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Armaments

Of all the tools adventurers use, their weapons and armor are perhaps among the most important. Weapons give an adventurer the ability to defend themselves against the many dangers they'll face on their travels while armor protects them from harm of all sorts.

Characters can wear any armor or use any weapon without special training (the only exception being weapons with the Exotic Feature). Each piece of equipment comes with its own set of advantages and disadvantages, however.

Weapons

Weapons come in three varieties: 
  • Melee weapons are used to attack at close range, usually within 1 meter of the opponent. Because of the risk inherent to melee combat and the strength with which one can fight up close, melee weapons typically deal more damage than ranged. Melee weapons are used to make melee attacks.
  • Range weapons are precision instruments used to strike from afar. Though somewhat weaker than melee weapons, they offer the advantage of distance, minimizing enemy reprisals. Many fire a projectile and must be loaded before attacking. Range weapons are used to make range attacks.
  • Focals are tools for helping a Mystic focus their magic into a long-range attack. While equipped with a Focal, use your Spellcraft both to attack and cast Spells with. You must know at least one Spell or Rote before you can equip and use a Focal. Unless stated otherwise, all Focals fire off bolts of force which impact targets for Physical damage.

Melee Weapons

Axes

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Axe
1-handed melee weapon
Valued at 30 Crowns

Axes are powerful cutting weapons that combine the deadly slashing of a sword with the crushing power of a mace. Various Axes include the parashu, double-axe, labrys, and sagaris. No matter the design, an Axe's versatile grip allows it to be held in one or two hands for additional power.

Range: Melee
Melee +1
Damage Dice: 1d6

Leverage: This weapon can be held in one or two hands. When held in two hands, it deals an additional +1 damage.
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Battleaxe
2-handed melee weapon
Valued at 60 Crowns

The heaviest version of the axe, often featuring a double-head and enough weight to crush any foe while cleaving them in two. Different Battlaxes include the bardiche, executioner axe, parashu, and great axe. Battleaxes are favored by strong, often savage combatants who revel in the opportunities for overkill the weapon provides.

Range: Melee
​Melee +2
Damage Dice: 1d10

Versatile: This weapon can be held in one or two hands. When held in two hands, gain +1 to Combat rolls.
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Hatchet
1-handed melee weapon
Valued at 20 Crowns

The Hatchet is a small hand-held axe with great forward chopping power. It is balanced to either be wielded in melee or thrown from a short distance. Various types of Hatchets include the tomahawk, hurlbat, ono, shepherd's axe, and broad axe.

Range: Melee
Melee +0
Damage Dice: 1d4

Thrown: This weapon can be thrown up to 10 meters as a ranged attack.
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War Pick
1-handed melee weapon
Valued at 40 Crowns

One end of this weapon is a sturdy blade, the other a pointed spike, heavy enough to pierce enemy armor. Versions of the war pick include the zaghnal, pick hammer, crowbill, and horseman's pick. 

Range: Melee
Melee 1
Damage Dice: 1d8

Crushing: Ignore 1 point of the target's Physical Resistance when you attack with this weapon.

BLADes

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Dagger
1-handed melee weapon
Valued at 10 Crowns

Short, sharp blades designed to strike with quick, deadly precision. Various Dagger designs include the knife, rondel, stiletto, dirk, kris, kukri, and parrying dagger. Daggers are exceptionally light, fast, and versatile and can be used in melee or thrown with accuracy.

Range: Melee
Melee +0
Damage Dice: 1d4

Finesse: You have Advantage on Feats to hide or conceal this weapon.

Off-Hand: Once per round, you can attack with this weapon (if it is equipped in your Off-Hand) as a Minor Action after using an Action to attack with the weapon in your main hand.

Thrown: This weapon can be thrown up to 10 meters as a ranged attack.
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Greatsword
2-handed melee weapon
Valued at 75 Crowns

The Greatsword is the largest, heaviest version of the sword and is often used by heroes who favor attack over defense. Examples of Greatswords include the claymore, zweihander, flamberge, no-dachi, falchion, and the zanbato. 

Range: Melee
Melee +3
Damage Dice: 1d10
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Rapier
1-handed melee weapon
Valued at 30 Crowns

A light, quick, and deadly blade designed for dueling, the rapier is a favorite of nobles and generals. Versions of the rapier include the foil, epee, and swordbreaker.

Range: Melee
Melee +2
Damage Dice: 1d6

Finesse: You have Advantage on Feats to hide or conceal this weapon.
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Sword
1-handed melee weapon
Valued at 50 Crowns

Swords are the weapon of legends, a symbol for conquest, battle, and heroism. And for good reason - swords are incredibly versatile, quick, and deadly in the right hands. Various types of Sword include the longsword, broadsword, katana, scimitar, saber, gladius, khopesh, and cutlass.

Range: Melee
Melee +2
Damage Dice: 1d8

Versatile: This weapon can be held in one or two hands. When held in two hands, gain +1 to attack rolls.

Blunt

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Club
1-handed melee weapon
Valued at 10 Crowns

A club is any blunt (primarily wooden) implement, including bats, cudgels, jittes, saps, shillelaghs, and truncheons. Clubs are typically weighted on one end to deliver powerful blunt-force trauma to a target in an effort to subdue rather than kill a target.

Range: Melee
Melee +0
Damage Dice: 1d4

Crushing: Ignore 1 point of the target's Physical Resistance when you attack with this weapon.

Non-Lethal: When an attack with this weapon reduces a creature to 0 HP, you can knock them unconscious instead of killing them.
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Flail
1-handed melee weapon
Valued at 20 Crowns

A flail is a weight (spiked, flanged, or bladed) at the end of a length of chain. The many styles of Flail include the chain whip, nunchaku, bandalore, jackblade, scourge, and kusari-gama. Whatever their design, Flails favor fighting from a slightly longer range than other melee weapons.

Range: Melee +1
Melee +0
Damage Dice: 1d6

Crushing: Ignore 1 point of the target's Physical Resistance when you attack with this weapon.

Reach: This weapon can attack from 2 meters away and it will still be considered a melee attack.
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Mace
1-handed melee weapon
Valued at 30 Crowns

Maces are heavy weights at the end of short rods, ideal for crushing enemies wearing thick armor. Maces come in many different styles including the hammer, flanged mace, and spiked club. Whatever their design, maces are quite effective against shielded enemies as they are too heavy to block effectively.

Range: Melee
Melee +1
Damage Dice: 1d8

Crushing: Ignore 1 point of the target's Physical Resistance when you attack with this weapon.
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Warhammer
2-handed melee weapon
Valued at 60 Crowns

A massive weight at the end of a shaft, built for crushing opponents regardless of their armor, the Warhammer is a seminal favorite of burly, brutish warriors. Examples of Warhammers include the sledgehammer, maul, kanabo, and melon hammer. The Warhammer can be considered the final, heaviest version of the Mace.

Range: Melee
Melee +2
Damage Dice: 1d12

Crushing: Ignore 1 point of the target's Physical Resistance when you attack with this weapon.

Heavy: While equipped with this armament, your Speed is reduced by 1 (this penalty stacks with each piece of Heavy equipment) and you have Disadvantage on Feats related to agility, stealth, or finesse. You need a minimum of 2 Brawn for each piece of Heavy equipment you have equipped. 

EXOTIC

Note: A Skill of 3 or more is required to use any Exotic weapon.
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Claw
1-handed melee weapon
Valued at 20 Crowns

A Claw is any bladed weapons worn over the fist, including the cat claw, cestus, katar, knuckle duster, pata, scissor gauntlet, tekko, and wind and fire wheel. Claws give a lethal edge to punches and other attacks that are typically unarmed.

Range: Melee
Melee +1
Damage Dice: 1d4

Finesse: You have Advantage on Feats to hide or conceal this weapon.

Off-Hand: Once per round, you can attack with this weapon (if it is equipped in your Off-Hand) as a Minor Action after using an Action to attack with the weapon in your main hand.
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Scythe
1-handed melee weapon
Valued at 40 Crowns

Scythes were originally farming tools, used to harvest grain. In more than one peasant rebellion, however, the weapons were turned against abusive lords and tyrants. In popular folklore, the Scythe is a symbol of death while others who revere the land hold it as a symbol of harvest and the eternal cycle of seasons. The Scythes used in modern combat are a far cry from their humble pastoral origins and require a great deal of skill and training to use properly.

Range: Melee +1
Melee +1
Damage Dice: 1d8

Reach: This weapon can attack from 2 meters away and it will still be considered a melee attack.

Versatile: This weapon can be held in one or two hands. When held in two hands, gain +1 to Combat rolls.
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Sectioned Staff
2-handed melee weapon
Valued at 30 Crowns

Comprised of several short rods linked by short chains, the Sectioned Staff is a powerful and versatile weapon that requires a great deal of skill and coordination to wield. Used effectively, the weapon can strike with alarming speed from surprising angles, taking even seasoned opponents off-guard.

Range: Melee
Melee +1
Damage Dice: 1d6

Dual Hand: Though wielded in both hands, this weapon may be treated as both a main and an off-hand weapon at the same time. Once per round, after you use an action to attack, you can make an attack with the other end of the weapon as a Minor Action.

Non-Lethal: When an attack with this weapon reduces a creature to 0 HP, you can knock them unconscious instead of killing them.

Reach: This weapon can attack from 2 meters away and it will still be considered a melee attack.

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Twinblade
2-handed melee weapon
Valued at 40 Crowns

A short rod connecting two long blades, the Twinblade is a quick and deadly weapon in the right hands. When wielded properly, the blade can strike at all the angles of a staff with all the speed and cutting power of a sword. The weapon is quite awkward to wield, however, and requires some talent to master.

Range: Melee
Melee +2
Damage Dice: 1d6

Dual Hand: Though wielded in both hands, this weapon may be treated as both a main and an off-hand weapon at the same time. Once per round, after you use an action to attack, you can make an attack with the other end of the weapon as a Minor Action.

Finesse: You have Advantage on Feats to hide or conceal this weapon.

Polearms

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Halberd
2-handed melee weapon
Valued at 50 Crowns

The mighty halberd is among the largest, longest, and heaviest weapons available. It combines the piercing power and reach of a spear with the weight and chopping power of an axe to create a truly unstoppable force on the battlefield.

Range: Melee +1
Melee +2
Damage Dice: 1d10

Bulky: You have Disadvantage on Feats to hide or remain Hidden.

Non-Lethal: When an attack with this weapon reduces a creature to 0 HP, you can knock them unconscious instead of killing them.

Reach: This weapon can attack from 2 meters away and it will still be considered a melee attack.
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POleaxe
2-handed melee weapon
Valued at 75 Crowns

The Poleaxe features a heavy blade at the end of a long pole, and is considered by many to be the natural evolution of the Spear. Designs of Poleaxe include the swordspear, naginata, glaive, guan dao, and voulge. Like the Spear, Poleaxes can strike at a moderate distance in melee but can't be thrown like Spears.

Range: Melee +1
Melee +1
Damage Dice: 1d12

Heavy: While equipped with this armament, your Speed is reduced by 1 (this penalty stacks with each piece of Heavy equipment) and you have Disadvantage on Feats related to agility, stealth, or finesse. You need a minimum of 2 Brawn for each piece of Heavy equipment you have equipped. 

Non-Lethal: When an attack with this weapon reduces a creature to 0 HP, you can knock them unconscious instead of killing them.

Reach: This weapon can attack from 2 meters away and it will still be considered a melee attack.
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Quarterstaff
2-handed melee weapon
Valued at 30 Crowns

A length of wood, balanced and reinforced with metal weights on the tips or center. Quarterstaffs are used to inflict bashing damage and subdue rather than kill an opponent. Different types of Quarterstaff include the bo, cane, war-stave, and other staff-type weapons.

Range: Melee +1
Melee +2
Damage Dice: 1d6

Non-Lethal: When an attack with this weapon reduces a creature to 0 HP, you can knock them unconscious instead of killing them.

Reach: This weapon can attack from 2 meters away and it will still be considered a melee attack.

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Spear
1-handed melee weapon
Valued at 40 Crowns

A Spear is essentially a point or blade (usually both) at the end of a long shaft, ideal for piercing or slashing opponents from a fair distance. Different types of Spear include the pike, partisan, trident, pitchfork, ranseur, sarissa, yari, and hasta. The humble Spear has long been the weapon of foot-soldiers and peasant conscripts as they are easy to use and cost-effective to make.

Range: Melee +1
Melee +1
Damage Dice: 1d8

Non-Lethal: When an attack with this weapon reduces a creature to 0 HP, you can knock them unconscious instead of killing them.

Reach: This weapon can attack from 2 meters away and it will still be considered a melee attack.

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Thrown: This weapon can be thrown up to 10 meters as a ranged attack.

Versatile
: This weapon can be held in one or two hands. When held in two hands, gain +1 to Combat rolls.

Range Weapons

Projectile

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Bow
2-handed range weapon
Valued at 20 Crowns

Perhaps the most prominent weapon of the modern age, the Bow is an indispensable tool used both for hunting and war. It can strike with deadly accuracy from a great distance and is thus used by those who favor skill and precision over brute force or magic.

Range: 20 meters
Ranged +1
Damage Dice: 1d8

Load (Free): This weapon is loaded as part of the Action used to fire it.
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Crossbow
2-handed range weapon
Valued at 50 Crowns

Though mechanically complex, the Crossbow is an exceedingly easy weapon to fire and reload, making it a seminal favorite of infantrymen and conscripts. Though simple and powerful, the Crossbow's singular drawback is its long reload time, a luxury many fighting on the frontlines of battle simply cannot afford.

Range: 20 meters
Ranged +2
Damage Dice: 1d10

Load (1): This weapon only holds one shot at a time; a Minor Action is required to reload before it can be fired again.
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Handbow
1-handed range weapon
Valued at 10 Crowns

Handbows are the ideal side-arm for the versatile hero, able to fire off a shot as one closes the distance to a remote enemy. Handbows are essentially a miniaturized version of the Crossbow, though they lack the same degree of raw power.

Range: 10 meters
Ranged +0
Damage Dice: 1d4

Finesse: You have Advantage on Feats to hide or conceal this weapon.

Load (1): This weapon only holds one shot at a time; a Minor Action is required to reload before it can be fired again.

Off-Hand: Once per round, you can attack with this weapon (if it is equipped in your Off-Hand) as a Minor Action after using an Action to attack with the weapon in your main hand.
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Sling
1-handed range weapon
Valued at 10 Crowns

A sling is quite a simple weapon, comprised of a leather strap and pitted pocket in which a small stone or metal shot is loaded. The sling is spun at high speed and released to fire the shot at a target. Though quite painful, hits from a Sling inflict minimal damage and are meant to deter or disorient a target rather than kill them outright.

Range: 10 meters
Ranged +0
Damage Dice: 1d4

Load (Free): This weapon is loaded as part of the Action used to fire it.

Non-Lethal: When an attack with this weapon reduces a creature to 0 HP, you can knock them unconscious instead of killing them.

THROWN

In order to attack with these weapons, one must throw them at the target, losing the weapon until it is retrieved from the space where it lands (usually somewhere near the target).
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Bola
1-handed range weapon
Valued at 10 Crowns for 5

The Bola is a set of weights attached to a length of cord, designed to wrap around an opponent when thrown, entangling and immobilizing them. Bolas are designed to inflict minimal damage, focusing on capture and incapacitation over lethal force.

Range: 10 meters
Ranged +0
Damage Dice: n/a

Capture: If hit by this weapon, the target takes no damage but is Immobilized (Save ends) and provides Advantage to their next attacker.
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Chakram
1-handed range weapon
Valued at 30 Crowns

The Chakrma is a thrown disc-shaped blade that cuts down everything in its path, like a flying buzz-saw. Various designs include the flying guillotine, wind and fire wheels, and versions of the fabled boomerang. 

Range: 10 meters
Ranged +1
Damage Dice: 1d6

Return: After throwing this weapon, it returns back into your grasp as the Action resolves.
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Javelin
1-handed range weapon
Valued at 30 Crowns

Javelins are long, pointed rods designed for throwing a moderate distance in combat. Though they can function as a melee weapon (a Spear with Disadvantage on attacks), they are ideally suited for throwing from a readied item position.

Range: 10 meters
Ranged +0
Damage Dice: 1d8
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Shuriken
1-handed range weapon
Valued at 20 Crowns for 5

Also known as throwing stars, Shuriken are small metal stars thrown to both damage and distract enemies from a short distance away. 

Range: 10 meters
Melee +1
Damage Dice: 1d4

Finesse: You have Advantage on Feats to hide or conceal this weapon.

Focals

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Amulet
Free-handed Focal weapon
Valued at 10 Crowns

A crystal of magically conductive material is set in a piece of jewelry and worn around the neck. The Amulet is weak as far as weapons go, but can be equipped and used while keeping one's hands free for other things.

Range: 10 meters
Spellcraft +0
Damage Dice: 1d4

Hands Free: You can attack with this weapon even if it is not in your hand; so long as it is on your person, you can make Spell attacks with this weapon as though it were equipped in your main hand.
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Instrument
2-handed Focal weapon
Valued at 40 Crowns

Some talented magicians can channel magic through a specially made instrument, weaving spells through the rhythm and sounds it produces. Such an act requires not only arcane skill, but musical talent as well.

Range: 10 meters
Spellcraft +2
Damage Dice: 1d6

Non-Lethal: When an attack with this weapon reduces a creature to 0 HP, you can knock them unconscious instead of killing them.
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Ligature
1-handed Focal weapon
Valued at 40 Crowns

Crystal or a magically resonant material is set into the palm of this glove, allowing a magician to channel magical attacks directly into opponents that he is able to touch or strike with a fist.

Range: Melee
Spellcraft +2
Damage Dice: 1d10
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Orb
1-handed Focal weapon
Valued at 10 Crowns

A perfectly round sphere made of crystal or some other magical material. The Orb is an ideal weapon to be wielded in the off-hand, alongside another one-handed focal for a barrage of powerful magical attacks.

Range: 20 meters
Spellcraft +1
Damage Dice: 1d4

Off-Hand: Once per round, you can attack with this weapon (if it is equipped in your Off-Hand) as a Minor Action after using an Action to attack with the weapon in your main hand.
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Rod
1-handed Focal
Valued at 40 Crowns

Longer and heavier than a wand, but not quite as formidable as a staff, the rod is a versatile weapon that serves many sorcerers well.

Range: 10 meters
Spellcraft +1
Damage Dice: 1d8

Versatile: This weapon can be held in one or two hands. When held in two hands, gain +1 to Combat rolls.
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Staff
2-handed Focal
Valued at 50 Crowns

Made from living wood, inlaid with magically conductive material, and wielded in both hands, the staff is a powerful weapon capable of dealing a great amount of magical damage.

Range: 10 meters
Spellcraft +2
Damage Dice: 1d10
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Tome
1-handed Focal
Valued at 40 Crowns

A Tome serves not only as a field guide for the traveling wizard, full of helpful notes and incantations, but as a potent tool for focusing magical essence into attacks.

Range: 10 meters
Spellcraft +1
Damage Dice: 1d8

Leverage: This weapon can be held in one or two hands. When held in two hands, it deals an additional +1 damage.
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Wand
1-handed Focal
Valued at 30 Crowns

The standard Focal of most magicians, the wand is a 12 to 18 inch length of wood infused with a core of magical material. Wands are small, reliable, and most importantly, inconspicuous. 

Range: 10 meters
Spellcraft +2
Damage Dice: 1d6

Armor

Armor comes in two varieties: 
  • Armor is worn over the body, typically covering the chest, abdomen, and shoulders to protect vital organs. Armor made from lighter materials provides less protection, but is easier to wear and move in. Though anyone is capable of wearing any type of armor, only those with a measure of physical strength and endurance gravitate towards the heavier suits of armor.
  • Shields are thick, durable barriers held in the off-hand to block incoming attacks. Shields give the wielder the option of Blocking an attack, as opposed to simply Guarding or Countering. To Block, one rolls their Combat when attacked and adds the number of resulting Bumps to their Guard score, which the attacker must overcome to hit.

CLOTH

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Adventuring Clothes
Valued at 20 Crowns

A set of clothes designed for both protection and comfort, Adventuring Clothes are suited for heroes of any ilk. Who doesn't like being ready for anything in style?

Defense +1
Total Focus +1
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Robes
Valued at 20 Crowns

Robes are light, easy to wear, and project an air of the Mysterious. Those who wear them are often mages, scholars, or adventurers who prefer to keep their options open and their backs unencumbered by the burden of heavy armor.

Save +1
​Focus +1

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Padded Doublet
Valued at 20 Crowns

This top is lightweight and comfortable, but reinforced with additional padding for extra protection and often preferred by warriors who need to be light on their feet without lacking defense.

Defense +1
​Total HP +5
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Gi
Valued at 20 Crowns

Famed for its use by martial artists, the Gi is light and breathable, but somehow invigorates the wearer's spirit, bolstering their willpower and ability to persevere through the hardships combat is sure to bring.

Save +1
Total HP +5

Light

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Hide
Valued at 30 Crowns

Hide Armor is made from animal pelts which have been tanned, hardened, and sewn into an armor that offers warmth, maneuverability, and a small measure of protection from attacks. Hide is often worn by heroes who favor the wilderness or come from a savage background.

Defense +2
Total HP +5
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Lamellar
Valued at 30 Crowns

Lamellar Armor is made from small plates of metal or leather which are lacquered and laced together to form a suit of armor that is light, yet exceptionally strong and durable.

Defense +2
Focus +1
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Leather
Valued at 30 Crowns

Leather Armor is made from leather that has been hardened and sewn into a suit of armor that is both flexible and protective. Leather is a versatile, comfortable armor worn by many types of adventurers.

Defense +2
Save +1
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Studded Leather
Valued at 30 Crowns

Not only has this leather been hardened, but it has been reinforced with metal studs that add to the armor's protective qualities, sacrificing a small bit of flexibility for greater defense against oncoming attacks.

Defense +3

Mail

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Banded Mail
Valued at 40 Crowns

A suit of Banded Mail features bands of metal wrapped around the breadth of the armor and overlapping one another to provide ample protection without the weight of solid plate armor.

Defense +3
Save +1
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Chain Mail
Valued at 50 Crowns

Links of interwoven chain designed to provide moderate protection against slashing and blunt-force attacks while remaining light and easy to wear.

Defense +3
​Save +1
​Total HP +5

Bulky: You have Disadvantage on Feats to hide or remain Hidden.
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Scale Mail
Valued at 40 Crowns

Scale Mail is comprised of a series of overlapping scales made from reinforced metal or leather. The armor offers a laudable compromise between protection and ease of wear.

Defense +4
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Splint Mail
Valued at 40 Crowns

Splint Armor is made from an interwoven series of metal plates layered over chain links or toughened leather, forming a suit of armor that is both protective and flexible.

Defense +3
Focus +1

Plate

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Breastplate
Valued at 70 Crowns

A union of thick, solid metal plates joined to protect the torso, back, and shoulders. A Breastplate is quite heavy to wear, but foregoes protecting legs, arms, and other areas in order to save on cost and overall weight.

Defense +4
Save +1
​Total HP +5
​Focus +1


Bulky: You have Disadvantage on Feats to hide or remain Hidden.

Heavy: While equipped with this armament, your Speed is reduced by 1 (this penalty stacks with each piece of Heavy equipment) and you have Disadvantage on Feats related to agility, stealth, or finesse. You need a minimum of 2 Brawn for each piece of Heavy equipment you have equipped. 
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Chain & Plate
Valued at 70 Crowns

Made from a combination of solid metal plates and large, thick, interwoven rings, Chain & Plate is a combination of two solid and reliable armor types, offering no-frills protection to the one who wears it.

Defense +4
Save +2
Total HP +5

Bulky: You have Disadvantage on Feats to hide or remain Hidden.

Heavy: While equipped with this armament, your Speed is reduced by 1 (this penalty stacks with each piece of Heavy equipment) and you have Disadvantage on Feats related to agility, stealth, or finesse. You need a minimum of 2 Brawn for each piece of Heavy equipment you have equipped. 
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Half Plate
Valued at 70 Crowns

Half Plate is a term used to describe armor that covers much of the body with metal plates, but employs a mix of different armor types such as leather and linked chains to somewhat reduce the armor's load and cost.

Defense +4
Save +1
Total HP +10

Bulky: You have Disadvantage on Feats to hide or remain Hidden.

Heavy: While equipped with this armament, your Speed is reduced by 1 (this penalty stacks with each piece of Heavy equipment) and you have Disadvantage on Feats related to agility, stealth, or finesse. You need a minimum of 2 Brawn for each piece of Heavy equipment you have equipped. 
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Full Plate
Valued at 70 Crowns

A suit of Full Plate is the heaviest, most protective armor available, covering the entire body in sheets of thick metal for the most protection but least comfort and maneuverability.

Defense +5
Total HP +10

Bulky: You have Disadvantage on Feats to hide or remain Hidden.

Heavy: While equipped with this armament, your Speed is reduced by 1 (this penalty stacks with each piece of Heavy equipment) and you have Disadvantage on Feats related to agility, stealth, or finesse. You need a minimum of 2 Brawn for each piece of Heavy equipment you have equipped. 

Shields

Wielding a shield in your off-hand allows you to Block incoming attacks. Blocking is an Interrupt (1 AP) triggered when you are targeted by an attack you can see. To Block, roll your Combat and add the number of Bumps rolled to your Defense total; this is how many of the attacker's Bumps you cancel out. If you can't attack (because you are Restrained, Stunned, Unconscious, etc.), you can't Block.
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Buckler
Valued at 20 Crowns

A simple shield, often made from wood, hardened leather, and scraps of metal. The Buckler is a rather basic instrument, but serves its purpose as a steady and reliable means of defense under most circumstances.

Defense +1
​Save +1

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Kite Shield
Valued at 30 Crowns

The Kite Shield is a solid metal shield that covers a wide area while remaining somewhat light and flexible. Those who fight on the front-lines of battle tend to favor the Kite Shield for its strong defensive benefits.

Defense +2
​Save +1

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Spiked shield
Valued at 30 Crowns

A simple wooden shield outfitted with deadly spikes to increase one's effectiveness in melee combat. Spiked shields not only look imposing, but add a lethal edge to bashing attacks with the shield.

Defense +1
Save +1
​Melee +1

Picture
Tower Shield
Valued at 40 Crowns

The Tower Shield is a truly massive shield that covers nearly all the wielder's body, leaving no opening for attack. Though it provides incredible protection, the Tower Shield is exceedingly heavy and difficult to wield.

Defense +3
Save +1


Heavy: While equipped with this armament, your Speed is reduced by 1 (this penalty stacks with each piece of Heavy equipment) and you have Disadvantage on Feats related to agility, stealth, or finesse. You need a minimum of 2 Brawn for each piece of Heavy equipment you have equipped. 
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