far
Damage: d6 + 13 — Magical
Burden: Two-Handed
+1 to attack rolls
Primary Weapon — Physical

Trait: Strength
Range: Melee
Damage: d10 + 3 — Physical
Burden: Two-Handed
Trait: Agility
Range: Melee
Damage: d8 — Physical
Burden: One-Handed
+1 to attack rolls

Trait: Strength
Range: Melee
Damage: d12 + 3 — Physical
Burden: Two-Handed
−1 to Evasion

Trait: Agility
Range: Melee
Damage: d8 — Physical
Burden: One-Handed
+1 to attack rolls

Trait: Finesse
Range: Melee
Damage: d8 + 1 — Physical
Burden: One-Handed

Trait: Finesse
Range: Very Close
Damage: d8 + 2 — Physical
Burden: Two-Handed

Trait: Finesse
Range: Far
Damage: d6 + 1 — Physical
Burden: One-Handed
Trait: Presence
Range: Melee
Damage: d8 + 1 — Physical
Burden: One-Handed
Trait: Finesse
Range: Melee
Damage: d8 + 1 — Physical
Burden: One-Handed

Trait: Agility
Range: Very Far
Damage: d6 + 3 — Physical
Burden: Two-Handed
−1 to Finesse

Trait: Agility
Range: Far
Damage: d6 + 3 — Physical
Burden: Two-Handed

Trait: Strength
Range: Very Close
Damage: d8 + 2 — Physical
Burden: Two-Handed
Trait: Strength
Range: Melee
Damage: d10 + 3 — Physical
Burden: Two-Handed
−1 to Evasion; on a successful attack, roll an additional damage die and #{discard}# the lowest result.
Trait: Strength
Range: Very Close
Damage: d10 + 2 — Physical
Burden: Two-Handed
−1 to Finesse

Trait: Strength
Range: Melee
Damage: d8 + 1 — Physical
Burden: One-Handed

Trait: Agility
Range: Very Far
Damage: d8 + 3 — Physical
Burden: Two-Handed
−1 to Finesse
Trait: Agility
Range: Melee
Damage: d10 + 3 — Physical
Burden: Two-Handed
Trait: Strength
Range: Melee
Damage: d8 + 1 — Physical
Burden: One-Handed

Trait: Strength
Range: Melee
Damage: d10 + 3 — Physical
Burden: Two-Handed
Trait: Instinct
Range: Melee
Damage: d10 + 3 — Physical
Burden: Two-Handed
Trait: Presence
Range: Melee
Damage: d8 — Physical
Burden: One-Handed
When you make an attack, you can mark a Stress to target another creature within range.

Trait: Agility
Range: Very Far
Damage: d8 + 2 — Physical
Burden: Two-Handed
Spend 2 Hope to gain advantage on an attack roll.

Trait: Presence
Range: Melee
Damage: d8 + 1 — Physical
Burden: One-Handed

Trait: Agility
Range: Melee
Damage: d8 + 3 — Physical
Burden: Two-Handed

Trait: Agility
Range: Far
Damage: d6 + 3 — Physical
Burden: Two-Handed

Trait: Strength
Range: Very Close
Damage: d6 + 2 — Physical
Burden: Two-Handed
When you make an attack, target all creatures in front of you within range.

Trait: Presence
Range: Melee
Damage: d8 — Physical
Burden: One-Handed
When you make an attack, you can mark a Stress to target another creature within range.

Trait: Strength
Range: Melee
Damage: d10 + 3 — Physical
Burden: Two-Handed
−1 to Evasion; on a successful attack, roll an additional damage die and #{discard}# the lowest result.

Trait: Finesse
Range: Far
Damage: d6 + 3 — Physical
Burden: Two-Handed
Trait: Finesse
Range: Very Close
Damage: d8 + 3 — Physical
Burden: Two-Handed

Trait: Instinct
Range: Melee
Damage: d10 + 3 — Physical
Burden: Two-Handed

Trait: Strength
Range: Melee
Damage: d12 + 3 — Physical
Burden: Two-Handed
−1 to Evasion

Trait: Agility
Range: Very Close
Damage: d8 + 3 — Physical
Burden: One-Handed
When you make an attack, you can mark a Stress to target another creature within range.

Trait: Finesse
Range: Close
Damage: d8 + 6 — Physical
Burden: Two-Handed
After you make an attack, roll a

Trait: Agility
Range: Very Far
Damage: d6 + 5 — Physical
Burden: Two-Handed
+1 to attack rolls

Trait: Strength
Range: Melee
Damage: d10 + 4 — Physical
Burden: One-Handed
On a successful attack, roll an additional damage die and #{discard}# the lowest result.

Trait: Strength
Range: Far
Damage: d6 + 6 — Physical
Burden: Two-Handed
On a successful attack, roll an additional damage die and #{discard}# the lowest result.

Trait: Strength
Range: Melee
Damage: d10 + 6 — Physical
Burden: Two-Handed
Trait: Agility
Range: Melee
Damage: d8 + 3 — Physical
Burden: One-Handed
+1 to attack rolls

Trait: Finesse
Range: Far
Damage: d6 + 4 — Physical
Burden: One-Handed
Trait: Presence
Range: Melee
Damage: d8 + 4 — Physical
Burden: One-Handed
Trait: Finesse
Range: Melee
Damage: d8 + 4 — Physical
Burden: One-Handed
Trait: Strength
Range: Melee
Damage: d10 + 6 — Physical
Burden: Two-Handed
−1 to Evasion; on a successful attack, roll an additional damage die and #{discard}# the lowest result.
Trait: Strength
Range: Very Close
Damage: d10 + 5 — Physical
Burden: Two-Handed
−1 to Finesse

Trait: Agility
Range: Very Far
Damage: d8 + 6 — Physical
Burden: Two-Handed
−1 to Finesse
Trait: Agility
Range: Melee
Damage: d10 + 6 — Physical
Burden: Two-Handed
Trait: Strength
Range: Melee
Damage: d8 + 4 — Physical
Burden: One-Handed
Trait: Instinct
Range: Melee
Damage: d10 + 6 — Physical
Burden: Two-Handed
Trait: Presence
Range: Melee
Damage: d8 + 3 — Physical
Burden: One-Handed
When you make an attack, you can mark a Stress to target another creature within range.

Trait: Agility
Range: Far
Damage: d6 + 6 — Physical
Burden: Two-Handed
Trait: Finesse
Range: Very Close
Damage: d8 + 6 — Physical
Burden: Two-Handed

Trait: Strength
Range: Melee
Damage: d12 + 6 — Physical
Burden: Two-Handed
−1 to Evasion

Trait: Strength
Range: Melee
Damage: d10 + 6 — Physical
Burden: Two-Handed
When you roll the maximum value on a damage die, roll an additional damage die.

Trait: Agility
Range: Very Far
Damage: d8 + 5 — Physical
Burden: Two-Handed
Spend 2 Hope to gain advantage on an attack roll.

Trait: Strength
Range: Very Close
Damage: d6 + 5 — Physical
Burden: Two-Handed
When you make an attack, target all creatures in front of you within range.

Trait: Strength
Range: Very Close
Damage: d8 + 4 — Physical
Burden: Two-Handed
On a successful attack, the target must mark a Stress.

Trait: Finesse
Range: Melee
Damage: d8 + 3 — Physical
Burden: One-Handed
When you deal Severe damage, the target must mark an additional HP.

Trait: Finesse
Range: Very Close
Damage: d8 + 5 — Physical
Burden: Two-Handed
+1 to attack rolls

Trait: Strength
Range: Melee
Damage: d10 + 9 — Physical
Burden: Two-Handed
Trait: Agility
Range: Melee
Damage: d8 + 6 — Physical
Burden: One-Handed
+1 to attack rolls

Trait: Finesse
Range: Far
Damage: d6 + 7 — Physical
Burden: One-Handed
Trait: Presence
Range: Melee
Damage: d8 + 7 — Physical
Burden: One-Handed
Trait: Finesse
Range: Melee
Damage: d8 + 7 — Physical
Burden: One-Handed
Trait: Strength
Range: Melee
Damage: d10 + 9 — Physical
Burden: Two-Handed
−1 to Evasion; on a successful attack, roll an additional damage die and #{discard}# the lowest result.
Trait: Strength
Range: Very Close
Damage: d10 + 8 — Physical
Burden: Two-Handed
−1 to Finesse

Trait: Agility
Range: Very Far
Damage: d8 + 9 — Physical
Burden: Two-Handed
−1 to Finesse
Trait: Agility
Range: Melee
Damage: d10 + 9 — Physical
Burden: Two-Handed
Trait: Strength
Range: Melee
Damage: d8 + 7 — Physical
Burden: One-Handed
Trait: Instinct
Range: Melee
Damage: d10 + 9 — Physical
Burden: Two-Handed
Trait: Presence
Range: Melee
Damage: d8 + 6 — Physical
Burden: One-Handed
When you make an attack, you can mark a Stress to target another creature within range.

Trait: Agility
Range: Far
Damage: d6 + 9 — Physical
Burden: Two-Handed
Trait: Finesse
Range: Very Close
Damage: d8 + 9 — Physical
Burden: Two-Handed

Trait: Strength
Range: Melee
Damage: d12 + 9 — Physical
Burden: Two-Handed
−1 to Evasion

Trait: Finesse
Range: Far
Damage: d6 + 8 — Physical
Burden: One-Handed
After you make an attack, roll a
Trait: Strength
Range: Melee
Damage: d12 + 7 — Physical
Burden: Two-Handed
−1 to Evasion; +3 to Severe damage threshold

Trait: Agility
Range: Very Close
Damage: d10 + 8 — Physical
Burden: Two-Handed
On a successful attack, roll an additional damage die and #{discard}# the lowest result.
Trait: Agility
Range: Melee
Damage: d8 + 5 — Physical
Burden: One-Handed
Gain a bonus to your damage rolls equal to your Agility.
Trait: Strength
Range: Melee
Damage: d10 + 7 — Physical
Burden: Two-Handed
Before you make an attack roll, you can mark a Stress to use a

Trait: Strength
Range: Melee
Damage: d10 + 7 — Physical
Burden: Two-Handed
+1 to Armor Score

Trait: Presence
Range: Melee
Damage: d10 + 5 — Physical
Burden: One-Handed
When there are no other creatures within Closerange of the target, gain advantageon your attack roll against them.

Trait: Presence
Range: Melee
Damage: d10 + 7 — Physical
Burden: One-Handed
The blade can be hidden in the hilt to avoid detection.

Trait: Agility
Range: Very Far
Damage: d8 + 8 — Physical
Burden: Two-Handed
Spend 2 Hope to gain advantage on an attack roll.

Trait: Strength
Range: Very Close
Damage: d6 + 8 — Physical
Burden: Two-Handed
When you make an attack, target all creatures in front of you within range.
Trait: Agility
Range: Very Far
Damage: d6 + 7 — Physical
Burden: Two-Handed
This weapon can also be used with these statistics—Agility, Melee,

Trait: Finesse
Range: Close
Damage: d10 + 7 — Physical
Burden: Two-Handed
When you roll the maximum value on a damage die, roll an additional damage die.

Trait: Finesse
Range: Far
Damage: d6 + 11 — Physical
Burden: Two-Handed
+1 to attack rolls
Trait: Finesse
Range: Melee
Damage: d8 + 9 — Physical
Burden: One-Handed
When you roll a 1 on a damage die, it deals 8 damage instead.
Trait: Agility
Range: Melee
Damage: d10 + 9 — Physical
Burden: Two-Handed
When you make an attack, you can mark a Stress to target another creature within range.
Trait: Finesse
Range: Very Close
Damage: d8 + 10 — Physical
Burden: Two-Handed
This weapon’s attack targets all adversaries in a line within range.
Trait: Finesse
Range: Very Far
Damage: d6 + 12 — Physical
Burden: One-Handed
After you make an attack, roll a

Trait: Strength
Range: Melee
Damage: d10 + 11 — Physical
Burden: One-Handed
On a successful attack, you can spend a Hope to knock the target back to Far range.

Trait: Strength
Range: Melee
Damage: d10 + 12 — Physical
Burden: Two-Handed
Trait: Agility
Range: Melee
Damage: d8 + 9 — Physical
Burden: One-Handed
+1 to attack rolls

Trait: Finesse
Range: Far
Damage: d6 + 10 — Physical
Burden: One-Handed
Trait: Presence
Range: Melee
Damage: d8 + 10 — Physical
Burden: One-Handed
Trait: Finesse
Range: Melee
Damage: d8 + 10 — Physical
Burden: One-Handed
Trait: Strength
Range: Melee
Damage: d10 + 12 — Physical
Burden: Two-Handed
−1 to Evasion; on a successful attack, roll an additional damage die and #{discard}# the lowest result.
Trait: Strength
Range: Very Close
Damage: d10 + 11 — Physical
Burden: Two-Handed
−1 to Finesse

Trait: Agility
Range: Very Far
Damage: d8 + 12 — Physical
Burden: Two-Handed
−1 to Finesse
Trait: Agility
Range: Melee
Damage: d10 + 12 — Physical
Burden: Two-Handed
Trait: Strength
Range: Melee
Damage: d8 + 10 — Physical
Burden: One-Handed
Trait: Instinct
Range: Melee
Damage: d10 + 12 — Physical
Burden: Two-Handed
Trait: Presence
Range: Melee
Damage: d8 + 9 — Physical
Burden: One-Handed
When you make an attack, you can mark a Stress to target another creature within range.

Trait: Agility
Range: Far
Damage: d6 + 12 — Physical
Burden: Two-Handed
Trait: Finesse
Range: Very Close
Damage: d8 + 12 — Physical
Burden: Two-Handed

Trait: Strength
Range: Melee
Damage: d12 + 12 — Physical
Burden: Two-Handed
−1 to Evasion

Trait: Agility
Range: Far
Damage: d6 + 11 — Physical
Burden: Two-Handed
Mark 1 or more Stress to hit that many targets in range of the attack.

Trait: Agility
Range: Very Far
Damage: d8 + 11 — Physical
Burden: Two-Handed
Spend 2 Hope to gain advantage on an attack roll.

Trait: Strength
Range: Very Close
Damage: d6 + 11 — Physical
Burden: Two-Handed
When you make an attack, target all creatures in front of you within range.
Trait: Strength
Range: Melee
Damage: d12 + 13 — Physical
Burden: Two-Handed
−1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress.

Trait: Presence
Range: Close
Damage: d8 + 9 — Physical
Burden: Two-Handed
On a successful attack, you can spend a Hope to Restrain the target or pull them into Meleerange with you.
Secondary Weapon — Physical

Trait: Agility
Range: Very Close
Damage: d4 — Physical
Burden: One-Handed
On a successful attack, you can temporarily Rope the target instead of dealing damage. While Roped, the target is Restrained and Vulnerable , but you must remain within Very Close range of the target. When the target clears this condition, you can make a Strength Reaction Roll. On a success, they remain Roped.

Trait: Finesse
Range: Far
Damage: d6 — Physical
Burden: One-Handed
Spend 2 Hope to gain a +4 bonus to primary weapon damage.

Trait: Agility
Range: Very Close
Damage: d4 + 3 — Physical
Burden: One-Handed
On a successful attack, you can temporarily Rope the target instead of dealing damage. While Roped, the target is Restrained and Vulnerable , but you must remain within Very Close range of the target. When the target clears this condition, you can make a Strength Reaction Roll. On a success, they remain Roped.

Trait: Finesse
Range: Far
Damage: d6 + 3 — Physical
Burden: One-Handed
Spend 2 Hope to gain a +4 bonus to primary weapon damage.

Trait: Agility
Range: Very Close
Damage: d4 + 6 — Physical
Burden: One-Handed
On a successful attack, you can temporarily Rope the target instead of dealing damage. While Roped, the target is Restrained and Vulnerable , but you must remain within Very Close range of the target. When the target clears this condition, you can make a Strength Reaction Roll. On a success, they remain Roped.

Trait: Finesse
Range: Far
Damage: d6 + 6 — Physical
Burden: One-Handed
Spend 2 Hope to gain a +4 bonus to primary weapon damage.

Trait: Agility
Range: Very Close
Damage: d4 + 9 — Physical
Burden: One-Handed
On a successful attack, you can temporarily Rope the target instead of dealing damage. While Roped, the target is Restrained and Vulnerable , but you must remain within Very Close range of the target. When the target clears this condition, you can make a Strength Reaction Roll. On a success, they remain Roped.

Trait: Finesse
Range: Far
Damage: d6 + 9 — Physical
Burden: One-Handed
Spend 2 Hope to gain a +4 bonus to primary weapon damage.
Secondary Weapon

Trait: Strength
Range: Melee
Damage: d4 — Physical
Burden: One-Handed
+1 to Armor Score

Trait: Finesse
Range: Far
Damage: d6 + 1 — Physical
Burden: One-Handed
This weapon temporarily lights up the area the flare lands in.
Trait: Finesse
Range: Close
Damage: d6 — Physical
Burden: One-Handed
On a successful attack, you can pull the target into Meleerange.

Trait: Finesse
Range: Far
Damage: d6 + 1 — Physical
Burden: One-Handed

Trait: Agility
Range: Melee
Damage: d8 — Physical
Burden: One-Handed
+2 to primary weapon damage to targets within Melee range

Trait: Finesse
Range: Melee
Damage: d8 — Physical
Burden: One-Handed
+2 to primary weapon damage to targets within Melee range
Trait: Strength
Range: Melee
Damage: d4 — Physical
Burden: One-Handed
+1 to Armor Score
Trait: Agility
Range: Melee
Damage: d8 — Physical
Burden: One-Handed
+2 to primary weapon damage to targets within Melee range
Trait: Finesse
Range: Melee
Damage: d8 — Physical
Burden: One-Handed
+2 to primary weapon damage to targets within Melee range

Trait: Strength
Range: Melee
Damage: d6 — Physical
Burden: One-Handed
+2 to Armor Score; −1 to Evasion
Trait: Strength
Range: Melee
Damage: d6 — Physical
Burden: One-Handed
+2 to Armor Score; −1 to Evasion

Trait: Finesse
Range: Close
Damage: d6 — Physical
Burden: One-Handed
On a successful attack, you can pull the target into Meleerange.
Trait: Finesse
Range: Close
Damage: d6 + 2 — Physical
Burden: One-Handed
On a successful attack, you can pull the target into Meleerange.

Trait: Finesse
Range: Far
Damage: d6 + 3 — Physical
Burden: One-Handed
Trait: Strength
Range: Melee
Damage: d4 + 2 — Physical
Burden: One-Handed
+2 to Armor Score
Trait: Agility
Range: Melee
Damage: d8 + 2 — Physical
Burden: One-Handed
+3 to primary weapon damage to targets within Melee range
Trait: Finesse
Range: Melee
Damage: d8 + 2 — Physical
Burden: One-Handed
+3 to primary weapon damage to targets within Melee range
Trait: Strength
Range: Melee
Damage: d6 + 2 — Physical
Burden: One-Handed
+3 to Armor Score; −1 to Evasion
Trait: Finesse
Range: Melee
Damage: d6 + 2 — Physical
Burden: One-Handed
When you are attacked, roll this weapon’s damage dice. If any of the attacker’s damage dice rolled the same value as your dice, the matching results are #{discarded}# from the attacker’s damage dice before the damage you take is totaled.

Trait: Agility
Range: Close
Damage: d6 + 4 — Physical
Burden: One-Handed
When this weapon is thrown within its range, it appears in your hand immediately after the attack.

Trait: Strength
Range: Melee
Damage: d6 + 2 — Physical
Burden: One-Handed
+1 to Armor Score; +1 to primary weapon damage within Melee range
Trait: Finesse
Range: Close
Damage: d6 + 4 — Physical
Burden: One-Handed
On a successful attack, you can pull the target into Meleerange.

Trait: Finesse
Range: Far
Damage: d6 + 5 — Physical
Burden: One-Handed
Trait: Strength
Range: Melee
Damage: d4 + 4 — Physical
Burden: One-Handed
+3 to Armor Score
Trait: Agility
Range: Melee
Damage: d8 + 4 — Physical
Burden: One-Handed
+4 to primary weapon damage to targets within Melee range
Trait: Finesse
Range: Melee
Damage: d8 + 4 — Physical
Burden: One-Handed
+4 to primary weapon damage to targets within Melee range
Trait: Strength
Range: Melee
Damage: d6 + 4 — Physical
Burden: One-Handed
+4 to Armor Score; −1 to Evasion
Trait: Agility
Range: Melee
Damage: d4 + 4 — Physical
Burden: One-Handed
When you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your available Armor Slots against the attack.
Trait: Finesse
Range: Very Far
Damage: d6 + 4 — Physical
Burden: One-Handed
This weapon can also be used with these statistics—Finesse, Close,
Trait: Knowledge
Range: Close
Damage: d6 + 4 — Physical
Burden: One-Handed
Mark a Stress to gain a +1 bonus to your Proficiencyon a primary weapon attack.

Trait: Agility
Range: Melee
Damage: d4 + 6 — Physical
Burden: One-Handed
When you mark an Armor Slot, it reduces damage for you and all allies within Melee range of you who took the same damage.
Trait: Strength
Range: Melee
Damage: d6 + 8 — Physical
Burden: One-Handed
When you make an attack with your primary weapon, you can deal damage to another target within Melee range.
Trait: Finesse
Range: Close
Damage: d6 + 6 — Physical
Burden: One-Handed
On a successful attack, you can pull the target into Meleerange.

Trait: Finesse
Range: Far
Damage: d6 + 7 — Physical
Burden: One-Handed
Trait: Strength
Range: Melee
Damage: d4 + 6 — Physical
Burden: One-Handed
+4 to Armor Score
Trait: Agility
Range: Melee
Damage: d8 + 6 — Physical
Burden: One-Handed
+5 to primary weapon damage to targets within Melee range
Trait: Finesse
Range: Melee
Damage: d8 + 6 — Physical
Burden: One-Handed
+5 to primary weapon damage to targets within Melee range
Trait: Strength
Range: Melee
Damage: d6 + 6 — Physical
Burden: One-Handed
+5 to Armor Score; −1 to Evasion.
Trait: Instinct
Range: Very Close
Damage: d4 — Physical
Burden: One-Handed
On a successful attack, your next attack against the same target with your primary weapon automatically succeeds.
Consumable
Combat Wheelchair — Arcane Frame Model

Trait: Spellcast
Range: Far
Damage: d6 — Magical
Burden: One-Handed
+1 to attack rolls

Trait: Spellcast
Range: Far
Damage: d6 + 3 — Magical
Burden: One-Handed
+1 to attack rolls

Trait: Spellcast
Range: Far
Damage: d6 + 6 — Magical
Burden: One-Handed
+1 to attack rolls

Trait: Spellcast
Range: Far
Damage: d6 + 9 — Magical
Burden: One-Handed
+1 to attack rolls
Combat Wheelchair — Heavy Frame Model

Trait: Strength
Range: Melee
Damage: d12 + 3 — Physical
Burden: Two-Handed
−1 to Evasion

Trait: Strength
Range: Melee
Damage: d12 + 6 — Physical
Burden: Two-Handed
−1 to Evasion

Trait: Strength
Range: Melee
Damage: d12 + 9 — Physical
Burden: Two-Handed
−1 to Evasion

Trait: Strength
Range: Melee
Damage: d12 + 12 — Physical
Burden: Two-Handed
−1 to Evasion
Combat Wheelchair — Light Frame Model

Trait: Agility
Range: Melee
Damage: d8 — Physical
Burden: One-Handed
When you make an attack, you can mark a Stress to target another creature within range.

Trait: Agility
Range: Melee
Damage: d8 + 3 — Physical
Burden: One-Handed
When you make an attack, you can mark a Stress to target another creature within range.

Trait: Agility
Range: Melee
Damage: d8 + 6 — Physical
Burden: One-Handed
When you make an attack, you can mark a Stress to target another creature within range.

Trait: Agility
Range: Melee
Damage: d8 + 9 — Physical
Burden: One-Handed
When you make an attack, you can mark a Stress to target another creature within range.