Resources: Table of Contents



  • Equipment Quality


  • Melee Weapons

  • Ranged Weapons

  • Weapon Quality


  • Types of Armor

  • Shields

  • Armor Quality


Wealth is abstracted into "Silver" and "Gold." 1 Gold is equal to 10 Silver. Technically, the character may not have a single piece of silver or gold on them. However, this abstraction roughly identifies the value of the assets they possess. It is assumed that in downtime the character reorganizes their wealth into currencies or assets that they could reasonably manage (such as by using bank notes).

A PC is considered "poor" if she has 0 Silver, which may result in fine-grained resource handling at the discretion of the GM. Otherwise, PCs can ignore most purchases below 1 Silver within reason, as long as it doesn't become excessive (GM's discretion). If a PC makes several small purchases that would collectively be valued at a single silver piece, it would be the same as purchasing something that is 1 Silver.

TierApproximate Value
1 SilverA sword, a leather chestpiece, well-crafted bracers, a laborer's service for a month, a month of nice rent and good food, etc.
1 GoldA full set of plate mail, a laborer's service for a full year, a low-tier slave, a good work horse, a year of nice rent and good food, etc.
5 GoldAn average-sized farm, a beautiful house in the city, two top-tier slaves, etc.
10 GoldA small team of trained war horses with armor, a large farm, a squad of five fully-equipped elite mercenaries for a year, a legendary-quality weapon, etc.
50 GoldA large multi-story estate or manor in the city, a large ship complete with supplies, etc.
100 GoldA minor magical artifact, etc.
1000 GoldA unit of 1000 fully-supplied soldiers in service for a year, a major magical artifact, etc.
10,000 GoldA large fortress, a full suit of magical armor, etc.


Players can simplify their equipment lists by purchasing "kits." Kits include a variety of items, and the quality of each item in the kit is equal to the quality of the kit itself. The GM can decide what kits are allowed, how much they cost, and what contents are available in each kit.

Kit ExampleExample Contents
Adventuring KitWeapon, armor, casual attire, outdoor attire, footwear, pouch, moneybag, fire-starting supplies, utility knife, grooming supplies, rope, etc.
Blacksmith KitHammer, anvil, vise, grips, tongs, heavy gloves, buckets, etc.
Crafting KitHammer, saw, chisels, carving knives, thread, needles, thimbles, etc.
Forgery KitSeveral pens and brushes, many parchments and papers, etching tools, magnifying glass, dyes, etc.
Heavy Labor KitPick, axe, shovel, saw, heavy work boots, heavy gloves, rags, water skin, bucket, chisel, utility knife, machete, etc.
Hunting KitWire, bait, traps, fishing gear, rope, utility knife, carving knives, etc.
Infiltration KitLock picks, glass cutters, crowbar, listening cone, rope, grappling hook, etc.
Medical KitSalves, bandages, herbs, rags, small medical tools, etc.
Religious KitHoly symbol, holy water, religious texts, religious clothing, religious tome, offerings, prayer book, etc.
Social / Disguise KitMultiple outfits, makeup, grooming products, wigs, mirror, glasses, jewelry, etc.
Travel KitPack mule (or mount), compass, sextant, hunting and fishing gear, trapping equipment, cooking supplies, travel packs, two-person tent, climbing and rappelling equipment, etc.
Writing / Art KitNotebook, parchments, quills, calligraphy pens, ink, paintbrushes, paints, oils, scroll case, etc.
Wizard's KitWizard's bag, aurostone ring, spell book, wand, component pouch, components, grimoire, symbols, crystals, scrolls, rare ingredients, etc.

Equipment Quality

The majority of kits and pieces of equipment are considered "standard" quality, and receive no bonuses or penalties when being used. However, some may have qualifiers on them that modify their value and the corresponding advantages that they receive.

• Exceptional quality items are rare and expensive, but possess extra functions. An exceptional sword might be silent when the blade is drawn or be secretly concealed in a cane. Exceptional items provide useful role-playing advantages, but do not provide mechanical bonuses (such as extra damage or soak).

• Legendary quality items far exceed the quality of exceptional items. They gain mechanical advantages such as +1 damage (weapons), +1 soak (armor), or an advantage when used, or +1 to certain skill tests. However, most are far too rare and expensive for anyone but rich nobles to afford – they are usually owned by powerful lords, generals, archmages, and other notable figures.

• Poor quality items are often hacked together to create a makeshift solution, or created by someone with low skill. They are ineffective and may have penalties when used.


Melee Weapons

Weapon TypeDamageEffects
Unarmed1d3+2 IP for the round, +1 die bonus to gambits & called shots
Makeshift Weapons1d6+1 IP for the round, +2 die bonus to gambits & stunts
Bludgeon1d6+1+1 Parry (+1 die when parrying), +2 die for knockback gambits
Heavy Bludgeon1d6+2Requires Two Hands, +2 die bonus for knockback gambits
Small Blades1d4+2+1 IP for the round, +1 die bonus to gambits & called shots
Long Blades1d4+3+1 Parry (+1 die bonus when parrying)
Heavy Blades2d4+1Pierce 1, Requires Two Hands, -1 die penalty
Impact Weapons1d6+1Pierce 2
Chopping Weapons1d8+1No bonus
Heavy Weapons2d6-1Pierce 2, Requires Two Hands, -2 die penalty
Pole Weapons1d6+1Pierce 2, Requires Two Hands, +2 die bonus vs. mounted units
Whips1d3+1Short Range, +1 die bonus to gambits
Exotic Weapons2d6-1-3 die penalty, Requires Custom Proficiency

Ranged Weapons

Ranged WeaponDamageEffects
Bow1d6Pierce 1
Crossbow1d8+1Pierce 3, costs 4 IP to reload
Heavy Crossbow1d10+2Pierce 5, Turret (stationary), costs 8 IP (or full turn) to reload
Thrown Blades1d4Short Range Only, +2 IP for the round
Thrown Poles1d4+2Short Range Only, Pierce 1
Thrown BindsN/AShort Range Only, +1 die bonus for gambits
Projectiles?+2 IP for the round

Weapon Quality

PoorPierce -1, or -1 Damage if weapon cannot pierce
ExceptionalPierce +1
LegendaryPierce +2, or +1 Damage, or +1 die bonus to attacks, or +1 IP per round


Armor may complicate certain actions at the discretion of the GM, such as athletic stunts and stealth.

Types of Armor

Light or Mixed0+1 die bonus to defenseLeather armor, studded armor, etc.
Medium1 Chain mail, ring armor, etc.
Heavy2-1 die penalty to defensePlate mail, scale mail, etc.
Superheavy3-2 die penalty to defenseExtra thick plate mail, beast scale mail, etc.
Supernatural4-3 die penalty to defenseThick exoskeleton, alchemical battle suit, etc.


Light Shield1+1 Parry (+1 die bonus when parrying)
Heavy Shield2+2 Parry (+2 die bonus when parrying), -1 die penalty to offense

Armor Quality

Poor-1 Soak (to minimum of 0) or -1 die penalty to combat
Exceptional+1 Parry (+1 die bonus when parrying)
LegendarySoak +1, or automatic +1 Defense