Secondary Weapon Tables¶
Players can choose one Tier 1 secondary weapon during character creation. The GM can make other weapons available throughout the campaign as the PCs level up.
Tier 1 (Level 1)¶
| Name | Trait | Range | Damage | Burden | Feature |
|---|---|---|---|---|---|
| Shortsword | Agility | Melee | d8 phy | One-Handed | Paired: +2 to primary weapon damage to targets within Melee range |
| Round Shield | Strength | Melee | d4 phy | One-Handed | Protective: +1 to Armour Score |
| Tower Shield | Strength | Melee | d6 phy | One-Handed | Barrier: +2 to Armour Score, −1 to Evasion |
| Small Dagger | Finesse | Melee | d8 phy | One-Handed | Paired: +2 to primary weapon damage to targets within Melee range |
| Whip | Presence | Very Close | d6 phy | One-Handed | Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. |
| Grappler | Finesse | Close | d6 phy | One-Handed | Hooked: On a successful attack, you can pull the target into Melee range. |
| Hand Crossbow | Finesse | Far | d8+1 phy | One-Handed | — |
Tier 2 (Levels 2-4)¶
| Name | Trait | Range | Damage | Burden | Feature |
|---|---|---|---|---|---|
| Improved Shortsword | Agility | Melee | d8+2 phy | One-Handed | Paired: +3 to primary weapon damage to targets within Melee range |
| Improved Round Shield | Strength | Melee | d4+2 phy | One-Handed | Protective: +2 to Armour Score |
| Improved Tower Shield | Strength | Melee | d6+2 phy | One-Handed | Barrier: +2 to Armour Score, −1 to Evasion |
| Improved Small Dagger | Finesse | Melee | d8+2 phy | One-Handed | Paired: +3 to primary weapon damage to targets within Melee range |
| Improved Whip | Presence | Very Close | d6+2 phy | One-Handed | Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. |
| Improved Grappler | Finesse | Close | d6+2 phy | One-Handed | Hooked: On a successful attack, you can pull the target into Melee range. |
| Improved Hand Crossbow | Finesse | Far | d8+3 phy | One-Handed | — |
| Spiked Shield | Strength | Melee | d6+3 phy | One-Handed | Double Duty: +1 to Armour Score; +1 to primary weapon damage within Melee range. |
| Parrying Dagger | Finesse | Melee | d6+2 phy | One-Handed | Parry: When you are attacked, roll this weapon's damage dice. If any of the attack'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. |
| Returning Axe | Agility | Close | d8+4 phy | One-Handed | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. |
Tier 3 (Levels 5-7)¶
| Name | Trait | Range | Damage | Burden | Feature |
|---|---|---|---|---|---|
| Advanced Shortsword | Agility | Melee | d8+4 phy | One-Handed | Paired: +4 to primary weapon damage to targets within Melee range |
| Advanced Round Shield | Strength | Melee | d4+4 phy | One-Handed | Protective: +3 to Armour Score |
| Advanced Tower Shield | Strength | Melee | d6+4 phy | One-Handed | Barrier: +4 to Armour Score, −1 to Evasion |
| Advanced Small Dagger | Finesse | Melee | d8+4 phy | One-Handed | Paired: +4 to primary weapon damage to targets within Melee range |
| Advanced Whip | Presence | Very Close | d6+4 phy | One-Handed | Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. |
| Advanced Grappler | Finesse | Close | d6+4 phy | One-Handed | Hooked: On a successful attack, you can pull the target into Melee range. |
| Advanced Hand Crossbow | Finesse | Far | d8+5 phy | One-Handed | — |
| Buckler | Agility | Melee | d6+4 phy | One-Handed | Deflecting: When you are attacked, you can mark an Armour Slot to gain a bonus to your Evasion equal to your available Armour Slots against the attack. |
| Powered Gauntlet | Knowledge | Close | d6 phy | One-Handed | Charged: Mark a Stress to gain a +2 bonus to your Proficiency on a primary weapon attack. |
| Hand Sling | Finesse | Very Far | d6+4 phy | One-Handed | Versatile: This weapon can also be used with these statistics—Finesse, Close, d8+4. |
Tier 4 (Levels 8-10)¶
| Name | Trait | Range | Damage | Burden | Feature |
|---|---|---|---|---|---|
| Legendary Shortsword | Agility | Melee | d8+8 phy | One-Handed | Paired: +5 to primary weapon damage to targets within Melee range |
| Legendary Round Shield | Strength | Melee | d4+6 phy | One-Handed | Protective: +4 to Armour Score |
| Legendary Tower Shield | Strength | Melee | d6+6 phy | One-Handed | Barrier: +5 to Armour Score, −1 to Evasion |
| Legendary Small Dagger | Finesse | Melee | d8+8 phy | One-Handed | Paired: +5 to primary weapon damage to targets within Melee range |
| Legendary Whip | Presence | Very Close | d6+8 phy | One-Handed | Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. |
| Legendary Grappler | Finesse | Close | d10+8 phy | One-Handed | Hooked: On a successful attack, you can pull the target into Melee range. |
| Legendary Hand Crossbow | Finesse | Far | d6+7 phy | One-Handed | — |
| Braveshield | Agility | Melee | d8+4 phy | One-Handed | Sheltering: When you mark an Armour Slot, it reduces damage for you and all allies within Melee range of you. |
| Knuckle Claws | Strength | Melee | d8+8 phy | One-Handed | Doubled Up: When you make an attack with your primary weapon, you can deal damage to another target within Melee range. |
| Primer Shard | Instinct | Very Close | d4 phy | One-Handed | Locked On: On a successful attack, your next attack against the same target with your primary weapon automatically succeeds. |