装备表格Equipment Tables

装备

装备武器和护甲, 你需要将它们填在角色表的“装备武器”和“装备护甲”部分。若想使用武器攻击、使用护甲抵抗伤害、使用装备的特性,必须先装备它们。你不能装备比你位阶更高的武器或护甲。

玩家角色可以携带两件额外武器并在角色卡的“库存武器”区域记录。

在休息时,你可以随意切换库存武器和装备武器,而在其他时间你必须标记 1 压力点才能切换武器。

角色一次只能装备一件护甲。在身处险境或处于压力时无法装备;其余时间,装备或卸下护甲不会产生消耗。每一护甲均有对应护甲槽。如果角色卸下其护甲,则追踪标记相应数量的护甲槽。你无法将护甲携带至物品栏中。若你的角色装备或卸下护甲,重新计算你的伤害阈值。

武器

所有武器都有位阶、属性、射程、伤害骰、伤害类型和负荷。某些武器拥有特性。

类别

武器的类别代表其为主武器或副武器。你的角色每次最多只能装备一件对应类别的武器。

属性

武器的属性 表示使用该武器进行攻击掷骰时应采用的属性。

射程

武器的射程 表示使用该武器攻击时,攻击者与目标之间允许的最大距离。

伤害

武器的伤害表示你成功攻击时所掷出伤害骰的大小;你掷出的骰子数量等同于你的熟练度。如伤害包含固定调整值,该数值会加至总伤害中,但不受熟练度影响或改变。

伤害类型

武器的伤害类型 表示其造成的是物理伤害还是魔法伤害。造成魔法伤害的武器仅能由具有施法属性的角色使用。

负荷

武器的负荷* 表示装备时占用的手的数量** 。你的角色最大负重为两只手。

特性

武器的特性代表在装备该武器时持续生效的特殊规则。

你可以将已装备的武器投向一个邻近范围内的目标,使用灵巧属性进行攻击掷骰。成功时,造成该武器的正常伤害。投掷后,该武器不再视为已装备状态。在你取回并重新装备之前,无法使用该武器进行攻击或从其特性中获得增益。

主武器表格

玩家可以在角色创建时选择一件位阶 1 的主武器。随着角色们升级,游戏主持人可以在整个战役中提供其他武器。

位阶 1 ( 1 级)

物理武器

名称 属性 距离 伤害 负荷 特性
阔剑 敏捷 近战 d8 单手 可靠:你的攻击掷骰 +1
长剑 敏捷 近战 d10+3 双手
战斧 力量 近战 d10+3 双手
巨剑 力量 近战 d10+3 双手 巨型:闪避值 -1 ,额外掷一个伤害骰并去掉其中最小的一个。
钉头锤 力量 近战 d8+1 单手
战锤 力量 近战 d12+3 双手 重型:闪避值 -1
匕首 灵巧 近战 d8+1 单手
铁头棍 本能 近战 d10+3 双手
短刀 风度 近战 d8+1 单手
刺剑 风度 近战 d8 单手 迅捷:标记 1 压力点以额外攻击一个范围内的目标。
力量 邻近 d10+2 双手 繁琐:灵巧 -1
长矛 灵巧 邻近 d8+3 双手
短弓 敏捷 远距离 d6+3 双手
灵巧 远距离 d6+1 单手
长弓 敏捷 极远 d8+3 双手 繁琐:灵巧 -1

位阶 1 ( 1 级)

魔法武器

所有魔法武器都需要有施法属性才能使用

名称 属性 距离 伤害 负荷 特性
奥术护手 力量 近战 d10+3 双手
圣斧 力量 近战 d8+1 单手
发光戒指 敏捷 邻近 d10+2 双手
手持符文 本能 邻近 d10 单手
回力剑 灵巧 近距离 d8 单手 回力:当此武器在射程内被投掷后,会在完成攻击的瞬间重新出现在你手中。
短杖 本能 近距离 d8+1 单手
双手法杖 本能 远距离 d6+3 双手
权杖 风度 远距离 d6 双手 多用:这把武器也可以此方式使用 - 风度 近战 d8
魔杖 知识 远距离 d6+1 单手
巨杖 知识 极远 d6 双手 强力:额外掷一个伤害骰并去掉其中最小的一个。

位阶 2 (等级 2 -4)

物理武器

名称 属性 距离 伤害 负荷 特性
改良阔剑 敏捷 近战 d8+3 单手 可靠:你的攻击掷骰 +1
改良长剑 敏捷 近战 d10+6 双手
改良战斧 力量 近战 d10+6 双手
改良巨剑 力量 近战 d10+6 双手 巨型:闪避值 -1 ,额外掷一个伤害骰并去掉其中最小的一个。
改良钉头锤 力量 近战 d8+4 单手
改良战锤 力量 近战 d12+6 双手 重型:闪避值 -1
改良匕首 灵巧 近战 d8+4 单手
改良铁头棍 本能 近战 d10+6 双手
改良短刀 风度 近战 d8+4 单手
改良刺剑 风度 近战 d8+3 单手 迅捷:标记 1 压力点以额外攻击一个范围内的目标。
改良戟 力量 邻近 d10+5 双手 繁琐:灵巧 -1
改良长矛 灵巧 邻近 d8+6 双手
改良短弓 敏捷 远距离 d6+6 双手
改良弩 灵巧 远距离 d6+4 单手
改良长弓 敏捷 极远 d8+6 双手 繁琐:灵巧 -1
鎏金弯刀 力量 近战 d10+4 单手 强力:额外掷一个伤害骰并去掉其中最小的一个。
拳刃 力量 近战 d10+6 双手 残暴:伤害骰每掷出一次最大值,就额外掷出一个伤害骰。
乌洛克阔剑 灵巧 近战 d8+3 单手 致命:造成严重伤害时,额外造成 1 生命点的伤害。
刃鞭 敏捷 邻近 d8+3 单手 迅捷:标记 1 压力点以额外攻击一个范围内的目标 。
钢铸戟 力量 邻近 d8+4 双手 恐惧:成功的攻击同时会额外标记 1 压力点
战镰 灵巧 邻近 d8+5 双手 可靠:你的攻击掷骰 +1
火铳 灵巧 近距离 d8+6 双手 装填:攻击后掷一个 d6 ,掷出 1 时,下次攻击前你必须标记 1 压力点进行装填。
巨弓 力量 远距离 d6+6 双手 强力:额外掷一个伤害骰并去掉其中最小的一个。
细弦弓 敏捷 极远 d6+5 双手 可靠:你的攻击掷骰 +1

位阶 2 (等级 2 -4)

魔法武器

所有魔法武器都需要有施法属性才能使用

名称 属性 距离 伤害 负荷 特性
改良奥术护手 力量 近战 d10+6 双手
改良圣斧 力量 近战 d8+4 单手
改良发光戒指 敏捷 邻近 d10+5 双手
改良手持符文 本能 邻近 d10+3 单手
改良回力剑 灵巧 近距离 d8+3 单手 回力:当此武器在射程内被投掷后,会在完成攻击的瞬间重新出现在你手中。
改良短杖 本能 近距离 d8+4 单手
改良双手法杖 本能 远距离 d6+6 双手
改良权杖 风度 远距离 d6+3 双手 多用:这把武器也可以此方式使用 - 风度 近战 d8+3
改良魔杖 知识 远距离 d6+4 单手
改良巨杖 知识 极远 d6+3 双手 强力:额外掷一个伤害骰并去掉其中最小的一个。
自我之刃 敏捷 近战 d12+4 单手 傲慢:0 或者更低的风度才可以使用该武器。
施法剑 力量 近战 d10+4 双手 多用:这把武器也可以此方式使用 - 知识 远距离 d6+3
吞噬匕首 灵巧 近战 d8+4 单手 恐惧:成功攻击的同时会额外标记 1 压力点
异界之锤 本能 近战 d8+6 双手 爆发:当你在近战中击中一个生物时,每个邻近的敌人都必须进行反应掷骰(14),否则也会受到一半的伤害。
尤塔里血弓 灵巧 远距离 d6+4 双手 残暴:伤害骰每掷出一次最大值,就额外掷出一个伤害骰。
长者之弓 本能 远距离 d6+4 双手 强力:额外掷一个伤害骰并去掉其中最小的一个。
伊利亚斯的权杖 风度 远距离 d6+3 单手 振奋:当你成功攻击时,掷一个 d4 。掷出 4 时,清除 1 压力点
迷惑魔杖 风度 远距离 d6+4 单手 说服:在进行风度掷骰前可标记 1 压力点以获得 +2 加值。
看守者之杖 知识 远距离 d6+4 双手 可靠:你的攻击掷骰 +1

位阶 3 (等级 5 -7)

物理武器

名称 属性 距离 伤害 负荷 特性
高级阔剑 敏捷 近战 d8+6 单手 可靠:你的攻击掷骰 +1
高级长剑 敏捷 近战 d10+9 双手
高级战斧 力量 近战 d10+9 双手
高级巨剑 力量 近战 d10+9 双手 巨型:闪避值 -1 ,额外掷一个伤害骰并去掉其中最小的一个。
高级钉头锤 力量 近战 d8+7 单手
高级战锤 力量 近战 d12+9 双手 重型:闪避值 -1
高级匕首 灵巧 近战 d8+7 单手
高级铁头棍 本能 近战 d10+9 双手
高级短刀 风度 近战 d8+7 单手
高级刺剑 风度 近战 d8+6 单手 迅捷:标记 1 压力点以额外攻击一个范围内的目标。
高级戟 力量 邻近 d10+8 双手 繁琐:灵巧 -1
高级长矛 灵巧 邻近 d8+9 双手
高级短弓 敏捷 远距离 d6+9 双手
高级弩 灵巧 远距离 d6+7 单手
高级长弓 敏捷 极远 d8+9 双手 繁琐:灵巧 -1
闪蝶之刃 敏捷 近战 d8+5 单手 锐翼:将你的敏捷属性值加入该武器的伤害掷骰加值中。
勇气之剑 力量 近战 d12+7 双手 勇气:闪避值 -1 ,严重伤害阈值 +3 。
愤怒之锤 力量 近战 d10+7 双手 毁灭:在攻击掷骰之前标记 1 压力点,在进行伤害掷骰时,把你的伤害骰改为 d20
拉布里斯斧 力量 近战 d10+7 双手 保护:护甲值 +1
经络短刀 风度 近战 d10+5 单手 决斗:当近距离内除了当前目标外没有其他生物时,攻击掷骰时获得优势。
伸缩军刀 风度 近战 d10+7 单手 伸缩:刀片可以隐藏在刀柄中以避免被识别为武器。
双连枷 敏捷 邻近 d10+8 双手 强力:额外掷一个伤害骰并去掉其中最小的一个。
利爪之刃 灵巧 近距离 d10+7 双手 残暴:伤害骰每掷出一次最大值,就额外掷出一个伤害骰。
黑火药左轮 灵巧 远距离 d6+8 单手 装填:攻击后掷一个 d6 ,掷出 1 时,下次攻击前你必须标记 1 压力点进行装填
尖刺弓 敏捷 极远 d6+7 双手 多用:这把武器也可以此方式使用 - 敏捷 近战 d10+5

位阶 3 (等级 5 -7)

魔法武器

所有魔法武器都需要有施法属性才能使用

名称 属性 距离 伤害 负荷 特性
高级奥术护手 力量 近战 d10+9 双手
高级圣斧 力量 近战 d8+7 单手
高级发光戒指 敏捷 邻近 d10+8 双手
高级手持符文 本能 邻近 d10+6 单手
高级回力剑 灵巧 近距离 d8+6 单手 回力:当此武器在射程内被投掷后,会在完成攻击的瞬间重新出现在你手中。
高级短杖 本能 近距离 d8+7 单手
高级双手法杖 本能 远距离 d6+9 双手
高级权杖 风度 远距离 d6+6 双手 多用:这把武器也可以此方式使用 - 本能 近战 d8+4
高级魔杖 知识 远距离 d6+7 单手
高级巨杖 知识 极远 d6+6 双手 强力:额外掷一个伤害骰并去掉其中最小的一个。
运气之斧 力量 近战 d10+8 双手 幸运:花费 1 压力点重骰一次失败的掷骰,并接受新的结果。
祝福匕首 本能 近战 d10+6 单手 治愈:休息时间时,自动恢复 1 生命点
鬼魂之刃 风度 近战 d10+7 单手 异界:你可以选择造成物理或者魔法伤害。
毁灭符文 知识 邻近 d20+4 单手 苦痛:每次你使用此武器成功攻击时,你需标记 1 压力点
维多加斯特的吊坠 知识 近距离 d10+5 单手 时间扭曲者:你可以在攻击掷骰后选择攻击目标。
鎏金弓 灵巧 远距离 d6+7 双手 自省:伤害掷骰中的所有 1 都视为 6
火焰杖 本能 远距离 d6+7 双手 灼烧:伤害掷骰中掷出的每个 6 都使目标标记 1 压力点
法师球 知识 远距离 d6+7 单手 强力:额外掷一个伤害骰并去掉其中最小的一个。
伊尔玛里的步枪 灵巧 极远 d6+6 单手 装填:攻击后掷一个 d6 ,掷出 1 时,下次攻击前你必须标记 1 压力点进行装填。

位阶 4 (等级 8 -10)

物理武器

名称 属性 距离 伤害 负荷 特性
传奇阔剑 敏捷 近战 d8+9 单手 可靠:你的攻击掷骰 +1
传奇长剑 敏捷 近战 d10+12 双手
传奇战斧 力量 近战 d10+12 双手
传奇巨剑 力量 近战 d10+12 双手 巨型:闪避值 -1 ,额外掷一个伤害骰并去掉其中最小的一个。
传奇钉头锤 力量 近战 d8+10 单手
传奇战锤 力量 近战 d12+12 双手 重型:闪避值 -1
传奇匕首 灵巧 近战 d8+10 单手
传奇铁头棍 本能 近战 d10+12 双手
传奇短刀 风度 近战 d8+10 单手
传奇刺剑 风度 近战 d8+9 单手 迅捷:标记 1 压力点以额外攻击一个范围内的目标。
传奇戟 力量 邻近 d10+11 双手 繁琐:灵巧 -1
传奇长矛 灵巧 邻近 d8+12 双手
传奇短弓 敏捷 远距离 d6+12 双手
传奇弩 灵巧 远距离 d6+10 单手
传奇长弓 敏捷 极远 d8+12 双手 繁琐:灵巧 -1
双头剑 敏捷 近战 d10+9 双手 迅捷:标记 1 压力点以额外攻击一个范围内的目标。
冲击拳套 力量 近战 d10+11 单手 震荡:在一次成功攻击后花费 1 希望点,将目标击退至远距离。
巨斧 力量 近战 d12+13 双手 破坏:敏捷 -1 ,成功攻击后为所有邻近范围内的敌人标记 1 压力点
弧形匕首 灵巧 近战 d8+9 单手 锯齿:伤害掷骰中的所有 1 都视为 8
延伸长柄武器 灵巧 邻近 d8+10 双手 延长:你能够将范围内所有处于一条直线上的敌人同时作为你的攻击目标。
摆动绳刃 风度 近距离 d8+9 双手 捕获:在一次成功攻击后花费 1 希望点,使目标处于束缚状态或者将其拉至你的近战范围。
弹跳斧 敏捷 远距离 d6+11 双手 弹跳:标记任意压力点,可同时攻击范围内等量的敌人。
安塔利弓 灵巧 远距离 d6+11 双手 可靠:你的攻击掷骰 +1
手炮 灵巧 极远 d6+12 单手 装填:攻击后掷一个 d6 ,掷出 1 时,下次攻击前你必须标记 1 压力点进行装填。

位阶 4 (等级 8 -10)

魔法武器

所有魔法武器都需要有施法属性才能使用

名称 属性 距离 伤害 负荷 特性
传奇奥术护手 力量 近战 d10+12 双手
传奇圣斧 力量 近战 d8+10 单手
传奇发光戒指 敏捷 邻近 d10+11 双手
传奇手持符文 本能 邻近 d10+9 单手
传奇回力剑 灵巧 近距离 d8+9 单手 回力:当此武器在射程内被投掷后,会在完成攻击的瞬间重新出现在你手中。
传奇短杖 本能 近距离 d8+10 单手
传奇双手法杖 本能 远距离 d8+12 双手
传奇权杖 风度 远距离 d6+9 双手 多用:这把武器也可以此方式使用 - 本能 近战 d8+6
传奇魔杖 知识 远距离 d6+10 单手
传奇巨杖 知识 极远 d6+9 双手 强力:额外掷一个伤害骰并去掉其中最小的一个。
光焰剑 力量 近战 d10+11 双手 烧融:可以切开坚固的材质。
虹吸拳套 风度 近战 d10+9 双手 系命:在一次成功攻击后掷一个 6 ,如果掷出 6恢复 1 生命点清除 1 压力点
迈达斯镰刀 知识 近战 d10+9 双手 贪婪:你可以花费一把金币,使你的伤害掷骰熟练值 +1
漂浮碎刃 本能 近距离 d8+9 单手 强力:额外掷一个伤害骰并去掉其中最小的一个。
血杖 本能 远距离 d20+7 双手 苦痛:每次你使用此武器攻击时,你需标记 1 压力点
蓟弓 本能 远距离 d6+13 双手 可靠:你的攻击掷骰 +1
埃塞克之杖 知识 远距离 d8+13 单手 时间扭曲者:你可以在攻击掷骰后选择攻击目标。
魔战士左轮 灵巧 极远 d6+13 单手 装填:攻击后掷一个 6 ,如果掷出 1 ,下次攻击前你必须标记 1 压力点进行装填。
融合手套 知识 极远 d6+9 双手 绑定:将你的等级数添加到伤害掷骰中。

副武器表

创建角色时,玩家选取一项位阶 1 的副武器。随着玩家升级,游戏主持人可以在游玩中让玩家获取其他武器。

位阶 1 (等级 1

名称 属性 距离 伤害 负荷 特性
短剑 敏捷 近战 d8 副手 双持:近战时主武器伤害 +2
圆盾 力量 近战 d4 副手 保护:护甲值 +1
塔盾 力量 近战 d6 副手 壁垒:+2 护甲值, -1 闪避值。
小匕首 灵巧 近战 d8 副手 双持:近战时主武器伤害 +2
鞭子 风度 邻近 d6 副手 鞭笞:标记 1 压力点,将所有近战范围内的敌人击退至近距离。
抓钩 灵巧 近距离 d6 副手 出钩:进行一次成功的攻击后,你可以将目标拉至你的近战范围内。
手弩 灵巧 远距离 d6+1 副手

位阶 2 (等级 2 -4)

名称 属性 距离 伤害 负荷 特性
改良短剑 敏捷 近战 d8+2 副手 双持:近战时主武器伤害 +3
改良圆盾 力量 近战 d4+2 副手 保护:护甲值 +2
改良塔盾 力量 近战 d6+2 副手 壁垒:护甲值 +3 ,闪避值 -1
改良小匕首 灵巧 近战 d8+2 副手 双持:近战时主武器伤害 +3
改良鞭子 风度 邻近 d6+2 副手 鞭笞:标记 1 压力点,将所有近战范围内的敌人击退至近距离。
改良抓钩 灵巧 近距离 d6+2 副手 出钩:进行一次成功的攻击后,你可以将目标拉至你的近战范围内。
改良手弩 灵巧 远距离 d6+3 副手
尖刺盾牌 力量 近战 d6+2 副手 两用:护甲值 +1 ,近战时主武器伤害 +1
格挡匕首 灵巧 近战 d6+2 副手 格挡:在你被攻击时,掷出该武器的伤害骰。如果有任何与攻击者匹配的骰子,则在伤害总计之前将其移除。
回力斧 敏捷 近距离 d6+4 副手 回力:当此武器在射程内被投掷后,会在完成攻击的瞬间重新出现在你手中。

位阶 3 (等级 5 -7)

名称 属性 距离 伤害 负荷 特性
高级短剑 敏捷 近战 d8+4 副手 双持:近战时主武器伤害 +4
高级圆盾 力量 近战 d4+4 副手 保护:护甲值 +3
高级塔盾 力量 近战 d6+4 副手 壁垒:护甲值 +4 ,闪避值 -1
高级小匕首 灵巧 近战 d8+4 副手 双持:近战时主武器伤害 +4
高级鞭子 风度 邻近 d6+4 副手 鞭笞:标记 1 压力点,将所有近战范围内的敌人击退至近距离。
高级抓钩 灵巧 近距离 d6+4 副手 出钩:进行一次成功的攻击后,你可以将目标拉至你的近战范围内。
高级手弩 灵巧 远距离 d6+5 副手
小盾 敏捷 近战 d4+4 副手 反射:面对即将到来的攻击时,你可以标记 1 护甲槽,在对抗此次攻击中你的闪避值获得等同于你可用护甲槽数量的加值。
强力拳套 知识 近距离 d6+4 副手 充能攻击:标记 1 压力点,为主武器的攻击熟练 +1
弹弓 灵巧 极远 d6+4 副手 多用:这把武器也可以此方式使用 - 灵巧 近距离 d8+4

位阶 4 (等级 8 -10)

名称 属性 距离 伤害 负荷 特性
传奇短剑 敏捷 近战 d8+6 副手 双持:近战时主武器伤害 +5
传奇圆盾 力量 近战 d4+6 副手 保护:护甲值 +4
传奇塔盾 力量 近战 d6+6 副手 壁垒:护甲值 +5 ,闪避值 -1
传奇小匕首 灵巧 近战 d8+6 副手 双持:近战时主武器伤害 +5
传奇鞭子 风度 邻近 d6+6 副手 鞭笞:标记 1 压力点,将所有近战范围内的敌人击退至近距离。
传奇抓钩 灵巧 近距离 d6+6 副手 出钩:进行一次成功的攻击后,你可以将目标拉至你的近战范围内。
传奇手弩 灵巧 远距离 d6+7 副手
勇气之盾 敏捷 近战 d4+6 副手 庇护:当你标记 1 护甲槽时,它将为你和所有近战范围内受到同源伤害的盟友减免伤害。
拳爪 力量 近战 d6+8 副手 双击:当你使用主武器进行一次攻击后,你可以同时使用此武器对另一名近战范围内的敌人造成伤害。
引物碎片 本能 邻近 d4 副手 锁定:使用此武器对成功攻击一名敌人后,你的主武器对其的下一次攻击将自动命中。

护甲

每件护甲都有名称、基础伤害阈值和基础护甲值。一些护甲还具有特性。

  • 护甲的基础护甲值代表其提供给穿戴者的护甲槽。总护甲值等于护甲的基础护甲值加上其他额外加值。角色的护甲值无法超过 12
  • 护甲的基础伤害阈值会影响穿戴者的重度和严重伤害阈值。总伤害阈值等于护甲的基础伤害阈值加上角色等级再加上其他额外加值。
  • 护甲的特性只在装备时起效。

无甲时,角色的基础护甲值为 0 , 重度伤害阈值等于角色等级,严重伤害阈值等于角色等级的两倍。

降低伤害

当你受到伤害时,你可以标记 1 护甲槽来将需要标记的生命点数量减一。当角色的护甲值为 0 时则不能标记护甲槽。如果一个效果临时增加了你的护甲值,它也会增加你同样数量的可用护甲槽,而当这个效果结束时,临时的护甲槽也将移除。

护甲表

位阶 1 (等级 1

名称 阈值 护甲值 特性
填充布甲 5 / 11 3 灵活:闪避值 +1
皮甲 6 / 13 3
链甲 7 / 15 4 重型:闪避值 -1
全板甲 8 / 17 4 极重:闪避值 -2 ,敏捷 -1

位阶 2 (等级 2 -4)

名称 阈值 护甲值 特性
改良填充布甲 7 / 16 4 灵活:闪避值 +1
改良皮甲 9 / 20 4
改良链甲 11 / 24 5 重型:闪避值 -1
改良全板甲 13 / 28 5 极重:闪避值 -2 ,敏捷 -1
埃伦德里安链甲 9 / 21 4 防护:受魔法伤害时,在计算伤害阈值前按护甲值减免伤害。
掠骸护甲 9 / 21 4 坚韧:在标记最后一个护甲槽之前,掷一个 d6 。如果掷出 6 ,则可以降低伤害一个等级而无需标记槽位。
铁木胸甲 9 / 20 4 强化:当你标记最后一个护甲槽时,你的伤害阈值提升 +2 ,直至你清除至少 1 个护甲槽。
符文浮甲 9 / 20 4 转移:当你成为攻击目标时,可以标记 1 护甲槽,使针对你的攻击检定具有劣势。
泰瑞斯软甲 8 / 18 5 安静:任何试图不被人听到的移动动作掷骰 +2
蔷薇野甲 11 / 23 5 希冀:每当你需要花费希望点时,可以改为标记护甲槽

位阶 3 (等级 5 -7)

名称 阈值 护甲值 特性
高级填充布甲 9 / 23 5 灵活:闪避值 +1
高级皮甲 11 / 27 5
高级链甲 13 / 31 6 重型:闪避值 -1
高级全板甲 15 / 35 6 极重:闪避值 -2 ,敏捷 -1
贝拉莫伊精致护甲 11 / 27 5 鎏金:风度 +1
龙鳞护甲 11 / 27 5 坚不可摧:每短休一次,当你的生命点即将归零时,可以改为标记 1 压力点
尖刺护甲 10 / 25 5 锋利:每当你成功进行近战攻击时,伤害骰加 1d4
剑刃护甲 16 / 39 6 物理防御:你不能使用此护甲抵消魔法伤害。
莫奈特的斗篷 16 / 39 6 魔法防御:你不能使用此护甲抵消物理伤害。
强化符文 17 / 43 6 苦痛:每当你因受到攻击而标记 1 点或更多的护甲槽时,需标记 1 压力点

位阶 4 (等级 8 -10)

名称 阈值 护甲值 特性
传奇填充布甲 11 / 32 6 灵活:闪避值 +1
传奇皮甲 13 / 36 6
传奇链甲 15 / 40 7 重型:闪避值 -1
传奇全板甲 17 / 44 7 极重:闪避值 -2 ,敏捷 -1
威能丝甲 13 / 36 7 时缓:标记 1 护甲槽,掷一个 d4 ,并将结果作为闪避加值应用于对抗此次来袭攻击。
引导护甲 13 / 36 5 引导:当装备此护甲时,所有施法掷骰 +1
织烬护甲 13 / 36 6 燃烧:每当有敌人在近战范围内击中你时,其立即标记 1 压力点
全面强化护甲 15 / 40 4 坚毅:当你标记 1 护甲槽时,可将攻击的严重程度降低两级而非一级。
诚实蛋白石护甲 13 / 36 6 求真:当任何人在近距离范围内说谎时,此护甲将会发光。
救世主链甲 18 / 48 8 困难:装备角色所有属性以及闪避值 -1

战利品

战利品包括团队获得的消耗品与物品。

物品在售卖、丢弃或丢失前均可使用。

生成随机物品时,确定你想要的稀有度,掷相应数量的 d12 ,将总值与表格中的物品相匹配。

  • 常见 (1d12 或 2d12* )。
  • 不常见 (2d12 或 3d12* )。
  • 稀有 (3d12 或 4d12* )。
  • 传说 (4d12 或 5d12* )。
ROLL 战利品 效果
01 高级床单 在任何休息期间,你总是会自动清除 1 压力点
02 风笛哨 手工制作的哨子。每只哨子都有独特的声音,刺耳的声音在半径一英里的地方都能听到。
03 充能箭袋 当你使用此箭袋中的箭矢攻击并成功命中时,伤害掷骰获得等同于你当前位阶的加值。
04 阿利斯泰尔的火炬 一把可以随心所欲点亮的魔法火炬,它发出的光比看起来要远得多。它可以让洞穴充满光亮,让人感觉就像白天一样。
05 通话法球 一对球体,任何持有它们的生物都可以在任意距离内相互交流。
06 手铐 一副带有钥匙的可锁手铐。
07 奥术斗篷 任何拥有施法能力的使用者穿着它时都可以随意调整其颜色、纹理和尺寸的斗篷。
08 编织网 你可以用这张网进行 灵巧检定 来捕捉小型生物。被网住的目标可通过成功的 攻击检定 (DC16)挣脱。
09 生火罐 你可以倾倒此罐中奇异的液体来立即产生火焰。液体将在你完成长休后重新生成。
10 悬空之杖 这根刻有符文的扁平短棒被激活时会立即悬停在原地。在解除激活前,短棒将不受重力影响且无法移动,始终固定在原位。
11 魅力石 激活这颗卵石大小的宝石,可记录你所见之人的外貌。花费 1 希望点,便能以幻象形式将这副伪装神奇地复现在自己身上。
12 空箱子 一个魔法箱子,即使里面有物品,看起来也是空的。主人可以在打开箱子时使用特定的单词、短语或其他触发条件来显示这些物品。
13 伙伴箱 用于携带小型动物伙伴的箱子。当它们在里面时,箱子和里面的生物动物都不会受到任何伤害和负面效果。
14 穿刺箭 使用弓进行攻击时,你可以使用穿刺箭将你的熟练值添加到伤害掷骰中。每次休息可使用 3 次。
15 勇气石 附在盔甲上。为尚未具备以下功能的盔甲添加以下特性:坚韧:在标记最后一个护甲槽之前,掷一个 d6 。如果掷出 6 ,则可以降低伤害一个等级而无需标记槽位
16 万能钥匙 使尝试打开锁着的门时的灵巧掷骰具有优势
17 奥术棱镜 将此棱镜置于指定位置并激活。其近距离范围内的所有盟友在施法检定上获得 +1 加值。激活期间棱镜不可移动。解除激活后,需完成一次长休才能再次启用。
18 小型精力药水配方 花费一项休整行动和动物骨骼来制作一瓶小型精力药水。
19 小型生命药水配方 花费一项休整行动和一瓶血液来制作一瓶小型生命药水。
20 归航罗盘 两个罗盘无论相距多远,都只能指向对方。
21 修正者精魂 一只坐在你耳道弯曲处的小精魂,在战斗中低声说着有用的建议。每短休一次,你可以在攻击检定中获得一次优势。
23 博学守护者 存储最多三个敌对生物的名字。下次面对它们时,在针对它们的任何动作掷骰上获得 +1。
24 黑烟瓶配方 在休息时间,花费一次休整行动并标记 1 压力点来制作一个黑烟瓶。
25 血石 附在武器上。为尚未具备以下功能的武器添加以下特性:残暴: 伤害骰每掷出一次最大值,就额外掷出一个伤害骰。
26 巨石 附在武器上。为尚未具备以下功能的武器添加以下特性:强力: 额外掷一个伤害骰并去掉其中最小的一个。
27 滑翔机 可以通过标记 1 压力点来展开的小型降落伞。它可以让使用者从高处安全地滑翔到下面的地面。
28 寂静戒指 花费 1 希望点激活此戒指,直到你的下一次休息,你的脚步声是无声的。
29 镇静吊坠 如果你必须标记最后一个压力槽,请掷一个 d6 。如果掷出 5 +,则无需标记。
30 双用瓶 可容纳两种不同液体的瓶子。侧面的小按钮可让饮用者在两种液体之间切换。
31 幻沙袋 这是一小袋沙子,可以通过 风度掷骰(DC10)将其调整为比实际重量重得多或轻得多。你还可以通过 灵巧掷骰(DC10) 将沙子吹到对手的脸上,使对手暂时处于脆弱状态。
32 抵抗戒指 每长休一次,激活这枚戒指将使成功命中你的攻击伤害减少一半。
33 凤凰羽毛 只要你拥有任意数量的凤凰羽毛,当你失去知觉并掷骰决定是否选择留下伤痕时,骰子结果总是 +1
34 百宝箱 一个只能每长休打开一次的小盒子。打开时,骰一个 d12 ,如果你掷出 1 -6,盒子是空的;如果你掷出 7 -10,盒子里会随机出现一个常见消耗品;如果你掷出 11 -12,盒子里会随机出现两个常见消耗品。
35 空刃护符 附在近战武器上,使其能够在近距离范围内攻击。每休息能激活三次。
36 传送点种子 将此种子埋入土中可在该处培育传送门。 24 小时后传送门即可使用。通过此传送门可抵达任何其他已种植传送门种子的地点。对传送门造成任意魔法伤害即可将其摧毁。
37 典范之链 花费一项休整行动,你可以对你所珍视的理想或原则进行冥想,并将你的意志集中到这根链条之中。每长休一次,你可以在进行与该原则一致的掷骰时,花费 1 希望点,使用 d20 作为你的希望骰。
38 匿踪护身符 每长休一次,激活此护符进入隐匿状态直至移动。以此法隐匿期间,即使敌人移动至通常能看见你的位置,你仍保持不可见状态。
39 希望守护者的小盒 在长休期间,若你拥有 6 希望点,可花费 1 希望点将丰沛的决心灌注于此挂坠中。当希望点归零时,可使用该挂坠立即获得 1 希望点。挂坠必须重新灌注后才能再次以此法使用。
40 无限袋 放入此袋中的物品将存储在一个独立且无限的次元中,并随时可以取出。
41 神行遗宝 敏捷 +1 ,你不能同时持有其他遗宝。
42 强力遗宝 力量 +1 ,你不能同时持有其他遗宝。
43 控制遗宝 灵巧 +1 ,你不能同时持有其他遗宝。
44 调和遗宝 本能 +1 ,你不能同时持有其他遗宝。
45 魅力遗宝 风度 +1 ,你不能同时持有其他遗宝。
46 启迪遗宝 知识 +1 ,你不能同时持有其他遗宝。
47 珩磨遗宝 你的一项经历 +1 ,你不能同时持有其他遗宝。
48 闪烁飞虫吊坠 佩戴时,你的物理近战武器会迸发出轻盈的光彩,使你可以攻击邻近范围内的生物。
49 湖行者长靴 你可以如同在柔软地面一般行走在水面上。
50 粘土伙伴 当你将这块黏土塑造成黏土动物伙伴时,它会表现出相应动物的特性。例如黏土蜘蛛能编织黏土蛛网,黏土飞鸟则可翱翔天际。黏土伙伴在不同形态间会保留记忆与身份认同,但可以适应每一个形态的新的习性。
51 秘尘配方 在休息时,花费一项休整行动和一包金币来制作一份秘尘。
52 记忆碎片 每次长休一次,花费 2 希望点以回想一张宝库内的领域卡,而不是支付其回想费用。
53 欢欣宝石 附在武器上,允许你使用敏捷进行攻击掷骰。
54 威力宝石 附在武器上,允许你使用力量进行攻击掷骰。
55 精准宝石 附在武器上,允许你使用灵巧进行攻击掷骰。
56 洞察宝石 附在武器上,允许你使用本能进行攻击掷骰。
57 无畏宝石 附在武器上,允许你使用风度进行攻击掷骰。
58 睿智宝石 附在武器上,允许你使用知识进行攻击掷骰。
59 坚毅之戒 每场游戏一次,当游戏主持人花费 1 恐惧点时,你可以花费 4 希望点以取消因为使用恐惧而产生的效应。
60 团结腰带 每场游戏一次,你可以花费 5 希望点进行一次三名角色的接力掷骰,而不是两名。


消耗品

消耗品是只能使用一次的战利品。每种消耗品每人最多可以持有五份。使用消耗品无需掷骰,除非游戏主持人或故事情节另有要求。

生成随机消耗品时,确定你想要的稀有度,掷相应数量的 d12 ,将总值与表格中的消耗品相匹配。

  • 常见 (1d12 或 2d12* )。
  • 不常见 (2d12 或 3d12* )。
  • 稀有 (3d12 或 4d12* )。
  • 传说 (4d12 或 5d12* )。
ROLL 战利品 效果
01 神行药水 下一次敏捷掷骰 +1
02 强力药水 下一次力量掷骰 +1
03 控制药水 下一次灵巧掷骰 +1
04 调和药水 下一次本能掷骰 +1
05 魅力药水 下一次风度掷骰 +1
06 启迪药水 下一次知识掷骰 +1
07 小型生命药水 立刻恢复 1d4 生命点
08 小型精力药水 立刻清除 1d4 压力点
09 磨牙毒液 附在物理武器上,在其下一次的伤害掷骰中增加 1d6
10 瓦里克叶 服下一对,立刻获得 2 希望点
11 月滴瓶 直至你的下一次休息,你可以在完全黑暗的环境中看到东西。
12 不稳定的奥术碎片 使用灵巧掷骰将其投掷到远距离范围内的一群敌人,所有成功命中的敌人受到 1d20 魔法伤害。
13 稳定药水 使用后立刻执行一次额外的休整行动。
14 改良磨牙毒液 附在物理武器上,在其下一次的伤害掷骰中增加 1d8
15 变形黏土 花费 1 希望点,使用者将会改变他们的容貌使其他人认不出来,直到下次休息。
16 黑烟瓶 面对即将到来的攻击时,掷骰等同于你敏捷数的 d6 ,将其中最高的结果加入到你应对此次攻击的的闪避值中。
17 跳跃树根 你可以立即执行一次无需掷骰的跳跃,到远距离内的任何地方。
18 小憩粉 标记 1 压力点然后恢复 1 生命点
19 生命药水 立刻恢复 1d4+1 生命点
20 精力药水 立刻清除 1d4+1 压力点
21 护甲缝合剂 使用此物品并花费 任意 希望点修复 等量的 护甲槽
22 鳃膏 涂抹在脖子处后,你可以在水下呼吸,持续时间分钟数等同于你的等级数。
23 复制羊皮纸 当你将这张羊皮纸与另一张羊皮纸接触时,它会精确复制。一旦该副本制作完成,它就变成普通的羊皮纸了。
24 改良奥术碎片 使用灵巧掷骰将其投掷到远距离范围内的一群敌人,所有成功对抗的敌人受到 2d20 魔法伤害。
25 强效神行药水 直到下一次长休或短休时,敏捷掷骰 +1
26 强效强力药水 直到下一次长休或短休时,力量掷骰 +1
27 强效控制药水 直到下一次长休或短休时,灵巧掷骰 +1
28 强效调和药水 直到下一次长休或短休时,本能掷骰 +1
29 强效魅力药水 直到下一次长休或短休时,风度掷骰 +1
30 强效启迪药水 直到下一次长休或短休时,知识掷骰 +1
31 约尔吉之血 瞬移至可目视的极远范围内任意地方。
32 霍莫特的秘药 饮用后,你的下一次攻击掷骰自动关键成功。
33 红棘唾液 附在物理武器上,在其下一次的伤害掷骰中增加 1d12
34 引导石 选择你宝库中的一个法术或术典,使用一次然后将其放回宝库。
35 秘尘 附在魔法武器上,在其下一次的伤害掷骰中增加 1d12
36 酸膏 在明亮的闪光中侵蚀墙壁和其他表面。
37 希望火炬 使用时,近距离内的盟友每花费 1 希望点时掷一个 d6 。掷出 6 时可无需花费 1 希望点。效果持续到下一个场景。
38 强效奥术碎片 使用灵巧将其投掷到远距离范围内的一群敌人,所有成功对抗的敌人受到 4d20 魔法伤害。
39 羽骨 控制你的下坠速度,持续时间分钟数等同于你的等级数。
40 虚空之环 标记 1 压力点,创造一个延伸至远距范围的虚空区域。虚空内无法施放任何法术,区域内生物对魔法伤害免疫。
41 太阳树液 1d6 。若掷出 5 -6,恢复 2 生命点。若掷出 2 -4,清除 3 压力点。若掷出 1 ,你短暂地面对死亡并回生,获得一道伤痕。
42 滴牙毒药 对饮用此物品的生物造成 8d10 的直接伤害。
43 强效生命药水 立刻恢复 1d4+2 生命点
44 强效精力药水 立刻清除 1d4+2 压力点
45 食人魔麝香 避免任何人使用物理或魔法手段追踪你,直至你的下一次休息。
46 翼芽 你获得一对魔法翅膀,允许你短暂地飞行,持续时间分钟数等同于你的等级数。
47 失落声音之罐 释放出一股让人耳聋的声波,持续时间分钟数等同于你的本能属性。任何在远距离范围内没有准备应对的生物受到 6d8 的魔法伤害。
48 龙息茶 使用本能掷骰,对你面前的所有近距离敌人进行火焰吐息攻击。成功时,造成熟练值*d20 物理伤害。
49 搭桥种子 一束厚重的藤蔓从你所在的地方长出,延伸至远距离范围内的一处,允许你在其上安全地攀爬或步行。藤蔓在你的下一次短休时消散。
50 睡眠树液 饮用后陷入一整晚的沉睡。醒来时消除所有压力。
51 舒利亚大餐 食用后可以恢复所有生命点与清除所有压力点,并获得 1d4 希望点
52 捆绑蜂蜜 将两件物品永久性地粘连在一起。
53 缩小药水 饮用者的体型会缩小至一半,敏捷 +2 ,熟练 -1 ,直到他选择放弃这种形态或进行下一次休息。
54 生长药水 饮用者的体型会放大至两倍,力量 +2 ,熟练 +1 ,直到他选择放弃这种形态或进行下一次休息。
55 知识石 如果你持有此石头时死亡,一名盟友可以从你的配置中拿取一张卡加入其配置或宝库。当盟友如此做后,石头将会粉碎。
56 甜蜜苔藓 在休息期间食用,可以恢复 1d10 生命点清除 1d10 压力点
57 目盲法球 创造一道明亮的闪光,使近距离范围内的所有生物处于脆弱状态,直至生物下一次失去生命点。
58 死亡茶 饮下此茶后,若你在攻击时取得关键成功,将立即杀死目标。若在下次长休前未取得攻击关键成功,你将死亡。
59 万寿菊之镜 当你受到伤害时,可花费 1 希望点完全抵消该伤害,随后镜子碎裂。
60 星之泪 使用以召唤一场流星雨,对以使用地点为圆心的极远距离内所有生物自动造成 8d20 物理伤害。

EQUIPMENT

Your equipped weapons and armor are the ones listed in the "Active Weapons" and "Active Armor" sections of your character sheet. Your character can only attack with weapons, benefit from armor, and gain features from items they have equipped. You can't equip weapons or armor with a higher tier than you.

PCs can carry up to two additional weapons in the "Inventory Weapon" areas of the character sheet.

You can swap an Inventory Weapon with an Active Weapon at no cost during a rest or moment of calm; otherwise, you must mark a Stress to do so.

Your character can only have one Active Armor at a time. They can't equip armor while in danger or under pressure; otherwise, they can equip or unequip armor without cost. Each armor has its own Armor Slots; if your character unequips their armor, track how many of its Armor Slots are marked. You can't carry armor in your inventory. When your character equips or unequips armor, recalculate your damage thresholds.

WEAPONS

All weapons have a tier, trait, range, damage die, damage type, and burden. Some weapons also have a feature.

CATEGORY

A weapon's category specifies whether it is a Primary or Secondary weapon. Your character can only equip up to one weapon of each category at a time.

TRAIT

A weapon's trait specifies which trait to use when making an attack roll with it.

RANGE

A weapon's range specifies the maximum distance between the attacker and their target when attacking with it.

DAMAGE

A weapon's damage indicates the size of the damage dice you roll on a successful attack with it; you roll a number of dice equal to your Proficiency. If the damage includes a flat modifier, this number is added to the total damage rolled, but is not altered or affected by Proficiency.

DAMAGE TYPE

A weapon's damage type indicates whether it deals physical or magic damage. Weapons that deal magic damage can only be wielded by characters with a Spellcast trait.

BURDEN

A weapon's burden indicates how many hands it occupies when equipped. Your character's maximum burden is 2 hands.

FEATURE

A weapon's feature is a special rule that stays in effect while the weapon is equipped.

You can throw an equipped weapon at a target within Very Close range, making the attack roll with Finesse. On a success, deal damage as usual for that weapon. Once thrown, the weapon is no longer considered equipped. Until you retrieve and re-equip it, you can't attack with it or benefit from its features.

PRIMARY WEAPON TABLES

Players can choose one Tier 1 primary weapon during character creation. The GM can make other weapons available throughout the campaign as the PCs level up.

TIER 1 (LEVEL 1)

Physical Weapons

Name Trait Range Damage Burden Feature
Broadsword Agility Melee d8 phy One-Handed Reliable: +1 to attack rolls
Longsword Agility Melee d10+3 phy Two-Handed
Battleaxe Strength Melee d10+3 phy Two-Handed
Greatsword Strength Melee d10+3 phy Two-Handed Massive: −1 to Evasion; on a successful attack, roll an
additional damage die and discard the lowest result.
Mace Strength Melee d8+1 phy One-Handed
Warhammer Strength Melee d12+3 phy Two-Handed Heavy: −1 to Evasion
Dagger Finesse Melee d8+1 phy One-Handed
Quarterstaff Instinct Melee d10+3 phy Two-Handed
Cutlass Presence Melee d8+1 phy One-Handed
Rapier Presence Melee d8 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Halberd Strength Very Close d10+2 phy Two-Handed Cumbersome: −1 to Finesse
Spear Finesse Very Close d8+3 phy Two-Handed
Shortbow Agility Far d6+3 phy Two-Handed
Crossbow Finesse Far d6+1 phy One-Handed
Longbow Agility Very Far d8+3 phy Two-Handed Cumbersome: −1 to Finesse

TIER 1 (LEVEL 1)

Magic Weapons

All magic weapons require a Spellcast trait

Name Trait Range Damage Burden Feature
Arcane
Gauntlets
Strength Melee d10+3 mag Two-Handed
Hallowed Axe Strength Melee d8+1 mag One-Handed
Glowing Rings Agility Very Close d10+2 mag Two-Handed
Hand Runes Instinct Very Close d10 mag One-Handed
Returning
Blade
Finesse Close d8 mag One-Handed Returning: When this weapon is thrown within its
range, it appears in your hand immediately after the
attack.
Shortstaff Instinct Close d8+1 mag One-Handed
Dualstaff Instinct Far d6+3 mag Two-Handed
Scepter Presence Far d6 mag Two-Handed Versatile: This weapon can also be used with these
statistics—Presence, Melee, d8.
Wand Knowledge Far d6+1 mag One-Handed
Greatstaff Knowledge Very Far d6 mag Two-Handed Powerful: On a successful attack, roll an additional
damage die and discard the lowest result.

TIER 2 (LEVELS 2–4)

Physical Weapons

Name Trait Range Damage Burden Feature
Improved
Broadsword
Agility Melee d8+3 phy One-Handed Reliable: +1 to attack rolls
Improved
Longsword
Agility Melee d10+6 phy Two-Handed
Improved
Battleaxe
Strength Melee d10+6 phy Two-Handed
Improved
Greatsword
Strength Melee d10+6 phy Two-Handed Massive: −1 to Evasion; on a successful attack, roll
an additional damage die and discard the lowest
result.
Improved Mace Strength Melee d8+4 phy One-Handed
Improved
Warhammer
Strength Melee d12+6 phy Two-Handed Heavy: −1 to Evasion
Improved
Dagger
Finesse Melee d8+4 phy One-Handed
Improved
Quarterstaff
Instinct Melee d10+6 phy Two-Handed
Improved
Cutlass
Presence Melee d8+4 phy One-Handed
Improved
Rapier
Presence Melee d8+3 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Improved
Halberd
Strength Very Close d10+5 phy Two-Handed Cumbersome: −1 to Finesse
Improved Spear Finesse Very Close d8+6 phy Two-Handed
Improved
Shortbow
Agility Far d6+6 phy Two-Handed
Improved
Crossbow
Finesse Far d6+4 phy One-Handed
Improved
Longbow
Agility Very Far d8+6 phy Two-Handed Cumbersome: −1 to Finesse
Gilded Falchion Strength Melee d10+4 phy One-Handed Powerful: On a successful attack, roll an additional
damage die and discard the lowest result.
Knuckle Blades Strength Melee d10+6 phy Two-Handed Brutal: When you roll the maximum value on a
damage die, roll an additional damage die.
Urok
Broadsword
Finesse Melee d8+3 phy One-Handed Deadly: When you deal Severe damage, the target
must mark an additional HP.
Bladed Whip Agility Very Close d8+3 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Steelforged
Halberd
Strength Very Close d8+4 phy Two-Handed Scary: On a successful attack, the target must mark
a Stress.
War Scythe Finesse Very Close d8+5 phy Two-Handed Reliable: +1 to attack rolls
Blunderbuss Finesse Close d8+6 phy Two-Handed Reloading: After you make an attack, roll a d6. On
a result of 1, you must mark a Stress to reload this
weapon before you can fire it again.
Greatbow Strength Far d6+6 phy Two-Handed Powerful: On a successful attack, roll an additional
damage die and discard the lowest result.
Finehair Bow Agility Very Far d6+5 phy Two-Handed Reliable: +1 to attack rolls

TIER 2 (LEVELS 2–4)

Magic Weapons

All magic weapons require a Spellcast trait

Name Trait Range Damage Burden Feature
Improved Arcane
Gauntlets
Strength Melee d10+6 mag Two-Handed
Improved
Hallowed Axe
Strength Melee d8+4 mag One-Handed
Improved
Glowing Rings
Agility Very Close d10+5 mag Two-Handed
Improved Hand
Runes
Instinct Very Close d10+3 mag One-Handed
Improved
Returning Blade
Finesse Close d8+3 mag One-Handed Returning: When this weapon is thrown within its
range, it appears in your hand immediately after the
attack.
Improved
Shortstaff
Instinct Close d8+4 mag One-Handed
Improved
Dualstaff
Instinct Far d6+6 mag Two-Handed
Improved
Scepter
Presence Far d6+3 mag Two-Handed Versatile: This weapon can also be used with these
statistics—Presence, Melee, d8+3.
Improved Wand Knowledge Far d6+4 mag One-Handed
Improved
Greatstaff
Knowledge Very Far d6+3 mag Two-Handed Powerful: On a successful attack, roll an additional
damage die and discard the lowest result.
Ego Blade Agility Melee d12+4 mag One-Handed Pompous: You must have a Presence of 0 or lower to
use this weapon.
Casting Sword Strength Melee d10+4 mag Two-Handed Versatile: This weapon can also be used with these
statistics—Knowledge, Far, d6+3.
Devouring
Dagger
Finesse Melee d8+4 mag One-Handed Scary: On a successful attack, the target must mark
a Stress.
Hammer of Exota Instinct Melee d8+6 mag Two-Handed Eruptive: On a successful attack against a target
within Melee range, all other adversaries within Very
Close range must succeed on a reaction roll (14) or
take half damage.
Yutari Bloodbow Finesse Far d6+4 mag Two-Handed Brutal: When you roll the maximum value on a
damage die, roll an additional damage die.
Elder Bow Instinct Far d6+4 mag Two-Handed Powerful: On a successful attack, roll an additional
damage die and discard the lowest result.
Scepter of Elias Presence Far d6+3 mag One-Handed Invigorating: On a successful attack, roll a d4. On a
result of 4, clear a Stress.
Wand of
Enthrallment
Presence Far d6+4 mag One-Handed Persuasive: Before you make a Presence Roll, you
can mark a Stress to gain a +2 bonus to the result.
Keeper's Staff Knowledge Far d6+4 mag Two-Handed Reliable: +1 to attack rolls

TIER 3 (LEVELS 5–7)

Physical Weapons

Name Trait Range Damage Burden Feature
Advanced
Broadsword
Agility Melee d8+6 phy One-Handed Reliable: +1 to attack rolls
Advanced
Longsword
Agility Melee d10+9 phy Two-Handed
Advanced
Battleaxe
Strength Melee d10+9 phy Two-Handed
Advanced
Greatsword
Strength Melee d10+9 phy Two-Handed Massive: −1 to Evasion; on a successful attack, roll
an additional damage die and discard the lowest
result.
Advanced
Mace
Strength Melee d8+7 phy One-Handed
Advanced
Warhammer
Strength Melee d12+9 phy Two-Handed Heavy: −1 to Evasion
Advanced
Dagger
Finesse Melee d8+7 phy One-Handed
Advanced
Quarterstaff
Instinct Melee d10+9 phy Two-Handed
Advanced
Cutlass
Presence Melee d8+7 phy One-Handed
Advanced
Rapier
Presence Melee d8+6 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Advanced
Halberd
Strength Very Close d10+8 phy Two-Handed Cumbersome: −1 to Finesse
Advanced
Spear
Finesse Very Close d8+9 phy Two-Handed
Advanced
Shortbow
Agility Far d6+9 phy Two-Handed
Advanced
Crossbow
Finesse Far d6+7 phy One-Handed
Advanced
Longbow
Agility Very Far d8+9 phy Two-Handed Cumbersome: −1 to Finesse
Flickerfly Blade Agility Melee d8+5 phy One-Handed Sharpwing: Gain a bonus to your damage rolls equal
to your Agility.
Bravesword Strength Melee d12+7 phy Two-Handed Brave: −1 to Evasion; +3 to Severe damage
threshold
Hammer of
Wrath
Strength Melee d10+7 phy Two-Handed Devastating: Before you make an attack roll, you
can mark a Stress to use a d20 as your damage die.
Labrys Axe Strength Melee d10+7 phy Two-Handed Protective: +1 to Armor Score
Meridian
Cutlass
Presence Melee d10+5 phy One-Handed Dueling: When there are no other creatures within
Close range of the target, gain advantage on your
attack roll against them.
Retractable
Saber
Presence Melee d10+7 phy One-Handed Retractable: The blade can be hidden in the hilt to
avoid detection.
Double Flail Agility Very Close d10+8 phy Two-Handed Powerful: On a successful attack, roll an additional
damage die and discard the lowest result.
Talon Blades Finesse Close d10+7 phy Two-Handed Brutal: When you roll the maximum value on a
damage die, roll an additional damage die.
Black Powder
Revolver
Finesse Far d6+8 phy One-Handed Reloading: After you make an attack, roll a d6. On
a result of 1, you must mark a Stress to reload this
weapon before you can fire it again.
Spiked Bow Agility Very Far d6+7 phy Two-Handed Versatile: This weapon can also be used with these
statistics—Agility, Melee, d10+5.

TIER 3 (LEVELS 5–7)

Magic Weapons

All magic weapons require a Spellcast trait

Name Trait Range Damage Burden Feature
Advanced
Arcane
Gauntlets
Strength Melee d10+9 mag Two-Handed
Advanced
Hallowed Axe
Strength Melee d8+7 mag One-Handed
Advanced
Glowing Rings
Agility Very Close d10+8 mag Two-Handed
Advanced
Hand Runes
Instinct Very Close d10+6 mag One-Handed
Advanced
Returning
Blade
Finesse Close d8+6 mag One-Handed Returning: When this weapon is thrown within its
range, it appears in your hand immediately after the
attack.
Advanced
Shortstaff
Instinct Close d8+7 mag One-Handed
Advanced
Dualstaff
Instinct Far d6+9 mag Two-Handed
Advanced
Scepter
Presence Far d6+6 mag Two-Handed Versatile: This weapon can also be used with these
statistics—Presence, Melee, d8+4.
Advanced
Wand
Knowledge Far d6+7 mag One-Handed
Advanced
Greatstaff
Knowledge Very Far d6+6 mag Two-Handed Powerful: On a successful attack, roll an additional
damage die and discard the lowest result.
Axe of Fortunis Strength Melee d10+8 mag Two-Handed Lucky: On a failed attack, you can mark a Stress to
reroll your attack.
Blessed Anlace Instinct Melee d10+6 mag One-Handed Healing: During downtime, automatically clear a
Hit Point.
Ghostblade Presence Melee d10+7
phy or mag
One-Handed Otherworldly: On a successful attack, you can deal
physical or magic damage.
Runes of
Ruination
Knowledge Very Close d20+4 mag One-Handed Painful: Each time you make a successful attack,
you must mark a Stress.
Widogast
Pendant
Knowledge Close d10+5 mag One-Handed Timebending: You choose the target of your attack
after making your attack roll.
Gilded Bow Finesse Far d6+7 mag Two-Handed Self-Correcting: When you roll a 1 on a damage die,
it deals 6 damage instead.
Firestaff Instinct Far d6+7 mag Two-Handed Burning: When you roll a 6 on a damage die, the
target must mark a Stress.
Mage Orb Knowledge Far d6+7 mag One-Handed Powerful: On a successful attack, roll an additional
damage die and discard the lowest result.
Ilmari's Rifle Finesse Very Far d6+6 mag One-Handed Reloading: After you make an attack, roll a d6. On
a result of 1, you must mark a Stress to reload this
weapon before you can fire it again.

TIER 4 (LEVELS 8–10)

Physical Weapons

Name Trait Range Damage Burden Feature
Legendary
Broadsword
Agility Melee d8+9 phy One-Handed Reliable: +1 to attack rolls
Legendary
Longsword
Agility Melee d10+12 phy Two-Handed
Legendary Battleaxe Strength Melee d10+12 phy Two-Handed
Legendary
Greatsword
Strength Melee d10+12 phy Two-Handed Massive: −1 to Evasion; on a successful attack,
roll an additional damage die and discard the
lowest result.
Legendary Mace Strength Melee d8+10 phy One-Handed
Legendary
Warhammer
Strength Melee d12+12 phy Two-Handed Heavy: −1 to Evasion
Legendary Dagger Finesse Melee d8+10 phy One-Handed
Legendary
Quarterstaff
Instinct Melee d10+12 phy Two-Handed
Legendary Cutlass Presence Melee d8+10 phy One-Handed
Legendary Rapier Presence Melee d8+9 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Legendary Halberd Strength Very Close d10+11 phy Two-Handed Cumbersome: −1 to Finesse
Legendary Spear Finesse Very Close d8+12 phy Two-Handed
Legendary Shortbow Agility Far d6+12 phy Two-Handed
Legendary Crossbow Finesse Far d6+10 phy One-Handed
Legendary Longbow Agility Very Far d8+12 phy Two-Handed Cumbersome: −1 to Finesse
Dual-Ended Sword Agility Melee d10+9 phy Two-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Impact Gauntlet Strength Melee d10+11 phy One-Handed Concussive: On a successful attack, you can
spend a Hope to knock the target back to Far
range.
Sledge Axe Strength Melee d12+13 phy Two-Handed Destructive: −1 to Agility; on a successful attack,
all adversaries within Very Close range must mark
a Stress.
Curved Dagger Finesse Melee d8+9 phy One-Handed Serrated: When you roll a 1 on a damage die, it
deals 8 damage instead.
Extended Polearm Finesse Very Close d8+10 phy Two-Handed Long: This weapon's attack targets all adversaries
in a line within range.
Swinging Ropeblade Presence Close d8+9 phy Two-Handed Grappling: On a successful attack, you can spend
a Hope to Restrain the target or pull them into
Melee range with you.
Ricochet Axes Agility Far d6+11 phy Two-Handed Bouncing: Mark 1 or more Stress to hit that many
targets in range of the attack.
Aantari Bow Finesse Far d6+11 phy Two-Handed Reliable: +1 to attack rolls
Hand Cannon Finesse Very Far d6+12 phy One-Handed Reloading: After you make an attack, roll a d6. On
a 1, you must mark a Stress to reload this weapon
before you can fire it again.

TIER 4 (LEVELS 8–10)

Magic Weapons

All magic weapons require a Spellcast trait

Name Trait Range Damage Burden Feature
Legendary
Arcane Gauntlets
Strength Melee d10+12 mag Two-Handed
Legendary
Hallowed Axe
Strength Melee d8+10 mag One-Handed
Legendary
Glowing Rings
Agility Very Close d10+11 mag Two-Handed
Legendary Hand
Runes
Instinct Very Close d10+9 mag One-Handed
Legendary
Returning Blade
Finesse Close d8+9 mag One-Handed Returning: When this weapon is thrown within its
range, it appears in your hand immediately after
the attack.
Legendary
Shortstaff
Instinct Close d8+10 mag One-Handed
Legendary
Dualstaff
Instinct Far d8+12 mag Two-Handed
Legendary
Scepter
Presence Far d6+9 mag Two-Handed Versatile: This weapon can also be used with
these statistics—Presence, Melee, d8+6.
Legendary Wand Knowledge Far d6+10 mag One-Handed
Legendary
Greatstaff
Knowledge Very Far d6+9 mag Two-Handed Powerful: On a successful attack, roll an
additional damage die and discard the lowest
result.
Sword of Light &
Flame
Strength Melee d10+11 mag Two-Handed Hot: This weapon cuts through solid material.
Siphoning
Gauntlets
Presence Melee d10+9 mag Two-Handed Lifestealing: On a successful attack, roll a d6. On
a result of 6, clear a Hit Point or clear a Stress.
Midas Scythe Knowledge Melee d10+9 mag Two-Handed Greedy: Spend a handful of gold to gain a +1
bonus to your Proficiency on a damage roll.
Floating
Bladeshards
Instinct Close d8+9 mag One-Handed Powerful: On a successful attack, roll an
additional damage die and discard the lowest
result.
Bloodstaff Instinct Far d20+7 mag Two-Handed Painful: Each time you make a successful attack,
you must mark a Stress.
Thistlebow Instinct Far d6+13 mag Two-Handed Reliable: +1 to attack rolls
Wand of Essek Knowledge Far d8+13 mag One-Handed Timebending: You can choose the target of your
attack after making your attack roll.
Magus Revolver Finesse Very Far d6+13 mag One-Handed Reloading: After you make an attack, roll a d6. On
a result of 1, you must mark a Stress to reload
this weapon before you can fire it again.
Fusion Gloves Knowledge Very Far d6+9 mag Two-Handed Bonded: Gain a bonus to your damage rolls equal
to your level.

SECONDARY WEAPON TABLES

Players can choose one Tier 1 secondary weapon during character creation. The GM can make other weapons available throughout the campaign as the PCs level up.

TIER 1 (LEVEL 1)

Name Trait Range Damage Burden Feature
Shortsword Agility Melee d8 phy One-Handed Paired: +2 to primary weapon damage to targets within
Melee range
Round Shield Strength Melee d4 phy One-Handed Protective: +1 to Armor Score
Tower Shield Strength Melee d6 phy One-Handed Barrier: +2 to Armor Score; −1 to Evasion
Small Dagger Finesse Melee d8 phy One-Handed Paired: +2 to primary weapon damage to targets within
Melee range
Whip Presence Very Close d6 phy One-Handed Startling: Mark a Stress to crack the whip and force all
adversaries within Melee range back to Close range.
Grappler Finesse Close d6 phy One-Handed Hooked: On a successful attack, you can pull the target
into Melee range.
Hand
Crossbow
Finesse Far d6+1 phy One-Handed

TIER 2 (LEVELS 2–4)

Name Trait Range Damage Burden Feature
Improved
Shortsword
Agility Melee d8+2 phy One-Handed Paired: +3 to primary weapon damage to targets within
Melee range
Improved
Round Shield
Strength Melee d4+2 phy One-Handed Protective: +2 to Armor Score
Improved
Tower Shield
Strength Melee d6+2 phy One-Handed Barrier: +3 to Armor Score; −1 to Evasion
Improved
Small Dagger
Finesse Melee d8+2 phy One-Handed Paired: +3 to primary weapon damage to targets within
Melee range
Improved
Whip
Presence Very Close d6+2 phy One-Handed Startling: Mark a Stress to crack the whip and force all
adversaries within Melee range back to Close range.
Improved
Grappler
Finesse Close d6+2 phy One-Handed Hooked: On a successful attack, you can pull the target
into Melee range.
Improved
Hand
Crossbow
Finesse Far d6+3 phy One-Handed
Spiked Shield Strength Melee d6+2 phy One-Handed Double Duty: +1 to Armor Score; +1 to primary weapon
damage within Melee range
Parrying
Dagger
Finesse Melee d6+2 phy One-Handed Parry: When you are attacked, roll this weapon's damage
dice. If any of the attacker's damage dice rolled the same
value as your dice, the matching results are discarded
from the attacker's damage dice before the damage you
take is totaled.
Returning Axe Agility Close d6+4 phy One-Handed Returning: When this weapon is thrown within its range, it
appears in your hand immediately after the attack.

TIER 3 (LEVELS 5–7)

Name Trait Range Damage Burden Feature
Advanced
Shortsword
Agility Melee d8+4 phy One-Handed Paired: +4 to primary weapon damage to targets within
Melee range
Advanced
Round Shield
Strength Melee d4+4 phy One-Handed Protective: +3 to Armor Score
Advanced
Tower Shield
Strength Melee d6+4 phy One-Handed Barrier: +4 to Armor Score; −1 to Evasion
Advanced
Small Dagger
Finesse Melee d8+4 phy One-Handed Paired: +4 to primary weapon damage to targets within
Melee range
Advanced
Whip
Presence Very Close d6+4 phy One-Handed Startling: Mark a Stress to crack the whip and force all
adversaries within Melee range back to Close range.
Advanced
Grappler
Finesse Close d6+4 phy One-Handed Hooked: On a successful attack, you can pull the target
into Melee range.
Advanced
Hand
Crossbow
Finesse Far d6+5 phy One-Handed
Buckler Agility Melee d4+4 phy One-Handed Deflecting: When you are attacked, you can mark an
Armor Slot to gain a bonus to your Evasion equal to your
available Armor Score against the attack.
Powered
Gauntlet
Knowledge Close d6+4 phy One-Handed Charged: Mark a Stress to gain a +1 bonus to your
Proficiency on a primary weapon attack.
Hand Sling Finesse Very Far d6+4 phy One-Handed Versatile: This weapon can also be used with these
statistics—Finesse, Close, d8+4.

TIER 4 (LEVELS 8–10)

Name Trait Range Damage Burden Feature
Legendary
Shortsword
Agility Melee d8+6 phy One-Handed Paired: +5 to primary weapon damage to targets within
Melee range
Legendary
Round Shield
Strength Melee d4+6 phy One-Handed Protective: +4 to Armor Score
Legendary
Tower Shield
Strength Melee d6+6 phy One-Handed Barrier: +5 to Armor Score; −1 to Evasion.
Legendary
Small Dagger
Finesse Melee d8+6 phy One-Handed Paired: +5 to primary weapon damage to targets within
Melee range
Legendary
Whip
Presence Very Close d6+6 phy One-Handed Startling: Mark a Stress to crack the whip and force all
adversaries within Melee range back to Close range.
Legendary
Grappler
Finesse Close d6+6 phy One-Handed Hooked: On a successful attack, you can pull the target
into Melee range.
Legendary
Hand
Crossbow
Finesse Far d6+7 phy One-Handed
Braveshield Agility Melee d4+6 phy One-Handed Sheltering: When you mark an Armor Slot, it reduces
damage for you and all allies within Melee range of you
who took the same damage.
Knuckle
Claws
Strength Melee d6+8 phy One-Handed Doubled Up: When you make an attack with your primary
weapon, you can deal damage to another target within
Melee range.
Primer Shard Instinct Very Close d4 phy One-Handed Locked On: On a successful attack, your next attack
against the same target with your primary weapon
automatically succeeds.

ARMOR

Every armor has a name, base damage thresholds, and a base Armor Score. Some armor also has a feature.

  • An armor's base armor score indicates how many Armor Slots it provides its wearer before additional bonuses are added to calculate their total Armor Score. A PC's Armor Score can't exceed 12.
  • An armor's base thresholds determine its wearer's major and severe damage thresholds before adding bonuses to calculate their final damage thresholds.
  • An armor's feature is a special rule that stays in effect while the armor is equipped.

While unarmored, your character's base Armor Score is 0, their Major threshold is equal to their level, and their Severe threshold is equal to twice their level.

REDUCING INCOMING DAMAGE

When you take damage, you can mark one Armor Slot to reduce the number of Hit Points you would mark by one. If your character has an Armor Score of 0, you can't mark Armor Slots. If an effect temporarily increases your Armor Score, it increases your available Armor Slots by the same amount; when the effect ends, so does the availability of these Armor Slots.

ARMOR TABLES

TIER 1 (LEVEL 1)

Name Base
Thresholds
Base
Score
Feature
Gambeson Armor 5 / 11 3 Flexible: +1 to Evasion
Leather Armor 6 / 13 3
Chainmail Armor 7 / 15 4 Heavy: −1 to Evasion
Full Plate Armor 8 / 17 4 Very Heavy: −2 to Evasion; −1 to Agility

TIER 2 (LEVELS 2–4)

Name Base
Thresholds
Base
Score
Feature
Improved Gambeson Armor 7 / 16 4 Flexible: +1 to Evasion
Improved Leather Armor 9 / 20 4
Improved Chainmail Armor 11 / 24 5 Heavy: −1 to Evasion
Improved Full Plate Armor 13 / 28 5 Very Heavy: −2 to Evasion; −1 to Agility
Elundrian Chain Armor 9 / 21 4 Warded: You reduce incoming magic damage by your Armor Score before
applying it to your damage thresholds.
Harrowbone Armor 9 / 21 4 Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6,
reduce the severity by one threshold without marking an Armor Slot.
Irontree Breastplate Armor 9 / 20 4 Reinforced: When you mark your last Armor Slot, increase your damage
thresholds by +2 until you clear at least 1 Armor Slot.
Runetan Floating Armor 9 / 20 4 Shifting: When you are targeted for an attack, you can mark an Armor
Slot to give the attack roll against you disadvantage.
Tyris Soft Armor 8 / 18 5 Quiet: You gain a +2 bonus to rolls you make to move silently.
Rosewild Armor 11 / 23 5 Hopeful: When you would spend a Hope, you can mark an Armor Slot
instead.

TIER 3 (LEVELS 5–7)

Name Base
Thresholds
Base
Score
Feature
Advanced Gambeson Armor 9 / 23 5 Flexible: +1 to Evasion
Advanced Leather Armor 11 / 27 5
Advanced Chainmail Armor 13 / 31 6 Heavy: −1 to Evasion
Advanced Full Plate Armor 15 / 35 6 Very Heavy: −2 to Evasion; −1 to Agility
Bellamoi Fine Armor 11 / 27 5 Gilded: +1 to Presence
Dragonscale Armor 11 / 27 5 Impenetrable: Once per short rest, when you would mark your last Hit
Point, you can instead mark a Stress.
Spiked Plate Armor 10 / 25 5 Sharp: On a successful attack against a target within Melee range, add a
d4 to the damage roll.
Bladefare Armor 16 / 39 6 Physical: You can't mark an Armor Slot to reduce magic damage.
Monett's Cloak 16 / 39 6 Magic: You can't mark an Armor Slot to reduce physical damage.
Runes of Fortification 17 / 43 6 Painful: Each time you mark an Armor Slot, you must mark a Stress.

TIER 4 (LEVELS 8–10)

Name Base
Thresholds
Base
Score
Feature
Legendary Gambeson Armor 11 / 32 6 Flexible: +1 to Evasion
Legendary Leather Armor 13 / 36 6
Legendary Chainmail Armor 15 / 40 7 Heavy: −1 to Evasion
Legendary Full Plate Armor 17 / 44 7 Very Heavy: −2 to Evasion; −1 to Agility
Dunamis Silkchain 13 / 36 7 Timeslowing: Mark an Armor Slot to roll a d4 and add its result as a bonus
to your Evasion against an incoming attack.
Channeling Armor 13 / 36 5 Channeling: +1 to Spellcast Rolls
Emberwoven Armor 13 / 36 6 Burning: When an adversary attacks you within Melee range, they mark
a Stress.
Full Fortified Armor 15 / 40 4 Fortified: When you mark an Armor Slot, you reduce the severity of an
attack by two thresholds instead of one.
Veritas Opal Armor 13 / 36 6 Truthseeking: This armor glows when another creature within Close
range tells a lie.
Savior Chainmail 18 / 48 8 Difficult: −1 to all character traits and Evasion

LOOT

Loot comprises any consumables or reusable items the party acquires.

Items can be used until sold, discarded, or lost.

To generate a random item, choose a rarity, roll the designated dice, and match the total to the item in the table:

  • Common: 1d12 or 2d12

  • Rare: 3d12 or 4d12

  • Uncommon: 2d12 or 3d12

  • Legendary: 4d12 or 5d12

ROLL Loot description
01 Premium Bedroll During downtime, you automatically clear a Stress.
02 Piper Whistle This handcrafted whistle has a distinctive sound. When you blow this whistle, its piercing tone can be heard
within a 1-mile radius.
03 Charging Quiver When you succeed on an attack with an arrow stored in this quiver, gain a bonus to the damage roll equal to
your current tier.
04 Alistair's Torch You can light this magic torch at will. The flame's light fills a much larger space than it should, enough to
illuminate a cave bright as day.
05 Speaking Orbs This pair of orbs allows any creatures holding them to communicate with each other across any distance.
06 Manacles This pair of locking cuffs comes with a key.
07 Arcane Cloak A creature with a Spellcast trait wearing this cloak can adjust its color, texture, and size at will.
08 Woven Net You can make a Finesse Roll using this net to trap a small creature. A trapped target can break free with a
successful Attack Roll (16).
09 Fire Jar You can pour out the strange liquid contents of this jar to instantly produce fire. The contents regenerate when
you take a long rest.
10 Suspended Rod This flat rod is inscribed with runes. When you activate the rod, it is immediately suspended in place. Until the
rod is deactivated, it can't move, doesn't abide by the rules of gravity, and remains in place.
11 Glamour Stone Activate this pebble-sized stone to memorize the appearance of someone you can see. Spend a Hope to
magically recreate this guise on yourself as an illusion.
12 Empty Chest This magical chest appears empty. When you speak a specific trigger word or action and open the chest, you
can see the items stored within it.
13 Companion Case This case can fit a small animal companion. While the companion is inside, the animal and case are immune to
all damage and harmful effects.
14 Piercing Arrows Three times per rest when you succeed on an attack with one of these arrows, you can add your Proficiency to
the damage roll.
15 Valorstone You can attach this stone to armor that doesn't already have a feature. The armor gains the following feature.
Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold
without marking an Armor Slot.
16 Skeleton Key When you use this key to open a locked door, you gain advantage on the Finesse Roll.
17 Arcane Prism Position this prism in a location of your choosing and activate it. All allies within Close range of it gain a +1
bonus to their Spellcast Rolls. While activated, the prism can't be moved. Once the prism is deactivated, it can't
be activated again until your next long rest.
18 Minor Stamina
Potion Recipe
As a downtime move, you can use the bone of a creature to craft a Minor Stamina Potion.
19 Minor Health
Potion Recipe
As a downtime move, you can use a vial of blood to craft a Minor Health Potion.
20 Homing
Compasses
These two compasses point toward each other no matter how far apart they are.
21 Corrector Sprite This tiny sprite sits in the curve of your ear canal and whispers helpful advice during combat. Once per short
rest, you can gain advantage on an attack roll.
22 Gecko Gloves You can climb up vertical surfaces and across ceilings.
23 Lorekeeper You can store the name and details of up to three hostile creatures inside this book. You gain a +1 bonus to
action rolls against those creatures.
ROLL Loot description
24 Vial of
Darksmoke
Recipe
As a downtime move, you can mark a Stress to craft a Vial of Darksmoke.
25 Bloodstone You can attach this stone to a weapon that doesn't already have a feature. The weapon gains the following
feature.
Brutal: When you roll the maximum value on a damage die, roll an additional damage die.
26 Greatstone You can attach this stone to a weapon that doesn't already have a feature. The weapon gains the following
feature.
Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
27 Glider While falling, you can mark a Stress to deploy this small parachute and glide safely to the ground.
28 Ring of Silence Spend a Hope to activate this ring. Your footsteps are silent until your next rest.
29 Calming Pendant When you would mark your last Stress, roll a d6. On a result of 5 or higher, don't mark it.
30 Dual Flask This flask can hold two different liquids. You can swap between them by flipping a small switch on the flask's
side.
31 Bag of Ficklesand You can convince this small bag of sand to be much heavier or lighter with a successful Presence Roll (10).
Additionally, on a successful Finesse Roll (10), you can blow a bit of sand into a target's face to make them
temporarily Vulnerable.
32 Ring of
Resistance
Once per long rest, you can activate this ring after a successful attack against you to halve the damage.
33 Phoenix Feather If you have at least one Phoenix Feather on you when you fall unconscious, you gain a +1 bonus to the roll you
make to determine whether you gain a scar.
34 Box of Many
Goods
Once per long rest, you can open this small box and roll a d12. On a result of 1–6, it's empty. On a result of
7–10, it contains one random common consumable. On a result of 11–12, it contains two random common
consumables.
35 Airblade Charm You can attach this charm to a weapon with a Melee range. Three times per rest, you can activate the charm
and attack a target within Close range.
36 Portal Seed You can plant this seed in the ground to grow a portal in that spot. The portal is ready to use in 24 hours. You
can use this portal to travel to any other location where you planted a portal seed. A portal can be destroyed by
dealing any amount of magic damage to it.
37 Paragon's Chain As a downtime move, you can meditate on an ideal or principle you hold dear and focus your will into this chain.
Once per long rest, you can spend a Hope to roll a d20 as your Hope Die for rolls that directly align with that
principle.
38 Elusive Amulet Once per long rest, you can activate this amulet to become Hidden until you move. While Hidden in this way, you
remain unseen even if an adversary moves to where they would normally see you.
39 Hopekeeper
Locket
During a long rest, if you have 6 Hope, you can spend a Hope to imbue this locket with your bountiful resolve.
When you have 0 Hope, you can use the locket to immediately gain a Hope. The locket must be re-imbued
before it can be used this way again.
40 Infinite Bag When you store items in this bag, they are kept in a pocket dimension that never runs out of space. You can
retrieve an item at any time.
41 Stride Relic You gain a +1 bonus to your Agility. You can only carry one relic.
42 Bolster Relic You gain a +1 bonus to your Strength. You can only carry one relic.
43 Control Relic You gain a +1 bonus to your Finesse. You can only carry one relic.
44 Attune Relic You gain a +1 bonus to your Instinct. You can only carry one relic.
45 Charm Relic You gain a +1 bonus to your Presence. You can only carry one relic.
46 Enlighten Relic You gain a +1 bonus to your Knowledge. You can only carry one relic.
47 Honing Relic You gain a +1 bonus to an Experience of your choice. You can only carry one relic.
48 Flickerfly
Pendant
While you carry this pendant, your weapons with a Melee range that deal physical damage have a gossamer
sheen and can attack targets within Very Close range.
49 Lakestrider
Boots
You can walk on the surface of water as if it were soft ground.
ROLL Loot description
50 Clay Companion When you sculpt this ball of clay into a clay animal companion, it behaves as that animal. For example, a clay
spider can spin clay webs, while a clay bird can fly. The clay companion retains memory and identity across
different shapes, but they can adopt new mannerisms with each form.
51 Mythic Dust
Recipe
As a downtime move, you can use a handful of fine gold dust to craft Mythic Dust.
52 Shard of Memory Once per long rest, you can spend 2 Hope to recall a domain card from your vault instead of paying its Recall
Cost.
53 Gem of Alacrity You can attach this gem to a weapon, allowing you to use your Agility when making an attack with that weapon.
54 Gem of Might You can attach this gem to a weapon, allowing you to use your Strength when making an attack with that
weapon.
55 Gem of Precision You can attach this gem to a weapon, allowing you to use your Finesse when making an attack with that
weapon.
56 Gem of Insight You can attach this gem to a weapon, allowing you to use your Instinct when making an attack with that
weapon.
57 Gem of Audacity You can attach this gem to a weapon, allowing you to use your Presence when making an attack with that
weapon.
58 Gem of Sagacity You can attach this gem to a weapon, allowing you to use your Knowledge when making an attack with that
weapon.
59 Ring of
Unbreakable
Resolve
Once per session, when the GM spends a Fear, you can spend 4 Hope to cancel the effects of that spent Fear.
60 Belt of Unity Once per session, you can spend 5 Hope to lead a Tag Team Roll with three PCs instead of two.

Consumables

Consumables are loot that can only be used once. You can hold up to five of each consumable at a time. Using a consumable doesn't require a roll unless required by the GM or the demands of the fiction.

To generate a random consumable, choose a rarity, roll the designated dice, and match the total to the item in the table:

  • Common: 1d12 or 2d12
  • Uncommon: 2d12 or 3d12
  • Rare: 3d12 or 4d12
  • Legendary: 4d12 or 5d12
ROLL LOOT description ROLL LOOT description
01 Stride Potion You gain a +1 bonus to your next
Agility Roll.
09 Grindletooth
Venom
You can apply this venom to a weapon
that deals physical damage to add a
d6 to your next damage roll with that
weapon.
02 Bolster Potion You gain a +1 bonus to your next
Strength Roll.
03 Control Potion You gain a +1 bonus to your next 10 Varik Leaves You can eat these paired leaves to
immediately gain 2 Hope.
04 Attune Potion Finesse Roll.
You gain a +1 bonus to your next
Instinct Roll.
11 Vial of Moondrip When you drink the contents of this
vial, you can see in total darkness until
your next rest.
05 Charm Potion You gain a +1 bonus to your next
Presence Roll.
12 Unstable Arcane
Shard
You can make a Finesse Roll to throw
this shard at a group of adversaries
within Far range. Targets you succeed
against take 1d20 magic damage.
06 Enlighten Potion You gain a +1 bonus to your next
Knowledge Roll.
07 Minor Health
Potion
Clear 1d4 HP. 13 Potion of
Stability
You can drink this potion to choose
one additional downtime move.
08 Minor Stamina
Potion
Clear 1d4 Stress. 14 Improved
Grindletooth
Venom
You can apply this venom to a weapon
that deals physical damage to add a
d8 to your next damage roll with that
weapon.
ROLL LOOT description
15 Morphing Clay You can spend a Hope to use this clay,
altering your face enough to make you
unrecognizable until your next rest.
16 Vial of
Darksmoke
When an adversary attacks you, use
this vial and roll a number of d6s equal
to your Agility. Add the highest result
to your Evasion against the attack.
17 Jumping Root Eat this root to leap up to Far range
once without needing to roll.
18 Snap Powder Mark a Stress and clear a HP.
19 Health Potion Clear 1d4+1 HP.
20 Stamina Potion Clear 1d4+1 Stress.
21 Armor Stitcher You can use this stitcher to spend any
number of Hope and clear that many
Armor Slots.
22 Gill Salve You can apply this salve to your neck
to breathe underwater for a number
of minutes equal to your level.
23 Replication
Parchment
By touching this piece of parchment
to another, you can perfectly copy
the second parchment's contents.
Once used, this parchment becomes
mundane paper.
24 Improved
Arcane Shard
You can make a Finesse Roll to throw
this shard at a group of adversaries
within Far range. Targets you succeed
against take 2d20 magic damage.
25 Major Stride
Potion
You gain a +1 bonus to your Agility
until your next rest.
26 Major Bolster
Potion
You gain a +1 bonus to your Strength
until your next rest.
27 Major Control
Potion
You gain a +1 bonus to your Finesse
until your next rest.
28 Major Attune
Potion
You gain a +1 bonus to your Instinct
until your next rest.
29 Major Charm
Potion
You gain a +1 bonus to your Presence
until your next rest.
30 Major Enlighten
Potion
You gain a +1 bonus to your
Knowledge until your next rest.
31 Blood of the
Yorgi
You can drink this blood to disappear
from where you are and immediately
reappear at a point you can see within
Very Far range.
32 Homet's Secret
Potion
After drinking this potion, the next
successful attack you make critically
succeeds.
33 Redthorn Saliva You can apply this saliva to a weapon
that deals physical damage to add a
d12 to your next damage roll with that
weapon.
34 Channelstone You can use this stone to take a spell
or grimoire from your vault, use it
once, and return it to your vault.
ROLL LOOT description
35 Mythic Dust You can apply this dust to a weapon
that deals magic damage to add a d12
to your next damage roll with that
weapon.
36 Acidpaste This paste eats away walls and other
surfaces in bright flashes.
37 Hopehold Flare When you use this flare, allies within
Close range roll a d6 when they spend
a Hope. On a result of 6, they gain the
effect of that Hope without spending
it. The flare lasts until the end of the
scene.
38 Major Arcane
Shard
You can make a Finesse Roll to throw
this shard at a group of adversaries
within Far range. Targets you succeed
against take 4d20 magic damage.
39 Featherbone You can use this bone to control your
falling speed for a number of minutes
equal to your level.
40 Circle of the
Void
Mark a Stress to create a void that
extends up to Far range. No magic can
be cast inside the void, and creatures
within the void are immune to magic
damage.
41 Sun Tree Sap Consume this sap to roll a d6. On a
result of 5–6, clear 2 HP. On a result
of 2–4, clear 3 Stress. On a result
of 1, see through the veil of death and
return changed, gaining one scar.
42 Dripfang Poison A creature who consumes this poison
takes 8d10 direct magic damage.
43 Major Health
Potion
Clear 1d4+2 HP.
44 Major Stamina
Potion
Clear 1d4+2 Stress.
45 Ogre Musk You can use this musk to prevent
anyone from tracking you by mundane
or magical means until your next rest.
46 Wingsprout You gain magic wings that allow you
to fly for a number of minutes equal to
your level.
47 Jar of Lost
Voices
You can open this jar to release
a deafening echo of voices for a
number of minutes equal to your
Instinct. Creatures within Far range
unprepared for the sound take 6d8
magic damage.
48 Dragonbloom
Tea
You can drink this tea to unleash a
fiery breath attack. Make an Instinct
Roll against all adversaries in front of
you within Close range. Targets you
succeed against take d20 physical
damage using your Proficiency.
49 Bridge Seed Thick vines grow from your location
to a point of your choice within Far
range, allowing you to climb up or
across them. The vines dissipate on
your next short rest.
50 Sleeping Sap You can drink this potion to fall asleep for a full night's rest. You clear all Stress upon waking.
51 Feast of Xuria You can eat this meal to clear all HP and Stress and gain 1d4 Hope.
52 Bonding Honey This honey can be used to glue two objects together permanently.
53 Shrinking Potion You can drink this potion to halve your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Agility and a −1 penalty to your Proficiency.
54 Growing Potion You can drink this potion to double your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Strength and a +1 bonus to your Proficiency.
55 Knowledge Stone If you die while holding this stone, an ally can take a card from your loadout to place in their loadout or vault. After they take this knowledge, the stone crumbles.
56 Sweet Moss You can consume this moss during a rest to clear 1d10 HP or 1d10 Stress.
57 Blinding Orb You can activate this orb to create a flash of bright light. All targets within Close range become Vulnerable until they mark HP.
58 Death Tea After you drink this tea, you instantly kill your target when you critically succeed on an attack. If you don't critically succeed on an attack before your next long rest, you die.
59 Mirror of Marigold When you take damage, you can spend a Hope to negate that damage, after which the mirror shatters.
60 Stardrop You can use this stardrop to summon a hailstorm of comets that deals 8d20 physical damage to all targets within Very Far range.