Weapons are used by martial characters to swing axes, thrust spears, or shoot arrows. Each weapon type sets the damage values for your power rolls and informs how you fight.
Melee Damage: 2/4/6 Hands: Varies
A broken bottle, a clenched fist, a stone from the ground—this is not a weapon, but it will do. You’re unarmed, and every strike is desperation made real. Governed by Might.
Melee Damage: 4/7/12 Hands: None
Your body is the weapon. Claws, gauntlets, spiked fists—or maybe just knuckles and grit. Governed by Might.
Melee Damage: 4/7/12 Hands: 1
Daggers, short swords, scimitars—light, fast, and deadly. These are the blades of duelists and assassins, built for speed and finesse. Governed by Agility.
Melee Damage: 5/8/10 Hands: 1 or 2
Longswords, battleaxes, warhammers—iconic arms of battlefield legends. Can be used one- or two-handed and are governed by Might.
Melee Damage: 3/6/14 Hands: 2
Greatswords, mauls, massive lances. These are weapons you don’t carry—you drag. They cleave through armor and bone with brute force alone. Governed by Might.
Melee Damage: 4/7/10 Hands: 1 or 2
Spears, halberds, glaives—long weapons for line-breakers and sentries. You keep enemies at bay, driving them back or pinning them in place. Polearms grant +1 meter of reach, perfect for keeping enemies at bay or fighting in tight lines. Governed by Might.
Melee Damage: 3/6/11 Hands: 1
Whips, chains, and flails are unpredictable and fluid. Strikes made with a whip gain +1 meter reach bonus. Governed by Might or Agility (your choice).
Ranged Damage: 3/6/10 Hands: 1 Range: 5
Shurikens, chakrams, hand-axes, throwing knives, and small bombs. Made to be hurled and forgotten—or recovered. You can make attacks beyond your throwing weapon's reach, to a maximum of 10 meters. Attacks against creatures that are more than 5 meters away suffer from double burden.
You can use this weapon's damage for melee Strikes as well. Governed by Might or Agility (your choice).
Ranged Damage: 2/5/11 Hands: 2 Range: 10
Bows, crossbows, firearms. You can make attacks beyond your projectile weapon's reach, to a maximum of 20 meters. Attacks against creatures that are more than 10 meters away suffer from double burden. Governed by Agility.