Equipment
Weapon Abilities
Axe (1) - 1 Handed - Close
[M1] Shield Spliter: Gain +1 Outcome to Throws made against enemies using shields with this weapon.
[M2] Hew: When you deal Harm with this weapon, you may also damage or destroy an object or armour nearby.
Blowgun (1) - 1 Hand - Ranged
[M1] Sleeve Reed: You may conceal this weapon unless thoroughly searched.
[M2] Poison Dart: When you deal Harm with this weapon, you may also afflict Poison.
Bolas (1) - 1 Handed - Ranged
[M1] Tangled Legs: When you succeed with an attack with this weapon you may make the target Bound instead of dealing damage.
[M2] Cracking Percision: When you succeed an attack with an Outcome of 4 or higher, treat it as a great success.
Boomerang (1) - 1 Handed - Ranged
[M1] Returning Throw: When you throw a Boomerang it returns to you after the Throw resolves.
[M2] Curving Strike: When you succeed with a Boomerang, you may strike a target behind cover, around an obstacle, or from an unexpected angle.
Bow (2) - 2-handed - Ranged
[M1] Far Shot: Gain +1 Outcome to Throws made against distant or Exposed targets.
[M2] Pinning Shot: Instead of dealing Harm, you may Pin the target until they free themselves or receive help.
Club (2) - 1-handed - Close
[M1] Measured Blow: You may choose to deal non-lethal Harm with this weapon.
[M2] Knock Senseless: When you deal Harm, you may Stun the target.
Crossbow (2) - 2 Handed - Ranged
[M1] Quick Draw: Gain +2 Outcome to the first Throw made each Combat with this Weapon.
[M2] Punch Through: Armour absorbs 1 less level of Harm from this weapon.
Curved Sword (1) - 1 Handed - Close
[M1] Flowing Footwork: When you succeed a weapon attack with this weapon, you may double your movement for the Scene Action.
[M2] Twin Arcs: When wielding a Curved Sword in each hand, when you deal Harm to a target, you may also deal Level 1 Harm to a second nearby target.
Dagger (1) - 1 Handed - Close
[M1] Exploit Weakness: Gain +1 Outcome to Throws made against Exposed, or unaware enemies when using a Dagger.
[M2] Precision Weapon: Throws of 5 or above are treated as a Great Success
Explosives (2) - 1 Handed - Ranged
[M1] Blast Radius: When you deal Harm with Explosives, you may also make one nearby creature Exposed.
[M2] Breaching Charge: When you use Explosives against an object, door, wall, piece of cover, or structure, you may destroy it or make the immediate area Difficult Terrain.
Fists (0) - 1 Handed - Close
[M1] Never Empty-Handed: You are never considered Disarmed while able to move your body.
[M2] Dirty Fighting: When you succeed with your fists, you may Grapple, Disarm, or knock the target Prone instead of dealing Harm.
Flail (2) - 1 Handed - Close
[M1] Over the Guard: Gain +1 Outcome to Throws made against enemies using shields with this weapon.
[M2] Wrap and Wrench: When you deal Harm with this weapon, you may also Disarm the target.
Glaive (3) - 2 Handed - Reach
[M1] Sweeping Edge: When you deal Harm with this weapon, you may also knock one nearby enemy Prone.
[M2] Range Advantage: The first time an enemy enters your range while wielding this weaopn, deal level 1 Harm to them.
Greataxe (3) - 2 Handed - Close
[M1] Giant Killer: Gain +1 Outcome to Throws made against creatures larger than yourself using this weapon.
[M2] Head Splitter: Once per Scene, if an enemy is in range and is not wearing a helmet, you may deal level 3 harm to them.
Greatclub (3) - 2 Handed - Close
[M1] Batter Aside: When you deal Harm with this weapon, you may throw the target several metres away or knock them Prone.
[M2] Brutal Swing: Gain +1 Outcome to Throws made to smash, shove, or knock enemies back when using this weapon.
Great Curved Sword (3) - 2 Handed - Close
[M1] Undaunted: Gain +1 Outcome to Throws made with this weapon while adjacent to 2 or more enemies.
[M2] Sweeping Blade: Attacks are made in a sweeping cone in front of you, each subsequent enemy hit takes harm at 1 level less than the first.
Greatsword (3) - 2 Handed - Reach
[M1] Sword Guard: The first time you take harm each combat while weilding this weapon, reduce that harm by 1 Level.
[M2] Cleave: When you deal Harm with this weapon, you may also deal equal Harm to one additional nearby enemy.
Halberd (2) - 2 Handed - Reach
[M1] Hook and Drop: Whenever you deal Harm with this weapon, you may pull, trip, or Disarm the target instead of dealing Harm.
[M2] Where you going: The first time an enemy leaves your range while weilding this weaopn, deal level 1 Harm to them.
Knife (1) - 1 Handed - Close/Ranged
[M1] Concealment: This weapon remains concealed on your person when not in use. You may use your Scene Action in combat to re-conceal this weapon.
[M2] Quick Cut: Once per Scene, when you are Grappled, Bound, or Pinned, you may use this weapon to help free yourself.
Kukri (1) - 1 Handed - Close
[M1] Cruel Edge: Gain +1 Outcome to Throws made against enemies that have already been Harmed by this weapon.
[M2] Gouge: When you deal Harm with this weapon, you may also make the target Exposed.
Lance (3) - 1 Handed Mounted / 2 Handed on Foot - Reach
[M1] Couch and Charge: When you use your scene action to move towards an enemy and make an attack with this weapon, gain +1 Outcome to the Throw.
[M2] Mounted Combat: When using this weapon while sat on another creature Harm you deal is dealt at 1 level higher.
Longsword (2) - 1 or 2 Handed - Reach or Close
[M1] Stance Work: When using this weapon with one hand, instead of dealing Harm, you may Disarm the target. When using this weapon with two hands, Gain +1 Outcome to Throws made against enemies with Medium or Heavy Weapons.
[M2] Versatile Form: When using this weapon you can freely swap between 1 or 2 Handed freely as part of a Scene Action.
Mace (2) - 1 Handed - Close
[M1] Armour Cracker: Gain +1 Outcome to Throws made against armoured enemies when using a this weapon.
[M2] Rattle Bones: When you deal Harm with this weapon, you may also Stun the target.
Maul (3) - 2 Handed - Close
[M1] Demolition Swing: Gain +1 Outcome to Throws made to break objects, doors, armour, or shields when using a Maul.
[M2] Earthshaker: When you deal Harm with this weapon, you may also knock the target Prone and make the immediate area Difficult Terrain.
Net (1) - 1 Handed - Reach / Ranged
[M1] Cast Net: You may use this weapon to Grapple or Bound a target instead of dealing Harm.
[M2] Entangle: When you succeed with this weapon, the target becomes Pinned until they escape or are freed.
Pistol (1) - 1 Handed - Ranged
[M1] Point Blank: Gain +1 Outcome to Throws made at Close range when using a Pistol.
[M2] Thunderous Shot: When fired, everyone nearby hears it. On a Success or higher, one nearby creature hesitates, flinches, or becomes Exposed.
Polearm (3) - 2 Handed - Reach
[M1] Long Reach: Gain +1 Outcome to Throws made to strike, brace, or hold enemies at a distance when using a Polearm.
[M2] Reach: When an enemy attempts to close distance with you, you may strike, brace, or keep them at bay before they reach you.
Quarterstaff (2) - 2 Handed - Reach
[M1] Balanced Guard: Gain +1 Outcome to Throws made to defend, trip, or keep distance when using a Quarterstaff.
[M2] Staff Sweep: When you succeed with this weapon, you may knock the target Prone or push them out of reach instead of dealing Harm.
Rapier (1) - 1 Handed - Reach
[M1] Duelist’s Line: Gain +1 Outcome to Throws made against isolated enemies when using a Rapier.
[M2] Riposte: Once per Scene, when an enemy fails a close attack Throw against you, you may immediately deal Level 1 Harm or reposition.
Rifle (3) - 2 Handed - Ranged
[M1] Armour Piercing: When you deal Harm with a Rifle, the target’s armour absorbs 1 less level of Harm than normal. (Armour (2) treated as Armour (1))
[M2] High Calibre: When you succeed an attack with an Outcome of 4 or higher, you may ignore enemy armour, shields, cover, or thin walls.
Sabre (1) - 1 Handed - Close
[M1] Sea Blade: Gain +1 Outcome to Throws made while fighting aboard ships, mounts, or unstable footing when using a Sabre.
[M2] Cut and Pass: When you deal Harm with this weapon, you may move past the target without being stopped.
Scythe (3) - 2 Handed - Close
[M1] Harvest Swing: Gain +1 Outcome to Throws made against enemies standing close together when using a Scythe.
[M2] Reap: When you deal Harm with this weapon, you may also knock one nearby enemy Prone or make them Exposed.
Shortsword (1) - 1 Handed - Close
[M1] Close Quarters: Gain +1 Outcome to Throws made in tight spaces, crowds, or close quarters when using a Shortsword.
[M2] Quick Draw: Once per Scene, draw this weapon and attack before an enemy can properly react.
Sickle (1) - 1 Handed - Close
[M1] Hooked Edge: Gain +1 Outcome to Throws made to hook, pull, or cut bindings when using a Sickle.
[M2] Hamstring: When you deal Harm with this weapon, you may prevent the target from using movement during their next Scene Action.
Sling (0) - 1 Handed - Close
[M1] Stone Thrower: You can always find ammunition for this weapon in natural or urban environments.
[M2] Cheap Shot: When you succeed with this weapon, you may Blind, distract, or disorient the target instead of dealing Harm.
Spear (2) - 1 or 2 Handed - Reach
[M1] Braced Point: Gain +1 Outcome to Throws made against enemies rushing, charging, leaping, or lunging at you when using a Spear.
[M2] Set Against Charge: When such an enemy attacks you and fails, they suffer Level 1 Harm.
Wand (1) - 1 Handed - Ranged
[M1] Arcane Implement: Gain +1 Outcome to Throws made with {Spellcraft} when using a Wand as a magical focus.
[M2] Arcane Conduit: On a Great Success with {Spellcraft}, one Word of Power used in the spell is not expended.
Warhammer (2) - 1 Handed - Close
[M1] Hard Target: Gain +1 Outcome to Throws made against shields, armour, and hard-bodied creatures when using a Warhammer.
[M2] Break Guard: When you deal Harm with this weapon, you may also make the target Disarmed or Exposed.
Whip (1) - 1 Handed - Reach
[M1] Long Lash: Gain +1 Outcome to Throws made to trip, pull, or disarm at reach when using a Whip.
[M2] Lash: When you succeed with this weapon, you may pull, trip, Disarm, or drag a small object or creature instead of dealing Harm.
Improvised Weapon (1-3) - Varies
[M1] Grab What You Can: When you grab an object from the environment as a weapon, the GM gives it one obvious trait.
[M2] Whatever Works: Once per Scene, after succeeding with an Improvised Weapon, immediately break it to create an additional effect agreed with the GM.
Small Shield (1) - 1 Handed - Close
[M1] Parry: Once per Scene, when an enemy fails a Close Throw against you, you may make them Disarmed or Exposed.
[M2] Quick Guard: Your Small Shield may absorb Harm 1 level higher than its Load.
Medium Shield (2) - 1 Handed - Close
[M1] Shield Bash: When you successfully Resist a Consequence using a Medium Shield, you may immediately deal Level 1 Harm to the source of that consequence, if they are within Close range.
[M2] Shield Charge: Once per Scene, when you move into Close range with an enemy during your Scene Action, you may knock them Prone.
Large Shield (3) - 1 Handed - Close
[M1] Shield Wall: Once per Scene, plant your Large Shield and become an impassable barrier until you move. Enemies cannot move past you or target allies behind you without first overcoming you.
[M2] Absorption: Your Large Shield can absorb 2 additional instances of Harm before breaking.