Armory Reference
Hand-to-Hand Weapons
Blades
| Weapon | Speed | Accuracy | Damage | Defense | Rate | Minimums | Cost | Tags |
|---|---|---|---|---|---|---|---|---|
| Chopping Sword | 4 | +1 | +5L/2 | -1 | 2 | Str 2 | 2 | O |
| Great Sword | 6 | +1 | +7L/2 | -1 | 2 | Str 3 | 2 | 2, O, R |
| Knife | 5 | +1 | +2L | +0 | 3 | Str 1 | - | T |
| Short Sword | 4 | +2 | +3L | +1 | 2 | Str 1 | 1 | - |
| Slashing Sword | 4 | +1 | +3L | +0 | 3 | Str 2 | 2 | - |
| Straight Sword | 4 | +2 | +3L | +1 | 2 | Str 2 | 2 | - |
Impact Weapons
| Weapon | Speed | Accuracy | Damage | Defense | Rate | Minimums | Cost | Tags |
|---|---|---|---|---|---|---|---|---|
| Axe/Hatchet | 4 | +1 | +5L | -2 | 2 | Str 2 | 1 | T |
| Club/Cudgel/Baton | 5 | +1 | +6B | +0 | 2 | Str 1 | - | T |
| Great Axe | 6 | +1 | +7L/2 | -2 | 2 | Str 3 | 1 | 2, O, R |
| Hammer | 5 | +1 | +8B/2 | +1 | 2 | Str 2 | 1 | O, P |
| Mace | 5 | +1 | +8B/2 | +1 | 2 | Str 2 | 1 | O, P |
| Poleaxe | 6 | +0 | +7L/2 | +0 | 2 | Str 2 | 2 | 2, O, R |
| Scythe | 6 | +1 | +7L/2 | -2 | 2 | Str 3 | 1 | 2, O, R |
| Sledge | 6 | -1 | +12B/4 | -3 | 1 | Str 4 | 2 | 2, O, P, R |
| Staff | 6 | +2 | +7B | +2 | 2 | Str 2 | - | 2, R |
| Tetsubo | 6 | -1 | +12B/4 | -3 | 1 | Str 4 | 2 | 2, O, P, R |
| Whip | 5 | +1 | +1B | +0 | 2 | Str 1, Dex 1 | D | R |
Spears
| Weapon | Speed | Accuracy | Damage | Defense | Rate | Minimums | Cost | Tags |
|---|---|---|---|---|---|---|---|---|
| Javelin | 4 | +1 | +3L | +1 | 2 | Str 1 | 2 | T |
| Lance | 6 | -1 | +5L or +10L | -3 | 1 | Str 3 | 1 | L, R |
| Short Spear | 5 | +2 | +4L | +1 | 2 | Str 1 | 1 | R |
| Spear | 5 | +1 | +4L or +7L | +2 | 2 | Str 2 | 1 | 2, L, R |
Martial Arts Weapons
| Weapon | Speed | Accuracy | Damage | Defense | Rate | Minimums | Cost | Tags |
|---|---|---|---|---|---|---|---|---|
| Punch | 5 | +1 | +0B | +2 | 3 | Str 1 | - | N |
| Kick | 5 | +0 | +3B | -2 | 2 | Str 1, Dex 2 | - | N |
| Clinch | 6 | +0 | +0B | - | 1 | Str 1 | - | C, N, P |
| Cestus | 5 | +0 | +3B | +2 | 3 | Str 1 | 1 | M |
| Fighting Chain | 5 | -1 | +6B | +2 | 2 | Str 2, Dex 4 | 1 | M, R |
| Chain | 6 | -1 | +4B | - | 1 | Str 4, MA 4 | C | M, P, R |
| Fighting Gauntlet | 5 | +0 | +5B | +2 | 2 | Str 2 | 2 | M |
| Gauntlet | 6 | -1 | +3B | - | 1 | - | C | M, P |
| Hook Sword | 5 | +0 | +3L | +3 | 3 | Str 1, Dex 3, MA 3 | D | M |
| Iron Boot | 5 | +0 | +6B | -3 | 2 | Str 2, Dex 2 | 2 | M |
| Khatar | 5 | +0 | +2L | +3 | 3 | Str 2 | 2 | M |
| Razor Harness | 6 | -1 | +3L | - | 1 | Str 1 | 3 | C, P |
| Sai | 5 | +0 | +2L | +2 | 3 | Str 1, Dex 2 | 2 | D, M |
| Seven-Section Staff | 5 | -2 | +7B | +3 | 2 | Str 1, Dex 4, MA 4 | 2 | M |
| Tiger Claws | 5 | +2 | +3L | +0 | 3 | Str 1 | 2 | M |
| Wind-Fire Wheel/War Fan | 5 | +2 | +1L | +2 | 3 | Str 1, Dex 3, MA 3 | 2 | M |
Ranged Weapons
Thrown
| Weapon | Speed | Accuracy | Damage | Rate | Range | Minimums | Cost | Tags |
|---|---|---|---|---|---|---|---|---|
| Axe/Hatchet | 5 | +0 | +3L | 2 | 2 | Str 2 | 2 | O |
| Chakram/Shuriken | 4 | +0 | +3L | 3 | 20 | Str 1 | 1 | - |
| Club/Cudgel/Baton | 5 | +0 | +3B | 2 | 10 | Str 1 | - | - |
| Javelin | 4 | +1 | +3L | 2 | 30 | Str 1 | 2 | P |
| Knife | 5 | +0 | +2L | 3 | 15 | Str 1 | - | - |
| Needle | 5 | -1 | +1L | 3 | 10 | - | 1 | P |
| Sling | 5 | -1 | +2L | 1 | 100 | Str 1 | 1 | - |
| War Boomerang | 5 | +0 | +3L | 2 | 20 | Str 1 | 1 | - |
Bows
| Weapon | Speed | Accuracy | Damage | Rate | Range | Max Str | Cost | Tags |
|---|---|---|---|---|---|---|---|---|
| Composite Bow | 6 | +0 | - | 3 | 250 | 5 | 3 | 2, B |
| Long Bow | 6 | +1 | - | 3 | 200 | 4 | 2 | 2, B |
| Self Bow | 6 | +0 | - | 2 | 150 | 3 | 1 | 2, B |
Arrows
| Arrow Type | Bow Damage | Cost |
|---|---|---|
| Broadhead | Strength +2L | - |
| Fowling | Strength +2B | - |
| Frog Crotch | Strength +4L | - |
| Target | Strength +0L (piercing). Target’s lethal armor soak is doubled before applying damage. | - |
Other Archery Weapons
| Weapon | Speed | Accuracy | Damage | Rate | Range | Max Str | Cost | Tags |
|---|---|---|---|---|---|---|---|---|
| Crossbow | 5 | +0 | 5L | 1 | 125 | - | 2 | 2, B |
Firearms
| Weapon | Speed | Accuracy | Damage | Rate | Range | Minimums | Cost | Tags |
|---|---|---|---|---|---|---|---|---|
| Firewand | 5 | +1 | 12L | 1 | 10 | - | 3 | 2, F, S |
| Flame Piece | 5 | +1 | 8L | 1 or 2 | 8 | - | 2 | F, S |
Firedust: Firedust can be hard to find outside of the South. As such, it costs Resources 2 (Resources 1 in the South) per shot.
Armor
Light Armor
| Armor | Soak | Mobility | Fatigue | Cost | Tags |
|---|---|---|---|---|---|
| Breastplate | +4L/2B | -1 | 1 | 2 | May be concealed. |
| Buff Jacket | +3L/4B | -1 | 2 | 1 | - |
| Chain Shirt | +3L/1B | -0 | 1 | 2 | May be concealed. |
Medium Armor
| Armor | Soak | Mobility | Fatigue | Cost | Tags |
|---|---|---|---|---|---|
| Chain Hauberk | +6L/7B | -3 | 2 | 3 | - |
| Lamellar | +6L/8B | -2 | 1 | 3 | May be concealed. |
| Reinforced Buff Jacket | +5L/8B | -2 | 2 | 2–3 | - |
Heavy Armor
| Armor | Soak | Mobility | Fatigue | Cost | Tags |
|---|---|---|---|---|---|
| Articulated Plate | +9L/9B | -3 | 2 | 5 | - |
| Plate-and-Chain | +8L/10B | -4 | 3 | 4 | - |
| Reinforced Breastplate | +7L/6B | -2 | 1 | 4 | - |
Superheavy Armor
| Armor | Soak | Mobility | Fatigue | Cost | Tags |
|---|---|---|---|---|---|
| Chain | +11L/14B | -6 | 5 | 4 | - |
| Superheavy Plate | +12L/12B | -4 | 3 | 5 | - |
Shields
| Shield | DV Bonus | Penalty |
|---|---|---|
| Buckler | +1 vs melee, +0 vs ranged | - |
| Target Shield | +1 vs melee and ranged | -1 Mobility |
| Tower Shield | +1 DV vs melee, +2 vs ranged | - |
Wonders & Hearthstones
Everyday Wonders
| Item | Benefits | Cost |
|---|---|---|
| Age-Staving Cordial | A drug brewed from rare plant sap and clam poison that slows aging. A character who takes weekly doses lives 25% longer than someone without access to it. | 3 |
| Ghost Flower Tea | Drinking the tea before sleep allows the user to see and communicate with nearby ghosts in dreams; heavy seasonal use allows this while awake, and extreme use allows physical interaction with ghosts. Overuse causes pale, sickly appearance, and anyone who dies while using it becomes a ghost. | 3 |
| Seven Bounties Paste | This paste cures nearly any illness except leprosy and the Great Contagion. The drinker rolls (Stamina + Resistance) at difficulty 1 once per day for seven days, each success allowing recovery from one sickness or infected wound. | 3 |
| Sweet Cordial | The drinker falls into a narcotic haze for 12 hours, automatically heals one health level, and may roll (Stamina + Resistance) to recover from wound infections. If taken again within 28 days, it becomes a hallucinatory poison that can inflict four lethal health levels on a failed Resistance roll. | 4 |
| Celestial Wine | A single glass heals health levels equal to the drinker’s Essence or cures any poison or disease, including the Great Contagion. Three glasses in one day restore full health and grant immunity to all poisons and most diseases for one year and one day. | 5 |
| Charms Against Disease | These talismans add +1 die to all (Stamina + Resistance) rolls to resist and overcome disease (or +2 dice if warding a household). More powerful versions double or triple this bonus. | 1–3 |
| Good Luck Charms | Once per story, the charm negates the negative effects of a botch that would harm the bearer. Stronger charms can negate two or three botches per story. | 1–3 |
| Walkaways | Once per story, a walkaway negates one success from a single life-threatening damage roll. More powerful walkaways negate two or three successes from the same roll. | 1–3 |
| Warding Charms | These talismans impose a –1 dice penalty on a specific class of supernatural beings (spirits, demons, Fair Folk, undead, etc.) when affecting the wearer. Stronger versions double or triple this penalty, and such beings can sense and often resent the ward. | 1–3 |
Lesser Wonders
| Item | Benefits | Artifact Rating |
|---|---|---|
| Collar of Dawn’s Cleansing Light | Keeps the wearer perfectly clean and negates all Social penalties from being dirty or unkempt. When attuned (1 mote), it also adds +2 dice to (Stamina + Resistance) rolls against disease and poison. | 1 |
| Hearthstone Amulet | Holds one hearthstone and allows the wearer to gain its basic Essence-regeneration benefit. By committing 1 mote, the hearthstone is fully activated; Exalts attuned to amulets of their magical material regain +1 mote per hour. | 1 |
| Yasal Crystal | Can imprison a minor spirit or newly made ghost (Essence ≤2, or ≤3 for Artifact ••) by touch and spending 1 Willpower. The captive spirit cannot use Charms but may grant its powers to the holder with permission, usually in exchange for eventual release. | 1 or 2 |
| Dragon Tear Tiara | Requires 2 motes to attune and holds a hearthstone over the caste mark. Grants +1 die to Perception, or +3 dice to geomancy, astrology, spirit detection, and other occult-sensitivity tasks (not sorcery). | 2 |
| Hearthstone Bracers | Must be worn as a pair and require 4 motes to attune, granting +3 dice to Dodge. Additional benefits depend on material (e.g., Solars gain +2 damage dice, Lunars gain +2 lethal soak, Dragon-Blooded reduce attack Speed by 1, Sidereals gain +1 Accuracy and Defense, Abyssals reduce enemy soak by 2). | 2 |
| Mask | When attuned (5 motes), the mask lets the wearer alter her appearance and perfectly control facial expressions. It grants +4 dice to (Intelligence + Larceny) for disguise and +4 dice to rolls to misdirect others about her true motives in social situations. | 2 |
Hearthstones
| Hearthstone | Benefits | Manse Rating |
|---|---|---|
| Gemstone of Surface Thoughts | Allows the bearer to read a target’s surface thoughts within (Essence × 10) yards by concentrating and rolling (Perception + Awareness). More successes provide clearer thoughts, and suspicious targets may resist with (Wits + Integrity). | 2 |
| Windhands Gemstone | When defending against ranged attacks, the bearer ignores defense and onslaught penalties to DV and may parry lethal attacks unarmed. This does not refresh DV; it only removes the penalties normally applied to ranged defense. | 3 |
| Gem of Adamant Skin | All lethal damage suffered by the bearer is automatically converted to bashing before soak is applied. This does not affect aggravated damage. | 4 |
| Gem of Immortality | The bearer does not age and cannot die from old age or age-related illness while carrying the stone. If attunement ends, normal aging resumes. | 5 |
| Gem of the Calm Heart | Allows the bearer to spend 3 motes of Essence instead of 1 Willpower to suppress a Valor check. It enables reasoned action in situations that would normally provoke fear or rage. | 1 |
| Jewel of the Hungry Fire | Adds +6 soak against fire-based damage and grants +2 dice on rolls to resist heat and extreme temperature. It protects only against fire and heat effects. | 2 |
| The Freedom Stone | Prevents all physical restraint: grapple, clinch, hold, and throw maneuvers automatically fail, and ropes or shackles fall away. It does not bypass confinement such as locked doors or barred cells. | 3 |
| Seacalm Gemstone | Ensures the bearer’s ship will never founder due to weather, regardless of storm severity or poor handling. It does not protect against pirates, reefs, or deliberate attacks. | 4 |
| Stone of Healing | Adds +3 dice to all Medicine rolls made by the bearer, dramatically improving medical treatment and diagnosis. | 1 |
| The Monkey Stone | Reduces the difficulty of Athletics rolls involving balance, jumping, and climbing by 2 (minimum 1) and doubles climbing speed and jump distance. | 2 |
| The Death-Speech Gemstone | Allows the bearer to converse with corpses (with remaining flesh) as a miscellaneous action. Corpses only know what they knew in life. | 3 |
| Gem of Grace | Adds +2 dice to Charisma and Manipulation rolls as long as the target can see the bearer, inspiring awe and respect. | 3 |
| Dream-Stone | Once per story, the bearer may roll (Wits + Occult) upon waking to recall a prophetic dream. More successes provide clearer insight into future events. | 4 |
| Seven Leaping Dragon Stone | Adds +4 dice to all Martial Arts attack rolls, enhancing physical understanding of Essence and combat flow. | 4 |
| Wilderness Gem | Grants instinctive knowledge of safe shelter, edible plants and animals, and approaching dangerous weather. Adds 2 automatic successes to Survival rolls and allows participation in supernatural tracking contests. | 4 |
| The Gem of Day’s Light | Can be activated to shine like a miniature sun, illuminating up to a one-mile radius with daylight for as long as desired. Activation is a miscellaneous action and can be ended reflexively. | 5 |
Greater Wonders
Artifact Melee Weapons
| Weapon | Speed | Accuracy | Damage | Defense | Rate | Minimums | Attune | Artifact | Tags |
|---|---|---|---|---|---|---|---|---|---|
| Daiklave | 5 | +3 | +6L | +2 | 3 | Str 2 | 5 | 2 | - |
| Grand Daiklave | 5 | +2 | +12L/4 | +0 | 2 | Str 3 | 8 | 3 | 2, O, P, R |
| Reaper Daiklave | 4 | +4 | +4L | +1 | 3 | Str 2 | 5 | 2 | - |
| Reaver Daiklave | 5 | +3 | +9L/3 | +0 | 2 | Str 2 | 5 | 2 | O |
| Short Daiklave | 4 | +4 | +4L | +1 | 2 | Str 1 | 3 | 1 | - |
| Wavecleaver Daiklave | 5 | +3 | +7L/3 | +1 | 2 | Str 2 | 5 | 2 | O |
| Dire Lance | 5 | +2 | +8L or +12L | +2 | 2 | Str 2 | 5 | 2 | 2, L, R |
| Goremaul | 5 | +1 | +16B/4 | +1 | 2 | Str 2 | 5 | 2 | O, P |
| Grand Goremaul | 5 | +2 | +16L/5 | -1 | 1 | Str 4 | 8 | 3 | 2, O, P, R |
| Grimcleaver | 5 | +2 | +12L/4 | +0 | 2 | Str 2 | 5 | 2 | O |
| Grand Grimcleaver | 6 | +2 | +14L/4 | -2 | 2 | Str 3 | 8 | 3 | 2, O, P, R |
| Grand Grimscythe | 6 | +2 | +14L/4 | -2 | 2 | Str 3 | 8 | 3 | 2, O, P, R |
Artifact Martial Arts Weapons
| Weapon | Speed | Accuracy | Damage | Defense | Rate | Minimums | Attune | Artifact | Tags |
|---|---|---|---|---|---|---|---|---|---|
| Bloodspike Harness | 6 | +3 | +9L | - | 1 | Str 2 | 5 | 2 | C, P |
| Dire Chain | 5 | +0 | +8B | +2 | 2 | Str 2, Dex 3 | 1 | — | C, M, P, R |
| Dire Chain (alt) | 6 | +1 | +6B | - | 1 | Str 4, MA 4 | — | — | R |
| God-Kicking Boots | 5 | +1 | +8B | -1 | 2 | Str 2, Dex 2 | 6 | 1 | M, P |
| Razor Claws | 5 | +4 | +5L | +2 | 3 | Str 1, Dex 2 | 6 | 2 | M |
| Serpent-Sting Staff | 5 | +0 | +10B | +4 | 3 | Str 1, Dex 4, MA 4 | 5 | 2 | M, P |
| Slayer Khatar | 5 | +0 | +2L | +3 | 3 | Str 1 | 0 | 2 | M |
| Smashfist | 5 | +0 | +7B | +2 | 2 | Str 2 | 6 | 1 | C, M, P |
| Smashfist (alt) | 6 | +0 | +6B | - | 1 | - | - | - | - |
Artifact Thrown Weapons
| Weapon | Speed | Accuracy | Damage | Rate | Range | Minimums | Attune | Artifact | Tags |
|---|---|---|---|---|---|---|---|---|---|
| Sky-Cutter | 5 | +2 | +5L | 2 | 50 | Str 1, Dex 2 | 4 | 2 | - |
| Sling of Deadly Prowess | 5 | +2 | +4L | 2 | 150 | Str 1, Dex 2 | 3 | 1 | - |
| Infinite Jade Chakram | 4 | +0 | +4L | 4 | 50 | Str 1, Dex 3 | 5 | 2 | Returns instantly |
Powerbows
| Weapon | Speed | Accuracy | Damage | Rate | Range | Max Str | Minimums | Attune | Artifact | Tags |
|---|---|---|---|---|---|---|---|---|---|---|
| Short Powerbow | 6 | +2 | +2L | 2 | 250 | 4 | 2 | — | 2 | 2, B |
| Long Powerbow | 6 | +1 | +3L | 3 | 350 | 6 | 3 | — | 2 | 2, B |
Artifact Armor
| Armor | Soak | Hardness | Mobility | Fatigue | Attune | Artifact | Tags |
|---|---|---|---|---|---|---|---|
| Breastplate | +6L/4B | 2L/2B | -0 | 0 | 2 | 1 | May be concealed. |
| Chain Shirt | +5L/3B | 2L/2B | -0 | 0 | 2 | 1 | May be concealed. |
| Lamellar | +8L/9B | 5L/5B | -1 | 0 | 3 | 2 | May be concealed. |
| Reinforced Buff Jacket | +7L/10B | 5L/5B | -1 | 0 | 3 | 2 | - |
| Reinforced Breastplate | +10L/9B | 8L/8B | -1 | 1 | 4 | 3 | - |
| Articulated Plate | +12L/14B | 8L/8B | -2 | 1 | 6 | 4 | - |
| Superheavy Plate | +15L/15B | 10L/10B | -2 | 2 | 8 | 5 | - |