- Dagger (d6 piercing damage; 1 wgt; 1 hand; bleed, disarm) (5c)
- Shortsword (d6 piercing damage; 1 wgt; 1 hand; bleed, disarm) (5c)
- Cudgel/Sap (d6 bludgeoning damage; 1 wgt; 1 hand; stun) (5c)
- Quarterstaff (d6 bludgeoning damage; 1 wgt; 2 hands; push, trip) (5c)
- Hand Axe (d6 slashing damage; 1 wgt; 1 hand; bleed, sunder) (10c)
- Spear (d8 piercing damage; 2 wgt; 1 hand; push, trip) (10c)
- Sword (d8 slashing damage; 2 wgt; 1 hand; bleed, disarm) (10c)
- Mace/Flail (d8 bludgeoning damage; 2 wgt; 1 hand; stun, sunder)(10c)
- Axe (d8 slashing damage; 2 wgt; 1 hand; cleave, sunder) (10c)
- Pike (d10 piercing damage; 3 wgt; 2 hands; push, trip) (20c)
- War Hammer (d10 bludgeoning damage; 3 wgt; 2 hands; stun, sunder) (20c)
- Great Sword (d10 slashing damage; 3 wgt; 2 hands; cleave, disarm) (20c)
- Battle Axe/Halberd (d10 slashing damage; 3 wgt; 2 hands; cleave, sunder) (20c)
- Sling (d6 bludgeoning damage; 1 wgt; 1 hand; stun) (5c)
- Bow (d8 piercing damage; 2 wgt; 2 hands; bleed, sunder) (15c)
- Crossbow (d10 piercing damage; 3 wgt; 2 hands; bleed, sunder) (60c) - requires an action to reload after an attack
All gear has Usage Dice.
- Items roll after every use.
- Melee weapons and armor roll only when sundered, or when a Critical Miss occurs.
- Ranged weapons roll on a Critical Miss and after the end of a battle, reflecting the usage of ammunition during battle.
Usage Dice know the following tiers: D8>D6>D4>D2. It decreases on a 1-2. A D2 means you can use it one final time.
Most items, including light weapons, potions, a week’s rations, tools, have a weight of 1, meaning it takes up 1 slot. Particularly heavy or bulky items like armor or medium-to-heavy weapons may have 2 or 3 weight, requiring them to take up more slots.
A Ranger has a number of Item Slots based on their Constitution, broken down into:
- Back: 5 + CON bonus. 1 Action to retrieve.
- Chest: 1 + CON bonus. 1 Action to retrieve if prone.
- Hips: 1 + CON bonus. No action to retrieve