Weapons

Weapons are divided into two main categories: Sidearms and Arms of War. In both categories there are weapons with many traits that influence what the weapon excels at and how much damage it does. Some classes have different options for starting weapons.

Weapon damage is a value that is added to the Power roll when you use the weapon in an Engage action.

Weapons have various categories they are in. Every weapon counts either as a Sidearm or an Arm of War, which determines which class can take the weapon (Duelists start with Sidearms, and Warriors with Arms of War as their primary weapon). Weapons can also have different categories, which determine which weapon skills can be used with it. For example, Sword Drawing Techniques can only be used with the weapons that have a Hip Carry trait, and certain Weapon Skills are severely limited, like Hook Sword Techniques to just Hook Swords.

The following traits can be present on a weapon, denoting how it is used and what effects it has. Traits with *Crit Rider* are triggered when you hit a Critical Hit with the weapon.

**Finesse**: A trait that modifies the Finesse rolls in your Engage actions performed with the weapon. The bonus is noted after the *Finesse*, like *Finesse* +1

**Parrying:** A trait that modifies the Defense rolls in your Engage actions performed with the weapon. The bonus is noted after the *Parrying*, like *Parrying*+1.

**Concealed:** A Trait that allows your weapon to be carried without being seen, concealed by your clothing or a mundane object. It draws no suspicion unless your clothes or object are examined.

**Unassuming:** Weapons with this trait can be carried without drawing suspicion of being weapons.

**Brutal:** A Crit Rider that adds a roll of damage, noted in brackets after the *Brutal* , like *Brutal* (1d10)

**Rend:** A Crit Rider that adds a roll of damage on the end of the next turn of the affected character in bleeding damage. The affected creature can use an action to stanch the bleeding, neutralizing the effect. The Rend damage and number of turns it is active is noted after the trait, like *Rend* (1d6/2)

**Concussive:** A Crit Rider that forces the targeted creature to make a Vigor save. On a critical fail, they are stunned until the start of your next turn. On a fail, they have a -2 penalty to all Engage rolls and ability checks. On a success or critical success they are unaffected.

**Knockback:** A Crit Rider that forces the targeted creature to make a Vigor save. On a critical fail, they are knocked away 10 ft. On a fail, they are knocked away 5 ft. On a success or critical success they are unaffected.

**Trip:** A weapon with this trait can be used to make the Trip action instead of needing a free hand. A value after the Trip trait, like a +1, denotes a bonus to your Trip check.

**Shove:** A weapon with this trait can be used to make the Shove action instead of needing a free hand. A value after the Shove trait, like a +1, denotes a bonus to your Shove check.

**Pull:** A Weapon with this trait can be used to make the Pull action. A value after the Pull trait, like a +1, denotes a bonus to your Pull check.

**Disarm**: A value after the Disarm trait, like a +1, denotes a bonus to your Disarm checks performed with the weapon.

**Armor Piercing:** A weapon with this trait adds a bonus to the Finesse and Power scores of an Engage against an opponent if the score you are pitted against is Static Finesse or Static Toughness. The Armor Piercing bonus is noted after the Armor Piercing, for example Armor Piercing +1.

**Momentum:** A weapon with this trait adds a bonus to its Power score for every consecutive Strike you make on a turn. The Momentum bonus is noted after the Momentum, for example Momentum +1.

**Backswing:** A weapon with this traits adds a bonus to the first attack it hits after missing one on the same turn. The Backswing bonus is noted after the Backswing, for example Backswing +1.

**Reach**: A weapon with this trait has a reach larger than the standard 5 ft. The new Reach is noted after the trait, like Reach (15 ft).

**Close:** A weapon with this trait has a Finesse and Power score bonus when used in a grappling situation. The bonus is noted after the trait, like Close +1.

**Distanced:** A weapon with this trait has a penalty on Finesse and Power scores when used too closely. The distance treshold and penalty is noted after the trait, like *Distanced* (5 ft, -2)

**Large:** A weapon with this trait cannot be worn in a scabbard or hung across your belt, and must be carried in hand. Weapons with this trait are often frowned upon or confiscated in many buildings, events, and towns, except for the Quarterstaff.

**Thrown:** A weapon with this trait can be thrown effectively. The standard and long range and thrown damage are noted after the trait, like *Thrown* (30/60: 4)