Table of Contents

Weapons

Most weapon stat details can be found on the combat page, but this section will quickly cover those again.

For the sake of GM readability, weapons are written as:

<Weapon Name> (<Damage roll>/<Speed>/<Range>/<Spell Slots>) - <Special Features>
<Flavor text>

Speed is how fast the weapon is versus other weapons or monster attacks, and must be specified.
Range is how far the weapon can go and can be Melee, Near, or Long If omitted, it is Melee.
Spell Slots are the number of slots the player can enscroll to the weapon. If omitted, it is considered 0.

Complicated modifiers to damage rolls, damage type information, or special perks should be in features and not the base Damage Roll.

Speed and Damage

All weapons have two parts; damage and speed.

Weapon damage should correlate to it's speed. Fast weapons should be less predictable, and Slow weapons should have a higher potential and minimum damage. Moves are designed and balanced around this pattern.

Examples:

WeaponRollSpeedRange
Dagger1d4Fast1~4
HQ Dagger1d6Fast1~6
Sword1d4+2Med3~6
HQ Sword1d6+2Med3~8
Pike1d4+4Slow5~8
HQ Halberd1d6+4Slow5~10

Range

Physical weapons have three ranges. Distances are all approximate. A GM may take some liberties with what they consider the words to mean. The viable range of a weapon is added as the third element in it's descriptor. e.g. (1d4/Med/Near), or (1d7/Med/Long)

Melee, the default range, is around 0-3 feet (0-1 meters) from your target. A distance where you can feasibly take a step or two to swing and hit someone with something. All weapons are usable in melee range, so it is not necessary to append this to the weapon's base descriptor, and should be avoided.

Near is approximately 3-100 feet or 1-30 meters.

Long is approximately 100-300 feet or 30-100 meters. Anything beyond this is not considered.

Weapon damage is not typically a factor in weapon range. Any reasonable trade-off is acceptable. A Long range weapon should not be both powerful and fast, for example. Alternatively, if one was, it should have some caveat, like only being usable once per combat or useless at melee range.

It may be desirable or necessary to specify “Just outside of Melee/Near range” or “Between Near and Long range” for certain weapons or moves, but should be avoided when possible.

Magic Slots

Any kind of weapon can have magic slots attached. The number of magical slots on a weapon is either the third or fourth element, following range if it's set. e.g. (1d3/slow/2) (1d3/slow/long/2)

Weapons should become less effective physically as they become more useful magically. For example:

Equipment Perks

Adding extra effects to a weapon, such as a trait that boosts a move or grants an effect or boon can be a bit tricky. Remember that when rewarding a player your goal is to balance power, utility and effort-to-reward.

Weapon abilities should be balanced by frequency of use, and the kind of things that you would want other people to use in your own sessions. Be mindful of the fact that players are not usually permitted to bring more than two weapons into a session, so the abilities attached to it should be re-usable.

Consider the following Do's and Don'ts before attempting to author a weapon perk!

DO

DON'T

Examples

Armor

Most armor stat details can be found on the combat page, but this section will quickly cover those again.

Armor is formatted as:

<Armor Name> (<Defense>/<Weight>/<Durability>) - <Special Features>
<Flavor text>

Defense is the amount of incoming general-purpose damage that the armor reduces, and may be fixed or variable.
Weight is one of Airy, Light, Medium or Heavy and sometimes affects which moves can be used.
Durability is one of Low, Moderate or High and describes how easy it is to remove the armor.

Special features can include anything you can imagine, and situational or specific defense types should be written in there, not in the basic Defense stat.

Shields should be considered weapons and given a base damage roll. Defensive abilities should be described in the special features and the word “Shield” or another synonym should be in the name of the weapon to prevent ambiguity.

Examples

Accessories