Armory Reference

Hand-to-Hand Weapons (tables)
Blades (melee)
Weapon Speed Accuracy Damage Defense Rate Minimums Cost Tags
Chopping Sword4+1+5L/2-12Str 22O
Great Sword6+1+7L/2-12Str 322, O, R
Knife5+1+2L+03Str 1-T
Short Sword4+2+3L+12Str 11-
Slashing Sword4+1+3L+03Str 22-
Straight Sword4+2+3L+12Str 22-
Impact Weapons (melee)
Weapon Speed Accuracy Damage Defense Rate Minimums Cost Tags
Axe/Hatchet4+1+5L-22Str 21T
Club/Cudgel/Baton5+1+6B+02Str 1-T
Great Axe6+1+7L/2-22Str 312, O, R
Hammer5+1+8B/2+12Str 21O, P
Mace5+1+8B/2+12Str 21O, P
Poleaxe6+0+7L/2+02Str 222, O, R
Scythe6+1+7L/2-22Str 312, O, R
Sledge6-1+12B/4-31Str 422, O, P, R
Staff6+2+7B+22Str 2-2, R
Tetsubo6-1+12B/4-31Str 422, O, P, R
Whip5+1+1B+02Str 1, Dex 1DR
Spears (melee)
Weapon Speed Accuracy Damage Defense Rate Minimums Cost Tags
Javelin4+1+3L+12Str 12T
Lance6-1+5L or +10L-31Str 31L, R
Short Spear5+2+4L+12Str 11R
Spear5+1+4L or +7L+22Str 212, L, R
Martial Arts Weapons (melee)
Weapon Speed Accuracy Damage Defense Rate Minimums Cost Tags
Punch5+1+0B+23Str 1-N
Kick5+0+3B-22Str 1, Dex 2-N
Clinch6+0+0B-1Str 1-C, N, P
Cestus5+0+3B+23Str 11M
Fighting Chain5-1+6B+22Str 2, Dex 41M, R
Chain6-1+4B-1Str 4, MA 4CM, P, R
Fighting Gauntlet5+0+5B+22Str 22M
Gauntlet6-1+3B-1-CM, P
Hook Sword5+0+3L+33Str 1, Dex 3, MA 3DM
Iron Boot5+0+6B-32Str 2, Dex 22M
Khatar5+0+2L+33Str 22M
Razor Harness6-1+3L-1Str 13C, P
Sai5+0+2L+23Str 1, Dex 22D, M
Seven-Section Staff5-2+7B+32Str 1, Dex 4, MA 42M
Tiger Claws5+2+3L+03Str 12M
Wind-Fire Wheel/War Fan5+2+1L+23Str 1, Dex 3, MA 32M
Ranged Weapons (tables)
Thrown (ranged)
Weapon Speed Accuracy Damage Rate Range Minimums Cost Tags
Axe/Hatchet5+0+3L22Str 22O
Chakram/Shuriken4+0+3L320Str 11-
Club/Cudgel/Baton5+0+3B210Str 1--
Javelin4+1+3L230Str 12P
Knife5+0+2L315Str 1--
Needle5-1+1L310-1P
Sling5-1+2L1100Str 11-
War Boomerang5+0+3L220Str 11-
Bows (archery)
Weapon Speed Accuracy Damage Rate Range Max Str Cost Tags
Composite Bow6+0-3250532, B
Long Bow6+1-3200422, B
Self Bow6+0-2150312, B
Arrows (types)
Arrow Type Bow Damage Cost
BroadheadStrength +2L-
FowlingStrength +2B-
Frog CrotchStrength +4L-
TargetStrength +0L (piercing). Target’s lethal armor soak is doubled before applying damage.-
Other Archery Weapons (archery)
Weapon Speed Accuracy Damage Rate Range Max Str Cost Tags
Crossbow5+05L1125-22, B
Firearms (ranged)
Weapon Speed Accuracy Damage Rate Range Minimums Cost Tags
Firewand5+112L110-32, F, S
Flame Piece5+18L1 or 28-2F, 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 (tables)
Light Armor (soak)
Armor Soak Mobility Fatigue Cost Tags
Breastplate+4L/2B-112May be concealed.
Buff Jacket+3L/4B-121-
Chain Shirt+3L/1B-012May be concealed.
Medium Armor (soak)
Armor Soak Mobility Fatigue Cost Tags
Chain Hauberk+6L/7B-323-
Lamellar+6L/8B-213May be concealed.
Reinforced Buff Jacket+5L/8B-222–3-
Heavy Armor (soak)
Armor Soak Mobility Fatigue Cost Tags
Articulated Plate+9L/9B-325-
Plate-and-Chain+8L/10B-434-
Reinforced Breastplate+7L/6B-214-
Superheavy Armor (soak)
Armor Soak Mobility Fatigue Cost Tags
Chain+11L/14B-654-
Superheavy Plate+12L/12B-435-
Shields (DV)
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 (tables)
Everyday Wonders (Cost)
Item Benefits Cost
Age-Staving CordialA 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 TeaDrinking 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 PasteThis 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 CordialThe 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 WineA 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 DiseaseThese 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 CharmsOnce 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
WalkawaysOnce 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 CharmsThese 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 (Artifact)
Item Benefits Artifact Rating
Collar of Dawn’s Cleansing LightKeeps 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 AmuletHolds 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 CrystalCan 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 TiaraRequires 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 BracersMust 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
MaskWhen 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 (Manse)
Hearthstone Benefits Manse Rating
Gemstone of Surface ThoughtsAllows 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 GemstoneWhen 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 SkinAll lethal damage suffered by the bearer is automatically converted to bashing before soak is applied. This does not affect aggravated damage.4
Gem of ImmortalityThe 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 HeartAllows 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 FireAdds +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 StonePrevents 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 GemstoneEnsures 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 HealingAdds +3 dice to all Medicine rolls made by the bearer, dramatically improving medical treatment and diagnosis.1
The Monkey StoneReduces 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 GemstoneAllows the bearer to converse with corpses (with remaining flesh) as a miscellaneous action. Corpses only know what they knew in life.3
Gem of GraceAdds +2 dice to Charisma and Manipulation rolls as long as the target can see the bearer, inspiring awe and respect.3
Dream-StoneOnce 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 StoneAdds +4 dice to all Martial Arts attack rolls, enhancing physical understanding of Essence and combat flow.4
Wilderness GemGrants 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 LightCan 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 (tables)
Artifact Melee Weapons (melee)
Weapon Speed Accuracy Damage Defense Rate Minimums Attune Artifact Tags
Daiklave5+3+6L+23Str 252-
Grand Daiklave5+2+12L/4+02Str 3832, O, P, R
Reaper Daiklave4+4+4L+13Str 252-
Reaver Daiklave5+3+9L/3+02Str 252O
Short Daiklave4+4+4L+12Str 131-
Wavecleaver Daiklave5+3+7L/3+12Str 252O
Dire Lance5+2+8L or +12L+22Str 2522, L, R
Goremaul5+1+16B/4+12Str 252O, P
Grand Goremaul5+2+16L/5-11Str 4832, O, P, R
Grimcleaver5+2+12L/4+02Str 252O
Grand Grimcleaver6+2+14L/4-22Str 3832, O, P, R
Grand Grimscythe6+2+14L/4-22Str 3832, O, P, R
Artifact Martial Arts Weapons (martial)
Weapon Speed Accuracy Damage Defense Rate Minimums Attune Artifact Tags
Bloodspike Harness6+3+9L-1Str 252C, P
Dire Chain5+0+8B+22Str 2, Dex 31C, M, P, R
Dire Chain (alt)6+1+6B-1Str 4, MA 4R
God-Kicking Boots5+1+8B-12Str 2, Dex 261M, P
Razor Claws5+4+5L+23Str 1, Dex 262M
Serpent-Sting Staff5+0+10B+43Str 1, Dex 4, MA 452M, P
Slayer Khatar5+0+2L+33Str 102M
Smashfist5+0+7B+22Str 261C, M, P
Smashfist (alt)6+0+6B-1----
Artifact Thrown Weapons (thrown)
Weapon Speed Accuracy Damage Rate Range Minimums Attune Artifact Tags
Sky-Cutter5+2+5L250Str 1, Dex 242-
Sling of Deadly Prowess5+2+4L2150Str 1, Dex 231-
Infinite Jade Chakram4+0+4L450Str 1, Dex 352Returns instantly
Powerbows (archery)
Weapon Speed Accuracy Damage Rate Range Max Str Minimums Attune Artifact Tags
Short Powerbow6+2+2L22504222, B
Long Powerbow6+1+3L33506322, B
Artifact Armor (armor)
Armor Soak Hardness Mobility Fatigue Attune Artifact Tags
Breastplate+6L/4B2L/2B-0021May be concealed.
Chain Shirt+5L/3B2L/2B-0021May be concealed.
Lamellar+8L/9B5L/5B-1032May be concealed.
Reinforced Buff Jacket+7L/10B5L/5B-1032-
Reinforced Breastplate+10L/9B8L/8B-1143-
Articulated Plate+12L/14B8L/8B-2164-
Superheavy Plate+15L/15B10L/10B-2285-